1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
100 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
102 (DONT_COLLIDE_WITH(e) && \
103 IS_FREE_OR_PLAYER(x, y))))
105 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
106 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
109 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
110 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
112 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
118 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
120 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
122 Feld[x][y] == EL_DIAMOND))
124 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
125 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
126 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
128 #define PACMAN_CAN_ENTER_FIELD(x, y) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
130 IS_AMOEBOID(Feld[x][y])))
132 #define PIG_CAN_ENTER_FIELD(x, y) \
133 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 IS_FOOD_PIG(Feld[x][y])))
136 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
137 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
138 IS_FOOD_PENGUIN(Feld[x][y]) || \
139 Feld[x][y] == EL_EXIT_OPEN || \
140 Feld[x][y] == EL_ACID))
142 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
143 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
145 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
146 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
148 /* game button identifiers */
149 #define GAME_CTRL_ID_STOP 0
150 #define GAME_CTRL_ID_PAUSE 1
151 #define GAME_CTRL_ID_PLAY 2
152 #define SOUND_CTRL_ID_MUSIC 3
153 #define SOUND_CTRL_ID_LOOPS 4
154 #define SOUND_CTRL_ID_SIMPLE 5
156 #define NUM_GAME_BUTTONS 6
159 /* forward declaration for internal use */
161 static void InitBeltMovement(void);
162 static void CloseAllOpenTimegates(void);
163 static void CheckGravityMovement(struct PlayerInfo *);
164 static void KillHeroUnlessProtected(int, int);
166 static void CheckTriggeredElementChange(int, int);
167 static void CheckPlayerElementChange(int, int, int, int);
168 static void ChangeElementDoIt(int, int, int);
170 static void PlaySoundLevel(int, int, int);
171 static void PlaySoundLevelNearest(int, int, int);
172 static void PlaySoundLevelAction(int, int, int);
173 static void PlaySoundLevelElementAction(int, int, int, int);
174 static void PlaySoundLevelActionIfLoop(int, int, int);
175 static void StopSoundLevelActionIfLoop(int, int, int);
177 static void MapGameButtons();
178 static void HandleGameButtons(struct GadgetInfo *);
180 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
183 /* ------------------------------------------------------------------------- */
184 /* definition of elements that automatically change to other elements after */
185 /* a specified time, eventually calling a function when changing */
186 /* ------------------------------------------------------------------------- */
188 /* forward declaration for changer functions */
189 static void InitBuggyBase(int x, int y);
190 static void WarnBuggyBase(int x, int y);
192 static void InitTrap(int x, int y);
193 static void ActivateTrap(int x, int y);
194 static void ChangeActiveTrap(int x, int y);
196 static void InitRobotWheel(int x, int y);
197 static void RunRobotWheel(int x, int y);
198 static void StopRobotWheel(int x, int y);
200 static void InitTimegateWheel(int x, int y);
201 static void RunTimegateWheel(int x, int y);
203 struct ChangingElementInfo
208 void (*pre_change_function)(int x, int y);
209 void (*change_function)(int x, int y);
210 void (*post_change_function)(int x, int y);
213 static struct ChangingElementInfo changing_element_list[] =
240 EL_SWITCHGATE_OPENING,
248 EL_SWITCHGATE_CLOSING,
249 EL_SWITCHGATE_CLOSED,
281 EL_ACID_SPLASH_RIGHT,
290 EL_SP_BUGGY_BASE_ACTIVATING,
297 EL_SP_BUGGY_BASE_ACTIVATING,
298 EL_SP_BUGGY_BASE_ACTIVE,
305 EL_SP_BUGGY_BASE_ACTIVE,
329 EL_ROBOT_WHEEL_ACTIVE,
337 EL_TIMEGATE_SWITCH_ACTIVE,
355 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
356 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
358 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
359 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
360 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
361 IS_JUST_CHANGING(x, y))
362 #define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
365 void GetPlayerConfig()
367 if (!audio.sound_available)
370 if (!audio.loops_available)
371 setup.sound_loops = FALSE;
373 if (!audio.music_available)
374 setup.sound_music = FALSE;
376 if (!video.fullscreen_available)
377 setup.fullscreen = FALSE;
379 setup.sound_simple = setup.sound;
381 SetAudioMode(setup.sound);
385 static int getBeltNrFromBeltElement(int element)
387 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
388 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
389 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
392 static int getBeltNrFromBeltActiveElement(int element)
394 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
395 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
396 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
399 static int getBeltNrFromBeltSwitchElement(int element)
401 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
402 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
403 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
406 static int getBeltDirNrFromBeltSwitchElement(int element)
408 static int belt_base_element[4] =
410 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
411 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
412 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
413 EL_CONVEYOR_BELT_4_SWITCH_LEFT
416 int belt_nr = getBeltNrFromBeltSwitchElement(element);
417 int belt_dir_nr = element - belt_base_element[belt_nr];
419 return (belt_dir_nr % 3);
422 static int getBeltDirFromBeltSwitchElement(int element)
424 static int belt_move_dir[3] =
431 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
433 return belt_move_dir[belt_dir_nr];
436 static void InitField(int x, int y, boolean init_game)
438 int element = Feld[x][y];
445 if (stored_player[0].present)
447 Feld[x][y] = EL_SP_MURPHY_CLONE;
452 stored_player[0].use_murphy_graphic = TRUE;
455 Feld[x][y] = EL_PLAYER_1;
464 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
465 int jx = player->jx, jy = player->jy;
467 player->present = TRUE;
469 if (!options.network || player->connected)
471 player->active = TRUE;
473 /* remove potentially duplicate players */
474 if (StorePlayer[jx][jy] == Feld[x][y])
475 StorePlayer[jx][jy] = 0;
477 StorePlayer[x][y] = Feld[x][y];
481 printf("Player %d activated.\n", player->element_nr);
482 printf("[Local player is %d and currently %s.]\n",
483 local_player->element_nr,
484 local_player->active ? "active" : "not active");
488 Feld[x][y] = EL_EMPTY;
489 player->jx = player->last_jx = x;
490 player->jy = player->last_jy = y;
495 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
496 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
497 else if (x > 0 && Feld[x-1][y] == EL_ACID)
498 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
499 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
500 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
501 else if (y > 0 && Feld[x][y-1] == EL_ACID)
502 Feld[x][y] = EL_ACID_POOL_BOTTOM;
503 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
504 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
512 case EL_SPACESHIP_RIGHT:
513 case EL_SPACESHIP_UP:
514 case EL_SPACESHIP_LEFT:
515 case EL_SPACESHIP_DOWN:
517 case EL_BD_BUTTERFLY_RIGHT:
518 case EL_BD_BUTTERFLY_UP:
519 case EL_BD_BUTTERFLY_LEFT:
520 case EL_BD_BUTTERFLY_DOWN:
521 case EL_BD_BUTTERFLY:
522 case EL_BD_FIREFLY_RIGHT:
523 case EL_BD_FIREFLY_UP:
524 case EL_BD_FIREFLY_LEFT:
525 case EL_BD_FIREFLY_DOWN:
527 case EL_PACMAN_RIGHT:
551 if (y == lev_fieldy - 1)
553 Feld[x][y] = EL_AMOEBA_GROWING;
554 Store[x][y] = EL_AMOEBA_WET;
558 case EL_DYNAMITE_ACTIVE:
563 local_player->lights_still_needed++;
566 case EL_SOKOBAN_FIELD_EMPTY:
567 local_player->sokobanfields_still_needed++;
571 local_player->friends_still_needed++;
576 MovDir[x][y] = 1 << RND(4);
580 Feld[x][y] = EL_EMPTY;
583 case EL_EM_KEY_1_FILE:
584 Feld[x][y] = EL_EM_KEY_1;
586 case EL_EM_KEY_2_FILE:
587 Feld[x][y] = EL_EM_KEY_2;
589 case EL_EM_KEY_3_FILE:
590 Feld[x][y] = EL_EM_KEY_3;
592 case EL_EM_KEY_4_FILE:
593 Feld[x][y] = EL_EM_KEY_4;
596 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
597 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
598 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
599 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
600 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
601 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
602 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
603 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
604 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
605 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
606 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
607 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
610 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
611 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
612 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
614 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
616 game.belt_dir[belt_nr] = belt_dir;
617 game.belt_dir_nr[belt_nr] = belt_dir_nr;
619 else /* more than one switch -- set it like the first switch */
621 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
626 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
628 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
631 case EL_LIGHT_SWITCH_ACTIVE:
633 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
637 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
643 void DrawGameDoorValues()
647 for (i=0; i<MAX_PLAYERS; i++)
649 if (stored_player[i].key[j])
650 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
651 el2edimg(EL_KEY_1 + j));
653 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
654 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
655 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
656 int2str(local_player->dynamite, 3), FONT_TEXT_2);
657 DrawText(DX + XX_SCORE, DY + YY_SCORE,
658 int2str(local_player->score, 5), FONT_TEXT_2);
659 DrawText(DX + XX_TIME, DY + YY_TIME,
660 int2str(TimeLeft, 3), FONT_TEXT_2);
665 =============================================================================
667 -----------------------------------------------------------------------------
668 initialize game engine due to level / tape version number
669 =============================================================================
672 static void InitGameEngine()
676 /* set game engine from tape file when re-playing, else from level file */
677 game.engine_version = (tape.playing ? tape.engine_version :
680 /* dynamically adjust element properties according to game engine version */
681 InitElementPropertiesEngine(game.engine_version);
684 printf("level %d: level version == %06d\n", level_nr, level.game_version);
685 printf(" tape version == %06d [%s] [file: %06d]\n",
686 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
688 printf(" => game.engine_version == %06d\n", game.engine_version);
691 /* dynamically adjust player properties according to game engine version */
692 game.initial_move_delay =
693 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
694 INITIAL_MOVE_DELAY_OFF);
696 /* dynamically adjust player properties according to level information */
697 game.initial_move_delay_value =
698 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
700 /* initialize changing elements information */
701 for (i=0; i<MAX_NUM_ELEMENTS; i++)
703 changing_element[i].base_element = EL_UNDEFINED;
704 changing_element[i].next_element = EL_UNDEFINED;
705 changing_element[i].change_delay = -1;
706 changing_element[i].pre_change_function = NULL;
707 changing_element[i].change_function = NULL;
708 changing_element[i].post_change_function = NULL;
711 /* add changing elements from pre-defined list */
713 while (changing_element_list[i].base_element != EL_UNDEFINED)
715 struct ChangingElementInfo *ce = &changing_element_list[i];
716 int element = ce->base_element;
718 changing_element[element].base_element = ce->base_element;
719 changing_element[element].next_element = ce->next_element;
720 changing_element[element].change_delay = ce->change_delay;
721 changing_element[element].pre_change_function = ce->pre_change_function;
722 changing_element[element].change_function = ce->change_function;
723 changing_element[element].post_change_function = ce->post_change_function;
728 /* add changing elements from custom element configuration */
729 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
731 int element = EL_CUSTOM_START + i;
732 struct ElementChangeInfo *change = &element_info[element].change;
734 /* only add custom elements that change after fixed/random frame delay */
735 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
738 changing_element[element].base_element = element;
739 changing_element[element].next_element = change->successor;
740 changing_element[element].change_delay = (change->delay_fixed *
741 change->delay_frames);
744 /* initialize trigger events information */
745 for (i=0; i<MAX_NUM_ELEMENTS; i++)
746 trigger_events[i] = EP_BITMASK_DEFAULT;
748 /* add trigger events from element change event properties */
749 for (i=0; i<MAX_NUM_ELEMENTS; i++)
750 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
751 trigger_events[element_info[i].change.trigger] |=
752 element_info[i].change.events;
754 /* set push delay value for all non-custom elements */
755 for (i=0; i<MAX_NUM_ELEMENTS; i++)
757 if (!IS_CUSTOM_ELEMENT(i))
759 if (i == EL_SPRING ||
762 element_info[i].push_delay_fixed = 0;
763 element_info[i].push_delay_random = 0;
765 else if (i == EL_SOKOBAN_OBJECT ||
766 i == EL_SOKOBAN_FIELD_FULL ||
768 i == EL_SP_DISK_YELLOW)
770 element_info[i].push_delay_fixed = 2;
771 element_info[i].push_delay_random = 0;
775 element_info[i].push_delay_fixed = 2;
776 element_info[i].push_delay_random = 8;
784 =============================================================================
786 -----------------------------------------------------------------------------
787 initialize and start new game
788 =============================================================================
793 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
794 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
795 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
802 #if USE_NEW_AMOEBA_CODE
803 printf("Using new amoeba code.\n");
805 printf("Using old amoeba code.\n");
810 /* don't play tapes over network */
811 network_playing = (options.network && !tape.playing);
813 for (i=0; i<MAX_PLAYERS; i++)
815 struct PlayerInfo *player = &stored_player[i];
817 player->index_nr = i;
818 player->element_nr = EL_PLAYER_1 + i;
820 player->present = FALSE;
821 player->active = FALSE;
824 player->effective_action = 0;
825 player->programmed_action = 0;
828 player->gems_still_needed = level.gems_needed;
829 player->sokobanfields_still_needed = 0;
830 player->lights_still_needed = 0;
831 player->friends_still_needed = 0;
834 player->key[j] = FALSE;
836 player->dynamite = 0;
837 player->dynabomb_count = 0;
838 player->dynabomb_size = 1;
839 player->dynabombs_left = 0;
840 player->dynabomb_xl = FALSE;
842 player->MovDir = MV_NO_MOVING;
844 player->Pushing = FALSE;
845 player->Switching = FALSE;
847 player->GfxDir = MV_NO_MOVING;
848 player->GfxAction = ACTION_DEFAULT;
850 player->StepFrame = 0;
852 player->use_murphy_graphic = FALSE;
853 player->use_disk_red_graphic = FALSE;
855 player->actual_frame_counter = 0;
857 player->last_move_dir = MV_NO_MOVING;
859 player->is_moving = FALSE;
860 player->is_waiting = FALSE;
861 player->is_digging = FALSE;
862 player->is_collecting = FALSE;
864 player->move_delay = game.initial_move_delay;
865 player->move_delay_value = game.initial_move_delay_value;
867 player->push_delay = 0;
868 player->push_delay_value = 5;
870 player->snapped = FALSE;
872 player->last_jx = player->last_jy = 0;
873 player->jx = player->jy = 0;
875 player->shield_normal_time_left = 0;
876 player->shield_deadly_time_left = 0;
878 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
879 SnapField(player, 0, 0);
881 player->LevelSolved = FALSE;
882 player->GameOver = FALSE;
885 network_player_action_received = FALSE;
887 #if defined(PLATFORM_UNIX)
888 /* initial null action */
890 SendToServer_MovePlayer(MV_NO_MOVING);
898 TimeLeft = level.time;
900 ScreenMovDir = MV_NO_MOVING;
904 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
906 AllPlayersGone = FALSE;
908 game.yamyam_content_nr = 0;
909 game.magic_wall_active = FALSE;
910 game.magic_wall_time_left = 0;
911 game.light_time_left = 0;
912 game.timegate_time_left = 0;
913 game.switchgate_pos = 0;
914 game.balloon_dir = MV_NO_MOVING;
915 game.explosions_delayed = TRUE;
919 game.belt_dir[i] = MV_NO_MOVING;
920 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
923 for (i=0; i<MAX_NUM_AMOEBA; i++)
924 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
926 for (x=0; x<lev_fieldx; x++)
928 for (y=0; y<lev_fieldy; y++)
930 Feld[x][y] = Ur[x][y];
931 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
932 ChangeDelay[x][y] = 0;
933 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
935 JustStopped[x][y] = 0;
937 Pushed[x][y] = FALSE;
938 ExplodePhase[x][y] = 0;
939 ExplodeField[x][y] = EX_NO_EXPLOSION;
942 GfxAction[x][y] = ACTION_DEFAULT;
943 GfxRandom[x][y] = INIT_GFX_RANDOM();
944 GfxElement[x][y] = EL_UNDEFINED;
948 for(y=0; y<lev_fieldy; y++)
950 for(x=0; x<lev_fieldx; x++)
952 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
954 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
956 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
959 InitField(x, y, TRUE);
965 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
966 emulate_sb ? EMU_SOKOBAN :
967 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
969 /* correct non-moving belts to start moving left */
971 if (game.belt_dir[i] == MV_NO_MOVING)
972 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
974 /* check if any connected player was not found in playfield */
975 for (i=0; i<MAX_PLAYERS; i++)
977 struct PlayerInfo *player = &stored_player[i];
979 if (player->connected && !player->present)
981 for (j=0; j<MAX_PLAYERS; j++)
983 struct PlayerInfo *some_player = &stored_player[j];
984 int jx = some_player->jx, jy = some_player->jy;
986 /* assign first free player found that is present in the playfield */
987 if (some_player->present && !some_player->connected)
989 player->present = TRUE;
990 player->active = TRUE;
991 some_player->present = FALSE;
993 StorePlayer[jx][jy] = player->element_nr;
994 player->jx = player->last_jx = jx;
995 player->jy = player->last_jy = jy;
1005 /* when playing a tape, eliminate all players who do not participate */
1007 for (i=0; i<MAX_PLAYERS; i++)
1009 if (stored_player[i].active && !tape.player_participates[i])
1011 struct PlayerInfo *player = &stored_player[i];
1012 int jx = player->jx, jy = player->jy;
1014 player->active = FALSE;
1015 StorePlayer[jx][jy] = 0;
1016 Feld[jx][jy] = EL_EMPTY;
1020 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1022 /* when in single player mode, eliminate all but the first active player */
1024 for (i=0; i<MAX_PLAYERS; i++)
1026 if (stored_player[i].active)
1028 for (j=i+1; j<MAX_PLAYERS; j++)
1030 if (stored_player[j].active)
1032 struct PlayerInfo *player = &stored_player[j];
1033 int jx = player->jx, jy = player->jy;
1035 player->active = FALSE;
1036 StorePlayer[jx][jy] = 0;
1037 Feld[jx][jy] = EL_EMPTY;
1044 /* when recording the game, store which players take part in the game */
1047 for (i=0; i<MAX_PLAYERS; i++)
1048 if (stored_player[i].active)
1049 tape.player_participates[i] = TRUE;
1054 for (i=0; i<MAX_PLAYERS; i++)
1056 struct PlayerInfo *player = &stored_player[i];
1058 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1063 if (local_player == player)
1064 printf("Player %d is local player.\n", i+1);
1068 if (BorderElement == EL_EMPTY)
1071 SBX_Right = lev_fieldx - SCR_FIELDX;
1073 SBY_Lower = lev_fieldy - SCR_FIELDY;
1078 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1080 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1083 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1084 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1086 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1087 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1089 scroll_x = SBX_Left;
