1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
174 static void ChangeElementNow(int, int, int);
176 static void PlaySoundLevel(int, int, int);
177 static void PlaySoundLevelNearest(int, int, int);
178 static void PlaySoundLevelAction(int, int, int);
179 static void PlaySoundLevelElementAction(int, int, int, int);
180 static void PlaySoundLevelActionIfLoop(int, int, int);
181 static void StopSoundLevelActionIfLoop(int, int, int);
183 static void MapGameButtons();
184 static void HandleGameButtons(struct GadgetInfo *);
186 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
189 /* ------------------------------------------------------------------------- */
190 /* definition of elements that automatically change to other elements after */
191 /* a specified time, eventually calling a function when changing */
192 /* ------------------------------------------------------------------------- */
194 /* forward declaration for changer functions */
195 static void InitBuggyBase(int x, int y);
196 static void WarnBuggyBase(int x, int y);
198 static void InitTrap(int x, int y);
199 static void ActivateTrap(int x, int y);
200 static void ChangeActiveTrap(int x, int y);
202 static void InitRobotWheel(int x, int y);
203 static void RunRobotWheel(int x, int y);
204 static void StopRobotWheel(int x, int y);
206 static void InitTimegateWheel(int x, int y);
207 static void RunTimegateWheel(int x, int y);
209 struct ChangingElementInfo
214 void (*pre_change_function)(int x, int y);
215 void (*change_function)(int x, int y);
216 void (*post_change_function)(int x, int y);
219 static struct ChangingElementInfo changing_element_list[] =
246 EL_SWITCHGATE_OPENING,
254 EL_SWITCHGATE_CLOSING,
255 EL_SWITCHGATE_CLOSED,
287 EL_ACID_SPLASH_RIGHT,
296 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVATING,
304 EL_SP_BUGGY_BASE_ACTIVE,
311 EL_SP_BUGGY_BASE_ACTIVE,
335 EL_ROBOT_WHEEL_ACTIVE,
343 EL_TIMEGATE_SWITCH_ACTIVE,
364 int push_delay_fixed, push_delay_random;
369 { EL_BALLOON, 0, 0 },
371 { EL_SOKOBAN_OBJECT, 2, 0 },
372 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
373 { EL_SATELLITE, 2, 0 },
374 { EL_SP_DISK_YELLOW, 2, 0 },
376 { EL_UNDEFINED, 0, 0 },
384 move_stepsize_list[] =
386 { EL_AMOEBA_DROP, 2 },
387 { EL_AMOEBA_DROPPING, 2 },
388 { EL_QUICKSAND_FILLING, 1 },
389 { EL_QUICKSAND_EMPTYING, 1 },
390 { EL_MAGIC_WALL_FILLING, 2 },
391 { EL_BD_MAGIC_WALL_FILLING, 2 },
392 { EL_MAGIC_WALL_EMPTYING, 2 },
393 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
406 { EL_BD_DIAMOND, 1 },
407 { EL_EMERALD_YELLOW, 1 },
408 { EL_EMERALD_RED, 1 },
409 { EL_EMERALD_PURPLE, 1 },
411 { EL_SP_INFOTRON, 1 },
418 static boolean changing_element[MAX_NUM_ELEMENTS];
419 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
421 #define IS_AUTO_CHANGING(e) (changing_element[e])
422 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
423 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
424 IS_JUST_CHANGING(x, y))
427 void GetPlayerConfig()
429 if (!audio.sound_available)
432 if (!audio.loops_available)
433 setup.sound_loops = FALSE;
435 if (!audio.music_available)
436 setup.sound_music = FALSE;
438 if (!video.fullscreen_available)
439 setup.fullscreen = FALSE;
441 setup.sound_simple = setup.sound;
443 SetAudioMode(setup.sound);
447 static int getBeltNrFromBeltElement(int element)
449 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
450 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
451 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
454 static int getBeltNrFromBeltActiveElement(int element)
456 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
457 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
458 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
461 static int getBeltNrFromBeltSwitchElement(int element)
463 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
464 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
465 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
468 static int getBeltDirNrFromBeltSwitchElement(int element)
470 static int belt_base_element[4] =
472 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
473 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_4_SWITCH_LEFT
478 int belt_nr = getBeltNrFromBeltSwitchElement(element);
479 int belt_dir_nr = element - belt_base_element[belt_nr];
481 return (belt_dir_nr % 3);
484 static int getBeltDirFromBeltSwitchElement(int element)
486 static int belt_move_dir[3] =
493 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
495 return belt_move_dir[belt_dir_nr];
498 static void InitField(int x, int y, boolean init_game)
500 int element = Feld[x][y];
507 if (stored_player[0].present)
509 Feld[x][y] = EL_SP_MURPHY_CLONE;
514 stored_player[0].use_murphy_graphic = TRUE;
517 Feld[x][y] = EL_PLAYER_1;
526 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
527 int jx = player->jx, jy = player->jy;
529 player->present = TRUE;
531 if (!options.network || player->connected)
533 player->active = TRUE;
535 /* remove potentially duplicate players */
536 if (StorePlayer[jx][jy] == Feld[x][y])
537 StorePlayer[jx][jy] = 0;
539 StorePlayer[x][y] = Feld[x][y];
543 printf("Player %d activated.\n", player->element_nr);
544 printf("[Local player is %d and currently %s.]\n",
545 local_player->element_nr,
546 local_player->active ? "active" : "not active");
550 Feld[x][y] = EL_EMPTY;
551 player->jx = player->last_jx = x;
552 player->jy = player->last_jy = y;
557 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
558 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
559 else if (x > 0 && Feld[x-1][y] == EL_ACID)
560 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
561 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
562 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
563 else if (y > 0 && Feld[x][y-1] == EL_ACID)
564 Feld[x][y] = EL_ACID_POOL_BOTTOM;
565 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
566 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
574 case EL_SPACESHIP_RIGHT:
575 case EL_SPACESHIP_UP:
576 case EL_SPACESHIP_LEFT:
577 case EL_SPACESHIP_DOWN:
579 case EL_BD_BUTTERFLY_RIGHT:
580 case EL_BD_BUTTERFLY_UP:
581 case EL_BD_BUTTERFLY_LEFT:
582 case EL_BD_BUTTERFLY_DOWN:
583 case EL_BD_BUTTERFLY:
584 case EL_BD_FIREFLY_RIGHT:
585 case EL_BD_FIREFLY_UP:
586 case EL_BD_FIREFLY_LEFT:
587 case EL_BD_FIREFLY_DOWN:
589 case EL_PACMAN_RIGHT:
613 if (y == lev_fieldy - 1)
615 Feld[x][y] = EL_AMOEBA_GROWING;
616 Store[x][y] = EL_AMOEBA_WET;
620 case EL_DYNAMITE_ACTIVE:
625 local_player->lights_still_needed++;
628 case EL_SOKOBAN_FIELD_EMPTY:
629 local_player->sokobanfields_still_needed++;
633 local_player->friends_still_needed++;
638 MovDir[x][y] = 1 << RND(4);
642 Feld[x][y] = EL_EMPTY;
645 case EL_EM_KEY_1_FILE:
646 Feld[x][y] = EL_EM_KEY_1;
648 case EL_EM_KEY_2_FILE:
649 Feld[x][y] = EL_EM_KEY_2;
651 case EL_EM_KEY_3_FILE:
652 Feld[x][y] = EL_EM_KEY_3;
654 case EL_EM_KEY_4_FILE:
655 Feld[x][y] = EL_EM_KEY_4;
658 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
659 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
660 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
661 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
662 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
663 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
664 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
665 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
666 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
667 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
668 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
669 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
672 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
673 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
674 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
676 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
678 game.belt_dir[belt_nr] = belt_dir;
679 game.belt_dir_nr[belt_nr] = belt_dir_nr;
681 else /* more than one switch -- set it like the first switch */
683 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
688 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
690 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
693 case EL_LIGHT_SWITCH_ACTIVE:
695 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
699 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
705 void DrawGameDoorValues()
709 for (i=0; i<MAX_PLAYERS; i++)
711 if (stored_player[i].key[j])
712 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
713 el2edimg(EL_KEY_1 + j));
715 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
716 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
717 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
718 int2str(local_player->dynamite, 3), FONT_TEXT_2);
719 DrawText(DX + XX_SCORE, DY + YY_SCORE,
720 int2str(local_player->score, 5), FONT_TEXT_2);
721 DrawText(DX + XX_TIME, DY + YY_TIME,
722 int2str(TimeLeft, 3), FONT_TEXT_2);
727 =============================================================================
729 -----------------------------------------------------------------------------
730 initialize game engine due to level / tape version number
731 =============================================================================
734 static void InitGameEngine()
738 /* set game engine from tape file when re-playing, else from level file */
739 game.engine_version = (tape.playing ? tape.engine_version :
742 /* dynamically adjust element properties according to game engine version */
743 InitElementPropertiesEngine(game.engine_version);
746 printf("level %d: level version == %06d\n", level_nr, level.game_version);
747 printf(" tape version == %06d [%s] [file: %06d]\n",
748 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
750 printf(" => game.engine_version == %06d\n", game.engine_version);
753 /* ---------- initialize player's initial move delay --------------------- */
755 /* dynamically adjust player properties according to game engine version */
756 game.initial_move_delay =
757 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
758 INITIAL_MOVE_DELAY_OFF);
760 /* dynamically adjust player properties according to level information */
761 game.initial_move_delay_value =
762 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
764 /* ---------- initialize changing elements ------------------------------- */
766 /* initialize changing elements information */
767 for (i=0; i<MAX_NUM_ELEMENTS; i++)
770 element_info[i].change.pre_change_function = NULL;
771 element_info[i].change.change_function = NULL;
772 element_info[i].change.post_change_function = NULL;
774 if (!IS_CUSTOM_ELEMENT(i))
776 element_info[i].change.target_element = EL_EMPTY_SPACE;
777 element_info[i].change.delay_fixed = 0;
778 element_info[i].change.delay_random = 0;
779 element_info[i].change.delay_frames = 1;
782 changing_element[i] = FALSE;
784 changing_element[i].base_element = EL_UNDEFINED;
785 changing_element[i].next_element = EL_UNDEFINED;
786 changing_element[i].change_delay = -1;
787 changing_element[i].pre_change_function = NULL;
788 changing_element[i].change_function = NULL;
789 changing_element[i].post_change_function = NULL;
793 /* add changing elements from pre-defined list */
794 for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
796 int element = changing_element_list[i].element;
797 struct ChangingElementInfo *ce = &changing_element_list[i];
798 struct ElementChangeInfo *change = &element_info[element].change;
801 change->target_element = ce->target_element;
802 change->delay_fixed = ce->change_delay;
803 change->pre_change_function = ce->pre_change_function;
804 change->change_function = ce->change_function;
805 change->post_change_function = ce->post_change_function;
807 changing_element[element] = TRUE;
809 changing_element[element].base_element = ce->base_element;
810 changing_element[element].next_element = ce->next_element;
811 changing_element[element].change_delay = ce->change_delay;
812 changing_element[element].pre_change_function = ce->pre_change_function;
813 changing_element[element].change_function = ce->change_function;
814 changing_element[element].post_change_function = ce->post_change_function;
818 /* add changing elements from custom element configuration */
819 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
821 int element = EL_CUSTOM_START + i;
823 struct ElementChangeInfo *change = &element_info[element].change;
826 /* only add custom elements that change after fixed/random frame delay */
827 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
831 changing_element[element] = TRUE;
833 changing_element[element].base_element = element;
834 changing_element[element].next_element = change->target_element;
835 changing_element[element].change_delay = (change->delay_fixed *
836 change->delay_frames);
840 /* ---------- initialize trigger events ---------------------------------- */
842 /* initialize trigger events information */
843 for (i=0; i<MAX_NUM_ELEMENTS; i++)
844 trigger_events[i] = EP_BITMASK_DEFAULT;
846 /* add trigger events from element change event properties */
847 for (i=0; i<MAX_NUM_ELEMENTS; i++)
848 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
849 trigger_events[element_info[i].change.trigger_element] |=
850 element_info[i].change.events;
852 /* ---------- initialize push delay -------------------------------------- */
854 /* initialize push delay values to default */
855 for (i=0; i<MAX_NUM_ELEMENTS; i++)
857 if (!IS_CUSTOM_ELEMENT(i))
859 element_info[i].push_delay_fixed = 2;
860 element_info[i].push_delay_random = 8;
864 /* set push delay value for certain elements from pre-defined list */
865 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
867 int e = push_delay_list[i].element;
869 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
870 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
873 /* ---------- initialize move stepsize ----------------------------------- */
875 /* initialize move stepsize values to default */
876 for (i=0; i<MAX_NUM_ELEMENTS; i++)
877 if (!IS_CUSTOM_ELEMENT(i))
878 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
880 /* set move stepsize value for certain elements from pre-defined list */
881 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
883 int e = move_stepsize_list[i].element;
885 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
888 /* ---------- initialize gem count --------------------------------------- */
890 /* initialize gem count values for each element */
891 for (i=0; i<MAX_NUM_ELEMENTS; i++)
892 if (!IS_CUSTOM_ELEMENT(i))
893 element_info[i].gem_count = 0;
895 /* add gem count values for all elements from pre-defined list */
896 for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
897 element_info[gem_count_list[i].element].gem_count =
898 gem_count_list[i].gem_count;
903 =============================================================================
905 -----------------------------------------------------------------------------
906 initialize and start new game
907 =============================================================================
912 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
913 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
914 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
921 #if USE_NEW_AMOEBA_CODE
922 printf("Using new amoeba code.\n");
924 printf("Using old amoeba code.\n");
929 /* don't play tapes over network */
930 network_playing = (options.network && !tape.playing);
932 for (i=0; i<MAX_PLAYERS; i++)
934 struct PlayerInfo *player = &stored_player[i];
936 player->index_nr = i;
937 player->element_nr = EL_PLAYER_1 + i;
939 player->present = FALSE;
940 player->active = FALSE;
943 player->effective_action = 0;
944 player->programmed_action = 0;
947 player->gems_still_needed = level.gems_needed;
948 player->sokobanfields_still_needed = 0;
949 player->lights_still_needed = 0;
950 player->friends_still_needed = 0;
953 player->key[j] = FALSE;
955 player->dynamite = 0;
956 player->dynabomb_count = 0;
957 player->dynabomb_size = 1;
958 player->dynabombs_left = 0;
959 player->dynabomb_xl = FALSE;
961 player->MovDir = MV_NO_MOVING;
963 player->Pushing = FALSE;
964 player->Switching = FALSE;
966 player->GfxDir = MV_NO_MOVING;
967 player->GfxAction = ACTION_DEFAULT;
969 player->StepFrame = 0;
971 player->use_murphy_graphic = FALSE;
972 player->use_disk_red_graphic = FALSE;
974 player->actual_frame_counter = 0;
976 player->last_move_dir = MV_NO_MOVING;
978 player->is_moving = FALSE;
979 player->is_waiting = FALSE;
980 player->is_digging = FALSE;
981 player->is_collecting = FALSE;
983 player->move_delay = game.initial_move_delay;
984 player->move_delay_value = game.initial_move_delay_value;
986 player->push_delay = 0;
987 player->push_delay_value = 5;
989 player->snapped = FALSE;
991 player->last_jx = player->last_jy = 0;
992 player->jx = player->jy = 0;
994 player->shield_normal_time_left = 0;
995 player->shield_deadly_time_left = 0;
997 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
998 SnapField(player, 0, 0);
1000 player->LevelSolved = FALSE;
1001 player->GameOver = FALSE;
1004 network_player_action_received = FALSE;
1006 #if defined(PLATFORM_UNIX)
1007 /* initial null action */
1008 if (network_playing)
1009 SendToServer_MovePlayer(MV_NO_MOVING);
1017 TimeLeft = level.time;
1019 ScreenMovDir = MV_NO_MOVING;
1023 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1025 AllPlayersGone = FALSE;
1027 game.yamyam_content_nr = 0;
1028 game.magic_wall_active = FALSE;
1029 game.magic_wall_time_left = 0;
1030 game.light_time_left = 0;
1031 game.timegate_time_left = 0;
1032 game.switchgate_pos = 0;
1033 game.balloon_dir = MV_NO_MOVING;
1034 game.explosions_delayed = TRUE;
1038 game.belt_dir[i] = MV_NO_MOVING;
1039 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1042 for (i=0; i<MAX_NUM_AMOEBA; i++)
1043 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1045 for (x=0; x<lev_fieldx; x++)
1047 for (y=0; y<lev_fieldy; y++)
1049 Feld[x][y] = level.field[x][y];
1050 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1051 ChangeDelay[x][y] = 0;
1052 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1054 JustStopped[x][y] = 0;
1056 Pushed[x][y] = FALSE;
1057 Changing[x][y] = FALSE;
1058 ExplodePhase[x][y] = 0;
1059 ExplodeField[x][y] = EX_NO_EXPLOSION;
1062 GfxAction[x][y] = ACTION_DEFAULT;
1063 GfxRandom[x][y] = INIT_GFX_RANDOM();
1064 GfxElement[x][y] = EL_UNDEFINED;
1068 for(y=0; y<lev_fieldy; y++)
1070 for(x=0; x<lev_fieldx; x++)
1072 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1074 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1076 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1079 InitField(x, y, TRUE);
1085 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1086 emulate_sb ? EMU_SOKOBAN :
1087 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1089 /* correct non-moving belts to start moving left */
1091 if (game.belt_dir[i] == MV_NO_MOVING)
1092 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1094 /* check if any connected player was not found in playfield */
1095 for (i=0; i<MAX_PLAYERS; i++)
1097 struct PlayerInfo *player = &stored_player[i];
1099 if (player->connected && !player->present)
1101 for (j=0; j<MAX_PLAYERS; j++)
1103 struct PlayerInfo *some_player = &stored_player[j];
1104 int jx = some_player->jx, jy = some_player->jy;
1106 /* assign first free player found that is present in the playfield */
1107 if (some_player->present && !some_player->connected)
1109 player->present = TRUE;
1110 player->active = TRUE;
1111 some_player->present = FALSE;
1113 StorePlayer[jx][jy] = player->element_nr;
1114 player->jx = player->last_jx = jx;
1115 player->jy = player->last_jy = jy;
1125 /* when playing a tape, eliminate all players who do not participate */
1127 for (i=0; i<MAX_PLAYERS; i++)
1129 if (stored_player[i].active && !tape.player_participates[i])
1131 struct PlayerInfo *player = &stored_player[i];
1132 int jx = player->jx, jy = player->jy;
1134 player->active = FALSE;
1135 StorePlayer[jx][jy] = 0;
1136 Feld[jx][jy] = EL_EMPTY;
1140 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1142 /* when in single player mode, eliminate all but the first active player */
1144 for (i=0; i<MAX_PLAYERS; i++)
1146 if (stored_player[i].active)
1148 for (j=i+1; j<MAX_PLAYERS; j++)
1150 if (stored_player[j].active)
1152 struct PlayerInfo *player = &stored_player[j];
1153 int jx = player->jx, jy = player->jy;
1155 player->active = FALSE;
1156 StorePlayer[jx][jy] = 0;
1157 Feld[jx][jy] = EL_EMPTY;
1164 /* when recording the game, store which players take part in the game */
1167 for (i=0; i<MAX_PLAYERS; i++)
1168 if (stored_player[i].active)
1169 tape.player_participates[i] = TRUE;
1174 for (i=0; i<MAX_PLAYERS; i++)
1176 struct PlayerInfo *player = &stored_player[i];
1178 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1183 if (local_player == player)
1184 printf("Player %d is local player.\n", i+1);
1188 if (BorderElement == EL_EMPTY)
