1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
100 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
102 (DONT_COLLIDE_WITH(e) && \
103 IS_FREE_OR_PLAYER(x, y))))
105 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
106 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
109 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
110 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
112 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
118 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
120 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
122 Feld[x][y] == EL_DIAMOND))
124 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
125 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
126 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
128 #define PACMAN_CAN_ENTER_FIELD(x, y) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
130 IS_AMOEBOID(Feld[x][y])))
132 #define PIG_CAN_ENTER_FIELD(x, y) \
133 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 IS_FOOD_PIG(Feld[x][y])))
136 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
137 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
138 IS_FOOD_PENGUIN(Feld[x][y]) || \
139 Feld[x][y] == EL_EXIT_OPEN || \
140 Feld[x][y] == EL_ACID))
142 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
143 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
145 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
146 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
148 /* game button identifiers */
149 #define GAME_CTRL_ID_STOP 0
150 #define GAME_CTRL_ID_PAUSE 1
151 #define GAME_CTRL_ID_PLAY 2
152 #define SOUND_CTRL_ID_MUSIC 3
153 #define SOUND_CTRL_ID_LOOPS 4
154 #define SOUND_CTRL_ID_SIMPLE 5
156 #define NUM_GAME_BUTTONS 6
159 /* forward declaration for internal use */
161 static void InitBeltMovement(void);
162 static void CloseAllOpenTimegates(void);
163 static void CheckGravityMovement(struct PlayerInfo *);
164 static void KillHeroUnlessProtected(int, int);
166 static void TestIfPlayerTouchesCustomElement(int, int);
168 static boolean CheckTriggeredElementChange(int, int);
169 static boolean CheckElementChange(int, int, int, int);
170 static void ChangeElementNow(int, int, int);
172 static void PlaySoundLevel(int, int, int);
173 static void PlaySoundLevelNearest(int, int, int);
174 static void PlaySoundLevelAction(int, int, int);
175 static void PlaySoundLevelElementAction(int, int, int, int);
176 static void PlaySoundLevelActionIfLoop(int, int, int);
177 static void StopSoundLevelActionIfLoop(int, int, int);
179 static void MapGameButtons();
180 static void HandleGameButtons(struct GadgetInfo *);
182 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
185 /* ------------------------------------------------------------------------- */
186 /* definition of elements that automatically change to other elements after */
187 /* a specified time, eventually calling a function when changing */
188 /* ------------------------------------------------------------------------- */
190 /* forward declaration for changer functions */
191 static void InitBuggyBase(int x, int y);
192 static void WarnBuggyBase(int x, int y);
194 static void InitTrap(int x, int y);
195 static void ActivateTrap(int x, int y);
196 static void ChangeActiveTrap(int x, int y);
198 static void InitRobotWheel(int x, int y);
199 static void RunRobotWheel(int x, int y);
200 static void StopRobotWheel(int x, int y);
202 static void InitTimegateWheel(int x, int y);
203 static void RunTimegateWheel(int x, int y);
205 struct ChangingElementInfo
210 void (*pre_change_function)(int x, int y);
211 void (*change_function)(int x, int y);
212 void (*post_change_function)(int x, int y);
215 static struct ChangingElementInfo changing_element_list[] =
242 EL_SWITCHGATE_OPENING,
250 EL_SWITCHGATE_CLOSING,
251 EL_SWITCHGATE_CLOSED,
283 EL_ACID_SPLASH_RIGHT,
292 EL_SP_BUGGY_BASE_ACTIVATING,
299 EL_SP_BUGGY_BASE_ACTIVATING,
300 EL_SP_BUGGY_BASE_ACTIVE,
307 EL_SP_BUGGY_BASE_ACTIVE,
331 EL_ROBOT_WHEEL_ACTIVE,
339 EL_TIMEGATE_SWITCH_ACTIVE,
360 int push_delay_fixed, push_delay_random;
365 { EL_BALLOON, 0, 0 },
367 { EL_SOKOBAN_OBJECT, 2, 0 },
368 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
369 { EL_SATELLITE, 2, 0 },
370 { EL_SP_DISK_YELLOW, 2, 0 },
372 { EL_UNDEFINED, 0, 0 },
383 { EL_BD_DIAMOND, 1 },
384 { EL_EMERALD_YELLOW, 1 },
385 { EL_EMERALD_RED, 1 },
386 { EL_EMERALD_PURPLE, 1 },
388 { EL_SP_INFOTRON, 1 },
395 static boolean changing_element[MAX_NUM_ELEMENTS];
396 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
398 #define IS_AUTO_CHANGING(e) (changing_element[e])
399 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
400 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
401 IS_JUST_CHANGING(x, y))
402 #define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
405 void GetPlayerConfig()
407 if (!audio.sound_available)
410 if (!audio.loops_available)
411 setup.sound_loops = FALSE;
413 if (!audio.music_available)
414 setup.sound_music = FALSE;
416 if (!video.fullscreen_available)
417 setup.fullscreen = FALSE;
419 setup.sound_simple = setup.sound;
421 SetAudioMode(setup.sound);
425 static int getBeltNrFromBeltElement(int element)
427 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
428 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
429 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
432 static int getBeltNrFromBeltActiveElement(int element)
434 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
435 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
436 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
439 static int getBeltNrFromBeltSwitchElement(int element)
441 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
442 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
443 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
446 static int getBeltDirNrFromBeltSwitchElement(int element)
448 static int belt_base_element[4] =
450 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
451 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
452 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
453 EL_CONVEYOR_BELT_4_SWITCH_LEFT
456 int belt_nr = getBeltNrFromBeltSwitchElement(element);
457 int belt_dir_nr = element - belt_base_element[belt_nr];
459 return (belt_dir_nr % 3);
462 static int getBeltDirFromBeltSwitchElement(int element)
464 static int belt_move_dir[3] =
471 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
473 return belt_move_dir[belt_dir_nr];
476 static void InitField(int x, int y, boolean init_game)
478 int element = Feld[x][y];
485 if (stored_player[0].present)
487 Feld[x][y] = EL_SP_MURPHY_CLONE;
492 stored_player[0].use_murphy_graphic = TRUE;
495 Feld[x][y] = EL_PLAYER_1;
504 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
505 int jx = player->jx, jy = player->jy;
507 player->present = TRUE;
509 if (!options.network || player->connected)
511 player->active = TRUE;
513 /* remove potentially duplicate players */
514 if (StorePlayer[jx][jy] == Feld[x][y])
515 StorePlayer[jx][jy] = 0;
517 StorePlayer[x][y] = Feld[x][y];
521 printf("Player %d activated.\n", player->element_nr);
522 printf("[Local player is %d and currently %s.]\n",
523 local_player->element_nr,
524 local_player->active ? "active" : "not active");
528 Feld[x][y] = EL_EMPTY;
529 player->jx = player->last_jx = x;
530 player->jy = player->last_jy = y;
535 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
536 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
537 else if (x > 0 && Feld[x-1][y] == EL_ACID)
538 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
539 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
540 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
541 else if (y > 0 && Feld[x][y-1] == EL_ACID)
542 Feld[x][y] = EL_ACID_POOL_BOTTOM;
543 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
544 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
552 case EL_SPACESHIP_RIGHT:
553 case EL_SPACESHIP_UP:
554 case EL_SPACESHIP_LEFT:
555 case EL_SPACESHIP_DOWN:
557 case EL_BD_BUTTERFLY_RIGHT:
558 case EL_BD_BUTTERFLY_UP:
559 case EL_BD_BUTTERFLY_LEFT:
560 case EL_BD_BUTTERFLY_DOWN:
561 case EL_BD_BUTTERFLY:
562 case EL_BD_FIREFLY_RIGHT:
563 case EL_BD_FIREFLY_UP:
564 case EL_BD_FIREFLY_LEFT:
565 case EL_BD_FIREFLY_DOWN:
567 case EL_PACMAN_RIGHT:
591 if (y == lev_fieldy - 1)
593 Feld[x][y] = EL_AMOEBA_GROWING;
594 Store[x][y] = EL_AMOEBA_WET;
598 case EL_DYNAMITE_ACTIVE:
603 local_player->lights_still_needed++;
606 case EL_SOKOBAN_FIELD_EMPTY:
607 local_player->sokobanfields_still_needed++;
611 local_player->friends_still_needed++;
616 MovDir[x][y] = 1 << RND(4);
620 Feld[x][y] = EL_EMPTY;
623 case EL_EM_KEY_1_FILE:
624 Feld[x][y] = EL_EM_KEY_1;
626 case EL_EM_KEY_2_FILE:
627 Feld[x][y] = EL_EM_KEY_2;
629 case EL_EM_KEY_3_FILE:
630 Feld[x][y] = EL_EM_KEY_3;
632 case EL_EM_KEY_4_FILE:
633 Feld[x][y] = EL_EM_KEY_4;
636 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
637 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
638 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
639 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
640 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
641 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
642 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
643 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
644 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
645 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
646 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
647 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
650 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
651 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
652 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
654 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
656 game.belt_dir[belt_nr] = belt_dir;
657 game.belt_dir_nr[belt_nr] = belt_dir_nr;
659 else /* more than one switch -- set it like the first switch */
661 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
666 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
668 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
671 case EL_LIGHT_SWITCH_ACTIVE:
673 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
677 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
683 void DrawGameDoorValues()
687 for (i=0; i<MAX_PLAYERS; i++)
689 if (stored_player[i].key[j])
690 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
691 el2edimg(EL_KEY_1 + j));
693 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
694 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
695 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
696 int2str(local_player->dynamite, 3), FONT_TEXT_2);
697 DrawText(DX + XX_SCORE, DY + YY_SCORE,
698 int2str(local_player->score, 5), FONT_TEXT_2);
699 DrawText(DX + XX_TIME, DY + YY_TIME,
700 int2str(TimeLeft, 3), FONT_TEXT_2);
705 =============================================================================
707 -----------------------------------------------------------------------------
708 initialize game engine due to level / tape version number
709 =============================================================================
712 static void InitGameEngine()
716 /* set game engine from tape file when re-playing, else from level file */
717 game.engine_version = (tape.playing ? tape.engine_version :
720 /* dynamically adjust element properties according to game engine version */
721 InitElementPropertiesEngine(game.engine_version);
724 printf("level %d: level version == %06d\n", level_nr, level.game_version);
725 printf(" tape version == %06d [%s] [file: %06d]\n",
726 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
728 printf(" => game.engine_version == %06d\n", game.engine_version);
731 /* ---------- initialize player's initial move delay --------------------- */
733 /* dynamically adjust player properties according to game engine version */
734 game.initial_move_delay =
735 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
736 INITIAL_MOVE_DELAY_OFF);
738 /* dynamically adjust player properties according to level information */
739 game.initial_move_delay_value =
740 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
742 /* ---------- initialize changing elements ------------------------------- */
744 /* initialize changing elements information */
745 for (i=0; i<MAX_NUM_ELEMENTS; i++)
748 element_info[i].change.pre_change_function = NULL;
749 element_info[i].change.change_function = NULL;
750 element_info[i].change.post_change_function = NULL;
752 if (!IS_CUSTOM_ELEMENT(i))
754 element_info[i].change.target_element = EL_EMPTY_SPACE;
755 element_info[i].change.delay_fixed = 0;
756 element_info[i].change.delay_random = 0;
757 element_info[i].change.delay_frames = 1;
760 changing_element[i] = FALSE;
762 changing_element[i].base_element = EL_UNDEFINED;
763 changing_element[i].next_element = EL_UNDEFINED;
764 changing_element[i].change_delay = -1;
765 changing_element[i].pre_change_function = NULL;
766 changing_element[i].change_function = NULL;
767 changing_element[i].post_change_function = NULL;
771 /* add changing elements from pre-defined list */
772 for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
774 int element = changing_element_list[i].element;
775 struct ChangingElementInfo *ce = &changing_element_list[i];
776 struct ElementChangeInfo *change = &element_info[element].change;
779 change->target_element = ce->target_element;
780 change->delay_fixed = ce->change_delay;
781 change->pre_change_function = ce->pre_change_function;
782 change->change_function = ce->change_function;
783 change->post_change_function = ce->post_change_function;
785 changing_element[element] = TRUE;
787 changing_element[element].base_element = ce->base_element;
788 changing_element[element].next_element = ce->next_element;
789 changing_element[element].change_delay = ce->change_delay;
790 changing_element[element].pre_change_function = ce->pre_change_function;
791 changing_element[element].change_function = ce->change_function;
792 changing_element[element].post_change_function = ce->post_change_function;
796 /* add changing elements from custom element configuration */
797 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
799 int element = EL_CUSTOM_START + i;
801 struct ElementChangeInfo *change = &element_info[element].change;
804 /* only add custom elements that change after fixed/random frame delay */
805 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
809 changing_element[element] = TRUE;
811 changing_element[element].base_element = element;
812 changing_element[element].next_element = change->target_element;
813 changing_element[element].change_delay = (change->delay_fixed *
814 change->delay_frames);
818 /* ---------- initialize trigger events ---------------------------------- */
820 /* initialize trigger events information */
821 for (i=0; i<MAX_NUM_ELEMENTS; i++)
822 trigger_events[i] = EP_BITMASK_DEFAULT;
824 /* add trigger events from element change event properties */
825 for (i=0; i<MAX_NUM_ELEMENTS; i++)
826 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
827 trigger_events[element_info[i].change.trigger] |=
828 element_info[i].change.events;
830 /* ---------- initialize push delay -------------------------------------- */
832 /* initialize push delay values to default */
833 for (i=0; i<MAX_NUM_ELEMENTS; i++)
835 if (!IS_CUSTOM_ELEMENT(i))
837 element_info[i].push_delay_fixed = 2;
838 element_info[i].push_delay_random = 8;
842 /* set push delay value for certain elements from pre-defined list */
843 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
845 int e = push_delay_list[i].element;
847 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
848 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
851 /* ---------- initialize gem count --------------------------------------- */
853 /* initialize gem count values for each element */
854 for (i=0; i<MAX_NUM_ELEMENTS; i++)
855 if (!IS_CUSTOM_ELEMENT(i))
856 element_info[i].gem_count = 0;
858 /* add gem count values for all elements from pre-defined list */
859 for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
860 element_info[gem_count_list[i].element].gem_count =
861 gem_count_list[i].gem_count;
866 =============================================================================
868 -----------------------------------------------------------------------------
869 initialize and start new game
870 =============================================================================
875 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
876 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
877 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
884 #if USE_NEW_AMOEBA_CODE
885 printf("Using new amoeba code.\n");
887 printf("Using old amoeba code.\n");
892 /* don't play tapes over network */
893 network_playing = (options.network && !tape.playing);
895 for (i=0; i<MAX_PLAYERS; i++)
897 struct PlayerInfo *player = &stored_player[i];
899 player->index_nr = i;
900 player->element_nr = EL_PLAYER_1 + i;
902 player->present = FALSE;
903 player->active = FALSE;
906 player->effective_action = 0;
907 player->programmed_action = 0;
910 player->gems_still_needed = level.gems_needed;
911 player->sokobanfields_still_needed = 0;
912 player->lights_still_needed = 0;
913 player->friends_still_needed = 0;
916 player->key[j] = FALSE;
918 player->dynamite = 0;
919 player->dynabomb_count = 0;
920 player->dynabomb_size = 1;
921 player->dynabombs_left = 0;
922 player->dynabomb_xl = FALSE;
924 player->MovDir = MV_NO_MOVING;
926 player->Pushing = FALSE;
927 player->Switching = FALSE;
929 player->GfxDir = MV_NO_MOVING;
930 player->GfxAction = ACTION_DEFAULT;
932 player->StepFrame = 0;
934 player->use_murphy_graphic = FALSE;
935 player->use_disk_red_graphic = FALSE;
937 player->actual_frame_counter = 0;
939 player->last_move_dir = MV_NO_MOVING;
941 player->is_moving = FALSE;
942 player->is_waiting = FALSE;
943 player->is_digging = FALSE;
944 player->is_collecting = FALSE;
946 player->move_delay = game.initial_move_delay;
947 player->move_delay_value = game.initial_move_delay_value;
949 player->push_delay = 0;
950 player->push_delay_value = 5;
952 player->snapped = FALSE;
954 player->last_jx = player->last_jy = 0;
955 player->jx = player->jy = 0;
957 player->shield_normal_time_left = 0;
958 player->shield_deadly_time_left = 0;
960 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
961 SnapField(player, 0, 0);
963 player->LevelSolved = FALSE;
964 player->GameOver = FALSE;
967 network_player_action_received = FALSE;
969 #if defined(PLATFORM_UNIX)
970 /* initial null action */
972 SendToServer_MovePlayer(MV_NO_MOVING);
980 TimeLeft = level.time;
982 ScreenMovDir = MV_NO_MOVING;
986 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
988 AllPlayersGone = FALSE;
990 game.yamyam_content_nr = 0;
991 game.magic_wall_active = FALSE;
992 game.magic_wall_time_left = 0;
993 game.light_time_left = 0;
994 game.timegate_time_left = 0;
995 game.switchgate_pos = 0;
996 game.balloon_dir = MV_NO_MOVING;
997 game.explosions_delayed = TRUE;
1001 game.belt_dir[i] = MV_NO_MOVING;
1002 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1005 for (i=0; i<MAX_NUM_AMOEBA; i++)
1006 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1008 for (x=0; x<lev_fieldx; x++)
1010 for (y=0; y<lev_fieldy; y++)
1012 Feld[x][y] = Ur[x][y];
1013 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1014 ChangeDelay[x][y] = 0;
1015 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1017 JustStopped[x][y] = 0;
1019 Pushed[x][y] = FALSE;
1020 ExplodePhase[x][y] = 0;
1021 ExplodeField[x][y] = EX_NO_EXPLOSION;
1024 GfxAction[x][y] = ACTION_DEFAULT;
1025 GfxRandom[x][y] = INIT_GFX_RANDOM();
1026 GfxElement[x][y] = EL_UNDEFINED;
1030 for(y=0; y<lev_fieldy; y++)
1032 for(x=0; x<lev_fieldx; x++)
1034 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1036 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1038 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1041 InitField(x, y, TRUE);
1047 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1048 emulate_sb ? EMU_SOKOBAN :
1049 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1051 /* correct non-moving belts to start moving left */
1053 if (game.belt_dir[i] == MV_NO_MOVING)
1054 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1056 /* check if any connected player was not found in playfield */
1057 for (i=0; i<MAX_PLAYERS; i++)
1059 struct PlayerInfo *player = &stored_player[i];
1061 if (player->connected && !player->present)
1063 for (j=0; j<MAX_PLAYERS; j++)
1065 struct PlayerInfo *some_player = &stored_player[j];
1066 int jx = some_player->jx, jy = some_player->jy;
1068 /* assign first free player found that is present in the playfield */
1069 if (some_player->present && !some_player->connected)
1071 player->present = TRUE;
1072 player->active = TRUE;
1073 some_player->present = FALSE;
1075 StorePlayer[jx][jy] = player->element_nr;
1076 player->jx = player->last_jx = jx;
1077 player->jy = player->last_jy = jy;
