1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
174 static void ChangeElementNow(int, int, int);
176 static void PlaySoundLevel(int, int, int);
177 static void PlaySoundLevelNearest(int, int, int);
178 static void PlaySoundLevelAction(int, int, int);
179 static void PlaySoundLevelElementAction(int, int, int, int);
180 static void PlaySoundLevelActionIfLoop(int, int, int);
181 static void StopSoundLevelActionIfLoop(int, int, int);
183 static void MapGameButtons();
184 static void HandleGameButtons(struct GadgetInfo *);
186 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
189 /* ------------------------------------------------------------------------- */
190 /* definition of elements that automatically change to other elements after */
191 /* a specified time, eventually calling a function when changing */
192 /* ------------------------------------------------------------------------- */
194 /* forward declaration for changer functions */
195 static void InitBuggyBase(int x, int y);
196 static void WarnBuggyBase(int x, int y);
198 static void InitTrap(int x, int y);
199 static void ActivateTrap(int x, int y);
200 static void ChangeActiveTrap(int x, int y);
202 static void InitRobotWheel(int x, int y);
203 static void RunRobotWheel(int x, int y);
204 static void StopRobotWheel(int x, int y);
206 static void InitTimegateWheel(int x, int y);
207 static void RunTimegateWheel(int x, int y);
209 struct ChangingElementInfo
214 void (*pre_change_function)(int x, int y);
215 void (*change_function)(int x, int y);
216 void (*post_change_function)(int x, int y);
219 static struct ChangingElementInfo changing_element_list[] =
246 EL_SWITCHGATE_OPENING,
254 EL_SWITCHGATE_CLOSING,
255 EL_SWITCHGATE_CLOSED,
287 EL_ACID_SPLASH_RIGHT,
296 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVATING,
304 EL_SP_BUGGY_BASE_ACTIVE,
311 EL_SP_BUGGY_BASE_ACTIVE,
335 EL_ROBOT_WHEEL_ACTIVE,
343 EL_TIMEGATE_SWITCH_ACTIVE,
364 int push_delay_fixed, push_delay_random;
369 { EL_BALLOON, 0, 0 },
371 { EL_SOKOBAN_OBJECT, 2, 0 },
372 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
373 { EL_SATELLITE, 2, 0 },
374 { EL_SP_DISK_YELLOW, 2, 0 },
376 { EL_UNDEFINED, 0, 0 },
384 move_stepsize_list[] =
386 { EL_AMOEBA_DROP, 2 },
387 { EL_AMOEBA_DROPPING, 2 },
388 { EL_QUICKSAND_FILLING, 1 },
389 { EL_QUICKSAND_EMPTYING, 1 },
390 { EL_MAGIC_WALL_FILLING, 2 },
391 { EL_BD_MAGIC_WALL_FILLING, 2 },
392 { EL_MAGIC_WALL_EMPTYING, 2 },
393 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
406 { EL_BD_DIAMOND, 1 },
407 { EL_EMERALD_YELLOW, 1 },
408 { EL_EMERALD_RED, 1 },
409 { EL_EMERALD_PURPLE, 1 },
411 { EL_SP_INFOTRON, 1 },
418 static boolean changing_element[MAX_NUM_ELEMENTS];
419 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
421 #define IS_AUTO_CHANGING(e) (changing_element[e])
422 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
423 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
424 IS_JUST_CHANGING(x, y))
427 void GetPlayerConfig()
429 if (!audio.sound_available)
432 if (!audio.loops_available)
433 setup.sound_loops = FALSE;
435 if (!audio.music_available)
436 setup.sound_music = FALSE;
438 if (!video.fullscreen_available)
439 setup.fullscreen = FALSE;
441 setup.sound_simple = setup.sound;
443 SetAudioMode(setup.sound);
447 static int getBeltNrFromBeltElement(int element)
449 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
450 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
451 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
454 static int getBeltNrFromBeltActiveElement(int element)
456 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
457 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
458 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
461 static int getBeltNrFromBeltSwitchElement(int element)
463 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
464 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
465 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
468 static int getBeltDirNrFromBeltSwitchElement(int element)
470 static int belt_base_element[4] =
472 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
473 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_4_SWITCH_LEFT
478 int belt_nr = getBeltNrFromBeltSwitchElement(element);
479 int belt_dir_nr = element - belt_base_element[belt_nr];
481 return (belt_dir_nr % 3);
484 static int getBeltDirFromBeltSwitchElement(int element)
486 static int belt_move_dir[3] =
493 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
495 return belt_move_dir[belt_dir_nr];
498 static void InitField(int x, int y, boolean init_game)
500 int element = Feld[x][y];
507 if (stored_player[0].present)
509 Feld[x][y] = EL_SP_MURPHY_CLONE;
514 stored_player[0].use_murphy_graphic = TRUE;
517 Feld[x][y] = EL_PLAYER_1;
526 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
527 int jx = player->jx, jy = player->jy;
529 player->present = TRUE;
531 if (!options.network || player->connected)
533 player->active = TRUE;
535 /* remove potentially duplicate players */
536 if (StorePlayer[jx][jy] == Feld[x][y])
537 StorePlayer[jx][jy] = 0;
539 StorePlayer[x][y] = Feld[x][y];
543 printf("Player %d activated.\n", player->element_nr);
544 printf("[Local player is %d and currently %s.]\n",
545 local_player->element_nr,
546 local_player->active ? "active" : "not active");
550 Feld[x][y] = EL_EMPTY;
551 player->jx = player->last_jx = x;
552 player->jy = player->last_jy = y;
557 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
558 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
559 else if (x > 0 && Feld[x-1][y] == EL_ACID)
560 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
561 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
562 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
563 else if (y > 0 && Feld[x][y-1] == EL_ACID)
564 Feld[x][y] = EL_ACID_POOL_BOTTOM;
565 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
566 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
574 case EL_SPACESHIP_RIGHT:
575 case EL_SPACESHIP_UP:
576 case EL_SPACESHIP_LEFT:
577 case EL_SPACESHIP_DOWN:
579 case EL_BD_BUTTERFLY_RIGHT:
580 case EL_BD_BUTTERFLY_UP:
581 case EL_BD_BUTTERFLY_LEFT:
582 case EL_BD_BUTTERFLY_DOWN:
583 case EL_BD_BUTTERFLY:
584 case EL_BD_FIREFLY_RIGHT:
585 case EL_BD_FIREFLY_UP:
586 case EL_BD_FIREFLY_LEFT:
587 case EL_BD_FIREFLY_DOWN:
589 case EL_PACMAN_RIGHT:
613 if (y == lev_fieldy - 1)
615 Feld[x][y] = EL_AMOEBA_GROWING;
616 Store[x][y] = EL_AMOEBA_WET;
620 case EL_DYNAMITE_ACTIVE:
625 local_player->lights_still_needed++;
628 case EL_SOKOBAN_FIELD_EMPTY:
629 local_player->sokobanfields_still_needed++;
633 local_player->friends_still_needed++;
638 MovDir[x][y] = 1 << RND(4);
642 Feld[x][y] = EL_EMPTY;
645 case EL_EM_KEY_1_FILE:
646 Feld[x][y] = EL_EM_KEY_1;
648 case EL_EM_KEY_2_FILE:
649 Feld[x][y] = EL_EM_KEY_2;
651 case EL_EM_KEY_3_FILE:
652 Feld[x][y] = EL_EM_KEY_3;
654 case EL_EM_KEY_4_FILE:
655 Feld[x][y] = EL_EM_KEY_4;
658 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
659 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
660 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
661 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
662 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
663 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
664 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
665 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
666 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
667 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
668 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
669 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
672 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
673 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
674 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
676 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
678 game.belt_dir[belt_nr] = belt_dir;
679 game.belt_dir_nr[belt_nr] = belt_dir_nr;
681 else /* more than one switch -- set it like the first switch */
683 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
688 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
690 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
693 case EL_LIGHT_SWITCH_ACTIVE:
695 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
699 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
705 void DrawGameDoorValues()
709 for (i=0; i<MAX_PLAYERS; i++)
711 if (stored_player[i].key[j])
712 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
713 el2edimg(EL_KEY_1 + j));
715 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
716 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
717 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
718 int2str(local_player->dynamite, 3), FONT_TEXT_2);
719 DrawText(DX + XX_SCORE, DY + YY_SCORE,
720 int2str(local_player->score, 5), FONT_TEXT_2);
721 DrawText(DX + XX_TIME, DY + YY_TIME,
722 int2str(TimeLeft, 3), FONT_TEXT_2);
727 =============================================================================
729 -----------------------------------------------------------------------------
730 initialize game engine due to level / tape version number
731 =============================================================================
734 static void InitGameEngine()
738 /* set game engine from tape file when re-playing, else from level file */
739 game.engine_version = (tape.playing ? tape.engine_version :
742 /* dynamically adjust element properties according to game engine version */
743 InitElementPropertiesEngine(game.engine_version);
746 printf("level %d: level version == %06d\n", level_nr, level.game_version);
747 printf(" tape version == %06d [%s] [file: %06d]\n",
748 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
750 printf(" => game.engine_version == %06d\n", game.engine_version);
753 /* ---------- initialize player's initial move delay --------------------- */
755 /* dynamically adjust player properties according to game engine version */
756 game.initial_move_delay =
757 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
758 INITIAL_MOVE_DELAY_OFF);
760 /* dynamically adjust player properties according to level information */
761 game.initial_move_delay_value =
762 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
764 /* ---------- initialize changing elements ------------------------------- */
766 /* initialize changing elements information */
767 for (i=0; i<MAX_NUM_ELEMENTS; i++)
770 element_info[i].change.pre_change_function = NULL;
771 element_info[i].change.change_function = NULL;
772 element_info[i].change.post_change_function = NULL;
774 if (!IS_CUSTOM_ELEMENT(i))
776 element_info[i].change.target_element = EL_EMPTY_SPACE;
777 element_info[i].change.delay_fixed = 0;
778 element_info[i].change.delay_random = 0;
779 element_info[i].change.delay_frames = 1;
782 changing_element[i] = FALSE;
784 changing_element[i].base_element = EL_UNDEFINED;
785 changing_element[i].next_element = EL_UNDEFINED;
786 changing_element[i].change_delay = -1;
787 changing_element[i].pre_change_function = NULL;
788 changing_element[i].change_function = NULL;
789 changing_element[i].post_change_function = NULL;
793 /* add changing elements from pre-defined list */
794 for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
796 int element = changing_element_list[i].element;
797 struct ChangingElementInfo *ce = &changing_element_list[i];
798 struct ElementChangeInfo *change = &element_info[element].change;
801 change->target_element = ce->target_element;
802 change->delay_fixed = ce->change_delay;
803 change->pre_change_function = ce->pre_change_function;
804 change->change_function = ce->change_function;
805 change->post_change_function = ce->post_change_function;
807 changing_element[element] = TRUE;
809 changing_element[element].base_element = ce->base_element;
810 changing_element[element].next_element = ce->next_element;
811 changing_element[element].change_delay = ce->change_delay;
812 changing_element[element].pre_change_function = ce->pre_change_function;
813 changing_element[element].change_function = ce->change_function;
814 changing_element[element].post_change_function = ce->post_change_function;
818 /* add changing elements from custom element configuration */
819 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
821 int element = EL_CUSTOM_START + i;
823 struct ElementChangeInfo *change = &element_info[element].change;
826 /* only add custom elements that change after fixed/random frame delay */
827 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
831 changing_element[element] = TRUE;
833 changing_element[element].base_element = element;
834 changing_element[element].next_element = change->target_element;
835 changing_element[element].change_delay = (change->delay_fixed *
836 change->delay_frames);
840 /* ---------- initialize trigger events ---------------------------------- */
842 /* initialize trigger events information */
843 for (i=0; i<MAX_NUM_ELEMENTS; i++)
844 trigger_events[i] = EP_BITMASK_DEFAULT;
846 /* add trigger events from element change event properties */
847 for (i=0; i<MAX_NUM_ELEMENTS; i++)
848 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
849 trigger_events[element_info[i].change.trigger_element] |=
850 element_info[i].change.events;
852 /* ---------- initialize push delay -------------------------------------- */
854 /* initialize push delay values to default */
855 for (i=0; i<MAX_NUM_ELEMENTS; i++)
857 if (!IS_CUSTOM_ELEMENT(i))
859 element_info[i].push_delay_fixed = 2;
860 element_info[i].push_delay_random = 8;
864 /* set push delay value for certain elements from pre-defined list */
865 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
867 int e = push_delay_list[i].element;
869 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
870 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
873 /* ---------- initialize move stepsize ----------------------------------- */
875 /* initialize move stepsize values to default */
876 for (i=0; i<MAX_NUM_ELEMENTS; i++)
877 if (!IS_CUSTOM_ELEMENT(i))
878 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
880 /* set move stepsize value for certain elements from pre-defined list */
881 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
883 int e = move_stepsize_list[i].element;
885 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
888 /* ---------- initialize gem count --------------------------------------- */
890 /* initialize gem count values for each element */
891 for (i=0; i<MAX_NUM_ELEMENTS; i++)
892 if (!IS_CUSTOM_ELEMENT(i))
893 element_info[i].gem_count = 0;
895 /* add gem count values for all elements from pre-defined list */
896 for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
897 element_info[gem_count_list[i].element].gem_count =
898 gem_count_list[i].gem_count;
903 =============================================================================
905 -----------------------------------------------------------------------------
906 initialize and start new game
907 =============================================================================
912 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
913 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
914 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
921 #if USE_NEW_AMOEBA_CODE
922 printf("Using new amoeba code.\n");
924 printf("Using old amoeba code.\n");
929 /* don't play tapes over network */
930 network_playing = (options.network && !tape.playing);
932 for (i=0; i<MAX_PLAYERS; i++)
934 struct PlayerInfo *player = &stored_player[i];
936 player->index_nr = i;
937 player->element_nr = EL_PLAYER_1 + i;
939 player->present = FALSE;
940 player->active = FALSE;
943 player->effective_action = 0;
944 player->programmed_action = 0;
947 player->gems_still_needed = level.gems_needed;
948 player->sokobanfields_still_needed = 0;
949 player->lights_still_needed = 0;
950 player->friends_still_needed = 0;
953 player->key[j] = FALSE;
955 player->dynamite = 0;
956 player->dynabomb_count = 0;
957 player->dynabomb_size = 1;
958 player->dynabombs_left = 0;
959 player->dynabomb_xl = FALSE;
961 player->MovDir = MV_NO_MOVING;
963 player->Pushing = FALSE;
964 player->Switching = FALSE;
966 player->GfxDir = MV_NO_MOVING;
967 player->GfxAction = ACTION_DEFAULT;
969 player->StepFrame = 0;
971 player->use_murphy_graphic = FALSE;
972 player->use_disk_red_graphic = FALSE;
974 player->actual_frame_counter = 0;
976 player->last_move_dir = MV_NO_MOVING;
978 player->is_moving = FALSE;
979 player->is_waiting = FALSE;
980 player->is_digging = FALSE;
981 player->is_collecting = FALSE;
983 player->move_delay = game.initial_move_delay;
984 player->move_delay_value = game.initial_move_delay_value;
986 player->push_delay = 0;
987 player->push_delay_value = 5;
989 player->snapped = FALSE;
991 player->last_jx = player->last_jy = 0;
992 player->jx = player->jy = 0;
994 player->shield_normal_time_left = 0;
995 player->shield_deadly_time_left = 0;
997 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
998 SnapField(player, 0, 0);
1000 player->LevelSolved = FALSE;
1001 player->GameOver = FALSE;
1004 network_player_action_received = FALSE;
1006 #if defined(PLATFORM_UNIX)
1007 /* initial null action */
1008 if (network_playing)
1009 SendToServer_MovePlayer(MV_NO_MOVING);
1017 TimeLeft = level.time;
1019 ScreenMovDir = MV_NO_MOVING;
1023 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1025 AllPlayersGone = FALSE;
1027 game.yamyam_content_nr = 0;
1028 game.magic_wall_active = FALSE;
1029 game.magic_wall_time_left = 0;
1030 game.light_time_left = 0;
1031 game.timegate_time_left = 0;
1032 game.switchgate_pos = 0;
1033 game.balloon_dir = MV_NO_MOVING;
1034 game.explosions_delayed = TRUE;
1035 game.current_gravity = level.initial_gravity;
1039 game.belt_dir[i] = MV_NO_MOVING;
1040 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1043 for (i=0; i<MAX_NUM_AMOEBA; i++)
1044 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1046 for (x=0; x<lev_fieldx; x++)
1048 for (y=0; y<lev_fieldy; y++)
1050 Feld[x][y] = level.field[x][y];
1051 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1052 ChangeDelay[x][y] = 0;
1053 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1055 JustStopped[x][y] = 0;
1057 Pushed[x][y] = FALSE;
1058 Changing[x][y] = FALSE;
1059 ExplodePhase[x][y] = 0;
1060 ExplodeField[x][y] = EX_NO_EXPLOSION;
1063 GfxAction[x][y] = ACTION_DEFAULT;
1064 GfxRandom[x][y] = INIT_GFX_RANDOM();
1065 GfxElement[x][y] = EL_UNDEFINED;
1069 for(y=0; y<lev_fieldy; y++)
1071 for(x=0; x<lev_fieldx; x++)
1073 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1075 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1077 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1080 InitField(x, y, TRUE);
1086 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1087 emulate_sb ? EMU_SOKOBAN :
1088 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1090 /* correct non-moving belts to start moving left */
1092 if (game.belt_dir[i] == MV_NO_MOVING)
1093 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1095 /* check if any connected player was not found in playfield */
1096 for (i=0; i<MAX_PLAYERS; i++)
1098 struct PlayerInfo *player = &stored_player[i];
1100 if (player->connected && !player->present)
1102 for (j=0; j<MAX_PLAYERS; j++)
1104 struct PlayerInfo *some_player = &stored_player[j];
1105 int jx = some_player->jx, jy = some_player->jy;
1107 /* assign first free player found that is present in the playfield */
1108 if (some_player->present && !some_player->connected)
1110 player->present = TRUE;
1111 player->active = TRUE;
1112 some_player->present = FALSE;
1114 StorePlayer[jx][jy] = player->element_nr;
1115 player->jx = player->last_jx = jx;
1116 player->jy = player->last_jy = jy;
1126 /* when playing a tape, eliminate all players who do not participate */
1128 for (i=0; i<MAX_PLAYERS; i++)
1130 if (stored_player[i].active && !tape.player_participates[i])
1132 struct PlayerInfo *player = &stored_player[i];
1133 int jx = player->jx, jy = player->jy;
1135 player->active = FALSE;
1136 StorePlayer[jx][jy] = 0;
1137 Feld[jx][jy] = EL_EMPTY;
1141 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1143 /* when in single player mode, eliminate all but the first active player */
1145 for (i=0; i<MAX_PLAYERS; i++)
1147 if (stored_player[i].active)
1149 for (j=i+1; j<MAX_PLAYERS; j++)
1151 if (stored_player[j].active)
1153 struct PlayerInfo *player = &stored_player[j];
1154 int jx = player->jx, jy = player->jy;
1156 player->active = FALSE;
1157 StorePlayer[jx][jy] = 0;
1158 Feld[jx][jy] = EL_EMPTY;
1165 /* when recording the game, store which players take part in the game */
1168 for (i=0; i<MAX_PLAYERS; i++)
1169 if (stored_player[i].active)
1170 tape.player_participates[i] = TRUE;
1175 for (i=0; i<MAX_PLAYERS; i++)
1177 struct PlayerInfo *player = &stored_player[i];
1179 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1184 if (local_player == player)
1185 printf("Player %d is local player.\n", i+1);
1189 if (BorderElement == EL_EMPTY)
1192 SBX_Right = lev_fieldx - SCR_FIELDX;
1194 SBY_Lower = lev_fieldy - SCR_FIELDY;
