1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
100 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
102 (DONT_COLLIDE_WITH(e) && \
103 IS_FREE_OR_PLAYER(x, y))))
105 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
106 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
109 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
110 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
112 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
118 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
120 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
122 Feld[x][y] == EL_DIAMOND))
124 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
125 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
126 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
128 #define PACMAN_CAN_ENTER_FIELD(x, y) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
130 IS_AMOEBOID(Feld[x][y])))
132 #define PIG_CAN_ENTER_FIELD(x, y) \
133 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 IS_FOOD_PIG(Feld[x][y])))
136 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
137 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
138 IS_FOOD_PENGUIN(Feld[x][y]) || \
139 Feld[x][y] == EL_EXIT_OPEN || \
140 Feld[x][y] == EL_ACID))
142 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
143 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
145 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
146 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
148 /* game button identifiers */
149 #define GAME_CTRL_ID_STOP 0
150 #define GAME_CTRL_ID_PAUSE 1
151 #define GAME_CTRL_ID_PLAY 2
152 #define SOUND_CTRL_ID_MUSIC 3
153 #define SOUND_CTRL_ID_LOOPS 4
154 #define SOUND_CTRL_ID_SIMPLE 5
156 #define NUM_GAME_BUTTONS 6
159 /* forward declaration for internal use */
161 static void InitBeltMovement(void);
162 static void CloseAllOpenTimegates(void);
163 static void CheckGravityMovement(struct PlayerInfo *);
164 static void KillHeroUnlessProtected(int, int);
166 static void CheckTriggeredElementChange(int, int);
167 static void CheckPlayerElementChange(int, int, int, int);
168 static void ChangeElementNow(int, int, int);
170 static void PlaySoundLevel(int, int, int);
171 static void PlaySoundLevelNearest(int, int, int);
172 static void PlaySoundLevelAction(int, int, int);
173 static void PlaySoundLevelElementAction(int, int, int, int);
174 static void PlaySoundLevelActionIfLoop(int, int, int);
175 static void StopSoundLevelActionIfLoop(int, int, int);
177 static void MapGameButtons();
178 static void HandleGameButtons(struct GadgetInfo *);
180 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
183 /* ------------------------------------------------------------------------- */
184 /* definition of elements that automatically change to other elements after */
185 /* a specified time, eventually calling a function when changing */
186 /* ------------------------------------------------------------------------- */
188 /* forward declaration for changer functions */
189 static void InitBuggyBase(int x, int y);
190 static void WarnBuggyBase(int x, int y);
192 static void InitTrap(int x, int y);
193 static void ActivateTrap(int x, int y);
194 static void ChangeActiveTrap(int x, int y);
196 static void InitRobotWheel(int x, int y);
197 static void RunRobotWheel(int x, int y);
198 static void StopRobotWheel(int x, int y);
200 static void InitTimegateWheel(int x, int y);
201 static void RunTimegateWheel(int x, int y);
203 struct ChangingElementInfo
208 void (*pre_change_function)(int x, int y);
209 void (*change_function)(int x, int y);
210 void (*post_change_function)(int x, int y);
213 static struct ChangingElementInfo changing_element_list[] =
240 EL_SWITCHGATE_OPENING,
248 EL_SWITCHGATE_CLOSING,
249 EL_SWITCHGATE_CLOSED,
281 EL_ACID_SPLASH_RIGHT,
290 EL_SP_BUGGY_BASE_ACTIVATING,
297 EL_SP_BUGGY_BASE_ACTIVATING,
298 EL_SP_BUGGY_BASE_ACTIVE,
305 EL_SP_BUGGY_BASE_ACTIVE,
329 EL_ROBOT_WHEEL_ACTIVE,
337 EL_TIMEGATE_SWITCH_ACTIVE,
358 int push_delay_fixed, push_delay_random;
363 { EL_BALLOON, 0, 0 },
365 { EL_SOKOBAN_OBJECT, 2, 0 },
366 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
367 { EL_SATELLITE, 2, 0 },
368 { EL_SP_DISK_YELLOW, 2, 0 },
370 { EL_UNDEFINED, 0, 0 },
381 { EL_BD_DIAMOND, 1 },
382 { EL_EMERALD_YELLOW, 1 },
383 { EL_EMERALD_RED, 1 },
384 { EL_EMERALD_PURPLE, 1 },
386 { EL_SP_INFOTRON, 1 },
393 static boolean changing_element[MAX_NUM_ELEMENTS];
394 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
396 #define IS_AUTO_CHANGING(e) (changing_element[e])
397 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
398 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
399 IS_JUST_CHANGING(x, y))
400 #define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
403 void GetPlayerConfig()
405 if (!audio.sound_available)
408 if (!audio.loops_available)
409 setup.sound_loops = FALSE;
411 if (!audio.music_available)
412 setup.sound_music = FALSE;
414 if (!video.fullscreen_available)
415 setup.fullscreen = FALSE;
417 setup.sound_simple = setup.sound;
419 SetAudioMode(setup.sound);
423 static int getBeltNrFromBeltElement(int element)
425 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
426 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
427 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
430 static int getBeltNrFromBeltActiveElement(int element)
432 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
433 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
434 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
437 static int getBeltNrFromBeltSwitchElement(int element)
439 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
440 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
441 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
444 static int getBeltDirNrFromBeltSwitchElement(int element)
446 static int belt_base_element[4] =
448 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
449 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
450 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
451 EL_CONVEYOR_BELT_4_SWITCH_LEFT
454 int belt_nr = getBeltNrFromBeltSwitchElement(element);
455 int belt_dir_nr = element - belt_base_element[belt_nr];
457 return (belt_dir_nr % 3);
460 static int getBeltDirFromBeltSwitchElement(int element)
462 static int belt_move_dir[3] =
469 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
471 return belt_move_dir[belt_dir_nr];
474 static void InitField(int x, int y, boolean init_game)
476 int element = Feld[x][y];
483 if (stored_player[0].present)
485 Feld[x][y] = EL_SP_MURPHY_CLONE;
490 stored_player[0].use_murphy_graphic = TRUE;
493 Feld[x][y] = EL_PLAYER_1;
502 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
503 int jx = player->jx, jy = player->jy;
505 player->present = TRUE;
507 if (!options.network || player->connected)
509 player->active = TRUE;
511 /* remove potentially duplicate players */
512 if (StorePlayer[jx][jy] == Feld[x][y])
513 StorePlayer[jx][jy] = 0;
515 StorePlayer[x][y] = Feld[x][y];
519 printf("Player %d activated.\n", player->element_nr);
520 printf("[Local player is %d and currently %s.]\n",
521 local_player->element_nr,
522 local_player->active ? "active" : "not active");
526 Feld[x][y] = EL_EMPTY;
527 player->jx = player->last_jx = x;
528 player->jy = player->last_jy = y;
533 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
534 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
535 else if (x > 0 && Feld[x-1][y] == EL_ACID)
536 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
537 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
538 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
539 else if (y > 0 && Feld[x][y-1] == EL_ACID)
540 Feld[x][y] = EL_ACID_POOL_BOTTOM;
541 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
542 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
550 case EL_SPACESHIP_RIGHT:
551 case EL_SPACESHIP_UP:
552 case EL_SPACESHIP_LEFT:
553 case EL_SPACESHIP_DOWN:
555 case EL_BD_BUTTERFLY_RIGHT:
556 case EL_BD_BUTTERFLY_UP:
557 case EL_BD_BUTTERFLY_LEFT:
558 case EL_BD_BUTTERFLY_DOWN:
559 case EL_BD_BUTTERFLY:
560 case EL_BD_FIREFLY_RIGHT:
561 case EL_BD_FIREFLY_UP:
562 case EL_BD_FIREFLY_LEFT:
563 case EL_BD_FIREFLY_DOWN:
565 case EL_PACMAN_RIGHT:
589 if (y == lev_fieldy - 1)
591 Feld[x][y] = EL_AMOEBA_GROWING;
592 Store[x][y] = EL_AMOEBA_WET;
596 case EL_DYNAMITE_ACTIVE:
601 local_player->lights_still_needed++;
604 case EL_SOKOBAN_FIELD_EMPTY:
605 local_player->sokobanfields_still_needed++;
609 local_player->friends_still_needed++;
614 MovDir[x][y] = 1 << RND(4);
618 Feld[x][y] = EL_EMPTY;
621 case EL_EM_KEY_1_FILE:
622 Feld[x][y] = EL_EM_KEY_1;
624 case EL_EM_KEY_2_FILE:
625 Feld[x][y] = EL_EM_KEY_2;
627 case EL_EM_KEY_3_FILE:
628 Feld[x][y] = EL_EM_KEY_3;
630 case EL_EM_KEY_4_FILE:
631 Feld[x][y] = EL_EM_KEY_4;
634 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
635 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
636 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
637 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
638 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
639 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
640 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
641 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
642 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
643 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
644 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
645 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
648 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
649 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
650 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
652 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
654 game.belt_dir[belt_nr] = belt_dir;
655 game.belt_dir_nr[belt_nr] = belt_dir_nr;
657 else /* more than one switch -- set it like the first switch */
659 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
664 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
666 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
669 case EL_LIGHT_SWITCH_ACTIVE:
671 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
675 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
681 void DrawGameDoorValues()
685 for (i=0; i<MAX_PLAYERS; i++)
687 if (stored_player[i].key[j])
688 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
689 el2edimg(EL_KEY_1 + j));
691 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
692 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
693 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
694 int2str(local_player->dynamite, 3), FONT_TEXT_2);
695 DrawText(DX + XX_SCORE, DY + YY_SCORE,
696 int2str(local_player->score, 5), FONT_TEXT_2);
697 DrawText(DX + XX_TIME, DY + YY_TIME,
698 int2str(TimeLeft, 3), FONT_TEXT_2);
703 =============================================================================
705 -----------------------------------------------------------------------------
706 initialize game engine due to level / tape version number
707 =============================================================================
710 static void InitGameEngine()
714 /* set game engine from tape file when re-playing, else from level file */
715 game.engine_version = (tape.playing ? tape.engine_version :
718 /* dynamically adjust element properties according to game engine version */
719 InitElementPropertiesEngine(game.engine_version);
722 printf("level %d: level version == %06d\n", level_nr, level.game_version);
723 printf(" tape version == %06d [%s] [file: %06d]\n",
724 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
726 printf(" => game.engine_version == %06d\n", game.engine_version);
729 /* ---------- initialize player's initial move delay --------------------- */
731 /* dynamically adjust player properties according to game engine version */
732 game.initial_move_delay =
733 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
734 INITIAL_MOVE_DELAY_OFF);
736 /* dynamically adjust player properties according to level information */
737 game.initial_move_delay_value =
738 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
740 /* ---------- initialize changing elements ------------------------------- */
742 /* initialize changing elements information */
743 for (i=0; i<MAX_NUM_ELEMENTS; i++)
746 element_info[i].change.pre_change_function = NULL;
747 element_info[i].change.change_function = NULL;
748 element_info[i].change.post_change_function = NULL;
750 if (!IS_CUSTOM_ELEMENT(i))
752 element_info[i].change.target_element = EL_EMPTY_SPACE;
753 element_info[i].change.delay_fixed = 0;
754 element_info[i].change.delay_random = 0;
755 element_info[i].change.delay_frames = 1;
758 changing_element[i] = FALSE;
760 changing_element[i].base_element = EL_UNDEFINED;
761 changing_element[i].next_element = EL_UNDEFINED;
762 changing_element[i].change_delay = -1;
763 changing_element[i].pre_change_function = NULL;
764 changing_element[i].change_function = NULL;
765 changing_element[i].post_change_function = NULL;
769 /* add changing elements from pre-defined list */
770 for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
772 int element = changing_element_list[i].element;
773 struct ChangingElementInfo *ce = &changing_element_list[i];
774 struct ElementChangeInfo *change = &element_info[element].change;
777 change->target_element = ce->target_element;
778 change->delay_fixed = ce->change_delay;
779 change->pre_change_function = ce->pre_change_function;
780 change->change_function = ce->change_function;
781 change->post_change_function = ce->post_change_function;
783 changing_element[element] = TRUE;
785 changing_element[element].base_element = ce->base_element;
786 changing_element[element].next_element = ce->next_element;
787 changing_element[element].change_delay = ce->change_delay;
788 changing_element[element].pre_change_function = ce->pre_change_function;
789 changing_element[element].change_function = ce->change_function;
790 changing_element[element].post_change_function = ce->post_change_function;
794 /* add changing elements from custom element configuration */
795 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
797 int element = EL_CUSTOM_START + i;
799 struct ElementChangeInfo *change = &element_info[element].change;
802 /* only add custom elements that change after fixed/random frame delay */
803 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
807 changing_element[element] = TRUE;
809 changing_element[element].base_element = element;
810 changing_element[element].next_element = change->target_element;
811 changing_element[element].change_delay = (change->delay_fixed *
812 change->delay_frames);
816 /* ---------- initialize trigger events ---------------------------------- */
818 /* initialize trigger events information */
819 for (i=0; i<MAX_NUM_ELEMENTS; i++)
820 trigger_events[i] = EP_BITMASK_DEFAULT;
822 /* add trigger events from element change event properties */
823 for (i=0; i<MAX_NUM_ELEMENTS; i++)
824 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
825 trigger_events[element_info[i].change.trigger] |=
826 element_info[i].change.events;
828 /* ---------- initialize push delay -------------------------------------- */
830 /* initialize push delay values to default */
831 for (i=0; i<MAX_NUM_ELEMENTS; i++)
833 if (!IS_CUSTOM_ELEMENT(i))
835 element_info[i].push_delay_fixed = 2;
836 element_info[i].push_delay_random = 8;
840 /* set push delay value for certain elements from pre-defined list */
841 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
843 int e = push_delay_list[i].element;
845 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
846 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
849 /* ---------- initialize gem count --------------------------------------- */
851 /* initialize gem count values for each element */
852 for (i=0; i<MAX_NUM_ELEMENTS; i++)
853 if (!IS_CUSTOM_ELEMENT(i))
854 element_info[i].gem_count = 0;
856 /* add gem count values for all elements from pre-defined list */
857 for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
858 element_info[gem_count_list[i].element].gem_count =
859 gem_count_list[i].gem_count;
864 =============================================================================
866 -----------------------------------------------------------------------------
867 initialize and start new game
868 =============================================================================
873 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
874 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
875 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
882 #if USE_NEW_AMOEBA_CODE
883 printf("Using new amoeba code.\n");
885 printf("Using old amoeba code.\n");
890 /* don't play tapes over network */
891 network_playing = (options.network && !tape.playing);
893 for (i=0; i<MAX_PLAYERS; i++)
895 struct PlayerInfo *player = &stored_player[i];
897 player->index_nr = i;
898 player->element_nr = EL_PLAYER_1 + i;
900 player->present = FALSE;
901 player->active = FALSE;
904 player->effective_action = 0;
905 player->programmed_action = 0;
908 player->gems_still_needed = level.gems_needed;
909 player->sokobanfields_still_needed = 0;
910 player->lights_still_needed = 0;
911 player->friends_still_needed = 0;
914 player->key[j] = FALSE;
916 player->dynamite = 0;
917 player->dynabomb_count = 0;
918 player->dynabomb_size = 1;
919 player->dynabombs_left = 0;
920 player->dynabomb_xl = FALSE;
922 player->MovDir = MV_NO_MOVING;
924 player->Pushing = FALSE;
925 player->Switching = FALSE;
927 player->GfxDir = MV_NO_MOVING;
928 player->GfxAction = ACTION_DEFAULT;
930 player->StepFrame = 0;
932 player->use_murphy_graphic = FALSE;
933 player->use_disk_red_graphic = FALSE;
935 player->actual_frame_counter = 0;
937 player->last_move_dir = MV_NO_MOVING;
939 player->is_moving = FALSE;
940 player->is_waiting = FALSE;
941 player->is_digging = FALSE;
942 player->is_collecting = FALSE;
944 player->move_delay = game.initial_move_delay;
945 player->move_delay_value = game.initial_move_delay_value;
947 player->push_delay = 0;
948 player->push_delay_value = 5;
950 player->snapped = FALSE;
952 player->last_jx = player->last_jy = 0;
953 player->jx = player->jy = 0;
955 player->shield_normal_time_left = 0;
956 player->shield_deadly_time_left = 0;
958 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
959 SnapField(player, 0, 0);
961 player->LevelSolved = FALSE;
962 player->GameOver = FALSE;
965 network_player_action_received = FALSE;
967 #if defined(PLATFORM_UNIX)
968 /* initial null action */
970 SendToServer_MovePlayer(MV_NO_MOVING);
978 TimeLeft = level.time;
980 ScreenMovDir = MV_NO_MOVING;
984 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
986 AllPlayersGone = FALSE;
988 game.yamyam_content_nr = 0;
989 game.magic_wall_active = FALSE;
990 game.magic_wall_time_left = 0;
991 game.light_time_left = 0;
992 game.timegate_time_left = 0;
993 game.switchgate_pos = 0;
994 game.balloon_dir = MV_NO_MOVING;
995 game.explosions_delayed = TRUE;
999 game.belt_dir[i] = MV_NO_MOVING;
1000 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1003 for (i=0; i<MAX_NUM_AMOEBA; i++)
1004 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1006 for (x=0; x<lev_fieldx; x++)
1008 for (y=0; y<lev_fieldy; y++)
1010 Feld[x][y] = Ur[x][y];
1011 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1012 ChangeDelay[x][y] = 0;
1013 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1015 JustStopped[x][y] = 0;
1017 Pushed[x][y] = FALSE;
1018 ExplodePhase[x][y] = 0;
1019 ExplodeField[x][y] = EX_NO_EXPLOSION;
1022 GfxAction[x][y] = ACTION_DEFAULT;
1023 GfxRandom[x][y] = INIT_GFX_RANDOM();
1024 GfxElement[x][y] = EL_UNDEFINED;
1028 for(y=0; y<lev_fieldy; y++)
1030 for(x=0; x<lev_fieldx; x++)
1032 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1034 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1036 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1039 InitField(x, y, TRUE);
1045 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1046 emulate_sb ? EMU_SOKOBAN :
1047 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1049 /* correct non-moving belts to start moving left */
1051 if (game.belt_dir[i] == MV_NO_MOVING)
1052 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1054 /* check if any connected player was not found in playfield */
1055 for (i=0; i<MAX_PLAYERS; i++)
1057 struct PlayerInfo *player = &stored_player[i];
1059 if (player->connected && !player->present)
1061 for (j=0; j<MAX_PLAYERS; j++)
1063 struct PlayerInfo *some_player = &stored_player[j];
1064 int jx = some_player->jx, jy = some_player->jy;
1066 /* assign first free player found that is present in the playfield */
1067 if (some_player->present && !some_player->connected)
1069 player->present = TRUE;
1070 player->active = TRUE;
1071 some_player->present = FALSE;
1073 StorePlayer[jx][jy] = player->element_nr;
1074 player->jx = player->last_jx = jx;
1075 player->jy = player->last_jy = jy;
1085 /* when playing a tape, eliminate all players who do not participate */