1087 /* when playing a tape, eliminate all players who do not participate */
1089 for (i=0; i<MAX_PLAYERS; i++)
1091 if (stored_player[i].active && !tape.player_participates[i])
1093 struct PlayerInfo *player = &stored_player[i];
1094 int jx = player->jx, jy = player->jy;
1096 player->active = FALSE;
1097 StorePlayer[jx][jy] = 0;
1098 Feld[jx][jy] = EL_EMPTY;
1102 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1104 /* when in single player mode, eliminate all but the first active player */
1106 for (i=0; i<MAX_PLAYERS; i++)
1108 if (stored_player[i].active)
1110 for (j=i+1; j<MAX_PLAYERS; j++)
1112 if (stored_player[j].active)
1114 struct PlayerInfo *player = &stored_player[j];
1115 int jx = player->jx, jy = player->jy;
1117 player->active = FALSE;
1118 StorePlayer[jx][jy] = 0;
1119 Feld[jx][jy] = EL_EMPTY;
1126 /* when recording the game, store which players take part in the game */
1129 for (i=0; i<MAX_PLAYERS; i++)
1130 if (stored_player[i].active)
1131 tape.player_participates[i] = TRUE;
1136 for (i=0; i<MAX_PLAYERS; i++)
1138 struct PlayerInfo *player = &stored_player[i];
1140 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1145 if (local_player == player)
1146 printf("Player %d is local player.\n", i+1);
1150 if (BorderElement == EL_EMPTY)
1153 SBX_Right = lev_fieldx - SCR_FIELDX;
1155 SBY_Lower = lev_fieldy - SCR_FIELDY;
1160 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1162 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1165 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1166 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1168 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1169 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1171 scroll_x = SBX_Left;
1172 scroll_y = SBY_Upper;
1173 if (local_player->jx >= SBX_Left + MIDPOSX)
1174 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1175 local_player->jx - MIDPOSX :
1177 if (local_player->jy >= SBY_Upper + MIDPOSY)
1178 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1179 local_player->jy - MIDPOSY :
1182 CloseDoor(DOOR_CLOSE_1);
1187 /* after drawing the level, correct some elements */
1188 if (game.timegate_time_left == 0)
1189 CloseAllOpenTimegates();
1191 if (setup.soft_scrolling)
1192 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1194 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1197 /* copy default game door content to main double buffer */
1198 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1199 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1202 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1205 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1206 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1207 BlitBitmap(drawto, drawto,
1208 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1209 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1210 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1211 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1214 DrawGameDoorValues();
1218 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1219 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1220 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1224 /* copy actual game door content to door double buffer for OpenDoor() */
1225 BlitBitmap(drawto, bitmap_db_door,
1226 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1228 OpenDoor(DOOR_OPEN_ALL);
1230 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1231 if (setup.sound_music)
1232 PlayMusic(level_nr);
1234 KeyboardAutoRepeatOffUnlessAutoplay();
1239 printf("Player %d %sactive.\n",
1240 i + 1, (stored_player[i].active ? "" : "not "));
1244 void InitMovDir(int x, int y)
1246 int i, element = Feld[x][y];
1247 static int xy[4][2] =
1254 static int direction[3][4] =
1256 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1257 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1258 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1267 Feld[x][y] = EL_BUG;
1268 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1271 case EL_SPACESHIP_RIGHT:
1272 case EL_SPACESHIP_UP:
1273 case EL_SPACESHIP_LEFT:
1274 case EL_SPACESHIP_DOWN:
1275 Feld[x][y] = EL_SPACESHIP;
1276 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1279 case EL_BD_BUTTERFLY_RIGHT:
1280 case EL_BD_BUTTERFLY_UP:
1281 case EL_BD_BUTTERFLY_LEFT:
1282 case EL_BD_BUTTERFLY_DOWN:
1283 Feld[x][y] = EL_BD_BUTTERFLY;
1284 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1287 case EL_BD_FIREFLY_RIGHT:
1288 case EL_BD_FIREFLY_UP:
1289 case EL_BD_FIREFLY_LEFT:
1290 case EL_BD_FIREFLY_DOWN:
1291 Feld[x][y] = EL_BD_FIREFLY;
1292 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1295 case EL_PACMAN_RIGHT:
1297 case EL_PACMAN_LEFT:
1298 case EL_PACMAN_DOWN:
1299 Feld[x][y] = EL_PACMAN;
1300 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1303 case EL_SP_SNIKSNAK:
1304 MovDir[x][y] = MV_UP;
1307 case EL_SP_ELECTRON:
1308 MovDir[x][y] = MV_LEFT;
1315 Feld[x][y] = EL_MOLE;
1316 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1320 if (IS_CUSTOM_ELEMENT(element))
1322 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1323 MovDir[x][y] = element_info[element].move_direction_initial;
1324 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1325 element_info[element].move_pattern == MV_TURNING_LEFT ||
1326 element_info[element].move_pattern == MV_TURNING_RIGHT)
1327 MovDir[x][y] = 1 << RND(4);
1328 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1329 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1330 else if (element_info[element].move_pattern == MV_VERTICAL)
1331 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1332 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1333 MovDir[x][y] = element_info[element].move_pattern;
1334 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1335 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1339 int x1 = x + xy[i][0];
1340 int y1 = y + xy[i][1];
1342 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1344 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1345 MovDir[x][y] = direction[0][i];
1347 MovDir[x][y] = direction[1][i];
1356 MovDir[x][y] = 1 << RND(4);
1358 if (element != EL_BUG &&
1359 element != EL_SPACESHIP &&
1360 element != EL_BD_BUTTERFLY &&
1361 element != EL_BD_FIREFLY)
1366 int x1 = x + xy[i][0];
1367 int y1 = y + xy[i][1];
1369 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1371 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1373 MovDir[x][y] = direction[0][i];
1376 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1377 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1379 MovDir[x][y] = direction[1][i];
1389 void InitAmoebaNr(int x, int y)
1392 int group_nr = AmoebeNachbarNr(x, y);
1396 for (i=1; i<MAX_NUM_AMOEBA; i++)
1398 if (AmoebaCnt[i] == 0)
1406 AmoebaNr[x][y] = group_nr;
1407 AmoebaCnt[group_nr]++;
1408 AmoebaCnt2[group_nr]++;
1414 boolean raise_level = FALSE;
1416 if (local_player->MovPos)
1419 if (tape.playing && tape.auto_play)
1420 tape.auto_play_level_solved = TRUE;
1422 local_player->LevelSolved = FALSE;
1424 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1428 if (!tape.playing && setup.sound_loops)
1429 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1430 SND_CTRL_PLAY_LOOP);
1432 while (TimeLeft > 0)
1434 if (!tape.playing && !setup.sound_loops)
1435 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1436 if (TimeLeft > 0 && !(TimeLeft % 10))
1437 RaiseScore(level.score[SC_TIME_BONUS]);
1438 if (TimeLeft > 100 && !(TimeLeft % 10))
1442 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1449 if (!tape.playing && setup.sound_loops)
1450 StopSound(SND_GAME_LEVELTIME_BONUS);
1452 else if (level.time == 0) /* level without time limit */
1454 if (!tape.playing && setup.sound_loops)
1455 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1456 SND_CTRL_PLAY_LOOP);
1458 while (TimePlayed < 999)
1460 if (!tape.playing && !setup.sound_loops)
1461 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1462 if (TimePlayed < 999 && !(TimePlayed % 10))
1463 RaiseScore(level.score[SC_TIME_BONUS]);
1464 if (TimePlayed < 900 && !(TimePlayed % 10))
1468 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1475 if (!tape.playing && setup.sound_loops)
1476 StopSound(SND_GAME_LEVELTIME_BONUS);
1479 /* Hero disappears */
1480 DrawLevelField(ExitX, ExitY);
1486 CloseDoor(DOOR_CLOSE_1);
1491 SaveTape(tape.level_nr); /* Ask to save tape */
1494 if (level_nr == leveldir_current->handicap_level)
1496 leveldir_current->handicap_level++;
1497 SaveLevelSetup_SeriesInfo();
1500 if (level_editor_test_game)
1501 local_player->score = -1; /* no highscore when playing from editor */
1502 else if (level_nr < leveldir_current->last_level)
1503 raise_level = TRUE; /* advance to next level */
1505 if ((hi_pos = NewHiScore()) >= 0)
1507 game_status = GAME_MODE_SCORES;
1508 DrawHallOfFame(hi_pos);
1517 game_status = GAME_MODE_MAIN;
1534 LoadScore(level_nr);
1536 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1537 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1540 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1542 if (local_player->score > highscore[k].Score)
1544 /* player has made it to the hall of fame */
1546 if (k < MAX_SCORE_ENTRIES - 1)
1548 int m = MAX_SCORE_ENTRIES - 1;
1551 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1552 if (!strcmp(setup.player_name, highscore[l].Name))
1554 if (m == k) /* player's new highscore overwrites his old one */
1560 strcpy(highscore[l].Name, highscore[l - 1].Name);
1561 highscore[l].Score = highscore[l - 1].Score;
1568 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1569 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1570 highscore[k].Score = local_player->score;
1576 else if (!strncmp(setup.player_name, highscore[k].Name,
1577 MAX_PLAYER_NAME_LEN))
1578 break; /* player already there with a higher score */
1584 SaveScore(level_nr);
1589 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1591 if (player->GfxAction != action || player->GfxDir != dir)
1594 printf("Player frame reset! (%d => %d, %d => %d)\n",
1595 player->GfxAction, action, player->GfxDir, dir);
1598 player->GfxAction = action;
1599 player->GfxDir = dir;
1601 player->StepFrame = 0;
1605 static void ResetRandomAnimationValue(int x, int y)
1607 GfxRandom[x][y] = INIT_GFX_RANDOM();
1610 static void ResetGfxAnimation(int x, int y)
1613 GfxAction[x][y] = ACTION_DEFAULT;
1616 void InitMovingField(int x, int y, int direction)
1618 int element = Feld[x][y];
1619 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1620 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1624 if (!JustStopped[x][y] || direction != MovDir[x][y])
1625 ResetGfxAnimation(x, y);
1627 MovDir[newx][newy] = MovDir[x][y] = direction;
1629 if (Feld[newx][newy] == EL_EMPTY)
1630 Feld[newx][newy] = EL_BLOCKED;
1632 if (direction == MV_DOWN && CAN_FALL(element))
1633 GfxAction[x][y] = ACTION_FALLING;
1635 GfxAction[x][y] = ACTION_MOVING;
1637 GfxFrame[newx][newy] = GfxFrame[x][y];
1638 GfxAction[newx][newy] = GfxAction[x][y];
1639 GfxRandom[newx][newy] = GfxRandom[x][y];
1642 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1644 int direction = MovDir[x][y];
1645 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1646 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1652 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1654 int oldx = x, oldy = y;
1655 int direction = MovDir[x][y];
1657 if (direction == MV_LEFT)
1659 else if (direction == MV_RIGHT)
1661 else if (direction == MV_UP)
1663 else if (direction == MV_DOWN)
1666 *comes_from_x = oldx;
1667 *comes_from_y = oldy;
1670 int MovingOrBlocked2Element(int x, int y)
1672 int element = Feld[x][y];
1674 if (element == EL_BLOCKED)
1678 Blocked2Moving(x, y, &oldx, &oldy);
1679 return Feld[oldx][oldy];
1685 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1687 /* like MovingOrBlocked2Element(), but if element is moving
1688 and (x,y) is the field the moving element is just leaving,
1689 return EL_BLOCKED instead of the element value */
1690 int element = Feld[x][y];
1692 if (IS_MOVING(x, y))
1694 if (element == EL_BLOCKED)
1698 Blocked2Moving(x, y, &oldx, &oldy);
1699 return Feld[oldx][oldy];
1708 static void RemoveField(int x, int y)
1710 Feld[x][y] = EL_EMPTY;
1717 ChangeDelay[x][y] = 0;
1718 Pushed[x][y] = FALSE;
1720 GfxElement[x][y] = EL_UNDEFINED;
1721 GfxAction[x][y] = ACTION_DEFAULT;
1724 void RemoveMovingField(int x, int y)
1726 int oldx = x, oldy = y, newx = x, newy = y;
1727 int element = Feld[x][y];
1728 int next_element = EL_UNDEFINED;
1730 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1733 if (IS_MOVING(x, y))
1735 Moving2Blocked(x, y, &newx, &newy);
1736 if (Feld[newx][newy] != EL_BLOCKED)
1739 else if (element == EL_BLOCKED)
1741 Blocked2Moving(x, y, &oldx, &oldy);
1742 if (!IS_MOVING(oldx, oldy))
1746 if (element == EL_BLOCKED &&
1747 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1748 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1749 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1750 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1751 next_element = get_next_element(Feld[oldx][oldy]);
1753 RemoveField(oldx, oldy);
1754 RemoveField(newx, newy);
1756 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1758 if (next_element != EL_UNDEFINED)
1759 Feld[oldx][oldy] = next_element;
1761 DrawLevelField(oldx, oldy);
1762 DrawLevelField(newx, newy);
1765 void DrawDynamite(int x, int y)
1767 int sx = SCREENX(x), sy = SCREENY(y);
1768 int graphic = el2img(Feld[x][y]);
1771 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1774 if (IS_WALKABLE_INSIDE(Back[x][y]))
1778 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1779 else if (Store[x][y])
1780 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1782 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1785 if (Back[x][y] || Store[x][y])
1786 DrawGraphicThruMask(sx, sy, graphic, frame);
1788 DrawGraphic(sx, sy, graphic, frame);
1790 if (game.emulation == EMU_SUPAPLEX)
1791 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1792 else if (Store[x][y])
1793 DrawGraphicThruMask(sx, sy, graphic, frame);
1795 DrawGraphic(sx, sy, graphic, frame);
1799 void CheckDynamite(int x, int y)
1801 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1805 if (MovDelay[x][y] != 0)
1808 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1815 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1817 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1818 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1819 StopSound(SND_DYNAMITE_ACTIVE);
1821 StopSound(SND_DYNABOMB_ACTIVE);
1827 void Explode(int ex, int ey, int phase, int mode)
1831 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1832 int last_phase = num_phase * delay;
1833 int half_phase = (num_phase / 2) * delay;
1834 int first_phase_after_start = EX_PHASE_START + 1;
1836 if (game.explosions_delayed)
1838 ExplodeField[ex][ey] = mode;
1842 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1844 int center_element = Feld[ex][ey];
1846 /* remove things displayed in background while burning dynamite */
1847 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1850 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1852 /* put moving element to center field (and let it explode there) */
1853 center_element = MovingOrBlocked2Element(ex, ey);
1854 RemoveMovingField(ex, ey);
1855 Feld[ex][ey] = center_element;
1858 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1862 if (!IN_LEV_FIELD(x, y) ||
1863 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1864 (x != ex || y != ey)))
1867 element = Feld[x][y];
1869 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1871 element = MovingOrBlocked2Element(x, y);
1872 RemoveMovingField(x, y);
1876 if (IS_EXPLOSION_PROOF(element))
1879 if ((IS_INDESTRUCTIBLE(element) &&
1880 (game.engine_version < VERSION_IDENT(2,2,0) ||
1881 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1882 element == EL_FLAMES)
1886 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1888 if (IS_ACTIVE_BOMB(element))
1890 /* re-activate things under the bomb like gate or penguin */
1891 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1898 /* save walkable background elements while explosion on same tile */
1899 if (IS_INDESTRUCTIBLE(element))
1900 Back[x][y] = element;
1902 /* ignite explodable elements reached by other explosion */
1903 if (element == EL_EXPLOSION)
1904 element = Store2[x][y];
1907 if (AmoebaNr[x][y] &&
1908 (element == EL_AMOEBA_FULL ||
1909 element == EL_BD_AMOEBA ||
1910 element == EL_AMOEBA_GROWING))
1912 AmoebaCnt[AmoebaNr[x][y]]--;
1913 AmoebaCnt2[AmoebaNr[x][y]]--;
1919 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1921 switch(StorePlayer[ex][ey])
1924 Store[x][y] = EL_EMERALD_RED;
1927 Store[x][y] = EL_EMERALD;
1930 Store[x][y] = EL_EMERALD_PURPLE;
1934 Store[x][y] = EL_EMERALD_YELLOW;
1938 if (game.emulation == EMU_SUPAPLEX)
1939 Store[x][y] = EL_EMPTY;
1941 else if (center_element == EL_MOLE)
1942 Store[x][y] = EL_EMERALD_RED;
1943 else if (center_element == EL_PENGUIN)
1944 Store[x][y] = EL_EMERALD_PURPLE;
1945 else if (center_element == EL_BUG)
1946 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1947 else if (center_element == EL_BD_BUTTERFLY)
1948 Store[x][y] = EL_BD_DIAMOND;
1949 else if (center_element == EL_SP_ELECTRON)
1950 Store[x][y] = EL_SP_INFOTRON;
1951 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1952 Store[x][y] = level.amoeba_content;
1953 else if (center_element == EL_YAMYAM)
1955 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1956 else if (IS_CUSTOM_ELEMENT(center_element))
1958 element_info[center_element].content[x - ex + 1][y - ey + 1];
1959 else if (element == EL_WALL_EMERALD)
1960 Store[x][y] = EL_EMERALD;
1961 else if (element == EL_WALL_DIAMOND)
1962 Store[x][y] = EL_DIAMOND;
1963 else if (element == EL_WALL_BD_DIAMOND)
1964 Store[x][y] = EL_BD_DIAMOND;
1965 else if (element == EL_WALL_EMERALD_YELLOW)
1966 Store[x][y] = EL_EMERALD_YELLOW;
1967 else if (element == EL_WALL_EMERALD_RED)
1968 Store[x][y] = EL_EMERALD_RED;
1969 else if (element == EL_WALL_EMERALD_PURPLE)
1970 Store[x][y] = EL_EMERALD_PURPLE;
1971 else if (element == EL_WALL_PEARL)
1972 Store[x][y] = EL_PEARL;
1973 else if (element == EL_WALL_CRYSTAL)
1974 Store[x][y] = EL_CRYSTAL;
1976 Store[x][y] = EL_EMPTY;
1978 if (x != ex || y != ey ||
1979 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1980 Store2[x][y] = element;
1983 if (AmoebaNr[x][y] &&
1984 (element == EL_AMOEBA_FULL ||
1985 element == EL_BD_AMOEBA ||
1986 element == EL_AMOEBA_GROWING))
1988 AmoebaCnt[AmoebaNr[x][y]]--;
1989 AmoebaCnt2[AmoebaNr[x][y]]--;
1995 MovDir[x][y] = MovPos[x][y] = 0;
2000 Feld[x][y] = EL_EXPLOSION;
2002 GfxElement[x][y] = center_element;
2004 GfxElement[x][y] = EL_UNDEFINED;
2007 ExplodePhase[x][y] = 1;
2011 if (center_element == EL_YAMYAM)
2012 game.yamyam_content_nr =
2013 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2024 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2026 if (phase == first_phase_after_start)
2028 int element = Store2[x][y];
2030 if (element == EL_BLACK_ORB)
2032 Feld[x][y] = Store2[x][y];
2037 else if (phase == half_phase)
2039 int element = Store2[x][y];
2041 if (IS_PLAYER(x, y))
2042 KillHeroUnlessProtected(x, y);
2043 else if (CAN_EXPLODE_BY_FIRE(element))
2045 Feld[x][y] = Store2[x][y];
2049 else if (element == EL_AMOEBA_TO_DIAMOND)
2050 AmoebeUmwandeln(x, y);
2053 if (phase == last_phase)
2057 element = Feld[x][y] = Store[x][y];
2058 Store[x][y] = Store2[x][y] = 0;
2059 GfxElement[x][y] = EL_UNDEFINED;
2061 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2062 element = Feld[x][y] = Back[x][y];
2065 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2066 InitField(x, y, FALSE);
2067 if (CAN_MOVE(element))
2069 DrawLevelField(x, y);
2071 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2072 StorePlayer[x][y] = 0;
2074 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2077 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2079 int stored = Store[x][y];
2080 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2081 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2084 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2087 DrawLevelFieldCrumbledSand(x, y);
2089 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2091 DrawLevelElement(x, y, Back[x][y]);
2092 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2094 else if (IS_WALKABLE_UNDER(Back[x][y]))
2096 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2097 DrawLevelElementThruMask(x, y, Back[x][y]);
2099 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2100 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2104 void DynaExplode(int ex, int ey)
2107 int dynabomb_size = 1;
2108 boolean dynabomb_xl = FALSE;
2109 struct PlayerInfo *player;
2110 static int xy[4][2] =
2118 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2120 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2121 dynabomb_size = player->dynabomb_size;
2122 dynabomb_xl = player->dynabomb_xl;
2123 player->dynabombs_left++;
2126 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2130 for (j=1; j<=dynabomb_size; j++)