1199 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1201 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1204 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1205 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1207 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1208 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1210 scroll_x = SBX_Left;
1211 scroll_y = SBY_Upper;
1212 if (local_player->jx >= SBX_Left + MIDPOSX)
1213 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1214 local_player->jx - MIDPOSX :
1216 if (local_player->jy >= SBY_Upper + MIDPOSY)
1217 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1218 local_player->jy - MIDPOSY :
1221 CloseDoor(DOOR_CLOSE_1);
1226 /* after drawing the level, correct some elements */
1227 if (game.timegate_time_left == 0)
1228 CloseAllOpenTimegates();
1230 if (setup.soft_scrolling)
1231 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1233 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1236 /* copy default game door content to main double buffer */
1237 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1238 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1241 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1244 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1245 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1246 BlitBitmap(drawto, drawto,
1247 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1248 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1249 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1250 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1253 DrawGameDoorValues();
1257 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1258 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1259 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1263 /* copy actual game door content to door double buffer for OpenDoor() */
1264 BlitBitmap(drawto, bitmap_db_door,
1265 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1267 OpenDoor(DOOR_OPEN_ALL);
1269 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1270 if (setup.sound_music)
1271 PlayMusic(level_nr);
1273 KeyboardAutoRepeatOffUnlessAutoplay();
1278 printf("Player %d %sactive.\n",
1279 i + 1, (stored_player[i].active ? "" : "not "));
1283 void InitMovDir(int x, int y)
1285 int i, element = Feld[x][y];
1286 static int xy[4][2] =
1293 static int direction[3][4] =
1295 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1296 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1297 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1306 Feld[x][y] = EL_BUG;
1307 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1310 case EL_SPACESHIP_RIGHT:
1311 case EL_SPACESHIP_UP:
1312 case EL_SPACESHIP_LEFT:
1313 case EL_SPACESHIP_DOWN:
1314 Feld[x][y] = EL_SPACESHIP;
1315 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1318 case EL_BD_BUTTERFLY_RIGHT:
1319 case EL_BD_BUTTERFLY_UP:
1320 case EL_BD_BUTTERFLY_LEFT:
1321 case EL_BD_BUTTERFLY_DOWN:
1322 Feld[x][y] = EL_BD_BUTTERFLY;
1323 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1326 case EL_BD_FIREFLY_RIGHT:
1327 case EL_BD_FIREFLY_UP:
1328 case EL_BD_FIREFLY_LEFT:
1329 case EL_BD_FIREFLY_DOWN:
1330 Feld[x][y] = EL_BD_FIREFLY;
1331 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1334 case EL_PACMAN_RIGHT:
1336 case EL_PACMAN_LEFT:
1337 case EL_PACMAN_DOWN:
1338 Feld[x][y] = EL_PACMAN;
1339 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1342 case EL_SP_SNIKSNAK:
1343 MovDir[x][y] = MV_UP;
1346 case EL_SP_ELECTRON:
1347 MovDir[x][y] = MV_LEFT;
1354 Feld[x][y] = EL_MOLE;
1355 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1359 if (IS_CUSTOM_ELEMENT(element))
1361 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1362 MovDir[x][y] = element_info[element].move_direction_initial;
1363 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1364 element_info[element].move_pattern == MV_TURNING_LEFT ||
1365 element_info[element].move_pattern == MV_TURNING_RIGHT)
1366 MovDir[x][y] = 1 << RND(4);
1367 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1368 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1369 else if (element_info[element].move_pattern == MV_VERTICAL)
1370 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1371 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1372 MovDir[x][y] = element_info[element].move_pattern;
1373 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1374 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1378 int x1 = x + xy[i][0];
1379 int y1 = y + xy[i][1];
1381 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1383 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1384 MovDir[x][y] = direction[0][i];
1386 MovDir[x][y] = direction[1][i];
1395 MovDir[x][y] = 1 << RND(4);
1397 if (element != EL_BUG &&
1398 element != EL_SPACESHIP &&
1399 element != EL_BD_BUTTERFLY &&
1400 element != EL_BD_FIREFLY)
1405 int x1 = x + xy[i][0];
1406 int y1 = y + xy[i][1];
1408 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1410 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1412 MovDir[x][y] = direction[0][i];
1415 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1416 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1418 MovDir[x][y] = direction[1][i];
1428 void InitAmoebaNr(int x, int y)
1431 int group_nr = AmoebeNachbarNr(x, y);
1435 for (i=1; i<MAX_NUM_AMOEBA; i++)
1437 if (AmoebaCnt[i] == 0)
1445 AmoebaNr[x][y] = group_nr;
1446 AmoebaCnt[group_nr]++;
1447 AmoebaCnt2[group_nr]++;
1453 boolean raise_level = FALSE;
1455 if (local_player->MovPos)
1458 if (tape.playing && tape.auto_play)
1459 tape.auto_play_level_solved = TRUE;
1461 local_player->LevelSolved = FALSE;
1463 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1467 if (!tape.playing && setup.sound_loops)
1468 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1469 SND_CTRL_PLAY_LOOP);
1471 while (TimeLeft > 0)
1473 if (!tape.playing && !setup.sound_loops)
1474 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1475 if (TimeLeft > 0 && !(TimeLeft % 10))
1476 RaiseScore(level.score[SC_TIME_BONUS]);
1477 if (TimeLeft > 100 && !(TimeLeft % 10))
1481 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1488 if (!tape.playing && setup.sound_loops)
1489 StopSound(SND_GAME_LEVELTIME_BONUS);
1491 else if (level.time == 0) /* level without time limit */
1493 if (!tape.playing && setup.sound_loops)
1494 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1495 SND_CTRL_PLAY_LOOP);
1497 while (TimePlayed < 999)
1499 if (!tape.playing && !setup.sound_loops)
1500 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1501 if (TimePlayed < 999 && !(TimePlayed % 10))
1502 RaiseScore(level.score[SC_TIME_BONUS]);
1503 if (TimePlayed < 900 && !(TimePlayed % 10))
1507 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1514 if (!tape.playing && setup.sound_loops)
1515 StopSound(SND_GAME_LEVELTIME_BONUS);
1518 /* Hero disappears */
1519 DrawLevelField(ExitX, ExitY);
1525 CloseDoor(DOOR_CLOSE_1);
1530 SaveTape(tape.level_nr); /* Ask to save tape */
1533 if (level_nr == leveldir_current->handicap_level)
1535 leveldir_current->handicap_level++;
1536 SaveLevelSetup_SeriesInfo();
1539 if (level_editor_test_game)
1540 local_player->score = -1; /* no highscore when playing from editor */
1541 else if (level_nr < leveldir_current->last_level)
1542 raise_level = TRUE; /* advance to next level */
1544 if ((hi_pos = NewHiScore()) >= 0)
1546 game_status = GAME_MODE_SCORES;
1547 DrawHallOfFame(hi_pos);
1556 game_status = GAME_MODE_MAIN;
1573 LoadScore(level_nr);
1575 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1576 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1579 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1581 if (local_player->score > highscore[k].Score)
1583 /* player has made it to the hall of fame */
1585 if (k < MAX_SCORE_ENTRIES - 1)
1587 int m = MAX_SCORE_ENTRIES - 1;
1590 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1591 if (!strcmp(setup.player_name, highscore[l].Name))
1593 if (m == k) /* player's new highscore overwrites his old one */
1599 strcpy(highscore[l].Name, highscore[l - 1].Name);
1600 highscore[l].Score = highscore[l - 1].Score;
1607 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1608 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1609 highscore[k].Score = local_player->score;
1615 else if (!strncmp(setup.player_name, highscore[k].Name,
1616 MAX_PLAYER_NAME_LEN))
1617 break; /* player already there with a higher score */
1623 SaveScore(level_nr);
1628 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1630 if (player->GfxAction != action || player->GfxDir != dir)
1633 printf("Player frame reset! (%d => %d, %d => %d)\n",
1634 player->GfxAction, action, player->GfxDir, dir);
1637 player->GfxAction = action;
1638 player->GfxDir = dir;
1640 player->StepFrame = 0;
1644 static void ResetRandomAnimationValue(int x, int y)
1646 GfxRandom[x][y] = INIT_GFX_RANDOM();
1649 static void ResetGfxAnimation(int x, int y)
1652 GfxAction[x][y] = ACTION_DEFAULT;
1655 void InitMovingField(int x, int y, int direction)
1657 int element = Feld[x][y];
1658 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1659 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1663 if (!JustStopped[x][y] || direction != MovDir[x][y])
1664 ResetGfxAnimation(x, y);
1666 MovDir[newx][newy] = MovDir[x][y] = direction;
1668 if (Feld[newx][newy] == EL_EMPTY)
1669 Feld[newx][newy] = EL_BLOCKED;
1671 if (direction == MV_DOWN && CAN_FALL(element))
1672 GfxAction[x][y] = ACTION_FALLING;
1674 GfxAction[x][y] = ACTION_MOVING;
1676 GfxFrame[newx][newy] = GfxFrame[x][y];
1677 GfxAction[newx][newy] = GfxAction[x][y];
1678 GfxRandom[newx][newy] = GfxRandom[x][y];
1681 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1683 int direction = MovDir[x][y];
1684 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1685 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1691 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1693 int oldx = x, oldy = y;
1694 int direction = MovDir[x][y];
1696 if (direction == MV_LEFT)
1698 else if (direction == MV_RIGHT)
1700 else if (direction == MV_UP)
1702 else if (direction == MV_DOWN)
1705 *comes_from_x = oldx;
1706 *comes_from_y = oldy;
1709 int MovingOrBlocked2Element(int x, int y)
1711 int element = Feld[x][y];
1713 if (element == EL_BLOCKED)
1717 Blocked2Moving(x, y, &oldx, &oldy);
1718 return Feld[oldx][oldy];
1724 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1726 /* like MovingOrBlocked2Element(), but if element is moving
1727 and (x,y) is the field the moving element is just leaving,
1728 return EL_BLOCKED instead of the element value */
1729 int element = Feld[x][y];
1731 if (IS_MOVING(x, y))
1733 if (element == EL_BLOCKED)
1737 Blocked2Moving(x, y, &oldx, &oldy);
1738 return Feld[oldx][oldy];
1747 static void RemoveField(int x, int y)
1749 Feld[x][y] = EL_EMPTY;
1756 ChangeDelay[x][y] = 0;
1757 Pushed[x][y] = FALSE;
1759 GfxElement[x][y] = EL_UNDEFINED;
1760 GfxAction[x][y] = ACTION_DEFAULT;
1763 void RemoveMovingField(int x, int y)
1765 int oldx = x, oldy = y, newx = x, newy = y;
1766 int element = Feld[x][y];
1767 int next_element = EL_UNDEFINED;
1769 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1772 if (IS_MOVING(x, y))
1774 Moving2Blocked(x, y, &newx, &newy);
1775 if (Feld[newx][newy] != EL_BLOCKED)
1778 else if (element == EL_BLOCKED)
1780 Blocked2Moving(x, y, &oldx, &oldy);
1781 if (!IS_MOVING(oldx, oldy))
1785 if (element == EL_BLOCKED &&
1786 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1787 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1788 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1789 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1790 next_element = get_next_element(Feld[oldx][oldy]);
1792 RemoveField(oldx, oldy);
1793 RemoveField(newx, newy);
1795 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1797 if (next_element != EL_UNDEFINED)
1798 Feld[oldx][oldy] = next_element;
1800 DrawLevelField(oldx, oldy);
1801 DrawLevelField(newx, newy);
1804 void DrawDynamite(int x, int y)
1806 int sx = SCREENX(x), sy = SCREENY(y);
1807 int graphic = el2img(Feld[x][y]);
1810 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1813 if (IS_WALKABLE_INSIDE(Back[x][y]))
1817 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1818 else if (Store[x][y])
1819 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1821 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1824 if (Back[x][y] || Store[x][y])
1825 DrawGraphicThruMask(sx, sy, graphic, frame);
1827 DrawGraphic(sx, sy, graphic, frame);
1829 if (game.emulation == EMU_SUPAPLEX)
1830 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1831 else if (Store[x][y])
1832 DrawGraphicThruMask(sx, sy, graphic, frame);
1834 DrawGraphic(sx, sy, graphic, frame);
1838 void CheckDynamite(int x, int y)
1840 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1844 if (MovDelay[x][y] != 0)
1847 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1854 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1856 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1857 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1858 StopSound(SND_DYNAMITE_ACTIVE);
1860 StopSound(SND_DYNABOMB_ACTIVE);
1866 void Explode(int ex, int ey, int phase, int mode)
1870 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1871 int last_phase = num_phase * delay;
1872 int half_phase = (num_phase / 2) * delay;
1873 int first_phase_after_start = EX_PHASE_START + 1;
1875 if (game.explosions_delayed)
1877 ExplodeField[ex][ey] = mode;
1881 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1883 int center_element = Feld[ex][ey];
1886 /* --- This is only really needed (and now handled) in "Impact()". --- */
1887 /* do not explode moving elements that left the explode field in time */
1888 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
1889 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
1893 if (mode == EX_NORMAL || mode == EX_CENTER)
1894 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
1896 /* remove things displayed in background while burning dynamite */
1897 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
1900 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1902 /* put moving element to center field (and let it explode there) */
1903 center_element = MovingOrBlocked2Element(ex, ey);
1904 RemoveMovingField(ex, ey);
1905 Feld[ex][ey] = center_element;
1908 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1910 int xx = x - ex + 1;
1911 int yy = y - ey + 1;
1914 if (!IN_LEV_FIELD(x, y) ||
1915 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1916 (x != ex || y != ey)))
1919 element = Feld[x][y];
1921 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1923 element = MovingOrBlocked2Element(x, y);
1925 if (!IS_EXPLOSION_PROOF(element))
1926 RemoveMovingField(x, y);
1932 if (IS_EXPLOSION_PROOF(element))
1935 /* indestructible elements can only explode in center (but not flames) */
1936 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
1937 element == EL_FLAMES)
1942 if ((IS_INDESTRUCTIBLE(element) &&
1943 (game.engine_version < VERSION_IDENT(2,2,0) ||
1944 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1945 element == EL_FLAMES)
1949 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1951 if (IS_ACTIVE_BOMB(element))
1953 /* re-activate things under the bomb like gate or penguin */
1954 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1961 /* save walkable background elements while explosion on same tile */
1963 if (IS_INDESTRUCTIBLE(element))
1964 Back[x][y] = element;
1966 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
1967 Back[x][y] = element;
1970 /* ignite explodable elements reached by other explosion */
1971 if (element == EL_EXPLOSION)
1972 element = Store2[x][y];
1975 if (AmoebaNr[x][y] &&
1976 (element == EL_AMOEBA_FULL ||
1977 element == EL_BD_AMOEBA ||
1978 element == EL_AMOEBA_GROWING))
1980 AmoebaCnt[AmoebaNr[x][y]]--;
1981 AmoebaCnt2[AmoebaNr[x][y]]--;
1987 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1989 switch(StorePlayer[ex][ey])
1992 Store[x][y] = EL_EMERALD_RED;
1995 Store[x][y] = EL_EMERALD;
1998 Store[x][y] = EL_EMERALD_PURPLE;
2002 Store[x][y] = EL_EMERALD_YELLOW;
2006 if (game.emulation == EMU_SUPAPLEX)
2007 Store[x][y] = EL_EMPTY;
2009 else if (center_element == EL_MOLE)
2010 Store[x][y] = EL_EMERALD_RED;
2011 else if (center_element == EL_PENGUIN)
2012 Store[x][y] = EL_EMERALD_PURPLE;
2013 else if (center_element == EL_BUG)
2014 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2015 else if (center_element == EL_BD_BUTTERFLY)
2016 Store[x][y] = EL_BD_DIAMOND;
2017 else if (center_element == EL_SP_ELECTRON)
2018 Store[x][y] = EL_SP_INFOTRON;
2019 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2020 Store[x][y] = level.amoeba_content;
2021 else if (center_element == EL_YAMYAM)
2022 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2023 else if (IS_CUSTOM_ELEMENT(center_element) &&
2024 element_info[center_element].content[xx][yy] != EL_EMPTY)
2025 Store[x][y] = element_info[center_element].content[xx][yy];
2026 else if (element == EL_WALL_EMERALD)
2027 Store[x][y] = EL_EMERALD;
2028 else if (element == EL_WALL_DIAMOND)
2029 Store[x][y] = EL_DIAMOND;
2030 else if (element == EL_WALL_BD_DIAMOND)
2031 Store[x][y] = EL_BD_DIAMOND;
2032 else if (element == EL_WALL_EMERALD_YELLOW)
2033 Store[x][y] = EL_EMERALD_YELLOW;
2034 else if (element == EL_WALL_EMERALD_RED)
2035 Store[x][y] = EL_EMERALD_RED;
2036 else if (element == EL_WALL_EMERALD_PURPLE)
2037 Store[x][y] = EL_EMERALD_PURPLE;
2038 else if (element == EL_WALL_PEARL)
2039 Store[x][y] = EL_PEARL;
2040 else if (element == EL_WALL_CRYSTAL)
2041 Store[x][y] = EL_CRYSTAL;
2042 else if (IS_CUSTOM_ELEMENT(element))
2043 Store[x][y] = element_info[element].content[1][1];
2045 Store[x][y] = EL_EMPTY;
2047 if (x != ex || y != ey ||
2048 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2049 Store2[x][y] = element;
2052 if (AmoebaNr[x][y] &&
2053 (element == EL_AMOEBA_FULL ||
2054 element == EL_BD_AMOEBA ||
2055 element == EL_AMOEBA_GROWING))
2057 AmoebaCnt[AmoebaNr[x][y]]--;
2058 AmoebaCnt2[AmoebaNr[x][y]]--;
2064 MovDir[x][y] = MovPos[x][y] = 0;
2069 Feld[x][y] = EL_EXPLOSION;
2071 GfxElement[x][y] = center_element;
2073 GfxElement[x][y] = EL_UNDEFINED;
2076 ExplodePhase[x][y] = 1;
2080 if (center_element == EL_YAMYAM)
2081 game.yamyam_content_nr =
2082 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2093 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2095 if (phase == first_phase_after_start)
2097 int element = Store2[x][y];
2099 if (element == EL_BLACK_ORB)
2101 Feld[x][y] = Store2[x][y];
2106 else if (phase == half_phase)
2108 int element = Store2[x][y];
2110 if (IS_PLAYER(x, y))
2111 KillHeroUnlessProtected(x, y);
2112 else if (CAN_EXPLODE_BY_FIRE(element))
2114 Feld[x][y] = Store2[x][y];
2118 else if (element == EL_AMOEBA_TO_DIAMOND)
2119 AmoebeUmwandeln(x, y);
2122 if (phase == last_phase)
2126 element = Feld[x][y] = Store[x][y];
2127 Store[x][y] = Store2[x][y] = 0;
2128 GfxElement[x][y] = EL_UNDEFINED;
2130 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2131 element = Feld[x][y] = Back[x][y];
2134 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2135 InitField(x, y, FALSE);
2136 if (CAN_MOVE(element))
2138 DrawLevelField(x, y);
2140 if (CAN_BE_CRUMBLED(element))
2141 DrawLevelFieldCrumbledSandNeighbours(x, y);
2143 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2144 StorePlayer[x][y] = 0;
2146 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2149 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2151 int stored = Store[x][y];
2152 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2153 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2156 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2159 DrawLevelFieldCrumbledSand(x, y);
2161 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2163 DrawLevelElement(x, y, Back[x][y]);
2164 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2166 else if (IS_WALKABLE_UNDER(Back[x][y]))
2168 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2169 DrawLevelElementThruMask(x, y, Back[x][y]);
2171 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2172 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2176 void DynaExplode(int ex, int ey)
2179 int dynabomb_size = 1;
2180 boolean dynabomb_xl = FALSE;
2181 struct PlayerInfo *player;
2182 static int xy[4][2] =
2190 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2192 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2193 dynabomb_size = player->dynabomb_size;
2194 dynabomb_xl = player->dynabomb_xl;
2195 player->dynabombs_left++;
2198 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2202 for (j=1; j<=dynabomb_size; j++)
2204 int x = ex + j * xy[i % 4][0];
2205 int y = ey + j * xy[i % 4][1];
2208 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2211 element = Feld[x][y];
2213 /* do not restart explosions of fields with active bombs */
2214 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2217 Explode(x, y, EX_PHASE_START, EX_BORDER);