1191 SBX_Right = lev_fieldx - SCR_FIELDX;
1193 SBY_Lower = lev_fieldy - SCR_FIELDY;
1198 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1200 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1203 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1204 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1206 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1207 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1209 scroll_x = SBX_Left;
1210 scroll_y = SBY_Upper;
1211 if (local_player->jx >= SBX_Left + MIDPOSX)
1212 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1213 local_player->jx - MIDPOSX :
1215 if (local_player->jy >= SBY_Upper + MIDPOSY)
1216 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1217 local_player->jy - MIDPOSY :
1220 CloseDoor(DOOR_CLOSE_1);
1225 /* after drawing the level, correct some elements */
1226 if (game.timegate_time_left == 0)
1227 CloseAllOpenTimegates();
1229 if (setup.soft_scrolling)
1230 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1232 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1235 /* copy default game door content to main double buffer */
1236 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1237 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1240 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1243 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1244 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1245 BlitBitmap(drawto, drawto,
1246 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1247 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1248 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1249 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1252 DrawGameDoorValues();
1256 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1257 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1258 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1262 /* copy actual game door content to door double buffer for OpenDoor() */
1263 BlitBitmap(drawto, bitmap_db_door,
1264 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1266 OpenDoor(DOOR_OPEN_ALL);
1268 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1269 if (setup.sound_music)
1270 PlayMusic(level_nr);
1272 KeyboardAutoRepeatOffUnlessAutoplay();
1277 printf("Player %d %sactive.\n",
1278 i + 1, (stored_player[i].active ? "" : "not "));
1282 void InitMovDir(int x, int y)
1284 int i, element = Feld[x][y];
1285 static int xy[4][2] =
1292 static int direction[3][4] =
1294 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1295 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1296 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1305 Feld[x][y] = EL_BUG;
1306 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1309 case EL_SPACESHIP_RIGHT:
1310 case EL_SPACESHIP_UP:
1311 case EL_SPACESHIP_LEFT:
1312 case EL_SPACESHIP_DOWN:
1313 Feld[x][y] = EL_SPACESHIP;
1314 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1317 case EL_BD_BUTTERFLY_RIGHT:
1318 case EL_BD_BUTTERFLY_UP:
1319 case EL_BD_BUTTERFLY_LEFT:
1320 case EL_BD_BUTTERFLY_DOWN:
1321 Feld[x][y] = EL_BD_BUTTERFLY;
1322 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1325 case EL_BD_FIREFLY_RIGHT:
1326 case EL_BD_FIREFLY_UP:
1327 case EL_BD_FIREFLY_LEFT:
1328 case EL_BD_FIREFLY_DOWN:
1329 Feld[x][y] = EL_BD_FIREFLY;
1330 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1333 case EL_PACMAN_RIGHT:
1335 case EL_PACMAN_LEFT:
1336 case EL_PACMAN_DOWN:
1337 Feld[x][y] = EL_PACMAN;
1338 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1341 case EL_SP_SNIKSNAK:
1342 MovDir[x][y] = MV_UP;
1345 case EL_SP_ELECTRON:
1346 MovDir[x][y] = MV_LEFT;
1353 Feld[x][y] = EL_MOLE;
1354 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1358 if (IS_CUSTOM_ELEMENT(element))
1360 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1361 MovDir[x][y] = element_info[element].move_direction_initial;
1362 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1363 element_info[element].move_pattern == MV_TURNING_LEFT ||
1364 element_info[element].move_pattern == MV_TURNING_RIGHT)
1365 MovDir[x][y] = 1 << RND(4);
1366 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1367 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1368 else if (element_info[element].move_pattern == MV_VERTICAL)
1369 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1370 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1371 MovDir[x][y] = element_info[element].move_pattern;
1372 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1373 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1377 int x1 = x + xy[i][0];
1378 int y1 = y + xy[i][1];
1380 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1382 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1383 MovDir[x][y] = direction[0][i];
1385 MovDir[x][y] = direction[1][i];
1394 MovDir[x][y] = 1 << RND(4);
1396 if (element != EL_BUG &&
1397 element != EL_SPACESHIP &&
1398 element != EL_BD_BUTTERFLY &&
1399 element != EL_BD_FIREFLY)
1404 int x1 = x + xy[i][0];
1405 int y1 = y + xy[i][1];
1407 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1409 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1411 MovDir[x][y] = direction[0][i];
1414 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1415 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1417 MovDir[x][y] = direction[1][i];
1427 void InitAmoebaNr(int x, int y)
1430 int group_nr = AmoebeNachbarNr(x, y);
1434 for (i=1; i<MAX_NUM_AMOEBA; i++)
1436 if (AmoebaCnt[i] == 0)
1444 AmoebaNr[x][y] = group_nr;
1445 AmoebaCnt[group_nr]++;
1446 AmoebaCnt2[group_nr]++;
1452 boolean raise_level = FALSE;
1454 if (local_player->MovPos)
1457 if (tape.playing && tape.auto_play)
1458 tape.auto_play_level_solved = TRUE;
1460 local_player->LevelSolved = FALSE;
1462 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1466 if (!tape.playing && setup.sound_loops)
1467 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1468 SND_CTRL_PLAY_LOOP);
1470 while (TimeLeft > 0)
1472 if (!tape.playing && !setup.sound_loops)
1473 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1474 if (TimeLeft > 0 && !(TimeLeft % 10))
1475 RaiseScore(level.score[SC_TIME_BONUS]);
1476 if (TimeLeft > 100 && !(TimeLeft % 10))
1480 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1487 if (!tape.playing && setup.sound_loops)
1488 StopSound(SND_GAME_LEVELTIME_BONUS);
1490 else if (level.time == 0) /* level without time limit */
1492 if (!tape.playing && setup.sound_loops)
1493 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1494 SND_CTRL_PLAY_LOOP);
1496 while (TimePlayed < 999)
1498 if (!tape.playing && !setup.sound_loops)
1499 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1500 if (TimePlayed < 999 && !(TimePlayed % 10))
1501 RaiseScore(level.score[SC_TIME_BONUS]);
1502 if (TimePlayed < 900 && !(TimePlayed % 10))
1506 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1513 if (!tape.playing && setup.sound_loops)
1514 StopSound(SND_GAME_LEVELTIME_BONUS);
1517 /* Hero disappears */
1518 DrawLevelField(ExitX, ExitY);
1524 CloseDoor(DOOR_CLOSE_1);
1529 SaveTape(tape.level_nr); /* Ask to save tape */
1532 if (level_nr == leveldir_current->handicap_level)
1534 leveldir_current->handicap_level++;
1535 SaveLevelSetup_SeriesInfo();
1538 if (level_editor_test_game)
1539 local_player->score = -1; /* no highscore when playing from editor */
1540 else if (level_nr < leveldir_current->last_level)
1541 raise_level = TRUE; /* advance to next level */
1543 if ((hi_pos = NewHiScore()) >= 0)
1545 game_status = GAME_MODE_SCORES;
1546 DrawHallOfFame(hi_pos);
1555 game_status = GAME_MODE_MAIN;
1572 LoadScore(level_nr);
1574 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1575 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1578 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1580 if (local_player->score > highscore[k].Score)
1582 /* player has made it to the hall of fame */
1584 if (k < MAX_SCORE_ENTRIES - 1)
1586 int m = MAX_SCORE_ENTRIES - 1;
1589 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1590 if (!strcmp(setup.player_name, highscore[l].Name))
1592 if (m == k) /* player's new highscore overwrites his old one */
1598 strcpy(highscore[l].Name, highscore[l - 1].Name);
1599 highscore[l].Score = highscore[l - 1].Score;
1606 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1607 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1608 highscore[k].Score = local_player->score;
1614 else if (!strncmp(setup.player_name, highscore[k].Name,
1615 MAX_PLAYER_NAME_LEN))
1616 break; /* player already there with a higher score */
1622 SaveScore(level_nr);
1627 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1629 if (player->GfxAction != action || player->GfxDir != dir)
1632 printf("Player frame reset! (%d => %d, %d => %d)\n",
1633 player->GfxAction, action, player->GfxDir, dir);
1636 player->GfxAction = action;
1637 player->GfxDir = dir;
1639 player->StepFrame = 0;
1643 static void ResetRandomAnimationValue(int x, int y)
1645 GfxRandom[x][y] = INIT_GFX_RANDOM();
1648 static void ResetGfxAnimation(int x, int y)
1651 GfxAction[x][y] = ACTION_DEFAULT;
1654 void InitMovingField(int x, int y, int direction)
1656 int element = Feld[x][y];
1657 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1658 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1662 if (!JustStopped[x][y] || direction != MovDir[x][y])
1663 ResetGfxAnimation(x, y);
1665 MovDir[newx][newy] = MovDir[x][y] = direction;
1667 if (Feld[newx][newy] == EL_EMPTY)
1668 Feld[newx][newy] = EL_BLOCKED;
1670 if (direction == MV_DOWN && CAN_FALL(element))
1671 GfxAction[x][y] = ACTION_FALLING;
1673 GfxAction[x][y] = ACTION_MOVING;
1675 GfxFrame[newx][newy] = GfxFrame[x][y];
1676 GfxAction[newx][newy] = GfxAction[x][y];
1677 GfxRandom[newx][newy] = GfxRandom[x][y];
1680 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1682 int direction = MovDir[x][y];
1683 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1684 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1690 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1692 int oldx = x, oldy = y;
1693 int direction = MovDir[x][y];
1695 if (direction == MV_LEFT)
1697 else if (direction == MV_RIGHT)
1699 else if (direction == MV_UP)
1701 else if (direction == MV_DOWN)
1704 *comes_from_x = oldx;
1705 *comes_from_y = oldy;
1708 int MovingOrBlocked2Element(int x, int y)
1710 int element = Feld[x][y];
1712 if (element == EL_BLOCKED)
1716 Blocked2Moving(x, y, &oldx, &oldy);
1717 return Feld[oldx][oldy];
1723 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1725 /* like MovingOrBlocked2Element(), but if element is moving
1726 and (x,y) is the field the moving element is just leaving,
1727 return EL_BLOCKED instead of the element value */
1728 int element = Feld[x][y];
1730 if (IS_MOVING(x, y))
1732 if (element == EL_BLOCKED)
1736 Blocked2Moving(x, y, &oldx, &oldy);
1737 return Feld[oldx][oldy];
1746 static void RemoveField(int x, int y)
1748 Feld[x][y] = EL_EMPTY;
1755 ChangeDelay[x][y] = 0;
1756 Pushed[x][y] = FALSE;
1758 GfxElement[x][y] = EL_UNDEFINED;
1759 GfxAction[x][y] = ACTION_DEFAULT;
1762 void RemoveMovingField(int x, int y)
1764 int oldx = x, oldy = y, newx = x, newy = y;
1765 int element = Feld[x][y];
1766 int next_element = EL_UNDEFINED;
1768 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1771 if (IS_MOVING(x, y))
1773 Moving2Blocked(x, y, &newx, &newy);
1774 if (Feld[newx][newy] != EL_BLOCKED)
1777 else if (element == EL_BLOCKED)
1779 Blocked2Moving(x, y, &oldx, &oldy);
1780 if (!IS_MOVING(oldx, oldy))
1784 if (element == EL_BLOCKED &&
1785 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1786 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1787 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1788 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1789 next_element = get_next_element(Feld[oldx][oldy]);
1791 RemoveField(oldx, oldy);
1792 RemoveField(newx, newy);
1794 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1796 if (next_element != EL_UNDEFINED)
1797 Feld[oldx][oldy] = next_element;
1799 DrawLevelField(oldx, oldy);
1800 DrawLevelField(newx, newy);
1803 void DrawDynamite(int x, int y)
1805 int sx = SCREENX(x), sy = SCREENY(y);
1806 int graphic = el2img(Feld[x][y]);
1809 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1812 if (IS_WALKABLE_INSIDE(Back[x][y]))
1816 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1817 else if (Store[x][y])
1818 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1820 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1823 if (Back[x][y] || Store[x][y])
1824 DrawGraphicThruMask(sx, sy, graphic, frame);
1826 DrawGraphic(sx, sy, graphic, frame);
1828 if (game.emulation == EMU_SUPAPLEX)
1829 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1830 else if (Store[x][y])
1831 DrawGraphicThruMask(sx, sy, graphic, frame);
1833 DrawGraphic(sx, sy, graphic, frame);
1837 void CheckDynamite(int x, int y)
1839 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1843 if (MovDelay[x][y] != 0)
1846 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1853 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1855 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1856 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1857 StopSound(SND_DYNAMITE_ACTIVE);
1859 StopSound(SND_DYNABOMB_ACTIVE);
1865 void Explode(int ex, int ey, int phase, int mode)
1869 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1870 int last_phase = num_phase * delay;
1871 int half_phase = (num_phase / 2) * delay;
1872 int first_phase_after_start = EX_PHASE_START + 1;
1874 if (game.explosions_delayed)
1876 ExplodeField[ex][ey] = mode;
1880 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1882 int center_element = Feld[ex][ey];
1885 /* --- This is only really needed (and now handled) in "Impact()". --- */
1886 /* do not explode moving elements that left the explode field in time */
1887 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
1888 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
1892 if (mode == EX_NORMAL || mode == EX_CENTER)
1893 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
1895 /* remove things displayed in background while burning dynamite */
1896 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
1899 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1901 /* put moving element to center field (and let it explode there) */
1902 center_element = MovingOrBlocked2Element(ex, ey);
1903 RemoveMovingField(ex, ey);
1904 Feld[ex][ey] = center_element;
1907 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1909 int xx = x - ex + 1;
1910 int yy = y - ey + 1;
1913 if (!IN_LEV_FIELD(x, y) ||
1914 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1915 (x != ex || y != ey)))
1918 element = Feld[x][y];
1920 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1922 element = MovingOrBlocked2Element(x, y);
1924 if (!IS_EXPLOSION_PROOF(element))
1925 RemoveMovingField(x, y);
1931 if (IS_EXPLOSION_PROOF(element))
1934 /* indestructible elements can only explode in center (but not flames) */
1935 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
1936 element == EL_FLAMES)
1941 if ((IS_INDESTRUCTIBLE(element) &&
1942 (game.engine_version < VERSION_IDENT(2,2,0) ||
1943 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1944 element == EL_FLAMES)
1948 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1950 if (IS_ACTIVE_BOMB(element))
1952 /* re-activate things under the bomb like gate or penguin */
1953 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1960 /* save walkable background elements while explosion on same tile */
1962 if (IS_INDESTRUCTIBLE(element))
1963 Back[x][y] = element;
1965 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
1966 Back[x][y] = element;
1969 /* ignite explodable elements reached by other explosion */
1970 if (element == EL_EXPLOSION)
1971 element = Store2[x][y];
1974 if (AmoebaNr[x][y] &&
1975 (element == EL_AMOEBA_FULL ||
1976 element == EL_BD_AMOEBA ||
1977 element == EL_AMOEBA_GROWING))
1979 AmoebaCnt[AmoebaNr[x][y]]--;
1980 AmoebaCnt2[AmoebaNr[x][y]]--;
1986 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1988 switch(StorePlayer[ex][ey])
1991 Store[x][y] = EL_EMERALD_RED;
1994 Store[x][y] = EL_EMERALD;
1997 Store[x][y] = EL_EMERALD_PURPLE;
2001 Store[x][y] = EL_EMERALD_YELLOW;
2005 if (game.emulation == EMU_SUPAPLEX)
2006 Store[x][y] = EL_EMPTY;
2008 else if (center_element == EL_MOLE)
2009 Store[x][y] = EL_EMERALD_RED;
2010 else if (center_element == EL_PENGUIN)
2011 Store[x][y] = EL_EMERALD_PURPLE;
2012 else if (center_element == EL_BUG)
2013 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2014 else if (center_element == EL_BD_BUTTERFLY)
2015 Store[x][y] = EL_BD_DIAMOND;
2016 else if (center_element == EL_SP_ELECTRON)
2017 Store[x][y] = EL_SP_INFOTRON;
2018 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2019 Store[x][y] = level.amoeba_content;
2020 else if (center_element == EL_YAMYAM)
2021 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2022 else if (IS_CUSTOM_ELEMENT(center_element) &&
2023 element_info[center_element].content[xx][yy] != EL_EMPTY)
2024 Store[x][y] = element_info[center_element].content[xx][yy];
2025 else if (element == EL_WALL_EMERALD)
2026 Store[x][y] = EL_EMERALD;
2027 else if (element == EL_WALL_DIAMOND)
2028 Store[x][y] = EL_DIAMOND;
2029 else if (element == EL_WALL_BD_DIAMOND)
2030 Store[x][y] = EL_BD_DIAMOND;
2031 else if (element == EL_WALL_EMERALD_YELLOW)
2032 Store[x][y] = EL_EMERALD_YELLOW;
2033 else if (element == EL_WALL_EMERALD_RED)
2034 Store[x][y] = EL_EMERALD_RED;
2035 else if (element == EL_WALL_EMERALD_PURPLE)
2036 Store[x][y] = EL_EMERALD_PURPLE;
2037 else if (element == EL_WALL_PEARL)
2038 Store[x][y] = EL_PEARL;
2039 else if (element == EL_WALL_CRYSTAL)
2040 Store[x][y] = EL_CRYSTAL;
2041 else if (IS_CUSTOM_ELEMENT(element))
2042 Store[x][y] = element_info[element].content[1][1];
2044 Store[x][y] = EL_EMPTY;
2046 if (x != ex || y != ey ||
2047 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2048 Store2[x][y] = element;
2051 if (AmoebaNr[x][y] &&
2052 (element == EL_AMOEBA_FULL ||
2053 element == EL_BD_AMOEBA ||
2054 element == EL_AMOEBA_GROWING))
2056 AmoebaCnt[AmoebaNr[x][y]]--;
2057 AmoebaCnt2[AmoebaNr[x][y]]--;
2063 MovDir[x][y] = MovPos[x][y] = 0;
2068 Feld[x][y] = EL_EXPLOSION;
2070 GfxElement[x][y] = center_element;
2072 GfxElement[x][y] = EL_UNDEFINED;
2075 ExplodePhase[x][y] = 1;
2079 if (center_element == EL_YAMYAM)
2080 game.yamyam_content_nr =
2081 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2092 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2094 if (phase == first_phase_after_start)
2096 int element = Store2[x][y];
2098 if (element == EL_BLACK_ORB)
2100 Feld[x][y] = Store2[x][y];
2105 else if (phase == half_phase)
2107 int element = Store2[x][y];
2109 if (IS_PLAYER(x, y))
2110 KillHeroUnlessProtected(x, y);
2111 else if (CAN_EXPLODE_BY_FIRE(element))
2113 Feld[x][y] = Store2[x][y];
2117 else if (element == EL_AMOEBA_TO_DIAMOND)
2118 AmoebeUmwandeln(x, y);
2121 if (phase == last_phase)
2125 element = Feld[x][y] = Store[x][y];
2126 Store[x][y] = Store2[x][y] = 0;
2127 GfxElement[x][y] = EL_UNDEFINED;
2129 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2130 element = Feld[x][y] = Back[x][y];
2133 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2134 InitField(x, y, FALSE);
2135 if (CAN_MOVE(element))
2137 DrawLevelField(x, y);
2139 if (CAN_BE_CRUMBLED(element))
2140 DrawLevelFieldCrumbledSandNeighbours(x, y);
2142 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2143 StorePlayer[x][y] = 0;
2145 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2148 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2150 int stored = Store[x][y];
2151 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2152 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2155 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2158 DrawLevelFieldCrumbledSand(x, y);
2160 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2162 DrawLevelElement(x, y, Back[x][y]);
2163 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2165 else if (IS_WALKABLE_UNDER(Back[x][y]))
2167 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2168 DrawLevelElementThruMask(x, y, Back[x][y]);
2170 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2171 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2175 void DynaExplode(int ex, int ey)
2178 int dynabomb_size = 1;
2179 boolean dynabomb_xl = FALSE;
2180 struct PlayerInfo *player;
2181 static int xy[4][2] =
2189 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2191 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2192 dynabomb_size = player->dynabomb_size;
2193 dynabomb_xl = player->dynabomb_xl;
2194 player->dynabombs_left++;
2197 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2201 for (j=1; j<=dynabomb_size; j++)
2203 int x = ex + j * xy[i % 4][0];
2204 int y = ey + j * xy[i % 4][1];
2207 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2210 element = Feld[x][y];