2132 int x = ex + j * xy[i % 4][0];
2133 int y = ey + j * xy[i % 4][1];
2136 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2139 element = Feld[x][y];
2141 /* do not restart explosions of fields with active bombs */
2142 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2145 Explode(x, y, EX_PHASE_START, EX_BORDER);
2147 if (element != EL_EMPTY &&
2148 element != EL_SAND &&
2149 element != EL_EXPLOSION &&
2156 void Bang(int x, int y)
2159 int element = MovingOrBlocked2Element(x, y);
2161 int element = Feld[x][y];
2164 if (IS_PLAYER(x, y))
2166 struct PlayerInfo *player = PLAYERINFO(x, y);
2168 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2169 player->element_nr);
2173 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2175 if (game.emulation == EMU_SUPAPLEX)
2176 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2178 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2182 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2190 case EL_BD_BUTTERFLY:
2193 case EL_DARK_YAMYAM:
2197 RaiseScoreElement(element);
2198 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2200 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2201 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2202 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2203 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2204 case EL_DYNABOMB_INCREASE_NUMBER:
2205 case EL_DYNABOMB_INCREASE_SIZE:
2206 case EL_DYNABOMB_INCREASE_POWER:
2211 case EL_LAMP_ACTIVE:
2212 if (IS_PLAYER(x, y))
2213 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2215 Explode(x, y, EX_PHASE_START, EX_CENTER);
2218 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2222 CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
2225 void SplashAcid(int x, int y)
2227 int element = Feld[x][y];
2229 if (element != EL_ACID_SPLASH_LEFT &&
2230 element != EL_ACID_SPLASH_RIGHT)
2232 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2234 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2235 (!IN_LEV_FIELD(x-1, y-1) ||
2236 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2237 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2239 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2240 (!IN_LEV_FIELD(x+1, y-1) ||
2241 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2242 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2246 static void InitBeltMovement()
2248 static int belt_base_element[4] =
2250 EL_CONVEYOR_BELT_1_LEFT,
2251 EL_CONVEYOR_BELT_2_LEFT,
2252 EL_CONVEYOR_BELT_3_LEFT,
2253 EL_CONVEYOR_BELT_4_LEFT
2255 static int belt_base_active_element[4] =
2257 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2258 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2259 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2260 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2265 /* set frame order for belt animation graphic according to belt direction */
2272 int element = belt_base_active_element[belt_nr] + j;
2273 int graphic = el2img(element);
2275 if (game.belt_dir[i] == MV_LEFT)
2276 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2278 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2282 for(y=0; y<lev_fieldy; y++)
2284 for(x=0; x<lev_fieldx; x++)
2286 int element = Feld[x][y];
2290 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2292 int e_belt_nr = getBeltNrFromBeltElement(element);
2295 if (e_belt_nr == belt_nr)
2297 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2299 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2307 static void ToggleBeltSwitch(int x, int y)
2309 static int belt_base_element[4] =
2311 EL_CONVEYOR_BELT_1_LEFT,
2312 EL_CONVEYOR_BELT_2_LEFT,
2313 EL_CONVEYOR_BELT_3_LEFT,
2314 EL_CONVEYOR_BELT_4_LEFT
2316 static int belt_base_active_element[4] =
2318 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2319 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2320 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2321 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2323 static int belt_base_switch_element[4] =
2325 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2326 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2327 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2328 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2330 static int belt_move_dir[4] =
2338 int element = Feld[x][y];
2339 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2340 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2341 int belt_dir = belt_move_dir[belt_dir_nr];
2344 if (!IS_BELT_SWITCH(element))
2347 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2348 game.belt_dir[belt_nr] = belt_dir;
2350 if (belt_dir_nr == 3)
2353 /* set frame order for belt animation graphic according to belt direction */
2356 int element = belt_base_active_element[belt_nr] + i;
2357 int graphic = el2img(element);
2359 if (belt_dir == MV_LEFT)
2360 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2362 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2365 for (yy=0; yy<lev_fieldy; yy++)
2367 for (xx=0; xx<lev_fieldx; xx++)
2369 int element = Feld[xx][yy];
2371 if (IS_BELT_SWITCH(element))
2373 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2375 if (e_belt_nr == belt_nr)
2377 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2378 DrawLevelField(xx, yy);
2381 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2383 int e_belt_nr = getBeltNrFromBeltElement(element);
2385 if (e_belt_nr == belt_nr)
2387 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2389 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2390 DrawLevelField(xx, yy);
2393 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2395 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2397 if (e_belt_nr == belt_nr)
2399 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2401 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2402 DrawLevelField(xx, yy);
2409 static void ToggleSwitchgateSwitch(int x, int y)
2413 game.switchgate_pos = !game.switchgate_pos;
2415 for (yy=0; yy<lev_fieldy; yy++)
2417 for (xx=0; xx<lev_fieldx; xx++)
2419 int element = Feld[xx][yy];
2421 if (element == EL_SWITCHGATE_SWITCH_UP ||
2422 element == EL_SWITCHGATE_SWITCH_DOWN)
2424 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2425 DrawLevelField(xx, yy);
2427 else if (element == EL_SWITCHGATE_OPEN ||
2428 element == EL_SWITCHGATE_OPENING)
2430 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2432 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2434 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2437 else if (element == EL_SWITCHGATE_CLOSED ||
2438 element == EL_SWITCHGATE_CLOSING)
2440 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2442 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2444 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2451 static int getInvisibleActiveFromInvisibleElement(int element)
2453 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2454 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2455 EL_INVISIBLE_SAND_ACTIVE);
2458 static int getInvisibleFromInvisibleActiveElement(int element)
2460 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2461 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2465 static void RedrawAllLightSwitchesAndInvisibleElements()
2469 for (y=0; y<lev_fieldy; y++)
2471 for (x=0; x<lev_fieldx; x++)
2473 int element = Feld[x][y];
2475 if (element == EL_LIGHT_SWITCH &&
2476 game.light_time_left > 0)
2478 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2479 DrawLevelField(x, y);
2481 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2482 game.light_time_left == 0)
2484 Feld[x][y] = EL_LIGHT_SWITCH;
2485 DrawLevelField(x, y);
2487 else if (element == EL_INVISIBLE_STEELWALL ||
2488 element == EL_INVISIBLE_WALL ||
2489 element == EL_INVISIBLE_SAND)
2491 if (game.light_time_left > 0)
2492 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2494 DrawLevelField(x, y);
2496 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2497 element == EL_INVISIBLE_WALL_ACTIVE ||
2498 element == EL_INVISIBLE_SAND_ACTIVE)
2500 if (game.light_time_left == 0)
2501 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2503 DrawLevelField(x, y);
2509 static void ToggleLightSwitch(int x, int y)
2511 int element = Feld[x][y];
2513 game.light_time_left =
2514 (element == EL_LIGHT_SWITCH ?
2515 level.time_light * FRAMES_PER_SECOND : 0);
2517 RedrawAllLightSwitchesAndInvisibleElements();
2520 static void ActivateTimegateSwitch(int x, int y)
2524 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2526 for (yy=0; yy<lev_fieldy; yy++)
2528 for (xx=0; xx<lev_fieldx; xx++)
2530 int element = Feld[xx][yy];
2532 if (element == EL_TIMEGATE_CLOSED ||
2533 element == EL_TIMEGATE_CLOSING)
2535 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2536 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2540 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2542 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2543 DrawLevelField(xx, yy);
2550 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2553 void Impact(int x, int y)
2555 boolean lastline = (y == lev_fieldy-1);
2556 boolean object_hit = FALSE;
2557 boolean impact = (lastline || object_hit);
2558 int element = Feld[x][y];
2559 int smashed = EL_UNDEFINED;
2561 if (!lastline) /* check if element below was hit */
2563 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2566 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2567 MovDir[x][y + 1] != MV_DOWN ||
2568 MovPos[x][y + 1] <= TILEY / 2));
2570 smashed = MovingOrBlocked2Element(x, y + 1);
2572 impact = (lastline || object_hit);
2575 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2583 ResetGfxAnimation(x, y);
2584 DrawLevelField(x, y);
2587 if (impact && CAN_EXPLODE_IMPACT(element))
2592 else if (impact && element == EL_PEARL)
2594 Feld[x][y] = EL_PEARL_BREAKING;
2595 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2599 else if (impact && CheckElementChange(x, y, element, ACTION_IMPACT))
2601 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2606 else if (impact && CAN_CHANGE(element) &&
2607 HAS_CHANGE_EVENT(element, CE_IMPACT))
2609 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2611 ChangeElementNow(x, y, element);
2617 if (impact && element == EL_AMOEBA_DROP)
2619 if (object_hit && IS_PLAYER(x, y + 1))
2620 KillHeroUnlessProtected(x, y + 1);
2621 else if (object_hit && smashed == EL_PENGUIN)
2625 Feld[x][y] = EL_AMOEBA_GROWING;
2626 Store[x][y] = EL_AMOEBA_WET;
2628 ResetRandomAnimationValue(x, y);
2633 if (object_hit) /* check which object was hit */
2635 if (CAN_PASS_MAGIC_WALL(element) &&
2636 (smashed == EL_MAGIC_WALL ||
2637 smashed == EL_BD_MAGIC_WALL))
2640 int activated_magic_wall =
2641 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2642 EL_BD_MAGIC_WALL_ACTIVE);
2644 /* activate magic wall / mill */
2645 for (yy=0; yy<lev_fieldy; yy++)
2646 for (xx=0; xx<lev_fieldx; xx++)
2647 if (Feld[xx][yy] == smashed)
2648 Feld[xx][yy] = activated_magic_wall;
2650 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2651 game.magic_wall_active = TRUE;
2653 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2654 SND_MAGIC_WALL_ACTIVATING :
2655 SND_BD_MAGIC_WALL_ACTIVATING));
2658 if (IS_PLAYER(x, y + 1))
2660 if (CAN_SMASH_PLAYER(element))
2662 KillHeroUnlessProtected(x, y + 1);
2666 else if (smashed == EL_PENGUIN)
2668 if (CAN_SMASH_PLAYER(element))
2674 else if (element == EL_BD_DIAMOND)
2676 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2682 else if ((element == EL_SP_INFOTRON ||
2683 element == EL_SP_ZONK) &&
2684 (smashed == EL_SP_SNIKSNAK ||
2685 smashed == EL_SP_ELECTRON ||
2686 smashed == EL_SP_DISK_ORANGE))
2691 else if (CAN_SMASH_EVERYTHING(element))
2693 if (IS_CLASSIC_ENEMY(smashed) ||
2694 CAN_EXPLODE_SMASHED(smashed))
2699 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2701 if (smashed == EL_LAMP ||
2702 smashed == EL_LAMP_ACTIVE)
2707 else if (smashed == EL_NUT)
2709 Feld[x][y + 1] = EL_NUT_BREAKING;
2710 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2711 RaiseScoreElement(EL_NUT);
2714 else if (smashed == EL_PEARL)
2716 Feld[x][y + 1] = EL_PEARL_BREAKING;
2717 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2720 else if (smashed == EL_DIAMOND)
2722 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2723 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2726 else if (IS_BELT_SWITCH(smashed))
2728 ToggleBeltSwitch(x, y + 1);
2730 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2731 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2733 ToggleSwitchgateSwitch(x, y + 1);
2735 else if (smashed == EL_LIGHT_SWITCH ||
2736 smashed == EL_LIGHT_SWITCH_ACTIVE)
2738 ToggleLightSwitch(x, y + 1);
2743 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2746 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2748 ChangeElementNow(x, y + 1, smashed);
2754 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2759 /* play sound of magic wall / mill */
2761 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2762 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2764 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2765 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2766 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2767 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2772 /* play sound of object that hits the ground */
2773 if (lastline || object_hit)
2774 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2777 void TurnRound(int x, int y)
2789 { 0, 0 }, { 0, 0 }, { 0, 0 },
2794 int left, right, back;
2798 { MV_DOWN, MV_UP, MV_RIGHT },
2799 { MV_UP, MV_DOWN, MV_LEFT },
2801 { MV_LEFT, MV_RIGHT, MV_DOWN },
2805 { MV_RIGHT, MV_LEFT, MV_UP }
2808 int element = Feld[x][y];
2809 int old_move_dir = MovDir[x][y];
2810 int left_dir = turn[old_move_dir].left;
2811 int right_dir = turn[old_move_dir].right;
2812 int back_dir = turn[old_move_dir].back;
2814 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2815 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2816 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2817 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2819 int left_x = x + left_dx, left_y = y + left_dy;
2820 int right_x = x + right_dx, right_y = y + right_dy;
2821 int move_x = x + move_dx, move_y = y + move_dy;
2825 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2827 TestIfBadThingTouchesOtherBadThing(x, y);
2829 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2830 MovDir[x][y] = right_dir;
2831 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2832 MovDir[x][y] = left_dir;
2834 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2836 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2839 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2840 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2842 TestIfBadThingTouchesOtherBadThing(x, y);
2844 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2845 MovDir[x][y] = left_dir;
2846 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2847 MovDir[x][y] = right_dir;
2849 if ((element == EL_SPACESHIP ||
2850 element == EL_SP_SNIKSNAK ||
2851 element == EL_SP_ELECTRON)
2852 && MovDir[x][y] != old_move_dir)
2854 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2857 else if (element == EL_YAMYAM)
2859 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2860 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2862 if (can_turn_left && can_turn_right)
2863 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2864 else if (can_turn_left)
2865 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2866 else if (can_turn_right)
2867 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2869 MovDir[x][y] = back_dir;
2871 MovDelay[x][y] = 16 + 16 * RND(3);
2873 else if (element == EL_DARK_YAMYAM)
2875 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2876 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2878 if (can_turn_left && can_turn_right)
2879 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2880 else if (can_turn_left)
2881 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2882 else if (can_turn_right)
2883 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2885 MovDir[x][y] = back_dir;
2887 MovDelay[x][y] = 16 + 16 * RND(3);
2889 else if (element == EL_PACMAN)
2891 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2892 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2894 if (can_turn_left && can_turn_right)
2895 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2896 else if (can_turn_left)
2897 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2898 else if (can_turn_right)
2899 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2901 MovDir[x][y] = back_dir;
2903 MovDelay[x][y] = 6 + RND(40);
2905 else if (element == EL_PIG)
2907 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
2908 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
2909 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
2910 boolean should_turn_left, should_turn_right, should_move_on;
2912 int rnd = RND(rnd_value);
2914 should_turn_left = (can_turn_left &&
2916 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
2917 y + back_dy + left_dy)));
2918 should_turn_right = (can_turn_right &&
2920 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
2921 y + back_dy + right_dy)));
2922 should_move_on = (can_move_on &&
2925 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
2926 y + move_dy + left_dy) ||
2927 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
2928 y + move_dy + right_dy)));
2930 if (should_turn_left || should_turn_right || should_move_on)
2932 if (should_turn_left && should_turn_right && should_move_on)
2933 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
2934 rnd < 2 * rnd_value / 3 ? right_dir :
2936 else if (should_turn_left && should_turn_right)
2937 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2938 else if (should_turn_left && should_move_on)
2939 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
2940 else if (should_turn_right && should_move_on)
2941 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
2942 else if (should_turn_left)
2943 MovDir[x][y] = left_dir;
2944 else if (should_turn_right)
2945 MovDir[x][y] = right_dir;
2946 else if (should_move_on)
2947 MovDir[x][y] = old_move_dir;
2949 else if (can_move_on && rnd > rnd_value / 8)
2950 MovDir[x][y] = old_move_dir;
2951 else if (can_turn_left && can_turn_right)
2952 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2953 else if (can_turn_left && rnd > rnd_value / 8)
2954 MovDir[x][y] = left_dir;
2955 else if (can_turn_right && rnd > rnd_value/8)
2956 MovDir[x][y] = right_dir;
2958 MovDir[x][y] = back_dir;
2960 xx = x + move_xy[MovDir[x][y]].x;
2961 yy = y + move_xy[MovDir[x][y]].y;
2963 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
2964 MovDir[x][y] = old_move_dir;
2968 else if (element == EL_DRAGON)
2970 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
2971 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
2972 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
2974 int rnd = RND(rnd_value);
2976 if (can_move_on && rnd > rnd_value / 8)
2977 MovDir[x][y] = old_move_dir;
2978 else if (can_turn_left && can_turn_right)
2979 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2980 else if (can_turn_left && rnd > rnd_value / 8)
2981 MovDir[x][y] = left_dir;
2982 else if (can_turn_right && rnd > rnd_value / 8)
2983 MovDir[x][y] = right_dir;
2985 MovDir[x][y] = back_dir;
2987 xx = x + move_xy[MovDir[x][y]].x;
2988 yy = y + move_xy[MovDir[x][y]].y;
2990 if (!IS_FREE(xx, yy))
2991 MovDir[x][y] = old_move_dir;
2995 else if (element == EL_MOLE)
2997 boolean can_move_on =
2998 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
2999 IS_AMOEBOID(Feld[move_x][move_y]) ||
3000 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3003 boolean can_turn_left =
3004 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3005 IS_AMOEBOID(Feld[left_x][left_y])));
3007 boolean can_turn_right =
3008 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3009 IS_AMOEBOID(Feld[right_x][right_y])));
3011 if (can_turn_left && can_turn_right)
3012 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3013 else if (can_turn_left)
3014 MovDir[x][y] = left_dir;
3016 MovDir[x][y] = right_dir;
3019 if (MovDir[x][y] != old_move_dir)
3022 else if (element == EL_BALLOON)
3024 MovDir[x][y] = game.balloon_dir;
3027 else if (element == EL_SPRING)
3029 if (MovDir[x][y] & MV_HORIZONTAL &&
3030 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3031 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3032 MovDir[x][y] = MV_NO_MOVING;
3036 else if (element == EL_ROBOT ||
3037 element == EL_SATELLITE ||
3038 element == EL_PENGUIN)
3040 int attr_x = -1, attr_y = -1;
3051 for (i=0; i<MAX_PLAYERS; i++)
3053 struct PlayerInfo *player = &stored_player[i];
3054 int jx = player->jx, jy = player->jy;
3056 if (!player->active)
3060 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3068 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3074 if (element == EL_PENGUIN)
3077 static int xy[4][2] =