2219 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2220 if (element != EL_EMPTY &&
2221 element != EL_SAND &&
2222 element != EL_EXPLOSION &&
2229 void Bang(int x, int y)
2232 int element = MovingOrBlocked2Element(x, y);
2234 int element = Feld[x][y];
2237 if (IS_PLAYER(x, y))
2239 struct PlayerInfo *player = PLAYERINFO(x, y);
2241 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2242 player->element_nr);
2247 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2249 if (game.emulation == EMU_SUPAPLEX)
2250 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2252 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2257 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2265 case EL_BD_BUTTERFLY:
2268 case EL_DARK_YAMYAM:
2272 RaiseScoreElement(element);
2273 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2275 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2276 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2277 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2278 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2279 case EL_DYNABOMB_INCREASE_NUMBER:
2280 case EL_DYNABOMB_INCREASE_SIZE:
2281 case EL_DYNABOMB_INCREASE_POWER:
2286 case EL_LAMP_ACTIVE:
2287 if (IS_PLAYER(x, y))
2288 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2290 Explode(x, y, EX_PHASE_START, EX_CENTER);
2293 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2297 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2300 void SplashAcid(int x, int y)
2302 int element = Feld[x][y];
2304 if (element != EL_ACID_SPLASH_LEFT &&
2305 element != EL_ACID_SPLASH_RIGHT)
2307 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2309 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2310 (!IN_LEV_FIELD(x-1, y-1) ||
2311 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2312 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2314 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2315 (!IN_LEV_FIELD(x+1, y-1) ||
2316 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2317 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2321 static void InitBeltMovement()
2323 static int belt_base_element[4] =
2325 EL_CONVEYOR_BELT_1_LEFT,
2326 EL_CONVEYOR_BELT_2_LEFT,
2327 EL_CONVEYOR_BELT_3_LEFT,
2328 EL_CONVEYOR_BELT_4_LEFT
2330 static int belt_base_active_element[4] =
2332 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2333 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2334 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2335 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2340 /* set frame order for belt animation graphic according to belt direction */
2347 int element = belt_base_active_element[belt_nr] + j;
2348 int graphic = el2img(element);
2350 if (game.belt_dir[i] == MV_LEFT)
2351 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2353 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2357 for(y=0; y<lev_fieldy; y++)
2359 for(x=0; x<lev_fieldx; x++)
2361 int element = Feld[x][y];
2365 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2367 int e_belt_nr = getBeltNrFromBeltElement(element);
2370 if (e_belt_nr == belt_nr)
2372 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2374 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2382 static void ToggleBeltSwitch(int x, int y)
2384 static int belt_base_element[4] =
2386 EL_CONVEYOR_BELT_1_LEFT,
2387 EL_CONVEYOR_BELT_2_LEFT,
2388 EL_CONVEYOR_BELT_3_LEFT,
2389 EL_CONVEYOR_BELT_4_LEFT
2391 static int belt_base_active_element[4] =
2393 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2394 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2395 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2396 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2398 static int belt_base_switch_element[4] =
2400 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2401 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2402 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2403 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2405 static int belt_move_dir[4] =
2413 int element = Feld[x][y];
2414 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2415 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2416 int belt_dir = belt_move_dir[belt_dir_nr];
2419 if (!IS_BELT_SWITCH(element))
2422 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2423 game.belt_dir[belt_nr] = belt_dir;
2425 if (belt_dir_nr == 3)
2428 /* set frame order for belt animation graphic according to belt direction */
2431 int element = belt_base_active_element[belt_nr] + i;
2432 int graphic = el2img(element);
2434 if (belt_dir == MV_LEFT)
2435 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2437 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2440 for (yy=0; yy<lev_fieldy; yy++)
2442 for (xx=0; xx<lev_fieldx; xx++)
2444 int element = Feld[xx][yy];
2446 if (IS_BELT_SWITCH(element))
2448 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2450 if (e_belt_nr == belt_nr)
2452 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2453 DrawLevelField(xx, yy);
2456 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2458 int e_belt_nr = getBeltNrFromBeltElement(element);
2460 if (e_belt_nr == belt_nr)
2462 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2464 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2465 DrawLevelField(xx, yy);
2468 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2470 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2472 if (e_belt_nr == belt_nr)
2474 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2476 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2477 DrawLevelField(xx, yy);
2484 static void ToggleSwitchgateSwitch(int x, int y)
2488 game.switchgate_pos = !game.switchgate_pos;
2490 for (yy=0; yy<lev_fieldy; yy++)
2492 for (xx=0; xx<lev_fieldx; xx++)
2494 int element = Feld[xx][yy];
2496 if (element == EL_SWITCHGATE_SWITCH_UP ||
2497 element == EL_SWITCHGATE_SWITCH_DOWN)
2499 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2500 DrawLevelField(xx, yy);
2502 else if (element == EL_SWITCHGATE_OPEN ||
2503 element == EL_SWITCHGATE_OPENING)
2505 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2507 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2509 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2512 else if (element == EL_SWITCHGATE_CLOSED ||
2513 element == EL_SWITCHGATE_CLOSING)
2515 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2517 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2519 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2526 static int getInvisibleActiveFromInvisibleElement(int element)
2528 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2529 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2530 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2534 static int getInvisibleFromInvisibleActiveElement(int element)
2536 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2537 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2538 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2542 static void RedrawAllLightSwitchesAndInvisibleElements()
2546 for (y=0; y<lev_fieldy; y++)
2548 for (x=0; x<lev_fieldx; x++)
2550 int element = Feld[x][y];
2552 if (element == EL_LIGHT_SWITCH &&
2553 game.light_time_left > 0)
2555 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2556 DrawLevelField(x, y);
2558 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2559 game.light_time_left == 0)
2561 Feld[x][y] = EL_LIGHT_SWITCH;
2562 DrawLevelField(x, y);
2564 else if (element == EL_INVISIBLE_STEELWALL ||
2565 element == EL_INVISIBLE_WALL ||
2566 element == EL_INVISIBLE_SAND)
2568 if (game.light_time_left > 0)
2569 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2571 DrawLevelField(x, y);
2573 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2574 element == EL_INVISIBLE_WALL_ACTIVE ||
2575 element == EL_INVISIBLE_SAND_ACTIVE)
2577 if (game.light_time_left == 0)
2578 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2580 DrawLevelField(x, y);
2586 static void ToggleLightSwitch(int x, int y)
2588 int element = Feld[x][y];
2590 game.light_time_left =
2591 (element == EL_LIGHT_SWITCH ?
2592 level.time_light * FRAMES_PER_SECOND : 0);
2594 RedrawAllLightSwitchesAndInvisibleElements();
2597 static void ActivateTimegateSwitch(int x, int y)
2601 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2603 for (yy=0; yy<lev_fieldy; yy++)
2605 for (xx=0; xx<lev_fieldx; xx++)
2607 int element = Feld[xx][yy];
2609 if (element == EL_TIMEGATE_CLOSED ||
2610 element == EL_TIMEGATE_CLOSING)
2612 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2613 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2617 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2619 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2620 DrawLevelField(xx, yy);
2627 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2630 inline static int getElementMoveStepsize(int x, int y)
2632 int element = Feld[x][y];
2633 int direction = MovDir[x][y];
2634 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2635 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2636 int horiz_move = (dx != 0);
2637 int sign = (horiz_move ? dx : dy);
2638 int step = sign * element_info[element].move_stepsize;
2640 /* special values for move stepsize for spring and things on conveyor belt */
2643 if (CAN_FALL(element) &&
2644 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2645 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2646 else if (element == EL_SPRING)
2647 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2653 void Impact(int x, int y)
2655 boolean lastline = (y == lev_fieldy-1);
2656 boolean object_hit = FALSE;
2657 boolean impact = (lastline || object_hit);
2658 int element = Feld[x][y];
2659 int smashed = EL_UNDEFINED;
2661 if (!lastline) /* check if element below was hit */
2663 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2666 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2667 MovDir[x][y + 1] != MV_DOWN ||
2668 MovPos[x][y + 1] <= TILEY / 2));
2670 /* do not smash moving elements that left the smashed field in time */
2671 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2672 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2676 smashed = MovingOrBlocked2Element(x, y + 1);
2678 impact = (lastline || object_hit);
2681 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2689 ResetGfxAnimation(x, y);
2690 DrawLevelField(x, y);
2693 if (impact && CAN_EXPLODE_IMPACT(element))
2698 else if (impact && element == EL_PEARL)
2700 Feld[x][y] = EL_PEARL_BREAKING;
2701 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2705 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2707 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2712 else if (impact && CAN_CHANGE(element) &&
2713 HAS_CHANGE_EVENT(element, CE_IMPACT))
2715 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2717 ChangeElementNow(x, y, element);
2723 if (impact && element == EL_AMOEBA_DROP)
2725 if (object_hit && IS_PLAYER(x, y + 1))
2726 KillHeroUnlessProtected(x, y + 1);
2727 else if (object_hit && smashed == EL_PENGUIN)
2731 Feld[x][y] = EL_AMOEBA_GROWING;
2732 Store[x][y] = EL_AMOEBA_WET;
2734 ResetRandomAnimationValue(x, y);
2739 if (object_hit) /* check which object was hit */
2741 if (CAN_PASS_MAGIC_WALL(element) &&
2742 (smashed == EL_MAGIC_WALL ||
2743 smashed == EL_BD_MAGIC_WALL))
2746 int activated_magic_wall =
2747 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2748 EL_BD_MAGIC_WALL_ACTIVE);
2750 /* activate magic wall / mill */
2751 for (yy=0; yy<lev_fieldy; yy++)
2752 for (xx=0; xx<lev_fieldx; xx++)
2753 if (Feld[xx][yy] == smashed)
2754 Feld[xx][yy] = activated_magic_wall;
2756 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2757 game.magic_wall_active = TRUE;
2759 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2760 SND_MAGIC_WALL_ACTIVATING :
2761 SND_BD_MAGIC_WALL_ACTIVATING));
2764 if (IS_PLAYER(x, y + 1))
2766 if (CAN_SMASH_PLAYER(element))
2768 KillHeroUnlessProtected(x, y + 1);
2772 else if (smashed == EL_PENGUIN)
2774 if (CAN_SMASH_PLAYER(element))
2780 else if (element == EL_BD_DIAMOND)
2782 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2788 else if ((element == EL_SP_INFOTRON ||
2789 element == EL_SP_ZONK) &&
2790 (smashed == EL_SP_SNIKSNAK ||
2791 smashed == EL_SP_ELECTRON ||
2792 smashed == EL_SP_DISK_ORANGE))
2798 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2804 else if (CAN_SMASH_EVERYTHING(element))
2806 if (IS_CLASSIC_ENEMY(smashed) ||
2807 CAN_EXPLODE_SMASHED(smashed))
2812 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2814 if (smashed == EL_LAMP ||
2815 smashed == EL_LAMP_ACTIVE)
2820 else if (smashed == EL_NUT)
2822 Feld[x][y + 1] = EL_NUT_BREAKING;
2823 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2824 RaiseScoreElement(EL_NUT);
2827 else if (smashed == EL_PEARL)
2829 Feld[x][y + 1] = EL_PEARL_BREAKING;
2830 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2833 else if (smashed == EL_DIAMOND)
2835 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2836 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2839 else if (IS_BELT_SWITCH(smashed))
2841 ToggleBeltSwitch(x, y + 1);
2843 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2844 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2846 ToggleSwitchgateSwitch(x, y + 1);
2848 else if (smashed == EL_LIGHT_SWITCH ||
2849 smashed == EL_LIGHT_SWITCH_ACTIVE)
2851 ToggleLightSwitch(x, y + 1);
2856 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2859 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2861 ChangeElementNow(x, y + 1, smashed);
2867 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2872 /* play sound of magic wall / mill */
2874 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2875 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2877 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2878 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2879 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2880 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2885 /* play sound of object that hits the ground */
2886 if (lastline || object_hit)
2887 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2890 void TurnRound(int x, int y)
2902 { 0, 0 }, { 0, 0 }, { 0, 0 },
2907 int left, right, back;
2911 { MV_DOWN, MV_UP, MV_RIGHT },
2912 { MV_UP, MV_DOWN, MV_LEFT },
2914 { MV_LEFT, MV_RIGHT, MV_DOWN },
2918 { MV_RIGHT, MV_LEFT, MV_UP }
2921 int element = Feld[x][y];
2922 int old_move_dir = MovDir[x][y];
2923 int left_dir = turn[old_move_dir].left;
2924 int right_dir = turn[old_move_dir].right;
2925 int back_dir = turn[old_move_dir].back;
2927 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2928 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2929 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2930 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2932 int left_x = x + left_dx, left_y = y + left_dy;
2933 int right_x = x + right_dx, right_y = y + right_dy;
2934 int move_x = x + move_dx, move_y = y + move_dy;
2938 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2940 TestIfBadThingTouchesOtherBadThing(x, y);
2942 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2943 MovDir[x][y] = right_dir;
2944 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2945 MovDir[x][y] = left_dir;
2947 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2949 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2952 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2953 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2955 TestIfBadThingTouchesOtherBadThing(x, y);
2957 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2958 MovDir[x][y] = left_dir;
2959 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2960 MovDir[x][y] = right_dir;
2962 if ((element == EL_SPACESHIP ||
2963 element == EL_SP_SNIKSNAK ||
2964 element == EL_SP_ELECTRON)
2965 && MovDir[x][y] != old_move_dir)
2967 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2970 else if (element == EL_YAMYAM)
2972 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2973 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2975 if (can_turn_left && can_turn_right)
2976 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2977 else if (can_turn_left)
2978 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2979 else if (can_turn_right)
2980 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2982 MovDir[x][y] = back_dir;
2984 MovDelay[x][y] = 16 + 16 * RND(3);
2986 else if (element == EL_DARK_YAMYAM)
2988 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2989 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2991 if (can_turn_left && can_turn_right)
2992 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2993 else if (can_turn_left)
2994 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2995 else if (can_turn_right)
2996 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2998 MovDir[x][y] = back_dir;
3000 MovDelay[x][y] = 16 + 16 * RND(3);
3002 else if (element == EL_PACMAN)
3004 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3005 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3007 if (can_turn_left && can_turn_right)
3008 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3009 else if (can_turn_left)
3010 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3011 else if (can_turn_right)
3012 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3014 MovDir[x][y] = back_dir;
3016 MovDelay[x][y] = 6 + RND(40);
3018 else if (element == EL_PIG)
3020 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3021 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3022 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3023 boolean should_turn_left, should_turn_right, should_move_on;
3025 int rnd = RND(rnd_value);
3027 should_turn_left = (can_turn_left &&
3029 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3030 y + back_dy + left_dy)));
3031 should_turn_right = (can_turn_right &&
3033 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3034 y + back_dy + right_dy)));
3035 should_move_on = (can_move_on &&
3038 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3039 y + move_dy + left_dy) ||
3040 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3041 y + move_dy + right_dy)));
3043 if (should_turn_left || should_turn_right || should_move_on)
3045 if (should_turn_left && should_turn_right && should_move_on)
3046 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3047 rnd < 2 * rnd_value / 3 ? right_dir :
3049 else if (should_turn_left && should_turn_right)
3050 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3051 else if (should_turn_left && should_move_on)
3052 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3053 else if (should_turn_right && should_move_on)
3054 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3055 else if (should_turn_left)
3056 MovDir[x][y] = left_dir;
3057 else if (should_turn_right)
3058 MovDir[x][y] = right_dir;
3059 else if (should_move_on)
3060 MovDir[x][y] = old_move_dir;
3062 else if (can_move_on && rnd > rnd_value / 8)
3063 MovDir[x][y] = old_move_dir;
3064 else if (can_turn_left && can_turn_right)
3065 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3066 else if (can_turn_left && rnd > rnd_value / 8)
3067 MovDir[x][y] = left_dir;
3068 else if (can_turn_right && rnd > rnd_value/8)
3069 MovDir[x][y] = right_dir;
3071 MovDir[x][y] = back_dir;
3073 xx = x + move_xy[MovDir[x][y]].x;
3074 yy = y + move_xy[MovDir[x][y]].y;
3076 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3077 MovDir[x][y] = old_move_dir;
3081 else if (element == EL_DRAGON)
3083 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3084 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3085 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3087 int rnd = RND(rnd_value);
3089 if (can_move_on && rnd > rnd_value / 8)
3090 MovDir[x][y] = old_move_dir;
3091 else if (can_turn_left && can_turn_right)
3092 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3093 else if (can_turn_left && rnd > rnd_value / 8)
3094 MovDir[x][y] = left_dir;
3095 else if (can_turn_right && rnd > rnd_value / 8)
3096 MovDir[x][y] = right_dir;
3098 MovDir[x][y] = back_dir;
3100 xx = x + move_xy[MovDir[x][y]].x;
3101 yy = y + move_xy[MovDir[x][y]].y;
3103 if (!IS_FREE(xx, yy))
3104 MovDir[x][y] = old_move_dir;
3108 else if (element == EL_MOLE)
3110 boolean can_move_on =
3111 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3112 IS_AMOEBOID(Feld[move_x][move_y]) ||
3113 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3116 boolean can_turn_left =
3117 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3118 IS_AMOEBOID(Feld[left_x][left_y])));
3120 boolean can_turn_right =
3121 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3122 IS_AMOEBOID(Feld[right_x][right_y])));
3124 if (can_turn_left && can_turn_right)
3125 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3126 else if (can_turn_left)
3127 MovDir[x][y] = left_dir;
3129 MovDir[x][y] = right_dir;
3132 if (MovDir[x][y] != old_move_dir)
3135 else if (element == EL_BALLOON)
3137 MovDir[x][y] = game.balloon_dir;
3140 else if (element == EL_SPRING)