1090 scroll_y = SBY_Upper;
1091 if (local_player->jx >= SBX_Left + MIDPOSX)
1092 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1093 local_player->jx - MIDPOSX :
1095 if (local_player->jy >= SBY_Upper + MIDPOSY)
1096 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1097 local_player->jy - MIDPOSY :
1100 CloseDoor(DOOR_CLOSE_1);
1105 /* after drawing the level, correct some elements */
1106 if (game.timegate_time_left == 0)
1107 CloseAllOpenTimegates();
1109 if (setup.soft_scrolling)
1110 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1112 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1115 /* copy default game door content to main double buffer */
1116 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1117 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1120 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1123 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1124 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1125 BlitBitmap(drawto, drawto,
1126 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1127 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1128 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1129 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1132 DrawGameDoorValues();
1136 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1137 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1138 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1142 /* copy actual game door content to door double buffer for OpenDoor() */
1143 BlitBitmap(drawto, bitmap_db_door,
1144 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1146 OpenDoor(DOOR_OPEN_ALL);
1148 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1149 if (setup.sound_music)
1150 PlayMusic(level_nr);
1152 KeyboardAutoRepeatOffUnlessAutoplay();
1157 printf("Player %d %sactive.\n",
1158 i + 1, (stored_player[i].active ? "" : "not "));
1162 void InitMovDir(int x, int y)
1164 int i, element = Feld[x][y];
1165 static int xy[4][2] =
1172 static int direction[3][4] =
1174 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1175 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1176 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1185 Feld[x][y] = EL_BUG;
1186 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1189 case EL_SPACESHIP_RIGHT:
1190 case EL_SPACESHIP_UP:
1191 case EL_SPACESHIP_LEFT:
1192 case EL_SPACESHIP_DOWN:
1193 Feld[x][y] = EL_SPACESHIP;
1194 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1197 case EL_BD_BUTTERFLY_RIGHT:
1198 case EL_BD_BUTTERFLY_UP:
1199 case EL_BD_BUTTERFLY_LEFT:
1200 case EL_BD_BUTTERFLY_DOWN:
1201 Feld[x][y] = EL_BD_BUTTERFLY;
1202 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1205 case EL_BD_FIREFLY_RIGHT:
1206 case EL_BD_FIREFLY_UP:
1207 case EL_BD_FIREFLY_LEFT:
1208 case EL_BD_FIREFLY_DOWN:
1209 Feld[x][y] = EL_BD_FIREFLY;
1210 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1213 case EL_PACMAN_RIGHT:
1215 case EL_PACMAN_LEFT:
1216 case EL_PACMAN_DOWN:
1217 Feld[x][y] = EL_PACMAN;
1218 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1221 case EL_SP_SNIKSNAK:
1222 MovDir[x][y] = MV_UP;
1225 case EL_SP_ELECTRON:
1226 MovDir[x][y] = MV_LEFT;
1233 Feld[x][y] = EL_MOLE;
1234 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1238 if (IS_CUSTOM_ELEMENT(element))
1240 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1241 MovDir[x][y] = element_info[element].move_direction_initial;
1242 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1243 element_info[element].move_pattern == MV_TURNING_LEFT ||
1244 element_info[element].move_pattern == MV_TURNING_RIGHT)
1245 MovDir[x][y] = 1 << RND(4);
1246 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1247 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1248 else if (element_info[element].move_pattern == MV_VERTICAL)
1249 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1250 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1251 MovDir[x][y] = element_info[element].move_pattern;
1252 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1253 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1257 int x1 = x + xy[i][0];
1258 int y1 = y + xy[i][1];
1260 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1262 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1263 MovDir[x][y] = direction[0][i];
1265 MovDir[x][y] = direction[1][i];
1274 MovDir[x][y] = 1 << RND(4);
1276 if (element != EL_BUG &&
1277 element != EL_SPACESHIP &&
1278 element != EL_BD_BUTTERFLY &&
1279 element != EL_BD_FIREFLY)
1284 int x1 = x + xy[i][0];
1285 int y1 = y + xy[i][1];
1287 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1289 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1291 MovDir[x][y] = direction[0][i];
1294 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1295 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1297 MovDir[x][y] = direction[1][i];
1307 void InitAmoebaNr(int x, int y)
1310 int group_nr = AmoebeNachbarNr(x, y);
1314 for (i=1; i<MAX_NUM_AMOEBA; i++)
1316 if (AmoebaCnt[i] == 0)
1324 AmoebaNr[x][y] = group_nr;
1325 AmoebaCnt[group_nr]++;
1326 AmoebaCnt2[group_nr]++;
1332 boolean raise_level = FALSE;
1334 if (local_player->MovPos)
1337 if (tape.playing && tape.auto_play)
1338 tape.auto_play_level_solved = TRUE;
1340 local_player->LevelSolved = FALSE;
1342 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1346 if (!tape.playing && setup.sound_loops)
1347 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1348 SND_CTRL_PLAY_LOOP);
1350 while (TimeLeft > 0)
1352 if (!tape.playing && !setup.sound_loops)
1353 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1354 if (TimeLeft > 0 && !(TimeLeft % 10))
1355 RaiseScore(level.score[SC_TIME_BONUS]);
1356 if (TimeLeft > 100 && !(TimeLeft % 10))
1360 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1367 if (!tape.playing && setup.sound_loops)
1368 StopSound(SND_GAME_LEVELTIME_BONUS);
1370 else if (level.time == 0) /* level without time limit */
1372 if (!tape.playing && setup.sound_loops)
1373 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1374 SND_CTRL_PLAY_LOOP);
1376 while (TimePlayed < 999)
1378 if (!tape.playing && !setup.sound_loops)
1379 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1380 if (TimePlayed < 999 && !(TimePlayed % 10))
1381 RaiseScore(level.score[SC_TIME_BONUS]);
1382 if (TimePlayed < 900 && !(TimePlayed % 10))
1386 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1393 if (!tape.playing && setup.sound_loops)
1394 StopSound(SND_GAME_LEVELTIME_BONUS);
1397 /* Hero disappears */
1398 DrawLevelField(ExitX, ExitY);
1404 CloseDoor(DOOR_CLOSE_1);
1409 SaveTape(tape.level_nr); /* Ask to save tape */
1412 if (level_nr == leveldir_current->handicap_level)
1414 leveldir_current->handicap_level++;
1415 SaveLevelSetup_SeriesInfo();
1418 if (level_editor_test_game)
1419 local_player->score = -1; /* no highscore when playing from editor */
1420 else if (level_nr < leveldir_current->last_level)
1421 raise_level = TRUE; /* advance to next level */
1423 if ((hi_pos = NewHiScore()) >= 0)
1425 game_status = GAME_MODE_SCORES;
1426 DrawHallOfFame(hi_pos);
1435 game_status = GAME_MODE_MAIN;
1452 LoadScore(level_nr);
1454 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1455 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1458 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1460 if (local_player->score > highscore[k].Score)
1462 /* player has made it to the hall of fame */
1464 if (k < MAX_SCORE_ENTRIES - 1)
1466 int m = MAX_SCORE_ENTRIES - 1;
1469 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1470 if (!strcmp(setup.player_name, highscore[l].Name))
1472 if (m == k) /* player's new highscore overwrites his old one */
1478 strcpy(highscore[l].Name, highscore[l - 1].Name);
1479 highscore[l].Score = highscore[l - 1].Score;
1486 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1487 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1488 highscore[k].Score = local_player->score;
1494 else if (!strncmp(setup.player_name, highscore[k].Name,
1495 MAX_PLAYER_NAME_LEN))
1496 break; /* player already there with a higher score */
1502 SaveScore(level_nr);
1507 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1509 if (player->GfxAction != action || player->GfxDir != dir)
1512 printf("Player frame reset! (%d => %d, %d => %d)\n",
1513 player->GfxAction, action, player->GfxDir, dir);
1516 player->GfxAction = action;
1517 player->GfxDir = dir;
1519 player->StepFrame = 0;
1523 static void ResetRandomAnimationValue(int x, int y)
1525 GfxRandom[x][y] = INIT_GFX_RANDOM();
1528 static void ResetGfxAnimation(int x, int y)
1531 GfxAction[x][y] = ACTION_DEFAULT;
1534 void InitMovingField(int x, int y, int direction)
1536 int element = Feld[x][y];
1537 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1538 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1542 if (!JustStopped[x][y] || direction != MovDir[x][y])
1543 ResetGfxAnimation(x, y);
1545 MovDir[newx][newy] = MovDir[x][y] = direction;
1547 if (Feld[newx][newy] == EL_EMPTY)
1548 Feld[newx][newy] = EL_BLOCKED;
1550 if (direction == MV_DOWN && CAN_FALL(element))
1551 GfxAction[x][y] = ACTION_FALLING;
1553 GfxAction[x][y] = ACTION_MOVING;
1555 GfxFrame[newx][newy] = GfxFrame[x][y];
1556 GfxAction[newx][newy] = GfxAction[x][y];
1557 GfxRandom[newx][newy] = GfxRandom[x][y];
1560 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1562 int direction = MovDir[x][y];
1563 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1564 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1570 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1572 int oldx = x, oldy = y;
1573 int direction = MovDir[x][y];
1575 if (direction == MV_LEFT)
1577 else if (direction == MV_RIGHT)
1579 else if (direction == MV_UP)
1581 else if (direction == MV_DOWN)
1584 *comes_from_x = oldx;
1585 *comes_from_y = oldy;
1588 int MovingOrBlocked2Element(int x, int y)
1590 int element = Feld[x][y];
1592 if (element == EL_BLOCKED)
1596 Blocked2Moving(x, y, &oldx, &oldy);
1597 return Feld[oldx][oldy];
1603 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1605 /* like MovingOrBlocked2Element(), but if element is moving
1606 and (x,y) is the field the moving element is just leaving,
1607 return EL_BLOCKED instead of the element value */
1608 int element = Feld[x][y];
1610 if (IS_MOVING(x, y))
1612 if (element == EL_BLOCKED)
1616 Blocked2Moving(x, y, &oldx, &oldy);
1617 return Feld[oldx][oldy];
1626 static void RemoveField(int x, int y)
1628 Feld[x][y] = EL_EMPTY;
1629 GfxElement[x][y] = EL_UNDEFINED;
1633 ChangeDelay[x][y] = 0;
1634 Pushed[x][y] = FALSE;
1637 void RemoveMovingField(int x, int y)
1639 int oldx = x, oldy = y, newx = x, newy = y;
1641 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1644 if (IS_MOVING(x, y))
1646 Moving2Blocked(x, y, &newx, &newy);
1647 if (Feld[newx][newy] != EL_BLOCKED)
1650 else if (Feld[x][y] == EL_BLOCKED)
1652 Blocked2Moving(x, y, &oldx, &oldy);
1653 if (!IS_MOVING(oldx, oldy))
1657 if (Feld[x][y] == EL_BLOCKED &&
1658 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1659 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1660 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1661 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1662 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1664 Feld[oldx][oldy] = EL_EMPTY;
1666 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1668 Feld[newx][newy] = EL_EMPTY;
1669 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1670 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1671 ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
1672 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1674 DrawLevelField(oldx, oldy);
1675 DrawLevelField(newx, newy);
1678 void DrawDynamite(int x, int y)
1680 int sx = SCREENX(x), sy = SCREENY(y);
1681 int graphic = el2img(Feld[x][y]);
1684 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1687 if (IS_WALKABLE_INSIDE(Back[x][y]))
1691 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1692 else if (Store[x][y])
1693 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1695 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1698 if (Back[x][y] || Store[x][y])
1699 DrawGraphicThruMask(sx, sy, graphic, frame);
1701 DrawGraphic(sx, sy, graphic, frame);
1703 if (game.emulation == EMU_SUPAPLEX)
1704 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1705 else if (Store[x][y])
1706 DrawGraphicThruMask(sx, sy, graphic, frame);
1708 DrawGraphic(sx, sy, graphic, frame);
1712 void CheckDynamite(int x, int y)
1714 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1718 if (MovDelay[x][y] != 0)
1721 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1728 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1730 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1731 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1732 StopSound(SND_DYNAMITE_ACTIVE);
1734 StopSound(SND_DYNABOMB_ACTIVE);
1740 void Explode(int ex, int ey, int phase, int mode)
1744 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1745 int last_phase = num_phase * delay;
1746 int half_phase = (num_phase / 2) * delay;
1747 int first_phase_after_start = EX_PHASE_START + 1;
1749 if (game.explosions_delayed)
1751 ExplodeField[ex][ey] = mode;
1755 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1757 int center_element = Feld[ex][ey];
1759 /* remove things displayed in background while burning dynamite */
1760 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1763 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1765 /* put moving element to center field (and let it explode there) */
1766 center_element = MovingOrBlocked2Element(ex, ey);
1767 RemoveMovingField(ex, ey);
1768 Feld[ex][ey] = center_element;
1771 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1775 if (!IN_LEV_FIELD(x, y) ||
1776 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1777 (x != ex || y != ey)))
1780 element = Feld[x][y];
1782 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1784 element = MovingOrBlocked2Element(x, y);
1785 RemoveMovingField(x, y);
1789 if (IS_EXPLOSION_PROOF(element))
1792 if ((IS_INDESTRUCTIBLE(element) &&
1793 (game.engine_version < VERSION_IDENT(2,2,0) ||
1794 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1795 element == EL_FLAMES)
1799 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1801 if (IS_ACTIVE_BOMB(element))
1803 /* re-activate things under the bomb like gate or penguin */
1804 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1811 /* save walkable background elements while explosion on same tile */
1812 if (IS_INDESTRUCTIBLE(element))
1813 Back[x][y] = element;
1815 /* ignite explodable elements reached by other explosion */
1816 if (element == EL_EXPLOSION)
1817 element = Store2[x][y];
1819 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1821 switch(StorePlayer[ex][ey])
1824 Store[x][y] = EL_EMERALD_RED;
1827 Store[x][y] = EL_EMERALD;
1830 Store[x][y] = EL_EMERALD_PURPLE;
1834 Store[x][y] = EL_EMERALD_YELLOW;
1838 if (game.emulation == EMU_SUPAPLEX)
1839 Store[x][y] = EL_EMPTY;
1841 else if (center_element == EL_MOLE)
1842 Store[x][y] = EL_EMERALD_RED;
1843 else if (center_element == EL_PENGUIN)
1844 Store[x][y] = EL_EMERALD_PURPLE;
1845 else if (center_element == EL_BUG)
1846 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1847 else if (center_element == EL_BD_BUTTERFLY)
1848 Store[x][y] = EL_BD_DIAMOND;
1849 else if (center_element == EL_SP_ELECTRON)
1850 Store[x][y] = EL_SP_INFOTRON;
1851 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1852 Store[x][y] = level.amoeba_content;
1853 else if (center_element == EL_YAMYAM)
1855 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1856 else if (IS_CUSTOM_ELEMENT(center_element))
1858 element_info[center_element].content[x - ex + 1][y - ey + 1];
1859 else if (element == EL_WALL_EMERALD)
1860 Store[x][y] = EL_EMERALD;
1861 else if (element == EL_WALL_DIAMOND)
1862 Store[x][y] = EL_DIAMOND;
1863 else if (element == EL_WALL_BD_DIAMOND)
1864 Store[x][y] = EL_BD_DIAMOND;
1865 else if (element == EL_WALL_EMERALD_YELLOW)
1866 Store[x][y] = EL_EMERALD_YELLOW;
1867 else if (element == EL_WALL_EMERALD_RED)
1868 Store[x][y] = EL_EMERALD_RED;
1869 else if (element == EL_WALL_EMERALD_PURPLE)
1870 Store[x][y] = EL_EMERALD_PURPLE;
1871 else if (element == EL_WALL_PEARL)
1872 Store[x][y] = EL_PEARL;
1873 else if (element == EL_WALL_CRYSTAL)
1874 Store[x][y] = EL_CRYSTAL;
1876 Store[x][y] = EL_EMPTY;
1878 if (x != ex || y != ey ||
1879 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1880 Store2[x][y] = element;
1882 if (AmoebaNr[x][y] &&
1883 (element == EL_AMOEBA_FULL ||
1884 element == EL_BD_AMOEBA ||
1885 element == EL_AMOEBA_GROWING))
1887 AmoebaCnt[AmoebaNr[x][y]]--;
1888 AmoebaCnt2[AmoebaNr[x][y]]--;
1891 Feld[x][y] = EL_EXPLOSION;
1893 GfxElement[x][y] = center_element;
1895 GfxElement[x][y] = EL_UNDEFINED;
1897 MovDir[x][y] = MovPos[x][y] = 0;
1899 ExplodePhase[x][y] = 1;
1903 if (center_element == EL_YAMYAM)
1904 game.yamyam_content_nr =
1905 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1916 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1918 if (phase == first_phase_after_start)
1920 int element = Store2[x][y];
1922 if (element == EL_BLACK_ORB)
1924 Feld[x][y] = Store2[x][y];
1929 else if (phase == half_phase)
1931 int element = Store2[x][y];
1933 if (IS_PLAYER(x, y))
1934 KillHeroUnlessProtected(x, y);
1935 else if (CAN_EXPLODE_BY_FIRE(element))
1937 Feld[x][y] = Store2[x][y];
1941 else if (element == EL_AMOEBA_TO_DIAMOND)
1942 AmoebeUmwandeln(x, y);
1945 if (phase == last_phase)
1949 element = Feld[x][y] = Store[x][y];
1950 Store[x][y] = Store2[x][y] = 0;
1951 GfxElement[x][y] = EL_UNDEFINED;
1953 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1954 element = Feld[x][y] = Back[x][y];
1957 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
1958 InitField(x, y, FALSE);
1959 if (CAN_MOVE(element))
1961 DrawLevelField(x, y);
1963 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1964 StorePlayer[x][y] = 0;
1966 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1969 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
1971 int stored = Store[x][y];
1972 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1973 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1976 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1979 DrawLevelFieldCrumbledSand(x, y);
1981 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1983 DrawLevelElement(x, y, Back[x][y]);
1984 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1986 else if (IS_WALKABLE_UNDER(Back[x][y]))
1988 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1989 DrawLevelElementThruMask(x, y, Back[x][y]);
1991 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1992 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1996 void DynaExplode(int ex, int ey)
1999 int dynabomb_size = 1;
2000 boolean dynabomb_xl = FALSE;
2001 struct PlayerInfo *player;
2002 static int xy[4][2] =
2010 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2012 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2013 dynabomb_size = player->dynabomb_size;
2014 dynabomb_xl = player->dynabomb_xl;
2015 player->dynabombs_left++;
2018 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2022 for (j=1; j<=dynabomb_size; j++)
2024 int x = ex + j * xy[i % 4][0];
2025 int y = ey + j * xy[i % 4][1];
2028 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2031 element = Feld[x][y];
2033 /* do not restart explosions of fields with active bombs */
2034 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2037 Explode(x, y, EX_PHASE_START, EX_BORDER);
2039 if (element != EL_EMPTY &&
2040 element != EL_SAND &&
2041 element != EL_EXPLOSION &&
2048 void Bang(int x, int y)
2050 int element = Feld[x][y];
2052 if (IS_PLAYER(x, y))
2054 struct PlayerInfo *player = PLAYERINFO(x, y);
2056 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2057 player->element_nr);
2061 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2063 if (game.emulation == EMU_SUPAPLEX)
2064 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2066 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2070 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2078 case EL_BD_BUTTERFLY:
2081 case EL_DARK_YAMYAM:
2085 RaiseScoreElement(element);