1087 for (i=0; i<MAX_PLAYERS; i++)
1089 if (stored_player[i].active && !tape.player_participates[i])
1091 struct PlayerInfo *player = &stored_player[i];
1092 int jx = player->jx, jy = player->jy;
1094 player->active = FALSE;
1095 StorePlayer[jx][jy] = 0;
1096 Feld[jx][jy] = EL_EMPTY;
1100 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1102 /* when in single player mode, eliminate all but the first active player */
1104 for (i=0; i<MAX_PLAYERS; i++)
1106 if (stored_player[i].active)
1108 for (j=i+1; j<MAX_PLAYERS; j++)
1110 if (stored_player[j].active)
1112 struct PlayerInfo *player = &stored_player[j];
1113 int jx = player->jx, jy = player->jy;
1115 player->active = FALSE;
1116 StorePlayer[jx][jy] = 0;
1117 Feld[jx][jy] = EL_EMPTY;
1124 /* when recording the game, store which players take part in the game */
1127 for (i=0; i<MAX_PLAYERS; i++)
1128 if (stored_player[i].active)
1129 tape.player_participates[i] = TRUE;
1134 for (i=0; i<MAX_PLAYERS; i++)
1136 struct PlayerInfo *player = &stored_player[i];
1138 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1143 if (local_player == player)
1144 printf("Player %d is local player.\n", i+1);
1148 if (BorderElement == EL_EMPTY)
1151 SBX_Right = lev_fieldx - SCR_FIELDX;
1153 SBY_Lower = lev_fieldy - SCR_FIELDY;
1158 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1160 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1163 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1164 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1166 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1167 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1169 scroll_x = SBX_Left;
1170 scroll_y = SBY_Upper;
1171 if (local_player->jx >= SBX_Left + MIDPOSX)
1172 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1173 local_player->jx - MIDPOSX :
1175 if (local_player->jy >= SBY_Upper + MIDPOSY)
1176 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1177 local_player->jy - MIDPOSY :
1180 CloseDoor(DOOR_CLOSE_1);
1185 /* after drawing the level, correct some elements */
1186 if (game.timegate_time_left == 0)
1187 CloseAllOpenTimegates();
1189 if (setup.soft_scrolling)
1190 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1192 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1195 /* copy default game door content to main double buffer */
1196 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1197 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1200 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1203 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1204 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1205 BlitBitmap(drawto, drawto,
1206 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1207 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1208 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1209 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1212 DrawGameDoorValues();
1216 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1217 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1218 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1222 /* copy actual game door content to door double buffer for OpenDoor() */
1223 BlitBitmap(drawto, bitmap_db_door,
1224 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1226 OpenDoor(DOOR_OPEN_ALL);
1228 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1229 if (setup.sound_music)
1230 PlayMusic(level_nr);
1232 KeyboardAutoRepeatOffUnlessAutoplay();
1237 printf("Player %d %sactive.\n",
1238 i + 1, (stored_player[i].active ? "" : "not "));
1242 void InitMovDir(int x, int y)
1244 int i, element = Feld[x][y];
1245 static int xy[4][2] =
1252 static int direction[3][4] =
1254 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1255 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1256 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1265 Feld[x][y] = EL_BUG;
1266 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1269 case EL_SPACESHIP_RIGHT:
1270 case EL_SPACESHIP_UP:
1271 case EL_SPACESHIP_LEFT:
1272 case EL_SPACESHIP_DOWN:
1273 Feld[x][y] = EL_SPACESHIP;
1274 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1277 case EL_BD_BUTTERFLY_RIGHT:
1278 case EL_BD_BUTTERFLY_UP:
1279 case EL_BD_BUTTERFLY_LEFT:
1280 case EL_BD_BUTTERFLY_DOWN:
1281 Feld[x][y] = EL_BD_BUTTERFLY;
1282 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1285 case EL_BD_FIREFLY_RIGHT:
1286 case EL_BD_FIREFLY_UP:
1287 case EL_BD_FIREFLY_LEFT:
1288 case EL_BD_FIREFLY_DOWN:
1289 Feld[x][y] = EL_BD_FIREFLY;
1290 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1293 case EL_PACMAN_RIGHT:
1295 case EL_PACMAN_LEFT:
1296 case EL_PACMAN_DOWN:
1297 Feld[x][y] = EL_PACMAN;
1298 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1301 case EL_SP_SNIKSNAK:
1302 MovDir[x][y] = MV_UP;
1305 case EL_SP_ELECTRON:
1306 MovDir[x][y] = MV_LEFT;
1313 Feld[x][y] = EL_MOLE;
1314 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1318 if (IS_CUSTOM_ELEMENT(element))
1320 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1321 MovDir[x][y] = element_info[element].move_direction_initial;
1322 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1323 element_info[element].move_pattern == MV_TURNING_LEFT ||
1324 element_info[element].move_pattern == MV_TURNING_RIGHT)
1325 MovDir[x][y] = 1 << RND(4);
1326 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1327 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1328 else if (element_info[element].move_pattern == MV_VERTICAL)
1329 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1330 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1331 MovDir[x][y] = element_info[element].move_pattern;
1332 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1333 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1337 int x1 = x + xy[i][0];
1338 int y1 = y + xy[i][1];
1340 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1342 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1343 MovDir[x][y] = direction[0][i];
1345 MovDir[x][y] = direction[1][i];
1354 MovDir[x][y] = 1 << RND(4);
1356 if (element != EL_BUG &&
1357 element != EL_SPACESHIP &&
1358 element != EL_BD_BUTTERFLY &&
1359 element != EL_BD_FIREFLY)
1364 int x1 = x + xy[i][0];
1365 int y1 = y + xy[i][1];
1367 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1369 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1371 MovDir[x][y] = direction[0][i];
1374 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1375 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1377 MovDir[x][y] = direction[1][i];
1387 void InitAmoebaNr(int x, int y)
1390 int group_nr = AmoebeNachbarNr(x, y);
1394 for (i=1; i<MAX_NUM_AMOEBA; i++)
1396 if (AmoebaCnt[i] == 0)
1404 AmoebaNr[x][y] = group_nr;
1405 AmoebaCnt[group_nr]++;
1406 AmoebaCnt2[group_nr]++;
1412 boolean raise_level = FALSE;
1414 if (local_player->MovPos)
1417 if (tape.playing && tape.auto_play)
1418 tape.auto_play_level_solved = TRUE;
1420 local_player->LevelSolved = FALSE;
1422 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1426 if (!tape.playing && setup.sound_loops)
1427 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1428 SND_CTRL_PLAY_LOOP);
1430 while (TimeLeft > 0)
1432 if (!tape.playing && !setup.sound_loops)
1433 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1434 if (TimeLeft > 0 && !(TimeLeft % 10))
1435 RaiseScore(level.score[SC_TIME_BONUS]);
1436 if (TimeLeft > 100 && !(TimeLeft % 10))
1440 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1447 if (!tape.playing && setup.sound_loops)
1448 StopSound(SND_GAME_LEVELTIME_BONUS);
1450 else if (level.time == 0) /* level without time limit */
1452 if (!tape.playing && setup.sound_loops)
1453 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1454 SND_CTRL_PLAY_LOOP);
1456 while (TimePlayed < 999)
1458 if (!tape.playing && !setup.sound_loops)
1459 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1460 if (TimePlayed < 999 && !(TimePlayed % 10))
1461 RaiseScore(level.score[SC_TIME_BONUS]);
1462 if (TimePlayed < 900 && !(TimePlayed % 10))
1466 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1473 if (!tape.playing && setup.sound_loops)
1474 StopSound(SND_GAME_LEVELTIME_BONUS);
1477 /* Hero disappears */
1478 DrawLevelField(ExitX, ExitY);
1484 CloseDoor(DOOR_CLOSE_1);
1489 SaveTape(tape.level_nr); /* Ask to save tape */
1492 if (level_nr == leveldir_current->handicap_level)
1494 leveldir_current->handicap_level++;
1495 SaveLevelSetup_SeriesInfo();
1498 if (level_editor_test_game)
1499 local_player->score = -1; /* no highscore when playing from editor */
1500 else if (level_nr < leveldir_current->last_level)
1501 raise_level = TRUE; /* advance to next level */
1503 if ((hi_pos = NewHiScore()) >= 0)
1505 game_status = GAME_MODE_SCORES;
1506 DrawHallOfFame(hi_pos);
1515 game_status = GAME_MODE_MAIN;
1532 LoadScore(level_nr);
1534 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1535 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1538 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1540 if (local_player->score > highscore[k].Score)
1542 /* player has made it to the hall of fame */
1544 if (k < MAX_SCORE_ENTRIES - 1)
1546 int m = MAX_SCORE_ENTRIES - 1;
1549 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1550 if (!strcmp(setup.player_name, highscore[l].Name))
1552 if (m == k) /* player's new highscore overwrites his old one */
1558 strcpy(highscore[l].Name, highscore[l - 1].Name);
1559 highscore[l].Score = highscore[l - 1].Score;
1566 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1567 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1568 highscore[k].Score = local_player->score;
1574 else if (!strncmp(setup.player_name, highscore[k].Name,
1575 MAX_PLAYER_NAME_LEN))
1576 break; /* player already there with a higher score */
1582 SaveScore(level_nr);
1587 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1589 if (player->GfxAction != action || player->GfxDir != dir)
1592 printf("Player frame reset! (%d => %d, %d => %d)\n",
1593 player->GfxAction, action, player->GfxDir, dir);
1596 player->GfxAction = action;
1597 player->GfxDir = dir;
1599 player->StepFrame = 0;
1603 static void ResetRandomAnimationValue(int x, int y)
1605 GfxRandom[x][y] = INIT_GFX_RANDOM();
1608 static void ResetGfxAnimation(int x, int y)
1611 GfxAction[x][y] = ACTION_DEFAULT;
1614 void InitMovingField(int x, int y, int direction)
1616 int element = Feld[x][y];
1617 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1618 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1622 if (!JustStopped[x][y] || direction != MovDir[x][y])
1623 ResetGfxAnimation(x, y);
1625 MovDir[newx][newy] = MovDir[x][y] = direction;
1627 if (Feld[newx][newy] == EL_EMPTY)
1628 Feld[newx][newy] = EL_BLOCKED;
1630 if (direction == MV_DOWN && CAN_FALL(element))
1631 GfxAction[x][y] = ACTION_FALLING;
1633 GfxAction[x][y] = ACTION_MOVING;
1635 GfxFrame[newx][newy] = GfxFrame[x][y];
1636 GfxAction[newx][newy] = GfxAction[x][y];
1637 GfxRandom[newx][newy] = GfxRandom[x][y];
1640 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1642 int direction = MovDir[x][y];
1643 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1644 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1650 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1652 int oldx = x, oldy = y;
1653 int direction = MovDir[x][y];
1655 if (direction == MV_LEFT)
1657 else if (direction == MV_RIGHT)
1659 else if (direction == MV_UP)
1661 else if (direction == MV_DOWN)
1664 *comes_from_x = oldx;
1665 *comes_from_y = oldy;
1668 int MovingOrBlocked2Element(int x, int y)
1670 int element = Feld[x][y];
1672 if (element == EL_BLOCKED)
1676 Blocked2Moving(x, y, &oldx, &oldy);
1677 return Feld[oldx][oldy];
1683 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1685 /* like MovingOrBlocked2Element(), but if element is moving
1686 and (x,y) is the field the moving element is just leaving,
1687 return EL_BLOCKED instead of the element value */
1688 int element = Feld[x][y];
1690 if (IS_MOVING(x, y))
1692 if (element == EL_BLOCKED)
1696 Blocked2Moving(x, y, &oldx, &oldy);
1697 return Feld[oldx][oldy];
1706 static void RemoveField(int x, int y)
1708 Feld[x][y] = EL_EMPTY;
1720 ChangeDelay[x][y] = 0;
1721 Pushed[x][y] = FALSE;
1723 GfxElement[x][y] = EL_UNDEFINED;
1724 GfxAction[x][y] = ACTION_DEFAULT;
1727 void RemoveMovingField(int x, int y)
1729 int oldx = x, oldy = y, newx = x, newy = y;
1730 int element = Feld[x][y];
1731 int next_element = EL_UNDEFINED;
1733 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1736 if (IS_MOVING(x, y))
1738 Moving2Blocked(x, y, &newx, &newy);
1739 if (Feld[newx][newy] != EL_BLOCKED)
1742 else if (element == EL_BLOCKED)
1744 Blocked2Moving(x, y, &oldx, &oldy);
1745 if (!IS_MOVING(oldx, oldy))
1750 if (element == EL_BLOCKED &&
1751 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1752 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1753 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1754 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1755 next_element = get_next_element(Feld[oldx][oldy]);
1757 RemoveField(oldx, oldy);
1758 RemoveField(newx, newy);
1761 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1764 if (next_element != EL_UNDEFINED)
1765 Feld[oldx][oldy] = next_element;
1767 if (element == EL_BLOCKED &&
1768 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1769 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1770 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1771 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1772 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1774 Feld[oldx][oldy] = EL_EMPTY;
1776 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1778 Feld[newx][newy] = EL_EMPTY;
1779 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1780 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1781 ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
1782 Pushed[oldx][oldy] = Pushed[newx][newy] = FALSE;
1783 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1786 DrawLevelField(oldx, oldy);
1787 DrawLevelField(newx, newy);
1790 void DrawDynamite(int x, int y)
1792 int sx = SCREENX(x), sy = SCREENY(y);
1793 int graphic = el2img(Feld[x][y]);
1796 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1799 if (IS_WALKABLE_INSIDE(Back[x][y]))
1803 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1804 else if (Store[x][y])
1805 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1807 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1810 if (Back[x][y] || Store[x][y])
1811 DrawGraphicThruMask(sx, sy, graphic, frame);
1813 DrawGraphic(sx, sy, graphic, frame);
1815 if (game.emulation == EMU_SUPAPLEX)
1816 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1817 else if (Store[x][y])
1818 DrawGraphicThruMask(sx, sy, graphic, frame);
1820 DrawGraphic(sx, sy, graphic, frame);
1824 void CheckDynamite(int x, int y)
1826 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1830 if (MovDelay[x][y] != 0)
1833 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1840 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1842 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1843 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1844 StopSound(SND_DYNAMITE_ACTIVE);
1846 StopSound(SND_DYNABOMB_ACTIVE);
1852 void Explode(int ex, int ey, int phase, int mode)
1856 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1857 int last_phase = num_phase * delay;
1858 int half_phase = (num_phase / 2) * delay;
1859 int first_phase_after_start = EX_PHASE_START + 1;
1861 if (game.explosions_delayed)
1863 ExplodeField[ex][ey] = mode;
1867 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1869 int center_element = Feld[ex][ey];
1871 /* remove things displayed in background while burning dynamite */
1872 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1875 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1877 /* put moving element to center field (and let it explode there) */
1878 center_element = MovingOrBlocked2Element(ex, ey);
1879 RemoveMovingField(ex, ey);
1880 Feld[ex][ey] = center_element;
1883 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1887 if (!IN_LEV_FIELD(x, y) ||
1888 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1889 (x != ex || y != ey)))
1892 element = Feld[x][y];
1894 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1896 element = MovingOrBlocked2Element(x, y);
1897 RemoveMovingField(x, y);
1901 if (IS_EXPLOSION_PROOF(element))
1904 if ((IS_INDESTRUCTIBLE(element) &&
1905 (game.engine_version < VERSION_IDENT(2,2,0) ||
1906 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1907 element == EL_FLAMES)
1911 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1913 if (IS_ACTIVE_BOMB(element))
1915 /* re-activate things under the bomb like gate or penguin */
1916 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1923 /* save walkable background elements while explosion on same tile */
1924 if (IS_INDESTRUCTIBLE(element))
1925 Back[x][y] = element;
1927 /* ignite explodable elements reached by other explosion */
1928 if (element == EL_EXPLOSION)
1929 element = Store2[x][y];
1932 if (AmoebaNr[x][y] &&
1933 (element == EL_AMOEBA_FULL ||
1934 element == EL_BD_AMOEBA ||
1935 element == EL_AMOEBA_GROWING))
1937 AmoebaCnt[AmoebaNr[x][y]]--;
1938 AmoebaCnt2[AmoebaNr[x][y]]--;
1944 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1946 switch(StorePlayer[ex][ey])
1949 Store[x][y] = EL_EMERALD_RED;
1952 Store[x][y] = EL_EMERALD;
1955 Store[x][y] = EL_EMERALD_PURPLE;
1959 Store[x][y] = EL_EMERALD_YELLOW;
1963 if (game.emulation == EMU_SUPAPLEX)
1964 Store[x][y] = EL_EMPTY;
1966 else if (center_element == EL_MOLE)
1967 Store[x][y] = EL_EMERALD_RED;
1968 else if (center_element == EL_PENGUIN)
1969 Store[x][y] = EL_EMERALD_PURPLE;
1970 else if (center_element == EL_BUG)
1971 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1972 else if (center_element == EL_BD_BUTTERFLY)
1973 Store[x][y] = EL_BD_DIAMOND;
1974 else if (center_element == EL_SP_ELECTRON)
1975 Store[x][y] = EL_SP_INFOTRON;
1976 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1977 Store[x][y] = level.amoeba_content;
1978 else if (center_element == EL_YAMYAM)
1980 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1981 else if (IS_CUSTOM_ELEMENT(center_element))
1983 element_info[center_element].content[x - ex + 1][y - ey + 1];
1984 else if (element == EL_WALL_EMERALD)
1985 Store[x][y] = EL_EMERALD;
1986 else if (element == EL_WALL_DIAMOND)
1987 Store[x][y] = EL_DIAMOND;
1988 else if (element == EL_WALL_BD_DIAMOND)
1989 Store[x][y] = EL_BD_DIAMOND;
1990 else if (element == EL_WALL_EMERALD_YELLOW)
1991 Store[x][y] = EL_EMERALD_YELLOW;
1992 else if (element == EL_WALL_EMERALD_RED)
1993 Store[x][y] = EL_EMERALD_RED;
1994 else if (element == EL_WALL_EMERALD_PURPLE)
1995 Store[x][y] = EL_EMERALD_PURPLE;
1996 else if (element == EL_WALL_PEARL)
1997 Store[x][y] = EL_PEARL;
1998 else if (element == EL_WALL_CRYSTAL)
1999 Store[x][y] = EL_CRYSTAL;
2001 Store[x][y] = EL_EMPTY;
2003 if (x != ex || y != ey ||
2004 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2005 Store2[x][y] = element;
2008 if (AmoebaNr[x][y] &&
2009 (element == EL_AMOEBA_FULL ||
2010 element == EL_BD_AMOEBA ||
2011 element == EL_AMOEBA_GROWING))
2013 AmoebaCnt[AmoebaNr[x][y]]--;
2014 AmoebaCnt2[AmoebaNr[x][y]]--;
2020 MovDir[x][y] = MovPos[x][y] = 0;
2025 Feld[x][y] = EL_EXPLOSION;
2027 GfxElement[x][y] = center_element;
2029 GfxElement[x][y] = EL_UNDEFINED;
2032 ExplodePhase[x][y] = 1;
2036 if (center_element == EL_YAMYAM)
2037 game.yamyam_content_nr =
2038 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2049 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2051 if (phase == first_phase_after_start)
2053 int element = Store2[x][y];
2055 if (element == EL_BLACK_ORB)
2057 Feld[x][y] = Store2[x][y];
2062 else if (phase == half_phase)
2064 int element = Store2[x][y];
2066 if (IS_PLAYER(x, y))
2067 KillHeroUnlessProtected(x, y);
2068 else if (CAN_EXPLODE_BY_FIRE(element))
2070 Feld[x][y] = Store2[x][y];
2074 else if (element == EL_AMOEBA_TO_DIAMOND)
2075 AmoebeUmwandeln(x, y);
2078 if (phase == last_phase)
2082 element = Feld[x][y] = Store[x][y];
2083 Store[x][y] = Store2[x][y] = 0;
2084 GfxElement[x][y] = EL_UNDEFINED;
2086 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2087 element = Feld[x][y] = Back[x][y];
2090 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2091 InitField(x, y, FALSE);
2092 if (CAN_MOVE(element))
2094 DrawLevelField(x, y);
2096 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2097 StorePlayer[x][y] = 0;
2099 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2102 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2104 int stored = Store[x][y];
2105 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2106 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2109 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2112 DrawLevelFieldCrumbledSand(x, y);
2114 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2116 DrawLevelElement(x, y, Back[x][y]);
2117 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2119 else if (IS_WALKABLE_UNDER(Back[x][y]))