3087 int ex = x + xy[i % 4][0];
3088 int ey = y + xy[i % 4][1];
3090 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3099 MovDir[x][y] = MV_NO_MOVING;
3101 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3102 else if (attr_x > x)
3103 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3105 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3106 else if (attr_y > y)
3107 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3109 if (element == EL_ROBOT)
3113 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3114 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3115 Moving2Blocked(x, y, &newx, &newy);
3117 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3118 MovDelay[x][y] = 8 + 8 * !RND(3);
3120 MovDelay[x][y] = 16;
3122 else if (element == EL_PENGUIN)
3128 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3130 boolean first_horiz = RND(2);
3131 int new_move_dir = MovDir[x][y];
3134 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3135 Moving2Blocked(x, y, &newx, &newy);
3137 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3141 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3142 Moving2Blocked(x, y, &newx, &newy);
3144 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3147 MovDir[x][y] = old_move_dir;
3151 else /* (element == EL_SATELLITE) */
3157 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3159 boolean first_horiz = RND(2);
3160 int new_move_dir = MovDir[x][y];
3163 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3164 Moving2Blocked(x, y, &newx, &newy);
3166 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3170 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3171 Moving2Blocked(x, y, &newx, &newy);
3173 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3176 MovDir[x][y] = old_move_dir;
3181 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3182 element_info[element].move_pattern == MV_TURNING_LEFT ||
3183 element_info[element].move_pattern == MV_TURNING_RIGHT)
3185 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3186 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3188 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3189 MovDir[x][y] = left_dir;
3190 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3191 MovDir[x][y] = right_dir;
3192 else if (can_turn_left && can_turn_right)
3193 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3194 else if (can_turn_left)
3195 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3196 else if (can_turn_right)
3197 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3199 MovDir[x][y] = back_dir;
3201 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3203 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3204 element_info[element].move_pattern == MV_VERTICAL)
3206 if (element_info[element].move_pattern & old_move_dir)
3207 MovDir[x][y] = back_dir;
3208 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3209 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3210 else if (element_info[element].move_pattern == MV_VERTICAL)
3211 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3213 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3215 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3217 MovDir[x][y] = element_info[element].move_pattern;
3218 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3220 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3222 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3223 MovDir[x][y] = left_dir;
3224 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3225 MovDir[x][y] = right_dir;
3227 if (MovDir[x][y] != old_move_dir)
3228 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3230 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3232 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3233 MovDir[x][y] = right_dir;
3234 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3235 MovDir[x][y] = left_dir;
3237 if (MovDir[x][y] != old_move_dir)
3238 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3240 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3241 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3243 int attr_x = -1, attr_y = -1;
3246 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3257 for (i=0; i<MAX_PLAYERS; i++)
3259 struct PlayerInfo *player = &stored_player[i];
3260 int jx = player->jx, jy = player->jy;
3262 if (!player->active)
3266 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3274 MovDir[x][y] = MV_NO_MOVING;
3276 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3277 else if (attr_x > x)
3278 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3280 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3281 else if (attr_y > y)
3282 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3284 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3286 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3288 boolean first_horiz = RND(2);
3289 int new_move_dir = MovDir[x][y];
3292 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3293 Moving2Blocked(x, y, &newx, &newy);
3295 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3299 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3300 Moving2Blocked(x, y, &newx, &newy);
3302 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3305 MovDir[x][y] = old_move_dir;
3310 static boolean JustBeingPushed(int x, int y)
3314 for (i=0; i<MAX_PLAYERS; i++)
3316 struct PlayerInfo *player = &stored_player[i];
3318 if (player->active && player->Pushing && player->MovPos)
3320 int next_jx = player->jx + (player->jx - player->last_jx);
3321 int next_jy = player->jy + (player->jy - player->last_jy);
3323 if (x == next_jx && y == next_jy)
3331 void StartMoving(int x, int y)
3333 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3334 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3335 int element = Feld[x][y];
3340 GfxAction[x][y] = ACTION_DEFAULT;
3342 if (CAN_FALL(element) && y < lev_fieldy - 1)
3344 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3345 if (JustBeingPushed(x, y))
3348 if (element == EL_QUICKSAND_FULL)
3350 if (IS_FREE(x, y + 1))
3352 InitMovingField(x, y, MV_DOWN);
3353 started_moving = TRUE;
3355 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3356 Store[x][y] = EL_ROCK;
3358 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3360 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3363 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3365 if (!MovDelay[x][y])
3366 MovDelay[x][y] = TILEY + 1;
3375 Feld[x][y] = EL_QUICKSAND_EMPTY;
3376 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3377 Store[x][y + 1] = Store[x][y];
3380 PlaySoundLevelAction(x, y, ACTION_FILLING);
3382 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3386 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3387 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3389 InitMovingField(x, y, MV_DOWN);
3390 started_moving = TRUE;
3392 Feld[x][y] = EL_QUICKSAND_FILLING;
3393 Store[x][y] = element;
3395 PlaySoundLevelAction(x, y, ACTION_FILLING);
3397 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3400 else if (element == EL_MAGIC_WALL_FULL)
3402 if (IS_FREE(x, y + 1))
3404 InitMovingField(x, y, MV_DOWN);
3405 started_moving = TRUE;
3407 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3408 Store[x][y] = EL_CHANGED(Store[x][y]);
3410 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3412 if (!MovDelay[x][y])
3413 MovDelay[x][y] = TILEY/4 + 1;
3422 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3423 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3424 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3428 else if (element == EL_BD_MAGIC_WALL_FULL)
3430 if (IS_FREE(x, y + 1))
3432 InitMovingField(x, y, MV_DOWN);
3433 started_moving = TRUE;
3435 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3436 Store[x][y] = EL_CHANGED2(Store[x][y]);
3438 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3440 if (!MovDelay[x][y])
3441 MovDelay[x][y] = TILEY/4 + 1;
3450 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3451 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3452 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3456 else if (CAN_PASS_MAGIC_WALL(element) &&
3457 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3458 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3460 InitMovingField(x, y, MV_DOWN);
3461 started_moving = TRUE;
3464 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3465 EL_BD_MAGIC_WALL_FILLING);
3466 Store[x][y] = element;
3469 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3471 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3476 InitMovingField(x, y, MV_DOWN);
3477 started_moving = TRUE;
3479 Store[x][y] = EL_ACID;
3481 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3482 GfxAction[x][y + 1] = ACTION_ACTIVE;
3487 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3488 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3489 JustStopped[x][y] && !Pushed[x][y + 1])
3491 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3495 /* calling "Impact()" here is not only completely unneccessary
3496 (because it already gets called from "ContinueMoving()" in
3497 all relevant situations), but also completely bullshit, because
3498 "JustStopped" also indicates a finished *horizontal* movement;
3499 we must keep this trash for backwards compatibility with older
3505 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3507 if (MovDir[x][y] == MV_NO_MOVING)
3509 InitMovingField(x, y, MV_DOWN);
3510 started_moving = TRUE;
3513 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3515 if (JustStopped[x][y]) /* prevent animation from being restarted */
3516 MovDir[x][y] = MV_DOWN;
3518 InitMovingField(x, y, MV_DOWN);
3519 started_moving = TRUE;
3521 else if (element == EL_AMOEBA_DROP)
3523 Feld[x][y] = EL_AMOEBA_GROWING;
3524 Store[x][y] = EL_AMOEBA_WET;
3526 /* Store[x][y + 1] must be zero, because:
3527 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3530 #if OLD_GAME_BEHAVIOUR
3531 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3533 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3534 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3535 element != EL_DX_SUPABOMB)
3538 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3539 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3540 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3541 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3544 boolean left = (x>0 && IS_FREE(x-1, y) &&
3545 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3546 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3547 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3551 if (left && right &&
3552 (game.emulation != EMU_BOULDERDASH &&
3553 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3554 left = !(right = RND(2));
3556 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3557 started_moving = TRUE;
3560 if (element == EL_BOMB)
3561 printf("::: SLIP DOWN [%d]\n", FrameCounter);
3565 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3567 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3568 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3569 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3570 int belt_dir = game.belt_dir[belt_nr];
3572 if ((belt_dir == MV_LEFT && left_is_free) ||
3573 (belt_dir == MV_RIGHT && right_is_free))
3575 InitMovingField(x, y, belt_dir);
3576 started_moving = TRUE;
3578 GfxAction[x][y] = ACTION_DEFAULT;
3583 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3584 if (CAN_MOVE(element) && !started_moving)
3588 if ((element == EL_SATELLITE ||
3589 element == EL_BALLOON ||
3590 element == EL_SPRING)
3591 && JustBeingPushed(x, y))
3596 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3597 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3599 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3601 Moving2Blocked(x, y, &newx, &newy);
3602 if (Feld[newx][newy] == EL_BLOCKED)
3603 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3608 if (!MovDelay[x][y]) /* start new movement phase */
3610 /* all objects that can change their move direction after each step
3611 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3613 if (element != EL_YAMYAM &&
3614 element != EL_DARK_YAMYAM &&
3615 element != EL_PACMAN &&
3616 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3617 element_info[element].move_pattern != MV_TURNING_LEFT &&
3618 element_info[element].move_pattern != MV_TURNING_RIGHT)
3622 if (MovDelay[x][y] && (element == EL_BUG ||
3623 element == EL_SPACESHIP ||
3624 element == EL_SP_SNIKSNAK ||
3625 element == EL_SP_ELECTRON ||
3626 element == EL_MOLE))
3627 DrawLevelField(x, y);
3631 if (MovDelay[x][y]) /* wait some time before next movement */
3636 if (element == EL_YAMYAM)
3639 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3640 DrawLevelElementAnimation(x, y, element);
3644 if (MovDelay[x][y]) /* element still has to wait some time */
3647 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3648 ResetGfxAnimation(x, y);
3650 GfxAction[x][y] = ACTION_WAITING;
3653 if (element == EL_ROBOT ||
3655 element == EL_PACMAN ||
3657 element == EL_YAMYAM ||
3658 element == EL_DARK_YAMYAM)
3661 DrawLevelElementAnimation(x, y, element);
3663 DrawLevelElementAnimationIfNeeded(x, y, element);
3665 PlaySoundLevelAction(x, y, ACTION_WAITING);
3667 else if (element == EL_SP_ELECTRON)
3668 DrawLevelElementAnimationIfNeeded(x, y, element);
3669 else if (element == EL_DRAGON)
3672 int dir = MovDir[x][y];
3673 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3674 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3675 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3676 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3677 dir == MV_UP ? IMG_FLAMES_1_UP :
3678 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3679 int frame = getGraphicAnimationFrame(graphic, -1);
3681 for (i=1; i<=3; i++)
3683 int xx = x + i*dx, yy = y + i*dy;
3684 int sx = SCREENX(xx), sy = SCREENY(yy);
3685 int flame_graphic = graphic + (i - 1);
3687 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3692 int flamed = MovingOrBlocked2Element(xx, yy);
3694 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3697 RemoveMovingField(xx, yy);
3699 Feld[xx][yy] = EL_FLAMES;
3700 if (IN_SCR_FIELD(sx, sy))
3701 DrawGraphic(sx, sy, flame_graphic, frame);
3705 if (Feld[xx][yy] == EL_FLAMES)
3706 Feld[xx][yy] = EL_EMPTY;
3707 DrawLevelField(xx, yy);
3712 if (MovDelay[x][y]) /* element still has to wait some time */
3714 PlaySoundLevelAction(x, y, ACTION_WAITING);
3719 GfxAction[x][y] = ACTION_MOVING;
3722 /* now make next step */
3724 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3726 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3727 !PLAYER_PROTECTED(newx, newy))
3730 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3733 /* player killed by element which is deadly when colliding with */
3735 KillHero(PLAYERINFO(newx, newy));
3740 else if ((element == EL_PENGUIN ||
3741 element == EL_ROBOT ||
3742 element == EL_SATELLITE ||
3743 element == EL_BALLOON ||
3744 IS_CUSTOM_ELEMENT(element)) &&
3745 IN_LEV_FIELD(newx, newy) &&
3746 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3749 Store[x][y] = EL_ACID;
3751 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3753 if (Feld[newx][newy] == EL_EXIT_OPEN)
3755 Feld[x][y] = EL_EMPTY;
3756 DrawLevelField(x, y);
3758 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3759 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3760 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3762 local_player->friends_still_needed--;
3763 if (!local_player->friends_still_needed &&
3764 !local_player->GameOver && AllPlayersGone)
3765 local_player->LevelSolved = local_player->GameOver = TRUE;
3769 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3771 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3772 DrawLevelField(newx, newy);
3774 MovDir[x][y] = MV_NO_MOVING;
3776 else if (!IS_FREE(newx, newy))
3778 GfxAction[x][y] = ACTION_WAITING;
3780 if (IS_PLAYER(x, y))
3781 DrawPlayerField(x, y);
3783 DrawLevelField(x, y);
3787 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3789 if (IS_FOOD_PIG(Feld[newx][newy]))
3791 if (IS_MOVING(newx, newy))
3792 RemoveMovingField(newx, newy);
3795 Feld[newx][newy] = EL_EMPTY;
3796 DrawLevelField(newx, newy);
3799 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3801 else if (!IS_FREE(newx, newy))
3803 if (IS_PLAYER(x, y))
3804 DrawPlayerField(x, y);
3806 DrawLevelField(x, y);
3810 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3812 if (!IS_FREE(newx, newy))
3814 if (IS_PLAYER(x, y))
3815 DrawPlayerField(x, y);
3817 DrawLevelField(x, y);
3822 boolean wanna_flame = !RND(10);
3823 int dx = newx - x, dy = newy - y;
3824 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3825 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3826 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3827 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3828 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3829 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3832 IS_CLASSIC_ENEMY(element1) ||
3833 IS_CLASSIC_ENEMY(element2)) &&
3834 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3835 element1 != EL_FLAMES && element2 != EL_FLAMES)
3837 if (IS_PLAYER(x, y))
3838 DrawPlayerField(x, y);
3840 DrawLevelField(x, y);
3842 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3844 MovDelay[x][y] = 50;
3845 Feld[newx][newy] = EL_FLAMES;
3846 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3847 Feld[newx1][newy1] = EL_FLAMES;
3848 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3849 Feld[newx2][newy2] = EL_FLAMES;
3854 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3855 Feld[newx][newy] == EL_DIAMOND)
3857 if (IS_MOVING(newx, newy))
3858 RemoveMovingField(newx, newy);
3861 Feld[newx][newy] = EL_EMPTY;
3862 DrawLevelField(newx, newy);
3865 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3867 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3868 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3870 if (AmoebaNr[newx][newy])
3872 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3873 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3874 Feld[newx][newy] == EL_BD_AMOEBA)
3875 AmoebaCnt[AmoebaNr[newx][newy]]--;
3878 if (IS_MOVING(newx, newy))
3879 RemoveMovingField(newx, newy);
3882 Feld[newx][newy] = EL_EMPTY;
3883 DrawLevelField(newx, newy);
3886 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3888 else if ((element == EL_PACMAN || element == EL_MOLE)
3889 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3891 if (AmoebaNr[newx][newy])
3893 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3894 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3895 Feld[newx][newy] == EL_BD_AMOEBA)
3896 AmoebaCnt[AmoebaNr[newx][newy]]--;
3899 if (element == EL_MOLE)
3901 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3902 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3903 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3904 return; /* wait for shrinking amoeba */
3906 else /* element == EL_PACMAN */
3908 Feld[newx][newy] = EL_EMPTY;
3909 DrawLevelField(newx, newy);
3910 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3913 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3914 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3915 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3917 /* wait for shrinking amoeba to completely disappear */
3920 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3922 /* object was running against a wall */
3927 DrawLevelElementAnimation(x, y, element);
3929 if (element == EL_BUG ||
3930 element == EL_SPACESHIP ||
3931 element == EL_SP_SNIKSNAK)
3932 DrawLevelField(x, y);
3933 else if (element == EL_MOLE)
3934 DrawLevelField(x, y);
3935 else if (element == EL_BD_BUTTERFLY ||
3936 element == EL_BD_FIREFLY)
3937 DrawLevelElementAnimationIfNeeded(x, y, element);
3938 else if (element == EL_SATELLITE)
3939 DrawLevelElementAnimationIfNeeded(x, y, element);
3940 else if (element == EL_SP_ELECTRON)
3941 DrawLevelElementAnimationIfNeeded(x, y, element);
3944 if (DONT_TOUCH(element))
3945 TestIfBadThingTouchesHero(x, y);
3948 PlaySoundLevelAction(x, y, ACTION_WAITING);
3954 InitMovingField(x, y, MovDir[x][y]);
3956 PlaySoundLevelAction(x, y, ACTION_MOVING);
3960 ContinueMoving(x, y);
3963 void ContinueMoving(int x, int y)
3965 int element = Feld[x][y];
3966 int direction = MovDir[x][y];
3967 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3968 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3969 int horiz_move = (dx != 0);
3970 int newx = x + dx, newy = y + dy;
3971 int nextx = newx + dx, nexty = newy + dy;
3972 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3974 boolean pushed = Pushed[x][y];
3976 struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL);
3978 boolean pushing = (player != NULL && player->Pushing && player->MovPos != 0);
3980 boolean pushing = (player != NULL && player->Pushing && player->is_moving);
3985 if (player && player->is_moving && player->MovPos == 0)
3986 printf("::: !!!\n");