2086 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2088 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2089 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2090 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2091 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2092 case EL_DYNABOMB_INCREASE_NUMBER:
2093 case EL_DYNABOMB_INCREASE_SIZE:
2094 case EL_DYNABOMB_INCREASE_POWER:
2099 case EL_LAMP_ACTIVE:
2100 if (IS_PLAYER(x, y))
2101 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2103 Explode(x, y, EX_PHASE_START, EX_CENTER);
2106 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2110 CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
2113 void SplashAcid(int x, int y)
2115 int element = Feld[x][y];
2117 if (element != EL_ACID_SPLASH_LEFT &&
2118 element != EL_ACID_SPLASH_RIGHT)
2120 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2122 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2123 (!IN_LEV_FIELD(x-1, y-1) ||
2124 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2125 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2127 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2128 (!IN_LEV_FIELD(x+1, y-1) ||
2129 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2130 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2134 static void InitBeltMovement()
2136 static int belt_base_element[4] =
2138 EL_CONVEYOR_BELT_1_LEFT,
2139 EL_CONVEYOR_BELT_2_LEFT,
2140 EL_CONVEYOR_BELT_3_LEFT,
2141 EL_CONVEYOR_BELT_4_LEFT
2143 static int belt_base_active_element[4] =
2145 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2146 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2147 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2148 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2153 /* set frame order for belt animation graphic according to belt direction */
2160 int element = belt_base_active_element[belt_nr] + j;
2161 int graphic = el2img(element);
2163 if (game.belt_dir[i] == MV_LEFT)
2164 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2166 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2170 for(y=0; y<lev_fieldy; y++)
2172 for(x=0; x<lev_fieldx; x++)
2174 int element = Feld[x][y];
2178 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2180 int e_belt_nr = getBeltNrFromBeltElement(element);
2183 if (e_belt_nr == belt_nr)
2185 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2187 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2195 static void ToggleBeltSwitch(int x, int y)
2197 static int belt_base_element[4] =
2199 EL_CONVEYOR_BELT_1_LEFT,
2200 EL_CONVEYOR_BELT_2_LEFT,
2201 EL_CONVEYOR_BELT_3_LEFT,
2202 EL_CONVEYOR_BELT_4_LEFT
2204 static int belt_base_active_element[4] =
2206 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2207 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2208 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2209 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2211 static int belt_base_switch_element[4] =
2213 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2214 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2215 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2216 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2218 static int belt_move_dir[4] =
2226 int element = Feld[x][y];
2227 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2228 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2229 int belt_dir = belt_move_dir[belt_dir_nr];
2232 if (!IS_BELT_SWITCH(element))
2235 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2236 game.belt_dir[belt_nr] = belt_dir;
2238 if (belt_dir_nr == 3)
2241 /* set frame order for belt animation graphic according to belt direction */
2244 int element = belt_base_active_element[belt_nr] + i;
2245 int graphic = el2img(element);
2247 if (belt_dir == MV_LEFT)
2248 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2250 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2253 for (yy=0; yy<lev_fieldy; yy++)
2255 for (xx=0; xx<lev_fieldx; xx++)
2257 int element = Feld[xx][yy];
2259 if (IS_BELT_SWITCH(element))
2261 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2263 if (e_belt_nr == belt_nr)
2265 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2266 DrawLevelField(xx, yy);
2269 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2271 int e_belt_nr = getBeltNrFromBeltElement(element);
2273 if (e_belt_nr == belt_nr)
2275 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2277 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2278 DrawLevelField(xx, yy);
2281 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2283 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2285 if (e_belt_nr == belt_nr)
2287 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2289 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2290 DrawLevelField(xx, yy);
2297 static void ToggleSwitchgateSwitch(int x, int y)
2301 game.switchgate_pos = !game.switchgate_pos;
2303 for (yy=0; yy<lev_fieldy; yy++)
2305 for (xx=0; xx<lev_fieldx; xx++)
2307 int element = Feld[xx][yy];
2309 if (element == EL_SWITCHGATE_SWITCH_UP ||
2310 element == EL_SWITCHGATE_SWITCH_DOWN)
2312 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2313 DrawLevelField(xx, yy);
2315 else if (element == EL_SWITCHGATE_OPEN ||
2316 element == EL_SWITCHGATE_OPENING)
2318 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2320 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2322 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2325 else if (element == EL_SWITCHGATE_CLOSED ||
2326 element == EL_SWITCHGATE_CLOSING)
2328 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2330 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2332 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2339 static int getInvisibleActiveFromInvisibleElement(int element)
2341 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2342 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2343 EL_INVISIBLE_SAND_ACTIVE);
2346 static int getInvisibleFromInvisibleActiveElement(int element)
2348 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2349 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2353 static void RedrawAllLightSwitchesAndInvisibleElements()
2357 for (y=0; y<lev_fieldy; y++)
2359 for (x=0; x<lev_fieldx; x++)
2361 int element = Feld[x][y];
2363 if (element == EL_LIGHT_SWITCH &&
2364 game.light_time_left > 0)
2366 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2367 DrawLevelField(x, y);
2369 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2370 game.light_time_left == 0)
2372 Feld[x][y] = EL_LIGHT_SWITCH;
2373 DrawLevelField(x, y);
2375 else if (element == EL_INVISIBLE_STEELWALL ||
2376 element == EL_INVISIBLE_WALL ||
2377 element == EL_INVISIBLE_SAND)
2379 if (game.light_time_left > 0)
2380 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2382 DrawLevelField(x, y);
2384 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2385 element == EL_INVISIBLE_WALL_ACTIVE ||
2386 element == EL_INVISIBLE_SAND_ACTIVE)
2388 if (game.light_time_left == 0)
2389 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2391 DrawLevelField(x, y);
2397 static void ToggleLightSwitch(int x, int y)
2399 int element = Feld[x][y];
2401 game.light_time_left =
2402 (element == EL_LIGHT_SWITCH ?
2403 level.time_light * FRAMES_PER_SECOND : 0);
2405 RedrawAllLightSwitchesAndInvisibleElements();
2408 static void ActivateTimegateSwitch(int x, int y)
2412 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2414 for (yy=0; yy<lev_fieldy; yy++)
2416 for (xx=0; xx<lev_fieldx; xx++)
2418 int element = Feld[xx][yy];
2420 if (element == EL_TIMEGATE_CLOSED ||
2421 element == EL_TIMEGATE_CLOSING)
2423 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2424 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2428 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2430 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2431 DrawLevelField(xx, yy);
2438 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2441 void Impact(int x, int y)
2443 boolean lastline = (y == lev_fieldy-1);
2444 boolean object_hit = FALSE;
2445 boolean impact = (lastline || object_hit);
2446 int element = Feld[x][y];
2447 int smashed = EL_UNDEFINED;
2449 if (!lastline) /* check if element below was hit */
2451 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2454 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2455 MovDir[x][y + 1] != MV_DOWN ||
2456 MovPos[x][y + 1] <= TILEY / 2));
2458 smashed = MovingOrBlocked2Element(x, y + 1);
2460 impact = (lastline || object_hit);
2463 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2471 ResetGfxAnimation(x, y);
2472 DrawLevelField(x, y);
2475 if (impact && CAN_EXPLODE_IMPACT(element))
2480 else if (impact && element == EL_PEARL)
2482 Feld[x][y] = EL_PEARL_BREAKING;
2483 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2486 else if (impact && CAN_CHANGE(element) &&
2487 HAS_CHANGE_EVENT(element, CE_IMPACT))
2489 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2491 ChangeElementDoIt(x, y, element_info[element].change.successor);
2496 if (impact && element == EL_AMOEBA_DROP)
2498 if (object_hit && IS_PLAYER(x, y + 1))
2499 KillHeroUnlessProtected(x, y + 1);
2500 else if (object_hit && smashed == EL_PENGUIN)
2504 Feld[x][y] = EL_AMOEBA_GROWING;
2505 Store[x][y] = EL_AMOEBA_WET;
2507 ResetRandomAnimationValue(x, y);
2512 if (object_hit) /* check which object was hit */
2514 if (CAN_PASS_MAGIC_WALL(element) &&
2515 (smashed == EL_MAGIC_WALL ||
2516 smashed == EL_BD_MAGIC_WALL))
2519 int activated_magic_wall =
2520 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2521 EL_BD_MAGIC_WALL_ACTIVE);
2523 /* activate magic wall / mill */
2524 for (yy=0; yy<lev_fieldy; yy++)
2525 for (xx=0; xx<lev_fieldx; xx++)
2526 if (Feld[xx][yy] == smashed)
2527 Feld[xx][yy] = activated_magic_wall;
2529 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2530 game.magic_wall_active = TRUE;
2532 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2533 SND_MAGIC_WALL_ACTIVATING :
2534 SND_BD_MAGIC_WALL_ACTIVATING));
2537 if (IS_PLAYER(x, y + 1))
2539 if (CAN_SMASH_PLAYER(element))
2541 KillHeroUnlessProtected(x, y + 1);
2545 else if (smashed == EL_PENGUIN)
2547 if (CAN_SMASH_PLAYER(element))
2553 else if (element == EL_BD_DIAMOND)
2555 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2561 else if ((element == EL_SP_INFOTRON ||
2562 element == EL_SP_ZONK) &&
2563 (smashed == EL_SP_SNIKSNAK ||
2564 smashed == EL_SP_ELECTRON ||
2565 smashed == EL_SP_DISK_ORANGE))
2570 else if (CAN_SMASH_EVERYTHING(element))
2572 if (IS_CLASSIC_ENEMY(smashed) ||
2573 CAN_EXPLODE_SMASHED(smashed))
2578 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2580 if (smashed == EL_LAMP ||
2581 smashed == EL_LAMP_ACTIVE)
2586 else if (smashed == EL_NUT)
2588 Feld[x][y + 1] = EL_NUT_BREAKING;
2589 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2590 RaiseScoreElement(EL_NUT);
2593 else if (smashed == EL_PEARL)
2595 Feld[x][y + 1] = EL_PEARL_BREAKING;
2596 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2599 else if (smashed == EL_DIAMOND)
2601 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2602 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2605 else if (IS_BELT_SWITCH(smashed))
2607 ToggleBeltSwitch(x, y + 1);
2609 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2610 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2612 ToggleSwitchgateSwitch(x, y + 1);
2614 else if (smashed == EL_LIGHT_SWITCH ||
2615 smashed == EL_LIGHT_SWITCH_ACTIVE)
2617 ToggleLightSwitch(x, y + 1);
2619 else if (CAN_CHANGE(smashed) &&
2620 HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2622 ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
2628 /* play sound of magic wall / mill */
2630 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2631 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2633 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2634 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2635 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2636 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2641 /* play sound of object that hits the ground */
2642 if (lastline || object_hit)
2643 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2646 void TurnRound(int x, int y)
2658 { 0, 0 }, { 0, 0 }, { 0, 0 },
2663 int left, right, back;
2667 { MV_DOWN, MV_UP, MV_RIGHT },
2668 { MV_UP, MV_DOWN, MV_LEFT },
2670 { MV_LEFT, MV_RIGHT, MV_DOWN },
2674 { MV_RIGHT, MV_LEFT, MV_UP }
2677 int element = Feld[x][y];
2678 int old_move_dir = MovDir[x][y];
2679 int left_dir = turn[old_move_dir].left;
2680 int right_dir = turn[old_move_dir].right;
2681 int back_dir = turn[old_move_dir].back;
2683 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2684 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2685 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2686 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2688 int left_x = x + left_dx, left_y = y + left_dy;
2689 int right_x = x + right_dx, right_y = y + right_dy;
2690 int move_x = x + move_dx, move_y = y + move_dy;
2694 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2696 TestIfBadThingTouchesOtherBadThing(x, y);
2698 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2699 MovDir[x][y] = right_dir;
2700 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2701 MovDir[x][y] = left_dir;
2703 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2705 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2708 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2709 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2711 TestIfBadThingTouchesOtherBadThing(x, y);
2713 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2714 MovDir[x][y] = left_dir;
2715 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2716 MovDir[x][y] = right_dir;
2718 if ((element == EL_SPACESHIP ||
2719 element == EL_SP_SNIKSNAK ||
2720 element == EL_SP_ELECTRON)
2721 && MovDir[x][y] != old_move_dir)
2723 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2726 else if (element == EL_YAMYAM)
2728 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2729 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2731 if (can_turn_left && can_turn_right)
2732 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2733 else if (can_turn_left)
2734 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2735 else if (can_turn_right)
2736 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2738 MovDir[x][y] = back_dir;
2740 MovDelay[x][y] = 16 + 16 * RND(3);
2742 else if (element == EL_DARK_YAMYAM)
2744 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2745 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2747 if (can_turn_left && can_turn_right)
2748 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2749 else if (can_turn_left)
2750 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2751 else if (can_turn_right)
2752 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2754 MovDir[x][y] = back_dir;
2756 MovDelay[x][y] = 16 + 16 * RND(3);
2758 else if (element == EL_PACMAN)
2760 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2761 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2763 if (can_turn_left && can_turn_right)
2764 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2765 else if (can_turn_left)
2766 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2767 else if (can_turn_right)
2768 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2770 MovDir[x][y] = back_dir;
2772 MovDelay[x][y] = 6 + RND(40);
2774 else if (element == EL_PIG)
2776 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
2777 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
2778 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
2779 boolean should_turn_left, should_turn_right, should_move_on;
2781 int rnd = RND(rnd_value);
2783 should_turn_left = (can_turn_left &&
2785 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
2786 y + back_dy + left_dy)));
2787 should_turn_right = (can_turn_right &&
2789 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
2790 y + back_dy + right_dy)));
2791 should_move_on = (can_move_on &&
2794 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
2795 y + move_dy + left_dy) ||
2796 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
2797 y + move_dy + right_dy)));
2799 if (should_turn_left || should_turn_right || should_move_on)
2801 if (should_turn_left && should_turn_right && should_move_on)
2802 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
2803 rnd < 2 * rnd_value / 3 ? right_dir :
2805 else if (should_turn_left && should_turn_right)
2806 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2807 else if (should_turn_left && should_move_on)
2808 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
2809 else if (should_turn_right && should_move_on)
2810 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
2811 else if (should_turn_left)
2812 MovDir[x][y] = left_dir;
2813 else if (should_turn_right)
2814 MovDir[x][y] = right_dir;
2815 else if (should_move_on)
2816 MovDir[x][y] = old_move_dir;
2818 else if (can_move_on && rnd > rnd_value / 8)
2819 MovDir[x][y] = old_move_dir;
2820 else if (can_turn_left && can_turn_right)
2821 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2822 else if (can_turn_left && rnd > rnd_value / 8)
2823 MovDir[x][y] = left_dir;
2824 else if (can_turn_right && rnd > rnd_value/8)
2825 MovDir[x][y] = right_dir;
2827 MovDir[x][y] = back_dir;
2829 xx = x + move_xy[MovDir[x][y]].x;
2830 yy = y + move_xy[MovDir[x][y]].y;
2832 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
2833 MovDir[x][y] = old_move_dir;
2837 else if (element == EL_DRAGON)
2839 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
2840 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
2841 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
2843 int rnd = RND(rnd_value);
2845 if (can_move_on && rnd > rnd_value / 8)
2846 MovDir[x][y] = old_move_dir;
2847 else if (can_turn_left && can_turn_right)
2848 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2849 else if (can_turn_left && rnd > rnd_value / 8)
2850 MovDir[x][y] = left_dir;
2851 else if (can_turn_right && rnd > rnd_value / 8)
2852 MovDir[x][y] = right_dir;
2854 MovDir[x][y] = back_dir;
2856 xx = x + move_xy[MovDir[x][y]].x;
2857 yy = y + move_xy[MovDir[x][y]].y;
2859 if (!IS_FREE(xx, yy))
2860 MovDir[x][y] = old_move_dir;
2864 else if (element == EL_MOLE)
2866 boolean can_move_on =
2867 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
2868 IS_AMOEBOID(Feld[move_x][move_y]) ||
2869 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
2872 boolean can_turn_left =
2873 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
2874 IS_AMOEBOID(Feld[left_x][left_y])));
2876 boolean can_turn_right =
2877 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
2878 IS_AMOEBOID(Feld[right_x][right_y])));
2880 if (can_turn_left && can_turn_right)
2881 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2882 else if (can_turn_left)
2883 MovDir[x][y] = left_dir;
2885 MovDir[x][y] = right_dir;
2888 if (MovDir[x][y] != old_move_dir)
2891 else if (element == EL_BALLOON)
2893 MovDir[x][y] = game.balloon_dir;
2896 else if (element == EL_SPRING)
2898 if (MovDir[x][y] & MV_HORIZONTAL &&
2899 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
2900 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
2901 MovDir[x][y] = MV_NO_MOVING;
2905 else if (element == EL_ROBOT ||
2906 element == EL_SATELLITE ||
2907 element == EL_PENGUIN)
2909 int attr_x = -1, attr_y = -1;
2920 for (i=0; i<MAX_PLAYERS; i++)
2922 struct PlayerInfo *player = &stored_player[i];
2923 int jx = player->jx, jy = player->jy;
2925 if (!player->active)
2929 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
2937 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2943 if (element == EL_PENGUIN)
2946 static int xy[4][2] =
2956 int ex = x + xy[i % 4][0];
2957 int ey = y + xy[i % 4][1];
2959 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2968 MovDir[x][y] = MV_NO_MOVING;
2970 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2971 else if (attr_x > x)
2972 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2974 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2975 else if (attr_y > y)
2976 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2978 if (element == EL_ROBOT)
2982 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2983 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2984 Moving2Blocked(x, y, &newx, &newy);
2986 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2987 MovDelay[x][y] = 8 + 8 * !RND(3);