2121 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2122 DrawLevelElementThruMask(x, y, Back[x][y]);
2124 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2125 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2129 void DynaExplode(int ex, int ey)
2132 int dynabomb_size = 1;
2133 boolean dynabomb_xl = FALSE;
2134 struct PlayerInfo *player;
2135 static int xy[4][2] =
2143 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2145 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2146 dynabomb_size = player->dynabomb_size;
2147 dynabomb_xl = player->dynabomb_xl;
2148 player->dynabombs_left++;
2151 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2155 for (j=1; j<=dynabomb_size; j++)
2157 int x = ex + j * xy[i % 4][0];
2158 int y = ey + j * xy[i % 4][1];
2161 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2164 element = Feld[x][y];
2166 /* do not restart explosions of fields with active bombs */
2167 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2170 Explode(x, y, EX_PHASE_START, EX_BORDER);
2172 if (element != EL_EMPTY &&
2173 element != EL_SAND &&
2174 element != EL_EXPLOSION &&
2181 void Bang(int x, int y)
2184 int element = MovingOrBlocked2Element(x, y);
2186 int element = Feld[x][y];
2189 if (IS_PLAYER(x, y))
2191 struct PlayerInfo *player = PLAYERINFO(x, y);
2193 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2194 player->element_nr);
2198 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2200 if (game.emulation == EMU_SUPAPLEX)
2201 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2203 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2207 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2215 case EL_BD_BUTTERFLY:
2218 case EL_DARK_YAMYAM:
2222 RaiseScoreElement(element);
2223 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2225 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2226 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2227 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2228 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2229 case EL_DYNABOMB_INCREASE_NUMBER:
2230 case EL_DYNABOMB_INCREASE_SIZE:
2231 case EL_DYNABOMB_INCREASE_POWER:
2236 case EL_LAMP_ACTIVE:
2237 if (IS_PLAYER(x, y))
2238 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2240 Explode(x, y, EX_PHASE_START, EX_CENTER);
2243 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2247 CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
2250 void SplashAcid(int x, int y)
2252 int element = Feld[x][y];
2254 if (element != EL_ACID_SPLASH_LEFT &&
2255 element != EL_ACID_SPLASH_RIGHT)
2257 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2259 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2260 (!IN_LEV_FIELD(x-1, y-1) ||
2261 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2262 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2264 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2265 (!IN_LEV_FIELD(x+1, y-1) ||
2266 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2267 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2271 static void InitBeltMovement()
2273 static int belt_base_element[4] =
2275 EL_CONVEYOR_BELT_1_LEFT,
2276 EL_CONVEYOR_BELT_2_LEFT,
2277 EL_CONVEYOR_BELT_3_LEFT,
2278 EL_CONVEYOR_BELT_4_LEFT
2280 static int belt_base_active_element[4] =
2282 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2283 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2284 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2285 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2290 /* set frame order for belt animation graphic according to belt direction */
2297 int element = belt_base_active_element[belt_nr] + j;
2298 int graphic = el2img(element);
2300 if (game.belt_dir[i] == MV_LEFT)
2301 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2303 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2307 for(y=0; y<lev_fieldy; y++)
2309 for(x=0; x<lev_fieldx; x++)
2311 int element = Feld[x][y];
2315 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2317 int e_belt_nr = getBeltNrFromBeltElement(element);
2320 if (e_belt_nr == belt_nr)
2322 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2324 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2332 static void ToggleBeltSwitch(int x, int y)
2334 static int belt_base_element[4] =
2336 EL_CONVEYOR_BELT_1_LEFT,
2337 EL_CONVEYOR_BELT_2_LEFT,
2338 EL_CONVEYOR_BELT_3_LEFT,
2339 EL_CONVEYOR_BELT_4_LEFT
2341 static int belt_base_active_element[4] =
2343 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2344 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2345 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2346 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2348 static int belt_base_switch_element[4] =
2350 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2351 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2352 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2353 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2355 static int belt_move_dir[4] =
2363 int element = Feld[x][y];
2364 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2365 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2366 int belt_dir = belt_move_dir[belt_dir_nr];
2369 if (!IS_BELT_SWITCH(element))
2372 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2373 game.belt_dir[belt_nr] = belt_dir;
2375 if (belt_dir_nr == 3)
2378 /* set frame order for belt animation graphic according to belt direction */
2381 int element = belt_base_active_element[belt_nr] + i;
2382 int graphic = el2img(element);
2384 if (belt_dir == MV_LEFT)
2385 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2387 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2390 for (yy=0; yy<lev_fieldy; yy++)
2392 for (xx=0; xx<lev_fieldx; xx++)
2394 int element = Feld[xx][yy];
2396 if (IS_BELT_SWITCH(element))
2398 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2400 if (e_belt_nr == belt_nr)
2402 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2403 DrawLevelField(xx, yy);
2406 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2408 int e_belt_nr = getBeltNrFromBeltElement(element);
2410 if (e_belt_nr == belt_nr)
2412 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2414 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2415 DrawLevelField(xx, yy);
2418 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2420 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2422 if (e_belt_nr == belt_nr)
2424 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2426 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2427 DrawLevelField(xx, yy);
2434 static void ToggleSwitchgateSwitch(int x, int y)
2438 game.switchgate_pos = !game.switchgate_pos;
2440 for (yy=0; yy<lev_fieldy; yy++)
2442 for (xx=0; xx<lev_fieldx; xx++)
2444 int element = Feld[xx][yy];
2446 if (element == EL_SWITCHGATE_SWITCH_UP ||
2447 element == EL_SWITCHGATE_SWITCH_DOWN)
2449 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2450 DrawLevelField(xx, yy);
2452 else if (element == EL_SWITCHGATE_OPEN ||
2453 element == EL_SWITCHGATE_OPENING)
2455 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2457 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2459 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2462 else if (element == EL_SWITCHGATE_CLOSED ||
2463 element == EL_SWITCHGATE_CLOSING)
2465 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2467 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2469 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2476 static int getInvisibleActiveFromInvisibleElement(int element)
2478 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2479 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2480 EL_INVISIBLE_SAND_ACTIVE);
2483 static int getInvisibleFromInvisibleActiveElement(int element)
2485 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2486 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2490 static void RedrawAllLightSwitchesAndInvisibleElements()
2494 for (y=0; y<lev_fieldy; y++)
2496 for (x=0; x<lev_fieldx; x++)
2498 int element = Feld[x][y];
2500 if (element == EL_LIGHT_SWITCH &&
2501 game.light_time_left > 0)
2503 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2504 DrawLevelField(x, y);
2506 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2507 game.light_time_left == 0)
2509 Feld[x][y] = EL_LIGHT_SWITCH;
2510 DrawLevelField(x, y);
2512 else if (element == EL_INVISIBLE_STEELWALL ||
2513 element == EL_INVISIBLE_WALL ||
2514 element == EL_INVISIBLE_SAND)
2516 if (game.light_time_left > 0)
2517 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2519 DrawLevelField(x, y);
2521 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2522 element == EL_INVISIBLE_WALL_ACTIVE ||
2523 element == EL_INVISIBLE_SAND_ACTIVE)
2525 if (game.light_time_left == 0)
2526 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2528 DrawLevelField(x, y);
2534 static void ToggleLightSwitch(int x, int y)
2536 int element = Feld[x][y];
2538 game.light_time_left =
2539 (element == EL_LIGHT_SWITCH ?
2540 level.time_light * FRAMES_PER_SECOND : 0);
2542 RedrawAllLightSwitchesAndInvisibleElements();
2545 static void ActivateTimegateSwitch(int x, int y)
2549 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2551 for (yy=0; yy<lev_fieldy; yy++)
2553 for (xx=0; xx<lev_fieldx; xx++)
2555 int element = Feld[xx][yy];
2557 if (element == EL_TIMEGATE_CLOSED ||
2558 element == EL_TIMEGATE_CLOSING)
2560 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2561 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2565 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2567 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2568 DrawLevelField(xx, yy);
2575 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2578 void Impact(int x, int y)
2580 boolean lastline = (y == lev_fieldy-1);
2581 boolean object_hit = FALSE;
2582 boolean impact = (lastline || object_hit);
2583 int element = Feld[x][y];
2584 int smashed = EL_UNDEFINED;
2586 if (!lastline) /* check if element below was hit */
2588 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2591 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2592 MovDir[x][y + 1] != MV_DOWN ||
2593 MovPos[x][y + 1] <= TILEY / 2));
2595 smashed = MovingOrBlocked2Element(x, y + 1);
2597 impact = (lastline || object_hit);
2600 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2608 ResetGfxAnimation(x, y);
2609 DrawLevelField(x, y);
2612 if (impact && CAN_EXPLODE_IMPACT(element))
2617 else if (impact && element == EL_PEARL)
2619 Feld[x][y] = EL_PEARL_BREAKING;
2620 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2623 else if (impact && CAN_CHANGE(element) &&
2624 HAS_CHANGE_EVENT(element, CE_IMPACT))
2626 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2628 ChangeElementNow(x, y, element);
2633 if (impact && element == EL_AMOEBA_DROP)
2635 if (object_hit && IS_PLAYER(x, y + 1))
2636 KillHeroUnlessProtected(x, y + 1);
2637 else if (object_hit && smashed == EL_PENGUIN)
2641 Feld[x][y] = EL_AMOEBA_GROWING;
2642 Store[x][y] = EL_AMOEBA_WET;
2644 ResetRandomAnimationValue(x, y);
2649 if (object_hit) /* check which object was hit */
2651 if (CAN_PASS_MAGIC_WALL(element) &&
2652 (smashed == EL_MAGIC_WALL ||
2653 smashed == EL_BD_MAGIC_WALL))
2656 int activated_magic_wall =
2657 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2658 EL_BD_MAGIC_WALL_ACTIVE);
2660 /* activate magic wall / mill */
2661 for (yy=0; yy<lev_fieldy; yy++)
2662 for (xx=0; xx<lev_fieldx; xx++)
2663 if (Feld[xx][yy] == smashed)
2664 Feld[xx][yy] = activated_magic_wall;
2666 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2667 game.magic_wall_active = TRUE;
2669 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2670 SND_MAGIC_WALL_ACTIVATING :
2671 SND_BD_MAGIC_WALL_ACTIVATING));
2674 if (IS_PLAYER(x, y + 1))
2676 if (CAN_SMASH_PLAYER(element))
2678 KillHeroUnlessProtected(x, y + 1);
2682 else if (smashed == EL_PENGUIN)
2684 if (CAN_SMASH_PLAYER(element))
2690 else if (element == EL_BD_DIAMOND)
2692 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2698 else if ((element == EL_SP_INFOTRON ||
2699 element == EL_SP_ZONK) &&
2700 (smashed == EL_SP_SNIKSNAK ||
2701 smashed == EL_SP_ELECTRON ||
2702 smashed == EL_SP_DISK_ORANGE))
2707 else if (CAN_SMASH_EVERYTHING(element))
2709 if (IS_CLASSIC_ENEMY(smashed) ||
2710 CAN_EXPLODE_SMASHED(smashed))
2715 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2717 if (smashed == EL_LAMP ||
2718 smashed == EL_LAMP_ACTIVE)
2723 else if (smashed == EL_NUT)
2725 Feld[x][y + 1] = EL_NUT_BREAKING;
2726 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2727 RaiseScoreElement(EL_NUT);
2730 else if (smashed == EL_PEARL)
2732 Feld[x][y + 1] = EL_PEARL_BREAKING;
2733 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2736 else if (smashed == EL_DIAMOND)
2738 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2739 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2742 else if (IS_BELT_SWITCH(smashed))
2744 ToggleBeltSwitch(x, y + 1);
2746 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2747 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2749 ToggleSwitchgateSwitch(x, y + 1);
2751 else if (smashed == EL_LIGHT_SWITCH ||
2752 smashed == EL_LIGHT_SWITCH_ACTIVE)
2754 ToggleLightSwitch(x, y + 1);
2756 else if (CAN_CHANGE(smashed) &&
2757 HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2759 ChangeElementNow(x, y + 1, smashed);
2765 /* play sound of magic wall / mill */
2767 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2768 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2770 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2771 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2772 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2773 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2778 /* play sound of object that hits the ground */
2779 if (lastline || object_hit)
2780 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2783 void TurnRound(int x, int y)
2795 { 0, 0 }, { 0, 0 }, { 0, 0 },
2800 int left, right, back;
2804 { MV_DOWN, MV_UP, MV_RIGHT },
2805 { MV_UP, MV_DOWN, MV_LEFT },
2807 { MV_LEFT, MV_RIGHT, MV_DOWN },
2811 { MV_RIGHT, MV_LEFT, MV_UP }
2814 int element = Feld[x][y];
2815 int old_move_dir = MovDir[x][y];
2816 int left_dir = turn[old_move_dir].left;
2817 int right_dir = turn[old_move_dir].right;
2818 int back_dir = turn[old_move_dir].back;
2820 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2821 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2822 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2823 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2825 int left_x = x + left_dx, left_y = y + left_dy;
2826 int right_x = x + right_dx, right_y = y + right_dy;
2827 int move_x = x + move_dx, move_y = y + move_dy;
2831 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2833 TestIfBadThingTouchesOtherBadThing(x, y);
2835 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2836 MovDir[x][y] = right_dir;
2837 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2838 MovDir[x][y] = left_dir;
2840 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2842 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2845 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2846 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2848 TestIfBadThingTouchesOtherBadThing(x, y);
2850 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2851 MovDir[x][y] = left_dir;
2852 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2853 MovDir[x][y] = right_dir;
2855 if ((element == EL_SPACESHIP ||
2856 element == EL_SP_SNIKSNAK ||
2857 element == EL_SP_ELECTRON)
2858 && MovDir[x][y] != old_move_dir)
2860 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2863 else if (element == EL_YAMYAM)
2865 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2866 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2868 if (can_turn_left && can_turn_right)
2869 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2870 else if (can_turn_left)
2871 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2872 else if (can_turn_right)
2873 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2875 MovDir[x][y] = back_dir;
2877 MovDelay[x][y] = 16 + 16 * RND(3);
2879 else if (element == EL_DARK_YAMYAM)
2881 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2882 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2884 if (can_turn_left && can_turn_right)
2885 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2886 else if (can_turn_left)
2887 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2888 else if (can_turn_right)
2889 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2891 MovDir[x][y] = back_dir;
2893 MovDelay[x][y] = 16 + 16 * RND(3);
2895 else if (element == EL_PACMAN)
2897 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2898 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2900 if (can_turn_left && can_turn_right)
2901 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2902 else if (can_turn_left)
2903 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2904 else if (can_turn_right)
2905 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2907 MovDir[x][y] = back_dir;
2909 MovDelay[x][y] = 6 + RND(40);
2911 else if (element == EL_PIG)
2913 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
2914 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
2915 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
2916 boolean should_turn_left, should_turn_right, should_move_on;
2918 int rnd = RND(rnd_value);
2920 should_turn_left = (can_turn_left &&
2922 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
2923 y + back_dy + left_dy)));
2924 should_turn_right = (can_turn_right &&
2926 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
2927 y + back_dy + right_dy)));
2928 should_move_on = (can_move_on &&
2931 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
2932 y + move_dy + left_dy) ||
2933 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
2934 y + move_dy + right_dy)));
2936 if (should_turn_left || should_turn_right || should_move_on)
2938 if (should_turn_left && should_turn_right && should_move_on)
2939 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
2940 rnd < 2 * rnd_value / 3 ? right_dir :
2942 else if (should_turn_left && should_turn_right)
2943 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2944 else if (should_turn_left && should_move_on)
2945 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
2946 else if (should_turn_right && should_move_on)
2947 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
2948 else if (should_turn_left)
2949 MovDir[x][y] = left_dir;
2950 else if (should_turn_right)
2951 MovDir[x][y] = right_dir;
2952 else if (should_move_on)
2953 MovDir[x][y] = old_move_dir;
2955 else if (can_move_on && rnd > rnd_value / 8)
2956 MovDir[x][y] = old_move_dir;
2957 else if (can_turn_left && can_turn_right)
2958 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2959 else if (can_turn_left && rnd > rnd_value / 8)
2960 MovDir[x][y] = left_dir;
2961 else if (can_turn_right && rnd > rnd_value/8)
2962 MovDir[x][y] = right_dir;
2964 MovDir[x][y] = back_dir;
2966 xx = x + move_xy[MovDir[x][y]].x;
2967 yy = y + move_xy[MovDir[x][y]].y;
2969 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
2970 MovDir[x][y] = old_move_dir;
2974 else if (element == EL_DRAGON)
2976 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
2977 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
2978 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
2980 int rnd = RND(rnd_value);
2982 if (can_move_on && rnd > rnd_value / 8)
2983 MovDir[x][y] = old_move_dir;
2984 else if (can_turn_left && can_turn_right)
2985 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2986 else if (can_turn_left && rnd > rnd_value / 8)
2987 MovDir[x][y] = left_dir;
2988 else if (can_turn_right && rnd > rnd_value / 8)
2989 MovDir[x][y] = right_dir;
2991 MovDir[x][y] = back_dir;
2993 xx = x + move_xy[MovDir[x][y]].x;
2994 yy = y + move_xy[MovDir[x][y]].y;
2996 if (!IS_FREE(xx, yy))
2997 MovDir[x][y] = old_move_dir;
3001 else if (element == EL_MOLE)
3003 boolean can_move_on =
3004 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3005 IS_AMOEBOID(Feld[move_x][move_y]) ||
3006 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3009 boolean can_turn_left =
3010 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3011 IS_AMOEBOID(Feld[left_x][left_y])));
3013 boolean can_turn_right =
3014 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3015 IS_AMOEBOID(Feld[right_x][right_y])));
3017 if (can_turn_left && can_turn_right)
3018 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3019 else if (can_turn_left)
3020 MovDir[x][y] = left_dir;
3022 MovDir[x][y] = right_dir;
3025 if (MovDir[x][y] != old_move_dir)
3028 else if (element == EL_BALLOON)
3030 MovDir[x][y] = game.balloon_dir;
3033 else if (element == EL_SPRING)
3035 if (MovDir[x][y] & MV_HORIZONTAL &&
3036 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3037 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3038 MovDir[x][y] = MV_NO_MOVING;
