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 },
403 collect_count_list[] =
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->inventory_size, 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].collect_count = 0;
895 /* add gem count values for all elements from pre-defined list */
896 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
897 element_info[collect_count_list[i].element].collect_count =
898 collect_count_list[i].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->dynabomb_count = 0;
956 player->dynabomb_size = 1;
957 player->dynabombs_left = 0;
958 player->dynabomb_xl = FALSE;
960 player->MovDir = MV_NO_MOVING;
962 player->Pushing = FALSE;
963 player->Switching = FALSE;
965 player->GfxDir = MV_NO_MOVING;
966 player->GfxAction = ACTION_DEFAULT;
968 player->StepFrame = 0;
970 player->use_murphy_graphic = FALSE;
971 player->use_disk_red_graphic = FALSE;
973 player->actual_frame_counter = 0;
975 player->last_move_dir = MV_NO_MOVING;
977 player->is_moving = FALSE;
978 player->is_waiting = FALSE;
979 player->is_digging = FALSE;
980 player->is_collecting = FALSE;
982 player->move_delay = game.initial_move_delay;
983 player->move_delay_value = game.initial_move_delay_value;
985 player->push_delay = 0;
986 player->push_delay_value = 5;
988 player->snapped = FALSE;
990 player->last_jx = player->last_jy = 0;
991 player->jx = player->jy = 0;
993 player->shield_normal_time_left = 0;
994 player->shield_deadly_time_left = 0;
996 player->inventory_size = 0;
998 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
999 SnapField(player, 0, 0);
1001 player->LevelSolved = FALSE;
1002 player->GameOver = FALSE;
1005 network_player_action_received = FALSE;
1007 #if defined(PLATFORM_UNIX)
1008 /* initial null action */
1009 if (network_playing)
1010 SendToServer_MovePlayer(MV_NO_MOVING);
1018 TimeLeft = level.time;
1020 ScreenMovDir = MV_NO_MOVING;
1024 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1026 AllPlayersGone = FALSE;
1028 game.yamyam_content_nr = 0;
1029 game.magic_wall_active = FALSE;
1030 game.magic_wall_time_left = 0;
1031 game.light_time_left = 0;
1032 game.timegate_time_left = 0;
1033 game.switchgate_pos = 0;
1034 game.balloon_dir = MV_NO_MOVING;
1035 game.explosions_delayed = TRUE;
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) && !CAN_EXPLODE(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 */
2687 /* only reset graphic animation if graphic really changes after impact */
2689 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2691 ResetGfxAnimation(x, y);
2692 DrawLevelField(x, y);
2695 if (impact && CAN_EXPLODE_IMPACT(element))
2700 else if (impact && element == EL_PEARL)
2702 Feld[x][y] = EL_PEARL_BREAKING;
2703 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2707 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2709 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2714 else if (impact && CAN_CHANGE(element) &&
2715 HAS_CHANGE_EVENT(element, CE_IMPACT))
2717 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2719 ChangeElementNow(x, y, element);
2725 if (impact && element == EL_AMOEBA_DROP)
2727 if (object_hit && IS_PLAYER(x, y + 1))
2728 KillHeroUnlessProtected(x, y + 1);
2729 else if (object_hit && smashed == EL_PENGUIN)
2733 Feld[x][y] = EL_AMOEBA_GROWING;
2734 Store[x][y] = EL_AMOEBA_WET;
2736 ResetRandomAnimationValue(x, y);
2741 if (object_hit) /* check which object was hit */
2743 if (CAN_PASS_MAGIC_WALL(element) &&
2744 (smashed == EL_MAGIC_WALL ||
2745 smashed == EL_BD_MAGIC_WALL))
2748 int activated_magic_wall =
2749 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2750 EL_BD_MAGIC_WALL_ACTIVE);
2752 /* activate magic wall / mill */
2753 for (yy=0; yy<lev_fieldy; yy++)
2754 for (xx=0; xx<lev_fieldx; xx++)
2755 if (Feld[xx][yy] == smashed)
2756 Feld[xx][yy] = activated_magic_wall;
2758 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2759 game.magic_wall_active = TRUE;
2761 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2762 SND_MAGIC_WALL_ACTIVATING :
2763 SND_BD_MAGIC_WALL_ACTIVATING));
2766 if (IS_PLAYER(x, y + 1))
2768 if (CAN_SMASH_PLAYER(element))
2770 KillHeroUnlessProtected(x, y + 1);
2774 else if (smashed == EL_PENGUIN)
2776 if (CAN_SMASH_PLAYER(element))
2782 else if (element == EL_BD_DIAMOND)
2784 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2790 else if ((element == EL_SP_INFOTRON ||
2791 element == EL_SP_ZONK) &&
2792 (smashed == EL_SP_SNIKSNAK ||
2793 smashed == EL_SP_ELECTRON ||
2794 smashed == EL_SP_DISK_ORANGE))
2800 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2806 else if (CAN_SMASH_EVERYTHING(element))
2808 if (IS_CLASSIC_ENEMY(smashed) ||
2809 CAN_EXPLODE_SMASHED(smashed))
2814 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2816 if (smashed == EL_LAMP ||
2817 smashed == EL_LAMP_ACTIVE)
2822 else if (smashed == EL_NUT)
2824 Feld[x][y + 1] = EL_NUT_BREAKING;
2825 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2826 RaiseScoreElement(EL_NUT);
2829 else if (smashed == EL_PEARL)
2831 Feld[x][y + 1] = EL_PEARL_BREAKING;
2832 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2835 else if (smashed == EL_DIAMOND)
2837 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2838 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2841 else if (IS_BELT_SWITCH(smashed))
2843 ToggleBeltSwitch(x, y + 1);
2845 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2846 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2848 ToggleSwitchgateSwitch(x, y + 1);
2850 else if (smashed == EL_LIGHT_SWITCH ||
2851 smashed == EL_LIGHT_SWITCH_ACTIVE)