2989 MovDelay[x][y] = 16;
2991 else if (element == EL_PENGUIN)
2997 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2999 boolean first_horiz = RND(2);
3000 int new_move_dir = MovDir[x][y];
3003 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3004 Moving2Blocked(x, y, &newx, &newy);
3006 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3010 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3011 Moving2Blocked(x, y, &newx, &newy);
3013 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3016 MovDir[x][y] = old_move_dir;
3020 else /* (element == EL_SATELLITE) */
3026 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3028 boolean first_horiz = RND(2);
3029 int new_move_dir = MovDir[x][y];
3032 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3033 Moving2Blocked(x, y, &newx, &newy);
3035 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3039 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3040 Moving2Blocked(x, y, &newx, &newy);
3042 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3045 MovDir[x][y] = old_move_dir;
3050 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3051 element_info[element].move_pattern == MV_TURNING_LEFT ||
3052 element_info[element].move_pattern == MV_TURNING_RIGHT)
3054 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3055 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3057 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3058 MovDir[x][y] = left_dir;
3059 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3060 MovDir[x][y] = right_dir;
3061 else if (can_turn_left && can_turn_right)
3062 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3063 else if (can_turn_left)
3064 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3065 else if (can_turn_right)
3066 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3068 MovDir[x][y] = back_dir;
3070 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3072 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3073 element_info[element].move_pattern == MV_VERTICAL)
3075 if (element_info[element].move_pattern & old_move_dir)
3076 MovDir[x][y] = back_dir;
3077 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3078 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3079 else if (element_info[element].move_pattern == MV_VERTICAL)
3080 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3082 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3084 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3086 MovDir[x][y] = element_info[element].move_pattern;
3087 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3089 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3091 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3092 MovDir[x][y] = left_dir;
3093 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3094 MovDir[x][y] = right_dir;
3096 if (MovDir[x][y] != old_move_dir)
3097 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3099 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3101 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3102 MovDir[x][y] = right_dir;
3103 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3104 MovDir[x][y] = left_dir;
3106 if (MovDir[x][y] != old_move_dir)
3107 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3109 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3110 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3112 int attr_x = -1, attr_y = -1;
3115 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3126 for (i=0; i<MAX_PLAYERS; i++)
3128 struct PlayerInfo *player = &stored_player[i];
3129 int jx = player->jx, jy = player->jy;
3131 if (!player->active)
3135 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3143 MovDir[x][y] = MV_NO_MOVING;
3145 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3146 else if (attr_x > x)
3147 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3149 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3150 else if (attr_y > y)
3151 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3153 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3155 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3157 boolean first_horiz = RND(2);
3158 int new_move_dir = MovDir[x][y];
3161 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3162 Moving2Blocked(x, y, &newx, &newy);
3164 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3168 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3169 Moving2Blocked(x, y, &newx, &newy);
3171 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3174 MovDir[x][y] = old_move_dir;
3179 static boolean JustBeingPushed(int x, int y)
3183 for (i=0; i<MAX_PLAYERS; i++)
3185 struct PlayerInfo *player = &stored_player[i];
3187 if (player->active && player->Pushing && player->MovPos)
3189 int next_jx = player->jx + (player->jx - player->last_jx);
3190 int next_jy = player->jy + (player->jy - player->last_jy);
3192 if (x == next_jx && y == next_jy)
3200 void StartMoving(int x, int y)
3202 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3203 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3204 int element = Feld[x][y];
3209 GfxAction[x][y] = ACTION_DEFAULT;
3211 if (CAN_FALL(element) && y < lev_fieldy - 1)
3213 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3214 if (JustBeingPushed(x, y))
3217 if (element == EL_QUICKSAND_FULL)
3219 if (IS_FREE(x, y + 1))
3221 InitMovingField(x, y, MV_DOWN);
3222 started_moving = TRUE;
3224 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3225 Store[x][y] = EL_ROCK;
3227 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3229 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3232 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3234 if (!MovDelay[x][y])
3235 MovDelay[x][y] = TILEY + 1;
3244 Feld[x][y] = EL_QUICKSAND_EMPTY;
3245 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3246 Store[x][y + 1] = Store[x][y];
3249 PlaySoundLevelAction(x, y, ACTION_FILLING);
3251 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3255 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3256 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3258 InitMovingField(x, y, MV_DOWN);
3259 started_moving = TRUE;
3261 Feld[x][y] = EL_QUICKSAND_FILLING;
3262 Store[x][y] = element;
3264 PlaySoundLevelAction(x, y, ACTION_FILLING);
3266 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3269 else if (element == EL_MAGIC_WALL_FULL)
3271 if (IS_FREE(x, y + 1))
3273 InitMovingField(x, y, MV_DOWN);
3274 started_moving = TRUE;
3276 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3277 Store[x][y] = EL_CHANGED(Store[x][y]);
3279 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3281 if (!MovDelay[x][y])
3282 MovDelay[x][y] = TILEY/4 + 1;
3291 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3292 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3293 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3297 else if (element == EL_BD_MAGIC_WALL_FULL)
3299 if (IS_FREE(x, y + 1))
3301 InitMovingField(x, y, MV_DOWN);
3302 started_moving = TRUE;
3304 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3305 Store[x][y] = EL_CHANGED2(Store[x][y]);
3307 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3309 if (!MovDelay[x][y])
3310 MovDelay[x][y] = TILEY/4 + 1;
3319 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3320 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3321 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3325 else if (CAN_PASS_MAGIC_WALL(element) &&
3326 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3327 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3329 InitMovingField(x, y, MV_DOWN);
3330 started_moving = TRUE;
3333 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3334 EL_BD_MAGIC_WALL_FILLING);
3335 Store[x][y] = element;
3338 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3340 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3345 InitMovingField(x, y, MV_DOWN);
3346 started_moving = TRUE;
3348 Store[x][y] = EL_ACID;
3350 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3351 GfxAction[x][y + 1] = ACTION_ACTIVE;
3356 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3357 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3358 JustStopped[x][y] && !Pushed[x][y + 1])
3360 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3364 /* calling "Impact()" here is not only completely unneccessary
3365 (because it already gets called from "ContinueMoving()" in
3366 all relevant situations), but also completely bullshit, because
3367 "JustStopped" also indicates a finished *horizontal* movement;
3368 we must keep this trash for backwards compatibility with older
3374 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3376 if (MovDir[x][y] == MV_NO_MOVING)
3378 InitMovingField(x, y, MV_DOWN);
3379 started_moving = TRUE;
3382 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3384 if (JustStopped[x][y]) /* prevent animation from being restarted */
3385 MovDir[x][y] = MV_DOWN;
3387 InitMovingField(x, y, MV_DOWN);
3388 started_moving = TRUE;
3390 else if (element == EL_AMOEBA_DROP)
3392 Feld[x][y] = EL_AMOEBA_GROWING;
3393 Store[x][y] = EL_AMOEBA_WET;
3395 /* Store[x][y + 1] must be zero, because:
3396 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3399 #if OLD_GAME_BEHAVIOUR
3400 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3402 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3403 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3404 element != EL_DX_SUPABOMB)
3407 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3408 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3409 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3410 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3413 boolean left = (x>0 && IS_FREE(x-1, y) &&
3414 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3415 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3416 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3420 if (left && right &&
3421 (game.emulation != EMU_BOULDERDASH &&
3422 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3423 left = !(right = RND(2));
3425 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3426 started_moving = TRUE;
3429 if (element == EL_BOMB)
3430 printf("::: SLIP DOWN [%d]\n", FrameCounter);
3434 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3436 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3437 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3438 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3439 int belt_dir = game.belt_dir[belt_nr];
3441 if ((belt_dir == MV_LEFT && left_is_free) ||
3442 (belt_dir == MV_RIGHT && right_is_free))
3444 InitMovingField(x, y, belt_dir);
3445 started_moving = TRUE;
3447 GfxAction[x][y] = ACTION_DEFAULT;
3452 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3453 if (CAN_MOVE(element) && !started_moving)
3457 if ((element == EL_SATELLITE ||
3458 element == EL_BALLOON ||
3459 element == EL_SPRING)
3460 && JustBeingPushed(x, y))
3465 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3466 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3468 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3470 Moving2Blocked(x, y, &newx, &newy);
3471 if (Feld[newx][newy] == EL_BLOCKED)
3472 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3477 if (!MovDelay[x][y]) /* start new movement phase */
3479 /* all objects that can change their move direction after each step
3480 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3482 if (element != EL_YAMYAM &&
3483 element != EL_DARK_YAMYAM &&
3484 element != EL_PACMAN &&
3485 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3486 element_info[element].move_pattern != MV_TURNING_LEFT &&
3487 element_info[element].move_pattern != MV_TURNING_RIGHT)
3491 if (MovDelay[x][y] && (element == EL_BUG ||
3492 element == EL_SPACESHIP ||
3493 element == EL_SP_SNIKSNAK ||
3494 element == EL_SP_ELECTRON ||
3495 element == EL_MOLE))
3496 DrawLevelField(x, y);
3500 if (MovDelay[x][y]) /* wait some time before next movement */
3505 if (element == EL_YAMYAM)
3508 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3509 DrawLevelElementAnimation(x, y, element);
3513 if (MovDelay[x][y]) /* element still has to wait some time */
3516 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3517 ResetGfxAnimation(x, y);
3519 GfxAction[x][y] = ACTION_WAITING;
3522 if (element == EL_ROBOT ||
3524 element == EL_PACMAN ||
3526 element == EL_YAMYAM ||
3527 element == EL_DARK_YAMYAM)
3530 DrawLevelElementAnimation(x, y, element);
3532 DrawLevelElementAnimationIfNeeded(x, y, element);
3534 PlaySoundLevelAction(x, y, ACTION_WAITING);
3536 else if (element == EL_SP_ELECTRON)
3537 DrawLevelElementAnimationIfNeeded(x, y, element);
3538 else if (element == EL_DRAGON)
3541 int dir = MovDir[x][y];
3542 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3543 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3544 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3545 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3546 dir == MV_UP ? IMG_FLAMES_1_UP :
3547 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3548 int frame = getGraphicAnimationFrame(graphic, -1);
3550 for (i=1; i<=3; i++)
3552 int xx = x + i*dx, yy = y + i*dy;
3553 int sx = SCREENX(xx), sy = SCREENY(yy);
3554 int flame_graphic = graphic + (i - 1);
3556 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3561 int flamed = MovingOrBlocked2Element(xx, yy);
3563 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3566 RemoveMovingField(xx, yy);
3568 Feld[xx][yy] = EL_FLAMES;
3569 if (IN_SCR_FIELD(sx, sy))
3570 DrawGraphic(sx, sy, flame_graphic, frame);
3574 if (Feld[xx][yy] == EL_FLAMES)
3575 Feld[xx][yy] = EL_EMPTY;
3576 DrawLevelField(xx, yy);
3581 if (MovDelay[x][y]) /* element still has to wait some time */
3583 PlaySoundLevelAction(x, y, ACTION_WAITING);
3588 GfxAction[x][y] = ACTION_MOVING;
3591 /* now make next step */
3593 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3595 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3596 !PLAYER_PROTECTED(newx, newy))
3599 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3602 /* player killed by element which is deadly when colliding with */
3604 KillHero(PLAYERINFO(newx, newy));
3609 else if ((element == EL_PENGUIN ||
3610 element == EL_ROBOT ||
3611 element == EL_SATELLITE ||
3612 element == EL_BALLOON ||
3613 IS_CUSTOM_ELEMENT(element)) &&
3614 IN_LEV_FIELD(newx, newy) &&
3615 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3618 Store[x][y] = EL_ACID;
3620 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3622 if (Feld[newx][newy] == EL_EXIT_OPEN)
3624 Feld[x][y] = EL_EMPTY;
3625 DrawLevelField(x, y);
3627 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3628 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3629 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3631 local_player->friends_still_needed--;
3632 if (!local_player->friends_still_needed &&
3633 !local_player->GameOver && AllPlayersGone)
3634 local_player->LevelSolved = local_player->GameOver = TRUE;
3638 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3640 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3641 DrawLevelField(newx, newy);
3643 MovDir[x][y] = MV_NO_MOVING;
3645 else if (!IS_FREE(newx, newy))
3647 GfxAction[x][y] = ACTION_WAITING;
3649 if (IS_PLAYER(x, y))
3650 DrawPlayerField(x, y);
3652 DrawLevelField(x, y);
3656 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3658 if (IS_FOOD_PIG(Feld[newx][newy]))
3660 if (IS_MOVING(newx, newy))
3661 RemoveMovingField(newx, newy);
3664 Feld[newx][newy] = EL_EMPTY;
3665 DrawLevelField(newx, newy);
3668 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3670 else if (!IS_FREE(newx, newy))
3672 if (IS_PLAYER(x, y))
3673 DrawPlayerField(x, y);
3675 DrawLevelField(x, y);
3679 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3681 if (!IS_FREE(newx, newy))
3683 if (IS_PLAYER(x, y))
3684 DrawPlayerField(x, y);
3686 DrawLevelField(x, y);
3691 boolean wanna_flame = !RND(10);
3692 int dx = newx - x, dy = newy - y;
3693 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3694 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3695 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3696 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3697 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3698 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3701 IS_CLASSIC_ENEMY(element1) ||
3702 IS_CLASSIC_ENEMY(element2)) &&
3703 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3704 element1 != EL_FLAMES && element2 != EL_FLAMES)
3706 if (IS_PLAYER(x, y))
3707 DrawPlayerField(x, y);
3709 DrawLevelField(x, y);
3711 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3713 MovDelay[x][y] = 50;
3714 Feld[newx][newy] = EL_FLAMES;
3715 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3716 Feld[newx1][newy1] = EL_FLAMES;
3717 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3718 Feld[newx2][newy2] = EL_FLAMES;
3723 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3724 Feld[newx][newy] == EL_DIAMOND)
3726 if (IS_MOVING(newx, newy))
3727 RemoveMovingField(newx, newy);
3730 Feld[newx][newy] = EL_EMPTY;
3731 DrawLevelField(newx, newy);
3734 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3736 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3737 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3739 if (AmoebaNr[newx][newy])
3741 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3742 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3743 Feld[newx][newy] == EL_BD_AMOEBA)
3744 AmoebaCnt[AmoebaNr[newx][newy]]--;
3747 if (IS_MOVING(newx, newy))
3748 RemoveMovingField(newx, newy);
3751 Feld[newx][newy] = EL_EMPTY;
3752 DrawLevelField(newx, newy);
3755 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3757 else if ((element == EL_PACMAN || element == EL_MOLE)
3758 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3760 if (AmoebaNr[newx][newy])
3762 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3763 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3764 Feld[newx][newy] == EL_BD_AMOEBA)
3765 AmoebaCnt[AmoebaNr[newx][newy]]--;
3768 if (element == EL_MOLE)
3770 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3771 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3772 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3773 return; /* wait for shrinking amoeba */
3775 else /* element == EL_PACMAN */
3777 Feld[newx][newy] = EL_EMPTY;
3778 DrawLevelField(newx, newy);
3779 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3782 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3783 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3784 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3786 /* wait for shrinking amoeba to completely disappear */
3789 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3791 /* object was running against a wall */
3796 DrawLevelElementAnimation(x, y, element);
3798 if (element == EL_BUG ||
3799 element == EL_SPACESHIP ||
3800 element == EL_SP_SNIKSNAK)
3801 DrawLevelField(x, y);
3802 else if (element == EL_MOLE)
3803 DrawLevelField(x, y);
3804 else if (element == EL_BD_BUTTERFLY ||
3805 element == EL_BD_FIREFLY)
3806 DrawLevelElementAnimationIfNeeded(x, y, element);
3807 else if (element == EL_SATELLITE)
3808 DrawLevelElementAnimationIfNeeded(x, y, element);
3809 else if (element == EL_SP_ELECTRON)
3810 DrawLevelElementAnimationIfNeeded(x, y, element);
3813 if (DONT_TOUCH(element))
3814 TestIfBadThingTouchesHero(x, y);
3817 PlaySoundLevelAction(x, y, ACTION_WAITING);
3823 InitMovingField(x, y, MovDir[x][y]);
3825 PlaySoundLevelAction(x, y, ACTION_MOVING);
3829 ContinueMoving(x, y);
3832 void ContinueMoving(int x, int y)
3834 int element = Feld[x][y];
3835 int direction = MovDir[x][y];
3836 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3837 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3838 int horiz_move = (dx != 0);
3839 int newx = x + dx, newy = y + dy;
3840 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3841 struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL);
3843 boolean pushing = (player != NULL && player->Pushing && player->MovPos != 0);
3845 boolean pushing = (player != NULL && player->Pushing && player->is_moving);
3849 if (player && player->is_moving && player->MovPos == 0)
3850 printf("::: !!!\n");
3853 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3855 else if (element == EL_QUICKSAND_FILLING ||
3856 element == EL_QUICKSAND_EMPTYING)
3858 else if (element == EL_MAGIC_WALL_FILLING ||
3859 element == EL_BD_MAGIC_WALL_FILLING ||
3860 element == EL_MAGIC_WALL_EMPTYING ||