3989 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3991 else if (element == EL_QUICKSAND_FILLING ||
3992 element == EL_QUICKSAND_EMPTYING)
3994 else if (element == EL_MAGIC_WALL_FILLING ||
3995 element == EL_BD_MAGIC_WALL_FILLING ||
3996 element == EL_MAGIC_WALL_EMPTYING ||
3997 element == EL_BD_MAGIC_WALL_EMPTYING)
3999 else if (CAN_FALL(element) && horiz_move &&
4000 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
4002 else if (element == EL_SPRING && horiz_move)
4004 else if (IS_CUSTOM_ELEMENT(element))
4005 step = SIGN(step) * element_info[element].move_stepsize;
4007 #if OLD_GAME_BEHAVIOUR
4008 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
4012 MovPos[x][y] += step;
4016 if (pushed) /* special case: moving object pushed by player */
4018 if (pushing) /* special case: moving object pushed by player */
4021 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4023 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos));
4028 if (element == EL_SPRING)
4029 printf("::: spring moves %d [%d: %d, %d, %d/%d]\n",
4032 (player?player->Pushing:-42),
4033 (player?player->is_moving:-42),
4034 (player?player->MovPos:-42),
4035 (player?player->GfxPos:-42));
4038 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4040 Feld[x][y] = EL_EMPTY;
4041 Feld[newx][newy] = element;
4042 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4044 if (element == EL_MOLE)
4047 static int xy[4][2] =
4055 Feld[x][y] = EL_SAND;
4056 DrawLevelField(x, y);
4065 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
4066 DrawLevelField(xx, yy); /* for "crumbled sand" */
4070 if (element == EL_QUICKSAND_FILLING)
4072 element = Feld[newx][newy] = get_next_element(element);
4073 Store[newx][newy] = Store[x][y];
4075 else if (element == EL_QUICKSAND_EMPTYING)
4077 Feld[x][y] = get_next_element(element);
4078 element = Feld[newx][newy] = Store[x][y];
4080 else if (element == EL_MAGIC_WALL_FILLING)
4082 element = Feld[newx][newy] = get_next_element(element);
4083 if (!game.magic_wall_active)
4084 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4085 Store[newx][newy] = Store[x][y];
4087 else if (element == EL_MAGIC_WALL_EMPTYING)
4089 Feld[x][y] = get_next_element(element);
4090 if (!game.magic_wall_active)
4091 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4092 element = Feld[newx][newy] = Store[x][y];
4094 else if (element == EL_BD_MAGIC_WALL_FILLING)
4096 element = Feld[newx][newy] = get_next_element(element);
4097 if (!game.magic_wall_active)
4098 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4099 Store[newx][newy] = Store[x][y];
4101 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4103 Feld[x][y] = get_next_element(element);
4104 if (!game.magic_wall_active)
4105 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4106 element = Feld[newx][newy] = Store[x][y];
4108 else if (element == EL_AMOEBA_DROPPING)
4110 Feld[x][y] = get_next_element(element);
4111 element = Feld[newx][newy] = Store[x][y];
4113 else if (element == EL_SOKOBAN_OBJECT)
4116 Feld[x][y] = Back[x][y];
4118 if (Back[newx][newy])
4119 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4121 Back[x][y] = Back[newx][newy] = 0;
4123 else if (Store[x][y] == EL_ACID)
4125 element = Feld[newx][newy] = EL_ACID;
4129 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4130 MovDelay[newx][newy] = 0;
4132 /* copy element change control values to new field */
4133 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4135 /* copy animation control values to new field */
4136 GfxFrame[newx][newy] = GfxFrame[x][y];
4137 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4138 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4140 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4142 ResetGfxAnimation(x, y); /* reset animation values for old field */
4146 /* 2.1.1 (does not work correctly for spring) */
4147 if (!CAN_MOVE(element))
4148 MovDir[newx][newy] = 0;
4152 /* (does not work for falling objects that slide horizontally) */
4153 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4154 MovDir[newx][newy] = 0;
4157 if (!CAN_MOVE(element) ||
4158 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4159 MovDir[newx][newy] = 0;
4162 if (!CAN_MOVE(element) ||
4163 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4164 MovDir[newx][newy] = 0;
4170 DrawLevelField(x, y);
4171 DrawLevelField(newx, newy);
4174 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing)
4176 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4178 if (!pushed) /* special case: moving object pushed by player */
4180 JustStopped[newx][newy] = 3;
4182 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4184 TestIfBadThingTouchesHero(newx, newy);
4185 TestIfBadThingTouchesFriend(newx, newy);
4186 TestIfBadThingTouchesOtherBadThing(newx, newy);
4188 else if (element == EL_PENGUIN)
4189 TestIfFriendTouchesBadThing(newx, newy);
4192 if (CAN_FALL(element) && direction == MV_DOWN &&
4193 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4196 if (CAN_SMASH(element) && direction == MV_DOWN &&
4197 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4202 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4203 CheckTriggeredElementChange(element, CE_COLLISION);
4206 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4207 CheckElementChange(newx, newy, element, CE_COLLISION);
4209 if ((!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) &&
4210 CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_COLLISION))
4211 ChangeElementNow(newx, newy, element);
4215 else /* still moving on */
4217 DrawLevelField(x, y);
4221 int AmoebeNachbarNr(int ax, int ay)
4224 int element = Feld[ax][ay];
4226 static int xy[4][2] =
4236 int x = ax + xy[i][0];
4237 int y = ay + xy[i][1];
4239 if (!IN_LEV_FIELD(x, y))
4242 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4243 group_nr = AmoebaNr[x][y];
4249 void AmoebenVereinigen(int ax, int ay)
4251 int i, x, y, xx, yy;
4252 int new_group_nr = AmoebaNr[ax][ay];
4253 static int xy[4][2] =
4261 if (new_group_nr == 0)
4269 if (!IN_LEV_FIELD(x, y))
4272 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4273 Feld[x][y] == EL_BD_AMOEBA ||
4274 Feld[x][y] == EL_AMOEBA_DEAD) &&
4275 AmoebaNr[x][y] != new_group_nr)
4277 int old_group_nr = AmoebaNr[x][y];
4279 if (old_group_nr == 0)
4282 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4283 AmoebaCnt[old_group_nr] = 0;
4284 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4285 AmoebaCnt2[old_group_nr] = 0;
4287 for (yy=0; yy<lev_fieldy; yy++)
4289 for (xx=0; xx<lev_fieldx; xx++)
4291 if (AmoebaNr[xx][yy] == old_group_nr)
4292 AmoebaNr[xx][yy] = new_group_nr;
4299 void AmoebeUmwandeln(int ax, int ay)
4303 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4305 int group_nr = AmoebaNr[ax][ay];
4310 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4311 printf("AmoebeUmwandeln(): This should never happen!\n");
4316 for (y=0; y<lev_fieldy; y++)
4318 for (x=0; x<lev_fieldx; x++)
4320 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4323 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4327 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4328 SND_AMOEBA_TURNING_TO_GEM :
4329 SND_AMOEBA_TURNING_TO_ROCK));
4334 static int xy[4][2] =
4347 if (!IN_LEV_FIELD(x, y))
4350 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4352 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4353 SND_AMOEBA_TURNING_TO_GEM :
4354 SND_AMOEBA_TURNING_TO_ROCK));
4361 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4364 int group_nr = AmoebaNr[ax][ay];
4365 boolean done = FALSE;
4370 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4371 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4376 for (y=0; y<lev_fieldy; y++)
4378 for (x=0; x<lev_fieldx; x++)
4380 if (AmoebaNr[x][y] == group_nr &&
4381 (Feld[x][y] == EL_AMOEBA_DEAD ||
4382 Feld[x][y] == EL_BD_AMOEBA ||
4383 Feld[x][y] == EL_AMOEBA_GROWING))
4386 Feld[x][y] = new_element;
4387 InitField(x, y, FALSE);
4388 DrawLevelField(x, y);
4395 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4396 SND_BD_AMOEBA_TURNING_TO_ROCK :
4397 SND_BD_AMOEBA_TURNING_TO_GEM));
4400 void AmoebeWaechst(int x, int y)
4402 static unsigned long sound_delay = 0;
4403 static unsigned long sound_delay_value = 0;
4405 if (!MovDelay[x][y]) /* start new growing cycle */
4409 if (DelayReached(&sound_delay, sound_delay_value))
4412 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4414 if (Store[x][y] == EL_BD_AMOEBA)
4415 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4417 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4419 sound_delay_value = 30;
4423 if (MovDelay[x][y]) /* wait some time before growing bigger */
4426 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4428 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4429 6 - MovDelay[x][y]);
4431 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4434 if (!MovDelay[x][y])
4436 Feld[x][y] = Store[x][y];
4438 DrawLevelField(x, y);
4443 void AmoebaDisappearing(int x, int y)
4445 static unsigned long sound_delay = 0;
4446 static unsigned long sound_delay_value = 0;
4448 if (!MovDelay[x][y]) /* start new shrinking cycle */
4452 if (DelayReached(&sound_delay, sound_delay_value))
4453 sound_delay_value = 30;
4456 if (MovDelay[x][y]) /* wait some time before shrinking */
4459 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4461 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4462 6 - MovDelay[x][y]);
4464 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4467 if (!MovDelay[x][y])
4469 Feld[x][y] = EL_EMPTY;
4470 DrawLevelField(x, y);
4472 /* don't let mole enter this field in this cycle;
4473 (give priority to objects falling to this field from above) */
4479 void AmoebeAbleger(int ax, int ay)
4482 int element = Feld[ax][ay];
4483 int graphic = el2img(element);
4484 int newax = ax, neway = ay;
4485 static int xy[4][2] =
4493 if (!level.amoeba_speed)
4495 Feld[ax][ay] = EL_AMOEBA_DEAD;
4496 DrawLevelField(ax, ay);
4500 if (IS_ANIMATED(graphic))
4501 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4503 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4504 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4506 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4509 if (MovDelay[ax][ay])
4513 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4516 int x = ax + xy[start][0];
4517 int y = ay + xy[start][1];
4519 if (!IN_LEV_FIELD(x, y))
4522 if (IS_FREE(x, y) ||
4523 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4529 if (newax == ax && neway == ay)
4532 else /* normal or "filled" (BD style) amoeba */
4535 boolean waiting_for_player = FALSE;
4539 int j = (start + i) % 4;
4540 int x = ax + xy[j][0];
4541 int y = ay + xy[j][1];
4543 if (!IN_LEV_FIELD(x, y))
4546 if (IS_FREE(x, y) ||
4547 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4553 else if (IS_PLAYER(x, y))
4554 waiting_for_player = TRUE;
4557 if (newax == ax && neway == ay) /* amoeba cannot grow */
4559 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4561 Feld[ax][ay] = EL_AMOEBA_DEAD;
4562 DrawLevelField(ax, ay);
4563 AmoebaCnt[AmoebaNr[ax][ay]]--;
4565 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4567 if (element == EL_AMOEBA_FULL)
4568 AmoebeUmwandeln(ax, ay);
4569 else if (element == EL_BD_AMOEBA)
4570 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4575 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4577 /* amoeba gets larger by growing in some direction */
4579 int new_group_nr = AmoebaNr[ax][ay];
4582 if (new_group_nr == 0)
4584 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4585 printf("AmoebeAbleger(): This should never happen!\n");
4590 AmoebaNr[newax][neway] = new_group_nr;
4591 AmoebaCnt[new_group_nr]++;
4592 AmoebaCnt2[new_group_nr]++;
4594 /* if amoeba touches other amoeba(s) after growing, unify them */
4595 AmoebenVereinigen(newax, neway);
4597 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4599 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4605 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4606 (neway == lev_fieldy - 1 && newax != ax))
4608 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4609 Store[newax][neway] = element;
4611 else if (neway == ay)
4613 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4615 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4617 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4622 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4623 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4624 Store[ax][ay] = EL_AMOEBA_DROP;
4625 ContinueMoving(ax, ay);
4629 DrawLevelField(newax, neway);
4632 void Life(int ax, int ay)
4635 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4637 int element = Feld[ax][ay];
4638 int graphic = el2img(element);
4639 boolean changed = FALSE;
4641 if (IS_ANIMATED(graphic))
4642 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4647 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4648 MovDelay[ax][ay] = life_time;
4650 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4653 if (MovDelay[ax][ay])
4657 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4659 int xx = ax+x1, yy = ay+y1;
4662 if (!IN_LEV_FIELD(xx, yy))
4665 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4667 int x = xx+x2, y = yy+y2;
4669 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4672 if (((Feld[x][y] == element ||
4673 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4675 (IS_FREE(x, y) && Stop[x][y]))
4679 if (xx == ax && yy == ay) /* field in the middle */
4681 if (nachbarn < life[0] || nachbarn > life[1])
4683 Feld[xx][yy] = EL_EMPTY;
4685 DrawLevelField(xx, yy);
4686 Stop[xx][yy] = TRUE;
4690 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4691 { /* free border field */
4692 if (nachbarn >= life[2] && nachbarn <= life[3])
4694 Feld[xx][yy] = element;
4695 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4697 DrawLevelField(xx, yy);
4698 Stop[xx][yy] = TRUE;
4705 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4706 SND_GAME_OF_LIFE_GROWING);
4709 static void InitRobotWheel(int x, int y)
4711 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4714 static void RunRobotWheel(int x, int y)
4716 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4719 static void StopRobotWheel(int x, int y)
4721 if (ZX == x && ZY == y)
4725 static void InitTimegateWheel(int x, int y)
4727 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4730 static void RunTimegateWheel(int x, int y)
4732 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4735 void CheckExit(int x, int y)
4737 if (local_player->gems_still_needed > 0 ||
4738 local_player->sokobanfields_still_needed > 0 ||
4739 local_player->lights_still_needed > 0)
4741 int element = Feld[x][y];
4742 int graphic = el2img(element);
4744 if (IS_ANIMATED(graphic))
4745 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4750 Feld[x][y] = EL_EXIT_OPENING;
4752 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4755 void CheckExitSP(int x, int y)
4757 if (local_player->gems_still_needed > 0)
4759 int element = Feld[x][y];
4760 int graphic = el2img(element);
4762 if (IS_ANIMATED(graphic))
4763 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4768 Feld[x][y] = EL_SP_EXIT_OPEN;
4770 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4773 static void CloseAllOpenTimegates()
4777 for (y=0; y<lev_fieldy; y++)
4779 for (x=0; x<lev_fieldx; x++)
4781 int element = Feld[x][y];
4783 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4785 Feld[x][y] = EL_TIMEGATE_CLOSING;
4787 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4789 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4796 void EdelsteinFunkeln(int x, int y)
4798 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4801 if (Feld[x][y] == EL_BD_DIAMOND)
4804 if (MovDelay[x][y] == 0) /* next animation frame */
4805 MovDelay[x][y] = 11 * !SimpleRND(500);
4807 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4811 if (setup.direct_draw && MovDelay[x][y])
4812 SetDrawtoField(DRAW_BUFFERED);
4814 DrawLevelElementAnimation(x, y, Feld[x][y]);
4816 if (MovDelay[x][y] != 0)
4818 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4819 10 - MovDelay[x][y]);
4821 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4823 if (setup.direct_draw)
4827 dest_x = FX + SCREENX(x) * TILEX;
4828 dest_y = FY + SCREENY(y) * TILEY;
4830 BlitBitmap(drawto_field, window,
4831 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4832 SetDrawtoField(DRAW_DIRECT);
4838 void MauerWaechst(int x, int y)
4842 if (!MovDelay[x][y]) /* next animation frame */
4843 MovDelay[x][y] = 3 * delay;
4845 if (MovDelay[x][y]) /* wait some time before next frame */
4849 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4851 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4852 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4854 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4857 if (!MovDelay[x][y])
4859 if (MovDir[x][y] == MV_LEFT)
4861 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4862 DrawLevelField(x - 1, y);
4864 else if (MovDir[x][y] == MV_RIGHT)
4866 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4867 DrawLevelField(x + 1, y);
4869 else if (MovDir[x][y] == MV_UP)
4871 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4872 DrawLevelField(x, y - 1);
4876 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4877 DrawLevelField(x, y + 1);
4880 Feld[x][y] = Store[x][y];
4882 MovDir[x][y] = MV_NO_MOVING;
4883 DrawLevelField(x, y);
4888 void MauerAbleger(int ax, int ay)
4890 int element = Feld[ax][ay];
4891 int graphic = el2img(element);
4892 boolean oben_frei = FALSE, unten_frei = FALSE;
4893 boolean links_frei = FALSE, rechts_frei = FALSE;
4894 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4895 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4896 boolean new_wall = FALSE;
4898 if (IS_ANIMATED(graphic))
4899 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4901 if (!MovDelay[ax][ay]) /* start building new wall */
4902 MovDelay[ax][ay] = 6;
4904 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4907 if (MovDelay[ax][ay])
4911 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4913 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4915 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4917 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4920 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4921 element == EL_EXPANDABLE_WALL_ANY)
4925 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4926 Store[ax][ay-1] = element;
4927 MovDir[ax][ay-1] = MV_UP;
4928 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4929 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4930 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4935 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4936 Store[ax][ay+1] = element;
4937 MovDir[ax][ay+1] = MV_DOWN;
4938 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4939 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4940 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4945 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4946 element == EL_EXPANDABLE_WALL_ANY ||
4947 element == EL_EXPANDABLE_WALL)
4951 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4952 Store[ax-1][ay] = element;
4953 MovDir[ax-1][ay] = MV_LEFT;
4954 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4955 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4956 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4962 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4963 Store[ax+1][ay] = element;
4964 MovDir[ax+1][ay] = MV_RIGHT;
4965 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4966 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4967 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4972 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4973 DrawLevelField(ax, ay);
4975 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4977 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4978 unten_massiv = TRUE;
4979 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4980 links_massiv = TRUE;
4981 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4982 rechts_massiv = TRUE;
4984 if (((oben_massiv && unten_massiv) ||
4985 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4986 element == EL_EXPANDABLE_WALL) &&
4987 ((links_massiv && rechts_massiv) ||
4988 element == EL_EXPANDABLE_WALL_VERTICAL))
4989 Feld[ax][ay] = EL_WALL;
4993 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4995 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4999 void CheckForDragon(int x, int y)
5002 boolean dragon_found = FALSE;
5003 static int xy[4][2] =
5015 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5017 if (IN_LEV_FIELD(xx, yy) &&
5018 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5020 if (Feld[xx][yy] == EL_DRAGON)
5021 dragon_found = TRUE;
5034 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5036 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5038 Feld[xx][yy] = EL_EMPTY;
5039 DrawLevelField(xx, yy);
5048 static void InitBuggyBase(int x, int y)
5050 int element = Feld[x][y];
5051 int activating_delay = FRAMES_PER_SECOND / 4;
5054 (element == EL_SP_BUGGY_BASE ?