3142 if (MovDir[x][y] & MV_HORIZONTAL &&
3143 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3144 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3145 MovDir[x][y] = MV_NO_MOVING;
3149 else if (element == EL_ROBOT ||
3150 element == EL_SATELLITE ||
3151 element == EL_PENGUIN)
3153 int attr_x = -1, attr_y = -1;
3164 for (i=0; i<MAX_PLAYERS; i++)
3166 struct PlayerInfo *player = &stored_player[i];
3167 int jx = player->jx, jy = player->jy;
3169 if (!player->active)
3173 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3181 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3187 if (element == EL_PENGUIN)
3190 static int xy[4][2] =
3200 int ex = x + xy[i % 4][0];
3201 int ey = y + xy[i % 4][1];
3203 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3212 MovDir[x][y] = MV_NO_MOVING;
3214 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3215 else if (attr_x > x)
3216 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3218 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3219 else if (attr_y > y)
3220 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3222 if (element == EL_ROBOT)
3226 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3227 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3228 Moving2Blocked(x, y, &newx, &newy);
3230 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3231 MovDelay[x][y] = 8 + 8 * !RND(3);
3233 MovDelay[x][y] = 16;
3235 else if (element == EL_PENGUIN)
3241 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3243 boolean first_horiz = RND(2);
3244 int new_move_dir = MovDir[x][y];
3247 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3248 Moving2Blocked(x, y, &newx, &newy);
3250 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3254 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3255 Moving2Blocked(x, y, &newx, &newy);
3257 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3260 MovDir[x][y] = old_move_dir;
3264 else /* (element == EL_SATELLITE) */
3270 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3272 boolean first_horiz = RND(2);
3273 int new_move_dir = MovDir[x][y];
3276 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3277 Moving2Blocked(x, y, &newx, &newy);
3279 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3283 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3284 Moving2Blocked(x, y, &newx, &newy);
3286 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3289 MovDir[x][y] = old_move_dir;
3294 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3295 element_info[element].move_pattern == MV_TURNING_LEFT ||
3296 element_info[element].move_pattern == MV_TURNING_RIGHT)
3298 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3299 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3301 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3302 MovDir[x][y] = left_dir;
3303 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3304 MovDir[x][y] = right_dir;
3305 else if (can_turn_left && can_turn_right)
3306 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3307 else if (can_turn_left)
3308 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3309 else if (can_turn_right)
3310 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3312 MovDir[x][y] = back_dir;
3314 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3316 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3317 element_info[element].move_pattern == MV_VERTICAL)
3319 if (element_info[element].move_pattern & old_move_dir)
3320 MovDir[x][y] = back_dir;
3321 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3322 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3323 else if (element_info[element].move_pattern == MV_VERTICAL)
3324 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3326 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3328 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3330 MovDir[x][y] = element_info[element].move_pattern;
3331 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3333 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3335 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3336 MovDir[x][y] = left_dir;
3337 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3338 MovDir[x][y] = right_dir;
3340 if (MovDir[x][y] != old_move_dir)
3341 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3343 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3345 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3346 MovDir[x][y] = right_dir;
3347 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3348 MovDir[x][y] = left_dir;
3350 if (MovDir[x][y] != old_move_dir)
3351 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3353 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3354 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3356 int attr_x = -1, attr_y = -1;
3359 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3370 for (i=0; i<MAX_PLAYERS; i++)
3372 struct PlayerInfo *player = &stored_player[i];
3373 int jx = player->jx, jy = player->jy;
3375 if (!player->active)
3379 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3387 MovDir[x][y] = MV_NO_MOVING;
3389 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3390 else if (attr_x > x)
3391 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3393 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3394 else if (attr_y > y)
3395 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3397 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3399 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3401 boolean first_horiz = RND(2);
3402 int new_move_dir = MovDir[x][y];
3405 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3406 Moving2Blocked(x, y, &newx, &newy);
3408 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3412 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3413 Moving2Blocked(x, y, &newx, &newy);
3415 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3418 MovDir[x][y] = old_move_dir;
3423 static boolean JustBeingPushed(int x, int y)
3427 for (i=0; i<MAX_PLAYERS; i++)
3429 struct PlayerInfo *player = &stored_player[i];
3431 if (player->active && player->Pushing && player->MovPos)
3433 int next_jx = player->jx + (player->jx - player->last_jx);
3434 int next_jy = player->jy + (player->jy - player->last_jy);
3436 if (x == next_jx && y == next_jy)
3444 void StartMoving(int x, int y)
3446 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3447 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3448 int element = Feld[x][y];
3453 /* !!! this should be handled more generic (not only for mole) !!! */
3454 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3455 GfxAction[x][y] = ACTION_DEFAULT;
3457 if (CAN_FALL(element) && y < lev_fieldy - 1)
3459 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3460 if (JustBeingPushed(x, y))
3463 if (element == EL_QUICKSAND_FULL)
3465 if (IS_FREE(x, y + 1))
3467 InitMovingField(x, y, MV_DOWN);
3468 started_moving = TRUE;
3470 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3471 Store[x][y] = EL_ROCK;
3473 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3475 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3478 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3480 if (!MovDelay[x][y])
3481 MovDelay[x][y] = TILEY + 1;
3490 Feld[x][y] = EL_QUICKSAND_EMPTY;
3491 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3492 Store[x][y + 1] = Store[x][y];
3495 PlaySoundLevelAction(x, y, ACTION_FILLING);
3497 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3501 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3502 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3504 InitMovingField(x, y, MV_DOWN);
3505 started_moving = TRUE;
3507 Feld[x][y] = EL_QUICKSAND_FILLING;
3508 Store[x][y] = element;
3510 PlaySoundLevelAction(x, y, ACTION_FILLING);
3512 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3515 else if (element == EL_MAGIC_WALL_FULL)
3517 if (IS_FREE(x, y + 1))
3519 InitMovingField(x, y, MV_DOWN);
3520 started_moving = TRUE;
3522 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3523 Store[x][y] = EL_CHANGED(Store[x][y]);
3525 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3527 if (!MovDelay[x][y])
3528 MovDelay[x][y] = TILEY/4 + 1;
3537 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3538 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3539 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3543 else if (element == EL_BD_MAGIC_WALL_FULL)
3545 if (IS_FREE(x, y + 1))
3547 InitMovingField(x, y, MV_DOWN);
3548 started_moving = TRUE;
3550 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3551 Store[x][y] = EL_CHANGED2(Store[x][y]);
3553 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3555 if (!MovDelay[x][y])
3556 MovDelay[x][y] = TILEY/4 + 1;
3565 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3566 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3567 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3571 else if (CAN_PASS_MAGIC_WALL(element) &&
3572 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3573 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3575 InitMovingField(x, y, MV_DOWN);
3576 started_moving = TRUE;
3579 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3580 EL_BD_MAGIC_WALL_FILLING);
3581 Store[x][y] = element;
3584 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3586 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3591 InitMovingField(x, y, MV_DOWN);
3592 started_moving = TRUE;
3594 Store[x][y] = EL_ACID;
3596 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3597 GfxAction[x][y + 1] = ACTION_ACTIVE;
3602 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3603 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3604 JustStopped[x][y] && !Pushed[x][y + 1])
3606 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3610 /* calling "Impact()" here is not only completely unneccessary
3611 (because it already gets called from "ContinueMoving()" in
3612 all relevant situations), but also completely bullshit, because
3613 "JustStopped" also indicates a finished *horizontal* movement;
3614 we must keep this trash for backwards compatibility with older
3620 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3622 if (MovDir[x][y] == MV_NO_MOVING)
3624 InitMovingField(x, y, MV_DOWN);
3625 started_moving = TRUE;
3628 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3630 if (JustStopped[x][y]) /* prevent animation from being restarted */
3631 MovDir[x][y] = MV_DOWN;
3633 InitMovingField(x, y, MV_DOWN);
3634 started_moving = TRUE;
3636 else if (element == EL_AMOEBA_DROP)
3638 Feld[x][y] = EL_AMOEBA_GROWING;
3639 Store[x][y] = EL_AMOEBA_WET;
3641 /* Store[x][y + 1] must be zero, because:
3642 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3645 #if OLD_GAME_BEHAVIOUR
3646 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3648 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3649 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3650 element != EL_DX_SUPABOMB)
3653 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3654 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3655 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3656 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3659 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3660 (IS_FREE(x - 1, y + 1) ||
3661 Feld[x - 1][y + 1] == EL_ACID));
3662 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3663 (IS_FREE(x + 1, y + 1) ||
3664 Feld[x + 1][y + 1] == EL_ACID));
3665 boolean can_fall_any = (can_fall_left || can_fall_right);
3666 boolean can_fall_both = (can_fall_left && can_fall_right);
3668 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3670 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3672 if (slippery_type == SLIPPERY_ONLY_LEFT)
3673 can_fall_right = FALSE;
3674 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3675 can_fall_left = FALSE;
3676 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3677 can_fall_right = FALSE;
3678 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3679 can_fall_left = FALSE;
3681 can_fall_any = (can_fall_left || can_fall_right);
3682 can_fall_both = (can_fall_left && can_fall_right);
3687 if (can_fall_both &&
3688 (game.emulation != EMU_BOULDERDASH &&
3689 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3690 can_fall_left = !(can_fall_right = RND(2));
3692 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3693 started_moving = TRUE;
3696 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3698 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3699 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3700 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3701 int belt_dir = game.belt_dir[belt_nr];
3703 if ((belt_dir == MV_LEFT && left_is_free) ||
3704 (belt_dir == MV_RIGHT && right_is_free))
3706 InitMovingField(x, y, belt_dir);
3707 started_moving = TRUE;
3709 GfxAction[x][y] = ACTION_DEFAULT;
3714 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3715 if (CAN_MOVE(element) && !started_moving)
3719 if ((element == EL_SATELLITE ||
3720 element == EL_BALLOON ||
3721 element == EL_SPRING)
3722 && JustBeingPushed(x, y))
3727 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3728 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3730 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3732 Moving2Blocked(x, y, &newx, &newy);
3733 if (Feld[newx][newy] == EL_BLOCKED)
3734 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3739 if (!MovDelay[x][y]) /* start new movement phase */
3741 /* all objects that can change their move direction after each step
3742 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3744 if (element != EL_YAMYAM &&
3745 element != EL_DARK_YAMYAM &&
3746 element != EL_PACMAN &&
3747 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3748 element_info[element].move_pattern != MV_TURNING_LEFT &&
3749 element_info[element].move_pattern != MV_TURNING_RIGHT)
3753 if (MovDelay[x][y] && (element == EL_BUG ||
3754 element == EL_SPACESHIP ||
3755 element == EL_SP_SNIKSNAK ||
3756 element == EL_SP_ELECTRON ||
3757 element == EL_MOLE))
3758 DrawLevelField(x, y);
3762 if (MovDelay[x][y]) /* wait some time before next movement */
3767 if (element == EL_YAMYAM)
3770 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3771 DrawLevelElementAnimation(x, y, element);
3775 if (MovDelay[x][y]) /* element still has to wait some time */
3778 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3779 ResetGfxAnimation(x, y);
3781 GfxAction[x][y] = ACTION_WAITING;
3784 if (element == EL_ROBOT ||
3786 element == EL_PACMAN ||
3788 element == EL_YAMYAM ||
3789 element == EL_DARK_YAMYAM)
3792 DrawLevelElementAnimation(x, y, element);
3794 DrawLevelElementAnimationIfNeeded(x, y, element);
3796 PlaySoundLevelAction(x, y, ACTION_WAITING);
3798 else if (element == EL_SP_ELECTRON)
3799 DrawLevelElementAnimationIfNeeded(x, y, element);
3800 else if (element == EL_DRAGON)
3803 int dir = MovDir[x][y];
3804 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3805 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3806 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3807 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3808 dir == MV_UP ? IMG_FLAMES_1_UP :
3809 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3810 int frame = getGraphicAnimationFrame(graphic, -1);
3812 for (i=1; i<=3; i++)
3814 int xx = x + i*dx, yy = y + i*dy;
3815 int sx = SCREENX(xx), sy = SCREENY(yy);
3816 int flame_graphic = graphic + (i - 1);
3818 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3823 int flamed = MovingOrBlocked2Element(xx, yy);
3825 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3828 RemoveMovingField(xx, yy);
3830 Feld[xx][yy] = EL_FLAMES;
3831 if (IN_SCR_FIELD(sx, sy))
3832 DrawGraphic(sx, sy, flame_graphic, frame);
3836 if (Feld[xx][yy] == EL_FLAMES)
3837 Feld[xx][yy] = EL_EMPTY;
3838 DrawLevelField(xx, yy);
3843 if (MovDelay[x][y]) /* element still has to wait some time */
3845 PlaySoundLevelAction(x, y, ACTION_WAITING);
3850 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
3851 for all other elements GfxAction will be set by InitMovingField() */
3852 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3853 GfxAction[x][y] = ACTION_MOVING;
3856 /* now make next step */
3858 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3860 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3861 !PLAYER_PROTECTED(newx, newy))
3864 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3867 /* player killed by element which is deadly when colliding with */
3869 KillHero(PLAYERINFO(newx, newy));
3874 else if ((element == EL_PENGUIN ||
3875 element == EL_ROBOT ||
3876 element == EL_SATELLITE ||
3877 element == EL_BALLOON ||
3878 IS_CUSTOM_ELEMENT(element)) &&
3879 IN_LEV_FIELD(newx, newy) &&
3880 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3883 Store[x][y] = EL_ACID;
3885 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3887 if (Feld[newx][newy] == EL_EXIT_OPEN)
3889 Feld[x][y] = EL_EMPTY;
3890 DrawLevelField(x, y);
3892 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3893 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3894 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3896 local_player->friends_still_needed--;
3897 if (!local_player->friends_still_needed &&
3898 !local_player->GameOver && AllPlayersGone)
3899 local_player->LevelSolved = local_player->GameOver = TRUE;
3903 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3905 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3906 DrawLevelField(newx, newy);
3908 MovDir[x][y] = MV_NO_MOVING;
3910 else if (!IS_FREE(newx, newy))
3912 GfxAction[x][y] = ACTION_WAITING;
3914 if (IS_PLAYER(x, y))
3915 DrawPlayerField(x, y);
3917 DrawLevelField(x, y);
3921 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3923 if (IS_FOOD_PIG(Feld[newx][newy]))
3925 if (IS_MOVING(newx, newy))
3926 RemoveMovingField(newx, newy);
3929 Feld[newx][newy] = EL_EMPTY;
3930 DrawLevelField(newx, newy);
3933 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3935 else if (!IS_FREE(newx, newy))
3937 if (IS_PLAYER(x, y))
3938 DrawPlayerField(x, y);
3940 DrawLevelField(x, y);
3944 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3946 if (!IS_FREE(newx, newy))
3948 if (IS_PLAYER(x, y))
3949 DrawPlayerField(x, y);
3951 DrawLevelField(x, y);
3956 boolean wanna_flame = !RND(10);
3957 int dx = newx - x, dy = newy - y;
3958 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3959 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3960 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3961 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3962 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3963 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3966 IS_CLASSIC_ENEMY(element1) ||
3967 IS_CLASSIC_ENEMY(element2)) &&
3968 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3969 element1 != EL_FLAMES && element2 != EL_FLAMES)
3971 if (IS_PLAYER(x, y))
3972 DrawPlayerField(x, y);
3974 DrawLevelField(x, y);
3976 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3978 MovDelay[x][y] = 50;
3979 Feld[newx][newy] = EL_FLAMES;
3980 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3981 Feld[newx1][newy1] = EL_FLAMES;
3982 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3983 Feld[newx2][newy2] = EL_FLAMES;
3988 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3989 Feld[newx][newy] == EL_DIAMOND)
3991 if (IS_MOVING(newx, newy))
3992 RemoveMovingField(newx, newy);
3995 Feld[newx][newy] = EL_EMPTY;
3996 DrawLevelField(newx, newy);
3999 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4001 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4002 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4004 if (AmoebaNr[newx][newy])
4006 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4007 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4008 Feld[newx][newy] == EL_BD_AMOEBA)
4009 AmoebaCnt[AmoebaNr[newx][newy]]--;
4012 if (IS_MOVING(newx, newy))
4013 RemoveMovingField(newx, newy);
4016 Feld[newx][newy] = EL_EMPTY;
4017 DrawLevelField(newx, newy);
4020 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4022 else if ((element == EL_PACMAN || element == EL_MOLE)
4023 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4025 if (AmoebaNr[newx][newy])
4027 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4028 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4029 Feld[newx][newy] == EL_BD_AMOEBA)
4030 AmoebaCnt[AmoebaNr[newx][newy]]--;
4033 if (element == EL_MOLE)
4035 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4036 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4038 ResetGfxAnimation(x, y);
4039 GfxAction[x][y] = ACTION_DIGGING;
4040 DrawLevelField(x, y);
4042 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4043 return; /* wait for shrinking amoeba */
4045 else /* element == EL_PACMAN */
4047 Feld[newx][newy] = EL_EMPTY;
4048 DrawLevelField(newx, newy);
4049 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4052 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4053 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4054 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4056 /* wait for shrinking amoeba to completely disappear */