3042 else if (element == EL_ROBOT ||
3043 element == EL_SATELLITE ||
3044 element == EL_PENGUIN)
3046 int attr_x = -1, attr_y = -1;
3057 for (i=0; i<MAX_PLAYERS; i++)
3059 struct PlayerInfo *player = &stored_player[i];
3060 int jx = player->jx, jy = player->jy;
3062 if (!player->active)
3066 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3074 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3080 if (element == EL_PENGUIN)
3083 static int xy[4][2] =
3093 int ex = x + xy[i % 4][0];
3094 int ey = y + xy[i % 4][1];
3096 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3105 MovDir[x][y] = MV_NO_MOVING;
3107 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3108 else if (attr_x > x)
3109 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3111 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3112 else if (attr_y > y)
3113 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3115 if (element == EL_ROBOT)
3119 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3120 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3121 Moving2Blocked(x, y, &newx, &newy);
3123 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3124 MovDelay[x][y] = 8 + 8 * !RND(3);
3126 MovDelay[x][y] = 16;
3128 else if (element == EL_PENGUIN)
3134 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3136 boolean first_horiz = RND(2);
3137 int new_move_dir = MovDir[x][y];
3140 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3141 Moving2Blocked(x, y, &newx, &newy);
3143 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3147 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3148 Moving2Blocked(x, y, &newx, &newy);
3150 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3153 MovDir[x][y] = old_move_dir;
3157 else /* (element == EL_SATELLITE) */
3163 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3165 boolean first_horiz = RND(2);
3166 int new_move_dir = MovDir[x][y];
3169 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3170 Moving2Blocked(x, y, &newx, &newy);
3172 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3176 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3177 Moving2Blocked(x, y, &newx, &newy);
3179 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3182 MovDir[x][y] = old_move_dir;
3187 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3188 element_info[element].move_pattern == MV_TURNING_LEFT ||
3189 element_info[element].move_pattern == MV_TURNING_RIGHT)
3191 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3192 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3194 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3195 MovDir[x][y] = left_dir;
3196 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3197 MovDir[x][y] = right_dir;
3198 else if (can_turn_left && can_turn_right)
3199 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3200 else if (can_turn_left)
3201 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3202 else if (can_turn_right)
3203 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3205 MovDir[x][y] = back_dir;
3207 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3209 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3210 element_info[element].move_pattern == MV_VERTICAL)
3212 if (element_info[element].move_pattern & old_move_dir)
3213 MovDir[x][y] = back_dir;
3214 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3215 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3216 else if (element_info[element].move_pattern == MV_VERTICAL)
3217 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3219 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3221 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3223 MovDir[x][y] = element_info[element].move_pattern;
3224 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3226 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3228 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3229 MovDir[x][y] = left_dir;
3230 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3231 MovDir[x][y] = right_dir;
3233 if (MovDir[x][y] != old_move_dir)
3234 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3236 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3238 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3239 MovDir[x][y] = right_dir;
3240 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3241 MovDir[x][y] = left_dir;
3243 if (MovDir[x][y] != old_move_dir)
3244 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3246 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3247 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3249 int attr_x = -1, attr_y = -1;
3252 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3263 for (i=0; i<MAX_PLAYERS; i++)
3265 struct PlayerInfo *player = &stored_player[i];
3266 int jx = player->jx, jy = player->jy;
3268 if (!player->active)
3272 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3280 MovDir[x][y] = MV_NO_MOVING;
3282 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3283 else if (attr_x > x)
3284 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3286 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3287 else if (attr_y > y)
3288 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3290 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3292 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3294 boolean first_horiz = RND(2);
3295 int new_move_dir = MovDir[x][y];
3298 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3299 Moving2Blocked(x, y, &newx, &newy);
3301 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3305 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3306 Moving2Blocked(x, y, &newx, &newy);
3308 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3311 MovDir[x][y] = old_move_dir;
3316 static boolean JustBeingPushed(int x, int y)
3320 for (i=0; i<MAX_PLAYERS; i++)
3322 struct PlayerInfo *player = &stored_player[i];
3324 if (player->active && player->Pushing && player->MovPos)
3326 int next_jx = player->jx + (player->jx - player->last_jx);
3327 int next_jy = player->jy + (player->jy - player->last_jy);
3329 if (x == next_jx && y == next_jy)
3337 void StartMoving(int x, int y)
3339 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3340 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3341 int element = Feld[x][y];
3346 GfxAction[x][y] = ACTION_DEFAULT;
3348 if (CAN_FALL(element) && y < lev_fieldy - 1)
3350 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3351 if (JustBeingPushed(x, y))
3354 if (element == EL_QUICKSAND_FULL)
3356 if (IS_FREE(x, y + 1))
3358 InitMovingField(x, y, MV_DOWN);
3359 started_moving = TRUE;
3361 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3362 Store[x][y] = EL_ROCK;
3364 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3366 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3369 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3371 if (!MovDelay[x][y])
3372 MovDelay[x][y] = TILEY + 1;
3381 Feld[x][y] = EL_QUICKSAND_EMPTY;
3382 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3383 Store[x][y + 1] = Store[x][y];
3386 PlaySoundLevelAction(x, y, ACTION_FILLING);
3388 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3392 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3393 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3395 InitMovingField(x, y, MV_DOWN);
3396 started_moving = TRUE;
3398 Feld[x][y] = EL_QUICKSAND_FILLING;
3399 Store[x][y] = element;
3401 PlaySoundLevelAction(x, y, ACTION_FILLING);
3403 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3406 else if (element == EL_MAGIC_WALL_FULL)
3408 if (IS_FREE(x, y + 1))
3410 InitMovingField(x, y, MV_DOWN);
3411 started_moving = TRUE;
3413 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3414 Store[x][y] = EL_CHANGED(Store[x][y]);
3416 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3418 if (!MovDelay[x][y])
3419 MovDelay[x][y] = TILEY/4 + 1;
3428 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3429 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3430 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3434 else if (element == EL_BD_MAGIC_WALL_FULL)
3436 if (IS_FREE(x, y + 1))
3438 InitMovingField(x, y, MV_DOWN);
3439 started_moving = TRUE;
3441 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3442 Store[x][y] = EL_CHANGED2(Store[x][y]);
3444 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3446 if (!MovDelay[x][y])
3447 MovDelay[x][y] = TILEY/4 + 1;
3456 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3457 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3458 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3462 else if (CAN_PASS_MAGIC_WALL(element) &&
3463 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3464 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3466 InitMovingField(x, y, MV_DOWN);
3467 started_moving = TRUE;
3470 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3471 EL_BD_MAGIC_WALL_FILLING);
3472 Store[x][y] = element;
3475 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3477 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3482 InitMovingField(x, y, MV_DOWN);
3483 started_moving = TRUE;
3485 Store[x][y] = EL_ACID;
3487 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3488 GfxAction[x][y + 1] = ACTION_ACTIVE;
3493 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3494 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3495 JustStopped[x][y] && !Pushed[x][y + 1])
3497 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3501 /* calling "Impact()" here is not only completely unneccessary
3502 (because it already gets called from "ContinueMoving()" in
3503 all relevant situations), but also completely bullshit, because
3504 "JustStopped" also indicates a finished *horizontal* movement;
3505 we must keep this trash for backwards compatibility with older
3511 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3513 if (MovDir[x][y] == MV_NO_MOVING)
3515 InitMovingField(x, y, MV_DOWN);
3516 started_moving = TRUE;
3519 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3521 if (JustStopped[x][y]) /* prevent animation from being restarted */
3522 MovDir[x][y] = MV_DOWN;
3524 InitMovingField(x, y, MV_DOWN);
3525 started_moving = TRUE;
3527 else if (element == EL_AMOEBA_DROP)
3529 Feld[x][y] = EL_AMOEBA_GROWING;
3530 Store[x][y] = EL_AMOEBA_WET;
3532 /* Store[x][y + 1] must be zero, because:
3533 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3536 #if OLD_GAME_BEHAVIOUR
3537 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3539 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3540 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3541 element != EL_DX_SUPABOMB)
3544 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3545 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3546 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3547 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3550 boolean left = (x>0 && IS_FREE(x-1, y) &&
3551 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3552 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3553 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3557 if (left && right &&
3558 (game.emulation != EMU_BOULDERDASH &&
3559 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3560 left = !(right = RND(2));
3562 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3563 started_moving = TRUE;
3566 if (element == EL_BOMB)
3567 printf("::: SLIP DOWN [%d]\n", FrameCounter);
3571 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3573 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3574 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3575 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3576 int belt_dir = game.belt_dir[belt_nr];
3578 if ((belt_dir == MV_LEFT && left_is_free) ||
3579 (belt_dir == MV_RIGHT && right_is_free))
3581 InitMovingField(x, y, belt_dir);
3582 started_moving = TRUE;
3584 GfxAction[x][y] = ACTION_DEFAULT;
3589 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3590 if (CAN_MOVE(element) && !started_moving)
3594 if ((element == EL_SATELLITE ||
3595 element == EL_BALLOON ||
3596 element == EL_SPRING)
3597 && JustBeingPushed(x, y))
3602 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3603 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3605 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3607 Moving2Blocked(x, y, &newx, &newy);
3608 if (Feld[newx][newy] == EL_BLOCKED)
3609 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3614 if (!MovDelay[x][y]) /* start new movement phase */
3616 /* all objects that can change their move direction after each step
3617 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3619 if (element != EL_YAMYAM &&
3620 element != EL_DARK_YAMYAM &&
3621 element != EL_PACMAN &&
3622 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3623 element_info[element].move_pattern != MV_TURNING_LEFT &&
3624 element_info[element].move_pattern != MV_TURNING_RIGHT)
3628 if (MovDelay[x][y] && (element == EL_BUG ||
3629 element == EL_SPACESHIP ||
3630 element == EL_SP_SNIKSNAK ||
3631 element == EL_SP_ELECTRON ||
3632 element == EL_MOLE))
3633 DrawLevelField(x, y);
3637 if (MovDelay[x][y]) /* wait some time before next movement */
3642 if (element == EL_YAMYAM)
3645 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3646 DrawLevelElementAnimation(x, y, element);
3650 if (MovDelay[x][y]) /* element still has to wait some time */
3653 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3654 ResetGfxAnimation(x, y);
3656 GfxAction[x][y] = ACTION_WAITING;
3659 if (element == EL_ROBOT ||
3661 element == EL_PACMAN ||
3663 element == EL_YAMYAM ||
3664 element == EL_DARK_YAMYAM)
3667 DrawLevelElementAnimation(x, y, element);
3669 DrawLevelElementAnimationIfNeeded(x, y, element);
3671 PlaySoundLevelAction(x, y, ACTION_WAITING);
3673 else if (element == EL_SP_ELECTRON)
3674 DrawLevelElementAnimationIfNeeded(x, y, element);
3675 else if (element == EL_DRAGON)
3678 int dir = MovDir[x][y];
3679 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3680 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3681 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3682 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3683 dir == MV_UP ? IMG_FLAMES_1_UP :
3684 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3685 int frame = getGraphicAnimationFrame(graphic, -1);
3687 for (i=1; i<=3; i++)
3689 int xx = x + i*dx, yy = y + i*dy;
3690 int sx = SCREENX(xx), sy = SCREENY(yy);
3691 int flame_graphic = graphic + (i - 1);
3693 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3698 int flamed = MovingOrBlocked2Element(xx, yy);
3700 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3703 RemoveMovingField(xx, yy);
3705 Feld[xx][yy] = EL_FLAMES;
3706 if (IN_SCR_FIELD(sx, sy))
3707 DrawGraphic(sx, sy, flame_graphic, frame);
3711 if (Feld[xx][yy] == EL_FLAMES)
3712 Feld[xx][yy] = EL_EMPTY;
3713 DrawLevelField(xx, yy);
3718 if (MovDelay[x][y]) /* element still has to wait some time */
3720 PlaySoundLevelAction(x, y, ACTION_WAITING);
3725 GfxAction[x][y] = ACTION_MOVING;
3728 /* now make next step */
3730 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3732 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3733 !PLAYER_PROTECTED(newx, newy))
3736 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3739 /* player killed by element which is deadly when colliding with */
3741 KillHero(PLAYERINFO(newx, newy));
3746 else if ((element == EL_PENGUIN ||
3747 element == EL_ROBOT ||
3748 element == EL_SATELLITE ||
3749 element == EL_BALLOON ||
3750 IS_CUSTOM_ELEMENT(element)) &&
3751 IN_LEV_FIELD(newx, newy) &&
3752 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3755 Store[x][y] = EL_ACID;
3757 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3759 if (Feld[newx][newy] == EL_EXIT_OPEN)
3761 Feld[x][y] = EL_EMPTY;
3762 DrawLevelField(x, y);
3764 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3765 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3766 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3768 local_player->friends_still_needed--;
3769 if (!local_player->friends_still_needed &&
3770 !local_player->GameOver && AllPlayersGone)
3771 local_player->LevelSolved = local_player->GameOver = TRUE;
3775 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3777 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3778 DrawLevelField(newx, newy);
3780 MovDir[x][y] = MV_NO_MOVING;
3782 else if (!IS_FREE(newx, newy))
3784 GfxAction[x][y] = ACTION_WAITING;
3786 if (IS_PLAYER(x, y))
3787 DrawPlayerField(x, y);
3789 DrawLevelField(x, y);
3793 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3795 if (IS_FOOD_PIG(Feld[newx][newy]))
3797 if (IS_MOVING(newx, newy))
3798 RemoveMovingField(newx, newy);
3801 Feld[newx][newy] = EL_EMPTY;
3802 DrawLevelField(newx, newy);
3805 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3807 else if (!IS_FREE(newx, newy))
3809 if (IS_PLAYER(x, y))
3810 DrawPlayerField(x, y);
3812 DrawLevelField(x, y);
3816 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3818 if (!IS_FREE(newx, newy))
3820 if (IS_PLAYER(x, y))
3821 DrawPlayerField(x, y);
3823 DrawLevelField(x, y);
3828 boolean wanna_flame = !RND(10);
3829 int dx = newx - x, dy = newy - y;
3830 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3831 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3832 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3833 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3834 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3835 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3838 IS_CLASSIC_ENEMY(element1) ||
3839 IS_CLASSIC_ENEMY(element2)) &&
3840 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3841 element1 != EL_FLAMES && element2 != EL_FLAMES)
3843 if (IS_PLAYER(x, y))
3844 DrawPlayerField(x, y);
3846 DrawLevelField(x, y);
3848 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3850 MovDelay[x][y] = 50;
3851 Feld[newx][newy] = EL_FLAMES;
3852 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3853 Feld[newx1][newy1] = EL_FLAMES;
3854 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3855 Feld[newx2][newy2] = EL_FLAMES;
3860 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3861 Feld[newx][newy] == EL_DIAMOND)
3863 if (IS_MOVING(newx, newy))
3864 RemoveMovingField(newx, newy);
3867 Feld[newx][newy] = EL_EMPTY;
3868 DrawLevelField(newx, newy);
3871 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3873 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3874 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3876 if (AmoebaNr[newx][newy])
3878 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3879 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3880 Feld[newx][newy] == EL_BD_AMOEBA)
3881 AmoebaCnt[AmoebaNr[newx][newy]]--;
3884 if (IS_MOVING(newx, newy))
3885 RemoveMovingField(newx, newy);
3888 Feld[newx][newy] = EL_EMPTY;
3889 DrawLevelField(newx, newy);
3892 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3894 else if ((element == EL_PACMAN || element == EL_MOLE)
3895 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3897 if (AmoebaNr[newx][newy])
3899 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3900 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3901 Feld[newx][newy] == EL_BD_AMOEBA)
3902 AmoebaCnt[AmoebaNr[newx][newy]]--;
3905 if (element == EL_MOLE)
3907 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3908 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3909 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3910 return; /* wait for shrinking amoeba */
3912 else /* element == EL_PACMAN */
3914 Feld[newx][newy] = EL_EMPTY;
3915 DrawLevelField(newx, newy);
3916 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3919 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3920 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3921 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3923 /* wait for shrinking amoeba to completely disappear */
3926 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3928 /* object was running against a wall */
3933 DrawLevelElementAnimation(x, y, element);
3935 if (element == EL_BUG ||
3936 element == EL_SPACESHIP ||
3937 element == EL_SP_SNIKSNAK)
3938 DrawLevelField(x, y);
3939 else if (element == EL_MOLE)
3940 DrawLevelField(x, y);
3941 else if (element == EL_BD_BUTTERFLY ||
3942 element == EL_BD_FIREFLY)
3943 DrawLevelElementAnimationIfNeeded(x, y, element);
3944 else if (element == EL_SATELLITE)
3945 DrawLevelElementAnimationIfNeeded(x, y, element);
3946 else if (element == EL_SP_ELECTRON)
3947 DrawLevelElementAnimationIfNeeded(x, y, element);
3950 if (DONT_TOUCH(element))
3951 TestIfBadThingTouchesHero(x, y);
3954 PlaySoundLevelAction(x, y, ACTION_WAITING);
3960 InitMovingField(x, y, MovDir[x][y]);
3962 PlaySoundLevelAction(x, y, ACTION_MOVING);
3966 ContinueMoving(x, y);
3969 void ContinueMoving(int x, int y)
3971 int element = Feld[x][y];
3972 int direction = MovDir[x][y];
3973 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3974 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3975 int horiz_move = (dx != 0);
3976 int newx = x + dx, newy = y + dy;