5055 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5056 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5058 element == EL_SP_BUGGY_BASE_ACTIVE ?
5059 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5062 static void WarnBuggyBase(int x, int y)
5065 static int xy[4][2] =
5075 int xx = x + xy[i][0], yy = y + xy[i][1];
5077 if (IS_PLAYER(xx, yy))
5079 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5086 static void InitTrap(int x, int y)
5088 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5091 static void ActivateTrap(int x, int y)
5093 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5096 static void ChangeActiveTrap(int x, int y)
5098 int graphic = IMG_TRAP_ACTIVE;
5100 /* if new animation frame was drawn, correct crumbled sand border */
5101 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5102 DrawLevelFieldCrumbledSand(x, y);
5105 static void ChangeElementNowExt(int x, int y, int target_element)
5107 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5114 Feld[x][y] = target_element;
5116 ResetGfxAnimation(x, y);
5117 ResetRandomAnimationValue(x, y);
5119 InitField(x, y, FALSE);
5120 if (CAN_MOVE(Feld[x][y]))
5123 DrawLevelField(x, y);
5125 if (CAN_BE_CRUMBLED(Feld[x][y]))
5127 int sx = SCREENX(x), sy = SCREENY(y);
5128 static int xy[4][2] =
5139 int xx = x + xy[i][0];
5140 int yy = y + xy[i][1];
5141 int sxx = sx + xy[i][0];
5142 int syy = sy + xy[i][1];
5144 if (!IN_LEV_FIELD(xx, yy) ||
5145 !IN_SCR_FIELD(sxx, syy) ||
5146 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
5150 DrawLevelField(xx, yy);
5155 static void ChangeElementNow(int x, int y, int element)
5157 struct ElementChangeInfo *change = &element_info[element].change;
5159 CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
5161 if (change->explode)
5167 if (change->use_content)
5169 boolean complete_change = TRUE;
5170 boolean can_change[3][3];
5173 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5175 boolean half_destructible;
5176 int ex = x + xx - 1;
5177 int ey = y + yy - 1;
5180 can_change[xx][yy] = TRUE;
5182 if (ex == x && ey == y) /* do not check changing element itself */
5185 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5187 can_change[xx][yy] = FALSE; /* do not change empty borders */
5192 if (!IN_LEV_FIELD(ex, ey))
5194 can_change[xx][yy] = FALSE;
5195 complete_change = FALSE;
5202 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5204 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5205 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5206 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5208 can_change[xx][yy] = FALSE;
5209 complete_change = FALSE;
5213 if (!change->only_complete || complete_change)
5215 if (change->only_complete && change->use_random_change &&
5216 RND(change->random) != 0)
5219 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5221 int ex = x + xx - 1;
5222 int ey = y + yy - 1;
5224 if (can_change[xx][yy] && (!change->use_random_change ||
5225 RND(change->random) == 0))
5227 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5229 /* for symmetry reasons, stop newly created border elements */
5230 if (ex != x || ey != y)
5231 Stop[ex][ey] = TRUE;
5239 ChangeElementNowExt(x, y, change->target_element);
5242 static void ChangeElement(int x, int y)
5245 int element = MovingOrBlocked2Element(x, y);
5247 int element = Feld[x][y];
5249 struct ElementChangeInfo *change = &element_info[element].change;
5251 if (ChangeDelay[x][y] == 0) /* initialize element change */
5254 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5255 RND(change->delay_random * change->delay_frames)) + 1;
5257 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5259 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5261 int max_random_delay = element_info[element].change.delay_random;
5262 int delay_frames = element_info[element].change.delay_frames;
5264 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5268 ResetGfxAnimation(x, y);
5269 ResetRandomAnimationValue(x, y);
5272 if (change->pre_change_function)
5273 change->pre_change_function(x, y);
5275 if (changing_element[element].pre_change_function)
5276 changing_element[element].pre_change_function(x, y);
5280 ChangeDelay[x][y]--;
5282 if (ChangeDelay[x][y] != 0) /* continue element change */
5284 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5286 if (IS_ANIMATED(graphic))
5287 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5290 if (change->change_function)
5291 change->change_function(x, y);
5293 if (changing_element[element].change_function)
5294 changing_element[element].change_function(x, y);
5297 else /* finish element change */
5300 int next_element = changing_element[element].next_element;
5303 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5305 ChangeDelay[x][y] = 1; /* try change after next move step */
5311 ChangeElementNow(x, y, element);
5313 if (change->post_change_function)
5314 change->post_change_function(x, y);
5316 if (next_element != EL_UNDEFINED)
5317 ChangeElementNow(x, y, next_element);
5319 ChangeElementNow(x, y, element_info[element].change.target_element);
5321 if (changing_element[element].post_change_function)
5322 changing_element[element].post_change_function(x, y);
5327 static boolean CheckTriggeredElementChange(int trigger_element,
5332 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5335 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5337 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5338 element_info[i].change.trigger != trigger_element)
5341 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5343 if (Feld[x][y] == i)
5345 ChangeDelay[x][y] = 1;
5346 ChangeElement(x, y);
5354 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5356 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5359 if (Feld[x][y] == EL_BLOCKED)
5360 Blocked2Moving(x, y, &x, &y);
5362 ChangeDelay[x][y] = 1;
5363 ChangeElement(x, y);
5368 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5370 static byte stored_player_action[MAX_PLAYERS];
5371 static int num_stored_actions = 0;
5372 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5373 int left = player_action & JOY_LEFT;
5374 int right = player_action & JOY_RIGHT;
5375 int up = player_action & JOY_UP;
5376 int down = player_action & JOY_DOWN;
5377 int button1 = player_action & JOY_BUTTON_1;
5378 int button2 = player_action & JOY_BUTTON_2;
5379 int dx = (left ? -1 : right ? 1 : 0);
5380 int dy = (up ? -1 : down ? 1 : 0);
5382 stored_player_action[player->index_nr] = 0;
5383 num_stored_actions++;
5385 if (!player->active || tape.pausing)
5391 snapped = SnapField(player, dx, dy);
5395 bombed = PlaceBomb(player);
5396 moved = MoveFigure(player, dx, dy);
5399 if (tape.single_step && tape.recording && !tape.pausing)
5401 if (button1 || (bombed && !moved))
5403 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5404 SnapField(player, 0, 0); /* stop snapping */
5408 stored_player_action[player->index_nr] = player_action;
5412 /* no actions for this player (no input at player's configured device) */
5414 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5415 SnapField(player, 0, 0);
5416 CheckGravityMovement(player);
5418 if (player->MovPos == 0)
5421 printf("Trying... Player frame reset\n");
5424 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5427 if (player->MovPos == 0) /* needed for tape.playing */
5428 player->is_moving = FALSE;
5431 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5433 TapeRecordAction(stored_player_action);
5434 num_stored_actions = 0;
5440 static unsigned long action_delay = 0;
5441 unsigned long action_delay_value;
5442 int magic_wall_x = 0, magic_wall_y = 0;
5443 int i, x, y, element, graphic;
5444 byte *recorded_player_action;
5445 byte summarized_player_action = 0;
5447 if (game_status != GAME_MODE_PLAYING)
5450 action_delay_value =
5451 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5453 if (tape.playing && tape.index_search && !tape.pausing)
5454 action_delay_value = 0;
5456 /* ---------- main game synchronization point ---------- */
5458 WaitUntilDelayReached(&action_delay, action_delay_value);
5460 if (network_playing && !network_player_action_received)
5464 printf("DEBUG: try to get network player actions in time\n");
5468 #if defined(PLATFORM_UNIX)
5469 /* last chance to get network player actions without main loop delay */
5473 if (game_status != GAME_MODE_PLAYING)
5476 if (!network_player_action_received)
5480 printf("DEBUG: failed to get network player actions in time\n");
5490 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5492 for (i=0; i<MAX_PLAYERS; i++)
5494 summarized_player_action |= stored_player[i].action;
5496 if (!network_playing)
5497 stored_player[i].effective_action = stored_player[i].action;
5500 #if defined(PLATFORM_UNIX)
5501 if (network_playing)
5502 SendToServer_MovePlayer(summarized_player_action);
5505 if (!options.network && !setup.team_mode)
5506 local_player->effective_action = summarized_player_action;
5508 for (i=0; i<MAX_PLAYERS; i++)
5510 int actual_player_action = stored_player[i].effective_action;
5512 if (stored_player[i].programmed_action)
5513 actual_player_action = stored_player[i].programmed_action;
5515 if (recorded_player_action)
5516 actual_player_action = recorded_player_action[i];
5518 PlayerActions(&stored_player[i], actual_player_action);
5519 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5522 network_player_action_received = FALSE;
5524 ScrollScreen(NULL, SCROLL_GO_ON);
5530 for (i=0; i<MAX_PLAYERS; i++)
5531 stored_player[i].Frame++;
5535 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5537 for (i=0; i<MAX_PLAYERS; i++)
5539 struct PlayerInfo *player = &stored_player[i];
5543 if (player->active && player->Pushing && player->is_moving &&
5546 ContinueMoving(x, y);
5548 /* continue moving after pushing (this is actually a bug) */
5549 if (!IS_MOVING(x, y))
5558 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5561 if (JustStopped[x][y] > 0)
5562 JustStopped[x][y]--;
5567 if (IS_BLOCKED(x, y))
5571 Blocked2Moving(x, y, &oldx, &oldy);
5572 if (!IS_MOVING(oldx, oldy))
5574 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5575 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5576 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5577 printf("GameActions(): This should never happen!\n");
5583 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5585 element = Feld[x][y];
5587 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5589 graphic = el2img(element);
5595 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5597 element = graphic = 0;
5601 if (graphic_info[graphic].anim_global_sync)
5602 GfxFrame[x][y] = FrameCounter;
5604 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5605 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5606 ResetRandomAnimationValue(x, y);
5608 SetRandomAnimationValue(x, y);
5611 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5614 if (IS_INACTIVE(element))
5616 if (IS_ANIMATED(graphic))
5617 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5623 /* this may take place after moving, so 'element' may have changed */
5624 if (IS_CHANGING(x, y))
5626 ChangeElement(x, y);
5627 element = Feld[x][y];
5628 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5632 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5637 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5639 if (element == EL_PACMAN)
5640 printf("::: %d, %d, %d\n",
5641 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5644 if (element == EL_YAMYAM)
5645 printf("::: %d, %d, %d\n",
5646 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5650 if (IS_ANIMATED(graphic) &&
5654 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5657 if (element == EL_YAMYAM)
5658 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5662 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5663 EdelsteinFunkeln(x, y);
5665 else if ((element == EL_ACID ||
5666 element == EL_EXIT_OPEN ||
5667 element == EL_SP_EXIT_OPEN ||
5668 element == EL_SP_TERMINAL ||
5669 element == EL_SP_TERMINAL_ACTIVE ||
5670 element == EL_EXTRA_TIME ||
5671 element == EL_SHIELD_NORMAL ||
5672 element == EL_SHIELD_DEADLY) &&
5673 IS_ANIMATED(graphic))
5674 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5675 else if (IS_MOVING(x, y))
5676 ContinueMoving(x, y);
5677 else if (IS_ACTIVE_BOMB(element))
5678 CheckDynamite(x, y);
5680 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5681 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5683 else if (element == EL_AMOEBA_GROWING)
5684 AmoebeWaechst(x, y);
5685 else if (element == EL_AMOEBA_SHRINKING)
5686 AmoebaDisappearing(x, y);
5688 #if !USE_NEW_AMOEBA_CODE
5689 else if (IS_AMOEBALIVE(element))
5690 AmoebeAbleger(x, y);
5693 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5695 else if (element == EL_EXIT_CLOSED)
5697 else if (element == EL_SP_EXIT_CLOSED)
5699 else if (element == EL_EXPANDABLE_WALL_GROWING)
5701 else if (element == EL_EXPANDABLE_WALL ||
5702 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5703 element == EL_EXPANDABLE_WALL_VERTICAL ||
5704 element == EL_EXPANDABLE_WALL_ANY)
5706 else if (element == EL_FLAMES)
5707 CheckForDragon(x, y);
5709 else if (IS_AUTO_CHANGING(element))
5710 ChangeElement(x, y);
5712 else if (element == EL_EXPLOSION)
5713 ; /* drawing of correct explosion animation is handled separately */
5714 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5715 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5718 /* this may take place after moving, so 'element' may have changed */
5719 if (IS_AUTO_CHANGING(Feld[x][y]))
5720 ChangeElement(x, y);
5723 if (IS_BELT_ACTIVE(element))
5724 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5726 if (game.magic_wall_active)
5728 int jx = local_player->jx, jy = local_player->jy;
5730 /* play the element sound at the position nearest to the player */
5731 if ((element == EL_MAGIC_WALL_FULL ||
5732 element == EL_MAGIC_WALL_ACTIVE ||
5733 element == EL_MAGIC_WALL_EMPTYING ||
5734 element == EL_BD_MAGIC_WALL_FULL ||
5735 element == EL_BD_MAGIC_WALL_ACTIVE ||
5736 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5737 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5745 #if USE_NEW_AMOEBA_CODE
5746 /* new experimental amoeba growth stuff */
5748 if (!(FrameCounter % 8))
5751 static unsigned long random = 1684108901;
5753 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5756 x = (random >> 10) % lev_fieldx;
5757 y = (random >> 20) % lev_fieldy;
5759 x = RND(lev_fieldx);
5760 y = RND(lev_fieldy);
5762 element = Feld[x][y];
5764 if (!IS_PLAYER(x,y) &&
5765 (element == EL_EMPTY ||
5766 element == EL_SAND ||
5767 element == EL_QUICKSAND_EMPTY ||
5768 element == EL_ACID_SPLASH_LEFT ||
5769 element == EL_ACID_SPLASH_RIGHT))
5771 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5772 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5773 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5774 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5775 Feld[x][y] = EL_AMOEBA_DROP;
5778 random = random * 129 + 1;
5784 if (game.explosions_delayed)
5787 game.explosions_delayed = FALSE;
5789 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5791 element = Feld[x][y];
5793 if (ExplodeField[x][y])
5794 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5795 else if (element == EL_EXPLOSION)
5796 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5798 ExplodeField[x][y] = EX_NO_EXPLOSION;
5801 game.explosions_delayed = TRUE;
5804 if (game.magic_wall_active)
5806 if (!(game.magic_wall_time_left % 4))
5808 int element = Feld[magic_wall_x][magic_wall_y];
5810 if (element == EL_BD_MAGIC_WALL_FULL ||
5811 element == EL_BD_MAGIC_WALL_ACTIVE ||
5812 element == EL_BD_MAGIC_WALL_EMPTYING)
5813 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5815 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5818 if (game.magic_wall_time_left > 0)
5820 game.magic_wall_time_left--;
5821 if (!game.magic_wall_time_left)
5823 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5825 element = Feld[x][y];
5827 if (element == EL_MAGIC_WALL_ACTIVE ||
5828 element == EL_MAGIC_WALL_FULL)
5830 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5831 DrawLevelField(x, y);
5833 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5834 element == EL_BD_MAGIC_WALL_FULL)
5836 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5837 DrawLevelField(x, y);
5841 game.magic_wall_active = FALSE;
5846 if (game.light_time_left > 0)
5848 game.light_time_left--;
5850 if (game.light_time_left == 0)
5851 RedrawAllLightSwitchesAndInvisibleElements();
5854 if (game.timegate_time_left > 0)
5856 game.timegate_time_left--;
5858 if (game.timegate_time_left == 0)
5859 CloseAllOpenTimegates();
5862 for (i=0; i<MAX_PLAYERS; i++)
5864 struct PlayerInfo *player = &stored_player[i];
5866 if (SHIELD_ON(player))
5868 if (player->shield_deadly_time_left)
5869 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5870 else if (player->shield_normal_time_left)
5871 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5875 if (TimeFrames >= (1000 / GameFrameDelay))
5880 for (i=0; i<MAX_PLAYERS; i++)
5882 struct PlayerInfo *player = &stored_player[i];
5884 if (SHIELD_ON(player))
5886 player->shield_normal_time_left--;
5888 if (player->shield_deadly_time_left > 0)
5889 player->shield_deadly_time_left--;
5893 if (tape.recording || tape.playing)
5894 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5900 if (TimeLeft <= 10 && setup.time_limit)