4059 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4061 /* object was running against a wall */
4066 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4067 DrawLevelElementAnimation(x, y, element);
4069 if (element == EL_BUG ||
4070 element == EL_SPACESHIP ||
4071 element == EL_SP_SNIKSNAK)
4072 DrawLevelField(x, y);
4073 else if (element == EL_MOLE)
4074 DrawLevelField(x, y);
4075 else if (element == EL_BD_BUTTERFLY ||
4076 element == EL_BD_FIREFLY)
4077 DrawLevelElementAnimationIfNeeded(x, y, element);
4078 else if (element == EL_SATELLITE)
4079 DrawLevelElementAnimationIfNeeded(x, y, element);
4080 else if (element == EL_SP_ELECTRON)
4081 DrawLevelElementAnimationIfNeeded(x, y, element);
4084 if (DONT_TOUCH(element))
4085 TestIfBadThingTouchesHero(x, y);
4088 PlaySoundLevelAction(x, y, ACTION_WAITING);
4094 InitMovingField(x, y, MovDir[x][y]);
4096 PlaySoundLevelAction(x, y, ACTION_MOVING);
4100 ContinueMoving(x, y);
4103 void ContinueMoving(int x, int y)
4105 int element = Feld[x][y];
4106 int direction = MovDir[x][y];
4107 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4108 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4109 int newx = x + dx, newy = y + dy;
4110 int nextx = newx + dx, nexty = newy + dy;
4111 boolean pushed = Pushed[x][y];
4113 MovPos[x][y] += getElementMoveStepsize(x, y);
4115 if (pushed) /* special case: moving object pushed by player */
4116 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4118 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4120 Feld[x][y] = EL_EMPTY;
4121 Feld[newx][newy] = element;
4122 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4124 if (element == EL_MOLE)
4126 Feld[x][y] = EL_SAND;
4128 DrawLevelFieldCrumbledSandNeighbours(x, y);
4130 else if (element == EL_QUICKSAND_FILLING)
4132 element = Feld[newx][newy] = get_next_element(element);
4133 Store[newx][newy] = Store[x][y];
4135 else if (element == EL_QUICKSAND_EMPTYING)
4137 Feld[x][y] = get_next_element(element);
4138 element = Feld[newx][newy] = Store[x][y];
4140 else if (element == EL_MAGIC_WALL_FILLING)
4142 element = Feld[newx][newy] = get_next_element(element);
4143 if (!game.magic_wall_active)
4144 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4145 Store[newx][newy] = Store[x][y];
4147 else if (element == EL_MAGIC_WALL_EMPTYING)
4149 Feld[x][y] = get_next_element(element);
4150 if (!game.magic_wall_active)
4151 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4152 element = Feld[newx][newy] = Store[x][y];
4154 else if (element == EL_BD_MAGIC_WALL_FILLING)
4156 element = Feld[newx][newy] = get_next_element(element);
4157 if (!game.magic_wall_active)
4158 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4159 Store[newx][newy] = Store[x][y];
4161 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4163 Feld[x][y] = get_next_element(element);
4164 if (!game.magic_wall_active)
4165 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4166 element = Feld[newx][newy] = Store[x][y];
4168 else if (element == EL_AMOEBA_DROPPING)
4170 Feld[x][y] = get_next_element(element);
4171 element = Feld[newx][newy] = Store[x][y];
4173 else if (element == EL_SOKOBAN_OBJECT)
4176 Feld[x][y] = Back[x][y];
4178 if (Back[newx][newy])
4179 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4181 Back[x][y] = Back[newx][newy] = 0;
4183 else if (Store[x][y] == EL_ACID)
4185 element = Feld[newx][newy] = EL_ACID;
4189 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4190 MovDelay[newx][newy] = 0;
4192 /* copy element change control values to new field */
4193 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4195 /* copy animation control values to new field */
4196 GfxFrame[newx][newy] = GfxFrame[x][y];
4197 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4198 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4200 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4202 ResetGfxAnimation(x, y); /* reset animation values for old field */
4205 /* 2.1.1 (does not work correctly for spring) */
4206 if (!CAN_MOVE(element))
4207 MovDir[newx][newy] = 0;
4211 /* (does not work for falling objects that slide horizontally) */
4212 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4213 MovDir[newx][newy] = 0;
4216 if (!CAN_MOVE(element) ||
4217 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4218 MovDir[newx][newy] = 0;
4221 if (!CAN_MOVE(element) ||
4222 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4223 MovDir[newx][newy] = 0;
4227 DrawLevelField(x, y);
4228 DrawLevelField(newx, newy);
4230 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4232 if (!pushed) /* special case: moving object pushed by player */
4233 JustStopped[newx][newy] = 3;
4235 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4237 TestIfBadThingTouchesHero(newx, newy);
4238 TestIfBadThingTouchesFriend(newx, newy);
4239 TestIfBadThingTouchesOtherBadThing(newx, newy);
4241 else if (element == EL_PENGUIN)
4242 TestIfFriendTouchesBadThing(newx, newy);
4244 if (CAN_FALL(element) && direction == MV_DOWN &&
4245 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4248 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4249 CheckElementChange(newx, newy, element, CE_COLLISION);
4251 TestIfPlayerTouchesCustomElement(newx, newy);
4252 TestIfElementTouchesCustomElement(newx, newy);
4254 else /* still moving on */
4256 DrawLevelField(x, y);
4260 int AmoebeNachbarNr(int ax, int ay)
4263 int element = Feld[ax][ay];
4265 static int xy[4][2] =
4275 int x = ax + xy[i][0];
4276 int y = ay + xy[i][1];
4278 if (!IN_LEV_FIELD(x, y))
4281 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4282 group_nr = AmoebaNr[x][y];
4288 void AmoebenVereinigen(int ax, int ay)
4290 int i, x, y, xx, yy;
4291 int new_group_nr = AmoebaNr[ax][ay];
4292 static int xy[4][2] =
4300 if (new_group_nr == 0)
4308 if (!IN_LEV_FIELD(x, y))
4311 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4312 Feld[x][y] == EL_BD_AMOEBA ||
4313 Feld[x][y] == EL_AMOEBA_DEAD) &&
4314 AmoebaNr[x][y] != new_group_nr)
4316 int old_group_nr = AmoebaNr[x][y];
4318 if (old_group_nr == 0)
4321 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4322 AmoebaCnt[old_group_nr] = 0;
4323 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4324 AmoebaCnt2[old_group_nr] = 0;
4326 for (yy=0; yy<lev_fieldy; yy++)
4328 for (xx=0; xx<lev_fieldx; xx++)
4330 if (AmoebaNr[xx][yy] == old_group_nr)
4331 AmoebaNr[xx][yy] = new_group_nr;
4338 void AmoebeUmwandeln(int ax, int ay)
4342 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4344 int group_nr = AmoebaNr[ax][ay];
4349 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4350 printf("AmoebeUmwandeln(): This should never happen!\n");
4355 for (y=0; y<lev_fieldy; y++)
4357 for (x=0; x<lev_fieldx; x++)
4359 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4362 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4366 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4367 SND_AMOEBA_TURNING_TO_GEM :
4368 SND_AMOEBA_TURNING_TO_ROCK));
4373 static int xy[4][2] =
4386 if (!IN_LEV_FIELD(x, y))
4389 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4391 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4392 SND_AMOEBA_TURNING_TO_GEM :
4393 SND_AMOEBA_TURNING_TO_ROCK));
4400 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4403 int group_nr = AmoebaNr[ax][ay];
4404 boolean done = FALSE;
4409 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4410 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4415 for (y=0; y<lev_fieldy; y++)
4417 for (x=0; x<lev_fieldx; x++)
4419 if (AmoebaNr[x][y] == group_nr &&
4420 (Feld[x][y] == EL_AMOEBA_DEAD ||
4421 Feld[x][y] == EL_BD_AMOEBA ||
4422 Feld[x][y] == EL_AMOEBA_GROWING))
4425 Feld[x][y] = new_element;
4426 InitField(x, y, FALSE);
4427 DrawLevelField(x, y);
4434 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4435 SND_BD_AMOEBA_TURNING_TO_ROCK :
4436 SND_BD_AMOEBA_TURNING_TO_GEM));
4439 void AmoebeWaechst(int x, int y)
4441 static unsigned long sound_delay = 0;
4442 static unsigned long sound_delay_value = 0;
4444 if (!MovDelay[x][y]) /* start new growing cycle */
4448 if (DelayReached(&sound_delay, sound_delay_value))
4451 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4453 if (Store[x][y] == EL_BD_AMOEBA)
4454 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4456 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4458 sound_delay_value = 30;
4462 if (MovDelay[x][y]) /* wait some time before growing bigger */
4465 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4467 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4468 6 - MovDelay[x][y]);
4470 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4473 if (!MovDelay[x][y])
4475 Feld[x][y] = Store[x][y];
4477 DrawLevelField(x, y);
4482 void AmoebaDisappearing(int x, int y)
4484 static unsigned long sound_delay = 0;
4485 static unsigned long sound_delay_value = 0;
4487 if (!MovDelay[x][y]) /* start new shrinking cycle */
4491 if (DelayReached(&sound_delay, sound_delay_value))
4492 sound_delay_value = 30;
4495 if (MovDelay[x][y]) /* wait some time before shrinking */
4498 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4500 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4501 6 - MovDelay[x][y]);
4503 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4506 if (!MovDelay[x][y])
4508 Feld[x][y] = EL_EMPTY;
4509 DrawLevelField(x, y);
4511 /* don't let mole enter this field in this cycle;
4512 (give priority to objects falling to this field from above) */
4518 void AmoebeAbleger(int ax, int ay)
4521 int element = Feld[ax][ay];
4522 int graphic = el2img(element);
4523 int newax = ax, neway = ay;
4524 static int xy[4][2] =
4532 if (!level.amoeba_speed)
4534 Feld[ax][ay] = EL_AMOEBA_DEAD;
4535 DrawLevelField(ax, ay);
4539 if (IS_ANIMATED(graphic))
4540 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4542 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4543 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4545 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4548 if (MovDelay[ax][ay])
4552 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4555 int x = ax + xy[start][0];
4556 int y = ay + xy[start][1];
4558 if (!IN_LEV_FIELD(x, y))
4561 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4562 if (IS_FREE(x, y) ||
4563 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4569 if (newax == ax && neway == ay)
4572 else /* normal or "filled" (BD style) amoeba */
4575 boolean waiting_for_player = FALSE;
4579 int j = (start + i) % 4;
4580 int x = ax + xy[j][0];
4581 int y = ay + xy[j][1];
4583 if (!IN_LEV_FIELD(x, y))
4586 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4587 if (IS_FREE(x, y) ||
4588 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4594 else if (IS_PLAYER(x, y))
4595 waiting_for_player = TRUE;
4598 if (newax == ax && neway == ay) /* amoeba cannot grow */
4600 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4602 Feld[ax][ay] = EL_AMOEBA_DEAD;
4603 DrawLevelField(ax, ay);
4604 AmoebaCnt[AmoebaNr[ax][ay]]--;
4606 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4608 if (element == EL_AMOEBA_FULL)
4609 AmoebeUmwandeln(ax, ay);
4610 else if (element == EL_BD_AMOEBA)
4611 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4616 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4618 /* amoeba gets larger by growing in some direction */
4620 int new_group_nr = AmoebaNr[ax][ay];
4623 if (new_group_nr == 0)
4625 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4626 printf("AmoebeAbleger(): This should never happen!\n");
4631 AmoebaNr[newax][neway] = new_group_nr;
4632 AmoebaCnt[new_group_nr]++;
4633 AmoebaCnt2[new_group_nr]++;
4635 /* if amoeba touches other amoeba(s) after growing, unify them */
4636 AmoebenVereinigen(newax, neway);
4638 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4640 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4646 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4647 (neway == lev_fieldy - 1 && newax != ax))
4649 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4650 Store[newax][neway] = element;
4652 else if (neway == ay)
4654 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4656 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4658 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4663 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4664 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4665 Store[ax][ay] = EL_AMOEBA_DROP;
4666 ContinueMoving(ax, ay);
4670 DrawLevelField(newax, neway);
4673 void Life(int ax, int ay)
4676 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4678 int element = Feld[ax][ay];
4679 int graphic = el2img(element);
4680 boolean changed = FALSE;
4682 if (IS_ANIMATED(graphic))
4683 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4688 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4689 MovDelay[ax][ay] = life_time;
4691 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4694 if (MovDelay[ax][ay])
4698 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4700 int xx = ax+x1, yy = ay+y1;
4703 if (!IN_LEV_FIELD(xx, yy))
4706 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4708 int x = xx+x2, y = yy+y2;
4710 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4713 if (((Feld[x][y] == element ||
4714 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4716 (IS_FREE(x, y) && Stop[x][y]))
4720 if (xx == ax && yy == ay) /* field in the middle */
4722 if (nachbarn < life[0] || nachbarn > life[1])
4724 Feld[xx][yy] = EL_EMPTY;
4726 DrawLevelField(xx, yy);
4727 Stop[xx][yy] = TRUE;
4731 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4732 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4733 { /* free border field */
4734 if (nachbarn >= life[2] && nachbarn <= life[3])
4736 Feld[xx][yy] = element;
4737 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4739 DrawLevelField(xx, yy);
4740 Stop[xx][yy] = TRUE;
4747 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4748 SND_GAME_OF_LIFE_GROWING);
4751 static void InitRobotWheel(int x, int y)
4753 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4756 static void RunRobotWheel(int x, int y)
4758 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4761 static void StopRobotWheel(int x, int y)
4763 if (ZX == x && ZY == y)
4767 static void InitTimegateWheel(int x, int y)
4769 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4772 static void RunTimegateWheel(int x, int y)
4774 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4777 void CheckExit(int x, int y)
4779 if (local_player->gems_still_needed > 0 ||
4780 local_player->sokobanfields_still_needed > 0 ||
4781 local_player->lights_still_needed > 0)
4783 int element = Feld[x][y];
4784 int graphic = el2img(element);
4786 if (IS_ANIMATED(graphic))
4787 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4792 Feld[x][y] = EL_EXIT_OPENING;
4794 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4797 void CheckExitSP(int x, int y)
4799 if (local_player->gems_still_needed > 0)
4801 int element = Feld[x][y];
4802 int graphic = el2img(element);
4804 if (IS_ANIMATED(graphic))
4805 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4810 Feld[x][y] = EL_SP_EXIT_OPEN;
4812 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4815 static void CloseAllOpenTimegates()
4819 for (y=0; y<lev_fieldy; y++)
4821 for (x=0; x<lev_fieldx; x++)
4823 int element = Feld[x][y];
4825 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4827 Feld[x][y] = EL_TIMEGATE_CLOSING;
4829 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4831 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4838 void EdelsteinFunkeln(int x, int y)
4840 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4843 if (Feld[x][y] == EL_BD_DIAMOND)
4846 if (MovDelay[x][y] == 0) /* next animation frame */
4847 MovDelay[x][y] = 11 * !SimpleRND(500);
4849 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4853 if (setup.direct_draw && MovDelay[x][y])
4854 SetDrawtoField(DRAW_BUFFERED);
4856 DrawLevelElementAnimation(x, y, Feld[x][y]);
4858 if (MovDelay[x][y] != 0)
4860 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4861 10 - MovDelay[x][y]);
4863 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4865 if (setup.direct_draw)
4869 dest_x = FX + SCREENX(x) * TILEX;
4870 dest_y = FY + SCREENY(y) * TILEY;
4872 BlitBitmap(drawto_field, window,
4873 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4874 SetDrawtoField(DRAW_DIRECT);
4880 void MauerWaechst(int x, int y)
4884 if (!MovDelay[x][y]) /* next animation frame */
4885 MovDelay[x][y] = 3 * delay;
4887 if (MovDelay[x][y]) /* wait some time before next frame */
4891 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4893 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4894 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4896 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4899 if (!MovDelay[x][y])
4901 if (MovDir[x][y] == MV_LEFT)
4903 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4904 DrawLevelField(x - 1, y);
4906 else if (MovDir[x][y] == MV_RIGHT)
4908 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4909 DrawLevelField(x + 1, y);
4911 else if (MovDir[x][y] == MV_UP)
4913 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4914 DrawLevelField(x, y - 1);
4918 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4919 DrawLevelField(x, y + 1);
4922 Feld[x][y] = Store[x][y];
4924 MovDir[x][y] = MV_NO_MOVING;
4925 DrawLevelField(x, y);
4930 void MauerAbleger(int ax, int ay)
4932 int element = Feld[ax][ay];
4933 int graphic = el2img(element);
4934 boolean oben_frei = FALSE, unten_frei = FALSE;
4935 boolean links_frei = FALSE, rechts_frei = FALSE;
4936 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4937 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4938 boolean new_wall = FALSE;
4940 if (IS_ANIMATED(graphic))
4941 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4943 if (!MovDelay[ax][ay]) /* start building new wall */
4944 MovDelay[ax][ay] = 6;
4946 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4949 if (MovDelay[ax][ay])
4953 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4955 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4957 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4959 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4962 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4963 element == EL_EXPANDABLE_WALL_ANY)
4967 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4968 Store[ax][ay-1] = element;
4969 MovDir[ax][ay-1] = MV_UP;
4970 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4971 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4972 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4977 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4978 Store[ax][ay+1] = element;
4979 MovDir[ax][ay+1] = MV_DOWN;
4980 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4981 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4982 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4987 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4988 element == EL_EXPANDABLE_WALL_ANY ||
4989 element == EL_EXPANDABLE_WALL)
4993 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4994 Store[ax-1][ay] = element;
4995 MovDir[ax-1][ay] = MV_LEFT;
4996 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4997 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4998 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5004 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5005 Store[ax+1][ay] = element;
5006 MovDir[ax+1][ay] = MV_RIGHT;
5007 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5008 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5009 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5014 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5015 DrawLevelField(ax, ay);
5017 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5019 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5020 unten_massiv = TRUE;
5021 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5022 links_massiv = TRUE;
5023 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5024 rechts_massiv = TRUE;
5026 if (((oben_massiv && unten_massiv) ||
5027 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5028 element == EL_EXPANDABLE_WALL) &&
5029 ((links_massiv && rechts_massiv) ||
5030 element == EL_EXPANDABLE_WALL_VERTICAL))
5031 Feld[ax][ay] = EL_WALL;
5035 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5037 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5041 void CheckForDragon(int x, int y)
5044 boolean dragon_found = FALSE;
5045 static int xy[4][2] =
5057 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5059 if (IN_LEV_FIELD(xx, yy) &&
5060 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5062 if (Feld[xx][yy] == EL_DRAGON)
5063 dragon_found = TRUE;
5076 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5078 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5080 Feld[xx][yy] = EL_EMPTY;
5081 DrawLevelField(xx, yy);
5090 static void InitBuggyBase(int x, int y)
5092 int element = Feld[x][y];
5093 int activating_delay = FRAMES_PER_SECOND / 4;
5096 (element == EL_SP_BUGGY_BASE ?