2212 /* do not restart explosions of fields with active bombs */
2213 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2216 Explode(x, y, EX_PHASE_START, EX_BORDER);
2218 if (element != EL_EMPTY &&
2219 element != EL_SAND &&
2220 element != EL_EXPLOSION &&
2227 void Bang(int x, int y)
2230 int element = MovingOrBlocked2Element(x, y);
2232 int element = Feld[x][y];
2235 if (IS_PLAYER(x, y))
2237 struct PlayerInfo *player = PLAYERINFO(x, y);
2239 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2240 player->element_nr);
2245 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2247 if (game.emulation == EMU_SUPAPLEX)
2248 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2250 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2255 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2263 case EL_BD_BUTTERFLY:
2266 case EL_DARK_YAMYAM:
2270 RaiseScoreElement(element);
2271 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2273 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2274 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2275 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2276 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2277 case EL_DYNABOMB_INCREASE_NUMBER:
2278 case EL_DYNABOMB_INCREASE_SIZE:
2279 case EL_DYNABOMB_INCREASE_POWER:
2284 case EL_LAMP_ACTIVE:
2285 if (IS_PLAYER(x, y))
2286 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2288 Explode(x, y, EX_PHASE_START, EX_CENTER);
2291 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2295 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2298 void SplashAcid(int x, int y)
2300 int element = Feld[x][y];
2302 if (element != EL_ACID_SPLASH_LEFT &&
2303 element != EL_ACID_SPLASH_RIGHT)
2305 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2307 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2308 (!IN_LEV_FIELD(x-1, y-1) ||
2309 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2310 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2312 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2313 (!IN_LEV_FIELD(x+1, y-1) ||
2314 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2315 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2319 static void InitBeltMovement()
2321 static int belt_base_element[4] =
2323 EL_CONVEYOR_BELT_1_LEFT,
2324 EL_CONVEYOR_BELT_2_LEFT,
2325 EL_CONVEYOR_BELT_3_LEFT,
2326 EL_CONVEYOR_BELT_4_LEFT
2328 static int belt_base_active_element[4] =
2330 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2331 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2332 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2333 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2338 /* set frame order for belt animation graphic according to belt direction */
2345 int element = belt_base_active_element[belt_nr] + j;
2346 int graphic = el2img(element);
2348 if (game.belt_dir[i] == MV_LEFT)
2349 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2351 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2355 for(y=0; y<lev_fieldy; y++)
2357 for(x=0; x<lev_fieldx; x++)
2359 int element = Feld[x][y];
2363 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2365 int e_belt_nr = getBeltNrFromBeltElement(element);
2368 if (e_belt_nr == belt_nr)
2370 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2372 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2380 static void ToggleBeltSwitch(int x, int y)
2382 static int belt_base_element[4] =
2384 EL_CONVEYOR_BELT_1_LEFT,
2385 EL_CONVEYOR_BELT_2_LEFT,
2386 EL_CONVEYOR_BELT_3_LEFT,
2387 EL_CONVEYOR_BELT_4_LEFT
2389 static int belt_base_active_element[4] =
2391 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2392 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2393 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2394 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2396 static int belt_base_switch_element[4] =
2398 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2399 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2400 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2401 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2403 static int belt_move_dir[4] =
2411 int element = Feld[x][y];
2412 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2413 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2414 int belt_dir = belt_move_dir[belt_dir_nr];
2417 if (!IS_BELT_SWITCH(element))
2420 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2421 game.belt_dir[belt_nr] = belt_dir;
2423 if (belt_dir_nr == 3)
2426 /* set frame order for belt animation graphic according to belt direction */
2429 int element = belt_base_active_element[belt_nr] + i;
2430 int graphic = el2img(element);
2432 if (belt_dir == MV_LEFT)
2433 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2435 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2438 for (yy=0; yy<lev_fieldy; yy++)
2440 for (xx=0; xx<lev_fieldx; xx++)
2442 int element = Feld[xx][yy];
2444 if (IS_BELT_SWITCH(element))
2446 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2448 if (e_belt_nr == belt_nr)
2450 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2451 DrawLevelField(xx, yy);
2454 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2456 int e_belt_nr = getBeltNrFromBeltElement(element);
2458 if (e_belt_nr == belt_nr)
2460 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2462 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2463 DrawLevelField(xx, yy);
2466 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2468 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2470 if (e_belt_nr == belt_nr)
2472 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2474 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2475 DrawLevelField(xx, yy);
2482 static void ToggleSwitchgateSwitch(int x, int y)
2486 game.switchgate_pos = !game.switchgate_pos;
2488 for (yy=0; yy<lev_fieldy; yy++)
2490 for (xx=0; xx<lev_fieldx; xx++)
2492 int element = Feld[xx][yy];
2494 if (element == EL_SWITCHGATE_SWITCH_UP ||
2495 element == EL_SWITCHGATE_SWITCH_DOWN)
2497 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2498 DrawLevelField(xx, yy);
2500 else if (element == EL_SWITCHGATE_OPEN ||
2501 element == EL_SWITCHGATE_OPENING)
2503 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2505 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2507 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2510 else if (element == EL_SWITCHGATE_CLOSED ||
2511 element == EL_SWITCHGATE_CLOSING)
2513 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2515 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2517 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2524 static int getInvisibleActiveFromInvisibleElement(int element)
2526 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2527 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2528 EL_INVISIBLE_SAND_ACTIVE);
2531 static int getInvisibleFromInvisibleActiveElement(int element)
2533 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2534 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2538 static void RedrawAllLightSwitchesAndInvisibleElements()
2542 for (y=0; y<lev_fieldy; y++)
2544 for (x=0; x<lev_fieldx; x++)
2546 int element = Feld[x][y];
2548 if (element == EL_LIGHT_SWITCH &&
2549 game.light_time_left > 0)
2551 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2552 DrawLevelField(x, y);
2554 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2555 game.light_time_left == 0)
2557 Feld[x][y] = EL_LIGHT_SWITCH;
2558 DrawLevelField(x, y);
2560 else if (element == EL_INVISIBLE_STEELWALL ||
2561 element == EL_INVISIBLE_WALL ||
2562 element == EL_INVISIBLE_SAND)
2564 if (game.light_time_left > 0)
2565 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2567 DrawLevelField(x, y);
2569 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2570 element == EL_INVISIBLE_WALL_ACTIVE ||
2571 element == EL_INVISIBLE_SAND_ACTIVE)
2573 if (game.light_time_left == 0)
2574 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2576 DrawLevelField(x, y);
2582 static void ToggleLightSwitch(int x, int y)
2584 int element = Feld[x][y];
2586 game.light_time_left =
2587 (element == EL_LIGHT_SWITCH ?
2588 level.time_light * FRAMES_PER_SECOND : 0);
2590 RedrawAllLightSwitchesAndInvisibleElements();
2593 static void ActivateTimegateSwitch(int x, int y)
2597 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2599 for (yy=0; yy<lev_fieldy; yy++)
2601 for (xx=0; xx<lev_fieldx; xx++)
2603 int element = Feld[xx][yy];
2605 if (element == EL_TIMEGATE_CLOSED ||
2606 element == EL_TIMEGATE_CLOSING)
2608 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2609 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2613 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2615 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2616 DrawLevelField(xx, yy);
2623 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2626 inline static int getElementMoveStepsize(int x, int y)
2628 int element = Feld[x][y];
2629 int direction = MovDir[x][y];
2630 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2631 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2632 int horiz_move = (dx != 0);
2633 int sign = (horiz_move ? dx : dy);
2634 int step = sign * element_info[element].move_stepsize;
2636 /* special values for move stepsize for spring and things on conveyor belt */
2639 if (CAN_FALL(element) &&
2640 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2641 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2642 else if (element == EL_SPRING)
2643 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2649 void Impact(int x, int y)
2651 boolean lastline = (y == lev_fieldy-1);
2652 boolean object_hit = FALSE;
2653 boolean impact = (lastline || object_hit);
2654 int element = Feld[x][y];
2655 int smashed = EL_UNDEFINED;
2657 if (!lastline) /* check if element below was hit */
2659 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2662 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2663 MovDir[x][y + 1] != MV_DOWN ||
2664 MovPos[x][y + 1] <= TILEY / 2));
2666 /* do not smash moving elements that left the smashed field in time */
2667 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2668 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2672 smashed = MovingOrBlocked2Element(x, y + 1);
2674 impact = (lastline || object_hit);
2677 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2685 ResetGfxAnimation(x, y);
2686 DrawLevelField(x, y);
2689 if (impact && CAN_EXPLODE_IMPACT(element))
2694 else if (impact && element == EL_PEARL)
2696 Feld[x][y] = EL_PEARL_BREAKING;
2697 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2701 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2703 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2708 else if (impact && CAN_CHANGE(element) &&
2709 HAS_CHANGE_EVENT(element, CE_IMPACT))
2711 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2713 ChangeElementNow(x, y, element);
2719 if (impact && element == EL_AMOEBA_DROP)
2721 if (object_hit && IS_PLAYER(x, y + 1))
2722 KillHeroUnlessProtected(x, y + 1);
2723 else if (object_hit && smashed == EL_PENGUIN)
2727 Feld[x][y] = EL_AMOEBA_GROWING;
2728 Store[x][y] = EL_AMOEBA_WET;
2730 ResetRandomAnimationValue(x, y);
2735 if (object_hit) /* check which object was hit */
2737 if (CAN_PASS_MAGIC_WALL(element) &&
2738 (smashed == EL_MAGIC_WALL ||
2739 smashed == EL_BD_MAGIC_WALL))
2742 int activated_magic_wall =
2743 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2744 EL_BD_MAGIC_WALL_ACTIVE);
2746 /* activate magic wall / mill */
2747 for (yy=0; yy<lev_fieldy; yy++)
2748 for (xx=0; xx<lev_fieldx; xx++)
2749 if (Feld[xx][yy] == smashed)
2750 Feld[xx][yy] = activated_magic_wall;
2752 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2753 game.magic_wall_active = TRUE;
2755 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2756 SND_MAGIC_WALL_ACTIVATING :
2757 SND_BD_MAGIC_WALL_ACTIVATING));
2760 if (IS_PLAYER(x, y + 1))
2762 if (CAN_SMASH_PLAYER(element))
2764 KillHeroUnlessProtected(x, y + 1);
2768 else if (smashed == EL_PENGUIN)
2770 if (CAN_SMASH_PLAYER(element))
2776 else if (element == EL_BD_DIAMOND)
2778 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2784 else if ((element == EL_SP_INFOTRON ||
2785 element == EL_SP_ZONK) &&
2786 (smashed == EL_SP_SNIKSNAK ||
2787 smashed == EL_SP_ELECTRON ||
2788 smashed == EL_SP_DISK_ORANGE))
2794 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2800 else if (CAN_SMASH_EVERYTHING(element))
2802 if (IS_CLASSIC_ENEMY(smashed) ||
2803 CAN_EXPLODE_SMASHED(smashed))
2808 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2810 if (smashed == EL_LAMP ||
2811 smashed == EL_LAMP_ACTIVE)
2816 else if (smashed == EL_NUT)
2818 Feld[x][y + 1] = EL_NUT_BREAKING;
2819 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2820 RaiseScoreElement(EL_NUT);
2823 else if (smashed == EL_PEARL)
2825 Feld[x][y + 1] = EL_PEARL_BREAKING;
2826 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2829 else if (smashed == EL_DIAMOND)
2831 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2832 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2835 else if (IS_BELT_SWITCH(smashed))
2837 ToggleBeltSwitch(x, y + 1);
2839 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2840 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2842 ToggleSwitchgateSwitch(x, y + 1);
2844 else if (smashed == EL_LIGHT_SWITCH ||
2845 smashed == EL_LIGHT_SWITCH_ACTIVE)
2847 ToggleLightSwitch(x, y + 1);
2852 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2855 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2857 ChangeElementNow(x, y + 1, smashed);
2863 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2868 /* play sound of magic wall / mill */
2870 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2871 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2873 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2874 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2875 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2876 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2881 /* play sound of object that hits the ground */
2882 if (lastline || object_hit)
2883 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2886 void TurnRound(int x, int y)
2898 { 0, 0 }, { 0, 0 }, { 0, 0 },
2903 int left, right, back;
2907 { MV_DOWN, MV_UP, MV_RIGHT },
2908 { MV_UP, MV_DOWN, MV_LEFT },
2910 { MV_LEFT, MV_RIGHT, MV_DOWN },
2914 { MV_RIGHT, MV_LEFT, MV_UP }
2917 int element = Feld[x][y];
2918 int old_move_dir = MovDir[x][y];
2919 int left_dir = turn[old_move_dir].left;
2920 int right_dir = turn[old_move_dir].right;
2921 int back_dir = turn[old_move_dir].back;
2923 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2924 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2925 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2926 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2928 int left_x = x + left_dx, left_y = y + left_dy;
2929 int right_x = x + right_dx, right_y = y + right_dy;
2930 int move_x = x + move_dx, move_y = y + move_dy;
2934 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2936 TestIfBadThingTouchesOtherBadThing(x, y);
2938 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2939 MovDir[x][y] = right_dir;
2940 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2941 MovDir[x][y] = left_dir;
2943 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2945 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2948 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2949 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2951 TestIfBadThingTouchesOtherBadThing(x, y);
2953 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2954 MovDir[x][y] = left_dir;
2955 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2956 MovDir[x][y] = right_dir;
2958 if ((element == EL_SPACESHIP ||
2959 element == EL_SP_SNIKSNAK ||
2960 element == EL_SP_ELECTRON)
2961 && MovDir[x][y] != old_move_dir)
2963 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2966 else if (element == EL_YAMYAM)
2968 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2969 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2971 if (can_turn_left && can_turn_right)
2972 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2973 else if (can_turn_left)
2974 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2975 else if (can_turn_right)
2976 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2978 MovDir[x][y] = back_dir;
2980 MovDelay[x][y] = 16 + 16 * RND(3);
2982 else if (element == EL_DARK_YAMYAM)
2984 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2985 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2987 if (can_turn_left && can_turn_right)
2988 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2989 else if (can_turn_left)
2990 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2991 else if (can_turn_right)
2992 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2994 MovDir[x][y] = back_dir;
2996 MovDelay[x][y] = 16 + 16 * RND(3);
2998 else if (element == EL_PACMAN)
3000 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3001 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3003 if (can_turn_left && can_turn_right)
3004 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3005 else if (can_turn_left)
3006 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3007 else if (can_turn_right)
3008 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3010 MovDir[x][y] = back_dir;
3012 MovDelay[x][y] = 6 + RND(40);
3014 else if (element == EL_PIG)
3016 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3017 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3018 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3019 boolean should_turn_left, should_turn_right, should_move_on;
3021 int rnd = RND(rnd_value);
3023 should_turn_left = (can_turn_left &&
3025 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3026 y + back_dy + left_dy)));
3027 should_turn_right = (can_turn_right &&
3029 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3030 y + back_dy + right_dy)));
3031 should_move_on = (can_move_on &&
3034 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3035 y + move_dy + left_dy) ||
3036 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3037 y + move_dy + right_dy)));
3039 if (should_turn_left || should_turn_right || should_move_on)
3041 if (should_turn_left && should_turn_right && should_move_on)
3042 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3043 rnd < 2 * rnd_value / 3 ? right_dir :
3045 else if (should_turn_left && should_turn_right)
3046 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3047 else if (should_turn_left && should_move_on)
3048 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3049 else if (should_turn_right && should_move_on)
3050 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3051 else if (should_turn_left)
3052 MovDir[x][y] = left_dir;
3053 else if (should_turn_right)
3054 MovDir[x][y] = right_dir;
3055 else if (should_move_on)
3056 MovDir[x][y] = old_move_dir;
3058 else if (can_move_on && rnd > rnd_value / 8)
3059 MovDir[x][y] = old_move_dir;
3060 else if (can_turn_left && can_turn_right)
3061 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3062 else if (can_turn_left && rnd > rnd_value / 8)
3063 MovDir[x][y] = left_dir;
3064 else if (can_turn_right && rnd > rnd_value/8)
3065 MovDir[x][y] = right_dir;
3067 MovDir[x][y] = back_dir;
3069 xx = x + move_xy[MovDir[x][y]].x;
3070 yy = y + move_xy[MovDir[x][y]].y;
3072 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3073 MovDir[x][y] = old_move_dir;
3077 else if (element == EL_DRAGON)
3079 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3080 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3081 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3083 int rnd = RND(rnd_value);
3085 if (can_move_on && rnd > rnd_value / 8)
3086 MovDir[x][y] = old_move_dir;
3087 else if (can_turn_left && can_turn_right)
3088 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3089 else if (can_turn_left && rnd > rnd_value / 8)
3090 MovDir[x][y] = left_dir;
3091 else if (can_turn_right && rnd > rnd_value / 8)
3092 MovDir[x][y] = right_dir;
3094 MovDir[x][y] = back_dir;
3096 xx = x + move_xy[MovDir[x][y]].x;
3097 yy = y + move_xy[MovDir[x][y]].y;
3099 if (!IS_FREE(xx, yy))
3100 MovDir[x][y] = old_move_dir;
3104 else if (element == EL_MOLE)
3106 boolean can_move_on =
3107 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3108 IS_AMOEBOID(Feld[move_x][move_y]) ||
3109 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3112 boolean can_turn_left =
3113 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3114 IS_AMOEBOID(Feld[left_x][left_y])));
3116 boolean can_turn_right =
3117 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3118 IS_AMOEBOID(Feld[right_x][right_y])));
3120 if (can_turn_left && can_turn_right)
3121 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3122 else if (can_turn_left)
3123 MovDir[x][y] = left_dir;
3125 MovDir[x][y] = right_dir;