2853 ToggleLightSwitch(x, y + 1);
2858 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2861 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2863 ChangeElementNow(x, y + 1, smashed);
2869 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2874 /* play sound of magic wall / mill */
2876 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2877 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2879 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2880 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2881 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2882 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2887 /* play sound of object that hits the ground */
2888 if (lastline || object_hit)
2889 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2892 void TurnRound(int x, int y)
2904 { 0, 0 }, { 0, 0 }, { 0, 0 },
2909 int left, right, back;
2913 { MV_DOWN, MV_UP, MV_RIGHT },
2914 { MV_UP, MV_DOWN, MV_LEFT },
2916 { MV_LEFT, MV_RIGHT, MV_DOWN },
2920 { MV_RIGHT, MV_LEFT, MV_UP }
2923 int element = Feld[x][y];
2924 int old_move_dir = MovDir[x][y];
2925 int left_dir = turn[old_move_dir].left;
2926 int right_dir = turn[old_move_dir].right;
2927 int back_dir = turn[old_move_dir].back;
2929 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2930 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2931 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2932 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2934 int left_x = x + left_dx, left_y = y + left_dy;
2935 int right_x = x + right_dx, right_y = y + right_dy;
2936 int move_x = x + move_dx, move_y = y + move_dy;
2940 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2942 TestIfBadThingTouchesOtherBadThing(x, y);
2944 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2945 MovDir[x][y] = right_dir;
2946 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2947 MovDir[x][y] = left_dir;
2949 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2951 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2954 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2955 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2957 TestIfBadThingTouchesOtherBadThing(x, y);
2959 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2960 MovDir[x][y] = left_dir;
2961 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2962 MovDir[x][y] = right_dir;
2964 if ((element == EL_SPACESHIP ||
2965 element == EL_SP_SNIKSNAK ||
2966 element == EL_SP_ELECTRON)
2967 && MovDir[x][y] != old_move_dir)
2969 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2972 else if (element == EL_YAMYAM)
2974 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2975 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2977 if (can_turn_left && can_turn_right)
2978 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2979 else if (can_turn_left)
2980 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2981 else if (can_turn_right)
2982 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2984 MovDir[x][y] = back_dir;
2986 MovDelay[x][y] = 16 + 16 * RND(3);
2988 else if (element == EL_DARK_YAMYAM)
2990 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2991 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2993 if (can_turn_left && can_turn_right)
2994 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2995 else if (can_turn_left)
2996 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2997 else if (can_turn_right)
2998 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3000 MovDir[x][y] = back_dir;
3002 MovDelay[x][y] = 16 + 16 * RND(3);
3004 else if (element == EL_PACMAN)
3006 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3007 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3009 if (can_turn_left && can_turn_right)
3010 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3011 else if (can_turn_left)
3012 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3013 else if (can_turn_right)
3014 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3016 MovDir[x][y] = back_dir;
3018 MovDelay[x][y] = 6 + RND(40);
3020 else if (element == EL_PIG)
3022 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3023 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3024 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3025 boolean should_turn_left, should_turn_right, should_move_on;
3027 int rnd = RND(rnd_value);
3029 should_turn_left = (can_turn_left &&
3031 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3032 y + back_dy + left_dy)));
3033 should_turn_right = (can_turn_right &&
3035 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3036 y + back_dy + right_dy)));
3037 should_move_on = (can_move_on &&
3040 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3041 y + move_dy + left_dy) ||
3042 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3043 y + move_dy + right_dy)));
3045 if (should_turn_left || should_turn_right || should_move_on)
3047 if (should_turn_left && should_turn_right && should_move_on)
3048 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3049 rnd < 2 * rnd_value / 3 ? right_dir :
3051 else if (should_turn_left && should_turn_right)
3052 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3053 else if (should_turn_left && should_move_on)
3054 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3055 else if (should_turn_right && should_move_on)
3056 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3057 else if (should_turn_left)
3058 MovDir[x][y] = left_dir;
3059 else if (should_turn_right)
3060 MovDir[x][y] = right_dir;