5901 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5903 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5905 if (!TimeLeft && setup.time_limit)
5906 for (i=0; i<MAX_PLAYERS; i++)
5907 KillHero(&stored_player[i]);
5909 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5910 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5915 if (options.debug) /* calculate frames per second */
5917 static unsigned long fps_counter = 0;
5918 static int fps_frames = 0;
5919 unsigned long fps_delay_ms = Counter() - fps_counter;
5923 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5925 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5928 fps_counter = Counter();
5931 redraw_mask |= REDRAW_FPS;
5935 if (stored_player[0].jx != stored_player[0].last_jx ||
5936 stored_player[0].jy != stored_player[0].last_jy)
5937 printf("::: %d, %d, %d, %d, %d\n",
5938 stored_player[0].MovDir,
5939 stored_player[0].MovPos,
5940 stored_player[0].GfxPos,
5941 stored_player[0].Frame,
5942 stored_player[0].StepFrame);
5949 for (i=0; i<MAX_PLAYERS; i++)
5952 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5954 stored_player[i].Frame += move_frames;
5956 if (stored_player[i].MovPos != 0)
5957 stored_player[i].StepFrame += move_frames;
5962 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5964 int min_x = x, min_y = y, max_x = x, max_y = y;
5967 for (i=0; i<MAX_PLAYERS; i++)
5969 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5971 if (!stored_player[i].active || &stored_player[i] == player)
5974 min_x = MIN(min_x, jx);
5975 min_y = MIN(min_y, jy);
5976 max_x = MAX(max_x, jx);
5977 max_y = MAX(max_y, jy);
5980 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5983 static boolean AllPlayersInVisibleScreen()
5987 for (i=0; i<MAX_PLAYERS; i++)
5989 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5991 if (!stored_player[i].active)
5994 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6001 void ScrollLevel(int dx, int dy)
6003 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6006 BlitBitmap(drawto_field, drawto_field,
6007 FX + TILEX*(dx == -1) - softscroll_offset,
6008 FY + TILEY*(dy == -1) - softscroll_offset,
6009 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
6010 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
6011 FX + TILEX*(dx == 1) - softscroll_offset,
6012 FY + TILEY*(dy == 1) - softscroll_offset);
6016 x = (dx == 1 ? BX1 : BX2);
6017 for (y=BY1; y<=BY2; y++)
6018 DrawScreenField(x, y);
6023 y = (dy == 1 ? BY1 : BY2);
6024 for (x=BX1; x<=BX2; x++)
6025 DrawScreenField(x, y);
6028 redraw_mask |= REDRAW_FIELD;
6031 static void CheckGravityMovement(struct PlayerInfo *player)
6033 if (level.gravity && !player->programmed_action)
6035 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6036 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6038 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6039 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6040 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6041 int jx = player->jx, jy = player->jy;
6042 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6043 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6044 int new_jx = jx + dx, new_jy = jy + dy;
6045 boolean field_under_player_is_free =
6046 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6047 boolean player_is_moving_to_valid_field =
6048 (IN_LEV_FIELD(new_jx, new_jy) &&
6049 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6050 Feld[new_jx][new_jy] == EL_SAND));
6052 if (field_under_player_is_free &&
6053 !player_is_moving_to_valid_field &&
6054 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6055 player->programmed_action = MV_DOWN;
6061 -----------------------------------------------------------------------------
6062 dx, dy: direction (non-diagonal) to try to move the player to
6063 real_dx, real_dy: direction as read from input device (can be diagonal)
6066 boolean MoveFigureOneStep(struct PlayerInfo *player,
6067 int dx, int dy, int real_dx, int real_dy)
6069 int jx = player->jx, jy = player->jy;
6070 int new_jx = jx+dx, new_jy = jy+dy;
6074 if (!player->active || (!dx && !dy))
6075 return MF_NO_ACTION;
6077 player->MovDir = (dx < 0 ? MV_LEFT :
6080 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6082 if (!IN_LEV_FIELD(new_jx, new_jy))
6083 return MF_NO_ACTION;
6085 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6086 return MF_NO_ACTION;
6089 element = MovingOrBlocked2Element(new_jx, new_jy);
6091 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6094 if (DONT_RUN_INTO(element))
6096 if (element == EL_ACID && dx == 0 && dy == 1)
6099 Feld[jx][jy] = EL_PLAYER_1;
6100 InitMovingField(jx, jy, MV_DOWN);
6101 Store[jx][jy] = EL_ACID;
6102 ContinueMoving(jx, jy);
6106 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6111 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6112 if (can_move != MF_MOVING)
6115 StorePlayer[jx][jy] = 0;
6116 player->last_jx = jx;
6117 player->last_jy = jy;
6118 jx = player->jx = new_jx;
6119 jy = player->jy = new_jy;
6120 StorePlayer[jx][jy] = player->element_nr;
6123 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6125 ScrollFigure(player, SCROLL_INIT);
6130 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6132 int jx = player->jx, jy = player->jy;
6133 int old_jx = jx, old_jy = jy;
6134 int moved = MF_NO_ACTION;
6136 if (!player->active || (!dx && !dy))
6140 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6144 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6145 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6149 /* remove the last programmed player action */
6150 player->programmed_action = 0;
6154 /* should only happen if pre-1.2 tape recordings are played */
6155 /* this is only for backward compatibility */
6157 int original_move_delay_value = player->move_delay_value;
6160 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6164 /* scroll remaining steps with finest movement resolution */
6165 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6167 while (player->MovPos)
6169 ScrollFigure(player, SCROLL_GO_ON);
6170 ScrollScreen(NULL, SCROLL_GO_ON);
6176 player->move_delay_value = original_move_delay_value;
6179 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6181 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6182 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6186 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6187 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6193 if (moved & MF_MOVING && !ScreenMovPos &&
6194 (player == local_player || !options.network))
6196 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6197 int offset = (setup.scroll_delay ? 3 : 0);
6199 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6201 /* actual player has left the screen -- scroll in that direction */
6202 if (jx != old_jx) /* player has moved horizontally */
6203 scroll_x += (jx - old_jx);
6204 else /* player has moved vertically */
6205 scroll_y += (jy - old_jy);
6209 if (jx != old_jx) /* player has moved horizontally */
6211 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6212 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6213 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6215 /* don't scroll over playfield boundaries */
6216 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6217 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6219 /* don't scroll more than one field at a time */
6220 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6222 /* don't scroll against the player's moving direction */
6223 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6224 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6225 scroll_x = old_scroll_x;
6227 else /* player has moved vertically */
6229 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6230 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6231 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6233 /* don't scroll over playfield boundaries */
6234 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6235 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6237 /* don't scroll more than one field at a time */
6238 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6240 /* don't scroll against the player's moving direction */
6241 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6242 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6243 scroll_y = old_scroll_y;
6247 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6249 if (!options.network && !AllPlayersInVisibleScreen())
6251 scroll_x = old_scroll_x;
6252 scroll_y = old_scroll_y;
6256 ScrollScreen(player, SCROLL_INIT);
6257 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6264 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6266 if (!(moved & MF_MOVING) && !player->Pushing)
6271 player->StepFrame = 0;
6273 if (moved & MF_MOVING)
6275 if (old_jx != jx && old_jy == jy)
6276 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6277 else if (old_jx == jx && old_jy != jy)
6278 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6280 DrawLevelField(jx, jy); /* for "crumbled sand" */
6282 player->last_move_dir = player->MovDir;
6283 player->is_moving = TRUE;
6287 CheckGravityMovement(player);
6290 player->last_move_dir = MV_NO_MOVING;
6292 player->is_moving = FALSE;
6295 TestIfHeroTouchesBadThing(jx, jy);
6296 TestIfPlayerTouchesCustomElement(jx, jy);
6298 if (!player->active)
6304 void ScrollFigure(struct PlayerInfo *player, int mode)
6306 int jx = player->jx, jy = player->jy;
6307 int last_jx = player->last_jx, last_jy = player->last_jy;
6308 int move_stepsize = TILEX / player->move_delay_value;
6310 if (!player->active || !player->MovPos)
6313 if (mode == SCROLL_INIT)
6315 player->actual_frame_counter = FrameCounter;
6316 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6318 if (Feld[last_jx][last_jy] == EL_EMPTY)
6319 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6324 else if (!FrameReached(&player->actual_frame_counter, 1))
6327 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6328 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6330 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6331 Feld[last_jx][last_jy] = EL_EMPTY;
6333 /* before DrawPlayer() to draw correct player graphic for this case */
6334 if (player->MovPos == 0)
6335 CheckGravityMovement(player);
6339 if (player->MovPos == 0)
6341 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6343 /* continue with normal speed after quickly moving through gate */
6344 HALVE_PLAYER_SPEED(player);
6346 /* be able to make the next move without delay */
6347 player->move_delay = 0;
6350 player->last_jx = jx;
6351 player->last_jy = jy;
6353 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6354 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6358 if (local_player->friends_still_needed == 0 ||
6359 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6360 player->LevelSolved = player->GameOver = TRUE;
6363 if (tape.single_step && tape.recording && !tape.pausing &&
6364 !player->programmed_action)
6365 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6369 void ScrollScreen(struct PlayerInfo *player, int mode)
6371 static unsigned long screen_frame_counter = 0;
6373 if (mode == SCROLL_INIT)
6375 /* set scrolling step size according to actual player's moving speed */
6376 ScrollStepSize = TILEX / player->move_delay_value;
6378 screen_frame_counter = FrameCounter;
6379 ScreenMovDir = player->MovDir;
6380 ScreenMovPos = player->MovPos;
6381 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6384 else if (!FrameReached(&screen_frame_counter, 1))
6389 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6390 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6391 redraw_mask |= REDRAW_FIELD;
6394 ScreenMovDir = MV_NO_MOVING;
6397 void TestIfPlayerTouchesCustomElement(int x, int y)
6399 static int xy[4][2] =
6406 boolean center_is_player = (IS_PLAYER(x, y));
6411 int xx = x + xy[i][0];
6412 int yy = y + xy[i][1];
6414 if (center_is_player && IN_LEV_FIELD(xx, yy))
6416 CheckTriggeredElementChange(Feld[xx][yy], CE_OTHER_TOUCHING);
6417 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6422 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6424 int i, kill_x = -1, kill_y = -1;
6425 static int test_xy[4][2] =
6432 static int test_dir[4] =
6442 int test_x, test_y, test_move_dir, test_element;
6444 test_x = good_x + test_xy[i][0];
6445 test_y = good_y + test_xy[i][1];
6446 if (!IN_LEV_FIELD(test_x, test_y))
6450 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6453 test_element = Feld[test_x][test_y];
6455 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6458 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6459 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6461 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6462 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6470 if (kill_x != -1 || kill_y != -1)
6472 if (IS_PLAYER(good_x, good_y))
6474 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6476 if (player->shield_deadly_time_left > 0)
6477 Bang(kill_x, kill_y);
6478 else if (!PLAYER_PROTECTED(good_x, good_y))
6482 Bang(good_x, good_y);
6486 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6488 int i, kill_x = -1, kill_y = -1;
6489 int bad_element = Feld[bad_x][bad_y];
6490 static int test_xy[4][2] =
6497 static int test_dir[4] =
6505 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6510 int test_x, test_y, test_move_dir, test_element;
6512 test_x = bad_x + test_xy[i][0];
6513 test_y = bad_y + test_xy[i][1];
6514 if (!IN_LEV_FIELD(test_x, test_y))
6518 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6520 test_element = Feld[test_x][test_y];
6522 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6523 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6525 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6526 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6528 /* good thing is player or penguin that does not move away */
6529 if (IS_PLAYER(test_x, test_y))
6531 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6533 if (bad_element == EL_ROBOT && player->is_moving)
6534 continue; /* robot does not kill player if he is moving */
6540 else if (test_element == EL_PENGUIN)
6549 if (kill_x != -1 || kill_y != -1)
6551 if (IS_PLAYER(kill_x, kill_y))
6553 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6556 int dir = player->MovDir;
6557 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6558 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6560 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6561 newx != bad_x && newy != bad_y)
6562 ; /* robot does not kill player if he is moving */
6564 printf("-> %d\n", player->MovDir);
6566 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6567 newx != bad_x && newy != bad_y)
6568 ; /* robot does not kill player if he is moving */
6573 if (player->shield_deadly_time_left > 0)
6575 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6579 Bang(kill_x, kill_y);
6583 void TestIfHeroTouchesBadThing(int x, int y)
6585 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6588 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6590 TestIfGoodThingHitsBadThing(x, y, move_dir);
6593 void TestIfBadThingTouchesHero(int x, int y)
6595 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6598 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6600 TestIfBadThingHitsGoodThing(x, y, move_dir);
6603 void TestIfFriendTouchesBadThing(int x, int y)
6605 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6608 void TestIfBadThingTouchesFriend(int x, int y)
6610 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6613 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6615 int i, kill_x = bad_x, kill_y = bad_y;
6616 static int xy[4][2] =
6628 x = bad_x + xy[i][0];
6629 y = bad_y + xy[i][1];
6630 if (!IN_LEV_FIELD(x, y))
6633 element = Feld[x][y];
6634 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6635 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6643 if (kill_x != bad_x || kill_y != bad_y)
6647 void KillHero(struct PlayerInfo *player)
6649 int jx = player->jx, jy = player->jy;
6651 if (!player->active)
6654 /* remove accessible field at the player's position */
6655 Feld[jx][jy] = EL_EMPTY;
6657 /* deactivate shield (else Bang()/Explode() would not work right) */
6658 player->shield_normal_time_left = 0;
6659 player->shield_deadly_time_left = 0;
6665 static void KillHeroUnlessProtected(int x, int y)
6667 if (!PLAYER_PROTECTED(x, y))
6668 KillHero(PLAYERINFO(x, y));
6671 void BuryHero(struct PlayerInfo *player)
6673 int jx = player->jx, jy = player->jy;
6675 if (!player->active)
6679 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6681 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6683 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6685 player->GameOver = TRUE;
6689 void RemoveHero(struct PlayerInfo *player)
6691 int jx = player->jx, jy = player->jy;
6692 int i, found = FALSE;
6694 player->present = FALSE;
6695 player->active = FALSE;
6697 if (!ExplodeField[jx][jy])
6698 StorePlayer[jx][jy] = 0;
6700 for (i=0; i<MAX_PLAYERS; i++)
6701 if (stored_player[i].active)
6705 AllPlayersGone = TRUE;
6712 =============================================================================
6713 checkDiagonalPushing()
6714 -----------------------------------------------------------------------------
6715 check if diagonal input device direction results in pushing of object
6716 (by checking if the alternative direction is walkable, diggable, ...)