3128 if (MovDir[x][y] != old_move_dir)
3131 else if (element == EL_BALLOON)
3133 MovDir[x][y] = game.balloon_dir;
3136 else if (element == EL_SPRING)
3138 if (MovDir[x][y] & MV_HORIZONTAL &&
3139 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3140 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3141 MovDir[x][y] = MV_NO_MOVING;
3145 else if (element == EL_ROBOT ||
3146 element == EL_SATELLITE ||
3147 element == EL_PENGUIN)
3149 int attr_x = -1, attr_y = -1;
3160 for (i=0; i<MAX_PLAYERS; i++)
3162 struct PlayerInfo *player = &stored_player[i];
3163 int jx = player->jx, jy = player->jy;
3165 if (!player->active)
3169 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3177 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3183 if (element == EL_PENGUIN)
3186 static int xy[4][2] =
3196 int ex = x + xy[i % 4][0];
3197 int ey = y + xy[i % 4][1];
3199 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3208 MovDir[x][y] = MV_NO_MOVING;
3210 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3211 else if (attr_x > x)
3212 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3214 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3215 else if (attr_y > y)
3216 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3218 if (element == EL_ROBOT)
3222 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3223 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3224 Moving2Blocked(x, y, &newx, &newy);
3226 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3227 MovDelay[x][y] = 8 + 8 * !RND(3);
3229 MovDelay[x][y] = 16;
3231 else if (element == EL_PENGUIN)
3237 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3239 boolean first_horiz = RND(2);
3240 int new_move_dir = MovDir[x][y];
3243 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3244 Moving2Blocked(x, y, &newx, &newy);
3246 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3250 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3251 Moving2Blocked(x, y, &newx, &newy);
3253 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3256 MovDir[x][y] = old_move_dir;
3260 else /* (element == EL_SATELLITE) */
3266 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3268 boolean first_horiz = RND(2);
3269 int new_move_dir = MovDir[x][y];
3272 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3273 Moving2Blocked(x, y, &newx, &newy);
3275 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3279 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3280 Moving2Blocked(x, y, &newx, &newy);
3282 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3285 MovDir[x][y] = old_move_dir;
3290 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3291 element_info[element].move_pattern == MV_TURNING_LEFT ||
3292 element_info[element].move_pattern == MV_TURNING_RIGHT)
3294 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3295 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3297 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3298 MovDir[x][y] = left_dir;
3299 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3300 MovDir[x][y] = right_dir;
3301 else if (can_turn_left && can_turn_right)
3302 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3303 else if (can_turn_left)
3304 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3305 else if (can_turn_right)
3306 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3308 MovDir[x][y] = back_dir;
3310 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3312 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3313 element_info[element].move_pattern == MV_VERTICAL)
3315 if (element_info[element].move_pattern & old_move_dir)
3316 MovDir[x][y] = back_dir;
3317 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3318 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3319 else if (element_info[element].move_pattern == MV_VERTICAL)
3320 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3322 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3324 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3326 MovDir[x][y] = element_info[element].move_pattern;
3327 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3329 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3331 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3332 MovDir[x][y] = left_dir;
3333 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3334 MovDir[x][y] = right_dir;
3336 if (MovDir[x][y] != old_move_dir)
3337 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3339 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3341 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3342 MovDir[x][y] = right_dir;
3343 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3344 MovDir[x][y] = left_dir;
3346 if (MovDir[x][y] != old_move_dir)
3347 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3349 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3350 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3352 int attr_x = -1, attr_y = -1;
3355 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3366 for (i=0; i<MAX_PLAYERS; i++)
3368 struct PlayerInfo *player = &stored_player[i];
3369 int jx = player->jx, jy = player->jy;
3371 if (!player->active)
3375 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3383 MovDir[x][y] = MV_NO_MOVING;
3385 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3386 else if (attr_x > x)
3387 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3389 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3390 else if (attr_y > y)
3391 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3393 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3395 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3397 boolean first_horiz = RND(2);
3398 int new_move_dir = MovDir[x][y];
3401 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3402 Moving2Blocked(x, y, &newx, &newy);
3404 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3408 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3409 Moving2Blocked(x, y, &newx, &newy);
3411 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3414 MovDir[x][y] = old_move_dir;
3419 static boolean JustBeingPushed(int x, int y)
3423 for (i=0; i<MAX_PLAYERS; i++)
3425 struct PlayerInfo *player = &stored_player[i];
3427 if (player->active && player->Pushing && player->MovPos)
3429 int next_jx = player->jx + (player->jx - player->last_jx);
3430 int next_jy = player->jy + (player->jy - player->last_jy);
3432 if (x == next_jx && y == next_jy)
3440 void StartMoving(int x, int y)
3442 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3443 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3444 int element = Feld[x][y];
3449 /* !!! this should be handled more generic (not only for mole) !!! */
3450 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3451 GfxAction[x][y] = ACTION_DEFAULT;
3453 if (CAN_FALL(element) && y < lev_fieldy - 1)
3455 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3456 if (JustBeingPushed(x, y))
3459 if (element == EL_QUICKSAND_FULL)
3461 if (IS_FREE(x, y + 1))
3463 InitMovingField(x, y, MV_DOWN);
3464 started_moving = TRUE;
3466 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3467 Store[x][y] = EL_ROCK;
3469 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3471 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3474 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3476 if (!MovDelay[x][y])
3477 MovDelay[x][y] = TILEY + 1;
3486 Feld[x][y] = EL_QUICKSAND_EMPTY;
3487 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3488 Store[x][y + 1] = Store[x][y];
3491 PlaySoundLevelAction(x, y, ACTION_FILLING);
3493 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3497 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3498 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3500 InitMovingField(x, y, MV_DOWN);
3501 started_moving = TRUE;
3503 Feld[x][y] = EL_QUICKSAND_FILLING;
3504 Store[x][y] = element;
3506 PlaySoundLevelAction(x, y, ACTION_FILLING);
3508 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3511 else if (element == EL_MAGIC_WALL_FULL)
3513 if (IS_FREE(x, y + 1))
3515 InitMovingField(x, y, MV_DOWN);
3516 started_moving = TRUE;
3518 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3519 Store[x][y] = EL_CHANGED(Store[x][y]);
3521 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3523 if (!MovDelay[x][y])
3524 MovDelay[x][y] = TILEY/4 + 1;
3533 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3534 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3535 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3539 else if (element == EL_BD_MAGIC_WALL_FULL)
3541 if (IS_FREE(x, y + 1))
3543 InitMovingField(x, y, MV_DOWN);
3544 started_moving = TRUE;
3546 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3547 Store[x][y] = EL_CHANGED2(Store[x][y]);
3549 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3551 if (!MovDelay[x][y])
3552 MovDelay[x][y] = TILEY/4 + 1;
3561 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3562 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3563 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3567 else if (CAN_PASS_MAGIC_WALL(element) &&
3568 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3569 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3571 InitMovingField(x, y, MV_DOWN);
3572 started_moving = TRUE;
3575 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3576 EL_BD_MAGIC_WALL_FILLING);
3577 Store[x][y] = element;
3580 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3582 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3587 InitMovingField(x, y, MV_DOWN);
3588 started_moving = TRUE;
3590 Store[x][y] = EL_ACID;
3592 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3593 GfxAction[x][y + 1] = ACTION_ACTIVE;
3598 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3599 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3600 JustStopped[x][y] && !Pushed[x][y + 1])
3602 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3606 /* calling "Impact()" here is not only completely unneccessary
3607 (because it already gets called from "ContinueMoving()" in
3608 all relevant situations), but also completely bullshit, because
3609 "JustStopped" also indicates a finished *horizontal* movement;
3610 we must keep this trash for backwards compatibility with older
3616 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3618 if (MovDir[x][y] == MV_NO_MOVING)
3620 InitMovingField(x, y, MV_DOWN);
3621 started_moving = TRUE;
3624 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3626 if (JustStopped[x][y]) /* prevent animation from being restarted */
3627 MovDir[x][y] = MV_DOWN;
3629 InitMovingField(x, y, MV_DOWN);
3630 started_moving = TRUE;
3632 else if (element == EL_AMOEBA_DROP)
3634 Feld[x][y] = EL_AMOEBA_GROWING;
3635 Store[x][y] = EL_AMOEBA_WET;
3637 /* Store[x][y + 1] must be zero, because:
3638 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3641 #if OLD_GAME_BEHAVIOUR
3642 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3644 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3645 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3646 element != EL_DX_SUPABOMB)
3649 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3650 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3651 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3652 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3655 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3656 (IS_FREE(x - 1, y + 1) ||
3657 Feld[x - 1][y + 1] == EL_ACID));
3658 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3659 (IS_FREE(x + 1, y + 1) ||
3660 Feld[x + 1][y + 1] == EL_ACID));
3661 boolean can_fall_any = (can_fall_left || can_fall_right);
3662 boolean can_fall_both = (can_fall_left && can_fall_right);
3664 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3666 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3668 if (slippery_type == SLIPPERY_ONLY_LEFT)
3669 can_fall_right = FALSE;
3670 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3671 can_fall_left = FALSE;
3672 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3673 can_fall_right = FALSE;
3674 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3675 can_fall_left = FALSE;
3677 can_fall_any = (can_fall_left || can_fall_right);
3678 can_fall_both = (can_fall_left && can_fall_right);
3683 if (can_fall_both &&
3684 (game.emulation != EMU_BOULDERDASH &&
3685 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3686 can_fall_left = !(can_fall_right = RND(2));
3688 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3689 started_moving = TRUE;
3692 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3694 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3695 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3696 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3697 int belt_dir = game.belt_dir[belt_nr];
3699 if ((belt_dir == MV_LEFT && left_is_free) ||
3700 (belt_dir == MV_RIGHT && right_is_free))
3702 InitMovingField(x, y, belt_dir);
3703 started_moving = TRUE;
3705 GfxAction[x][y] = ACTION_DEFAULT;
3710 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3711 if (CAN_MOVE(element) && !started_moving)
3715 if ((element == EL_SATELLITE ||
3716 element == EL_BALLOON ||
3717 element == EL_SPRING)
3718 && JustBeingPushed(x, y))
3723 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3724 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3726 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3728 Moving2Blocked(x, y, &newx, &newy);
3729 if (Feld[newx][newy] == EL_BLOCKED)
3730 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3735 if (!MovDelay[x][y]) /* start new movement phase */
3737 /* all objects that can change their move direction after each step
3738 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3740 if (element != EL_YAMYAM &&
3741 element != EL_DARK_YAMYAM &&
3742 element != EL_PACMAN &&
3743 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3744 element_info[element].move_pattern != MV_TURNING_LEFT &&
3745 element_info[element].move_pattern != MV_TURNING_RIGHT)
3749 if (MovDelay[x][y] && (element == EL_BUG ||
3750 element == EL_SPACESHIP ||
3751 element == EL_SP_SNIKSNAK ||
3752 element == EL_SP_ELECTRON ||
3753 element == EL_MOLE))
3754 DrawLevelField(x, y);
3758 if (MovDelay[x][y]) /* wait some time before next movement */
3763 if (element == EL_YAMYAM)
3766 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3767 DrawLevelElementAnimation(x, y, element);
3771 if (MovDelay[x][y]) /* element still has to wait some time */
3774 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3775 ResetGfxAnimation(x, y);
3777 GfxAction[x][y] = ACTION_WAITING;
3780 if (element == EL_ROBOT ||
3782 element == EL_PACMAN ||
3784 element == EL_YAMYAM ||
3785 element == EL_DARK_YAMYAM)
3788 DrawLevelElementAnimation(x, y, element);
3790 DrawLevelElementAnimationIfNeeded(x, y, element);
3792 PlaySoundLevelAction(x, y, ACTION_WAITING);
3794 else if (element == EL_SP_ELECTRON)
3795 DrawLevelElementAnimationIfNeeded(x, y, element);
3796 else if (element == EL_DRAGON)
3799 int dir = MovDir[x][y];
3800 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3801 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3802 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3803 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3804 dir == MV_UP ? IMG_FLAMES_1_UP :
3805 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3806 int frame = getGraphicAnimationFrame(graphic, -1);
3808 for (i=1; i<=3; i++)
3810 int xx = x + i*dx, yy = y + i*dy;
3811 int sx = SCREENX(xx), sy = SCREENY(yy);
3812 int flame_graphic = graphic + (i - 1);
3814 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3819 int flamed = MovingOrBlocked2Element(xx, yy);
3821 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3824 RemoveMovingField(xx, yy);
3826 Feld[xx][yy] = EL_FLAMES;
3827 if (IN_SCR_FIELD(sx, sy))
3828 DrawGraphic(sx, sy, flame_graphic, frame);
3832 if (Feld[xx][yy] == EL_FLAMES)
3833 Feld[xx][yy] = EL_EMPTY;
3834 DrawLevelField(xx, yy);
3839 if (MovDelay[x][y]) /* element still has to wait some time */
3841 PlaySoundLevelAction(x, y, ACTION_WAITING);
3847 GfxAction[x][y] = ACTION_MOVING;
3851 /* now make next step */
3853 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3855 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3856 !PLAYER_PROTECTED(newx, newy))
3859 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3862 /* player killed by element which is deadly when colliding with */
3864 KillHero(PLAYERINFO(newx, newy));
3869 else if ((element == EL_PENGUIN ||
3870 element == EL_ROBOT ||
3871 element == EL_SATELLITE ||
3872 element == EL_BALLOON ||
3873 IS_CUSTOM_ELEMENT(element)) &&
3874 IN_LEV_FIELD(newx, newy) &&
3875 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3878 Store[x][y] = EL_ACID;
3880 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3882 if (Feld[newx][newy] == EL_EXIT_OPEN)
3884 Feld[x][y] = EL_EMPTY;
3885 DrawLevelField(x, y);
3887 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3888 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3889 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3891 local_player->friends_still_needed--;
3892 if (!local_player->friends_still_needed &&
3893 !local_player->GameOver && AllPlayersGone)
3894 local_player->LevelSolved = local_player->GameOver = TRUE;
3898 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3900 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3901 DrawLevelField(newx, newy);
3903 MovDir[x][y] = MV_NO_MOVING;
3905 else if (!IS_FREE(newx, newy))
3907 GfxAction[x][y] = ACTION_WAITING;
3909 if (IS_PLAYER(x, y))
3910 DrawPlayerField(x, y);
3912 DrawLevelField(x, y);
3916 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3918 if (IS_FOOD_PIG(Feld[newx][newy]))
3920 if (IS_MOVING(newx, newy))
3921 RemoveMovingField(newx, newy);
3924 Feld[newx][newy] = EL_EMPTY;
3925 DrawLevelField(newx, newy);
3928 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3930 else if (!IS_FREE(newx, newy))
3932 if (IS_PLAYER(x, y))
3933 DrawPlayerField(x, y);
3935 DrawLevelField(x, y);
3939 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3941 if (!IS_FREE(newx, newy))
3943 if (IS_PLAYER(x, y))
3944 DrawPlayerField(x, y);
3946 DrawLevelField(x, y);
3951 boolean wanna_flame = !RND(10);
3952 int dx = newx - x, dy = newy - y;
3953 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3954 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3955 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3956 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3957 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3958 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3961 IS_CLASSIC_ENEMY(element1) ||
3962 IS_CLASSIC_ENEMY(element2)) &&
3963 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3964 element1 != EL_FLAMES && element2 != EL_FLAMES)
3966 if (IS_PLAYER(x, y))
3967 DrawPlayerField(x, y);
3969 DrawLevelField(x, y);
3971 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3973 MovDelay[x][y] = 50;
3974 Feld[newx][newy] = EL_FLAMES;
3975 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3976 Feld[newx1][newy1] = EL_FLAMES;
3977 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3978 Feld[newx2][newy2] = EL_FLAMES;
3983 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3984 Feld[newx][newy] == EL_DIAMOND)
3986 if (IS_MOVING(newx, newy))
3987 RemoveMovingField(newx, newy);
3990 Feld[newx][newy] = EL_EMPTY;
3991 DrawLevelField(newx, newy);
3994 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3996 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3997 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3999 if (AmoebaNr[newx][newy])
4001 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4002 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4003 Feld[newx][newy] == EL_BD_AMOEBA)
4004 AmoebaCnt[AmoebaNr[newx][newy]]--;
4007 if (IS_MOVING(newx, newy))
4008 RemoveMovingField(newx, newy);
4011 Feld[newx][newy] = EL_EMPTY;
4012 DrawLevelField(newx, newy);
4015 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4017 else if ((element == EL_PACMAN || element == EL_MOLE)
4018 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4020 if (AmoebaNr[newx][newy])
4022 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4023 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4024 Feld[newx][newy] == EL_BD_AMOEBA)
4025 AmoebaCnt[AmoebaNr[newx][newy]]--;
4028 if (element == EL_MOLE)
4030 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4031 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4033 ResetGfxAnimation(x, y);
4034 GfxAction[x][y] = ACTION_DIGGING;
4035 DrawLevelField(x, y);
4037 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4038 return; /* wait for shrinking amoeba */
4040 else /* element == EL_PACMAN */
4042 Feld[newx][newy] = EL_EMPTY;
4043 DrawLevelField(newx, newy);
4044 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4047 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4048 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4049 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4051 /* wait for shrinking amoeba to completely disappear */