3061 else if (should_move_on)
3062 MovDir[x][y] = old_move_dir;
3064 else if (can_move_on && rnd > rnd_value / 8)
3065 MovDir[x][y] = old_move_dir;
3066 else if (can_turn_left && can_turn_right)
3067 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3068 else if (can_turn_left && rnd > rnd_value / 8)
3069 MovDir[x][y] = left_dir;
3070 else if (can_turn_right && rnd > rnd_value/8)
3071 MovDir[x][y] = right_dir;
3073 MovDir[x][y] = back_dir;
3075 xx = x + move_xy[MovDir[x][y]].x;
3076 yy = y + move_xy[MovDir[x][y]].y;
3078 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3079 MovDir[x][y] = old_move_dir;
3083 else if (element == EL_DRAGON)
3085 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3086 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3087 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3089 int rnd = RND(rnd_value);
3091 if (can_move_on && rnd > rnd_value / 8)
3092 MovDir[x][y] = old_move_dir;
3093 else if (can_turn_left && can_turn_right)
3094 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3095 else if (can_turn_left && rnd > rnd_value / 8)
3096 MovDir[x][y] = left_dir;
3097 else if (can_turn_right && rnd > rnd_value / 8)
3098 MovDir[x][y] = right_dir;
3100 MovDir[x][y] = back_dir;
3102 xx = x + move_xy[MovDir[x][y]].x;
3103 yy = y + move_xy[MovDir[x][y]].y;
3105 if (!IS_FREE(xx, yy))
3106 MovDir[x][y] = old_move_dir;
3110 else if (element == EL_MOLE)
3112 boolean can_move_on =
3113 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3114 IS_AMOEBOID(Feld[move_x][move_y]) ||
3115 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3118 boolean can_turn_left =
3119 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3120 IS_AMOEBOID(Feld[left_x][left_y])));
3122 boolean can_turn_right =
3123 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3124 IS_AMOEBOID(Feld[right_x][right_y])));
3126 if (can_turn_left && can_turn_right)
3127 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3128 else if (can_turn_left)
3129 MovDir[x][y] = left_dir;
3131 MovDir[x][y] = right_dir;
3134 if (MovDir[x][y] != old_move_dir)
3137 else if (element == EL_BALLOON)
3139 MovDir[x][y] = game.balloon_dir;
3142 else if (element == EL_SPRING)
3144 if (MovDir[x][y] & MV_HORIZONTAL &&
3145 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3146 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3147 MovDir[x][y] = MV_NO_MOVING;
3151 else if (element == EL_ROBOT ||
3152 element == EL_SATELLITE ||
3153 element == EL_PENGUIN)
3155 int attr_x = -1, attr_y = -1;
3166 for (i=0; i<MAX_PLAYERS; i++)
3168 struct PlayerInfo *player = &stored_player[i];
3169 int jx = player->jx, jy = player->jy;
3171 if (!player->active)
3175 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3183 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3189 if (element == EL_PENGUIN)
3192 static int xy[4][2] =
3202 int ex = x + xy[i % 4][0];
3203 int ey = y + xy[i % 4][1];
3205 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3214 MovDir[x][y] = MV_NO_MOVING;
3216 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3217 else if (attr_x > x)
3218 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3220 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3221 else if (attr_y > y)
3222 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3224 if (element == EL_ROBOT)
3228 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3229 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3230 Moving2Blocked(x, y, &newx, &newy);
3232 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3233 MovDelay[x][y] = 8 + 8 * !RND(3);
3235 MovDelay[x][y] = 16;
3237 else if (element == EL_PENGUIN)
3243 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3245 boolean first_horiz = RND(2);
3246 int new_move_dir = MovDir[x][y];
3249 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3250 Moving2Blocked(x, y, &newx, &newy);
3252 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3256 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3257 Moving2Blocked(x, y, &newx, &newy);
3259 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3262 MovDir[x][y] = old_move_dir;
3266 else /* (element == EL_SATELLITE) */
3272 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3274 boolean first_horiz = RND(2);
3275 int new_move_dir = MovDir[x][y];
3278 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3279 Moving2Blocked(x, y, &newx, &newy);
3281 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3285 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3286 Moving2Blocked(x, y, &newx, &newy);
3288 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3291 MovDir[x][y] = old_move_dir;
3296 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3297 element_info[element].move_pattern == MV_TURNING_LEFT ||
3298 element_info[element].move_pattern == MV_TURNING_RIGHT)
3300 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3301 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3303 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3304 MovDir[x][y] = left_dir;
3305 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3306 MovDir[x][y] = right_dir;
3307 else if (can_turn_left && can_turn_right)
3308 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3309 else if (can_turn_left)
3310 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3311 else if (can_turn_right)
3312 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3314 MovDir[x][y] = back_dir;
3316 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3318 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3319 element_info[element].move_pattern == MV_VERTICAL)