3861 element == EL_BD_MAGIC_WALL_EMPTYING)
3863 else if (CAN_FALL(element) && horiz_move &&
3864 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3866 else if (element == EL_SPRING && horiz_move)
3868 else if (IS_CUSTOM_ELEMENT(element))
3869 step = SIGN(step) * element_info[element].move_stepsize;
3871 #if OLD_GAME_BEHAVIOUR
3872 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3876 MovPos[x][y] += step;
3880 if (Pushed[x][y]) /* special case: moving object pushed by player */
3882 if (pushing) /* special case: moving object pushed by player */
3885 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
3887 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos));
3892 if (element == EL_SPRING)
3893 printf("::: spring moves %d [%d: %d, %d, %d/%d]\n",
3896 (player?player->Pushing:-42),
3897 (player?player->is_moving:-42),
3898 (player?player->MovPos:-42),
3899 (player?player->GfxPos:-42));
3902 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3904 Feld[x][y] = EL_EMPTY;
3905 Feld[newx][newy] = element;
3906 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
3908 if (element == EL_MOLE)
3911 static int xy[4][2] =
3919 Feld[x][y] = EL_SAND;
3920 DrawLevelField(x, y);
3929 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3930 DrawLevelField(xx, yy); /* for "crumbled sand" */
3934 if (element == EL_QUICKSAND_FILLING)
3936 element = Feld[newx][newy] = get_next_element(element);
3937 Store[newx][newy] = Store[x][y];
3939 else if (element == EL_QUICKSAND_EMPTYING)
3941 Feld[x][y] = get_next_element(element);
3942 element = Feld[newx][newy] = Store[x][y];
3944 else if (element == EL_MAGIC_WALL_FILLING)
3946 element = Feld[newx][newy] = get_next_element(element);
3947 if (!game.magic_wall_active)
3948 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3949 Store[newx][newy] = Store[x][y];
3951 else if (element == EL_MAGIC_WALL_EMPTYING)
3953 Feld[x][y] = get_next_element(element);
3954 if (!game.magic_wall_active)
3955 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3956 element = Feld[newx][newy] = Store[x][y];
3958 else if (element == EL_BD_MAGIC_WALL_FILLING)
3960 element = Feld[newx][newy] = get_next_element(element);
3961 if (!game.magic_wall_active)
3962 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3963 Store[newx][newy] = Store[x][y];
3965 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3967 Feld[x][y] = get_next_element(element);
3968 if (!game.magic_wall_active)
3969 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3970 element = Feld[newx][newy] = Store[x][y];
3972 else if (element == EL_AMOEBA_DROPPING)
3974 Feld[x][y] = get_next_element(element);
3975 element = Feld[newx][newy] = Store[x][y];
3977 else if (element == EL_SOKOBAN_OBJECT)
3980 Feld[x][y] = Back[x][y];
3982 if (Back[newx][newy])
3983 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
3985 Back[x][y] = Back[newx][newy] = 0;
3987 else if (Store[x][y] == EL_ACID)
3989 element = Feld[newx][newy] = EL_ACID;
3993 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3994 MovDelay[newx][newy] = 0;
3996 /* copy element change control values to new field */
3997 ChangeDelay[newx][newy] = ChangeDelay[x][y];
3999 /* copy animation control values to new field */
4000 GfxFrame[newx][newy] = GfxFrame[x][y];
4001 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4002 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4004 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4006 ResetGfxAnimation(x, y); /* reset animation values for old field */
4010 /* 2.1.1 (does not work correctly for spring) */
4011 if (!CAN_MOVE(element))
4012 MovDir[newx][newy] = 0;
4016 /* (does not work for falling objects that slide horizontally) */
4017 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4018 MovDir[newx][newy] = 0;
4021 if (!CAN_MOVE(element) ||
4022 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4023 MovDir[newx][newy] = 0;
4026 if (!CAN_MOVE(element) ||
4027 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4028 MovDir[newx][newy] = 0;
4034 DrawLevelField(x, y);
4035 DrawLevelField(newx, newy);
4038 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing)
4040 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4044 JustStopped[newx][newy] = 3;
4046 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4048 TestIfBadThingTouchesHero(newx, newy);
4049 TestIfBadThingTouchesFriend(newx, newy);
4050 TestIfBadThingTouchesOtherBadThing(newx, newy);
4052 else if (element == EL_PENGUIN)
4053 TestIfFriendTouchesBadThing(newx, newy);
4056 if (CAN_FALL(element) && direction == MV_DOWN &&
4057 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4060 if (CAN_SMASH(element) && direction == MV_DOWN &&
4061 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4065 else /* still moving on */
4067 DrawLevelField(x, y);
4071 int AmoebeNachbarNr(int ax, int ay)
4074 int element = Feld[ax][ay];
4076 static int xy[4][2] =
4086 int x = ax + xy[i][0];
4087 int y = ay + xy[i][1];
4089 if (!IN_LEV_FIELD(x, y))
4092 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4093 group_nr = AmoebaNr[x][y];
4099 void AmoebenVereinigen(int ax, int ay)
4101 int i, x, y, xx, yy;
4102 int new_group_nr = AmoebaNr[ax][ay];
4103 static int xy[4][2] =
4111 if (new_group_nr == 0)
4119 if (!IN_LEV_FIELD(x, y))
4122 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4123 Feld[x][y] == EL_BD_AMOEBA ||
4124 Feld[x][y] == EL_AMOEBA_DEAD) &&
4125 AmoebaNr[x][y] != new_group_nr)
4127 int old_group_nr = AmoebaNr[x][y];
4129 if (old_group_nr == 0)
4132 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4133 AmoebaCnt[old_group_nr] = 0;
4134 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4135 AmoebaCnt2[old_group_nr] = 0;
4137 for (yy=0; yy<lev_fieldy; yy++)
4139 for (xx=0; xx<lev_fieldx; xx++)
4141 if (AmoebaNr[xx][yy] == old_group_nr)
4142 AmoebaNr[xx][yy] = new_group_nr;
4149 void AmoebeUmwandeln(int ax, int ay)
4153 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4155 int group_nr = AmoebaNr[ax][ay];
4160 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4161 printf("AmoebeUmwandeln(): This should never happen!\n");
4166 for (y=0; y<lev_fieldy; y++)
4168 for (x=0; x<lev_fieldx; x++)
4170 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4173 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4177 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4178 SND_AMOEBA_TURNING_TO_GEM :
4179 SND_AMOEBA_TURNING_TO_ROCK));
4184 static int xy[4][2] =
4197 if (!IN_LEV_FIELD(x, y))
4200 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4202 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4203 SND_AMOEBA_TURNING_TO_GEM :
4204 SND_AMOEBA_TURNING_TO_ROCK));
4211 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4214 int group_nr = AmoebaNr[ax][ay];
4215 boolean done = FALSE;
4220 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4221 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4226 for (y=0; y<lev_fieldy; y++)
4228 for (x=0; x<lev_fieldx; x++)
4230 if (AmoebaNr[x][y] == group_nr &&
4231 (Feld[x][y] == EL_AMOEBA_DEAD ||
4232 Feld[x][y] == EL_BD_AMOEBA ||
4233 Feld[x][y] == EL_AMOEBA_GROWING))
4236 Feld[x][y] = new_element;
4237 InitField(x, y, FALSE);
4238 DrawLevelField(x, y);
4245 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4246 SND_BD_AMOEBA_TURNING_TO_ROCK :
4247 SND_BD_AMOEBA_TURNING_TO_GEM));
4250 void AmoebeWaechst(int x, int y)
4252 static unsigned long sound_delay = 0;
4253 static unsigned long sound_delay_value = 0;
4255 if (!MovDelay[x][y]) /* start new growing cycle */
4259 if (DelayReached(&sound_delay, sound_delay_value))
4262 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4264 if (Store[x][y] == EL_BD_AMOEBA)
4265 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4267 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4269 sound_delay_value = 30;
4273 if (MovDelay[x][y]) /* wait some time before growing bigger */
4276 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4278 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4279 6 - MovDelay[x][y]);
4281 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4284 if (!MovDelay[x][y])
4286 Feld[x][y] = Store[x][y];
4288 DrawLevelField(x, y);
4293 void AmoebaDisappearing(int x, int y)
4295 static unsigned long sound_delay = 0;
4296 static unsigned long sound_delay_value = 0;
4298 if (!MovDelay[x][y]) /* start new shrinking cycle */
4302 if (DelayReached(&sound_delay, sound_delay_value))
4303 sound_delay_value = 30;
4306 if (MovDelay[x][y]) /* wait some time before shrinking */
4309 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4311 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4312 6 - MovDelay[x][y]);
4314 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4317 if (!MovDelay[x][y])
4319 Feld[x][y] = EL_EMPTY;
4320 DrawLevelField(x, y);
4322 /* don't let mole enter this field in this cycle;
4323 (give priority to objects falling to this field from above) */
4329 void AmoebeAbleger(int ax, int ay)
4332 int element = Feld[ax][ay];
4333 int graphic = el2img(element);
4334 int newax = ax, neway = ay;
4335 static int xy[4][2] =
4343 if (!level.amoeba_speed)
4345 Feld[ax][ay] = EL_AMOEBA_DEAD;
4346 DrawLevelField(ax, ay);
4350 if (IS_ANIMATED(graphic))
4351 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4353 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4354 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4356 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4359 if (MovDelay[ax][ay])
4363 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4366 int x = ax + xy[start][0];
4367 int y = ay + xy[start][1];
4369 if (!IN_LEV_FIELD(x, y))
4372 if (IS_FREE(x, y) ||
4373 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4379 if (newax == ax && neway == ay)
4382 else /* normal or "filled" (BD style) amoeba */
4385 boolean waiting_for_player = FALSE;
4389 int j = (start + i) % 4;
4390 int x = ax + xy[j][0];
4391 int y = ay + xy[j][1];
4393 if (!IN_LEV_FIELD(x, y))
4396 if (IS_FREE(x, y) ||
4397 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4403 else if (IS_PLAYER(x, y))
4404 waiting_for_player = TRUE;
4407 if (newax == ax && neway == ay) /* amoeba cannot grow */
4409 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4411 Feld[ax][ay] = EL_AMOEBA_DEAD;
4412 DrawLevelField(ax, ay);
4413 AmoebaCnt[AmoebaNr[ax][ay]]--;
4415 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4417 if (element == EL_AMOEBA_FULL)
4418 AmoebeUmwandeln(ax, ay);
4419 else if (element == EL_BD_AMOEBA)
4420 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4425 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4427 /* amoeba gets larger by growing in some direction */
4429 int new_group_nr = AmoebaNr[ax][ay];
4432 if (new_group_nr == 0)
4434 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4435 printf("AmoebeAbleger(): This should never happen!\n");
4440 AmoebaNr[newax][neway] = new_group_nr;
4441 AmoebaCnt[new_group_nr]++;
4442 AmoebaCnt2[new_group_nr]++;
4444 /* if amoeba touches other amoeba(s) after growing, unify them */
4445 AmoebenVereinigen(newax, neway);
4447 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4449 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4455 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4456 (neway == lev_fieldy - 1 && newax != ax))
4458 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4459 Store[newax][neway] = element;
4461 else if (neway == ay)
4463 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4465 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4467 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4472 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4473 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4474 Store[ax][ay] = EL_AMOEBA_DROP;
4475 ContinueMoving(ax, ay);
4479 DrawLevelField(newax, neway);
4482 void Life(int ax, int ay)
4485 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4487 int element = Feld[ax][ay];
4488 int graphic = el2img(element);
4489 boolean changed = FALSE;
4491 if (IS_ANIMATED(graphic))
4492 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4497 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4498 MovDelay[ax][ay] = life_time;
4500 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4503 if (MovDelay[ax][ay])
4507 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4509 int xx = ax+x1, yy = ay+y1;
4512 if (!IN_LEV_FIELD(xx, yy))
4515 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4517 int x = xx+x2, y = yy+y2;
4519 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4522 if (((Feld[x][y] == element ||
4523 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4525 (IS_FREE(x, y) && Stop[x][y]))
4529 if (xx == ax && yy == ay) /* field in the middle */
4531 if (nachbarn < life[0] || nachbarn > life[1])
4533 Feld[xx][yy] = EL_EMPTY;
4535 DrawLevelField(xx, yy);
4536 Stop[xx][yy] = TRUE;
4540 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4541 { /* free border field */
4542 if (nachbarn >= life[2] && nachbarn <= life[3])
4544 Feld[xx][yy] = element;
4545 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4547 DrawLevelField(xx, yy);
4548 Stop[xx][yy] = TRUE;
4555 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4556 SND_GAME_OF_LIFE_GROWING);
4559 static void InitRobotWheel(int x, int y)
4561 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4564 static void RunRobotWheel(int x, int y)
4566 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4569 static void StopRobotWheel(int x, int y)
4571 if (ZX == x && ZY == y)
4575 static void InitTimegateWheel(int x, int y)
4577 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4580 static void RunTimegateWheel(int x, int y)
4582 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4585 void CheckExit(int x, int y)
4587 if (local_player->gems_still_needed > 0 ||
4588 local_player->sokobanfields_still_needed > 0 ||
4589 local_player->lights_still_needed > 0)
4591 int element = Feld[x][y];
4592 int graphic = el2img(element);
4594 if (IS_ANIMATED(graphic))
4595 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4600 Feld[x][y] = EL_EXIT_OPENING;
4602 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4605 void CheckExitSP(int x, int y)
4607 if (local_player->gems_still_needed > 0)
4609 int element = Feld[x][y];
4610 int graphic = el2img(element);
4612 if (IS_ANIMATED(graphic))
4613 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4618 Feld[x][y] = EL_SP_EXIT_OPEN;
4620 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4623 static void CloseAllOpenTimegates()
4627 for (y=0; y<lev_fieldy; y++)
4629 for (x=0; x<lev_fieldx; x++)
4631 int element = Feld[x][y];
4633 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4635 Feld[x][y] = EL_TIMEGATE_CLOSING;
4637 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4639 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4646 void EdelsteinFunkeln(int x, int y)
4648 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4651 if (Feld[x][y] == EL_BD_DIAMOND)
4654 if (MovDelay[x][y] == 0) /* next animation frame */
4655 MovDelay[x][y] = 11 * !SimpleRND(500);
4657 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4661 if (setup.direct_draw && MovDelay[x][y])
4662 SetDrawtoField(DRAW_BUFFERED);
4664 DrawLevelElementAnimation(x, y, Feld[x][y]);
4666 if (MovDelay[x][y] != 0)
4668 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4669 10 - MovDelay[x][y]);
4671 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4673 if (setup.direct_draw)
4677 dest_x = FX + SCREENX(x) * TILEX;
4678 dest_y = FY + SCREENY(y) * TILEY;
4680 BlitBitmap(drawto_field, window,
4681 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4682 SetDrawtoField(DRAW_DIRECT);
4688 void MauerWaechst(int x, int y)
4692 if (!MovDelay[x][y]) /* next animation frame */
4693 MovDelay[x][y] = 3 * delay;
4695 if (MovDelay[x][y]) /* wait some time before next frame */
4699 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4701 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4702 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4704 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4707 if (!MovDelay[x][y])
4709 if (MovDir[x][y] == MV_LEFT)
4711 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4712 DrawLevelField(x - 1, y);
4714 else if (MovDir[x][y] == MV_RIGHT)
4716 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4717 DrawLevelField(x + 1, y);
4719 else if (MovDir[x][y] == MV_UP)
4721 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4722 DrawLevelField(x, y - 1);
4726 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4727 DrawLevelField(x, y + 1);
4730 Feld[x][y] = Store[x][y];
4732 MovDir[x][y] = MV_NO_MOVING;
4733 DrawLevelField(x, y);
4738 void MauerAbleger(int ax, int ay)
4740 int element = Feld[ax][ay];
4741 int graphic = el2img(element);
4742 boolean oben_frei = FALSE, unten_frei = FALSE;
4743 boolean links_frei = FALSE, rechts_frei = FALSE;
4744 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4745 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4746 boolean new_wall = FALSE;
4748 if (IS_ANIMATED(graphic))
4749 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4751 if (!MovDelay[ax][ay]) /* start building new wall */
4752 MovDelay[ax][ay] = 6;
4754 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4757 if (MovDelay[ax][ay])
4761 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4763 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4765 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4767 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4770 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4771 element == EL_EXPANDABLE_WALL_ANY)
4775 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4776 Store[ax][ay-1] = element;
4777 MovDir[ax][ay-1] = MV_UP;
4778 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4779 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4780 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4785 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4786 Store[ax][ay+1] = element;
4787 MovDir[ax][ay+1] = MV_DOWN;
4788 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4789 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4790 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4795 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4796 element == EL_EXPANDABLE_WALL_ANY ||
4797 element == EL_EXPANDABLE_WALL)
4801 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4802 Store[ax-1][ay] = element;
4803 MovDir[ax-1][ay] = MV_LEFT;
4804 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4805 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4806 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4812 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4813 Store[ax+1][ay] = element;
4814 MovDir[ax+1][ay] = MV_RIGHT;
4815 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4816 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4817 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4822 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4823 DrawLevelField(ax, ay);
4825 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4827 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4828 unten_massiv = TRUE;
4829 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4830 links_massiv = TRUE;
4831 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4832 rechts_massiv = TRUE;
4834 if (((oben_massiv && unten_massiv) ||
4835 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4836 element == EL_EXPANDABLE_WALL) &&
4837 ((links_massiv && rechts_massiv) ||
4838 element == EL_EXPANDABLE_WALL_VERTICAL))
4839 Feld[ax][ay] = EL_WALL;
4843 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4845 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4849 void CheckForDragon(int x, int y)
4852 boolean dragon_found = FALSE;
4853 static int xy[4][2] =
4865 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4867 if (IN_LEV_FIELD(xx, yy) &&
4868 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4870 if (Feld[xx][yy] == EL_DRAGON)
4871 dragon_found = TRUE;
4884 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4886 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4888 Feld[xx][yy] = EL_EMPTY;
4889 DrawLevelField(xx, yy);
4898 static void InitBuggyBase(int x, int y)
4900 int element = Feld[x][y];
4901 int activating_delay = FRAMES_PER_SECOND / 4;
4904 (element == EL_SP_BUGGY_BASE ?
4905 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4906 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4908 element == EL_SP_BUGGY_BASE_ACTIVE ?