6717 =============================================================================
6720 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6721 int x, int y, int real_dx, int real_dy)
6723 int jx, jy, dx, dy, xx, yy;
6725 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6728 /* diagonal direction: check alternative direction */
6733 xx = jx + (dx == 0 ? real_dx : 0);
6734 yy = jy + (dy == 0 ? real_dy : 0);
6736 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6740 =============================================================================
6742 -----------------------------------------------------------------------------
6743 x, y: field next to player (non-diagonal) to try to dig to
6744 real_dx, real_dy: direction as read from input device (can be diagonal)
6745 =============================================================================
6748 int DigField(struct PlayerInfo *player,
6749 int x, int y, int real_dx, int real_dy, int mode)
6751 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6752 int jx = player->jx, jy = player->jy;
6753 int dx = x - jx, dy = y - jy;
6754 int nextx = x + dx, nexty = y + dy;
6755 int move_direction = (dx == -1 ? MV_LEFT :
6756 dx == +1 ? MV_RIGHT :
6758 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6761 if (player->MovPos == 0)
6763 player->is_digging = FALSE;
6764 player->is_collecting = FALSE;
6767 if (player->MovPos == 0) /* last pushing move finished */
6768 player->Pushing = FALSE;
6770 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6772 player->Switching = FALSE;
6773 player->push_delay = 0;
6775 return MF_NO_ACTION;
6778 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6779 return MF_NO_ACTION;
6782 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6784 if (IS_TUBE(Feld[jx][jy]) ||
6785 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6789 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6790 int tube_leave_directions[][2] =
6792 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6793 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6794 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6795 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6796 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6797 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6798 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6799 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6800 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6801 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6802 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6803 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6806 while (tube_leave_directions[i][0] != tube_element)
6809 if (tube_leave_directions[i][0] == -1) /* should not happen */
6813 if (!(tube_leave_directions[i][1] & move_direction))
6814 return MF_NO_ACTION; /* tube has no opening in this direction */
6817 element = Feld[x][y];
6819 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6820 game.engine_version >= VERSION_IDENT(2,2,0))
6821 return MF_NO_ACTION;
6825 case EL_ROBOT_WHEEL:
6826 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6829 DrawLevelField(x, y);
6830 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6834 case EL_SP_TERMINAL:
6838 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6840 for (yy=0; yy<lev_fieldy; yy++)
6842 for (xx=0; xx<lev_fieldx; xx++)
6844 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6846 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6847 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6855 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6856 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6857 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6858 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6859 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6860 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6861 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6862 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6863 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6864 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6865 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6866 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6867 if (!player->Switching)
6869 player->Switching = TRUE;
6870 ToggleBeltSwitch(x, y);
6871 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6876 case EL_SWITCHGATE_SWITCH_UP:
6877 case EL_SWITCHGATE_SWITCH_DOWN:
6878 if (!player->Switching)
6880 player->Switching = TRUE;
6881 ToggleSwitchgateSwitch(x, y);
6882 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6887 case EL_LIGHT_SWITCH:
6888 case EL_LIGHT_SWITCH_ACTIVE:
6889 if (!player->Switching)
6891 player->Switching = TRUE;
6892 ToggleLightSwitch(x, y);
6893 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6894 SND_LIGHT_SWITCH_ACTIVATING :
6895 SND_LIGHT_SWITCH_DEACTIVATING);
6900 case EL_TIMEGATE_SWITCH:
6901 ActivateTimegateSwitch(x, y);
6902 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6907 case EL_BALLOON_SWITCH_LEFT:
6908 case EL_BALLOON_SWITCH_RIGHT:
6909 case EL_BALLOON_SWITCH_UP:
6910 case EL_BALLOON_SWITCH_DOWN:
6911 case EL_BALLOON_SWITCH_ANY:
6912 if (element == EL_BALLOON_SWITCH_ANY)
6913 game.balloon_dir = move_direction;
6915 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6916 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6917 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6918 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6920 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6925 case EL_SP_PORT_LEFT:
6926 case EL_SP_PORT_RIGHT:
6928 case EL_SP_PORT_DOWN:
6929 case EL_SP_PORT_HORIZONTAL:
6930 case EL_SP_PORT_VERTICAL:
6931 case EL_SP_PORT_ANY:
6932 case EL_SP_GRAVITY_PORT_LEFT:
6933 case EL_SP_GRAVITY_PORT_RIGHT:
6934 case EL_SP_GRAVITY_PORT_UP:
6935 case EL_SP_GRAVITY_PORT_DOWN:
6937 element != EL_SP_PORT_LEFT &&
6938 element != EL_SP_GRAVITY_PORT_LEFT &&
6939 element != EL_SP_PORT_HORIZONTAL &&
6940 element != EL_SP_PORT_ANY) ||
6942 element != EL_SP_PORT_RIGHT &&
6943 element != EL_SP_GRAVITY_PORT_RIGHT &&
6944 element != EL_SP_PORT_HORIZONTAL &&
6945 element != EL_SP_PORT_ANY) ||
6947 element != EL_SP_PORT_UP &&
6948 element != EL_SP_GRAVITY_PORT_UP &&
6949 element != EL_SP_PORT_VERTICAL &&
6950 element != EL_SP_PORT_ANY) ||
6952 element != EL_SP_PORT_DOWN &&
6953 element != EL_SP_GRAVITY_PORT_DOWN &&
6954 element != EL_SP_PORT_VERTICAL &&
6955 element != EL_SP_PORT_ANY) ||
6956 !IN_LEV_FIELD(nextx, nexty) ||
6957 !IS_FREE(nextx, nexty))
6958 return MF_NO_ACTION;
6960 /* automatically move to the next field with double speed */
6961 player->programmed_action = move_direction;
6962 DOUBLE_PLAYER_SPEED(player);
6964 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6968 case EL_TUBE_VERTICAL:
6969 case EL_TUBE_HORIZONTAL:
6970 case EL_TUBE_VERTICAL_LEFT:
6971 case EL_TUBE_VERTICAL_RIGHT:
6972 case EL_TUBE_HORIZONTAL_UP:
6973 case EL_TUBE_HORIZONTAL_DOWN:
6974 case EL_TUBE_LEFT_UP:
6975 case EL_TUBE_LEFT_DOWN:
6976 case EL_TUBE_RIGHT_UP:
6977 case EL_TUBE_RIGHT_DOWN:
6980 int tube_enter_directions[][2] =
6982 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6983 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6984 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6985 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6986 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6987 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6988 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6989 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6990 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6991 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6992 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6993 { -1, MV_NO_MOVING }
6996 while (tube_enter_directions[i][0] != element)
6999 if (tube_enter_directions[i][0] == -1) /* should not happen */
7003 if (!(tube_enter_directions[i][1] & move_direction))
7004 return MF_NO_ACTION; /* tube has no opening in this direction */
7006 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7011 Feld[x][y] = EL_LAMP_ACTIVE;
7012 local_player->lights_still_needed--;
7013 DrawLevelField(x, y);
7014 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7018 case EL_TIME_ORB_FULL:
7019 Feld[x][y] = EL_TIME_ORB_EMPTY;
7021 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7022 DrawLevelField(x, y);
7023 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7029 if (IS_WALKABLE(element))
7031 int sound_action = ACTION_WALKING;
7033 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7035 if (!player->key[element - EL_GATE_1])
7036 return MF_NO_ACTION;
7038 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7040 if (!player->key[element - EL_GATE_1_GRAY])
7041 return MF_NO_ACTION;
7043 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7045 sound_action = ACTION_PASSING; /* player is passing exit */
7047 else if (element == EL_EMPTY)
7049 sound_action = ACTION_MOVING; /* nothing to walk on */
7052 /* play sound from background or player, whatever is available */
7053 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7054 PlaySoundLevelElementAction(x, y, element, sound_action);
7056 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7060 else if (IS_PASSABLE(element))
7062 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7063 return MF_NO_ACTION;
7065 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7067 if (!player->key[element - EL_EM_GATE_1])
7068 return MF_NO_ACTION;
7070 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7072 if (!player->key[element - EL_EM_GATE_1_GRAY])
7073 return MF_NO_ACTION;
7076 /* automatically move to the next field with double speed */
7077 player->programmed_action = move_direction;
7078 DOUBLE_PLAYER_SPEED(player);
7080 PlaySoundLevelAction(x, y, ACTION_PASSING);
7084 else if (IS_DIGGABLE(element))
7088 if (mode != DF_SNAP)
7091 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7092 player->is_digging = TRUE;
7095 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7099 else if (IS_COLLECTIBLE(element))
7103 if (mode != DF_SNAP)
7105 GfxElement[x][y] = element;
7106 player->is_collecting = TRUE;
7109 if (element == EL_SPEED_PILL)
7110 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7111 else if (element == EL_EXTRA_TIME && level.time > 0)
7114 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7116 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7118 player->shield_normal_time_left += 10;
7119 if (element == EL_SHIELD_DEADLY)
7120 player->shield_deadly_time_left += 10;
7122 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7125 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7127 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7128 int2str(local_player->dynamite, 3), FONT_TEXT_2);
7130 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7132 player->dynabomb_count++;
7133 player->dynabombs_left++;
7135 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7137 player->dynabomb_size++;
7139 else if (element == EL_DYNABOMB_INCREASE_POWER)
7141 player->dynabomb_xl = TRUE;
7143 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7144 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7146 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7147 element - EL_KEY_1 : element - EL_EM_KEY_1);
7149 player->key[key_nr] = TRUE;
7151 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7152 el2edimg(EL_KEY_1 + key_nr));
7153 redraw_mask |= REDRAW_DOOR_1;
7155 else if (element_info[element].gem_count > 0)
7157 local_player->gems_still_needed -=
7158 element_info[element].gem_count;
7159 if (local_player->gems_still_needed < 0)
7160 local_player->gems_still_needed = 0;
7162 DrawText(DX_EMERALDS, DY_EMERALDS,
7163 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7166 RaiseScoreElement(element);
7167 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7169 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
7173 else if (IS_PUSHABLE(element))
7175 if (mode == DF_SNAP && element != EL_BD_ROCK)
7176 return MF_NO_ACTION;
7178 if (CAN_FALL(element) && dy)
7179 return MF_NO_ACTION;
7181 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7182 !(element == EL_SPRING && use_spring_bug))
7183 return MF_NO_ACTION;
7185 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7186 return MF_NO_ACTION;
7188 if (!player->Pushing &&
7189 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7190 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7192 player->Pushing = TRUE;
7194 if (!(IN_LEV_FIELD(nextx, nexty) &&
7195 (IS_FREE(nextx, nexty) ||
7196 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7197 IS_SB_ELEMENT(element)))))
7198 return MF_NO_ACTION;
7200 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7201 return MF_NO_ACTION;
7203 if (player->push_delay == 0) /* new pushing; restart delay */
7204 player->push_delay = FrameCounter;
7206 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7207 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7208 element != EL_SPRING && element != EL_BALLOON)
7209 return MF_NO_ACTION;
7211 if (IS_SB_ELEMENT(element))
7213 if (element == EL_SOKOBAN_FIELD_FULL)
7215 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7216 local_player->sokobanfields_still_needed++;
7219 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7221 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7222 local_player->sokobanfields_still_needed--;
7225 Feld[x][y] = EL_SOKOBAN_OBJECT;
7227 if (Back[x][y] == Back[nextx][nexty])
7228 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7229 else if (Back[x][y] != 0)
7230 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7233 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7236 if (local_player->sokobanfields_still_needed == 0 &&
7237 game.emulation == EMU_SOKOBAN)
7239 player->LevelSolved = player->GameOver = TRUE;
7240 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7244 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7246 InitMovingField(x, y, move_direction);
7248 if (mode == DF_SNAP)
7249 ContinueMoving(x, y);
7251 MovPos[x][y] = (dx != 0 ? dx : dy);
7253 Pushed[x][y] = TRUE;
7254 Pushed[nextx][nexty] = TRUE;
7256 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7257 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7259 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7260 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7266 CheckTriggeredElementChange(element, CE_OTHER_PRESSING);
7267 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7270 return MF_NO_ACTION;
7273 player->push_delay = 0;
7275 if (Feld[x][y] != element) /* really digged/collected something */
7276 player->is_collecting = !player->is_digging;
7281 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7283 int jx = player->jx, jy = player->jy;
7284 int x = jx + dx, y = jy + dy;
7285 int snap_direction = (dx == -1 ? MV_LEFT :
7286 dx == +1 ? MV_RIGHT :
7288 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7290 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7293 if (!player->active || !IN_LEV_FIELD(x, y))
7301 if (player->MovPos == 0)
7302 player->Pushing = FALSE;
7304 player->snapped = FALSE;
7306 if (player->MovPos == 0)
7308 player->is_digging = FALSE;
7309 player->is_collecting = FALSE;
7315 if (player->snapped)
7318 player->MovDir = snap_direction;
7320 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7323 player->snapped = TRUE;
7324 player->is_digging = FALSE;
7325 player->is_collecting = FALSE;
7327 DrawLevelField(x, y);
7333 boolean PlaceBomb(struct PlayerInfo *player)
7335 int jx = player->jx, jy = player->jy;
7338 if (!player->active || player->MovPos)
7341 element = Feld[jx][jy];
7343 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7344 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7348 if (element != EL_EMPTY)
7352 if (element != EL_EMPTY)
7355 Store[jx][jy] = element;
7357 Back[jx][jy] = element;
7361 MovDelay[jx][jy] = 96;
7363 ResetGfxAnimation(jx, jy);
7364 ResetRandomAnimationValue(jx, jy);
7366 if (player->dynamite)
7368 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7369 EL_DYNAMITE_ACTIVE);
7372 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7374 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7377 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7379 if (game.emulation == EMU_SUPAPLEX)
7380 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7382 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7386 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7391 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7392 player->dynabombs_left--;
7394 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7395 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7397 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7403 /* ------------------------------------------------------------------------- */
7404 /* game sound playing functions */
7405 /* ------------------------------------------------------------------------- */
7407 static int *loop_sound_frame = NULL;
7408 static int *loop_sound_volume = NULL;
7410 void InitPlaySoundLevel()
7412 int num_sounds = getSoundListSize();
7414 if (loop_sound_frame != NULL)
7415 free(loop_sound_frame);
7417 if (loop_sound_volume != NULL)
7418 free(loop_sound_volume);
7420 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7421 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7424 static void PlaySoundLevel(int x, int y, int nr)
7426 int sx = SCREENX(x), sy = SCREENY(y);
7427 int volume, stereo_position;
7428 int max_distance = 8;
7429 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7431 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7432 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7435 if (!IN_LEV_FIELD(x, y) ||
7436 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7437 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7440 volume = SOUND_MAX_VOLUME;
7442 if (!IN_SCR_FIELD(sx, sy))
7444 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7445 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7447 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7450 stereo_position = (SOUND_MAX_LEFT +
7451 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7452 (SCR_FIELDX + 2 * max_distance));
7454 if (IS_LOOP_SOUND(nr))
7456 /* This assures that quieter loop sounds do not overwrite louder ones,
7457 while restarting sound volume comparison with each new game frame. */
7459 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7462 loop_sound_volume[nr] = volume;
7463 loop_sound_frame[nr] = FrameCounter;
7466 PlaySoundExt(nr, volume, stereo_position, type);
7469 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7471 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7472 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7473 y < LEVELY(BY1) ? LEVELY(BY1) :
7474 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7478 static void PlaySoundLevelAction(int x, int y, int action)
7480 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7483 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7485 int sound_effect = element_info[element].sound[action];
7487 if (sound_effect != SND_UNDEFINED)
7488 PlaySoundLevel(x, y, sound_effect);
7491 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7493 int sound_effect = element_info[Feld[x][y]].sound[action];
7495 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7496 PlaySoundLevel(x, y, sound_effect);
7499 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7501 int sound_effect = element_info[Feld[x][y]].sound[action];
7503 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7504 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7507 void RaiseScore(int value)
7509 local_player->score += value;
7510 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7513 void RaiseScoreElement(int element)
7519 case EL_EMERALD_YELLOW:
7520 case EL_EMERALD_RED:
7521 case EL_EMERALD_PURPLE:
7522 case EL_SP_INFOTRON:
7523 RaiseScore(level.score[SC_EMERALD]);
7526 RaiseScore(level.score[SC_DIAMOND]);
7529 RaiseScore(level.score[SC_CRYSTAL]);
7532 RaiseScore(level.score[SC_PEARL]);
7535 case EL_BD_BUTTERFLY:
7536 case EL_SP_ELECTRON:
7537 RaiseScore(level.score[SC_BUG]);
7541 case EL_SP_SNIKSNAK:
7542 RaiseScore(level.score[SC_SPACESHIP]);
7545 case EL_DARK_YAMYAM:
7546 RaiseScore(level.score[SC_YAMYAM]);
7549 RaiseScore(level.score[SC_ROBOT]);
7552 RaiseScore(level.score[SC_PACMAN]);
7555 RaiseScore(level.score[SC_NUT]);
7558 case EL_SP_DISK_RED:
7559 case EL_DYNABOMB_INCREASE_NUMBER:
7560 case EL_DYNABOMB_INCREASE_SIZE:
7561 case EL_DYNABOMB_INCREASE_POWER:
7562 RaiseScore(level.score[SC_DYNAMITE]);
7564 case EL_SHIELD_NORMAL:
7565 case EL_SHIELD_DEADLY:
7566 RaiseScore(level.score[SC_SHIELD]);
7569 RaiseScore(level.score[SC_TIME_BONUS]);
7575 RaiseScore(level.score[SC_KEY]);
7578 RaiseScore(element_info[element].score);
7583 void RequestQuitGame(boolean ask_if_really_quit)
7585 if (AllPlayersGone ||
7586 !ask_if_really_quit ||
7587 level_editor_test_game ||
7588 Request("Do you really want to quit the game ?",
7589 REQ_ASK | REQ_STAY_CLOSED))
7591 #if defined(PLATFORM_UNIX)
7592 if (options.network)
7593 SendToServer_StopPlaying();
7597 game_status = GAME_MODE_MAIN;
7603 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7608 /* ---------- new game button stuff ---------------------------------------- */
7610 /* graphic position values for game buttons */
7611 #define GAME_BUTTON_XSIZE 30
7612 #define GAME_BUTTON_YSIZE 30
7613 #define GAME_BUTTON_XPOS 5
7614 #define GAME_BUTTON_YPOS 215
7615 #define SOUND_BUTTON_XPOS 5
7616 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7618 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7619 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7620 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7621 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7622 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7623 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7630 } gamebutton_info[NUM_GAME_BUTTONS] =
7633 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7638 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7643 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7648 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7649 SOUND_CTRL_ID_MUSIC,
7650 "background music on/off"
7653 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7654 SOUND_CTRL_ID_LOOPS,
7655 "sound loops on/off"
7658 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7659 SOUND_CTRL_ID_SIMPLE,
7660 "normal sounds on/off"
7664 void CreateGameButtons()
7668 for (i=0; i<NUM_GAME_BUTTONS; i++)
7670 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7671 struct GadgetInfo *gi;
7674 unsigned long event_mask;
7675 int gd_xoffset, gd_yoffset;
7676 int gd_x1, gd_x2, gd_y1, gd_y2;
7679 gd_xoffset = gamebutton_info[i].x;
7680 gd_yoffset = gamebutton_info[i].y;
7681 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7682 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7684 if (id == GAME_CTRL_ID_STOP ||
7685 id == GAME_CTRL_ID_PAUSE ||
7686 id == GAME_CTRL_ID_PLAY)
7688 button_type = GD_TYPE_NORMAL_BUTTON;
7690 event_mask = GD_EVENT_RELEASED;
7691 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7692 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7696 button_type = GD_TYPE_CHECK_BUTTON;
7698 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7699 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7700 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7701 event_mask = GD_EVENT_PRESSED;
7702 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7703 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7706 gi = CreateGadget(GDI_CUSTOM_ID, id,
7707 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7708 GDI_X, DX + gd_xoffset,
7709 GDI_Y, DY + gd_yoffset,
7710 GDI_WIDTH, GAME_BUTTON_XSIZE,
7711 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7712 GDI_TYPE, button_type,
7713 GDI_STATE, GD_BUTTON_UNPRESSED,
7714 GDI_CHECKED, checked,
7715 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7716 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7717 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7718 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7719 GDI_EVENT_MASK, event_mask,
7720 GDI_CALLBACK_ACTION, HandleGameButtons,
7724 Error(ERR_EXIT, "cannot create gadget");
7726 game_gadget[id] = gi;
7730 void FreeGameButtons()
7734 for (i=0; i<NUM_GAME_BUTTONS; i++)
7735 FreeGadget(game_gadget[i]);
7738 static void MapGameButtons()
7742 for (i=0; i<NUM_GAME_BUTTONS; i++)
7743 MapGadget(game_gadget[i]);
7746 void UnmapGameButtons()
7750 for (i=0; i<NUM_GAME_BUTTONS; i++)
7751 UnmapGadget(game_gadget[i]);
7754 static void HandleGameButtons(struct GadgetInfo *gi)
7756 int id = gi->custom_id;
7758 if (game_status != GAME_MODE_PLAYING)
7763 case GAME_CTRL_ID_STOP:
7764 RequestQuitGame(TRUE);
7767 case GAME_CTRL_ID_PAUSE:
7768 if (options.network)
7770 #if defined(PLATFORM_UNIX)
7772 SendToServer_ContinuePlaying();
7774 SendToServer_PausePlaying();
7778 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7781 case GAME_CTRL_ID_PLAY:
7784 #if defined(PLATFORM_UNIX)
7785 if (options.network)
7786 SendToServer_ContinuePlaying();
7790 tape.pausing = FALSE;
7791 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7796 case SOUND_CTRL_ID_MUSIC:
7797 if (setup.sound_music)
7799 setup.sound_music = FALSE;
7802 else if (audio.music_available)
7804 setup.sound = setup.sound_music = TRUE;
7805 PlayMusic(level_nr);
7809 case SOUND_CTRL_ID_LOOPS:
7810 if (setup.sound_loops)
7811 setup.sound_loops = FALSE;
7812 else if (audio.loops_available)
7813 setup.sound = setup.sound_loops = TRUE;
7816 case SOUND_CTRL_ID_SIMPLE:
7817 if (setup.sound_simple)
7818 setup.sound_simple = FALSE;
7819 else if (audio.sound_available)
7820 setup.sound = setup.sound_simple = TRUE;