3977 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3979 boolean pushed = Pushed[x][y];
3981 struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL);
3983 boolean pushing = (player != NULL && player->Pushing && player->MovPos != 0);
3985 boolean pushing = (player != NULL && player->Pushing && player->is_moving);
3990 if (player && player->is_moving && player->MovPos == 0)
3991 printf("::: !!!\n");
3994 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3996 else if (element == EL_QUICKSAND_FILLING ||
3997 element == EL_QUICKSAND_EMPTYING)
3999 else if (element == EL_MAGIC_WALL_FILLING ||
4000 element == EL_BD_MAGIC_WALL_FILLING ||
4001 element == EL_MAGIC_WALL_EMPTYING ||
4002 element == EL_BD_MAGIC_WALL_EMPTYING)
4004 else if (CAN_FALL(element) && horiz_move &&
4005 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
4007 else if (element == EL_SPRING && horiz_move)
4009 else if (IS_CUSTOM_ELEMENT(element))
4010 step = SIGN(step) * element_info[element].move_stepsize;
4012 #if OLD_GAME_BEHAVIOUR
4013 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
4017 MovPos[x][y] += step;
4021 if (pushed) /* special case: moving object pushed by player */
4023 if (pushing) /* special case: moving object pushed by player */
4026 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4028 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos));
4033 if (element == EL_SPRING)
4034 printf("::: spring moves %d [%d: %d, %d, %d/%d]\n",
4037 (player?player->Pushing:-42),
4038 (player?player->is_moving:-42),
4039 (player?player->MovPos:-42),
4040 (player?player->GfxPos:-42));
4043 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4045 Feld[x][y] = EL_EMPTY;
4046 Feld[newx][newy] = element;
4047 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4049 if (element == EL_MOLE)
4052 static int xy[4][2] =
4060 Feld[x][y] = EL_SAND;
4061 DrawLevelField(x, y);
4070 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
4071 DrawLevelField(xx, yy); /* for "crumbled sand" */
4075 if (element == EL_QUICKSAND_FILLING)
4077 element = Feld[newx][newy] = get_next_element(element);
4078 Store[newx][newy] = Store[x][y];
4080 else if (element == EL_QUICKSAND_EMPTYING)
4082 Feld[x][y] = get_next_element(element);
4083 element = Feld[newx][newy] = Store[x][y];
4085 else if (element == EL_MAGIC_WALL_FILLING)
4087 element = Feld[newx][newy] = get_next_element(element);
4088 if (!game.magic_wall_active)
4089 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4090 Store[newx][newy] = Store[x][y];
4092 else if (element == EL_MAGIC_WALL_EMPTYING)
4094 Feld[x][y] = get_next_element(element);
4095 if (!game.magic_wall_active)
4096 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4097 element = Feld[newx][newy] = Store[x][y];
4099 else if (element == EL_BD_MAGIC_WALL_FILLING)
4101 element = Feld[newx][newy] = get_next_element(element);
4102 if (!game.magic_wall_active)
4103 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4104 Store[newx][newy] = Store[x][y];
4106 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4108 Feld[x][y] = get_next_element(element);
4109 if (!game.magic_wall_active)
4110 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4111 element = Feld[newx][newy] = Store[x][y];
4113 else if (element == EL_AMOEBA_DROPPING)
4115 Feld[x][y] = get_next_element(element);
4116 element = Feld[newx][newy] = Store[x][y];
4118 else if (element == EL_SOKOBAN_OBJECT)
4121 Feld[x][y] = Back[x][y];
4123 if (Back[newx][newy])
4124 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4126 Back[x][y] = Back[newx][newy] = 0;
4128 else if (Store[x][y] == EL_ACID)
4130 element = Feld[newx][newy] = EL_ACID;
4134 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4135 MovDelay[newx][newy] = 0;
4137 /* copy element change control values to new field */
4138 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4140 /* copy animation control values to new field */
4141 GfxFrame[newx][newy] = GfxFrame[x][y];
4142 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4143 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4145 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4147 ResetGfxAnimation(x, y); /* reset animation values for old field */
4151 /* 2.1.1 (does not work correctly for spring) */
4152 if (!CAN_MOVE(element))
4153 MovDir[newx][newy] = 0;
4157 /* (does not work for falling objects that slide horizontally) */
4158 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4159 MovDir[newx][newy] = 0;
4162 if (!CAN_MOVE(element) ||
4163 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4164 MovDir[newx][newy] = 0;
4167 if (!CAN_MOVE(element) ||
4168 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4169 MovDir[newx][newy] = 0;
4175 DrawLevelField(x, y);
4176 DrawLevelField(newx, newy);
4179 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing)
4181 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4183 if (!pushed) /* special case: moving object pushed by player */
4185 JustStopped[newx][newy] = 3;
4187 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4189 TestIfBadThingTouchesHero(newx, newy);
4190 TestIfBadThingTouchesFriend(newx, newy);
4191 TestIfBadThingTouchesOtherBadThing(newx, newy);
4193 else if (element == EL_PENGUIN)
4194 TestIfFriendTouchesBadThing(newx, newy);
4197 if (CAN_FALL(element) && direction == MV_DOWN &&
4198 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4201 if (CAN_SMASH(element) && direction == MV_DOWN &&
4202 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4206 else /* still moving on */
4208 DrawLevelField(x, y);
4212 int AmoebeNachbarNr(int ax, int ay)
4215 int element = Feld[ax][ay];
4217 static int xy[4][2] =
4227 int x = ax + xy[i][0];
4228 int y = ay + xy[i][1];
4230 if (!IN_LEV_FIELD(x, y))
4233 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4234 group_nr = AmoebaNr[x][y];
4240 void AmoebenVereinigen(int ax, int ay)
4242 int i, x, y, xx, yy;
4243 int new_group_nr = AmoebaNr[ax][ay];
4244 static int xy[4][2] =
4252 if (new_group_nr == 0)
4260 if (!IN_LEV_FIELD(x, y))
4263 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4264 Feld[x][y] == EL_BD_AMOEBA ||
4265 Feld[x][y] == EL_AMOEBA_DEAD) &&
4266 AmoebaNr[x][y] != new_group_nr)
4268 int old_group_nr = AmoebaNr[x][y];
4270 if (old_group_nr == 0)
4273 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4274 AmoebaCnt[old_group_nr] = 0;
4275 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4276 AmoebaCnt2[old_group_nr] = 0;
4278 for (yy=0; yy<lev_fieldy; yy++)
4280 for (xx=0; xx<lev_fieldx; xx++)
4282 if (AmoebaNr[xx][yy] == old_group_nr)
4283 AmoebaNr[xx][yy] = new_group_nr;
4290 void AmoebeUmwandeln(int ax, int ay)
4294 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4296 int group_nr = AmoebaNr[ax][ay];
4301 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4302 printf("AmoebeUmwandeln(): This should never happen!\n");
4307 for (y=0; y<lev_fieldy; y++)
4309 for (x=0; x<lev_fieldx; x++)
4311 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4314 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4318 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4319 SND_AMOEBA_TURNING_TO_GEM :
4320 SND_AMOEBA_TURNING_TO_ROCK));
4325 static int xy[4][2] =
4338 if (!IN_LEV_FIELD(x, y))
4341 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4343 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4344 SND_AMOEBA_TURNING_TO_GEM :
4345 SND_AMOEBA_TURNING_TO_ROCK));
4352 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4355 int group_nr = AmoebaNr[ax][ay];
4356 boolean done = FALSE;
4361 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4362 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4367 for (y=0; y<lev_fieldy; y++)
4369 for (x=0; x<lev_fieldx; x++)
4371 if (AmoebaNr[x][y] == group_nr &&
4372 (Feld[x][y] == EL_AMOEBA_DEAD ||
4373 Feld[x][y] == EL_BD_AMOEBA ||
4374 Feld[x][y] == EL_AMOEBA_GROWING))
4377 Feld[x][y] = new_element;
4378 InitField(x, y, FALSE);
4379 DrawLevelField(x, y);
4386 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4387 SND_BD_AMOEBA_TURNING_TO_ROCK :
4388 SND_BD_AMOEBA_TURNING_TO_GEM));
4391 void AmoebeWaechst(int x, int y)
4393 static unsigned long sound_delay = 0;
4394 static unsigned long sound_delay_value = 0;
4396 if (!MovDelay[x][y]) /* start new growing cycle */
4400 if (DelayReached(&sound_delay, sound_delay_value))
4403 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4405 if (Store[x][y] == EL_BD_AMOEBA)
4406 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4408 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4410 sound_delay_value = 30;
4414 if (MovDelay[x][y]) /* wait some time before growing bigger */
4417 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4419 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4420 6 - MovDelay[x][y]);
4422 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4425 if (!MovDelay[x][y])
4427 Feld[x][y] = Store[x][y];
4429 DrawLevelField(x, y);
4434 void AmoebaDisappearing(int x, int y)
4436 static unsigned long sound_delay = 0;
4437 static unsigned long sound_delay_value = 0;
4439 if (!MovDelay[x][y]) /* start new shrinking cycle */
4443 if (DelayReached(&sound_delay, sound_delay_value))
4444 sound_delay_value = 30;
4447 if (MovDelay[x][y]) /* wait some time before shrinking */
4450 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4452 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4453 6 - MovDelay[x][y]);
4455 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4458 if (!MovDelay[x][y])
4460 Feld[x][y] = EL_EMPTY;
4461 DrawLevelField(x, y);
4463 /* don't let mole enter this field in this cycle;
4464 (give priority to objects falling to this field from above) */
4470 void AmoebeAbleger(int ax, int ay)
4473 int element = Feld[ax][ay];
4474 int graphic = el2img(element);
4475 int newax = ax, neway = ay;
4476 static int xy[4][2] =
4484 if (!level.amoeba_speed)
4486 Feld[ax][ay] = EL_AMOEBA_DEAD;
4487 DrawLevelField(ax, ay);
4491 if (IS_ANIMATED(graphic))
4492 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4494 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4495 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4497 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4500 if (MovDelay[ax][ay])
4504 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4507 int x = ax + xy[start][0];
4508 int y = ay + xy[start][1];
4510 if (!IN_LEV_FIELD(x, y))
4513 if (IS_FREE(x, y) ||
4514 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4520 if (newax == ax && neway == ay)
4523 else /* normal or "filled" (BD style) amoeba */
4526 boolean waiting_for_player = FALSE;
4530 int j = (start + i) % 4;
4531 int x = ax + xy[j][0];
4532 int y = ay + xy[j][1];
4534 if (!IN_LEV_FIELD(x, y))
4537 if (IS_FREE(x, y) ||
4538 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4544 else if (IS_PLAYER(x, y))
4545 waiting_for_player = TRUE;
4548 if (newax == ax && neway == ay) /* amoeba cannot grow */
4550 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4552 Feld[ax][ay] = EL_AMOEBA_DEAD;
4553 DrawLevelField(ax, ay);
4554 AmoebaCnt[AmoebaNr[ax][ay]]--;
4556 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4558 if (element == EL_AMOEBA_FULL)
4559 AmoebeUmwandeln(ax, ay);
4560 else if (element == EL_BD_AMOEBA)
4561 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4566 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4568 /* amoeba gets larger by growing in some direction */
4570 int new_group_nr = AmoebaNr[ax][ay];
4573 if (new_group_nr == 0)
4575 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4576 printf("AmoebeAbleger(): This should never happen!\n");
4581 AmoebaNr[newax][neway] = new_group_nr;
4582 AmoebaCnt[new_group_nr]++;
4583 AmoebaCnt2[new_group_nr]++;
4585 /* if amoeba touches other amoeba(s) after growing, unify them */
4586 AmoebenVereinigen(newax, neway);
4588 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4590 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4596 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4597 (neway == lev_fieldy - 1 && newax != ax))
4599 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4600 Store[newax][neway] = element;
4602 else if (neway == ay)
4604 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4606 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4608 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4613 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4614 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4615 Store[ax][ay] = EL_AMOEBA_DROP;
4616 ContinueMoving(ax, ay);
4620 DrawLevelField(newax, neway);
4623 void Life(int ax, int ay)
4626 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4628 int element = Feld[ax][ay];
4629 int graphic = el2img(element);
4630 boolean changed = FALSE;
4632 if (IS_ANIMATED(graphic))
4633 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4638 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4639 MovDelay[ax][ay] = life_time;
4641 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4644 if (MovDelay[ax][ay])
4648 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4650 int xx = ax+x1, yy = ay+y1;
4653 if (!IN_LEV_FIELD(xx, yy))
4656 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4658 int x = xx+x2, y = yy+y2;
4660 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4663 if (((Feld[x][y] == element ||
4664 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4666 (IS_FREE(x, y) && Stop[x][y]))
4670 if (xx == ax && yy == ay) /* field in the middle */
4672 if (nachbarn < life[0] || nachbarn > life[1])
4674 Feld[xx][yy] = EL_EMPTY;
4676 DrawLevelField(xx, yy);
4677 Stop[xx][yy] = TRUE;
4681 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4682 { /* free border field */
4683 if (nachbarn >= life[2] && nachbarn <= life[3])
4685 Feld[xx][yy] = element;
4686 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4688 DrawLevelField(xx, yy);
4689 Stop[xx][yy] = TRUE;
4696 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4697 SND_GAME_OF_LIFE_GROWING);
4700 static void InitRobotWheel(int x, int y)
4702 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4705 static void RunRobotWheel(int x, int y)
4707 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4710 static void StopRobotWheel(int x, int y)
4712 if (ZX == x && ZY == y)
4716 static void InitTimegateWheel(int x, int y)
4718 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4721 static void RunTimegateWheel(int x, int y)
4723 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4726 void CheckExit(int x, int y)
4728 if (local_player->gems_still_needed > 0 ||
4729 local_player->sokobanfields_still_needed > 0 ||
4730 local_player->lights_still_needed > 0)
4732 int element = Feld[x][y];
4733 int graphic = el2img(element);
4735 if (IS_ANIMATED(graphic))
4736 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4741 Feld[x][y] = EL_EXIT_OPENING;
4743 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4746 void CheckExitSP(int x, int y)
4748 if (local_player->gems_still_needed > 0)
4750 int element = Feld[x][y];
4751 int graphic = el2img(element);
4753 if (IS_ANIMATED(graphic))
4754 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4759 Feld[x][y] = EL_SP_EXIT_OPEN;
4761 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4764 static void CloseAllOpenTimegates()
4768 for (y=0; y<lev_fieldy; y++)
4770 for (x=0; x<lev_fieldx; x++)
4772 int element = Feld[x][y];
4774 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4776 Feld[x][y] = EL_TIMEGATE_CLOSING;
4778 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4780 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4787 void EdelsteinFunkeln(int x, int y)
4789 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4792 if (Feld[x][y] == EL_BD_DIAMOND)
4795 if (MovDelay[x][y] == 0) /* next animation frame */
4796 MovDelay[x][y] = 11 * !SimpleRND(500);
4798 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4802 if (setup.direct_draw && MovDelay[x][y])
4803 SetDrawtoField(DRAW_BUFFERED);
4805 DrawLevelElementAnimation(x, y, Feld[x][y]);
4807 if (MovDelay[x][y] != 0)
4809 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4810 10 - MovDelay[x][y]);
4812 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4814 if (setup.direct_draw)
4818 dest_x = FX + SCREENX(x) * TILEX;
4819 dest_y = FY + SCREENY(y) * TILEY;
4821 BlitBitmap(drawto_field, window,
4822 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4823 SetDrawtoField(DRAW_DIRECT);
4829 void MauerWaechst(int x, int y)
4833 if (!MovDelay[x][y]) /* next animation frame */
4834 MovDelay[x][y] = 3 * delay;
4836 if (MovDelay[x][y]) /* wait some time before next frame */
4840 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4842 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4843 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4845 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4848 if (!MovDelay[x][y])
4850 if (MovDir[x][y] == MV_LEFT)
4852 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4853 DrawLevelField(x - 1, y);
4855 else if (MovDir[x][y] == MV_RIGHT)
4857 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4858 DrawLevelField(x + 1, y);
4860 else if (MovDir[x][y] == MV_UP)
4862 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4863 DrawLevelField(x, y - 1);
4867 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4868 DrawLevelField(x, y + 1);
4871 Feld[x][y] = Store[x][y];
4873 MovDir[x][y] = MV_NO_MOVING;
4874 DrawLevelField(x, y);
4879 void MauerAbleger(int ax, int ay)
4881 int element = Feld[ax][ay];
4882 int graphic = el2img(element);
4883 boolean oben_frei = FALSE, unten_frei = FALSE;
4884 boolean links_frei = FALSE, rechts_frei = FALSE;
4885 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4886 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4887 boolean new_wall = FALSE;
4889 if (IS_ANIMATED(graphic))
4890 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4892 if (!MovDelay[ax][ay]) /* start building new wall */
4893 MovDelay[ax][ay] = 6;
4895 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4898 if (MovDelay[ax][ay])
4902 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4904 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4906 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4908 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4911 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4912 element == EL_EXPANDABLE_WALL_ANY)
4916 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4917 Store[ax][ay-1] = element;
4918 MovDir[ax][ay-1] = MV_UP;
4919 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4920 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4921 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4926 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4927 Store[ax][ay+1] = element;
4928 MovDir[ax][ay+1] = MV_DOWN;
4929 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4930 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4931 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4936 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4937 element == EL_EXPANDABLE_WALL_ANY ||
4938 element == EL_EXPANDABLE_WALL)
4942 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4943 Store[ax-1][ay] = element;
4944 MovDir[ax-1][ay] = MV_LEFT;
4945 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4946 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4947 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4953 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4954 Store[ax+1][ay] = element;
4955 MovDir[ax+1][ay] = MV_RIGHT;
4956 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4957 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4958 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4963 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4964 DrawLevelField(ax, ay);
4966 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4968 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4969 unten_massiv = TRUE;
4970 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4971 links_massiv = TRUE;
4972 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4973 rechts_massiv = TRUE;
4975 if (((oben_massiv && unten_massiv) ||
4976 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4977 element == EL_EXPANDABLE_WALL) &&
4978 ((links_massiv && rechts_massiv) ||
4979 element == EL_EXPANDABLE_WALL_VERTICAL))
4980 Feld[ax][ay] = EL_WALL;
4984 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4986 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4990 void CheckForDragon(int x, int y)
4993 boolean dragon_found = FALSE;
4994 static int xy[4][2] =
5006 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5008 if (IN_LEV_FIELD(xx, yy) &&
5009 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5011 if (Feld[xx][yy] == EL_DRAGON)
5012 dragon_found = TRUE;
5025 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5027 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5029 Feld[xx][yy] = EL_EMPTY;
5030 DrawLevelField(xx, yy);
5039 static void InitBuggyBase(int x, int y)
5041 int element = Feld[x][y];
5042 int activating_delay = FRAMES_PER_SECOND / 4;
5045 (element == EL_SP_BUGGY_BASE ?