5097 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5098 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5100 element == EL_SP_BUGGY_BASE_ACTIVE ?
5101 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5104 static void WarnBuggyBase(int x, int y)
5107 static int xy[4][2] =
5117 int xx = x + xy[i][0], yy = y + xy[i][1];
5119 if (IS_PLAYER(xx, yy))
5121 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5128 static void InitTrap(int x, int y)
5130 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5133 static void ActivateTrap(int x, int y)
5135 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5138 static void ChangeActiveTrap(int x, int y)
5140 int graphic = IMG_TRAP_ACTIVE;
5142 /* if new animation frame was drawn, correct crumbled sand border */
5143 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5144 DrawLevelFieldCrumbledSand(x, y);
5147 static void ChangeElementNowExt(int x, int y, int target_element)
5149 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5156 Feld[x][y] = target_element;
5158 ResetGfxAnimation(x, y);
5159 ResetRandomAnimationValue(x, y);
5161 InitField(x, y, FALSE);
5162 if (CAN_MOVE(Feld[x][y]))
5165 DrawLevelField(x, y);
5167 if (CAN_BE_CRUMBLED(Feld[x][y]))
5168 DrawLevelFieldCrumbledSandNeighbours(x, y);
5170 TestIfBadThingTouchesHero(x, y);
5171 TestIfPlayerTouchesCustomElement(x, y);
5172 TestIfElementTouchesCustomElement(x, y);
5175 static void ChangeElementNow(int x, int y, int element)
5177 struct ElementChangeInfo *change = &element_info[element].change;
5179 /* prevent CheckTriggeredElementChange() from looping */
5180 Changing[x][y] = TRUE;
5182 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5184 Changing[x][y] = FALSE;
5186 if (change->explode)
5192 if (change->use_content)
5194 boolean complete_change = TRUE;
5195 boolean can_change[3][3];
5198 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5200 boolean half_destructible;
5201 int ex = x + xx - 1;
5202 int ey = y + yy - 1;
5205 can_change[xx][yy] = TRUE;
5207 if (ex == x && ey == y) /* do not check changing element itself */
5210 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5212 can_change[xx][yy] = FALSE; /* do not change empty borders */
5217 if (!IN_LEV_FIELD(ex, ey))
5219 can_change[xx][yy] = FALSE;
5220 complete_change = FALSE;
5227 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5228 e = MovingOrBlocked2Element(ex, ey);
5230 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5232 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5233 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5234 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5236 can_change[xx][yy] = FALSE;
5237 complete_change = FALSE;
5241 if (!change->only_complete || complete_change)
5243 boolean something_has_changed = FALSE;
5245 if (change->only_complete && change->use_random_change &&
5246 RND(100) < change->random)
5249 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5251 int ex = x + xx - 1;
5252 int ey = y + yy - 1;
5254 if (can_change[xx][yy] && (!change->use_random_change ||
5255 RND(100) < change->random))
5257 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5258 RemoveMovingField(ex, ey);
5260 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5262 something_has_changed = TRUE;
5264 /* for symmetry reasons, stop newly created border elements */
5265 if (ex != x || ey != y)
5266 Stop[ex][ey] = TRUE;
5270 if (something_has_changed)
5271 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5276 ChangeElementNowExt(x, y, change->target_element);
5278 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5282 static void ChangeElement(int x, int y)
5285 int element = MovingOrBlocked2Element(x, y);
5287 int element = Feld[x][y];
5289 struct ElementChangeInfo *change = &element_info[element].change;
5291 if (ChangeDelay[x][y] == 0) /* initialize element change */
5294 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5295 RND(change->delay_random * change->delay_frames)) + 1;
5297 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5299 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5301 int max_random_delay = element_info[element].change.delay_random;
5302 int delay_frames = element_info[element].change.delay_frames;
5304 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5308 ResetGfxAnimation(x, y);
5309 ResetRandomAnimationValue(x, y);
5312 if (change->pre_change_function)
5313 change->pre_change_function(x, y);
5315 if (changing_element[element].pre_change_function)
5316 changing_element[element].pre_change_function(x, y);
5320 ChangeDelay[x][y]--;
5322 if (ChangeDelay[x][y] != 0) /* continue element change */
5324 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5326 if (IS_ANIMATED(graphic))
5327 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5330 if (change->change_function)
5331 change->change_function(x, y);
5333 if (changing_element[element].change_function)
5334 changing_element[element].change_function(x, y);
5337 else /* finish element change */
5340 int next_element = changing_element[element].next_element;
5343 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5345 ChangeDelay[x][y] = 1; /* try change after next move step */
5351 ChangeElementNow(x, y, element);
5353 if (change->post_change_function)
5354 change->post_change_function(x, y);
5356 if (next_element != EL_UNDEFINED)
5357 ChangeElementNow(x, y, next_element);
5359 ChangeElementNow(x, y, element_info[element].change.target_element);
5361 if (changing_element[element].post_change_function)
5362 changing_element[element].post_change_function(x, y);
5367 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5372 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5375 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5377 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5378 element_info[i].change.trigger_element != trigger_element)
5381 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5383 if (x == lx && y == ly) /* do not change trigger element itself */
5386 if (Changing[x][y]) /* do not change just changing elements */
5389 if (Feld[x][y] == i)
5391 ChangeDelay[x][y] = 1;
5392 ChangeElement(x, y);
5400 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5402 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5405 if (Feld[x][y] == EL_BLOCKED)
5406 Blocked2Moving(x, y, &x, &y);
5408 ChangeDelay[x][y] = 1;
5409 ChangeElement(x, y);
5414 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5416 static byte stored_player_action[MAX_PLAYERS];
5417 static int num_stored_actions = 0;
5418 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5419 int left = player_action & JOY_LEFT;
5420 int right = player_action & JOY_RIGHT;
5421 int up = player_action & JOY_UP;
5422 int down = player_action & JOY_DOWN;
5423 int button1 = player_action & JOY_BUTTON_1;
5424 int button2 = player_action & JOY_BUTTON_2;
5425 int dx = (left ? -1 : right ? 1 : 0);
5426 int dy = (up ? -1 : down ? 1 : 0);
5428 stored_player_action[player->index_nr] = 0;
5429 num_stored_actions++;
5431 if (!player->active || tape.pausing)
5437 snapped = SnapField(player, dx, dy);
5441 bombed = PlaceBomb(player);
5442 moved = MoveFigure(player, dx, dy);
5445 if (tape.single_step && tape.recording && !tape.pausing)
5447 if (button1 || (bombed && !moved))
5449 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5450 SnapField(player, 0, 0); /* stop snapping */
5454 stored_player_action[player->index_nr] = player_action;
5458 /* no actions for this player (no input at player's configured device) */
5460 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5461 SnapField(player, 0, 0);
5462 CheckGravityMovement(player);
5464 if (player->MovPos == 0)
5467 printf("Trying... Player frame reset\n");
5470 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5473 if (player->MovPos == 0) /* needed for tape.playing */
5474 player->is_moving = FALSE;
5477 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5479 TapeRecordAction(stored_player_action);
5480 num_stored_actions = 0;
5486 static unsigned long action_delay = 0;
5487 unsigned long action_delay_value;
5488 int magic_wall_x = 0, magic_wall_y = 0;
5489 int i, x, y, element, graphic;
5490 byte *recorded_player_action;
5491 byte summarized_player_action = 0;
5493 if (game_status != GAME_MODE_PLAYING)
5496 action_delay_value =
5497 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5499 if (tape.playing && tape.index_search && !tape.pausing)
5500 action_delay_value = 0;
5502 /* ---------- main game synchronization point ---------- */
5504 WaitUntilDelayReached(&action_delay, action_delay_value);
5506 if (network_playing && !network_player_action_received)
5510 printf("DEBUG: try to get network player actions in time\n");
5514 #if defined(PLATFORM_UNIX)
5515 /* last chance to get network player actions without main loop delay */
5519 if (game_status != GAME_MODE_PLAYING)
5522 if (!network_player_action_received)
5526 printf("DEBUG: failed to get network player actions in time\n");
5536 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5538 for (i=0; i<MAX_PLAYERS; i++)
5540 summarized_player_action |= stored_player[i].action;
5542 if (!network_playing)
5543 stored_player[i].effective_action = stored_player[i].action;
5546 #if defined(PLATFORM_UNIX)
5547 if (network_playing)
5548 SendToServer_MovePlayer(summarized_player_action);
5551 if (!options.network && !setup.team_mode)
5552 local_player->effective_action = summarized_player_action;
5554 for (i=0; i<MAX_PLAYERS; i++)
5556 int actual_player_action = stored_player[i].effective_action;
5558 if (stored_player[i].programmed_action)
5559 actual_player_action = stored_player[i].programmed_action;
5561 if (recorded_player_action)
5562 actual_player_action = recorded_player_action[i];
5564 PlayerActions(&stored_player[i], actual_player_action);
5565 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5568 network_player_action_received = FALSE;
5570 ScrollScreen(NULL, SCROLL_GO_ON);
5576 for (i=0; i<MAX_PLAYERS; i++)
5577 stored_player[i].Frame++;
5581 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5583 for (i=0; i<MAX_PLAYERS; i++)
5585 struct PlayerInfo *player = &stored_player[i];
5589 if (player->active && player->Pushing && player->is_moving &&
5592 ContinueMoving(x, y);
5594 /* continue moving after pushing (this is actually a bug) */
5595 if (!IS_MOVING(x, y))
5604 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5607 if (JustStopped[x][y] > 0)
5608 JustStopped[x][y]--;
5613 /* reset finished pushing action (not done in ContinueMoving() to allow
5614 continous pushing animation for elements without push delay) */
5615 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5617 ResetGfxAnimation(x, y);
5618 DrawLevelField(x, y);
5623 if (IS_BLOCKED(x, y))
5627 Blocked2Moving(x, y, &oldx, &oldy);
5628 if (!IS_MOVING(oldx, oldy))
5630 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5631 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5632 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5633 printf("GameActions(): This should never happen!\n");
5639 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5641 element = Feld[x][y];
5643 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5645 graphic = el2img(element);
5651 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5653 element = graphic = 0;
5657 if (graphic_info[graphic].anim_global_sync)
5658 GfxFrame[x][y] = FrameCounter;
5660 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5661 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5662 ResetRandomAnimationValue(x, y);
5664 SetRandomAnimationValue(x, y);
5667 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5670 if (IS_INACTIVE(element))
5672 if (IS_ANIMATED(graphic))
5673 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5679 /* this may take place after moving, so 'element' may have changed */
5680 if (IS_CHANGING(x, y))
5682 ChangeElement(x, y);
5683 element = Feld[x][y];
5684 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5688 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5693 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5695 if (element == EL_MOLE)
5696 printf("::: %d, %d, %d [%d]\n",
5697 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5701 if (element == EL_YAMYAM)
5702 printf("::: %d, %d, %d\n",
5703 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5707 if (IS_ANIMATED(graphic) &&
5711 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5714 if (element == EL_MOLE)
5715 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5719 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5720 EdelsteinFunkeln(x, y);
5722 else if ((element == EL_ACID ||
5723 element == EL_EXIT_OPEN ||
5724 element == EL_SP_EXIT_OPEN ||
5725 element == EL_SP_TERMINAL ||
5726 element == EL_SP_TERMINAL_ACTIVE ||
5727 element == EL_EXTRA_TIME ||
5728 element == EL_SHIELD_NORMAL ||
5729 element == EL_SHIELD_DEADLY) &&
5730 IS_ANIMATED(graphic))
5731 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5732 else if (IS_MOVING(x, y))
5733 ContinueMoving(x, y);
5734 else if (IS_ACTIVE_BOMB(element))
5735 CheckDynamite(x, y);
5737 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5738 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5740 else if (element == EL_AMOEBA_GROWING)
5741 AmoebeWaechst(x, y);
5742 else if (element == EL_AMOEBA_SHRINKING)
5743 AmoebaDisappearing(x, y);
5745 #if !USE_NEW_AMOEBA_CODE
5746 else if (IS_AMOEBALIVE(element))
5747 AmoebeAbleger(x, y);
5750 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5752 else if (element == EL_EXIT_CLOSED)
5754 else if (element == EL_SP_EXIT_CLOSED)
5756 else if (element == EL_EXPANDABLE_WALL_GROWING)
5758 else if (element == EL_EXPANDABLE_WALL ||
5759 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5760 element == EL_EXPANDABLE_WALL_VERTICAL ||
5761 element == EL_EXPANDABLE_WALL_ANY)
5763 else if (element == EL_FLAMES)
5764 CheckForDragon(x, y);
5766 else if (IS_AUTO_CHANGING(element))
5767 ChangeElement(x, y);
5769 else if (element == EL_EXPLOSION)
5770 ; /* drawing of correct explosion animation is handled separately */
5771 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5772 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5775 /* this may take place after moving, so 'element' may have changed */
5776 if (IS_AUTO_CHANGING(Feld[x][y]))
5777 ChangeElement(x, y);
5780 if (IS_BELT_ACTIVE(element))
5781 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5783 if (game.magic_wall_active)
5785 int jx = local_player->jx, jy = local_player->jy;
5787 /* play the element sound at the position nearest to the player */
5788 if ((element == EL_MAGIC_WALL_FULL ||
5789 element == EL_MAGIC_WALL_ACTIVE ||
5790 element == EL_MAGIC_WALL_EMPTYING ||
5791 element == EL_BD_MAGIC_WALL_FULL ||
5792 element == EL_BD_MAGIC_WALL_ACTIVE ||
5793 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5794 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5802 #if USE_NEW_AMOEBA_CODE
5803 /* new experimental amoeba growth stuff */
5805 if (!(FrameCounter % 8))
5808 static unsigned long random = 1684108901;
5810 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5813 x = (random >> 10) % lev_fieldx;
5814 y = (random >> 20) % lev_fieldy;
5816 x = RND(lev_fieldx);
5817 y = RND(lev_fieldy);
5819 element = Feld[x][y];
5821 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5822 if (!IS_PLAYER(x,y) &&
5823 (element == EL_EMPTY ||
5824 element == EL_SAND ||
5825 element == EL_QUICKSAND_EMPTY ||
5826 element == EL_ACID_SPLASH_LEFT ||
5827 element == EL_ACID_SPLASH_RIGHT))
5829 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5830 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5831 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5832 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5833 Feld[x][y] = EL_AMOEBA_DROP;
5836 random = random * 129 + 1;
5842 if (game.explosions_delayed)
5845 game.explosions_delayed = FALSE;
5847 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5849 element = Feld[x][y];
5851 if (ExplodeField[x][y])
5852 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5853 else if (element == EL_EXPLOSION)
5854 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5856 ExplodeField[x][y] = EX_NO_EXPLOSION;
5859 game.explosions_delayed = TRUE;
5862 if (game.magic_wall_active)
5864 if (!(game.magic_wall_time_left % 4))
5866 int element = Feld[magic_wall_x][magic_wall_y];
5868 if (element == EL_BD_MAGIC_WALL_FULL ||
5869 element == EL_BD_MAGIC_WALL_ACTIVE ||
5870 element == EL_BD_MAGIC_WALL_EMPTYING)
5871 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5873 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5876 if (game.magic_wall_time_left > 0)
5878 game.magic_wall_time_left--;
5879 if (!game.magic_wall_time_left)
5881 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5883 element = Feld[x][y];
5885 if (element == EL_MAGIC_WALL_ACTIVE ||
5886 element == EL_MAGIC_WALL_FULL)
5888 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5889 DrawLevelField(x, y);
5891 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5892 element == EL_BD_MAGIC_WALL_FULL)
5894 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5895 DrawLevelField(x, y);
5899 game.magic_wall_active = FALSE;
5904 if (game.light_time_left > 0)
5906 game.light_time_left--;
5908 if (game.light_time_left == 0)
5909 RedrawAllLightSwitchesAndInvisibleElements();
5912 if (game.timegate_time_left > 0)
5914 game.timegate_time_left--;
5916 if (game.timegate_time_left == 0)
5917 CloseAllOpenTimegates();
5920 for (i=0; i<MAX_PLAYERS; i++)
5922 struct PlayerInfo *player = &stored_player[i];
5924 if (SHIELD_ON(player))
5926 if (player->shield_deadly_time_left)
5927 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5928 else if (player->shield_normal_time_left)
5929 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5933 if (TimeFrames >= (1000 / GameFrameDelay))
5938 for (i=0; i<MAX_PLAYERS; i++)
5940 struct PlayerInfo *player = &stored_player[i];
5942 if (SHIELD_ON(player))
5944 player->shield_normal_time_left--;
5946 if (player->shield_deadly_time_left > 0)
5947 player->shield_deadly_time_left--;
5951 if (tape.recording || tape.playing)
5952 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5958 if (TimeLeft <= 10 && setup.time_limit)
5959 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5961 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5963 if (!TimeLeft && setup.time_limit)
5964 for (i=0; i<MAX_PLAYERS; i++)