4909 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4912 static void WarnBuggyBase(int x, int y)
4915 static int xy[4][2] =
4925 int xx = x + xy[i][0], yy = y + xy[i][1];
4927 if (IS_PLAYER(xx, yy))
4929 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4936 static void InitTrap(int x, int y)
4938 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4941 static void ActivateTrap(int x, int y)
4943 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4946 static void ChangeActiveTrap(int x, int y)
4948 int graphic = IMG_TRAP_ACTIVE;
4950 /* if new animation frame was drawn, correct crumbled sand border */
4951 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4952 DrawLevelFieldCrumbledSand(x, y);
4955 static void ChangeElementDoIt(int x, int y, int element_new)
4957 CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
4960 Feld[x][y] = element_new;
4962 ResetGfxAnimation(x, y);
4963 ResetRandomAnimationValue(x, y);
4965 InitField(x, y, FALSE);
4966 if (CAN_MOVE(Feld[x][y]))
4969 DrawLevelField(x, y);
4971 if (CAN_BE_CRUMBLED(Feld[x][y]))
4973 int sx = SCREENX(x), sy = SCREENY(y);
4974 static int xy[4][2] =
4985 int xx = x + xy[i][0];
4986 int yy = y + xy[i][1];
4987 int sxx = sx + xy[i][0];
4988 int syy = sy + xy[i][1];
4990 if (!IN_LEV_FIELD(xx, yy) ||
4991 !IN_SCR_FIELD(sxx, syy) ||
4992 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
4996 DrawLevelField(xx, yy);
5001 static void ChangeElement(int x, int y)
5003 int element = Feld[x][y];
5005 if (ChangeDelay[x][y] == 0) /* initialize element change */
5007 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5009 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5011 int max_random_delay = element_info[element].change.delay_random;
5012 int delay_frames = element_info[element].change.delay_frames;
5014 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5017 ResetGfxAnimation(x, y);
5018 ResetRandomAnimationValue(x, y);
5020 if (changing_element[element].pre_change_function)
5021 changing_element[element].pre_change_function(x, y);
5024 ChangeDelay[x][y]--;
5026 if (ChangeDelay[x][y] != 0) /* continue element change */
5028 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5030 if (IS_ANIMATED(graphic))
5031 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5033 if (changing_element[element].change_function)
5034 changing_element[element].change_function(x, y);
5036 else /* finish element change */
5038 int next_element = changing_element[element].next_element;
5040 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5042 ChangeDelay[x][y] = 1; /* try change after next move step */
5047 if (next_element != EL_UNDEFINED)
5048 ChangeElementDoIt(x, y, next_element);
5050 ChangeElementDoIt(x, y, element_info[element].change.successor);
5052 if (changing_element[element].post_change_function)
5053 changing_element[element].post_change_function(x, y);
5057 static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
5061 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5064 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5066 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5067 element_info[i].change.trigger != trigger_element)
5070 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5072 if (Feld[x][y] == i)
5074 ChangeDelay[x][y] = 1;
5075 ChangeElement(x, y);
5081 static void CheckPlayerElementChange(int x, int y, int element,
5084 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5088 ChangeDelay[x][y] = 1;
5089 ChangeElement(x, y);
5091 ChangeElementDoIt(x, y, element_info[element].change.successor);
5095 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5097 static byte stored_player_action[MAX_PLAYERS];
5098 static int num_stored_actions = 0;
5099 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5100 int left = player_action & JOY_LEFT;
5101 int right = player_action & JOY_RIGHT;
5102 int up = player_action & JOY_UP;
5103 int down = player_action & JOY_DOWN;
5104 int button1 = player_action & JOY_BUTTON_1;
5105 int button2 = player_action & JOY_BUTTON_2;
5106 int dx = (left ? -1 : right ? 1 : 0);
5107 int dy = (up ? -1 : down ? 1 : 0);
5109 stored_player_action[player->index_nr] = 0;
5110 num_stored_actions++;
5112 if (!player->active || tape.pausing)
5118 snapped = SnapField(player, dx, dy);
5122 bombed = PlaceBomb(player);
5123 moved = MoveFigure(player, dx, dy);
5126 if (tape.single_step && tape.recording && !tape.pausing)
5128 if (button1 || (bombed && !moved))
5130 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5131 SnapField(player, 0, 0); /* stop snapping */
5135 stored_player_action[player->index_nr] = player_action;
5139 /* no actions for this player (no input at player's configured device) */
5141 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5142 SnapField(player, 0, 0);
5143 CheckGravityMovement(player);
5145 if (player->MovPos == 0)
5148 printf("Trying... Player frame reset\n");
5151 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5154 if (player->MovPos == 0) /* needed for tape.playing */
5155 player->is_moving = FALSE;
5158 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5160 TapeRecordAction(stored_player_action);
5161 num_stored_actions = 0;
5167 static unsigned long action_delay = 0;
5168 unsigned long action_delay_value;
5169 int magic_wall_x = 0, magic_wall_y = 0;
5170 int i, x, y, element, graphic;
5171 byte *recorded_player_action;
5172 byte summarized_player_action = 0;
5174 if (game_status != GAME_MODE_PLAYING)
5177 action_delay_value =
5178 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5180 if (tape.playing && tape.index_search && !tape.pausing)
5181 action_delay_value = 0;
5183 /* ---------- main game synchronization point ---------- */
5185 WaitUntilDelayReached(&action_delay, action_delay_value);
5187 if (network_playing && !network_player_action_received)
5191 printf("DEBUG: try to get network player actions in time\n");
5195 #if defined(PLATFORM_UNIX)
5196 /* last chance to get network player actions without main loop delay */
5200 if (game_status != GAME_MODE_PLAYING)
5203 if (!network_player_action_received)
5207 printf("DEBUG: failed to get network player actions in time\n");
5217 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5219 for (i=0; i<MAX_PLAYERS; i++)
5221 summarized_player_action |= stored_player[i].action;
5223 if (!network_playing)
5224 stored_player[i].effective_action = stored_player[i].action;
5227 #if defined(PLATFORM_UNIX)
5228 if (network_playing)
5229 SendToServer_MovePlayer(summarized_player_action);
5232 if (!options.network && !setup.team_mode)
5233 local_player->effective_action = summarized_player_action;
5235 for (i=0; i<MAX_PLAYERS; i++)
5237 int actual_player_action = stored_player[i].effective_action;
5239 if (stored_player[i].programmed_action)
5240 actual_player_action = stored_player[i].programmed_action;
5242 if (recorded_player_action)
5243 actual_player_action = recorded_player_action[i];
5245 PlayerActions(&stored_player[i], actual_player_action);
5246 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5249 network_player_action_received = FALSE;
5251 ScrollScreen(NULL, SCROLL_GO_ON);
5257 for (i=0; i<MAX_PLAYERS; i++)
5258 stored_player[i].Frame++;
5262 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5264 for (i=0; i<MAX_PLAYERS; i++)
5266 struct PlayerInfo *player = &stored_player[i];
5270 if (player->active && player->Pushing && player->is_moving &&
5273 ContinueMoving(x, y);
5275 /* continue moving after pushing (this is actually a bug) */
5276 if (!IS_MOVING(x, y))
5285 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5288 if (JustStopped[x][y] > 0)
5289 JustStopped[x][y]--;
5294 if (IS_BLOCKED(x, y))
5298 Blocked2Moving(x, y, &oldx, &oldy);
5299 if (!IS_MOVING(oldx, oldy))
5301 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5302 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5303 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5304 printf("GameActions(): This should never happen!\n");
5310 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5312 element = Feld[x][y];
5314 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5316 graphic = el2img(element);
5322 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5324 element = graphic = 0;
5328 if (graphic_info[graphic].anim_global_sync)
5329 GfxFrame[x][y] = FrameCounter;
5331 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5332 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5333 ResetRandomAnimationValue(x, y);
5335 SetRandomAnimationValue(x, y);
5338 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5341 if (IS_INACTIVE(element))
5343 if (IS_ANIMATED(graphic))
5344 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5350 /* this may take place after moving, so 'element' may have changed */
5351 if (IS_CHANGING(x, y))
5353 ChangeElement(x, y);
5354 element = Feld[x][y];
5355 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5359 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5364 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5366 if (element == EL_PACMAN)
5367 printf("::: %d, %d, %d\n",
5368 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5371 if (element == EL_YAMYAM)
5372 printf("::: %d, %d, %d\n",
5373 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5377 if (IS_ANIMATED(graphic) &&
5381 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5384 if (element == EL_YAMYAM)
5385 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5389 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5390 EdelsteinFunkeln(x, y);
5392 else if ((element == EL_ACID ||
5393 element == EL_EXIT_OPEN ||
5394 element == EL_SP_EXIT_OPEN ||
5395 element == EL_SP_TERMINAL ||
5396 element == EL_SP_TERMINAL_ACTIVE ||
5397 element == EL_EXTRA_TIME ||
5398 element == EL_SHIELD_NORMAL ||
5399 element == EL_SHIELD_DEADLY) &&
5400 IS_ANIMATED(graphic))
5401 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5402 else if (IS_MOVING(x, y))
5403 ContinueMoving(x, y);
5404 else if (IS_ACTIVE_BOMB(element))
5405 CheckDynamite(x, y);
5407 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5408 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5410 else if (element == EL_AMOEBA_GROWING)
5411 AmoebeWaechst(x, y);
5412 else if (element == EL_AMOEBA_SHRINKING)
5413 AmoebaDisappearing(x, y);
5415 #if !USE_NEW_AMOEBA_CODE
5416 else if (IS_AMOEBALIVE(element))
5417 AmoebeAbleger(x, y);
5420 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5422 else if (element == EL_EXIT_CLOSED)
5424 else if (element == EL_SP_EXIT_CLOSED)
5426 else if (element == EL_EXPANDABLE_WALL_GROWING)
5428 else if (element == EL_EXPANDABLE_WALL ||
5429 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5430 element == EL_EXPANDABLE_WALL_VERTICAL ||
5431 element == EL_EXPANDABLE_WALL_ANY)
5433 else if (element == EL_FLAMES)
5434 CheckForDragon(x, y);
5436 else if (IS_AUTO_CHANGING(element))
5437 ChangeElement(x, y);
5439 else if (element == EL_EXPLOSION)
5440 ; /* drawing of correct explosion animation is handled separately */
5441 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5442 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5445 /* this may take place after moving, so 'element' may have changed */
5446 if (IS_AUTO_CHANGING(Feld[x][y]))
5447 ChangeElement(x, y);
5450 if (IS_BELT_ACTIVE(element))
5451 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5453 if (game.magic_wall_active)
5455 int jx = local_player->jx, jy = local_player->jy;
5457 /* play the element sound at the position nearest to the player */
5458 if ((element == EL_MAGIC_WALL_FULL ||
5459 element == EL_MAGIC_WALL_ACTIVE ||
5460 element == EL_MAGIC_WALL_EMPTYING ||
5461 element == EL_BD_MAGIC_WALL_FULL ||
5462 element == EL_BD_MAGIC_WALL_ACTIVE ||
5463 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5464 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5472 #if USE_NEW_AMOEBA_CODE
5473 /* new experimental amoeba growth stuff */
5475 if (!(FrameCounter % 8))
5478 static unsigned long random = 1684108901;
5480 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5483 x = (random >> 10) % lev_fieldx;
5484 y = (random >> 20) % lev_fieldy;
5486 x = RND(lev_fieldx);
5487 y = RND(lev_fieldy);
5489 element = Feld[x][y];
5491 if (!IS_PLAYER(x,y) &&
5492 (element == EL_EMPTY ||
5493 element == EL_SAND ||
5494 element == EL_QUICKSAND_EMPTY ||
5495 element == EL_ACID_SPLASH_LEFT ||
5496 element == EL_ACID_SPLASH_RIGHT))
5498 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5499 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5500 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5501 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5502 Feld[x][y] = EL_AMOEBA_DROP;
5505 random = random * 129 + 1;
5511 if (game.explosions_delayed)
5514 game.explosions_delayed = FALSE;
5516 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5518 element = Feld[x][y];
5520 if (ExplodeField[x][y])
5521 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5522 else if (element == EL_EXPLOSION)
5523 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5525 ExplodeField[x][y] = EX_NO_EXPLOSION;
5528 game.explosions_delayed = TRUE;
5531 if (game.magic_wall_active)
5533 if (!(game.magic_wall_time_left % 4))
5535 int element = Feld[magic_wall_x][magic_wall_y];
5537 if (element == EL_BD_MAGIC_WALL_FULL ||
5538 element == EL_BD_MAGIC_WALL_ACTIVE ||
5539 element == EL_BD_MAGIC_WALL_EMPTYING)
5540 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5542 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5545 if (game.magic_wall_time_left > 0)
5547 game.magic_wall_time_left--;
5548 if (!game.magic_wall_time_left)
5550 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5552 element = Feld[x][y];
5554 if (element == EL_MAGIC_WALL_ACTIVE ||
5555 element == EL_MAGIC_WALL_FULL)
5557 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5558 DrawLevelField(x, y);
5560 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5561 element == EL_BD_MAGIC_WALL_FULL)
5563 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5564 DrawLevelField(x, y);
5568 game.magic_wall_active = FALSE;
5573 if (game.light_time_left > 0)
5575 game.light_time_left--;
5577 if (game.light_time_left == 0)
5578 RedrawAllLightSwitchesAndInvisibleElements();
5581 if (game.timegate_time_left > 0)
5583 game.timegate_time_left--;
5585 if (game.timegate_time_left == 0)
5586 CloseAllOpenTimegates();
5589 for (i=0; i<MAX_PLAYERS; i++)
5591 struct PlayerInfo *player = &stored_player[i];
5593 if (SHIELD_ON(player))
5595 if (player->shield_deadly_time_left)
5596 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5597 else if (player->shield_normal_time_left)
5598 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5602 if (TimeFrames >= (1000 / GameFrameDelay))
5607 for (i=0; i<MAX_PLAYERS; i++)
5609 struct PlayerInfo *player = &stored_player[i];
5611 if (SHIELD_ON(player))
5613 player->shield_normal_time_left--;
5615 if (player->shield_deadly_time_left > 0)
5616 player->shield_deadly_time_left--;
5620 if (tape.recording || tape.playing)
5621 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5627 if (TimeLeft <= 10 && setup.time_limit)
5628 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5630 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5632 if (!TimeLeft && setup.time_limit)
5633 for (i=0; i<MAX_PLAYERS; i++)
5634 KillHero(&stored_player[i]);
5636 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5637 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5642 if (options.debug) /* calculate frames per second */
5644 static unsigned long fps_counter = 0;
5645 static int fps_frames = 0;
5646 unsigned long fps_delay_ms = Counter() - fps_counter;
5650 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5652 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5655 fps_counter = Counter();
5658 redraw_mask |= REDRAW_FPS;
5662 if (stored_player[0].jx != stored_player[0].last_jx ||
5663 stored_player[0].jy != stored_player[0].last_jy)
5664 printf("::: %d, %d, %d, %d, %d\n",
5665 stored_player[0].MovDir,
5666 stored_player[0].MovPos,
5667 stored_player[0].GfxPos,
5668 stored_player[0].Frame,
5669 stored_player[0].StepFrame);
5676 for (i=0; i<MAX_PLAYERS; i++)
5679 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5681 stored_player[i].Frame += move_frames;
5683 if (stored_player[i].MovPos != 0)
5684 stored_player[i].StepFrame += move_frames;
5689 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5691 int min_x = x, min_y = y, max_x = x, max_y = y;
5694 for (i=0; i<MAX_PLAYERS; i++)
5696 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5698 if (!stored_player[i].active || &stored_player[i] == player)
5701 min_x = MIN(min_x, jx);
5702 min_y = MIN(min_y, jy);
5703 max_x = MAX(max_x, jx);
5704 max_y = MAX(max_y, jy);
5707 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5710 static boolean AllPlayersInVisibleScreen()
5714 for (i=0; i<MAX_PLAYERS; i++)
5716 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5718 if (!stored_player[i].active)
5721 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5728 void ScrollLevel(int dx, int dy)
5730 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5733 BlitBitmap(drawto_field, drawto_field,
5734 FX + TILEX*(dx == -1) - softscroll_offset,
5735 FY + TILEY*(dy == -1) - softscroll_offset,
5736 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5737 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5738 FX + TILEX*(dx == 1) - softscroll_offset,
5739 FY + TILEY*(dy == 1) - softscroll_offset);
5743 x = (dx == 1 ? BX1 : BX2);
5744 for (y=BY1; y<=BY2; y++)
5745 DrawScreenField(x, y);
5750 y = (dy == 1 ? BY1 : BY2);
5751 for (x=BX1; x<=BX2; x++)
5752 DrawScreenField(x, y);
5755 redraw_mask |= REDRAW_FIELD;
5758 static void CheckGravityMovement(struct PlayerInfo *player)
5760 if (level.gravity && !player->programmed_action)
5762 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5763 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5765 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5766 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5767 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5768 int jx = player->jx, jy = player->jy;
5769 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5770 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5771 int new_jx = jx + dx, new_jy = jy + dy;
5772 boolean field_under_player_is_free =
5773 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5774 boolean player_is_moving_to_valid_field =
5775 (IN_LEV_FIELD(new_jx, new_jy) &&
5776 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5777 Feld[new_jx][new_jy] == EL_SAND));
5779 if (field_under_player_is_free &&
5780 !player_is_moving_to_valid_field &&
5781 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5782 player->programmed_action = MV_DOWN;
5788 -----------------------------------------------------------------------------
5789 dx, dy: direction (non-diagonal) to try to move the player to
5790 real_dx, real_dy: direction as read from input device (can be diagonal)
5793 boolean MoveFigureOneStep(struct PlayerInfo *player,
5794 int dx, int dy, int real_dx, int real_dy)
5796 int jx = player->jx, jy = player->jy;
5797 int new_jx = jx+dx, new_jy = jy+dy;
5801 if (!player->active || (!dx && !dy))
5802 return MF_NO_ACTION;
5804 player->MovDir = (dx < 0 ? MV_LEFT :
5807 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5809 if (!IN_LEV_FIELD(new_jx, new_jy))
5810 return MF_NO_ACTION;
5812 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5813 return MF_NO_ACTION;
5816 element = MovingOrBlocked2Element(new_jx, new_jy);
5818 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5821 if (DONT_RUN_INTO(element))
5823 if (element == EL_ACID && dx == 0 && dy == 1)
5826 Feld[jx][jy] = EL_PLAYER_1;
5827 InitMovingField(jx, jy, MV_DOWN);
5828 Store[jx][jy] = EL_ACID;
5829 ContinueMoving(jx, jy);
5833 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5838 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5839 if (can_move != MF_MOVING)
5842 StorePlayer[jx][jy] = 0;
5843 player->last_jx = jx;
5844 player->last_jy = jy;
5845 jx = player->jx = new_jx;
5846 jy = player->jy = new_jy;
5847 StorePlayer[jx][jy] = player->element_nr;
5850 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5852 ScrollFigure(player, SCROLL_INIT);
5857 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5859 int jx = player->jx, jy = player->jy;
5860 int old_jx = jx, old_jy = jy;
5861 int moved = MF_NO_ACTION;
5863 if (!player->active || (!dx && !dy))
5867 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5871 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5872 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5876 /* remove the last programmed player action */
5877 player->programmed_action = 0;
5881 /* should only happen if pre-1.2 tape recordings are played */
5882 /* this is only for backward compatibility */
5884 int original_move_delay_value = player->move_delay_value;
5887 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5891 /* scroll remaining steps with finest movement resolution */
5892 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5894 while (player->MovPos)
5896 ScrollFigure(player, SCROLL_GO_ON);
5897 ScrollScreen(NULL, SCROLL_GO_ON);
5903 player->move_delay_value = original_move_delay_value;
5906 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5908 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5909 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5913 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5914 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5920 if (moved & MF_MOVING && !ScreenMovPos &&
5921 (player == local_player || !options.network))
5923 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5924 int offset = (setup.scroll_delay ? 3 : 0);
5926 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5928 /* actual player has left the screen -- scroll in that direction */
5929 if (jx != old_jx) /* player has moved horizontally */
5930 scroll_x += (jx - old_jx);
5931 else /* player has moved vertically */
5932 scroll_y += (jy - old_jy);