4054 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4056 /* object was running against a wall */
4061 if (GFX_ELEMENT(element) != EL_SAND)
4062 DrawLevelElementAnimation(x, y, element);
4064 if (element == EL_BUG ||
4065 element == EL_SPACESHIP ||
4066 element == EL_SP_SNIKSNAK)
4067 DrawLevelField(x, y);
4068 else if (element == EL_MOLE)
4069 DrawLevelField(x, y);
4070 else if (element == EL_BD_BUTTERFLY ||
4071 element == EL_BD_FIREFLY)
4072 DrawLevelElementAnimationIfNeeded(x, y, element);
4073 else if (element == EL_SATELLITE)
4074 DrawLevelElementAnimationIfNeeded(x, y, element);
4075 else if (element == EL_SP_ELECTRON)
4076 DrawLevelElementAnimationIfNeeded(x, y, element);
4079 if (DONT_TOUCH(element))
4080 TestIfBadThingTouchesHero(x, y);
4083 PlaySoundLevelAction(x, y, ACTION_WAITING);
4089 InitMovingField(x, y, MovDir[x][y]);
4091 PlaySoundLevelAction(x, y, ACTION_MOVING);
4095 ContinueMoving(x, y);
4098 void ContinueMoving(int x, int y)
4100 int element = Feld[x][y];
4101 int direction = MovDir[x][y];
4102 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4103 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4104 int newx = x + dx, newy = y + dy;
4105 int nextx = newx + dx, nexty = newy + dy;
4106 boolean pushed = Pushed[x][y];
4108 MovPos[x][y] += getElementMoveStepsize(x, y);
4110 if (pushed) /* special case: moving object pushed by player */
4111 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4113 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4115 Feld[x][y] = EL_EMPTY;
4116 Feld[newx][newy] = element;
4117 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4119 if (element == EL_MOLE)
4121 Feld[x][y] = EL_SAND;
4123 DrawLevelFieldCrumbledSandNeighbours(x, y);
4125 else if (element == EL_QUICKSAND_FILLING)
4127 element = Feld[newx][newy] = get_next_element(element);
4128 Store[newx][newy] = Store[x][y];
4130 else if (element == EL_QUICKSAND_EMPTYING)
4132 Feld[x][y] = get_next_element(element);
4133 element = Feld[newx][newy] = Store[x][y];
4135 else if (element == EL_MAGIC_WALL_FILLING)
4137 element = Feld[newx][newy] = get_next_element(element);
4138 if (!game.magic_wall_active)
4139 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4140 Store[newx][newy] = Store[x][y];
4142 else if (element == EL_MAGIC_WALL_EMPTYING)
4144 Feld[x][y] = get_next_element(element);
4145 if (!game.magic_wall_active)
4146 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4147 element = Feld[newx][newy] = Store[x][y];
4149 else if (element == EL_BD_MAGIC_WALL_FILLING)
4151 element = Feld[newx][newy] = get_next_element(element);
4152 if (!game.magic_wall_active)
4153 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4154 Store[newx][newy] = Store[x][y];
4156 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4158 Feld[x][y] = get_next_element(element);
4159 if (!game.magic_wall_active)
4160 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4161 element = Feld[newx][newy] = Store[x][y];
4163 else if (element == EL_AMOEBA_DROPPING)
4165 Feld[x][y] = get_next_element(element);
4166 element = Feld[newx][newy] = Store[x][y];
4168 else if (element == EL_SOKOBAN_OBJECT)
4171 Feld[x][y] = Back[x][y];
4173 if (Back[newx][newy])
4174 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4176 Back[x][y] = Back[newx][newy] = 0;
4178 else if (Store[x][y] == EL_ACID)
4180 element = Feld[newx][newy] = EL_ACID;
4184 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4185 MovDelay[newx][newy] = 0;
4187 /* copy element change control values to new field */
4188 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4190 /* copy animation control values to new field */
4191 GfxFrame[newx][newy] = GfxFrame[x][y];
4192 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4193 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4195 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4197 ResetGfxAnimation(x, y); /* reset animation values for old field */
4200 /* 2.1.1 (does not work correctly for spring) */
4201 if (!CAN_MOVE(element))
4202 MovDir[newx][newy] = 0;
4206 /* (does not work for falling objects that slide horizontally) */
4207 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4208 MovDir[newx][newy] = 0;
4211 if (!CAN_MOVE(element) ||
4212 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4213 MovDir[newx][newy] = 0;
4216 if (!CAN_MOVE(element) ||
4217 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4218 MovDir[newx][newy] = 0;
4222 DrawLevelField(x, y);
4223 DrawLevelField(newx, newy);
4225 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4227 if (!pushed) /* special case: moving object pushed by player */
4228 JustStopped[newx][newy] = 3;
4230 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4232 TestIfBadThingTouchesHero(newx, newy);
4233 TestIfBadThingTouchesFriend(newx, newy);
4234 TestIfBadThingTouchesOtherBadThing(newx, newy);
4236 else if (element == EL_PENGUIN)
4237 TestIfFriendTouchesBadThing(newx, newy);
4239 if (CAN_FALL(element) && direction == MV_DOWN &&
4240 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4243 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4244 CheckElementChange(newx, newy, element, CE_COLLISION);
4246 TestIfPlayerTouchesCustomElement(newx, newy);
4247 TestIfElementTouchesCustomElement(newx, newy);
4249 else /* still moving on */
4251 DrawLevelField(x, y);
4255 int AmoebeNachbarNr(int ax, int ay)
4258 int element = Feld[ax][ay];
4260 static int xy[4][2] =
4270 int x = ax + xy[i][0];
4271 int y = ay + xy[i][1];
4273 if (!IN_LEV_FIELD(x, y))
4276 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4277 group_nr = AmoebaNr[x][y];
4283 void AmoebenVereinigen(int ax, int ay)
4285 int i, x, y, xx, yy;
4286 int new_group_nr = AmoebaNr[ax][ay];
4287 static int xy[4][2] =
4295 if (new_group_nr == 0)
4303 if (!IN_LEV_FIELD(x, y))
4306 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4307 Feld[x][y] == EL_BD_AMOEBA ||
4308 Feld[x][y] == EL_AMOEBA_DEAD) &&
4309 AmoebaNr[x][y] != new_group_nr)
4311 int old_group_nr = AmoebaNr[x][y];
4313 if (old_group_nr == 0)
4316 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4317 AmoebaCnt[old_group_nr] = 0;
4318 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4319 AmoebaCnt2[old_group_nr] = 0;
4321 for (yy=0; yy<lev_fieldy; yy++)
4323 for (xx=0; xx<lev_fieldx; xx++)
4325 if (AmoebaNr[xx][yy] == old_group_nr)
4326 AmoebaNr[xx][yy] = new_group_nr;
4333 void AmoebeUmwandeln(int ax, int ay)
4337 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4339 int group_nr = AmoebaNr[ax][ay];
4344 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4345 printf("AmoebeUmwandeln(): This should never happen!\n");
4350 for (y=0; y<lev_fieldy; y++)
4352 for (x=0; x<lev_fieldx; x++)
4354 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4357 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4361 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4362 SND_AMOEBA_TURNING_TO_GEM :
4363 SND_AMOEBA_TURNING_TO_ROCK));
4368 static int xy[4][2] =
4381 if (!IN_LEV_FIELD(x, y))
4384 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4386 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4387 SND_AMOEBA_TURNING_TO_GEM :
4388 SND_AMOEBA_TURNING_TO_ROCK));
4395 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4398 int group_nr = AmoebaNr[ax][ay];
4399 boolean done = FALSE;
4404 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4405 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4410 for (y=0; y<lev_fieldy; y++)
4412 for (x=0; x<lev_fieldx; x++)
4414 if (AmoebaNr[x][y] == group_nr &&
4415 (Feld[x][y] == EL_AMOEBA_DEAD ||
4416 Feld[x][y] == EL_BD_AMOEBA ||
4417 Feld[x][y] == EL_AMOEBA_GROWING))
4420 Feld[x][y] = new_element;
4421 InitField(x, y, FALSE);
4422 DrawLevelField(x, y);
4429 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4430 SND_BD_AMOEBA_TURNING_TO_ROCK :
4431 SND_BD_AMOEBA_TURNING_TO_GEM));
4434 void AmoebeWaechst(int x, int y)
4436 static unsigned long sound_delay = 0;
4437 static unsigned long sound_delay_value = 0;
4439 if (!MovDelay[x][y]) /* start new growing cycle */
4443 if (DelayReached(&sound_delay, sound_delay_value))
4446 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4448 if (Store[x][y] == EL_BD_AMOEBA)
4449 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4451 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4453 sound_delay_value = 30;
4457 if (MovDelay[x][y]) /* wait some time before growing bigger */
4460 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4462 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4463 6 - MovDelay[x][y]);
4465 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4468 if (!MovDelay[x][y])
4470 Feld[x][y] = Store[x][y];
4472 DrawLevelField(x, y);
4477 void AmoebaDisappearing(int x, int y)
4479 static unsigned long sound_delay = 0;
4480 static unsigned long sound_delay_value = 0;
4482 if (!MovDelay[x][y]) /* start new shrinking cycle */
4486 if (DelayReached(&sound_delay, sound_delay_value))
4487 sound_delay_value = 30;
4490 if (MovDelay[x][y]) /* wait some time before shrinking */
4493 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4495 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4496 6 - MovDelay[x][y]);
4498 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4501 if (!MovDelay[x][y])
4503 Feld[x][y] = EL_EMPTY;
4504 DrawLevelField(x, y);
4506 /* don't let mole enter this field in this cycle;
4507 (give priority to objects falling to this field from above) */
4513 void AmoebeAbleger(int ax, int ay)
4516 int element = Feld[ax][ay];
4517 int graphic = el2img(element);
4518 int newax = ax, neway = ay;
4519 static int xy[4][2] =
4527 if (!level.amoeba_speed)
4529 Feld[ax][ay] = EL_AMOEBA_DEAD;
4530 DrawLevelField(ax, ay);
4534 if (IS_ANIMATED(graphic))
4535 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4537 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4538 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4540 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4543 if (MovDelay[ax][ay])
4547 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4550 int x = ax + xy[start][0];
4551 int y = ay + xy[start][1];
4553 if (!IN_LEV_FIELD(x, y))
4556 if (IS_FREE(x, y) ||
4557 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4563 if (newax == ax && neway == ay)
4566 else /* normal or "filled" (BD style) amoeba */
4569 boolean waiting_for_player = FALSE;
4573 int j = (start + i) % 4;
4574 int x = ax + xy[j][0];
4575 int y = ay + xy[j][1];
4577 if (!IN_LEV_FIELD(x, y))
4580 if (IS_FREE(x, y) ||
4581 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4587 else if (IS_PLAYER(x, y))
4588 waiting_for_player = TRUE;
4591 if (newax == ax && neway == ay) /* amoeba cannot grow */
4593 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4595 Feld[ax][ay] = EL_AMOEBA_DEAD;
4596 DrawLevelField(ax, ay);
4597 AmoebaCnt[AmoebaNr[ax][ay]]--;
4599 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4601 if (element == EL_AMOEBA_FULL)
4602 AmoebeUmwandeln(ax, ay);
4603 else if (element == EL_BD_AMOEBA)
4604 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4609 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4611 /* amoeba gets larger by growing in some direction */
4613 int new_group_nr = AmoebaNr[ax][ay];
4616 if (new_group_nr == 0)
4618 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4619 printf("AmoebeAbleger(): This should never happen!\n");
4624 AmoebaNr[newax][neway] = new_group_nr;
4625 AmoebaCnt[new_group_nr]++;
4626 AmoebaCnt2[new_group_nr]++;
4628 /* if amoeba touches other amoeba(s) after growing, unify them */
4629 AmoebenVereinigen(newax, neway);
4631 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4633 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4639 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4640 (neway == lev_fieldy - 1 && newax != ax))
4642 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4643 Store[newax][neway] = element;
4645 else if (neway == ay)
4647 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4649 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4651 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4656 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4657 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4658 Store[ax][ay] = EL_AMOEBA_DROP;
4659 ContinueMoving(ax, ay);
4663 DrawLevelField(newax, neway);
4666 void Life(int ax, int ay)
4669 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4671 int element = Feld[ax][ay];
4672 int graphic = el2img(element);
4673 boolean changed = FALSE;
4675 if (IS_ANIMATED(graphic))
4676 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4681 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4682 MovDelay[ax][ay] = life_time;
4684 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4687 if (MovDelay[ax][ay])
4691 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4693 int xx = ax+x1, yy = ay+y1;
4696 if (!IN_LEV_FIELD(xx, yy))
4699 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4701 int x = xx+x2, y = yy+y2;
4703 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4706 if (((Feld[x][y] == element ||
4707 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4709 (IS_FREE(x, y) && Stop[x][y]))
4713 if (xx == ax && yy == ay) /* field in the middle */
4715 if (nachbarn < life[0] || nachbarn > life[1])
4717 Feld[xx][yy] = EL_EMPTY;
4719 DrawLevelField(xx, yy);
4720 Stop[xx][yy] = TRUE;
4724 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4725 { /* free border field */
4726 if (nachbarn >= life[2] && nachbarn <= life[3])
4728 Feld[xx][yy] = element;
4729 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4731 DrawLevelField(xx, yy);
4732 Stop[xx][yy] = TRUE;
4739 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4740 SND_GAME_OF_LIFE_GROWING);
4743 static void InitRobotWheel(int x, int y)
4745 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4748 static void RunRobotWheel(int x, int y)
4750 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4753 static void StopRobotWheel(int x, int y)
4755 if (ZX == x && ZY == y)
4759 static void InitTimegateWheel(int x, int y)
4761 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4764 static void RunTimegateWheel(int x, int y)
4766 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4769 void CheckExit(int x, int y)
4771 if (local_player->gems_still_needed > 0 ||
4772 local_player->sokobanfields_still_needed > 0 ||
4773 local_player->lights_still_needed > 0)
4775 int element = Feld[x][y];
4776 int graphic = el2img(element);
4778 if (IS_ANIMATED(graphic))
4779 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4784 Feld[x][y] = EL_EXIT_OPENING;
4786 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4789 void CheckExitSP(int x, int y)
4791 if (local_player->gems_still_needed > 0)
4793 int element = Feld[x][y];
4794 int graphic = el2img(element);
4796 if (IS_ANIMATED(graphic))
4797 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4802 Feld[x][y] = EL_SP_EXIT_OPEN;
4804 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4807 static void CloseAllOpenTimegates()
4811 for (y=0; y<lev_fieldy; y++)
4813 for (x=0; x<lev_fieldx; x++)
4815 int element = Feld[x][y];
4817 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4819 Feld[x][y] = EL_TIMEGATE_CLOSING;
4821 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4823 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4830 void EdelsteinFunkeln(int x, int y)
4832 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4835 if (Feld[x][y] == EL_BD_DIAMOND)
4838 if (MovDelay[x][y] == 0) /* next animation frame */
4839 MovDelay[x][y] = 11 * !SimpleRND(500);
4841 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4845 if (setup.direct_draw && MovDelay[x][y])
4846 SetDrawtoField(DRAW_BUFFERED);
4848 DrawLevelElementAnimation(x, y, Feld[x][y]);
4850 if (MovDelay[x][y] != 0)
4852 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4853 10 - MovDelay[x][y]);
4855 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4857 if (setup.direct_draw)
4861 dest_x = FX + SCREENX(x) * TILEX;
4862 dest_y = FY + SCREENY(y) * TILEY;
4864 BlitBitmap(drawto_field, window,
4865 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4866 SetDrawtoField(DRAW_DIRECT);
4872 void MauerWaechst(int x, int y)
4876 if (!MovDelay[x][y]) /* next animation frame */
4877 MovDelay[x][y] = 3 * delay;
4879 if (MovDelay[x][y]) /* wait some time before next frame */
4883 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4885 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4886 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4888 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4891 if (!MovDelay[x][y])
4893 if (MovDir[x][y] == MV_LEFT)
4895 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4896 DrawLevelField(x - 1, y);
4898 else if (MovDir[x][y] == MV_RIGHT)
4900 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4901 DrawLevelField(x + 1, y);
4903 else if (MovDir[x][y] == MV_UP)
4905 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4906 DrawLevelField(x, y - 1);
4910 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4911 DrawLevelField(x, y + 1);
4914 Feld[x][y] = Store[x][y];
4916 MovDir[x][y] = MV_NO_MOVING;
4917 DrawLevelField(x, y);
4922 void MauerAbleger(int ax, int ay)
4924 int element = Feld[ax][ay];
4925 int graphic = el2img(element);
4926 boolean oben_frei = FALSE, unten_frei = FALSE;
4927 boolean links_frei = FALSE, rechts_frei = FALSE;
4928 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4929 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4930 boolean new_wall = FALSE;
4932 if (IS_ANIMATED(graphic))
4933 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4935 if (!MovDelay[ax][ay]) /* start building new wall */
4936 MovDelay[ax][ay] = 6;
4938 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4941 if (MovDelay[ax][ay])
4945 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4947 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4949 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4951 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4954 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4955 element == EL_EXPANDABLE_WALL_ANY)
4959 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4960 Store[ax][ay-1] = element;
4961 MovDir[ax][ay-1] = MV_UP;
4962 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4963 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4964 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4969 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4970 Store[ax][ay+1] = element;
4971 MovDir[ax][ay+1] = MV_DOWN;
4972 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4973 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4974 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4979 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4980 element == EL_EXPANDABLE_WALL_ANY ||
4981 element == EL_EXPANDABLE_WALL)
4985 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4986 Store[ax-1][ay] = element;
4987 MovDir[ax-1][ay] = MV_LEFT;
4988 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4989 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4990 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4996 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4997 Store[ax+1][ay] = element;
4998 MovDir[ax+1][ay] = MV_RIGHT;
4999 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5000 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5001 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5006 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5007 DrawLevelField(ax, ay);
5009 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5011 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5012 unten_massiv = TRUE;
5013 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5014 links_massiv = TRUE;
5015 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5016 rechts_massiv = TRUE;
5018 if (((oben_massiv && unten_massiv) ||
5019 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5020 element == EL_EXPANDABLE_WALL) &&
5021 ((links_massiv && rechts_massiv) ||
5022 element == EL_EXPANDABLE_WALL_VERTICAL))
5023 Feld[ax][ay] = EL_WALL;
5027 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5029 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5033 void CheckForDragon(int x, int y)
5036 boolean dragon_found = FALSE;
5037 static int xy[4][2] =
5049 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5051 if (IN_LEV_FIELD(xx, yy) &&
5052 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5054 if (Feld[xx][yy] == EL_DRAGON)
5055 dragon_found = TRUE;
5068 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5070 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5072 Feld[xx][yy] = EL_EMPTY;
5073 DrawLevelField(xx, yy);
5082 static void InitBuggyBase(int x, int y)
5084 int element = Feld[x][y];
5085 int activating_delay = FRAMES_PER_SECOND / 4;
5088 (element == EL_SP_BUGGY_BASE ?