5046 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5047 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5049 element == EL_SP_BUGGY_BASE_ACTIVE ?
5050 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5053 static void WarnBuggyBase(int x, int y)
5056 static int xy[4][2] =
5066 int xx = x + xy[i][0], yy = y + xy[i][1];
5068 if (IS_PLAYER(xx, yy))
5070 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5077 static void InitTrap(int x, int y)
5079 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5082 static void ActivateTrap(int x, int y)
5084 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5087 static void ChangeActiveTrap(int x, int y)
5089 int graphic = IMG_TRAP_ACTIVE;
5091 /* if new animation frame was drawn, correct crumbled sand border */
5092 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5093 DrawLevelFieldCrumbledSand(x, y);
5096 static void ChangeElementNowExt(int x, int y, int target_element)
5098 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5105 Feld[x][y] = target_element;
5107 ResetGfxAnimation(x, y);
5108 ResetRandomAnimationValue(x, y);
5110 InitField(x, y, FALSE);
5111 if (CAN_MOVE(Feld[x][y]))
5114 DrawLevelField(x, y);
5116 if (CAN_BE_CRUMBLED(Feld[x][y]))
5118 int sx = SCREENX(x), sy = SCREENY(y);
5119 static int xy[4][2] =
5130 int xx = x + xy[i][0];
5131 int yy = y + xy[i][1];
5132 int sxx = sx + xy[i][0];
5133 int syy = sy + xy[i][1];
5135 if (!IN_LEV_FIELD(xx, yy) ||
5136 !IN_SCR_FIELD(sxx, syy) ||
5137 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
5141 DrawLevelField(xx, yy);
5146 static void ChangeElementNow(int x, int y, int element)
5148 struct ElementChangeInfo *change = &element_info[element].change;
5150 CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
5152 if (change->explode)
5158 if (change->use_content)
5160 boolean complete_change = TRUE;
5161 boolean can_change[3][3];
5164 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5166 boolean half_destructible;
5167 int ex = x + xx - 1;
5168 int ey = y + yy - 1;
5171 can_change[xx][yy] = TRUE;
5173 if (ex == x && ey == y) /* do not check changing element itself */
5176 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5178 can_change[xx][yy] = FALSE; /* do not change empty borders */
5183 if (!IN_LEV_FIELD(ex, ey))
5185 can_change[xx][yy] = FALSE;
5186 complete_change = FALSE;
5193 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5195 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5196 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5197 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5199 can_change[xx][yy] = FALSE;
5200 complete_change = FALSE;
5204 if (!change->only_complete || complete_change)
5206 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5208 int ex = x + xx - 1;
5209 int ey = y + yy - 1;
5211 if (can_change[xx][yy])
5213 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5215 /* for symmetry reasons, stop newly created border elements */
5216 if (ex != x || ey != y)
5217 Stop[ex][ey] = TRUE;
5225 ChangeElementNowExt(x, y, change->target_element);
5228 static void ChangeElement(int x, int y)
5230 int element = Feld[x][y];
5231 struct ElementChangeInfo *change = &element_info[element].change;
5233 if (ChangeDelay[x][y] == 0) /* initialize element change */
5236 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5237 RND(change->delay_random * change->delay_frames)) + 1;
5239 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5241 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5243 int max_random_delay = element_info[element].change.delay_random;
5244 int delay_frames = element_info[element].change.delay_frames;
5246 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5250 ResetGfxAnimation(x, y);
5251 ResetRandomAnimationValue(x, y);
5254 if (change->pre_change_function)
5255 change->pre_change_function(x, y);
5257 if (changing_element[element].pre_change_function)
5258 changing_element[element].pre_change_function(x, y);
5262 ChangeDelay[x][y]--;
5264 if (ChangeDelay[x][y] != 0) /* continue element change */
5266 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5268 if (IS_ANIMATED(graphic))
5269 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5272 if (change->change_function)
5273 change->change_function(x, y);
5275 if (changing_element[element].change_function)
5276 changing_element[element].change_function(x, y);
5279 else /* finish element change */
5282 int next_element = changing_element[element].next_element;
5285 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5287 ChangeDelay[x][y] = 1; /* try change after next move step */
5293 ChangeElementNow(x, y, element);
5295 if (change->post_change_function)
5296 change->post_change_function(x, y);
5298 if (next_element != EL_UNDEFINED)
5299 ChangeElementNow(x, y, next_element);
5301 ChangeElementNow(x, y, element_info[element].change.target_element);
5303 if (changing_element[element].post_change_function)
5304 changing_element[element].post_change_function(x, y);
5309 static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
5313 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5316 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5318 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5319 element_info[i].change.trigger != trigger_element)
5322 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5324 if (Feld[x][y] == i)
5326 ChangeDelay[x][y] = 1;
5327 ChangeElement(x, y);
5333 static void CheckPlayerElementChange(int x, int y, int element,
5336 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5339 ChangeDelay[x][y] = 1;
5340 ChangeElement(x, y);
5343 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5345 static byte stored_player_action[MAX_PLAYERS];
5346 static int num_stored_actions = 0;
5347 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5348 int left = player_action & JOY_LEFT;
5349 int right = player_action & JOY_RIGHT;
5350 int up = player_action & JOY_UP;
5351 int down = player_action & JOY_DOWN;
5352 int button1 = player_action & JOY_BUTTON_1;
5353 int button2 = player_action & JOY_BUTTON_2;
5354 int dx = (left ? -1 : right ? 1 : 0);
5355 int dy = (up ? -1 : down ? 1 : 0);
5357 stored_player_action[player->index_nr] = 0;
5358 num_stored_actions++;
5360 if (!player->active || tape.pausing)
5366 snapped = SnapField(player, dx, dy);
5370 bombed = PlaceBomb(player);
5371 moved = MoveFigure(player, dx, dy);
5374 if (tape.single_step && tape.recording && !tape.pausing)
5376 if (button1 || (bombed && !moved))
5378 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5379 SnapField(player, 0, 0); /* stop snapping */
5383 stored_player_action[player->index_nr] = player_action;
5387 /* no actions for this player (no input at player's configured device) */
5389 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5390 SnapField(player, 0, 0);
5391 CheckGravityMovement(player);
5393 if (player->MovPos == 0)
5396 printf("Trying... Player frame reset\n");
5399 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5402 if (player->MovPos == 0) /* needed for tape.playing */
5403 player->is_moving = FALSE;
5406 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5408 TapeRecordAction(stored_player_action);
5409 num_stored_actions = 0;
5415 static unsigned long action_delay = 0;
5416 unsigned long action_delay_value;
5417 int magic_wall_x = 0, magic_wall_y = 0;
5418 int i, x, y, element, graphic;
5419 byte *recorded_player_action;
5420 byte summarized_player_action = 0;
5422 if (game_status != GAME_MODE_PLAYING)
5425 action_delay_value =
5426 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5428 if (tape.playing && tape.index_search && !tape.pausing)
5429 action_delay_value = 0;
5431 /* ---------- main game synchronization point ---------- */
5433 WaitUntilDelayReached(&action_delay, action_delay_value);
5435 if (network_playing && !network_player_action_received)
5439 printf("DEBUG: try to get network player actions in time\n");
5443 #if defined(PLATFORM_UNIX)
5444 /* last chance to get network player actions without main loop delay */
5448 if (game_status != GAME_MODE_PLAYING)
5451 if (!network_player_action_received)
5455 printf("DEBUG: failed to get network player actions in time\n");
5465 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5467 for (i=0; i<MAX_PLAYERS; i++)
5469 summarized_player_action |= stored_player[i].action;
5471 if (!network_playing)
5472 stored_player[i].effective_action = stored_player[i].action;
5475 #if defined(PLATFORM_UNIX)
5476 if (network_playing)
5477 SendToServer_MovePlayer(summarized_player_action);
5480 if (!options.network && !setup.team_mode)
5481 local_player->effective_action = summarized_player_action;
5483 for (i=0; i<MAX_PLAYERS; i++)
5485 int actual_player_action = stored_player[i].effective_action;
5487 if (stored_player[i].programmed_action)
5488 actual_player_action = stored_player[i].programmed_action;
5490 if (recorded_player_action)
5491 actual_player_action = recorded_player_action[i];
5493 PlayerActions(&stored_player[i], actual_player_action);
5494 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5497 network_player_action_received = FALSE;
5499 ScrollScreen(NULL, SCROLL_GO_ON);
5505 for (i=0; i<MAX_PLAYERS; i++)
5506 stored_player[i].Frame++;
5510 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5512 for (i=0; i<MAX_PLAYERS; i++)
5514 struct PlayerInfo *player = &stored_player[i];
5518 if (player->active && player->Pushing && player->is_moving &&
5521 ContinueMoving(x, y);
5523 /* continue moving after pushing (this is actually a bug) */
5524 if (!IS_MOVING(x, y))
5533 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5536 if (JustStopped[x][y] > 0)
5537 JustStopped[x][y]--;
5542 if (IS_BLOCKED(x, y))
5546 Blocked2Moving(x, y, &oldx, &oldy);
5547 if (!IS_MOVING(oldx, oldy))
5549 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5550 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5551 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5552 printf("GameActions(): This should never happen!\n");
5558 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5560 element = Feld[x][y];
5562 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5564 graphic = el2img(element);
5570 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5572 element = graphic = 0;
5576 if (graphic_info[graphic].anim_global_sync)
5577 GfxFrame[x][y] = FrameCounter;
5579 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5580 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5581 ResetRandomAnimationValue(x, y);
5583 SetRandomAnimationValue(x, y);
5586 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5589 if (IS_INACTIVE(element))
5591 if (IS_ANIMATED(graphic))
5592 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5598 /* this may take place after moving, so 'element' may have changed */
5599 if (IS_CHANGING(x, y))
5601 ChangeElement(x, y);
5602 element = Feld[x][y];
5603 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5607 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5612 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5614 if (element == EL_PACMAN)
5615 printf("::: %d, %d, %d\n",
5616 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5619 if (element == EL_YAMYAM)
5620 printf("::: %d, %d, %d\n",
5621 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5625 if (IS_ANIMATED(graphic) &&
5629 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5632 if (element == EL_YAMYAM)
5633 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5637 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5638 EdelsteinFunkeln(x, y);
5640 else if ((element == EL_ACID ||
5641 element == EL_EXIT_OPEN ||
5642 element == EL_SP_EXIT_OPEN ||
5643 element == EL_SP_TERMINAL ||
5644 element == EL_SP_TERMINAL_ACTIVE ||
5645 element == EL_EXTRA_TIME ||
5646 element == EL_SHIELD_NORMAL ||
5647 element == EL_SHIELD_DEADLY) &&
5648 IS_ANIMATED(graphic))
5649 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5650 else if (IS_MOVING(x, y))
5651 ContinueMoving(x, y);
5652 else if (IS_ACTIVE_BOMB(element))
5653 CheckDynamite(x, y);
5655 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5656 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5658 else if (element == EL_AMOEBA_GROWING)
5659 AmoebeWaechst(x, y);
5660 else if (element == EL_AMOEBA_SHRINKING)
5661 AmoebaDisappearing(x, y);
5663 #if !USE_NEW_AMOEBA_CODE
5664 else if (IS_AMOEBALIVE(element))
5665 AmoebeAbleger(x, y);
5668 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5670 else if (element == EL_EXIT_CLOSED)
5672 else if (element == EL_SP_EXIT_CLOSED)
5674 else if (element == EL_EXPANDABLE_WALL_GROWING)
5676 else if (element == EL_EXPANDABLE_WALL ||
5677 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5678 element == EL_EXPANDABLE_WALL_VERTICAL ||
5679 element == EL_EXPANDABLE_WALL_ANY)
5681 else if (element == EL_FLAMES)
5682 CheckForDragon(x, y);
5684 else if (IS_AUTO_CHANGING(element))
5685 ChangeElement(x, y);
5687 else if (element == EL_EXPLOSION)
5688 ; /* drawing of correct explosion animation is handled separately */
5689 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5690 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5693 /* this may take place after moving, so 'element' may have changed */
5694 if (IS_AUTO_CHANGING(Feld[x][y]))
5695 ChangeElement(x, y);
5698 if (IS_BELT_ACTIVE(element))
5699 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5701 if (game.magic_wall_active)
5703 int jx = local_player->jx, jy = local_player->jy;
5705 /* play the element sound at the position nearest to the player */
5706 if ((element == EL_MAGIC_WALL_FULL ||
5707 element == EL_MAGIC_WALL_ACTIVE ||
5708 element == EL_MAGIC_WALL_EMPTYING ||
5709 element == EL_BD_MAGIC_WALL_FULL ||
5710 element == EL_BD_MAGIC_WALL_ACTIVE ||
5711 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5712 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5720 #if USE_NEW_AMOEBA_CODE
5721 /* new experimental amoeba growth stuff */
5723 if (!(FrameCounter % 8))
5726 static unsigned long random = 1684108901;
5728 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5731 x = (random >> 10) % lev_fieldx;
5732 y = (random >> 20) % lev_fieldy;
5734 x = RND(lev_fieldx);
5735 y = RND(lev_fieldy);
5737 element = Feld[x][y];
5739 if (!IS_PLAYER(x,y) &&
5740 (element == EL_EMPTY ||
5741 element == EL_SAND ||
5742 element == EL_QUICKSAND_EMPTY ||
5743 element == EL_ACID_SPLASH_LEFT ||
5744 element == EL_ACID_SPLASH_RIGHT))
5746 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5747 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5748 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5749 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5750 Feld[x][y] = EL_AMOEBA_DROP;
5753 random = random * 129 + 1;
5759 if (game.explosions_delayed)
5762 game.explosions_delayed = FALSE;
5764 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5766 element = Feld[x][y];
5768 if (ExplodeField[x][y])
5769 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5770 else if (element == EL_EXPLOSION)
5771 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5773 ExplodeField[x][y] = EX_NO_EXPLOSION;
5776 game.explosions_delayed = TRUE;
5779 if (game.magic_wall_active)
5781 if (!(game.magic_wall_time_left % 4))
5783 int element = Feld[magic_wall_x][magic_wall_y];
5785 if (element == EL_BD_MAGIC_WALL_FULL ||
5786 element == EL_BD_MAGIC_WALL_ACTIVE ||
5787 element == EL_BD_MAGIC_WALL_EMPTYING)
5788 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5790 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5793 if (game.magic_wall_time_left > 0)
5795 game.magic_wall_time_left--;
5796 if (!game.magic_wall_time_left)
5798 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5800 element = Feld[x][y];
5802 if (element == EL_MAGIC_WALL_ACTIVE ||
5803 element == EL_MAGIC_WALL_FULL)
5805 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5806 DrawLevelField(x, y);
5808 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5809 element == EL_BD_MAGIC_WALL_FULL)
5811 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5812 DrawLevelField(x, y);
5816 game.magic_wall_active = FALSE;
5821 if (game.light_time_left > 0)
5823 game.light_time_left--;
5825 if (game.light_time_left == 0)
5826 RedrawAllLightSwitchesAndInvisibleElements();
5829 if (game.timegate_time_left > 0)
5831 game.timegate_time_left--;
5833 if (game.timegate_time_left == 0)
5834 CloseAllOpenTimegates();
5837 for (i=0; i<MAX_PLAYERS; i++)
5839 struct PlayerInfo *player = &stored_player[i];
5841 if (SHIELD_ON(player))
5843 if (player->shield_deadly_time_left)
5844 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5845 else if (player->shield_normal_time_left)
5846 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5850 if (TimeFrames >= (1000 / GameFrameDelay))
5855 for (i=0; i<MAX_PLAYERS; i++)
5857 struct PlayerInfo *player = &stored_player[i];
5859 if (SHIELD_ON(player))
5861 player->shield_normal_time_left--;
5863 if (player->shield_deadly_time_left > 0)
5864 player->shield_deadly_time_left--;
5868 if (tape.recording || tape.playing)