5936 if (jx != old_jx) /* player has moved horizontally */
5938 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5939 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5940 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5942 /* don't scroll over playfield boundaries */
5943 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5944 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5946 /* don't scroll more than one field at a time */
5947 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5949 /* don't scroll against the player's moving direction */
5950 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5951 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5952 scroll_x = old_scroll_x;
5954 else /* player has moved vertically */
5956 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5957 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5958 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5960 /* don't scroll over playfield boundaries */
5961 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5962 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5964 /* don't scroll more than one field at a time */
5965 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5967 /* don't scroll against the player's moving direction */
5968 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5969 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5970 scroll_y = old_scroll_y;
5974 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5976 if (!options.network && !AllPlayersInVisibleScreen())
5978 scroll_x = old_scroll_x;
5979 scroll_y = old_scroll_y;
5983 ScrollScreen(player, SCROLL_INIT);
5984 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5991 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5993 if (!(moved & MF_MOVING) && !player->Pushing)
5998 player->StepFrame = 0;
6000 if (moved & MF_MOVING)
6002 if (old_jx != jx && old_jy == jy)
6003 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6004 else if (old_jx == jx && old_jy != jy)
6005 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6007 DrawLevelField(jx, jy); /* for "crumbled sand" */
6009 player->last_move_dir = player->MovDir;
6010 player->is_moving = TRUE;
6014 CheckGravityMovement(player);
6017 player->last_move_dir = MV_NO_MOVING;
6019 player->is_moving = FALSE;
6022 TestIfHeroTouchesBadThing(jx, jy);
6024 if (!player->active)
6030 void ScrollFigure(struct PlayerInfo *player, int mode)
6032 int jx = player->jx, jy = player->jy;
6033 int last_jx = player->last_jx, last_jy = player->last_jy;
6034 int move_stepsize = TILEX / player->move_delay_value;
6036 if (!player->active || !player->MovPos)
6039 if (mode == SCROLL_INIT)
6041 player->actual_frame_counter = FrameCounter;
6042 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6044 if (Feld[last_jx][last_jy] == EL_EMPTY)
6045 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6050 else if (!FrameReached(&player->actual_frame_counter, 1))
6053 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6054 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6056 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6057 Feld[last_jx][last_jy] = EL_EMPTY;
6059 /* before DrawPlayer() to draw correct player graphic for this case */
6060 if (player->MovPos == 0)
6061 CheckGravityMovement(player);
6065 if (player->MovPos == 0)
6067 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6069 /* continue with normal speed after quickly moving through gate */
6070 HALVE_PLAYER_SPEED(player);
6072 /* be able to make the next move without delay */
6073 player->move_delay = 0;
6076 player->last_jx = jx;
6077 player->last_jy = jy;
6079 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6080 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6084 if (local_player->friends_still_needed == 0 ||
6085 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6086 player->LevelSolved = player->GameOver = TRUE;
6089 if (tape.single_step && tape.recording && !tape.pausing &&
6090 !player->programmed_action)
6091 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6095 void ScrollScreen(struct PlayerInfo *player, int mode)
6097 static unsigned long screen_frame_counter = 0;
6099 if (mode == SCROLL_INIT)
6101 /* set scrolling step size according to actual player's moving speed */
6102 ScrollStepSize = TILEX / player->move_delay_value;
6104 screen_frame_counter = FrameCounter;
6105 ScreenMovDir = player->MovDir;
6106 ScreenMovPos = player->MovPos;
6107 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6110 else if (!FrameReached(&screen_frame_counter, 1))
6115 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6116 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6117 redraw_mask |= REDRAW_FIELD;
6120 ScreenMovDir = MV_NO_MOVING;
6123 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6125 int i, kill_x = -1, kill_y = -1;
6126 static int test_xy[4][2] =
6133 static int test_dir[4] =
6143 int test_x, test_y, test_move_dir, test_element;
6145 test_x = good_x + test_xy[i][0];
6146 test_y = good_y + test_xy[i][1];
6147 if (!IN_LEV_FIELD(test_x, test_y))
6151 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6154 test_element = Feld[test_x][test_y];
6156 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6159 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6160 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6162 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6163 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6171 if (kill_x != -1 || kill_y != -1)
6173 if (IS_PLAYER(good_x, good_y))
6175 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6177 if (player->shield_deadly_time_left > 0)
6178 Bang(kill_x, kill_y);
6179 else if (!PLAYER_PROTECTED(good_x, good_y))
6183 Bang(good_x, good_y);
6187 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6189 int i, kill_x = -1, kill_y = -1;
6190 int bad_element = Feld[bad_x][bad_y];
6191 static int test_xy[4][2] =
6198 static int test_dir[4] =
6206 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6211 int test_x, test_y, test_move_dir, test_element;
6213 test_x = bad_x + test_xy[i][0];
6214 test_y = bad_y + test_xy[i][1];
6215 if (!IN_LEV_FIELD(test_x, test_y))
6219 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6221 test_element = Feld[test_x][test_y];
6223 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6224 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6226 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6227 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6229 /* good thing is player or penguin that does not move away */
6230 if (IS_PLAYER(test_x, test_y))
6232 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6234 if (bad_element == EL_ROBOT && player->is_moving)
6235 continue; /* robot does not kill player if he is moving */
6241 else if (test_element == EL_PENGUIN)
6250 if (kill_x != -1 || kill_y != -1)
6252 if (IS_PLAYER(kill_x, kill_y))
6254 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6257 int dir = player->MovDir;
6258 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6259 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6261 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6262 newx != bad_x && newy != bad_y)
6263 ; /* robot does not kill player if he is moving */
6265 printf("-> %d\n", player->MovDir);
6267 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6268 newx != bad_x && newy != bad_y)
6269 ; /* robot does not kill player if he is moving */
6274 if (player->shield_deadly_time_left > 0)
6276 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6280 Bang(kill_x, kill_y);
6284 void TestIfHeroTouchesBadThing(int x, int y)
6286 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6289 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6291 TestIfGoodThingHitsBadThing(x, y, move_dir);
6294 void TestIfBadThingTouchesHero(int x, int y)
6296 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6299 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6301 TestIfBadThingHitsGoodThing(x, y, move_dir);
6304 void TestIfFriendTouchesBadThing(int x, int y)
6306 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6309 void TestIfBadThingTouchesFriend(int x, int y)
6311 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6314 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6316 int i, kill_x = bad_x, kill_y = bad_y;
6317 static int xy[4][2] =
6329 x = bad_x + xy[i][0];
6330 y = bad_y + xy[i][1];
6331 if (!IN_LEV_FIELD(x, y))
6334 element = Feld[x][y];
6335 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6336 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6344 if (kill_x != bad_x || kill_y != bad_y)
6348 void KillHero(struct PlayerInfo *player)
6350 int jx = player->jx, jy = player->jy;
6352 if (!player->active)
6355 /* remove accessible field at the player's position */
6356 Feld[jx][jy] = EL_EMPTY;
6358 /* deactivate shield (else Bang()/Explode() would not work right) */
6359 player->shield_normal_time_left = 0;
6360 player->shield_deadly_time_left = 0;
6366 static void KillHeroUnlessProtected(int x, int y)
6368 if (!PLAYER_PROTECTED(x, y))
6369 KillHero(PLAYERINFO(x, y));
6372 void BuryHero(struct PlayerInfo *player)
6374 int jx = player->jx, jy = player->jy;
6376 if (!player->active)
6380 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6382 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6384 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6386 player->GameOver = TRUE;
6390 void RemoveHero(struct PlayerInfo *player)
6392 int jx = player->jx, jy = player->jy;
6393 int i, found = FALSE;
6395 player->present = FALSE;
6396 player->active = FALSE;
6398 if (!ExplodeField[jx][jy])
6399 StorePlayer[jx][jy] = 0;
6401 for (i=0; i<MAX_PLAYERS; i++)
6402 if (stored_player[i].active)
6406 AllPlayersGone = TRUE;
6413 checkDiagonalPushing()
6414 -----------------------------------------------------------------------------
6415 check if diagonal input device direction results in pushing of object
6416 (by checking if the alternative direction is walkable, diggable, ...)
6419 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6420 int x, int y, int real_dx, int real_dy)
6422 int jx, jy, dx, dy, xx, yy;
6424 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6427 /* diagonal direction: check alternative direction */
6432 xx = jx + (dx == 0 ? real_dx : 0);
6433 yy = jy + (dy == 0 ? real_dy : 0);
6435 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6440 -----------------------------------------------------------------------------
6441 x, y: field next to player (non-diagonal) to try to dig to
6442 real_dx, real_dy: direction as read from input device (can be diagonal)
6445 int DigField(struct PlayerInfo *player,
6446 int x, int y, int real_dx, int real_dy, int mode)
6448 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6449 int jx = player->jx, jy = player->jy;
6450 int dx = x - jx, dy = y - jy;
6451 int move_direction = (dx == -1 ? MV_LEFT :
6452 dx == +1 ? MV_RIGHT :
6454 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6457 if (player->MovPos == 0)
6459 player->is_digging = FALSE;
6460 player->is_collecting = FALSE;
6463 if (player->MovPos == 0) /* last pushing move finished */
6464 player->Pushing = FALSE;
6466 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6468 player->Switching = FALSE;
6469 player->push_delay = 0;
6471 return MF_NO_ACTION;
6474 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6477 if (FrameCounter == 437)
6478 printf("::: ---> IS_MOVING %d\n", MovDir[x][y]);
6481 return MF_NO_ACTION;
6485 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6487 if (IS_TUBE(Feld[jx][jy]) ||
6488 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6492 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6493 int tube_leave_directions[][2] =
6495 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6496 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6497 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6498 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6499 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6500 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6501 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6502 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6503 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6504 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6505 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6506 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6509 while (tube_leave_directions[i][0] != tube_element)
6512 if (tube_leave_directions[i][0] == -1) /* should not happen */
6516 if (!(tube_leave_directions[i][1] & move_direction))
6517 return MF_NO_ACTION; /* tube has no opening in this direction */
6520 element = Feld[x][y];
6523 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6524 game.engine_version >= VERSION_IDENT(2,2,0))
6525 return MF_NO_ACTION;
6532 PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
6538 case EL_INVISIBLE_SAND:
6539 case EL_INVISIBLE_SAND_ACTIVE:
6542 case EL_SP_BUGGY_BASE:
6543 case EL_SP_BUGGY_BASE_ACTIVATING:
6546 if (mode != DF_SNAP && element != EL_EMPTY)
6548 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6549 player->is_digging = TRUE;
6552 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6558 case EL_EMERALD_YELLOW:
6559 case EL_EMERALD_RED:
6560 case EL_EMERALD_PURPLE:
6562 case EL_SP_INFOTRON:
6567 if (mode != DF_SNAP)
6569 GfxElement[x][y] = element;
6570 player->is_collecting = TRUE;
6573 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6574 element == EL_PEARL ? 5 :
6575 element == EL_CRYSTAL ? 8 : 1);
6576 if (local_player->gems_still_needed < 0)
6577 local_player->gems_still_needed = 0;
6578 RaiseScoreElement(element);
6579 DrawText(DX_EMERALDS, DY_EMERALDS,
6580 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6581 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6582 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6587 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6589 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6591 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6593 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6598 Feld[x][y] = EL_EMPTY;
6600 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6602 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6604 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6613 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6616 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6618 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6620 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6623 case EL_SHIELD_NORMAL:
6625 player->shield_normal_time_left += 10;
6627 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6629 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6631 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6634 case EL_SHIELD_DEADLY:
6636 player->shield_normal_time_left += 10;
6637 player->shield_deadly_time_left += 10;
6639 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6641 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6643 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6647 case EL_SP_DISK_RED:
6650 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6651 RaiseScoreElement(EL_DYNAMITE);
6652 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6654 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6655 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6658 case EL_DYNABOMB_INCREASE_NUMBER:
6660 player->dynabomb_count++;
6661 player->dynabombs_left++;
6662 RaiseScoreElement(EL_DYNAMITE);
6664 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6666 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6668 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6671 case EL_DYNABOMB_INCREASE_SIZE:
6673 player->dynabomb_size++;
6674 RaiseScoreElement(EL_DYNAMITE);
6676 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6678 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6680 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6683 case EL_DYNABOMB_INCREASE_POWER:
6685 player->dynabomb_xl = TRUE;
6686 RaiseScoreElement(EL_DYNAMITE);
6688 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6690 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6692 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6700 int key_nr = element - EL_KEY_1;
6701 int graphic = el2edimg(element);
6704 player->key[key_nr] = TRUE;
6705 RaiseScoreElement(element);
6706 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6708 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6711 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6713 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6715 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6724 int key_nr = element - EL_EM_KEY_1;
6725 int graphic = el2edimg(EL_KEY_1 + key_nr);
6728 player->key[key_nr] = TRUE;
6729 RaiseScoreElement(element);
6730 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6732 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6735 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6737 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6739 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6743 case EL_ROBOT_WHEEL:
6744 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6747 DrawLevelField(x, y);
6748 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6752 case EL_SP_TERMINAL:
6756 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6758 for (yy=0; yy<lev_fieldy; yy++)
6760 for (xx=0; xx<lev_fieldx; xx++)
6762 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6764 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6765 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6773 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6774 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6775 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6776 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6777 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6778 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6779 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6780 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6781 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6782 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6783 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6784 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6785 if (!player->Switching)
6787 player->Switching = TRUE;
6788 ToggleBeltSwitch(x, y);
6789 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6794 case EL_SWITCHGATE_SWITCH_UP:
6795 case EL_SWITCHGATE_SWITCH_DOWN:
6796 if (!player->Switching)
6798 player->Switching = TRUE;
6799 ToggleSwitchgateSwitch(x, y);
6800 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6805 case EL_LIGHT_SWITCH:
6806 case EL_LIGHT_SWITCH_ACTIVE:
6807 if (!player->Switching)
6809 player->Switching = TRUE;
6810 ToggleLightSwitch(x, y);
6811 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6812 SND_LIGHT_SWITCH_ACTIVATING :
6813 SND_LIGHT_SWITCH_DEACTIVATING);
6818 case EL_TIMEGATE_SWITCH:
6819 ActivateTimegateSwitch(x, y);
6820 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6825 case EL_BALLOON_SWITCH_LEFT:
6826 case EL_BALLOON_SWITCH_RIGHT:
6827 case EL_BALLOON_SWITCH_UP:
6828 case EL_BALLOON_SWITCH_DOWN:
6829 case EL_BALLOON_SWITCH_ANY:
6830 if (element == EL_BALLOON_SWITCH_ANY)
6831 game.balloon_dir = move_direction;
6833 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6834 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6835 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6836 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6838 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6845 /* the following elements cannot be pushed by "snapping" */
6848 case EL_DX_SUPABOMB:
6850 case EL_TIME_ORB_EMPTY:
6852 case EL_SP_DISK_ORANGE:
6854 if (mode == DF_SNAP)
6855 return MF_NO_ACTION;
6857 /* no "break" -- fall through to next case */
6859 /* the following elements can be pushed by "snapping" */
6862 return MF_NO_ACTION;
6864 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
6865 !(element == EL_SPRING && use_spring_bug))
6866 return MF_NO_ACTION;
6868 player->Pushing = TRUE;
6871 if (element == EL_ROCK)
6872 printf("::: wanna push [%d] [%d]\n",
6873 FrameCounter, player->push_delay_value);
6876 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6877 return MF_NO_ACTION;
6879 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6880 return MF_NO_ACTION;
6883 if (player->push_delay == 0)
6884 player->push_delay = FrameCounter;
6887 printf("want push... %d [%d]\n", FrameCounter, player->push_delay_value);
6891 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6893 element != EL_SPRING)
6894 return MF_NO_ACTION;
6896 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6897 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6898 element != EL_SPRING)
6899 return MF_NO_ACTION;
6902 if (mode == DF_SNAP)
6904 InitMovingField(x, y, move_direction);
6905 ContinueMoving(x, y);
6910 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
6912 dy < 0 ? MV_UP : MV_DOWN));
6913 MovPos[x][y] = (dx != 0 ? dx : dy);
6916 Feld[x + dx][y + dy] = element;
6921 printf("pushing %d/%d ... %d [%d]\n", dx, dy,
6922 FrameCounter, player->push_delay_value);
6926 if (element == EL_SPRING)
6928 Feld[x + dx][y + dy] = EL_SPRING;
6929 MovDir[x + dx][y + dy] = move_direction;
6933 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6935 DrawLevelField(x + dx, y + dy);
6936 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6938 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
6948 if (!player->key[element - EL_GATE_1])
6949 return MF_NO_ACTION;
6952 case EL_GATE_1_GRAY:
6953 case EL_GATE_2_GRAY:
6954 case EL_GATE_3_GRAY:
6955 case EL_GATE_4_GRAY:
6956 if (!player->key[element - EL_GATE_1_GRAY])
6957 return MF_NO_ACTION;
6964 if (!player->key[element - EL_EM_GATE_1])
6965 return MF_NO_ACTION;
6966 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6967 return MF_NO_ACTION;
6969 /* automatically move to the next field with double speed */