5965 KillHero(&stored_player[i]);
5967 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5968 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5973 if (options.debug) /* calculate frames per second */
5975 static unsigned long fps_counter = 0;
5976 static int fps_frames = 0;
5977 unsigned long fps_delay_ms = Counter() - fps_counter;
5981 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5983 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5986 fps_counter = Counter();
5989 redraw_mask |= REDRAW_FPS;
5993 if (stored_player[0].jx != stored_player[0].last_jx ||
5994 stored_player[0].jy != stored_player[0].last_jy)
5995 printf("::: %d, %d, %d, %d, %d\n",
5996 stored_player[0].MovDir,
5997 stored_player[0].MovPos,
5998 stored_player[0].GfxPos,
5999 stored_player[0].Frame,
6000 stored_player[0].StepFrame);
6007 for (i=0; i<MAX_PLAYERS; i++)
6010 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6012 stored_player[i].Frame += move_frames;
6014 if (stored_player[i].MovPos != 0)
6015 stored_player[i].StepFrame += move_frames;
6020 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6022 int min_x = x, min_y = y, max_x = x, max_y = y;
6025 for (i=0; i<MAX_PLAYERS; i++)
6027 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6029 if (!stored_player[i].active || &stored_player[i] == player)
6032 min_x = MIN(min_x, jx);
6033 min_y = MIN(min_y, jy);
6034 max_x = MAX(max_x, jx);
6035 max_y = MAX(max_y, jy);
6038 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6041 static boolean AllPlayersInVisibleScreen()
6045 for (i=0; i<MAX_PLAYERS; i++)
6047 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6049 if (!stored_player[i].active)
6052 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6059 void ScrollLevel(int dx, int dy)
6061 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6064 BlitBitmap(drawto_field, drawto_field,
6065 FX + TILEX*(dx == -1) - softscroll_offset,
6066 FY + TILEY*(dy == -1) - softscroll_offset,
6067 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
6068 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
6069 FX + TILEX*(dx == 1) - softscroll_offset,
6070 FY + TILEY*(dy == 1) - softscroll_offset);
6074 x = (dx == 1 ? BX1 : BX2);
6075 for (y=BY1; y<=BY2; y++)
6076 DrawScreenField(x, y);
6081 y = (dy == 1 ? BY1 : BY2);
6082 for (x=BX1; x<=BX2; x++)
6083 DrawScreenField(x, y);
6086 redraw_mask |= REDRAW_FIELD;
6089 static void CheckGravityMovement(struct PlayerInfo *player)
6091 if (game.current_gravity && !player->programmed_action)
6093 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6094 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6096 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6097 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6098 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6099 int jx = player->jx, jy = player->jy;
6100 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6101 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6102 int new_jx = jx + dx, new_jy = jy + dy;
6103 boolean field_under_player_is_free =
6104 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6105 boolean player_is_moving_to_valid_field =
6106 (IN_LEV_FIELD(new_jx, new_jy) &&
6107 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6108 Feld[new_jx][new_jy] == EL_SAND));
6109 /* !!! extend EL_SAND to anything diggable !!! */
6111 if (field_under_player_is_free &&
6112 !player_is_moving_to_valid_field &&
6113 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6114 player->programmed_action = MV_DOWN;
6120 -----------------------------------------------------------------------------
6121 dx, dy: direction (non-diagonal) to try to move the player to
6122 real_dx, real_dy: direction as read from input device (can be diagonal)
6125 boolean MoveFigureOneStep(struct PlayerInfo *player,
6126 int dx, int dy, int real_dx, int real_dy)
6128 int jx = player->jx, jy = player->jy;
6129 int new_jx = jx+dx, new_jy = jy+dy;
6133 if (!player->active || (!dx && !dy))
6134 return MF_NO_ACTION;
6136 player->MovDir = (dx < 0 ? MV_LEFT :
6139 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6141 if (!IN_LEV_FIELD(new_jx, new_jy))
6142 return MF_NO_ACTION;
6144 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6145 return MF_NO_ACTION;
6148 element = MovingOrBlocked2Element(new_jx, new_jy);
6150 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6153 if (DONT_RUN_INTO(element))
6155 if (element == EL_ACID && dx == 0 && dy == 1)
6158 Feld[jx][jy] = EL_PLAYER_1;
6159 InitMovingField(jx, jy, MV_DOWN);
6160 Store[jx][jy] = EL_ACID;
6161 ContinueMoving(jx, jy);
6165 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6170 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6171 if (can_move != MF_MOVING)
6174 StorePlayer[jx][jy] = 0;
6175 player->last_jx = jx;
6176 player->last_jy = jy;
6177 jx = player->jx = new_jx;
6178 jy = player->jy = new_jy;
6179 StorePlayer[jx][jy] = player->element_nr;
6182 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6184 ScrollFigure(player, SCROLL_INIT);
6189 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6191 int jx = player->jx, jy = player->jy;
6192 int old_jx = jx, old_jy = jy;
6193 int moved = MF_NO_ACTION;
6195 if (!player->active || (!dx && !dy))
6199 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6203 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6204 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6208 /* remove the last programmed player action */
6209 player->programmed_action = 0;
6213 /* should only happen if pre-1.2 tape recordings are played */
6214 /* this is only for backward compatibility */
6216 int original_move_delay_value = player->move_delay_value;
6219 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6223 /* scroll remaining steps with finest movement resolution */
6224 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6226 while (player->MovPos)
6228 ScrollFigure(player, SCROLL_GO_ON);
6229 ScrollScreen(NULL, SCROLL_GO_ON);
6235 player->move_delay_value = original_move_delay_value;
6238 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6240 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6241 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6245 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6246 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6252 if (moved & MF_MOVING && !ScreenMovPos &&
6253 (player == local_player || !options.network))
6255 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6256 int offset = (setup.scroll_delay ? 3 : 0);
6258 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6260 /* actual player has left the screen -- scroll in that direction */
6261 if (jx != old_jx) /* player has moved horizontally */
6262 scroll_x += (jx - old_jx);
6263 else /* player has moved vertically */
6264 scroll_y += (jy - old_jy);
6268 if (jx != old_jx) /* player has moved horizontally */
6270 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6271 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6272 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6274 /* don't scroll over playfield boundaries */
6275 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6276 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6278 /* don't scroll more than one field at a time */
6279 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6281 /* don't scroll against the player's moving direction */
6282 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6283 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6284 scroll_x = old_scroll_x;
6286 else /* player has moved vertically */
6288 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6289 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6290 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6292 /* don't scroll over playfield boundaries */
6293 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6294 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6296 /* don't scroll more than one field at a time */
6297 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6299 /* don't scroll against the player's moving direction */
6300 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6301 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6302 scroll_y = old_scroll_y;
6306 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6308 if (!options.network && !AllPlayersInVisibleScreen())
6310 scroll_x = old_scroll_x;
6311 scroll_y = old_scroll_y;
6315 ScrollScreen(player, SCROLL_INIT);
6316 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6323 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6325 if (!(moved & MF_MOVING) && !player->Pushing)
6330 player->StepFrame = 0;
6332 if (moved & MF_MOVING)
6334 if (old_jx != jx && old_jy == jy)
6335 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6336 else if (old_jx == jx && old_jy != jy)
6337 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6339 DrawLevelField(jx, jy); /* for "crumbled sand" */
6341 player->last_move_dir = player->MovDir;
6342 player->is_moving = TRUE;
6346 CheckGravityMovement(player);
6349 player->last_move_dir = MV_NO_MOVING;
6351 player->is_moving = FALSE;
6354 TestIfHeroTouchesBadThing(jx, jy);
6355 TestIfPlayerTouchesCustomElement(jx, jy);
6357 if (!player->active)
6363 void ScrollFigure(struct PlayerInfo *player, int mode)
6365 int jx = player->jx, jy = player->jy;
6366 int last_jx = player->last_jx, last_jy = player->last_jy;
6367 int move_stepsize = TILEX / player->move_delay_value;
6369 if (!player->active || !player->MovPos)
6372 if (mode == SCROLL_INIT)
6374 player->actual_frame_counter = FrameCounter;
6375 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6377 if (Feld[last_jx][last_jy] == EL_EMPTY)
6378 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6385 else if (!FrameReached(&player->actual_frame_counter, 1))
6388 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6389 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6391 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6392 Feld[last_jx][last_jy] = EL_EMPTY;
6394 /* before DrawPlayer() to draw correct player graphic for this case */
6395 if (player->MovPos == 0)
6396 CheckGravityMovement(player);
6399 DrawPlayer(player); /* needed here only to cleanup last field */
6402 if (player->MovPos == 0)
6404 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6406 /* continue with normal speed after quickly moving through gate */
6407 HALVE_PLAYER_SPEED(player);
6409 /* be able to make the next move without delay */
6410 player->move_delay = 0;
6413 player->last_jx = jx;
6414 player->last_jy = jy;
6416 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6417 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6421 if (local_player->friends_still_needed == 0 ||
6422 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6423 player->LevelSolved = player->GameOver = TRUE;
6426 if (tape.single_step && tape.recording && !tape.pausing &&
6427 !player->programmed_action)
6428 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6432 void ScrollScreen(struct PlayerInfo *player, int mode)
6434 static unsigned long screen_frame_counter = 0;
6436 if (mode == SCROLL_INIT)
6438 /* set scrolling step size according to actual player's moving speed */
6439 ScrollStepSize = TILEX / player->move_delay_value;
6441 screen_frame_counter = FrameCounter;
6442 ScreenMovDir = player->MovDir;
6443 ScreenMovPos = player->MovPos;
6444 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6447 else if (!FrameReached(&screen_frame_counter, 1))
6452 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6453 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6454 redraw_mask |= REDRAW_FIELD;
6457 ScreenMovDir = MV_NO_MOVING;
6460 void TestIfPlayerTouchesCustomElement(int x, int y)
6462 static boolean check_changing = FALSE;
6463 static int xy[4][2] =
6470 boolean center_is_player = (IS_PLAYER(x, y));
6473 /* prevent TestIfPlayerTouchesCustomElement() from looping */
6477 check_changing = TRUE;
6481 int xx = x + xy[i][0];
6482 int yy = y + xy[i][1];
6484 if (!IN_LEV_FIELD(xx, yy))
6487 if (center_is_player)
6489 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6490 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6492 else if (IS_PLAYER(xx, yy))
6494 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6495 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6501 check_changing = FALSE;
6504 void TestIfElementTouchesCustomElement(int x, int y)
6506 static boolean check_changing = FALSE;
6507 static int xy[4][2] =
6514 boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
6517 /* prevent TestIfElementTouchesCustomElement() from looping */
6521 check_changing = TRUE;
6525 int xx = x + xy[i][0];
6526 int yy = y + xy[i][1];
6528 if (!IN_LEV_FIELD(xx, yy))
6531 if (center_is_custom &&
6532 Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
6534 CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
6537 if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
6538 Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
6540 CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
6544 check_changing = FALSE;
6547 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6549 int i, kill_x = -1, kill_y = -1;
6550 static int test_xy[4][2] =
6557 static int test_dir[4] =
6567 int test_x, test_y, test_move_dir, test_element;
6569 test_x = good_x + test_xy[i][0];
6570 test_y = good_y + test_xy[i][1];
6571 if (!IN_LEV_FIELD(test_x, test_y))
6575 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6578 test_element = Feld[test_x][test_y];
6580 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6583 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6584 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6586 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6587 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6595 if (kill_x != -1 || kill_y != -1)
6597 if (IS_PLAYER(good_x, good_y))
6599 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6601 if (player->shield_deadly_time_left > 0)
6602 Bang(kill_x, kill_y);
6603 else if (!PLAYER_PROTECTED(good_x, good_y))
6607 Bang(good_x, good_y);
6611 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6613 int i, kill_x = -1, kill_y = -1;
6614 int bad_element = Feld[bad_x][bad_y];
6615 static int test_xy[4][2] =
6622 static int test_dir[4] =
6630 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6635 int test_x, test_y, test_move_dir, test_element;
6637 test_x = bad_x + test_xy[i][0];
6638 test_y = bad_y + test_xy[i][1];
6639 if (!IN_LEV_FIELD(test_x, test_y))
6643 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6645 test_element = Feld[test_x][test_y];
6647 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6648 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6650 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6651 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6653 /* good thing is player or penguin that does not move away */
6654 if (IS_PLAYER(test_x, test_y))
6656 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6658 if (bad_element == EL_ROBOT && player->is_moving)
6659 continue; /* robot does not kill player if he is moving */
6665 else if (test_element == EL_PENGUIN)
6674 if (kill_x != -1 || kill_y != -1)
6676 if (IS_PLAYER(kill_x, kill_y))
6678 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6681 int dir = player->MovDir;
6682 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6683 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6685 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6686 newx != bad_x && newy != bad_y)
6687 ; /* robot does not kill player if he is moving */
6689 printf("-> %d\n", player->MovDir);
6691 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6692 newx != bad_x && newy != bad_y)
6693 ; /* robot does not kill player if he is moving */
6698 if (player->shield_deadly_time_left > 0)
6700 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6704 Bang(kill_x, kill_y);
6708 void TestIfHeroTouchesBadThing(int x, int y)
6710 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6713 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6715 TestIfGoodThingHitsBadThing(x, y, move_dir);
6718 void TestIfBadThingTouchesHero(int x, int y)
6720 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6723 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6725 TestIfBadThingHitsGoodThing(x, y, move_dir);
6728 void TestIfFriendTouchesBadThing(int x, int y)
6730 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6733 void TestIfBadThingTouchesFriend(int x, int y)
6735 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6738 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6740 int i, kill_x = bad_x, kill_y = bad_y;
6741 static int xy[4][2] =
6753 x = bad_x + xy[i][0];
6754 y = bad_y + xy[i][1];
6755 if (!IN_LEV_FIELD(x, y))
6758 element = Feld[x][y];
6759 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6760 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6768 if (kill_x != bad_x || kill_y != bad_y)
6772 void KillHero(struct PlayerInfo *player)
6774 int jx = player->jx, jy = player->jy;
6776 if (!player->active)
6779 /* remove accessible field at the player's position */
6780 Feld[jx][jy] = EL_EMPTY;
6782 /* deactivate shield (else Bang()/Explode() would not work right) */
6783 player->shield_normal_time_left = 0;
6784 player->shield_deadly_time_left = 0;
6790 static void KillHeroUnlessProtected(int x, int y)
6792 if (!PLAYER_PROTECTED(x, y))
6793 KillHero(PLAYERINFO(x, y));
6796 void BuryHero(struct PlayerInfo *player)
6798 int jx = player->jx, jy = player->jy;
6800 if (!player->active)
6804 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6806 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6808 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6810 player->GameOver = TRUE;
6814 void RemoveHero(struct PlayerInfo *player)
6816 int jx = player->jx, jy = player->jy;
6817 int i, found = FALSE;
6819 player->present = FALSE;
6820 player->active = FALSE;
6822 if (!ExplodeField[jx][jy])
6823 StorePlayer[jx][jy] = 0;
6825 for (i=0; i<MAX_PLAYERS; i++)
6826 if (stored_player[i].active)
6830 AllPlayersGone = TRUE;
6837 =============================================================================
6838 checkDiagonalPushing()
6839 -----------------------------------------------------------------------------
6840 check if diagonal input device direction results in pushing of object
6841 (by checking if the alternative direction is walkable, diggable, ...)