5089 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5090 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5092 element == EL_SP_BUGGY_BASE_ACTIVE ?
5093 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5096 static void WarnBuggyBase(int x, int y)
5099 static int xy[4][2] =
5109 int xx = x + xy[i][0], yy = y + xy[i][1];
5111 if (IS_PLAYER(xx, yy))
5113 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5120 static void InitTrap(int x, int y)
5122 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5125 static void ActivateTrap(int x, int y)
5127 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5130 static void ChangeActiveTrap(int x, int y)
5132 int graphic = IMG_TRAP_ACTIVE;
5134 /* if new animation frame was drawn, correct crumbled sand border */
5135 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5136 DrawLevelFieldCrumbledSand(x, y);
5139 static void ChangeElementNowExt(int x, int y, int target_element)
5141 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5148 Feld[x][y] = target_element;
5150 ResetGfxAnimation(x, y);
5151 ResetRandomAnimationValue(x, y);
5153 InitField(x, y, FALSE);
5154 if (CAN_MOVE(Feld[x][y]))
5157 DrawLevelField(x, y);
5159 if (CAN_BE_CRUMBLED(Feld[x][y]))
5160 DrawLevelFieldCrumbledSandNeighbours(x, y);
5162 TestIfBadThingTouchesHero(x, y);
5163 TestIfPlayerTouchesCustomElement(x, y);
5164 TestIfElementTouchesCustomElement(x, y);
5167 static void ChangeElementNow(int x, int y, int element)
5169 struct ElementChangeInfo *change = &element_info[element].change;
5171 /* prevent CheckTriggeredElementChange() from looping */
5172 Changing[x][y] = TRUE;
5174 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5176 Changing[x][y] = FALSE;
5178 if (change->explode)
5184 if (change->use_content)
5186 boolean complete_change = TRUE;
5187 boolean can_change[3][3];
5190 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5192 boolean half_destructible;
5193 int ex = x + xx - 1;
5194 int ey = y + yy - 1;
5197 can_change[xx][yy] = TRUE;
5199 if (ex == x && ey == y) /* do not check changing element itself */
5202 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5204 can_change[xx][yy] = FALSE; /* do not change empty borders */
5209 if (!IN_LEV_FIELD(ex, ey))
5211 can_change[xx][yy] = FALSE;
5212 complete_change = FALSE;
5219 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5220 e = MovingOrBlocked2Element(ex, ey);
5222 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5224 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5225 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5226 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5228 can_change[xx][yy] = FALSE;
5229 complete_change = FALSE;
5233 if (!change->only_complete || complete_change)
5235 boolean something_has_changed = FALSE;
5237 if (change->only_complete && change->use_random_change &&
5238 RND(100) < change->random)
5241 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5243 int ex = x + xx - 1;
5244 int ey = y + yy - 1;
5246 if (can_change[xx][yy] && (!change->use_random_change ||
5247 RND(100) < change->random))
5249 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5250 RemoveMovingField(ex, ey);
5252 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5254 something_has_changed = TRUE;
5256 /* for symmetry reasons, stop newly created border elements */
5257 if (ex != x || ey != y)
5258 Stop[ex][ey] = TRUE;
5262 if (something_has_changed)
5263 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5268 ChangeElementNowExt(x, y, change->target_element);
5270 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5274 static void ChangeElement(int x, int y)
5277 int element = MovingOrBlocked2Element(x, y);
5279 int element = Feld[x][y];
5281 struct ElementChangeInfo *change = &element_info[element].change;
5283 if (ChangeDelay[x][y] == 0) /* initialize element change */
5286 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5287 RND(change->delay_random * change->delay_frames)) + 1;
5289 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5291 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5293 int max_random_delay = element_info[element].change.delay_random;
5294 int delay_frames = element_info[element].change.delay_frames;
5296 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5300 ResetGfxAnimation(x, y);
5301 ResetRandomAnimationValue(x, y);
5304 if (change->pre_change_function)
5305 change->pre_change_function(x, y);
5307 if (changing_element[element].pre_change_function)
5308 changing_element[element].pre_change_function(x, y);
5312 ChangeDelay[x][y]--;
5314 if (ChangeDelay[x][y] != 0) /* continue element change */
5316 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5318 if (IS_ANIMATED(graphic))
5319 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5322 if (change->change_function)
5323 change->change_function(x, y);
5325 if (changing_element[element].change_function)
5326 changing_element[element].change_function(x, y);
5329 else /* finish element change */
5332 int next_element = changing_element[element].next_element;
5335 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5337 ChangeDelay[x][y] = 1; /* try change after next move step */
5343 ChangeElementNow(x, y, element);
5345 if (change->post_change_function)
5346 change->post_change_function(x, y);
5348 if (next_element != EL_UNDEFINED)
5349 ChangeElementNow(x, y, next_element);
5351 ChangeElementNow(x, y, element_info[element].change.target_element);
5353 if (changing_element[element].post_change_function)
5354 changing_element[element].post_change_function(x, y);
5359 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5364 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5367 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5369 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5370 element_info[i].change.trigger_element != trigger_element)
5373 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5375 if (x == lx && y == ly) /* do not change trigger element itself */
5378 if (Changing[x][y]) /* do not change just changing elements */
5381 if (Feld[x][y] == i)
5383 ChangeDelay[x][y] = 1;
5384 ChangeElement(x, y);
5392 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5394 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5397 if (Feld[x][y] == EL_BLOCKED)
5398 Blocked2Moving(x, y, &x, &y);
5400 ChangeDelay[x][y] = 1;
5401 ChangeElement(x, y);
5406 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5408 static byte stored_player_action[MAX_PLAYERS];
5409 static int num_stored_actions = 0;
5410 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5411 int left = player_action & JOY_LEFT;
5412 int right = player_action & JOY_RIGHT;
5413 int up = player_action & JOY_UP;
5414 int down = player_action & JOY_DOWN;
5415 int button1 = player_action & JOY_BUTTON_1;
5416 int button2 = player_action & JOY_BUTTON_2;
5417 int dx = (left ? -1 : right ? 1 : 0);
5418 int dy = (up ? -1 : down ? 1 : 0);
5420 stored_player_action[player->index_nr] = 0;
5421 num_stored_actions++;
5423 if (!player->active || tape.pausing)
5429 snapped = SnapField(player, dx, dy);
5433 bombed = PlaceBomb(player);
5434 moved = MoveFigure(player, dx, dy);
5437 if (tape.single_step && tape.recording && !tape.pausing)
5439 if (button1 || (bombed && !moved))
5441 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5442 SnapField(player, 0, 0); /* stop snapping */
5446 stored_player_action[player->index_nr] = player_action;
5450 /* no actions for this player (no input at player's configured device) */
5452 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5453 SnapField(player, 0, 0);
5454 CheckGravityMovement(player);
5456 if (player->MovPos == 0)
5459 printf("Trying... Player frame reset\n");
5462 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5465 if (player->MovPos == 0) /* needed for tape.playing */
5466 player->is_moving = FALSE;
5469 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5471 TapeRecordAction(stored_player_action);
5472 num_stored_actions = 0;
5478 static unsigned long action_delay = 0;
5479 unsigned long action_delay_value;
5480 int magic_wall_x = 0, magic_wall_y = 0;
5481 int i, x, y, element, graphic;
5482 byte *recorded_player_action;
5483 byte summarized_player_action = 0;
5485 if (game_status != GAME_MODE_PLAYING)
5488 action_delay_value =
5489 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5491 if (tape.playing && tape.index_search && !tape.pausing)
5492 action_delay_value = 0;
5494 /* ---------- main game synchronization point ---------- */
5496 WaitUntilDelayReached(&action_delay, action_delay_value);
5498 if (network_playing && !network_player_action_received)
5502 printf("DEBUG: try to get network player actions in time\n");
5506 #if defined(PLATFORM_UNIX)
5507 /* last chance to get network player actions without main loop delay */
5511 if (game_status != GAME_MODE_PLAYING)
5514 if (!network_player_action_received)
5518 printf("DEBUG: failed to get network player actions in time\n");
5528 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5530 for (i=0; i<MAX_PLAYERS; i++)
5532 summarized_player_action |= stored_player[i].action;
5534 if (!network_playing)
5535 stored_player[i].effective_action = stored_player[i].action;
5538 #if defined(PLATFORM_UNIX)
5539 if (network_playing)
5540 SendToServer_MovePlayer(summarized_player_action);
5543 if (!options.network && !setup.team_mode)
5544 local_player->effective_action = summarized_player_action;
5546 for (i=0; i<MAX_PLAYERS; i++)
5548 int actual_player_action = stored_player[i].effective_action;
5550 if (stored_player[i].programmed_action)
5551 actual_player_action = stored_player[i].programmed_action;
5553 if (recorded_player_action)
5554 actual_player_action = recorded_player_action[i];
5556 PlayerActions(&stored_player[i], actual_player_action);
5557 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5560 network_player_action_received = FALSE;
5562 ScrollScreen(NULL, SCROLL_GO_ON);
5568 for (i=0; i<MAX_PLAYERS; i++)
5569 stored_player[i].Frame++;
5573 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5575 for (i=0; i<MAX_PLAYERS; i++)
5577 struct PlayerInfo *player = &stored_player[i];
5581 if (player->active && player->Pushing && player->is_moving &&
5584 ContinueMoving(x, y);
5586 /* continue moving after pushing (this is actually a bug) */
5587 if (!IS_MOVING(x, y))
5596 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5599 if (JustStopped[x][y] > 0)
5600 JustStopped[x][y]--;
5605 /* reset finished pushing action (not done in ContinueMoving() to allow
5606 continous pushing animation for elements without push delay) */
5607 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5609 ResetGfxAnimation(x, y);
5610 DrawLevelField(x, y);
5615 if (IS_BLOCKED(x, y))
5619 Blocked2Moving(x, y, &oldx, &oldy);
5620 if (!IS_MOVING(oldx, oldy))
5622 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5623 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5624 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5625 printf("GameActions(): This should never happen!\n");
5631 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5633 element = Feld[x][y];
5635 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5637 graphic = el2img(element);
5643 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5645 element = graphic = 0;
5649 if (graphic_info[graphic].anim_global_sync)
5650 GfxFrame[x][y] = FrameCounter;
5652 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5653 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5654 ResetRandomAnimationValue(x, y);
5656 SetRandomAnimationValue(x, y);
5659 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5662 if (IS_INACTIVE(element))
5664 if (IS_ANIMATED(graphic))
5665 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5671 /* this may take place after moving, so 'element' may have changed */
5672 if (IS_CHANGING(x, y))
5674 ChangeElement(x, y);
5675 element = Feld[x][y];
5676 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5680 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5685 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5687 if (element == EL_MOLE)
5688 printf("::: %d, %d, %d [%d]\n",
5689 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5693 if (element == EL_YAMYAM)
5694 printf("::: %d, %d, %d\n",
5695 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5699 if (IS_ANIMATED(graphic) &&
5703 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5706 if (element == EL_MOLE)
5707 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5711 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5712 EdelsteinFunkeln(x, y);
5714 else if ((element == EL_ACID ||
5715 element == EL_EXIT_OPEN ||
5716 element == EL_SP_EXIT_OPEN ||
5717 element == EL_SP_TERMINAL ||
5718 element == EL_SP_TERMINAL_ACTIVE ||
5719 element == EL_EXTRA_TIME ||
5720 element == EL_SHIELD_NORMAL ||
5721 element == EL_SHIELD_DEADLY) &&
5722 IS_ANIMATED(graphic))
5723 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5724 else if (IS_MOVING(x, y))
5725 ContinueMoving(x, y);
5726 else if (IS_ACTIVE_BOMB(element))
5727 CheckDynamite(x, y);
5729 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5730 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5732 else if (element == EL_AMOEBA_GROWING)
5733 AmoebeWaechst(x, y);
5734 else if (element == EL_AMOEBA_SHRINKING)
5735 AmoebaDisappearing(x, y);
5737 #if !USE_NEW_AMOEBA_CODE
5738 else if (IS_AMOEBALIVE(element))
5739 AmoebeAbleger(x, y);
5742 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5744 else if (element == EL_EXIT_CLOSED)
5746 else if (element == EL_SP_EXIT_CLOSED)
5748 else if (element == EL_EXPANDABLE_WALL_GROWING)
5750 else if (element == EL_EXPANDABLE_WALL ||
5751 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5752 element == EL_EXPANDABLE_WALL_VERTICAL ||
5753 element == EL_EXPANDABLE_WALL_ANY)
5755 else if (element == EL_FLAMES)
5756 CheckForDragon(x, y);
5758 else if (IS_AUTO_CHANGING(element))
5759 ChangeElement(x, y);
5761 else if (element == EL_EXPLOSION)
5762 ; /* drawing of correct explosion animation is handled separately */
5763 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5764 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5767 /* this may take place after moving, so 'element' may have changed */
5768 if (IS_AUTO_CHANGING(Feld[x][y]))
5769 ChangeElement(x, y);
5772 if (IS_BELT_ACTIVE(element))
5773 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5775 if (game.magic_wall_active)
5777 int jx = local_player->jx, jy = local_player->jy;
5779 /* play the element sound at the position nearest to the player */
5780 if ((element == EL_MAGIC_WALL_FULL ||
5781 element == EL_MAGIC_WALL_ACTIVE ||
5782 element == EL_MAGIC_WALL_EMPTYING ||
5783 element == EL_BD_MAGIC_WALL_FULL ||
5784 element == EL_BD_MAGIC_WALL_ACTIVE ||
5785 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5786 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5794 #if USE_NEW_AMOEBA_CODE
5795 /* new experimental amoeba growth stuff */
5797 if (!(FrameCounter % 8))
5800 static unsigned long random = 1684108901;
5802 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5805 x = (random >> 10) % lev_fieldx;
5806 y = (random >> 20) % lev_fieldy;
5808 x = RND(lev_fieldx);
5809 y = RND(lev_fieldy);
5811 element = Feld[x][y];
5813 if (!IS_PLAYER(x,y) &&
5814 (element == EL_EMPTY ||
5815 element == EL_SAND ||
5816 element == EL_QUICKSAND_EMPTY ||
5817 element == EL_ACID_SPLASH_LEFT ||
5818 element == EL_ACID_SPLASH_RIGHT))
5820 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5821 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5822 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5823 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5824 Feld[x][y] = EL_AMOEBA_DROP;
5827 random = random * 129 + 1;
5833 if (game.explosions_delayed)
5836 game.explosions_delayed = FALSE;
5838 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5840 element = Feld[x][y];
5842 if (ExplodeField[x][y])
5843 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5844 else if (element == EL_EXPLOSION)
5845 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5847 ExplodeField[x][y] = EX_NO_EXPLOSION;
5850 game.explosions_delayed = TRUE;
5853 if (game.magic_wall_active)
5855 if (!(game.magic_wall_time_left % 4))
5857 int element = Feld[magic_wall_x][magic_wall_y];
5859 if (element == EL_BD_MAGIC_WALL_FULL ||
5860 element == EL_BD_MAGIC_WALL_ACTIVE ||
5861 element == EL_BD_MAGIC_WALL_EMPTYING)
5862 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5864 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5867 if (game.magic_wall_time_left > 0)
5869 game.magic_wall_time_left--;
5870 if (!game.magic_wall_time_left)
5872 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5874 element = Feld[x][y];
5876 if (element == EL_MAGIC_WALL_ACTIVE ||
5877 element == EL_MAGIC_WALL_FULL)
5879 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5880 DrawLevelField(x, y);
5882 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5883 element == EL_BD_MAGIC_WALL_FULL)
5885 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5886 DrawLevelField(x, y);
5890 game.magic_wall_active = FALSE;
5895 if (game.light_time_left > 0)
5897 game.light_time_left--;
5899 if (game.light_time_left == 0)
5900 RedrawAllLightSwitchesAndInvisibleElements();
5903 if (game.timegate_time_left > 0)
5905 game.timegate_time_left--;
5907 if (game.timegate_time_left == 0)
5908 CloseAllOpenTimegates();
5911 for (i=0; i<MAX_PLAYERS; i++)
5913 struct PlayerInfo *player = &stored_player[i];
5915 if (SHIELD_ON(player))
5917 if (player->shield_deadly_time_left)
5918 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5919 else if (player->shield_normal_time_left)
5920 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5924 if (TimeFrames >= (1000 / GameFrameDelay))
5929 for (i=0; i<MAX_PLAYERS; i++)
5931 struct PlayerInfo *player = &stored_player[i];
5933 if (SHIELD_ON(player))
5935 player->shield_normal_time_left--;
5937 if (player->shield_deadly_time_left > 0)
5938 player->shield_deadly_time_left--;
5942 if (tape.recording || tape.playing)
5943 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5949 if (TimeLeft <= 10 && setup.time_limit)
5950 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5952 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5954 if (!TimeLeft && setup.time_limit)
5955 for (i=0; i<MAX_PLAYERS; i++)