6970 player->programmed_action = move_direction;
6971 DOUBLE_PLAYER_SPEED(player);
6973 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6976 case EL_EM_GATE_1_GRAY:
6977 case EL_EM_GATE_2_GRAY:
6978 case EL_EM_GATE_3_GRAY:
6979 case EL_EM_GATE_4_GRAY:
6980 if (!player->key[element - EL_EM_GATE_1_GRAY])
6981 return MF_NO_ACTION;
6982 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6983 return MF_NO_ACTION;
6985 /* automatically move to the next field with double speed */
6986 player->programmed_action = move_direction;
6987 DOUBLE_PLAYER_SPEED(player);
6990 PlaySoundLevelAction(x, y, ACTION_PASSING);
6992 PlaySoundLevel(x, y, SND_GATE_PASSING);
6996 case EL_SWITCHGATE_OPEN:
6997 case EL_TIMEGATE_OPEN:
6998 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6999 return MF_NO_ACTION;
7001 /* automatically move to the next field with double speed */
7002 player->programmed_action = move_direction;
7003 DOUBLE_PLAYER_SPEED(player);
7005 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
7008 case EL_SP_PORT_LEFT:
7009 case EL_SP_PORT_RIGHT:
7011 case EL_SP_PORT_DOWN:
7012 case EL_SP_PORT_HORIZONTAL:
7013 case EL_SP_PORT_VERTICAL:
7014 case EL_SP_PORT_ANY:
7015 case EL_SP_GRAVITY_PORT_LEFT:
7016 case EL_SP_GRAVITY_PORT_RIGHT:
7017 case EL_SP_GRAVITY_PORT_UP:
7018 case EL_SP_GRAVITY_PORT_DOWN:
7020 element != EL_SP_PORT_LEFT &&
7021 element != EL_SP_GRAVITY_PORT_LEFT &&
7022 element != EL_SP_PORT_HORIZONTAL &&
7023 element != EL_SP_PORT_ANY) ||
7025 element != EL_SP_PORT_RIGHT &&
7026 element != EL_SP_GRAVITY_PORT_RIGHT &&
7027 element != EL_SP_PORT_HORIZONTAL &&
7028 element != EL_SP_PORT_ANY) ||
7030 element != EL_SP_PORT_UP &&
7031 element != EL_SP_GRAVITY_PORT_UP &&
7032 element != EL_SP_PORT_VERTICAL &&
7033 element != EL_SP_PORT_ANY) ||
7035 element != EL_SP_PORT_DOWN &&
7036 element != EL_SP_GRAVITY_PORT_DOWN &&
7037 element != EL_SP_PORT_VERTICAL &&
7038 element != EL_SP_PORT_ANY) ||
7039 !IN_LEV_FIELD(x + dx, y + dy) ||
7040 !IS_FREE(x + dx, y + dy))
7041 return MF_NO_ACTION;
7043 /* automatically move to the next field with double speed */
7044 player->programmed_action = move_direction;
7045 DOUBLE_PLAYER_SPEED(player);
7047 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7051 case EL_TUBE_VERTICAL:
7052 case EL_TUBE_HORIZONTAL:
7053 case EL_TUBE_VERTICAL_LEFT:
7054 case EL_TUBE_VERTICAL_RIGHT:
7055 case EL_TUBE_HORIZONTAL_UP:
7056 case EL_TUBE_HORIZONTAL_DOWN:
7057 case EL_TUBE_LEFT_UP:
7058 case EL_TUBE_LEFT_DOWN:
7059 case EL_TUBE_RIGHT_UP:
7060 case EL_TUBE_RIGHT_DOWN:
7063 int tube_enter_directions[][2] =
7065 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7066 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7067 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7068 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7069 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7070 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7071 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7072 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7073 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7074 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7075 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7076 { -1, MV_NO_MOVING }
7079 while (tube_enter_directions[i][0] != element)
7082 if (tube_enter_directions[i][0] == -1) /* should not happen */
7086 if (!(tube_enter_directions[i][1] & move_direction))
7087 return MF_NO_ACTION; /* tube has no opening in this direction */
7089 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
7093 case EL_EXIT_CLOSED:
7094 case EL_SP_EXIT_CLOSED:
7095 case EL_EXIT_OPENING:
7096 return MF_NO_ACTION;
7100 case EL_SP_EXIT_OPEN:
7101 if (mode == DF_SNAP)
7102 return MF_NO_ACTION;
7104 if (element == EL_EXIT_OPEN)
7105 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
7107 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
7112 Feld[x][y] = EL_LAMP_ACTIVE;
7113 local_player->lights_still_needed--;
7114 DrawLevelField(x, y);
7115 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7119 case EL_TIME_ORB_FULL:
7120 Feld[x][y] = EL_TIME_ORB_EMPTY;
7122 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7123 DrawLevelField(x, y);
7124 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7131 case EL_SOKOBAN_FIELD_EMPTY:
7135 case EL_SOKOBAN_OBJECT:
7136 case EL_SOKOBAN_FIELD_FULL:
7138 case EL_SP_DISK_YELLOW:
7140 if (mode == DF_SNAP)
7141 return MF_NO_ACTION;
7143 player->Pushing = TRUE;
7145 if (!IN_LEV_FIELD(x+dx, y+dy)
7146 || (!IS_FREE(x+dx, y+dy)
7147 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
7148 || !IS_SB_ELEMENT(element))))
7149 return MF_NO_ACTION;
7151 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7152 return MF_NO_ACTION;
7154 if (player->push_delay == 0)
7155 player->push_delay = FrameCounter;
7157 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7158 !tape.playing && element != EL_BALLOON)
7159 return MF_NO_ACTION;
7161 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7162 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7163 element != EL_BALLOON)
7164 return MF_NO_ACTION;
7167 if (IS_SB_ELEMENT(element))
7170 if (element == EL_SOKOBAN_FIELD_FULL)
7172 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7173 local_player->sokobanfields_still_needed++;
7176 if (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY)
7178 Back[x + dx][y + dy] = EL_SOKOBAN_FIELD_EMPTY;
7179 local_player->sokobanfields_still_needed--;
7182 Feld[x][y] = EL_SOKOBAN_OBJECT;
7184 if (Back[x][y] == Back[x + dx][y + dy])
7185 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7186 else if (Back[x][y] != 0)
7187 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7190 PlaySoundLevelElementAction(x + dx, y + dy, EL_SOKOBAN_FIELD_EMPTY,
7193 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
7195 dy < 0 ? MV_UP : MV_DOWN));
7196 MovPos[x][y] = (dx != 0 ? dx : dy);
7199 printf("::: %s -> %s [%s -> %s]\n",
7200 element_info[Feld[x][y]].token_name,
7201 element_info[Feld[x + dx][y + dy]].token_name,
7202 element_info[Back[x][y]].token_name,
7203 element_info[Back[x + dx][y + dy]].token_name);
7207 if (element == EL_SOKOBAN_FIELD_FULL)
7209 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7210 local_player->sokobanfields_still_needed++;
7215 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
7217 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
7218 local_player->sokobanfields_still_needed--;
7219 if (element == EL_SOKOBAN_OBJECT)
7221 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
7223 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
7227 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7229 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7234 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
7235 if (element == EL_SOKOBAN_FIELD_FULL)
7237 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
7239 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
7243 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7245 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7253 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
7255 dy < 0 ? MV_UP : MV_DOWN));
7256 MovPos[x][y] = (dx != 0 ? dx : dy);
7259 Feld[x + dx][y + dy] = element;
7261 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7264 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
7266 DrawLevelField(x, y);
7267 DrawLevelField(x + dx, y + dy);
7269 if (IS_SB_ELEMENT(element) &&
7270 local_player->sokobanfields_still_needed == 0 &&
7271 game.emulation == EMU_SOKOBAN)
7273 player->LevelSolved = player->GameOver = TRUE;
7274 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7277 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7290 if (IS_WALKABLE(element))
7292 PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
7295 else if (IS_DIGGABLE(element))
7299 if (mode != DF_SNAP)
7302 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7303 player->is_digging = TRUE;
7306 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7310 else if (IS_COLLECTIBLE(element))
7314 if (mode != DF_SNAP)
7316 GfxElement[x][y] = element;
7317 player->is_collecting = TRUE;
7320 RaiseScoreElement(element);
7322 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7324 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
7328 else if (IS_PUSHABLE(element))
7330 if (mode == DF_SNAP && element != EL_BD_ROCK)
7331 return MF_NO_ACTION;
7333 if (CAN_FALL(element) && dy)
7334 return MF_NO_ACTION;
7336 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7337 !(element == EL_SPRING && use_spring_bug))
7338 return MF_NO_ACTION;
7340 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7341 return MF_NO_ACTION;
7343 if (!player->Pushing &&
7344 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7345 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7347 player->Pushing = TRUE;
7349 if (!(IN_LEV_FIELD(x + dx, y + dy) &&
7350 (IS_FREE(x + dx, y + dy) ||
7351 (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY &&
7352 IS_SB_ELEMENT(element)))))
7353 return MF_NO_ACTION;
7355 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7356 return MF_NO_ACTION;
7358 if (player->push_delay == 0) /* new pushing; restart delay */
7359 player->push_delay = FrameCounter;
7361 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7362 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7363 element != EL_SPRING && element != EL_BALLOON)
7364 return MF_NO_ACTION;
7366 if (IS_SB_ELEMENT(element))
7368 if (element == EL_SOKOBAN_FIELD_FULL)
7370 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7371 local_player->sokobanfields_still_needed++;
7374 if (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY)
7376 Back[x + dx][y + dy] = EL_SOKOBAN_FIELD_EMPTY;
7377 local_player->sokobanfields_still_needed--;
7380 Feld[x][y] = EL_SOKOBAN_OBJECT;
7382 if (Back[x][y] == Back[x + dx][y + dy])
7383 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7384 else if (Back[x][y] != 0)
7385 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7388 PlaySoundLevelElementAction(x + dx, y + dy, EL_SOKOBAN_FIELD_EMPTY,
7391 if (local_player->sokobanfields_still_needed == 0 &&
7392 game.emulation == EMU_SOKOBAN)
7394 player->LevelSolved = player->GameOver = TRUE;
7395 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7399 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7401 InitMovingField(x, y, move_direction);
7403 if (mode == DF_SNAP)
7404 ContinueMoving(x, y);
7406 MovPos[x][y] = (dx != 0 ? dx : dy);
7408 Pushed[x][y] = TRUE;
7409 Pushed[x + dx][y + dy] = TRUE;
7411 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7412 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7414 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7415 CheckPlayerElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7421 CheckPlayerElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7424 return MF_NO_ACTION;
7427 player->push_delay = 0;
7429 if (Feld[x][y] != element) /* really digged/collected something */
7430 player->is_collecting = !player->is_digging;
7435 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7437 int jx = player->jx, jy = player->jy;
7438 int x = jx + dx, y = jy + dy;
7440 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7443 if (!player->active || !IN_LEV_FIELD(x, y))
7451 if (player->MovPos == 0)
7452 player->Pushing = FALSE;
7454 player->snapped = FALSE;
7456 if (player->MovPos == 0)
7458 player->is_digging = FALSE;
7459 player->is_collecting = FALSE;
7465 if (player->snapped)
7468 player->MovDir = (dx < 0 ? MV_LEFT :
7471 dy > 0 ? MV_DOWN : MV_NO_MOVING);
7473 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7476 player->snapped = TRUE;
7477 player->is_digging = FALSE;
7478 player->is_collecting = FALSE;
7480 DrawLevelField(x, y);
7486 boolean PlaceBomb(struct PlayerInfo *player)
7488 int jx = player->jx, jy = player->jy;
7491 if (!player->active || player->MovPos)
7494 element = Feld[jx][jy];
7496 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7497 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7501 if (element != EL_EMPTY)
7505 if (element != EL_EMPTY)
7508 Store[jx][jy] = element;
7510 Back[jx][jy] = element;
7514 MovDelay[jx][jy] = 96;
7516 ResetGfxAnimation(jx, jy);
7517 ResetRandomAnimationValue(jx, jy);
7519 if (player->dynamite)
7521 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7522 EL_DYNAMITE_ACTIVE);
7525 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7527 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7530 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7532 if (game.emulation == EMU_SUPAPLEX)
7533 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7535 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7539 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7544 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7545 player->dynabombs_left--;
7547 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7548 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7550 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7556 /* ------------------------------------------------------------------------- */
7557 /* game sound playing functions */
7558 /* ------------------------------------------------------------------------- */
7560 static int *loop_sound_frame = NULL;
7561 static int *loop_sound_volume = NULL;
7563 void InitPlaySoundLevel()
7565 int num_sounds = getSoundListSize();
7567 if (loop_sound_frame != NULL)
7568 free(loop_sound_frame);
7570 if (loop_sound_volume != NULL)
7571 free(loop_sound_volume);
7573 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7574 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7577 static void PlaySoundLevel(int x, int y, int nr)
7579 int sx = SCREENX(x), sy = SCREENY(y);
7580 int volume, stereo_position;
7581 int max_distance = 8;
7582 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7584 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7585 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7588 if (!IN_LEV_FIELD(x, y) ||
7589 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7590 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7593 volume = SOUND_MAX_VOLUME;
7595 if (!IN_SCR_FIELD(sx, sy))
7597 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7598 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7600 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7603 stereo_position = (SOUND_MAX_LEFT +
7604 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7605 (SCR_FIELDX + 2 * max_distance));
7607 if (IS_LOOP_SOUND(nr))
7609 /* This assures that quieter loop sounds do not overwrite louder ones,
7610 while restarting sound volume comparison with each new game frame. */
7612 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7615 loop_sound_volume[nr] = volume;
7616 loop_sound_frame[nr] = FrameCounter;
7619 PlaySoundExt(nr, volume, stereo_position, type);
7622 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7624 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7625 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7626 y < LEVELY(BY1) ? LEVELY(BY1) :
7627 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7631 static void PlaySoundLevelAction(int x, int y, int action)
7633 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7636 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7638 int sound_effect = element_info[element].sound[action];
7640 if (sound_effect != SND_UNDEFINED)
7641 PlaySoundLevel(x, y, sound_effect);
7644 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7646 int sound_effect = element_info[Feld[x][y]].sound[action];
7648 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7649 PlaySoundLevel(x, y, sound_effect);
7652 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7654 int sound_effect = element_info[Feld[x][y]].sound[action];
7656 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7657 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7660 void RaiseScore(int value)
7662 local_player->score += value;
7663 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7666 void RaiseScoreElement(int element)
7672 case EL_EMERALD_YELLOW:
7673 case EL_EMERALD_RED:
7674 case EL_EMERALD_PURPLE:
7675 case EL_SP_INFOTRON:
7676 RaiseScore(level.score[SC_EMERALD]);
7679 RaiseScore(level.score[SC_DIAMOND]);
7682 RaiseScore(level.score[SC_CRYSTAL]);
7685 RaiseScore(level.score[SC_PEARL]);
7688 case EL_BD_BUTTERFLY:
7689 case EL_SP_ELECTRON:
7690 RaiseScore(level.score[SC_BUG]);
7694 case EL_SP_SNIKSNAK:
7695 RaiseScore(level.score[SC_SPACESHIP]);
7698 case EL_DARK_YAMYAM:
7699 RaiseScore(level.score[SC_YAMYAM]);
7702 RaiseScore(level.score[SC_ROBOT]);
7705 RaiseScore(level.score[SC_PACMAN]);
7708 RaiseScore(level.score[SC_NUT]);
7711 case EL_DYNABOMB_INCREASE_NUMBER:
7712 case EL_DYNABOMB_INCREASE_SIZE:
7713 case EL_DYNABOMB_INCREASE_POWER:
7714 RaiseScore(level.score[SC_DYNAMITE]);
7716 case EL_SHIELD_NORMAL:
7717 case EL_SHIELD_DEADLY:
7718 RaiseScore(level.score[SC_SHIELD]);
7721 RaiseScore(level.score[SC_TIME_BONUS]);
7727 RaiseScore(level.score[SC_KEY]);
7730 RaiseScore(element_info[element].score);
7735 void RequestQuitGame(boolean ask_if_really_quit)
7737 if (AllPlayersGone ||
7738 !ask_if_really_quit ||
7739 level_editor_test_game ||
7740 Request("Do you really want to quit the game ?",
7741 REQ_ASK | REQ_STAY_CLOSED))
7743 #if defined(PLATFORM_UNIX)
7744 if (options.network)
7745 SendToServer_StopPlaying();
7749 game_status = GAME_MODE_MAIN;
7755 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7760 /* ---------- new game button stuff ---------------------------------------- */
7762 /* graphic position values for game buttons */
7763 #define GAME_BUTTON_XSIZE 30
7764 #define GAME_BUTTON_YSIZE 30
7765 #define GAME_BUTTON_XPOS 5
7766 #define GAME_BUTTON_YPOS 215
7767 #define SOUND_BUTTON_XPOS 5
7768 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7770 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7771 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7772 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7773 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7774 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7775 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7782 } gamebutton_info[NUM_GAME_BUTTONS] =
7785 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7790 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7795 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7800 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7801 SOUND_CTRL_ID_MUSIC,
7802 "background music on/off"
7805 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7806 SOUND_CTRL_ID_LOOPS,
7807 "sound loops on/off"
7810 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7811 SOUND_CTRL_ID_SIMPLE,
7812 "normal sounds on/off"
7816 void CreateGameButtons()
7820 for (i=0; i<NUM_GAME_BUTTONS; i++)
7822 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7823 struct GadgetInfo *gi;
7826 unsigned long event_mask;
7827 int gd_xoffset, gd_yoffset;
7828 int gd_x1, gd_x2, gd_y1, gd_y2;
7831 gd_xoffset = gamebutton_info[i].x;
7832 gd_yoffset = gamebutton_info[i].y;
7833 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7834 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7836 if (id == GAME_CTRL_ID_STOP ||
7837 id == GAME_CTRL_ID_PAUSE ||
7838 id == GAME_CTRL_ID_PLAY)
7840 button_type = GD_TYPE_NORMAL_BUTTON;
7842 event_mask = GD_EVENT_RELEASED;
7843 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7844 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7848 button_type = GD_TYPE_CHECK_BUTTON;
7850 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7851 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7852 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7853 event_mask = GD_EVENT_PRESSED;
7854 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7855 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7858 gi = CreateGadget(GDI_CUSTOM_ID, id,
7859 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7860 GDI_X, DX + gd_xoffset,
7861 GDI_Y, DY + gd_yoffset,
7862 GDI_WIDTH, GAME_BUTTON_XSIZE,
7863 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7864 GDI_TYPE, button_type,
7865 GDI_STATE, GD_BUTTON_UNPRESSED,
7866 GDI_CHECKED, checked,
7867 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7868 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7869 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7870 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7871 GDI_EVENT_MASK, event_mask,
7872 GDI_CALLBACK_ACTION, HandleGameButtons,
7876 Error(ERR_EXIT, "cannot create gadget");
7878 game_gadget[id] = gi;
7882 void FreeGameButtons()
7886 for (i=0; i<NUM_GAME_BUTTONS; i++)
7887 FreeGadget(game_gadget[i]);
7890 static void MapGameButtons()
7894 for (i=0; i<NUM_GAME_BUTTONS; i++)
7895 MapGadget(game_gadget[i]);
7898 void UnmapGameButtons()
7902 for (i=0; i<NUM_GAME_BUTTONS; i++)
7903 UnmapGadget(game_gadget[i]);
7906 static void HandleGameButtons(struct GadgetInfo *gi)
7908 int id = gi->custom_id;
7910 if (game_status != GAME_MODE_PLAYING)
7915 case GAME_CTRL_ID_STOP:
7916 RequestQuitGame(TRUE);
7919 case GAME_CTRL_ID_PAUSE:
7920 if (options.network)
7922 #if defined(PLATFORM_UNIX)
7924 SendToServer_ContinuePlaying();
7926 SendToServer_PausePlaying();
7930 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7933 case GAME_CTRL_ID_PLAY:
7936 #if defined(PLATFORM_UNIX)
7937 if (options.network)
7938 SendToServer_ContinuePlaying();
7942 tape.pausing = FALSE;
7943 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7948 case SOUND_CTRL_ID_MUSIC:
7949 if (setup.sound_music)
7951 setup.sound_music = FALSE;
7954 else if (audio.music_available)
7956 setup.sound = setup.sound_music = TRUE;
7957 PlayMusic(level_nr);
7961 case SOUND_CTRL_ID_LOOPS:
7962 if (setup.sound_loops)
7963 setup.sound_loops = FALSE;
7964 else if (audio.loops_available)
7965 setup.sound = setup.sound_loops = TRUE;
7968 case SOUND_CTRL_ID_SIMPLE:
7969 if (setup.sound_simple)
7970 setup.sound_simple = FALSE;
7971 else if (audio.sound_available)
7972 setup.sound = setup.sound_simple = TRUE;