6842 =============================================================================
6845 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6846 int x, int y, int real_dx, int real_dy)
6848 int jx, jy, dx, dy, xx, yy;
6850 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6853 /* diagonal direction: check alternative direction */
6858 xx = jx + (dx == 0 ? real_dx : 0);
6859 yy = jy + (dy == 0 ? real_dy : 0);
6861 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6865 =============================================================================
6867 -----------------------------------------------------------------------------
6868 x, y: field next to player (non-diagonal) to try to dig to
6869 real_dx, real_dy: direction as read from input device (can be diagonal)
6870 =============================================================================
6873 int DigField(struct PlayerInfo *player,
6874 int x, int y, int real_dx, int real_dy, int mode)
6876 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6877 int jx = player->jx, jy = player->jy;
6878 int dx = x - jx, dy = y - jy;
6879 int nextx = x + dx, nexty = y + dy;
6880 int move_direction = (dx == -1 ? MV_LEFT :
6881 dx == +1 ? MV_RIGHT :
6883 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6886 if (player->MovPos == 0)
6888 player->is_digging = FALSE;
6889 player->is_collecting = FALSE;
6892 if (player->MovPos == 0) /* last pushing move finished */
6893 player->Pushing = FALSE;
6895 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6897 player->Switching = FALSE;
6898 player->push_delay = 0;
6900 return MF_NO_ACTION;
6903 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6904 return MF_NO_ACTION;
6907 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6909 if (IS_TUBE(Feld[jx][jy]) ||
6910 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6914 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6915 int tube_leave_directions[][2] =
6917 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6918 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6919 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6920 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6921 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6922 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6923 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6924 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6925 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6926 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6927 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6928 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6931 while (tube_leave_directions[i][0] != tube_element)
6934 if (tube_leave_directions[i][0] == -1) /* should not happen */
6938 if (!(tube_leave_directions[i][1] & move_direction))
6939 return MF_NO_ACTION; /* tube has no opening in this direction */
6942 element = Feld[x][y];
6944 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6945 game.engine_version >= VERSION_IDENT(2,2,0))
6946 return MF_NO_ACTION;
6950 case EL_ROBOT_WHEEL:
6951 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6954 DrawLevelField(x, y);
6955 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6959 case EL_SP_TERMINAL:
6963 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6965 for (yy=0; yy<lev_fieldy; yy++)
6967 for (xx=0; xx<lev_fieldx; xx++)
6969 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6971 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6972 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6980 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6981 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6982 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6983 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6984 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6985 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6986 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6987 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6988 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6989 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6990 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6991 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6992 if (!player->Switching)
6994 player->Switching = TRUE;
6995 ToggleBeltSwitch(x, y);
6996 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7001 case EL_SWITCHGATE_SWITCH_UP:
7002 case EL_SWITCHGATE_SWITCH_DOWN:
7003 if (!player->Switching)
7005 player->Switching = TRUE;
7006 ToggleSwitchgateSwitch(x, y);
7007 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7012 case EL_LIGHT_SWITCH:
7013 case EL_LIGHT_SWITCH_ACTIVE:
7014 if (!player->Switching)
7016 player->Switching = TRUE;
7017 ToggleLightSwitch(x, y);
7018 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7019 SND_LIGHT_SWITCH_ACTIVATING :
7020 SND_LIGHT_SWITCH_DEACTIVATING);
7025 case EL_TIMEGATE_SWITCH:
7026 ActivateTimegateSwitch(x, y);
7027 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7032 case EL_BALLOON_SWITCH_LEFT:
7033 case EL_BALLOON_SWITCH_RIGHT:
7034 case EL_BALLOON_SWITCH_UP:
7035 case EL_BALLOON_SWITCH_DOWN:
7036 case EL_BALLOON_SWITCH_ANY:
7037 if (element == EL_BALLOON_SWITCH_ANY)
7038 game.balloon_dir = move_direction;
7040 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7041 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7042 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7043 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7045 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7050 case EL_SP_PORT_LEFT:
7051 case EL_SP_PORT_RIGHT:
7053 case EL_SP_PORT_DOWN:
7054 case EL_SP_PORT_HORIZONTAL:
7055 case EL_SP_PORT_VERTICAL:
7056 case EL_SP_PORT_ANY:
7057 case EL_SP_GRAVITY_PORT_LEFT:
7058 case EL_SP_GRAVITY_PORT_RIGHT:
7059 case EL_SP_GRAVITY_PORT_UP:
7060 case EL_SP_GRAVITY_PORT_DOWN:
7062 element != EL_SP_PORT_LEFT &&
7063 element != EL_SP_GRAVITY_PORT_LEFT &&
7064 element != EL_SP_PORT_HORIZONTAL &&
7065 element != EL_SP_PORT_ANY) ||
7067 element != EL_SP_PORT_RIGHT &&
7068 element != EL_SP_GRAVITY_PORT_RIGHT &&
7069 element != EL_SP_PORT_HORIZONTAL &&
7070 element != EL_SP_PORT_ANY) ||
7072 element != EL_SP_PORT_UP &&
7073 element != EL_SP_GRAVITY_PORT_UP &&
7074 element != EL_SP_PORT_VERTICAL &&
7075 element != EL_SP_PORT_ANY) ||
7077 element != EL_SP_PORT_DOWN &&
7078 element != EL_SP_GRAVITY_PORT_DOWN &&
7079 element != EL_SP_PORT_VERTICAL &&
7080 element != EL_SP_PORT_ANY) ||
7081 !IN_LEV_FIELD(nextx, nexty) ||
7082 !IS_FREE(nextx, nexty))
7083 return MF_NO_ACTION;
7085 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7086 element == EL_SP_GRAVITY_PORT_RIGHT ||
7087 element == EL_SP_GRAVITY_PORT_UP ||
7088 element == EL_SP_GRAVITY_PORT_DOWN)
7089 game.current_gravity = !game.current_gravity;
7091 /* automatically move to the next field with double speed */
7092 player->programmed_action = move_direction;
7093 DOUBLE_PLAYER_SPEED(player);
7095 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7099 case EL_TUBE_VERTICAL:
7100 case EL_TUBE_HORIZONTAL:
7101 case EL_TUBE_VERTICAL_LEFT:
7102 case EL_TUBE_VERTICAL_RIGHT:
7103 case EL_TUBE_HORIZONTAL_UP:
7104 case EL_TUBE_HORIZONTAL_DOWN:
7105 case EL_TUBE_LEFT_UP:
7106 case EL_TUBE_LEFT_DOWN:
7107 case EL_TUBE_RIGHT_UP:
7108 case EL_TUBE_RIGHT_DOWN:
7111 int tube_enter_directions[][2] =
7113 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7114 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7115 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7116 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7117 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7118 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7119 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7120 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7121 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7122 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7123 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7124 { -1, MV_NO_MOVING }
7127 while (tube_enter_directions[i][0] != element)
7130 if (tube_enter_directions[i][0] == -1) /* should not happen */
7134 if (!(tube_enter_directions[i][1] & move_direction))
7135 return MF_NO_ACTION; /* tube has no opening in this direction */
7137 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7142 Feld[x][y] = EL_LAMP_ACTIVE;
7143 local_player->lights_still_needed--;
7144 DrawLevelField(x, y);
7145 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7149 case EL_TIME_ORB_FULL:
7150 Feld[x][y] = EL_TIME_ORB_EMPTY;
7152 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7153 DrawLevelField(x, y);
7154 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7160 if (IS_WALKABLE(element))
7162 int sound_action = ACTION_WALKING;
7164 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7166 if (!player->key[element - EL_GATE_1])
7167 return MF_NO_ACTION;
7169 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7171 if (!player->key[element - EL_GATE_1_GRAY])
7172 return MF_NO_ACTION;
7174 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7176 sound_action = ACTION_PASSING; /* player is passing exit */
7178 else if (element == EL_EMPTY)
7180 sound_action = ACTION_MOVING; /* nothing to walk on */
7183 /* play sound from background or player, whatever is available */
7184 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7185 PlaySoundLevelElementAction(x, y, element, sound_action);
7187 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7191 else if (IS_PASSABLE(element))
7193 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7194 return MF_NO_ACTION;
7196 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7198 if (!player->key[element - EL_EM_GATE_1])
7199 return MF_NO_ACTION;
7201 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7203 if (!player->key[element - EL_EM_GATE_1_GRAY])
7204 return MF_NO_ACTION;
7207 /* automatically move to the next field with double speed */
7208 player->programmed_action = move_direction;
7209 DOUBLE_PLAYER_SPEED(player);
7211 PlaySoundLevelAction(x, y, ACTION_PASSING);
7215 else if (IS_DIGGABLE(element))
7219 if (mode != DF_SNAP)
7222 GfxElement[x][y] = GFX_ELEMENT(element);
7225 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7227 player->is_digging = TRUE;
7230 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7234 else if (IS_COLLECTIBLE(element))
7238 if (mode != DF_SNAP)
7240 GfxElement[x][y] = element;
7241 player->is_collecting = TRUE;
7244 if (element == EL_SPEED_PILL)
7245 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7246 else if (element == EL_EXTRA_TIME && level.time > 0)
7249 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7251 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7253 player->shield_normal_time_left += 10;
7254 if (element == EL_SHIELD_DEADLY)
7255 player->shield_deadly_time_left += 10;
7257 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7260 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7262 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7263 int2str(local_player->dynamite, 3), FONT_TEXT_2);
7265 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7267 player->dynabomb_count++;
7268 player->dynabombs_left++;
7270 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7272 player->dynabomb_size++;
7274 else if (element == EL_DYNABOMB_INCREASE_POWER)
7276 player->dynabomb_xl = TRUE;
7278 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7279 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7281 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7282 element - EL_KEY_1 : element - EL_EM_KEY_1);
7284 player->key[key_nr] = TRUE;
7286 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7287 el2edimg(EL_KEY_1 + key_nr));
7288 redraw_mask |= REDRAW_DOOR_1;
7290 else if (element_info[element].gem_count > 0)
7292 local_player->gems_still_needed -=
7293 element_info[element].gem_count;
7294 if (local_player->gems_still_needed < 0)
7295 local_player->gems_still_needed = 0;
7297 DrawText(DX_EMERALDS, DY_EMERALDS,
7298 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7301 RaiseScoreElement(element);
7302 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7304 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7308 else if (IS_PUSHABLE(element))
7310 if (mode == DF_SNAP && element != EL_BD_ROCK)
7311 return MF_NO_ACTION;
7313 if (CAN_FALL(element) && dy)
7314 return MF_NO_ACTION;
7316 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7317 !(element == EL_SPRING && use_spring_bug))
7318 return MF_NO_ACTION;
7320 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7321 return MF_NO_ACTION;
7323 if (!player->Pushing &&
7324 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7325 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7327 player->Pushing = TRUE;
7329 if (!(IN_LEV_FIELD(nextx, nexty) &&
7330 (IS_FREE(nextx, nexty) ||
7331 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7332 IS_SB_ELEMENT(element)))))
7333 return MF_NO_ACTION;
7335 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7336 return MF_NO_ACTION;
7338 if (player->push_delay == 0) /* new pushing; restart delay */
7339 player->push_delay = FrameCounter;
7341 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7342 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7343 element != EL_SPRING && element != EL_BALLOON)
7344 return MF_NO_ACTION;
7346 if (IS_SB_ELEMENT(element))
7348 if (element == EL_SOKOBAN_FIELD_FULL)
7350 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7351 local_player->sokobanfields_still_needed++;
7354 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7356 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7357 local_player->sokobanfields_still_needed--;
7360 Feld[x][y] = EL_SOKOBAN_OBJECT;
7362 if (Back[x][y] == Back[nextx][nexty])
7363 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7364 else if (Back[x][y] != 0)
7365 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7368 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7371 if (local_player->sokobanfields_still_needed == 0 &&
7372 game.emulation == EMU_SOKOBAN)
7374 player->LevelSolved = player->GameOver = TRUE;
7375 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7379 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7381 InitMovingField(x, y, move_direction);
7382 GfxAction[x][y] = ACTION_PUSHING;
7384 if (mode == DF_SNAP)
7385 ContinueMoving(x, y);
7387 MovPos[x][y] = (dx != 0 ? dx : dy);
7389 Pushed[x][y] = TRUE;
7390 Pushed[nextx][nexty] = TRUE;
7392 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7393 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7395 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7396 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7402 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7403 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7406 return MF_NO_ACTION;
7409 player->push_delay = 0;
7411 if (Feld[x][y] != element) /* really digged/collected something */
7412 player->is_collecting = !player->is_digging;
7417 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7419 int jx = player->jx, jy = player->jy;
7420 int x = jx + dx, y = jy + dy;
7421 int snap_direction = (dx == -1 ? MV_LEFT :
7422 dx == +1 ? MV_RIGHT :
7424 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7426 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7429 if (!player->active || !IN_LEV_FIELD(x, y))
7437 if (player->MovPos == 0)
7438 player->Pushing = FALSE;
7440 player->snapped = FALSE;
7442 if (player->MovPos == 0)
7444 player->is_digging = FALSE;
7445 player->is_collecting = FALSE;
7451 if (player->snapped)
7454 player->MovDir = snap_direction;
7456 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7459 player->snapped = TRUE;
7460 player->is_digging = FALSE;
7461 player->is_collecting = FALSE;
7463 DrawLevelField(x, y);
7469 boolean PlaceBomb(struct PlayerInfo *player)
7471 int jx = player->jx, jy = player->jy;
7474 if (!player->active || player->MovPos)
7477 element = Feld[jx][jy];
7479 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7480 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7484 if (element != EL_EMPTY)
7488 if (element != EL_EMPTY)
7491 Store[jx][jy] = element;
7493 Back[jx][jy] = element;
7497 MovDelay[jx][jy] = 96;
7499 ResetGfxAnimation(jx, jy);
7500 ResetRandomAnimationValue(jx, jy);
7502 if (player->dynamite)
7504 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7505 EL_DYNAMITE_ACTIVE);
7508 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7510 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7513 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7515 if (game.emulation == EMU_SUPAPLEX)
7516 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7518 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7522 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7527 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7528 player->dynabombs_left--;
7530 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7531 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7533 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7539 /* ------------------------------------------------------------------------- */
7540 /* game sound playing functions */
7541 /* ------------------------------------------------------------------------- */
7543 static int *loop_sound_frame = NULL;
7544 static int *loop_sound_volume = NULL;
7546 void InitPlaySoundLevel()
7548 int num_sounds = getSoundListSize();
7550 if (loop_sound_frame != NULL)
7551 free(loop_sound_frame);
7553 if (loop_sound_volume != NULL)
7554 free(loop_sound_volume);
7556 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7557 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7560 static void PlaySoundLevel(int x, int y, int nr)
7562 int sx = SCREENX(x), sy = SCREENY(y);
7563 int volume, stereo_position;
7564 int max_distance = 8;
7565 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7567 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7568 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7571 if (!IN_LEV_FIELD(x, y) ||
7572 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7573 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7576 volume = SOUND_MAX_VOLUME;
7578 if (!IN_SCR_FIELD(sx, sy))
7580 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7581 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7583 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7586 stereo_position = (SOUND_MAX_LEFT +
7587 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7588 (SCR_FIELDX + 2 * max_distance));
7590 if (IS_LOOP_SOUND(nr))
7592 /* This assures that quieter loop sounds do not overwrite louder ones,
7593 while restarting sound volume comparison with each new game frame. */
7595 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7598 loop_sound_volume[nr] = volume;
7599 loop_sound_frame[nr] = FrameCounter;
7602 PlaySoundExt(nr, volume, stereo_position, type);
7605 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7607 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7608 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7609 y < LEVELY(BY1) ? LEVELY(BY1) :
7610 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7614 static void PlaySoundLevelAction(int x, int y, int action)
7616 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7619 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7621 int sound_effect = element_info[element].sound[action];
7623 if (sound_effect != SND_UNDEFINED)
7624 PlaySoundLevel(x, y, sound_effect);
7627 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7629 int sound_effect = element_info[Feld[x][y]].sound[action];
7631 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7632 PlaySoundLevel(x, y, sound_effect);
7635 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7637 int sound_effect = element_info[Feld[x][y]].sound[action];
7639 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7640 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7643 void RaiseScore(int value)
7645 local_player->score += value;
7646 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7649 void RaiseScoreElement(int element)
7655 case EL_EMERALD_YELLOW:
7656 case EL_EMERALD_RED:
7657 case EL_EMERALD_PURPLE:
7658 case EL_SP_INFOTRON:
7659 RaiseScore(level.score[SC_EMERALD]);
7662 RaiseScore(level.score[SC_DIAMOND]);
7665 RaiseScore(level.score[SC_CRYSTAL]);
7668 RaiseScore(level.score[SC_PEARL]);
7671 case EL_BD_BUTTERFLY:
7672 case EL_SP_ELECTRON:
7673 RaiseScore(level.score[SC_BUG]);
7677 case EL_SP_SNIKSNAK:
7678 RaiseScore(level.score[SC_SPACESHIP]);
7681 case EL_DARK_YAMYAM:
7682 RaiseScore(level.score[SC_YAMYAM]);
7685 RaiseScore(level.score[SC_ROBOT]);
7688 RaiseScore(level.score[SC_PACMAN]);
7691 RaiseScore(level.score[SC_NUT]);
7694 case EL_SP_DISK_RED:
7695 case EL_DYNABOMB_INCREASE_NUMBER:
7696 case EL_DYNABOMB_INCREASE_SIZE:
7697 case EL_DYNABOMB_INCREASE_POWER:
7698 RaiseScore(level.score[SC_DYNAMITE]);
7700 case EL_SHIELD_NORMAL:
7701 case EL_SHIELD_DEADLY:
7702 RaiseScore(level.score[SC_SHIELD]);
7705 RaiseScore(level.score[SC_TIME_BONUS]);
7711 RaiseScore(level.score[SC_KEY]);
7714 RaiseScore(element_info[element].score);
7719 void RequestQuitGame(boolean ask_if_really_quit)
7721 if (AllPlayersGone ||
7722 !ask_if_really_quit ||
7723 level_editor_test_game ||
7724 Request("Do you really want to quit the game ?",
7725 REQ_ASK | REQ_STAY_CLOSED))
7727 #if defined(PLATFORM_UNIX)
7728 if (options.network)
7729 SendToServer_StopPlaying();
7733 game_status = GAME_MODE_MAIN;
7739 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7744 /* ---------- new game button stuff ---------------------------------------- */
7746 /* graphic position values for game buttons */
7747 #define GAME_BUTTON_XSIZE 30
7748 #define GAME_BUTTON_YSIZE 30
7749 #define GAME_BUTTON_XPOS 5
7750 #define GAME_BUTTON_YPOS 215
7751 #define SOUND_BUTTON_XPOS 5
7752 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7754 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7755 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7756 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7757 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7758 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7759 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7766 } gamebutton_info[NUM_GAME_BUTTONS] =
7769 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7774 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7779 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7784 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7785 SOUND_CTRL_ID_MUSIC,
7786 "background music on/off"
7789 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7790 SOUND_CTRL_ID_LOOPS,
7791 "sound loops on/off"
7794 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7795 SOUND_CTRL_ID_SIMPLE,
7796 "normal sounds on/off"
7800 void CreateGameButtons()
7804 for (i=0; i<NUM_GAME_BUTTONS; i++)
7806 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7807 struct GadgetInfo *gi;
7810 unsigned long event_mask;
7811 int gd_xoffset, gd_yoffset;
7812 int gd_x1, gd_x2, gd_y1, gd_y2;
7815 gd_xoffset = gamebutton_info[i].x;
7816 gd_yoffset = gamebutton_info[i].y;
7817 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7818 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7820 if (id == GAME_CTRL_ID_STOP ||
7821 id == GAME_CTRL_ID_PAUSE ||
7822 id == GAME_CTRL_ID_PLAY)
7824 button_type = GD_TYPE_NORMAL_BUTTON;
7826 event_mask = GD_EVENT_RELEASED;
7827 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7828 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7832 button_type = GD_TYPE_CHECK_BUTTON;
7834 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7835 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7836 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7837 event_mask = GD_EVENT_PRESSED;
7838 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7839 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7842 gi = CreateGadget(GDI_CUSTOM_ID, id,
7843 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7844 GDI_X, DX + gd_xoffset,
7845 GDI_Y, DY + gd_yoffset,
7846 GDI_WIDTH, GAME_BUTTON_XSIZE,
7847 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7848 GDI_TYPE, button_type,
7849 GDI_STATE, GD_BUTTON_UNPRESSED,
7850 GDI_CHECKED, checked,
7851 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7852 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7853 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7854 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7855 GDI_EVENT_MASK, event_mask,
7856 GDI_CALLBACK_ACTION, HandleGameButtons,
7860 Error(ERR_EXIT, "cannot create gadget");
7862 game_gadget[id] = gi;
7866 void FreeGameButtons()
7870 for (i=0; i<NUM_GAME_BUTTONS; i++)
7871 FreeGadget(game_gadget[i]);
7874 static void MapGameButtons()
7878 for (i=0; i<NUM_GAME_BUTTONS; i++)
7879 MapGadget(game_gadget[i]);
7882 void UnmapGameButtons()
7886 for (i=0; i<NUM_GAME_BUTTONS; i++)
7887 UnmapGadget(game_gadget[i]);
7890 static void HandleGameButtons(struct GadgetInfo *gi)
7892 int id = gi->custom_id;
7894 if (game_status != GAME_MODE_PLAYING)
7899 case GAME_CTRL_ID_STOP:
7900 RequestQuitGame(TRUE);
7903 case GAME_CTRL_ID_PAUSE:
7904 if (options.network)
7906 #if defined(PLATFORM_UNIX)
7908 SendToServer_ContinuePlaying();
7910 SendToServer_PausePlaying();
7914 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7917 case GAME_CTRL_ID_PLAY:
7920 #if defined(PLATFORM_UNIX)
7921 if (options.network)
7922 SendToServer_ContinuePlaying();
7926 tape.pausing = FALSE;
7927 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7932 case SOUND_CTRL_ID_MUSIC:
7933 if (setup.sound_music)
7935 setup.sound_music = FALSE;
7938 else if (audio.music_available)
7940 setup.sound = setup.sound_music = TRUE;
7942 SetAudioMode(setup.sound);
7943 PlayMusic(level_nr);
7947 case SOUND_CTRL_ID_LOOPS:
7948 if (setup.sound_loops)
7949 setup.sound_loops = FALSE;
7950 else if (audio.loops_available)
7952 setup.sound = setup.sound_loops = TRUE;
7953 SetAudioMode(setup.sound);
7957 case SOUND_CTRL_ID_SIMPLE:
7958 if (setup.sound_simple)
7959 setup.sound_simple = FALSE;
7960 else if (audio.sound_available)
7962 setup.sound = setup.sound_simple = TRUE;
7963 SetAudioMode(setup.sound);