5956 KillHero(&stored_player[i]);
5958 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5959 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5964 if (options.debug) /* calculate frames per second */
5966 static unsigned long fps_counter = 0;
5967 static int fps_frames = 0;
5968 unsigned long fps_delay_ms = Counter() - fps_counter;
5972 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5974 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5977 fps_counter = Counter();
5980 redraw_mask |= REDRAW_FPS;
5984 if (stored_player[0].jx != stored_player[0].last_jx ||
5985 stored_player[0].jy != stored_player[0].last_jy)
5986 printf("::: %d, %d, %d, %d, %d\n",
5987 stored_player[0].MovDir,
5988 stored_player[0].MovPos,
5989 stored_player[0].GfxPos,
5990 stored_player[0].Frame,
5991 stored_player[0].StepFrame);
5998 for (i=0; i<MAX_PLAYERS; i++)
6001 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6003 stored_player[i].Frame += move_frames;
6005 if (stored_player[i].MovPos != 0)
6006 stored_player[i].StepFrame += move_frames;
6011 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6013 int min_x = x, min_y = y, max_x = x, max_y = y;
6016 for (i=0; i<MAX_PLAYERS; i++)
6018 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6020 if (!stored_player[i].active || &stored_player[i] == player)
6023 min_x = MIN(min_x, jx);
6024 min_y = MIN(min_y, jy);
6025 max_x = MAX(max_x, jx);
6026 max_y = MAX(max_y, jy);
6029 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6032 static boolean AllPlayersInVisibleScreen()
6036 for (i=0; i<MAX_PLAYERS; i++)
6038 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6040 if (!stored_player[i].active)
6043 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6050 void ScrollLevel(int dx, int dy)
6052 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6055 BlitBitmap(drawto_field, drawto_field,
6056 FX + TILEX*(dx == -1) - softscroll_offset,
6057 FY + TILEY*(dy == -1) - softscroll_offset,
6058 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
6059 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
6060 FX + TILEX*(dx == 1) - softscroll_offset,
6061 FY + TILEY*(dy == 1) - softscroll_offset);
6065 x = (dx == 1 ? BX1 : BX2);
6066 for (y=BY1; y<=BY2; y++)
6067 DrawScreenField(x, y);
6072 y = (dy == 1 ? BY1 : BY2);
6073 for (x=BX1; x<=BX2; x++)
6074 DrawScreenField(x, y);
6077 redraw_mask |= REDRAW_FIELD;
6080 static void CheckGravityMovement(struct PlayerInfo *player)
6082 if (level.gravity && !player->programmed_action)
6084 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6085 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6087 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6088 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6089 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6090 int jx = player->jx, jy = player->jy;
6091 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6092 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6093 int new_jx = jx + dx, new_jy = jy + dy;
6094 boolean field_under_player_is_free =
6095 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6096 boolean player_is_moving_to_valid_field =
6097 (IN_LEV_FIELD(new_jx, new_jy) &&
6098 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6099 Feld[new_jx][new_jy] == EL_SAND));
6101 if (field_under_player_is_free &&
6102 !player_is_moving_to_valid_field &&
6103 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6104 player->programmed_action = MV_DOWN;
6110 -----------------------------------------------------------------------------
6111 dx, dy: direction (non-diagonal) to try to move the player to
6112 real_dx, real_dy: direction as read from input device (can be diagonal)
6115 boolean MoveFigureOneStep(struct PlayerInfo *player,
6116 int dx, int dy, int real_dx, int real_dy)
6118 int jx = player->jx, jy = player->jy;
6119 int new_jx = jx+dx, new_jy = jy+dy;
6123 if (!player->active || (!dx && !dy))
6124 return MF_NO_ACTION;
6126 player->MovDir = (dx < 0 ? MV_LEFT :
6129 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6131 if (!IN_LEV_FIELD(new_jx, new_jy))
6132 return MF_NO_ACTION;
6134 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6135 return MF_NO_ACTION;
6138 element = MovingOrBlocked2Element(new_jx, new_jy);
6140 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6143 if (DONT_RUN_INTO(element))
6145 if (element == EL_ACID && dx == 0 && dy == 1)
6148 Feld[jx][jy] = EL_PLAYER_1;
6149 InitMovingField(jx, jy, MV_DOWN);
6150 Store[jx][jy] = EL_ACID;
6151 ContinueMoving(jx, jy);
6155 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6160 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6161 if (can_move != MF_MOVING)
6164 StorePlayer[jx][jy] = 0;
6165 player->last_jx = jx;
6166 player->last_jy = jy;
6167 jx = player->jx = new_jx;
6168 jy = player->jy = new_jy;
6169 StorePlayer[jx][jy] = player->element_nr;
6172 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6174 ScrollFigure(player, SCROLL_INIT);
6179 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6181 int jx = player->jx, jy = player->jy;
6182 int old_jx = jx, old_jy = jy;
6183 int moved = MF_NO_ACTION;
6185 if (!player->active || (!dx && !dy))
6189 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6193 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6194 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6198 /* remove the last programmed player action */
6199 player->programmed_action = 0;
6203 /* should only happen if pre-1.2 tape recordings are played */
6204 /* this is only for backward compatibility */
6206 int original_move_delay_value = player->move_delay_value;
6209 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6213 /* scroll remaining steps with finest movement resolution */
6214 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6216 while (player->MovPos)
6218 ScrollFigure(player, SCROLL_GO_ON);
6219 ScrollScreen(NULL, SCROLL_GO_ON);
6225 player->move_delay_value = original_move_delay_value;
6228 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6230 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6231 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6235 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6236 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6242 if (moved & MF_MOVING && !ScreenMovPos &&
6243 (player == local_player || !options.network))
6245 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6246 int offset = (setup.scroll_delay ? 3 : 0);
6248 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6250 /* actual player has left the screen -- scroll in that direction */
6251 if (jx != old_jx) /* player has moved horizontally */
6252 scroll_x += (jx - old_jx);
6253 else /* player has moved vertically */
6254 scroll_y += (jy - old_jy);
6258 if (jx != old_jx) /* player has moved horizontally */
6260 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6261 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6262 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6264 /* don't scroll over playfield boundaries */
6265 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6266 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6268 /* don't scroll more than one field at a time */
6269 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6271 /* don't scroll against the player's moving direction */
6272 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6273 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6274 scroll_x = old_scroll_x;
6276 else /* player has moved vertically */
6278 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6279 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6280 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6282 /* don't scroll over playfield boundaries */
6283 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6284 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6286 /* don't scroll more than one field at a time */
6287 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6289 /* don't scroll against the player's moving direction */
6290 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6291 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6292 scroll_y = old_scroll_y;
6296 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6298 if (!options.network && !AllPlayersInVisibleScreen())
6300 scroll_x = old_scroll_x;
6301 scroll_y = old_scroll_y;
6305 ScrollScreen(player, SCROLL_INIT);
6306 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6313 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6315 if (!(moved & MF_MOVING) && !player->Pushing)
6320 player->StepFrame = 0;
6322 if (moved & MF_MOVING)
6324 if (old_jx != jx && old_jy == jy)
6325 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6326 else if (old_jx == jx && old_jy != jy)
6327 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6329 DrawLevelField(jx, jy); /* for "crumbled sand" */
6331 player->last_move_dir = player->MovDir;
6332 player->is_moving = TRUE;
6336 CheckGravityMovement(player);
6339 player->last_move_dir = MV_NO_MOVING;
6341 player->is_moving = FALSE;
6344 TestIfHeroTouchesBadThing(jx, jy);
6345 TestIfPlayerTouchesCustomElement(jx, jy);
6347 if (!player->active)
6353 void ScrollFigure(struct PlayerInfo *player, int mode)
6355 int jx = player->jx, jy = player->jy;
6356 int last_jx = player->last_jx, last_jy = player->last_jy;
6357 int move_stepsize = TILEX / player->move_delay_value;
6359 if (!player->active || !player->MovPos)
6362 if (mode == SCROLL_INIT)
6364 player->actual_frame_counter = FrameCounter;
6365 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6367 if (Feld[last_jx][last_jy] == EL_EMPTY)
6368 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6375 else if (!FrameReached(&player->actual_frame_counter, 1))
6378 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6379 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6381 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6382 Feld[last_jx][last_jy] = EL_EMPTY;
6384 /* before DrawPlayer() to draw correct player graphic for this case */
6385 if (player->MovPos == 0)
6386 CheckGravityMovement(player);
6389 DrawPlayer(player); /* needed here only to cleanup last field */
6392 if (player->MovPos == 0)
6394 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6396 /* continue with normal speed after quickly moving through gate */
6397 HALVE_PLAYER_SPEED(player);
6399 /* be able to make the next move without delay */
6400 player->move_delay = 0;
6403 player->last_jx = jx;
6404 player->last_jy = jy;
6406 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6407 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6411 if (local_player->friends_still_needed == 0 ||
6412 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6413 player->LevelSolved = player->GameOver = TRUE;
6416 if (tape.single_step && tape.recording && !tape.pausing &&
6417 !player->programmed_action)
6418 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6422 void ScrollScreen(struct PlayerInfo *player, int mode)
6424 static unsigned long screen_frame_counter = 0;
6426 if (mode == SCROLL_INIT)
6428 /* set scrolling step size according to actual player's moving speed */
6429 ScrollStepSize = TILEX / player->move_delay_value;
6431 screen_frame_counter = FrameCounter;
6432 ScreenMovDir = player->MovDir;
6433 ScreenMovPos = player->MovPos;
6434 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6437 else if (!FrameReached(&screen_frame_counter, 1))
6442 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6443 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6444 redraw_mask |= REDRAW_FIELD;
6447 ScreenMovDir = MV_NO_MOVING;
6450 void TestIfPlayerTouchesCustomElement(int x, int y)
6452 static boolean check_changing = FALSE;
6453 static int xy[4][2] =
6460 boolean center_is_player = (IS_PLAYER(x, y));
6463 /* prevent TestIfPlayerTouchesCustomElement() from looping */
6467 check_changing = TRUE;
6471 int xx = x + xy[i][0];
6472 int yy = y + xy[i][1];
6474 if (!IN_LEV_FIELD(xx, yy))
6477 if (center_is_player)
6479 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6480 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6482 else if (IS_PLAYER(xx, yy))
6484 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6485 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6491 check_changing = FALSE;
6494 void TestIfElementTouchesCustomElement(int x, int y)
6496 static boolean check_changing = FALSE;
6497 static int xy[4][2] =
6504 boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
6507 /* prevent TestIfElementTouchesCustomElement() from looping */
6511 check_changing = TRUE;
6515 int xx = x + xy[i][0];
6516 int yy = y + xy[i][1];
6518 if (!IN_LEV_FIELD(xx, yy))
6521 if (center_is_custom &&
6522 Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
6524 CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
6527 if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
6528 Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
6530 CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
6534 check_changing = FALSE;
6537 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6539 int i, kill_x = -1, kill_y = -1;
6540 static int test_xy[4][2] =
6547 static int test_dir[4] =
6557 int test_x, test_y, test_move_dir, test_element;
6559 test_x = good_x + test_xy[i][0];
6560 test_y = good_y + test_xy[i][1];
6561 if (!IN_LEV_FIELD(test_x, test_y))
6565 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6568 test_element = Feld[test_x][test_y];
6570 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6573 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6574 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6576 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6577 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6585 if (kill_x != -1 || kill_y != -1)
6587 if (IS_PLAYER(good_x, good_y))
6589 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6591 if (player->shield_deadly_time_left > 0)
6592 Bang(kill_x, kill_y);
6593 else if (!PLAYER_PROTECTED(good_x, good_y))
6597 Bang(good_x, good_y);
6601 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6603 int i, kill_x = -1, kill_y = -1;
6604 int bad_element = Feld[bad_x][bad_y];
6605 static int test_xy[4][2] =
6612 static int test_dir[4] =
6620 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6625 int test_x, test_y, test_move_dir, test_element;
6627 test_x = bad_x + test_xy[i][0];
6628 test_y = bad_y + test_xy[i][1];
6629 if (!IN_LEV_FIELD(test_x, test_y))
6633 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6635 test_element = Feld[test_x][test_y];
6637 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6638 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6640 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6641 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6643 /* good thing is player or penguin that does not move away */
6644 if (IS_PLAYER(test_x, test_y))
6646 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6648 if (bad_element == EL_ROBOT && player->is_moving)
6649 continue; /* robot does not kill player if he is moving */
6655 else if (test_element == EL_PENGUIN)
6664 if (kill_x != -1 || kill_y != -1)
6666 if (IS_PLAYER(kill_x, kill_y))
6668 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6671 int dir = player->MovDir;
6672 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6673 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6675 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6676 newx != bad_x && newy != bad_y)
6677 ; /* robot does not kill player if he is moving */
6679 printf("-> %d\n", player->MovDir);
6681 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6682 newx != bad_x && newy != bad_y)
6683 ; /* robot does not kill player if he is moving */
6688 if (player->shield_deadly_time_left > 0)
6690 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6694 Bang(kill_x, kill_y);
6698 void TestIfHeroTouchesBadThing(int x, int y)
6700 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6703 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6705 TestIfGoodThingHitsBadThing(x, y, move_dir);
6708 void TestIfBadThingTouchesHero(int x, int y)
6710 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6713 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6715 TestIfBadThingHitsGoodThing(x, y, move_dir);
6718 void TestIfFriendTouchesBadThing(int x, int y)
6720 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6723 void TestIfBadThingTouchesFriend(int x, int y)
6725 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6728 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6730 int i, kill_x = bad_x, kill_y = bad_y;
6731 static int xy[4][2] =
6743 x = bad_x + xy[i][0];
6744 y = bad_y + xy[i][1];
6745 if (!IN_LEV_FIELD(x, y))
6748 element = Feld[x][y];
6749 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6750 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6758 if (kill_x != bad_x || kill_y != bad_y)
6762 void KillHero(struct PlayerInfo *player)
6764 int jx = player->jx, jy = player->jy;
6766 if (!player->active)
6769 /* remove accessible field at the player's position */
6770 Feld[jx][jy] = EL_EMPTY;
6772 /* deactivate shield (else Bang()/Explode() would not work right) */
6773 player->shield_normal_time_left = 0;
6774 player->shield_deadly_time_left = 0;
6780 static void KillHeroUnlessProtected(int x, int y)
6782 if (!PLAYER_PROTECTED(x, y))
6783 KillHero(PLAYERINFO(x, y));
6786 void BuryHero(struct PlayerInfo *player)
6788 int jx = player->jx, jy = player->jy;
6790 if (!player->active)
6794 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6796 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6798 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6800 player->GameOver = TRUE;
6804 void RemoveHero(struct PlayerInfo *player)
6806 int jx = player->jx, jy = player->jy;
6807 int i, found = FALSE;
6809 player->present = FALSE;
6810 player->active = FALSE;
6812 if (!ExplodeField[jx][jy])
6813 StorePlayer[jx][jy] = 0;
6815 for (i=0; i<MAX_PLAYERS; i++)
6816 if (stored_player[i].active)
6820 AllPlayersGone = TRUE;
6827 =============================================================================
6828 checkDiagonalPushing()
6829 -----------------------------------------------------------------------------
6830 check if diagonal input device direction results in pushing of object
6831 (by checking if the alternative direction is walkable, diggable, ...)