5869 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5875 if (TimeLeft <= 10 && setup.time_limit)
5876 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5878 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5880 if (!TimeLeft && setup.time_limit)
5881 for (i=0; i<MAX_PLAYERS; i++)
5882 KillHero(&stored_player[i]);
5884 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5885 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5890 if (options.debug) /* calculate frames per second */
5892 static unsigned long fps_counter = 0;
5893 static int fps_frames = 0;
5894 unsigned long fps_delay_ms = Counter() - fps_counter;
5898 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5900 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5903 fps_counter = Counter();
5906 redraw_mask |= REDRAW_FPS;
5910 if (stored_player[0].jx != stored_player[0].last_jx ||
5911 stored_player[0].jy != stored_player[0].last_jy)
5912 printf("::: %d, %d, %d, %d, %d\n",
5913 stored_player[0].MovDir,
5914 stored_player[0].MovPos,
5915 stored_player[0].GfxPos,
5916 stored_player[0].Frame,
5917 stored_player[0].StepFrame);
5924 for (i=0; i<MAX_PLAYERS; i++)
5927 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5929 stored_player[i].Frame += move_frames;
5931 if (stored_player[i].MovPos != 0)
5932 stored_player[i].StepFrame += move_frames;
5937 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5939 int min_x = x, min_y = y, max_x = x, max_y = y;
5942 for (i=0; i<MAX_PLAYERS; i++)
5944 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5946 if (!stored_player[i].active || &stored_player[i] == player)
5949 min_x = MIN(min_x, jx);
5950 min_y = MIN(min_y, jy);
5951 max_x = MAX(max_x, jx);
5952 max_y = MAX(max_y, jy);
5955 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5958 static boolean AllPlayersInVisibleScreen()
5962 for (i=0; i<MAX_PLAYERS; i++)
5964 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5966 if (!stored_player[i].active)
5969 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5976 void ScrollLevel(int dx, int dy)
5978 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5981 BlitBitmap(drawto_field, drawto_field,
5982 FX + TILEX*(dx == -1) - softscroll_offset,
5983 FY + TILEY*(dy == -1) - softscroll_offset,
5984 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5985 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5986 FX + TILEX*(dx == 1) - softscroll_offset,
5987 FY + TILEY*(dy == 1) - softscroll_offset);
5991 x = (dx == 1 ? BX1 : BX2);
5992 for (y=BY1; y<=BY2; y++)
5993 DrawScreenField(x, y);
5998 y = (dy == 1 ? BY1 : BY2);
5999 for (x=BX1; x<=BX2; x++)
6000 DrawScreenField(x, y);
6003 redraw_mask |= REDRAW_FIELD;
6006 static void CheckGravityMovement(struct PlayerInfo *player)
6008 if (level.gravity && !player->programmed_action)
6010 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6011 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6013 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6014 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6015 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6016 int jx = player->jx, jy = player->jy;
6017 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6018 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6019 int new_jx = jx + dx, new_jy = jy + dy;
6020 boolean field_under_player_is_free =
6021 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6022 boolean player_is_moving_to_valid_field =
6023 (IN_LEV_FIELD(new_jx, new_jy) &&
6024 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6025 Feld[new_jx][new_jy] == EL_SAND));
6027 if (field_under_player_is_free &&
6028 !player_is_moving_to_valid_field &&
6029 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6030 player->programmed_action = MV_DOWN;
6036 -----------------------------------------------------------------------------
6037 dx, dy: direction (non-diagonal) to try to move the player to
6038 real_dx, real_dy: direction as read from input device (can be diagonal)
6041 boolean MoveFigureOneStep(struct PlayerInfo *player,
6042 int dx, int dy, int real_dx, int real_dy)
6044 int jx = player->jx, jy = player->jy;
6045 int new_jx = jx+dx, new_jy = jy+dy;
6049 if (!player->active || (!dx && !dy))
6050 return MF_NO_ACTION;
6052 player->MovDir = (dx < 0 ? MV_LEFT :
6055 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6057 if (!IN_LEV_FIELD(new_jx, new_jy))
6058 return MF_NO_ACTION;
6060 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6061 return MF_NO_ACTION;
6064 element = MovingOrBlocked2Element(new_jx, new_jy);
6066 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6069 if (DONT_RUN_INTO(element))
6071 if (element == EL_ACID && dx == 0 && dy == 1)
6074 Feld[jx][jy] = EL_PLAYER_1;
6075 InitMovingField(jx, jy, MV_DOWN);
6076 Store[jx][jy] = EL_ACID;
6077 ContinueMoving(jx, jy);
6081 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6086 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6087 if (can_move != MF_MOVING)
6090 StorePlayer[jx][jy] = 0;
6091 player->last_jx = jx;
6092 player->last_jy = jy;
6093 jx = player->jx = new_jx;
6094 jy = player->jy = new_jy;
6095 StorePlayer[jx][jy] = player->element_nr;
6098 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6100 ScrollFigure(player, SCROLL_INIT);
6105 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6107 int jx = player->jx, jy = player->jy;
6108 int old_jx = jx, old_jy = jy;
6109 int moved = MF_NO_ACTION;
6111 if (!player->active || (!dx && !dy))
6115 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6119 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6120 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6124 /* remove the last programmed player action */
6125 player->programmed_action = 0;
6129 /* should only happen if pre-1.2 tape recordings are played */
6130 /* this is only for backward compatibility */
6132 int original_move_delay_value = player->move_delay_value;
6135 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6139 /* scroll remaining steps with finest movement resolution */
6140 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6142 while (player->MovPos)
6144 ScrollFigure(player, SCROLL_GO_ON);
6145 ScrollScreen(NULL, SCROLL_GO_ON);
6151 player->move_delay_value = original_move_delay_value;
6154 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6156 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6157 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6161 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6162 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6168 if (moved & MF_MOVING && !ScreenMovPos &&
6169 (player == local_player || !options.network))
6171 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6172 int offset = (setup.scroll_delay ? 3 : 0);
6174 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6176 /* actual player has left the screen -- scroll in that direction */
6177 if (jx != old_jx) /* player has moved horizontally */
6178 scroll_x += (jx - old_jx);
6179 else /* player has moved vertically */
6180 scroll_y += (jy - old_jy);
6184 if (jx != old_jx) /* player has moved horizontally */
6186 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6187 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6188 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6190 /* don't scroll over playfield boundaries */
6191 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6192 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6194 /* don't scroll more than one field at a time */
6195 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6197 /* don't scroll against the player's moving direction */
6198 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6199 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6200 scroll_x = old_scroll_x;
6202 else /* player has moved vertically */
6204 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6205 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6206 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6208 /* don't scroll over playfield boundaries */
6209 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6210 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6212 /* don't scroll more than one field at a time */
6213 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6215 /* don't scroll against the player's moving direction */
6216 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6217 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6218 scroll_y = old_scroll_y;
6222 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6224 if (!options.network && !AllPlayersInVisibleScreen())
6226 scroll_x = old_scroll_x;
6227 scroll_y = old_scroll_y;
6231 ScrollScreen(player, SCROLL_INIT);
6232 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6239 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6241 if (!(moved & MF_MOVING) && !player->Pushing)
6246 player->StepFrame = 0;
6248 if (moved & MF_MOVING)
6250 if (old_jx != jx && old_jy == jy)
6251 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6252 else if (old_jx == jx && old_jy != jy)
6253 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6255 DrawLevelField(jx, jy); /* for "crumbled sand" */
6257 player->last_move_dir = player->MovDir;
6258 player->is_moving = TRUE;
6262 CheckGravityMovement(player);
6265 player->last_move_dir = MV_NO_MOVING;
6267 player->is_moving = FALSE;
6270 TestIfHeroTouchesBadThing(jx, jy);
6272 if (!player->active)
6278 void ScrollFigure(struct PlayerInfo *player, int mode)
6280 int jx = player->jx, jy = player->jy;
6281 int last_jx = player->last_jx, last_jy = player->last_jy;
6282 int move_stepsize = TILEX / player->move_delay_value;
6284 if (!player->active || !player->MovPos)
6287 if (mode == SCROLL_INIT)
6289 player->actual_frame_counter = FrameCounter;
6290 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6292 if (Feld[last_jx][last_jy] == EL_EMPTY)
6293 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6298 else if (!FrameReached(&player->actual_frame_counter, 1))
6301 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6302 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6304 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6305 Feld[last_jx][last_jy] = EL_EMPTY;
6307 /* before DrawPlayer() to draw correct player graphic for this case */
6308 if (player->MovPos == 0)
6309 CheckGravityMovement(player);
6313 if (player->MovPos == 0)
6315 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6317 /* continue with normal speed after quickly moving through gate */
6318 HALVE_PLAYER_SPEED(player);
6320 /* be able to make the next move without delay */
6321 player->move_delay = 0;
6324 player->last_jx = jx;
6325 player->last_jy = jy;
6327 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6328 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6332 if (local_player->friends_still_needed == 0 ||
6333 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6334 player->LevelSolved = player->GameOver = TRUE;
6337 if (tape.single_step && tape.recording && !tape.pausing &&
6338 !player->programmed_action)
6339 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6343 void ScrollScreen(struct PlayerInfo *player, int mode)
6345 static unsigned long screen_frame_counter = 0;
6347 if (mode == SCROLL_INIT)
6349 /* set scrolling step size according to actual player's moving speed */
6350 ScrollStepSize = TILEX / player->move_delay_value;
6352 screen_frame_counter = FrameCounter;
6353 ScreenMovDir = player->MovDir;
6354 ScreenMovPos = player->MovPos;
6355 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6358 else if (!FrameReached(&screen_frame_counter, 1))
6363 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6364 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6365 redraw_mask |= REDRAW_FIELD;
6368 ScreenMovDir = MV_NO_MOVING;
6371 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6373 int i, kill_x = -1, kill_y = -1;
6374 static int test_xy[4][2] =
6381 static int test_dir[4] =
6391 int test_x, test_y, test_move_dir, test_element;
6393 test_x = good_x + test_xy[i][0];
6394 test_y = good_y + test_xy[i][1];
6395 if (!IN_LEV_FIELD(test_x, test_y))
6399 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6402 test_element = Feld[test_x][test_y];
6404 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6407 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6408 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6410 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6411 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6419 if (kill_x != -1 || kill_y != -1)
6421 if (IS_PLAYER(good_x, good_y))
6423 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6425 if (player->shield_deadly_time_left > 0)
6426 Bang(kill_x, kill_y);
6427 else if (!PLAYER_PROTECTED(good_x, good_y))
6431 Bang(good_x, good_y);
6435 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6437 int i, kill_x = -1, kill_y = -1;
6438 int bad_element = Feld[bad_x][bad_y];
6439 static int test_xy[4][2] =
6446 static int test_dir[4] =
6454 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6459 int test_x, test_y, test_move_dir, test_element;
6461 test_x = bad_x + test_xy[i][0];
6462 test_y = bad_y + test_xy[i][1];
6463 if (!IN_LEV_FIELD(test_x, test_y))
6467 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6469 test_element = Feld[test_x][test_y];
6471 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6472 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6474 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6475 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6477 /* good thing is player or penguin that does not move away */
6478 if (IS_PLAYER(test_x, test_y))
6480 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6482 if (bad_element == EL_ROBOT && player->is_moving)
6483 continue; /* robot does not kill player if he is moving */
6489 else if (test_element == EL_PENGUIN)
6498 if (kill_x != -1 || kill_y != -1)
6500 if (IS_PLAYER(kill_x, kill_y))
6502 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6505 int dir = player->MovDir;
6506 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6507 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6509 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6510 newx != bad_x && newy != bad_y)
6511 ; /* robot does not kill player if he is moving */
6513 printf("-> %d\n", player->MovDir);
6515 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6516 newx != bad_x && newy != bad_y)
6517 ; /* robot does not kill player if he is moving */
6522 if (player->shield_deadly_time_left > 0)
6524 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6528 Bang(kill_x, kill_y);
6532 void TestIfHeroTouchesBadThing(int x, int y)
6534 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6537 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6539 TestIfGoodThingHitsBadThing(x, y, move_dir);
6542 void TestIfBadThingTouchesHero(int x, int y)
6544 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6547 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6549 TestIfBadThingHitsGoodThing(x, y, move_dir);
6552 void TestIfFriendTouchesBadThing(int x, int y)
6554 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6557 void TestIfBadThingTouchesFriend(int x, int y)
6559 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6562 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6564 int i, kill_x = bad_x, kill_y = bad_y;
6565 static int xy[4][2] =
6577 x = bad_x + xy[i][0];
6578 y = bad_y + xy[i][1];
6579 if (!IN_LEV_FIELD(x, y))
6582 element = Feld[x][y];
6583 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6584 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6592 if (kill_x != bad_x || kill_y != bad_y)
6596 void KillHero(struct PlayerInfo *player)
6598 int jx = player->jx, jy = player->jy;
6600 if (!player->active)
6603 /* remove accessible field at the player's position */
6604 Feld[jx][jy] = EL_EMPTY;
6606 /* deactivate shield (else Bang()/Explode() would not work right) */
6607 player->shield_normal_time_left = 0;
6608 player->shield_deadly_time_left = 0;
6614 static void KillHeroUnlessProtected(int x, int y)
6616 if (!PLAYER_PROTECTED(x, y))
6617 KillHero(PLAYERINFO(x, y));
6620 void BuryHero(struct PlayerInfo *player)
6622 int jx = player->jx, jy = player->jy;
6624 if (!player->active)
6628 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6630 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6632 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6634 player->GameOver = TRUE;
6638 void RemoveHero(struct PlayerInfo *player)
6640 int jx = player->jx, jy = player->jy;
6641 int i, found = FALSE;
6643 player->present = FALSE;
6644 player->active = FALSE;
6646 if (!ExplodeField[jx][jy])
6647 StorePlayer[jx][jy] = 0;
6649 for (i=0; i<MAX_PLAYERS; i++)
6650 if (stored_player[i].active)
6654 AllPlayersGone = TRUE;
6661 =============================================================================
6662 checkDiagonalPushing()
6663 -----------------------------------------------------------------------------
6664 check if diagonal input device direction results in pushing of object
6665 (by checking if the alternative direction is walkable, diggable, ...)