6832 =============================================================================
6835 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6836 int x, int y, int real_dx, int real_dy)
6838 int jx, jy, dx, dy, xx, yy;
6840 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6843 /* diagonal direction: check alternative direction */
6848 xx = jx + (dx == 0 ? real_dx : 0);
6849 yy = jy + (dy == 0 ? real_dy : 0);
6851 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6855 =============================================================================
6857 -----------------------------------------------------------------------------
6858 x, y: field next to player (non-diagonal) to try to dig to
6859 real_dx, real_dy: direction as read from input device (can be diagonal)
6860 =============================================================================
6863 int DigField(struct PlayerInfo *player,
6864 int x, int y, int real_dx, int real_dy, int mode)
6866 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6867 int jx = player->jx, jy = player->jy;
6868 int dx = x - jx, dy = y - jy;
6869 int nextx = x + dx, nexty = y + dy;
6870 int move_direction = (dx == -1 ? MV_LEFT :
6871 dx == +1 ? MV_RIGHT :
6873 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6876 if (player->MovPos == 0)
6878 player->is_digging = FALSE;
6879 player->is_collecting = FALSE;
6882 if (player->MovPos == 0) /* last pushing move finished */
6883 player->Pushing = FALSE;
6885 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6887 player->Switching = FALSE;
6888 player->push_delay = 0;
6890 return MF_NO_ACTION;
6893 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6894 return MF_NO_ACTION;
6897 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6899 if (IS_TUBE(Feld[jx][jy]) ||
6900 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6904 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6905 int tube_leave_directions[][2] =
6907 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6908 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6909 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6910 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6911 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6912 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6913 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6914 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6915 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6916 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6917 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6918 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6921 while (tube_leave_directions[i][0] != tube_element)
6924 if (tube_leave_directions[i][0] == -1) /* should not happen */
6928 if (!(tube_leave_directions[i][1] & move_direction))
6929 return MF_NO_ACTION; /* tube has no opening in this direction */
6932 element = Feld[x][y];
6934 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6935 game.engine_version >= VERSION_IDENT(2,2,0))
6936 return MF_NO_ACTION;
6940 case EL_ROBOT_WHEEL:
6941 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6944 DrawLevelField(x, y);
6945 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6949 case EL_SP_TERMINAL:
6953 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6955 for (yy=0; yy<lev_fieldy; yy++)
6957 for (xx=0; xx<lev_fieldx; xx++)
6959 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6961 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6962 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6970 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6971 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6972 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6973 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6974 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6975 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6976 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6977 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6978 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6979 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6980 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6981 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6982 if (!player->Switching)
6984 player->Switching = TRUE;
6985 ToggleBeltSwitch(x, y);
6986 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6991 case EL_SWITCHGATE_SWITCH_UP:
6992 case EL_SWITCHGATE_SWITCH_DOWN:
6993 if (!player->Switching)
6995 player->Switching = TRUE;
6996 ToggleSwitchgateSwitch(x, y);
6997 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7002 case EL_LIGHT_SWITCH:
7003 case EL_LIGHT_SWITCH_ACTIVE:
7004 if (!player->Switching)
7006 player->Switching = TRUE;
7007 ToggleLightSwitch(x, y);
7008 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7009 SND_LIGHT_SWITCH_ACTIVATING :
7010 SND_LIGHT_SWITCH_DEACTIVATING);
7015 case EL_TIMEGATE_SWITCH:
7016 ActivateTimegateSwitch(x, y);
7017 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7022 case EL_BALLOON_SWITCH_LEFT:
7023 case EL_BALLOON_SWITCH_RIGHT:
7024 case EL_BALLOON_SWITCH_UP:
7025 case EL_BALLOON_SWITCH_DOWN:
7026 case EL_BALLOON_SWITCH_ANY:
7027 if (element == EL_BALLOON_SWITCH_ANY)
7028 game.balloon_dir = move_direction;
7030 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7031 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7032 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7033 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7035 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7040 case EL_SP_PORT_LEFT:
7041 case EL_SP_PORT_RIGHT:
7043 case EL_SP_PORT_DOWN:
7044 case EL_SP_PORT_HORIZONTAL:
7045 case EL_SP_PORT_VERTICAL:
7046 case EL_SP_PORT_ANY:
7047 case EL_SP_GRAVITY_PORT_LEFT:
7048 case EL_SP_GRAVITY_PORT_RIGHT:
7049 case EL_SP_GRAVITY_PORT_UP:
7050 case EL_SP_GRAVITY_PORT_DOWN:
7052 element != EL_SP_PORT_LEFT &&
7053 element != EL_SP_GRAVITY_PORT_LEFT &&
7054 element != EL_SP_PORT_HORIZONTAL &&
7055 element != EL_SP_PORT_ANY) ||
7057 element != EL_SP_PORT_RIGHT &&
7058 element != EL_SP_GRAVITY_PORT_RIGHT &&
7059 element != EL_SP_PORT_HORIZONTAL &&
7060 element != EL_SP_PORT_ANY) ||
7062 element != EL_SP_PORT_UP &&
7063 element != EL_SP_GRAVITY_PORT_UP &&
7064 element != EL_SP_PORT_VERTICAL &&
7065 element != EL_SP_PORT_ANY) ||
7067 element != EL_SP_PORT_DOWN &&
7068 element != EL_SP_GRAVITY_PORT_DOWN &&
7069 element != EL_SP_PORT_VERTICAL &&
7070 element != EL_SP_PORT_ANY) ||
7071 !IN_LEV_FIELD(nextx, nexty) ||
7072 !IS_FREE(nextx, nexty))
7073 return MF_NO_ACTION;
7075 /* automatically move to the next field with double speed */
7076 player->programmed_action = move_direction;
7077 DOUBLE_PLAYER_SPEED(player);
7079 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7083 case EL_TUBE_VERTICAL:
7084 case EL_TUBE_HORIZONTAL:
7085 case EL_TUBE_VERTICAL_LEFT:
7086 case EL_TUBE_VERTICAL_RIGHT:
7087 case EL_TUBE_HORIZONTAL_UP:
7088 case EL_TUBE_HORIZONTAL_DOWN:
7089 case EL_TUBE_LEFT_UP:
7090 case EL_TUBE_LEFT_DOWN:
7091 case EL_TUBE_RIGHT_UP:
7092 case EL_TUBE_RIGHT_DOWN:
7095 int tube_enter_directions[][2] =
7097 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7098 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7099 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7100 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7101 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7102 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7103 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7104 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7105 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7106 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7107 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7108 { -1, MV_NO_MOVING }
7111 while (tube_enter_directions[i][0] != element)
7114 if (tube_enter_directions[i][0] == -1) /* should not happen */
7118 if (!(tube_enter_directions[i][1] & move_direction))
7119 return MF_NO_ACTION; /* tube has no opening in this direction */
7121 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7126 Feld[x][y] = EL_LAMP_ACTIVE;
7127 local_player->lights_still_needed--;
7128 DrawLevelField(x, y);
7129 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7133 case EL_TIME_ORB_FULL:
7134 Feld[x][y] = EL_TIME_ORB_EMPTY;
7136 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7137 DrawLevelField(x, y);
7138 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7144 if (IS_WALKABLE(element))
7146 int sound_action = ACTION_WALKING;
7148 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7150 if (!player->key[element - EL_GATE_1])
7151 return MF_NO_ACTION;
7153 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7155 if (!player->key[element - EL_GATE_1_GRAY])
7156 return MF_NO_ACTION;
7158 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7160 sound_action = ACTION_PASSING; /* player is passing exit */
7162 else if (element == EL_EMPTY)
7164 sound_action = ACTION_MOVING; /* nothing to walk on */
7167 /* play sound from background or player, whatever is available */
7168 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7169 PlaySoundLevelElementAction(x, y, element, sound_action);
7171 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7175 else if (IS_PASSABLE(element))
7177 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7178 return MF_NO_ACTION;
7180 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7182 if (!player->key[element - EL_EM_GATE_1])
7183 return MF_NO_ACTION;
7185 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7187 if (!player->key[element - EL_EM_GATE_1_GRAY])
7188 return MF_NO_ACTION;
7191 /* automatically move to the next field with double speed */
7192 player->programmed_action = move_direction;
7193 DOUBLE_PLAYER_SPEED(player);
7195 PlaySoundLevelAction(x, y, ACTION_PASSING);
7199 else if (IS_DIGGABLE(element))
7203 if (mode != DF_SNAP)
7206 GfxElement[x][y] = GFX_ELEMENT(element);
7209 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7211 player->is_digging = TRUE;
7214 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7218 else if (IS_COLLECTIBLE(element))
7222 if (mode != DF_SNAP)
7224 GfxElement[x][y] = element;
7225 player->is_collecting = TRUE;
7228 if (element == EL_SPEED_PILL)
7229 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7230 else if (element == EL_EXTRA_TIME && level.time > 0)
7233 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7235 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7237 player->shield_normal_time_left += 10;
7238 if (element == EL_SHIELD_DEADLY)
7239 player->shield_deadly_time_left += 10;
7241 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7244 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7246 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7247 int2str(local_player->dynamite, 3), FONT_TEXT_2);
7249 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7251 player->dynabomb_count++;
7252 player->dynabombs_left++;
7254 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7256 player->dynabomb_size++;
7258 else if (element == EL_DYNABOMB_INCREASE_POWER)
7260 player->dynabomb_xl = TRUE;
7262 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7263 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7265 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7266 element - EL_KEY_1 : element - EL_EM_KEY_1);
7268 player->key[key_nr] = TRUE;
7270 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7271 el2edimg(EL_KEY_1 + key_nr));
7272 redraw_mask |= REDRAW_DOOR_1;
7274 else if (element_info[element].gem_count > 0)
7276 local_player->gems_still_needed -=
7277 element_info[element].gem_count;
7278 if (local_player->gems_still_needed < 0)
7279 local_player->gems_still_needed = 0;
7281 DrawText(DX_EMERALDS, DY_EMERALDS,
7282 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7285 RaiseScoreElement(element);
7286 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7288 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7292 else if (IS_PUSHABLE(element))
7294 if (mode == DF_SNAP && element != EL_BD_ROCK)
7295 return MF_NO_ACTION;
7297 if (CAN_FALL(element) && dy)
7298 return MF_NO_ACTION;
7300 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7301 !(element == EL_SPRING && use_spring_bug))
7302 return MF_NO_ACTION;
7304 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7305 return MF_NO_ACTION;
7307 if (!player->Pushing &&
7308 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7309 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7311 player->Pushing = TRUE;
7313 if (!(IN_LEV_FIELD(nextx, nexty) &&
7314 (IS_FREE(nextx, nexty) ||
7315 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7316 IS_SB_ELEMENT(element)))))
7317 return MF_NO_ACTION;
7319 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7320 return MF_NO_ACTION;
7322 if (player->push_delay == 0) /* new pushing; restart delay */
7323 player->push_delay = FrameCounter;
7325 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7326 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7327 element != EL_SPRING && element != EL_BALLOON)
7328 return MF_NO_ACTION;
7330 if (IS_SB_ELEMENT(element))
7332 if (element == EL_SOKOBAN_FIELD_FULL)
7334 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7335 local_player->sokobanfields_still_needed++;
7338 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7340 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7341 local_player->sokobanfields_still_needed--;
7344 Feld[x][y] = EL_SOKOBAN_OBJECT;
7346 if (Back[x][y] == Back[nextx][nexty])
7347 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7348 else if (Back[x][y] != 0)
7349 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7352 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7355 if (local_player->sokobanfields_still_needed == 0 &&
7356 game.emulation == EMU_SOKOBAN)
7358 player->LevelSolved = player->GameOver = TRUE;
7359 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7363 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7365 InitMovingField(x, y, move_direction);
7366 GfxAction[x][y] = ACTION_PUSHING;
7368 if (mode == DF_SNAP)
7369 ContinueMoving(x, y);
7371 MovPos[x][y] = (dx != 0 ? dx : dy);
7373 Pushed[x][y] = TRUE;
7374 Pushed[nextx][nexty] = TRUE;
7376 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7377 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7379 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7380 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7386 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7387 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7390 return MF_NO_ACTION;
7393 player->push_delay = 0;
7395 if (Feld[x][y] != element) /* really digged/collected something */
7396 player->is_collecting = !player->is_digging;
7401 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7403 int jx = player->jx, jy = player->jy;
7404 int x = jx + dx, y = jy + dy;
7405 int snap_direction = (dx == -1 ? MV_LEFT :
7406 dx == +1 ? MV_RIGHT :
7408 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7410 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7413 if (!player->active || !IN_LEV_FIELD(x, y))
7421 if (player->MovPos == 0)
7422 player->Pushing = FALSE;
7424 player->snapped = FALSE;
7426 if (player->MovPos == 0)
7428 player->is_digging = FALSE;
7429 player->is_collecting = FALSE;
7435 if (player->snapped)
7438 player->MovDir = snap_direction;
7440 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7443 player->snapped = TRUE;
7444 player->is_digging = FALSE;
7445 player->is_collecting = FALSE;
7447 DrawLevelField(x, y);
7453 boolean PlaceBomb(struct PlayerInfo *player)
7455 int jx = player->jx, jy = player->jy;
7458 if (!player->active || player->MovPos)
7461 element = Feld[jx][jy];
7463 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7464 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7468 if (element != EL_EMPTY)
7472 if (element != EL_EMPTY)
7475 Store[jx][jy] = element;
7477 Back[jx][jy] = element;
7481 MovDelay[jx][jy] = 96;
7483 ResetGfxAnimation(jx, jy);
7484 ResetRandomAnimationValue(jx, jy);
7486 if (player->dynamite)
7488 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7489 EL_DYNAMITE_ACTIVE);
7492 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7494 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7497 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7499 if (game.emulation == EMU_SUPAPLEX)
7500 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7502 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7506 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7511 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7512 player->dynabombs_left--;
7514 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7515 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7517 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7523 /* ------------------------------------------------------------------------- */
7524 /* game sound playing functions */
7525 /* ------------------------------------------------------------------------- */
7527 static int *loop_sound_frame = NULL;
7528 static int *loop_sound_volume = NULL;
7530 void InitPlaySoundLevel()
7532 int num_sounds = getSoundListSize();
7534 if (loop_sound_frame != NULL)
7535 free(loop_sound_frame);
7537 if (loop_sound_volume != NULL)
7538 free(loop_sound_volume);
7540 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7541 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7544 static void PlaySoundLevel(int x, int y, int nr)
7546 int sx = SCREENX(x), sy = SCREENY(y);
7547 int volume, stereo_position;
7548 int max_distance = 8;
7549 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7551 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7552 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7555 if (!IN_LEV_FIELD(x, y) ||
7556 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7557 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7560 volume = SOUND_MAX_VOLUME;
7562 if (!IN_SCR_FIELD(sx, sy))
7564 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7565 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7567 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7570 stereo_position = (SOUND_MAX_LEFT +
7571 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7572 (SCR_FIELDX + 2 * max_distance));
7574 if (IS_LOOP_SOUND(nr))
7576 /* This assures that quieter loop sounds do not overwrite louder ones,
7577 while restarting sound volume comparison with each new game frame. */
7579 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7582 loop_sound_volume[nr] = volume;
7583 loop_sound_frame[nr] = FrameCounter;
7586 PlaySoundExt(nr, volume, stereo_position, type);
7589 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7591 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7592 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7593 y < LEVELY(BY1) ? LEVELY(BY1) :
7594 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7598 static void PlaySoundLevelAction(int x, int y, int action)
7600 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7603 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7605 int sound_effect = element_info[element].sound[action];
7607 if (sound_effect != SND_UNDEFINED)
7608 PlaySoundLevel(x, y, sound_effect);
7611 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7613 int sound_effect = element_info[Feld[x][y]].sound[action];
7615 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7616 PlaySoundLevel(x, y, sound_effect);
7619 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7621 int sound_effect = element_info[Feld[x][y]].sound[action];
7623 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7624 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7627 void RaiseScore(int value)
7629 local_player->score += value;
7630 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7633 void RaiseScoreElement(int element)
7639 case EL_EMERALD_YELLOW:
7640 case EL_EMERALD_RED:
7641 case EL_EMERALD_PURPLE:
7642 case EL_SP_INFOTRON:
7643 RaiseScore(level.score[SC_EMERALD]);
7646 RaiseScore(level.score[SC_DIAMOND]);
7649 RaiseScore(level.score[SC_CRYSTAL]);
7652 RaiseScore(level.score[SC_PEARL]);
7655 case EL_BD_BUTTERFLY:
7656 case EL_SP_ELECTRON:
7657 RaiseScore(level.score[SC_BUG]);
7661 case EL_SP_SNIKSNAK:
7662 RaiseScore(level.score[SC_SPACESHIP]);
7665 case EL_DARK_YAMYAM:
7666 RaiseScore(level.score[SC_YAMYAM]);
7669 RaiseScore(level.score[SC_ROBOT]);
7672 RaiseScore(level.score[SC_PACMAN]);
7675 RaiseScore(level.score[SC_NUT]);
7678 case EL_SP_DISK_RED:
7679 case EL_DYNABOMB_INCREASE_NUMBER:
7680 case EL_DYNABOMB_INCREASE_SIZE:
7681 case EL_DYNABOMB_INCREASE_POWER:
7682 RaiseScore(level.score[SC_DYNAMITE]);
7684 case EL_SHIELD_NORMAL:
7685 case EL_SHIELD_DEADLY:
7686 RaiseScore(level.score[SC_SHIELD]);
7689 RaiseScore(level.score[SC_TIME_BONUS]);
7695 RaiseScore(level.score[SC_KEY]);
7698 RaiseScore(element_info[element].score);
7703 void RequestQuitGame(boolean ask_if_really_quit)
7705 if (AllPlayersGone ||
7706 !ask_if_really_quit ||
7707 level_editor_test_game ||
7708 Request("Do you really want to quit the game ?",
7709 REQ_ASK | REQ_STAY_CLOSED))
7711 #if defined(PLATFORM_UNIX)
7712 if (options.network)
7713 SendToServer_StopPlaying();
7717 game_status = GAME_MODE_MAIN;
7723 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7728 /* ---------- new game button stuff ---------------------------------------- */
7730 /* graphic position values for game buttons */
7731 #define GAME_BUTTON_XSIZE 30
7732 #define GAME_BUTTON_YSIZE 30
7733 #define GAME_BUTTON_XPOS 5
7734 #define GAME_BUTTON_YPOS 215
7735 #define SOUND_BUTTON_XPOS 5
7736 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7738 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7739 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7740 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7741 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7742 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7743 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7750 } gamebutton_info[NUM_GAME_BUTTONS] =
7753 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7758 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7763 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7768 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7769 SOUND_CTRL_ID_MUSIC,
7770 "background music on/off"
7773 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7774 SOUND_CTRL_ID_LOOPS,
7775 "sound loops on/off"
7778 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7779 SOUND_CTRL_ID_SIMPLE,
7780 "normal sounds on/off"
7784 void CreateGameButtons()
7788 for (i=0; i<NUM_GAME_BUTTONS; i++)
7790 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7791 struct GadgetInfo *gi;
7794 unsigned long event_mask;
7795 int gd_xoffset, gd_yoffset;
7796 int gd_x1, gd_x2, gd_y1, gd_y2;
7799 gd_xoffset = gamebutton_info[i].x;
7800 gd_yoffset = gamebutton_info[i].y;
7801 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7802 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7804 if (id == GAME_CTRL_ID_STOP ||
7805 id == GAME_CTRL_ID_PAUSE ||
7806 id == GAME_CTRL_ID_PLAY)
7808 button_type = GD_TYPE_NORMAL_BUTTON;
7810 event_mask = GD_EVENT_RELEASED;
7811 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7812 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7816 button_type = GD_TYPE_CHECK_BUTTON;
7818 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7819 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7820 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7821 event_mask = GD_EVENT_PRESSED;
7822 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7823 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7826 gi = CreateGadget(GDI_CUSTOM_ID, id,
7827 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7828 GDI_X, DX + gd_xoffset,
7829 GDI_Y, DY + gd_yoffset,
7830 GDI_WIDTH, GAME_BUTTON_XSIZE,
7831 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7832 GDI_TYPE, button_type,
7833 GDI_STATE, GD_BUTTON_UNPRESSED,
7834 GDI_CHECKED, checked,
7835 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7836 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7837 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7838 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7839 GDI_EVENT_MASK, event_mask,
7840 GDI_CALLBACK_ACTION, HandleGameButtons,
7844 Error(ERR_EXIT, "cannot create gadget");
7846 game_gadget[id] = gi;
7850 void FreeGameButtons()
7854 for (i=0; i<NUM_GAME_BUTTONS; i++)
7855 FreeGadget(game_gadget[i]);
7858 static void MapGameButtons()
7862 for (i=0; i<NUM_GAME_BUTTONS; i++)
7863 MapGadget(game_gadget[i]);
7866 void UnmapGameButtons()
7870 for (i=0; i<NUM_GAME_BUTTONS; i++)
7871 UnmapGadget(game_gadget[i]);
7874 static void HandleGameButtons(struct GadgetInfo *gi)
7876 int id = gi->custom_id;
7878 if (game_status != GAME_MODE_PLAYING)
7883 case GAME_CTRL_ID_STOP:
7884 RequestQuitGame(TRUE);
7887 case GAME_CTRL_ID_PAUSE:
7888 if (options.network)
7890 #if defined(PLATFORM_UNIX)
7892 SendToServer_ContinuePlaying();
7894 SendToServer_PausePlaying();
7898 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7901 case GAME_CTRL_ID_PLAY:
7904 #if defined(PLATFORM_UNIX)
7905 if (options.network)
7906 SendToServer_ContinuePlaying();
7910 tape.pausing = FALSE;
7911 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7916 case SOUND_CTRL_ID_MUSIC:
7917 if (setup.sound_music)
7919 setup.sound_music = FALSE;
7922 else if (audio.music_available)
7924 setup.sound = setup.sound_music = TRUE;
7926 SetAudioMode(setup.sound);
7927 PlayMusic(level_nr);
7931 case SOUND_CTRL_ID_LOOPS:
7932 if (setup.sound_loops)
7933 setup.sound_loops = FALSE;
7934 else if (audio.loops_available)
7936 setup.sound = setup.sound_loops = TRUE;
7937 SetAudioMode(setup.sound);
7941 case SOUND_CTRL_ID_SIMPLE:
7942 if (setup.sound_simple)
7943 setup.sound_simple = FALSE;
7944 else if (audio.sound_available)
7946 setup.sound = setup.sound_simple = TRUE;
7947 SetAudioMode(setup.sound);