6666 =============================================================================
6669 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6670 int x, int y, int real_dx, int real_dy)
6672 int jx, jy, dx, dy, xx, yy;
6674 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6677 /* diagonal direction: check alternative direction */
6682 xx = jx + (dx == 0 ? real_dx : 0);
6683 yy = jy + (dy == 0 ? real_dy : 0);
6685 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6689 =============================================================================
6691 -----------------------------------------------------------------------------
6692 x, y: field next to player (non-diagonal) to try to dig to
6693 real_dx, real_dy: direction as read from input device (can be diagonal)
6694 =============================================================================
6697 int DigField(struct PlayerInfo *player,
6698 int x, int y, int real_dx, int real_dy, int mode)
6700 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6701 int jx = player->jx, jy = player->jy;
6702 int dx = x - jx, dy = y - jy;
6703 int nextx = x + dx, nexty = y + dy;
6704 int move_direction = (dx == -1 ? MV_LEFT :
6705 dx == +1 ? MV_RIGHT :
6707 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6710 if (player->MovPos == 0)
6712 player->is_digging = FALSE;
6713 player->is_collecting = FALSE;
6716 if (player->MovPos == 0) /* last pushing move finished */
6717 player->Pushing = FALSE;
6719 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6721 player->Switching = FALSE;
6722 player->push_delay = 0;
6724 return MF_NO_ACTION;
6727 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6728 return MF_NO_ACTION;
6731 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6733 if (IS_TUBE(Feld[jx][jy]) ||
6734 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6738 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6739 int tube_leave_directions[][2] =
6741 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6742 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6743 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6744 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6745 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6746 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6747 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6748 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6749 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6750 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6751 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6752 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6755 while (tube_leave_directions[i][0] != tube_element)
6758 if (tube_leave_directions[i][0] == -1) /* should not happen */
6762 if (!(tube_leave_directions[i][1] & move_direction))
6763 return MF_NO_ACTION; /* tube has no opening in this direction */
6766 element = Feld[x][y];
6768 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6769 game.engine_version >= VERSION_IDENT(2,2,0))
6770 return MF_NO_ACTION;
6774 case EL_ROBOT_WHEEL:
6775 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6778 DrawLevelField(x, y);
6779 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6783 case EL_SP_TERMINAL:
6787 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6789 for (yy=0; yy<lev_fieldy; yy++)
6791 for (xx=0; xx<lev_fieldx; xx++)
6793 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6795 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6796 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6804 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6805 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6806 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6807 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6808 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6809 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6810 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6811 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6812 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6813 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6814 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6815 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6816 if (!player->Switching)
6818 player->Switching = TRUE;
6819 ToggleBeltSwitch(x, y);
6820 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6825 case EL_SWITCHGATE_SWITCH_UP:
6826 case EL_SWITCHGATE_SWITCH_DOWN:
6827 if (!player->Switching)
6829 player->Switching = TRUE;
6830 ToggleSwitchgateSwitch(x, y);
6831 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6836 case EL_LIGHT_SWITCH:
6837 case EL_LIGHT_SWITCH_ACTIVE:
6838 if (!player->Switching)
6840 player->Switching = TRUE;
6841 ToggleLightSwitch(x, y);
6842 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6843 SND_LIGHT_SWITCH_ACTIVATING :
6844 SND_LIGHT_SWITCH_DEACTIVATING);
6849 case EL_TIMEGATE_SWITCH:
6850 ActivateTimegateSwitch(x, y);
6851 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6856 case EL_BALLOON_SWITCH_LEFT:
6857 case EL_BALLOON_SWITCH_RIGHT:
6858 case EL_BALLOON_SWITCH_UP:
6859 case EL_BALLOON_SWITCH_DOWN:
6860 case EL_BALLOON_SWITCH_ANY:
6861 if (element == EL_BALLOON_SWITCH_ANY)
6862 game.balloon_dir = move_direction;
6864 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6865 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6866 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6867 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6869 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6874 case EL_SP_PORT_LEFT:
6875 case EL_SP_PORT_RIGHT:
6877 case EL_SP_PORT_DOWN:
6878 case EL_SP_PORT_HORIZONTAL:
6879 case EL_SP_PORT_VERTICAL:
6880 case EL_SP_PORT_ANY:
6881 case EL_SP_GRAVITY_PORT_LEFT:
6882 case EL_SP_GRAVITY_PORT_RIGHT:
6883 case EL_SP_GRAVITY_PORT_UP:
6884 case EL_SP_GRAVITY_PORT_DOWN:
6886 element != EL_SP_PORT_LEFT &&
6887 element != EL_SP_GRAVITY_PORT_LEFT &&
6888 element != EL_SP_PORT_HORIZONTAL &&
6889 element != EL_SP_PORT_ANY) ||
6891 element != EL_SP_PORT_RIGHT &&
6892 element != EL_SP_GRAVITY_PORT_RIGHT &&
6893 element != EL_SP_PORT_HORIZONTAL &&
6894 element != EL_SP_PORT_ANY) ||
6896 element != EL_SP_PORT_UP &&
6897 element != EL_SP_GRAVITY_PORT_UP &&
6898 element != EL_SP_PORT_VERTICAL &&
6899 element != EL_SP_PORT_ANY) ||
6901 element != EL_SP_PORT_DOWN &&
6902 element != EL_SP_GRAVITY_PORT_DOWN &&
6903 element != EL_SP_PORT_VERTICAL &&
6904 element != EL_SP_PORT_ANY) ||
6905 !IN_LEV_FIELD(nextx, nexty) ||
6906 !IS_FREE(nextx, nexty))
6907 return MF_NO_ACTION;
6909 /* automatically move to the next field with double speed */
6910 player->programmed_action = move_direction;
6911 DOUBLE_PLAYER_SPEED(player);
6913 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6917 case EL_TUBE_VERTICAL:
6918 case EL_TUBE_HORIZONTAL:
6919 case EL_TUBE_VERTICAL_LEFT:
6920 case EL_TUBE_VERTICAL_RIGHT:
6921 case EL_TUBE_HORIZONTAL_UP:
6922 case EL_TUBE_HORIZONTAL_DOWN:
6923 case EL_TUBE_LEFT_UP:
6924 case EL_TUBE_LEFT_DOWN:
6925 case EL_TUBE_RIGHT_UP:
6926 case EL_TUBE_RIGHT_DOWN:
6929 int tube_enter_directions[][2] =
6931 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6932 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6933 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6934 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6935 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6936 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6937 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6938 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6939 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6940 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6941 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6942 { -1, MV_NO_MOVING }
6945 while (tube_enter_directions[i][0] != element)
6948 if (tube_enter_directions[i][0] == -1) /* should not happen */
6952 if (!(tube_enter_directions[i][1] & move_direction))
6953 return MF_NO_ACTION; /* tube has no opening in this direction */
6955 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
6960 Feld[x][y] = EL_LAMP_ACTIVE;
6961 local_player->lights_still_needed--;
6962 DrawLevelField(x, y);
6963 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6967 case EL_TIME_ORB_FULL:
6968 Feld[x][y] = EL_TIME_ORB_EMPTY;
6970 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6971 DrawLevelField(x, y);
6972 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6978 if (IS_WALKABLE(element))
6980 int sound_action = ACTION_WALKING;
6982 if (element >= EL_GATE_1 && element <= EL_GATE_4)
6984 if (!player->key[element - EL_GATE_1])
6985 return MF_NO_ACTION;
6987 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
6989 if (!player->key[element - EL_GATE_1_GRAY])
6990 return MF_NO_ACTION;
6992 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
6994 sound_action = ACTION_PASSING; /* player is passing exit */
6996 else if (element == EL_EMPTY)
6998 sound_action = ACTION_MOVING; /* nothing to walk on */
7001 /* play sound from background or player, whatever is available */
7002 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7003 PlaySoundLevelElementAction(x, y, element, sound_action);
7005 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7009 else if (IS_PASSABLE(element))
7011 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7012 return MF_NO_ACTION;
7014 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7016 if (!player->key[element - EL_EM_GATE_1])
7017 return MF_NO_ACTION;
7019 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7021 if (!player->key[element - EL_EM_GATE_1_GRAY])
7022 return MF_NO_ACTION;
7025 /* automatically move to the next field with double speed */
7026 player->programmed_action = move_direction;
7027 DOUBLE_PLAYER_SPEED(player);
7029 PlaySoundLevelAction(x, y, ACTION_PASSING);
7033 else if (IS_DIGGABLE(element))
7037 if (mode != DF_SNAP)
7040 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7041 player->is_digging = TRUE;
7044 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7048 else if (IS_COLLECTIBLE(element))
7052 if (mode != DF_SNAP)
7054 GfxElement[x][y] = element;
7055 player->is_collecting = TRUE;
7058 if (element == EL_SPEED_PILL)
7059 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7060 else if (element == EL_EXTRA_TIME && level.time > 0)
7063 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7065 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7067 player->shield_normal_time_left += 10;
7068 if (element == EL_SHIELD_DEADLY)
7069 player->shield_deadly_time_left += 10;
7071 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7074 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7076 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7077 int2str(local_player->dynamite, 3), FONT_TEXT_2);
7079 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7081 player->dynabomb_count++;
7082 player->dynabombs_left++;
7084 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7086 player->dynabomb_size++;
7088 else if (element == EL_DYNABOMB_INCREASE_POWER)
7090 player->dynabomb_xl = TRUE;
7092 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7093 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7095 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7096 element - EL_KEY_1 : element - EL_EM_KEY_1);
7098 player->key[key_nr] = TRUE;
7100 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7101 el2edimg(EL_KEY_1 + key_nr));
7102 redraw_mask |= REDRAW_DOOR_1;
7104 else if (element_info[element].gem_count > 0)
7106 local_player->gems_still_needed -=
7107 element_info[element].gem_count;
7108 if (local_player->gems_still_needed < 0)
7109 local_player->gems_still_needed = 0;
7111 DrawText(DX_EMERALDS, DY_EMERALDS,
7112 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7115 RaiseScoreElement(element);
7116 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7118 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
7122 else if (IS_PUSHABLE(element))
7124 if (mode == DF_SNAP && element != EL_BD_ROCK)
7125 return MF_NO_ACTION;
7127 if (CAN_FALL(element) && dy)
7128 return MF_NO_ACTION;
7130 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7131 !(element == EL_SPRING && use_spring_bug))
7132 return MF_NO_ACTION;
7134 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7135 return MF_NO_ACTION;
7137 if (!player->Pushing &&
7138 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7139 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7141 player->Pushing = TRUE;
7143 if (!(IN_LEV_FIELD(nextx, nexty) &&
7144 (IS_FREE(nextx, nexty) ||
7145 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7146 IS_SB_ELEMENT(element)))))
7147 return MF_NO_ACTION;
7149 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7150 return MF_NO_ACTION;
7152 if (player->push_delay == 0) /* new pushing; restart delay */
7153 player->push_delay = FrameCounter;
7155 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7156 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7157 element != EL_SPRING && element != EL_BALLOON)
7158 return MF_NO_ACTION;
7160 if (IS_SB_ELEMENT(element))
7162 if (element == EL_SOKOBAN_FIELD_FULL)
7164 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7165 local_player->sokobanfields_still_needed++;
7168 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7170 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7171 local_player->sokobanfields_still_needed--;
7174 Feld[x][y] = EL_SOKOBAN_OBJECT;
7176 if (Back[x][y] == Back[nextx][nexty])
7177 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7178 else if (Back[x][y] != 0)
7179 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7182 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7185 if (local_player->sokobanfields_still_needed == 0 &&
7186 game.emulation == EMU_SOKOBAN)
7188 player->LevelSolved = player->GameOver = TRUE;
7189 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7193 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7195 InitMovingField(x, y, move_direction);
7197 if (mode == DF_SNAP)
7198 ContinueMoving(x, y);
7200 MovPos[x][y] = (dx != 0 ? dx : dy);
7202 Pushed[x][y] = TRUE;
7203 Pushed[nextx][nexty] = TRUE;
7205 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7206 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7208 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7209 CheckPlayerElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7215 CheckPlayerElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7218 return MF_NO_ACTION;
7221 player->push_delay = 0;
7223 if (Feld[x][y] != element) /* really digged/collected something */
7224 player->is_collecting = !player->is_digging;
7229 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7231 int jx = player->jx, jy = player->jy;
7232 int x = jx + dx, y = jy + dy;
7233 int snap_direction = (dx == -1 ? MV_LEFT :
7234 dx == +1 ? MV_RIGHT :
7236 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7238 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7241 if (!player->active || !IN_LEV_FIELD(x, y))
7249 if (player->MovPos == 0)
7250 player->Pushing = FALSE;
7252 player->snapped = FALSE;
7254 if (player->MovPos == 0)
7256 player->is_digging = FALSE;
7257 player->is_collecting = FALSE;
7263 if (player->snapped)
7266 player->MovDir = snap_direction;
7268 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7271 player->snapped = TRUE;
7272 player->is_digging = FALSE;
7273 player->is_collecting = FALSE;
7275 DrawLevelField(x, y);
7281 boolean PlaceBomb(struct PlayerInfo *player)
7283 int jx = player->jx, jy = player->jy;
7286 if (!player->active || player->MovPos)
7289 element = Feld[jx][jy];
7291 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7292 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7296 if (element != EL_EMPTY)
7300 if (element != EL_EMPTY)
7303 Store[jx][jy] = element;
7305 Back[jx][jy] = element;
7309 MovDelay[jx][jy] = 96;
7311 ResetGfxAnimation(jx, jy);
7312 ResetRandomAnimationValue(jx, jy);
7314 if (player->dynamite)
7316 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7317 EL_DYNAMITE_ACTIVE);
7320 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7322 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7325 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7327 if (game.emulation == EMU_SUPAPLEX)
7328 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7330 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7334 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7339 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7340 player->dynabombs_left--;
7342 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7343 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7345 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7351 /* ------------------------------------------------------------------------- */
7352 /* game sound playing functions */
7353 /* ------------------------------------------------------------------------- */
7355 static int *loop_sound_frame = NULL;
7356 static int *loop_sound_volume = NULL;
7358 void InitPlaySoundLevel()
7360 int num_sounds = getSoundListSize();
7362 if (loop_sound_frame != NULL)
7363 free(loop_sound_frame);
7365 if (loop_sound_volume != NULL)
7366 free(loop_sound_volume);
7368 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7369 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7372 static void PlaySoundLevel(int x, int y, int nr)
7374 int sx = SCREENX(x), sy = SCREENY(y);
7375 int volume, stereo_position;
7376 int max_distance = 8;
7377 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7379 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7380 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7383 if (!IN_LEV_FIELD(x, y) ||
7384 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7385 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7388 volume = SOUND_MAX_VOLUME;
7390 if (!IN_SCR_FIELD(sx, sy))
7392 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7393 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7395 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7398 stereo_position = (SOUND_MAX_LEFT +
7399 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7400 (SCR_FIELDX + 2 * max_distance));
7402 if (IS_LOOP_SOUND(nr))
7404 /* This assures that quieter loop sounds do not overwrite louder ones,
7405 while restarting sound volume comparison with each new game frame. */
7407 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7410 loop_sound_volume[nr] = volume;
7411 loop_sound_frame[nr] = FrameCounter;
7414 PlaySoundExt(nr, volume, stereo_position, type);
7417 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7419 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7420 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7421 y < LEVELY(BY1) ? LEVELY(BY1) :
7422 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7426 static void PlaySoundLevelAction(int x, int y, int action)
7428 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7431 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7433 int sound_effect = element_info[element].sound[action];
7435 if (sound_effect != SND_UNDEFINED)
7436 PlaySoundLevel(x, y, sound_effect);
7439 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7441 int sound_effect = element_info[Feld[x][y]].sound[action];
7443 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7444 PlaySoundLevel(x, y, sound_effect);
7447 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7449 int sound_effect = element_info[Feld[x][y]].sound[action];
7451 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7452 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7455 void RaiseScore(int value)
7457 local_player->score += value;
7458 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7461 void RaiseScoreElement(int element)
7467 case EL_EMERALD_YELLOW:
7468 case EL_EMERALD_RED:
7469 case EL_EMERALD_PURPLE:
7470 case EL_SP_INFOTRON:
7471 RaiseScore(level.score[SC_EMERALD]);
7474 RaiseScore(level.score[SC_DIAMOND]);
7477 RaiseScore(level.score[SC_CRYSTAL]);
7480 RaiseScore(level.score[SC_PEARL]);
7483 case EL_BD_BUTTERFLY:
7484 case EL_SP_ELECTRON:
7485 RaiseScore(level.score[SC_BUG]);
7489 case EL_SP_SNIKSNAK:
7490 RaiseScore(level.score[SC_SPACESHIP]);
7493 case EL_DARK_YAMYAM:
7494 RaiseScore(level.score[SC_YAMYAM]);
7497 RaiseScore(level.score[SC_ROBOT]);
7500 RaiseScore(level.score[SC_PACMAN]);
7503 RaiseScore(level.score[SC_NUT]);
7506 case EL_SP_DISK_RED:
7507 case EL_DYNABOMB_INCREASE_NUMBER:
7508 case EL_DYNABOMB_INCREASE_SIZE:
7509 case EL_DYNABOMB_INCREASE_POWER:
7510 RaiseScore(level.score[SC_DYNAMITE]);
7512 case EL_SHIELD_NORMAL:
7513 case EL_SHIELD_DEADLY:
7514 RaiseScore(level.score[SC_SHIELD]);
7517 RaiseScore(level.score[SC_TIME_BONUS]);
7523 RaiseScore(level.score[SC_KEY]);
7526 RaiseScore(element_info[element].score);
7531 void RequestQuitGame(boolean ask_if_really_quit)
7533 if (AllPlayersGone ||
7534 !ask_if_really_quit ||
7535 level_editor_test_game ||
7536 Request("Do you really want to quit the game ?",
7537 REQ_ASK | REQ_STAY_CLOSED))
7539 #if defined(PLATFORM_UNIX)
7540 if (options.network)
7541 SendToServer_StopPlaying();
7545 game_status = GAME_MODE_MAIN;
7551 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7556 /* ---------- new game button stuff ---------------------------------------- */
7558 /* graphic position values for game buttons */
7559 #define GAME_BUTTON_XSIZE 30
7560 #define GAME_BUTTON_YSIZE 30
7561 #define GAME_BUTTON_XPOS 5
7562 #define GAME_BUTTON_YPOS 215
7563 #define SOUND_BUTTON_XPOS 5
7564 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7566 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7567 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7568 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7569 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7570 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7571 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7578 } gamebutton_info[NUM_GAME_BUTTONS] =
7581 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7586 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7591 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7596 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7597 SOUND_CTRL_ID_MUSIC,
7598 "background music on/off"
7601 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7602 SOUND_CTRL_ID_LOOPS,
7603 "sound loops on/off"
7606 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7607 SOUND_CTRL_ID_SIMPLE,
7608 "normal sounds on/off"
7612 void CreateGameButtons()
7616 for (i=0; i<NUM_GAME_BUTTONS; i++)
7618 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7619 struct GadgetInfo *gi;
7622 unsigned long event_mask;
7623 int gd_xoffset, gd_yoffset;
7624 int gd_x1, gd_x2, gd_y1, gd_y2;
7627 gd_xoffset = gamebutton_info[i].x;
7628 gd_yoffset = gamebutton_info[i].y;
7629 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7630 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7632 if (id == GAME_CTRL_ID_STOP ||
7633 id == GAME_CTRL_ID_PAUSE ||
7634 id == GAME_CTRL_ID_PLAY)
7636 button_type = GD_TYPE_NORMAL_BUTTON;
7638 event_mask = GD_EVENT_RELEASED;
7639 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7640 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7644 button_type = GD_TYPE_CHECK_BUTTON;
7646 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7647 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7648 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7649 event_mask = GD_EVENT_PRESSED;
7650 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7651 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7654 gi = CreateGadget(GDI_CUSTOM_ID, id,
7655 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7656 GDI_X, DX + gd_xoffset,
7657 GDI_Y, DY + gd_yoffset,
7658 GDI_WIDTH, GAME_BUTTON_XSIZE,
7659 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7660 GDI_TYPE, button_type,
7661 GDI_STATE, GD_BUTTON_UNPRESSED,
7662 GDI_CHECKED, checked,
7663 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7664 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7665 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7666 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7667 GDI_EVENT_MASK, event_mask,
7668 GDI_CALLBACK_ACTION, HandleGameButtons,
7672 Error(ERR_EXIT, "cannot create gadget");
7674 game_gadget[id] = gi;
7678 void FreeGameButtons()
7682 for (i=0; i<NUM_GAME_BUTTONS; i++)
7683 FreeGadget(game_gadget[i]);
7686 static void MapGameButtons()
7690 for (i=0; i<NUM_GAME_BUTTONS; i++)
7691 MapGadget(game_gadget[i]);
7694 void UnmapGameButtons()
7698 for (i=0; i<NUM_GAME_BUTTONS; i++)
7699 UnmapGadget(game_gadget[i]);
7702 static void HandleGameButtons(struct GadgetInfo *gi)
7704 int id = gi->custom_id;
7706 if (game_status != GAME_MODE_PLAYING)
7711 case GAME_CTRL_ID_STOP:
7712 RequestQuitGame(TRUE);
7715 case GAME_CTRL_ID_PAUSE:
7716 if (options.network)
7718 #if defined(PLATFORM_UNIX)
7720 SendToServer_ContinuePlaying();
7722 SendToServer_PausePlaying();
7726 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7729 case GAME_CTRL_ID_PLAY:
7732 #if defined(PLATFORM_UNIX)
7733 if (options.network)
7734 SendToServer_ContinuePlaying();
7738 tape.pausing = FALSE;
7739 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7744 case SOUND_CTRL_ID_MUSIC:
7745 if (setup.sound_music)
7747 setup.sound_music = FALSE;
7750 else if (audio.music_available)
7752 setup.sound = setup.sound_music = TRUE;
7753 PlayMusic(level_nr);
7757 case SOUND_CTRL_ID_LOOPS:
7758 if (setup.sound_loops)
7759 setup.sound_loops = FALSE;
7760 else if (audio.loops_available)
7761 setup.sound = setup.sound_loops = TRUE;
7764 case SOUND_CTRL_ID_SIMPLE:
7765 if (setup.sound_simple)
7766 setup.sound_simple = FALSE;
7767 else if (audio.sound_available)
7768 setup.sound = setup.sound_simple = TRUE;