3321 if (element_info[element].move_pattern & old_move_dir)
3322 MovDir[x][y] = back_dir;
3323 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3324 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3325 else if (element_info[element].move_pattern == MV_VERTICAL)
3326 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3328 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3330 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3332 MovDir[x][y] = element_info[element].move_pattern;
3333 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3335 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3337 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3338 MovDir[x][y] = left_dir;
3339 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3340 MovDir[x][y] = right_dir;
3342 if (MovDir[x][y] != old_move_dir)
3343 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3345 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3347 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3348 MovDir[x][y] = right_dir;
3349 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3350 MovDir[x][y] = left_dir;
3352 if (MovDir[x][y] != old_move_dir)
3353 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3355 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3356 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3358 int attr_x = -1, attr_y = -1;
3361 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3372 for (i=0; i<MAX_PLAYERS; i++)
3374 struct PlayerInfo *player = &stored_player[i];
3375 int jx = player->jx, jy = player->jy;
3377 if (!player->active)
3381 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3389 MovDir[x][y] = MV_NO_MOVING;
3391 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3392 else if (attr_x > x)
3393 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3395 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3396 else if (attr_y > y)
3397 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3399 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3401 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3403 boolean first_horiz = RND(2);
3404 int new_move_dir = MovDir[x][y];
3407 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3408 Moving2Blocked(x, y, &newx, &newy);
3410 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3414 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3415 Moving2Blocked(x, y, &newx, &newy);
3417 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3420 MovDir[x][y] = old_move_dir;
3425 static boolean JustBeingPushed(int x, int y)
3429 for (i=0; i<MAX_PLAYERS; i++)
3431 struct PlayerInfo *player = &stored_player[i];
3433 if (player->active && player->Pushing && player->MovPos)
3435 int next_jx = player->jx + (player->jx - player->last_jx);
3436 int next_jy = player->jy + (player->jy - player->last_jy);
3438 if (x == next_jx && y == next_jy)
3446 void StartMoving(int x, int y)
3448 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3449 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3450 int element = Feld[x][y];
3455 /* !!! this should be handled more generic (not only for mole) !!! */
3456 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3457 GfxAction[x][y] = ACTION_DEFAULT;
3459 if (CAN_FALL(element) && y < lev_fieldy - 1)
3461 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3462 if (JustBeingPushed(x, y))
3465 if (element == EL_QUICKSAND_FULL)
3467 if (IS_FREE(x, y + 1))
3469 InitMovingField(x, y, MV_DOWN);
3470 started_moving = TRUE;
3472 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3473 Store[x][y] = EL_ROCK;
3475 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3477 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3480 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3482 if (!MovDelay[x][y])
3483 MovDelay[x][y] = TILEY + 1;
3492 Feld[x][y] = EL_QUICKSAND_EMPTY;
3493 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3494 Store[x][y + 1] = Store[x][y];
3497 PlaySoundLevelAction(x, y, ACTION_FILLING);
3499 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3503 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3504 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3506 InitMovingField(x, y, MV_DOWN);
3507 started_moving = TRUE;
3509 Feld[x][y] = EL_QUICKSAND_FILLING;
3510 Store[x][y] = element;
3512 PlaySoundLevelAction(x, y, ACTION_FILLING);
3514 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3517 else if (element == EL_MAGIC_WALL_FULL)
3519 if (IS_FREE(x, y + 1))
3521 InitMovingField(x, y, MV_DOWN);
3522 started_moving = TRUE;
3524 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3525 Store[x][y] = EL_CHANGED(Store[x][y]);
3527 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3529 if (!MovDelay[x][y])
3530 MovDelay[x][y] = TILEY/4 + 1;
3539 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3540 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3541 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3545 else if (element == EL_BD_MAGIC_WALL_FULL)
3547 if (IS_FREE(x, y + 1))
3549 InitMovingField(x, y, MV_DOWN);
3550 started_moving = TRUE;
3552 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3553 Store[x][y] = EL_CHANGED2(Store[x][y]);
3555 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3557 if (!MovDelay[x][y])
3558 MovDelay[x][y] = TILEY/4 + 1;
3567 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3568 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3569 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3573 else if (CAN_PASS_MAGIC_WALL(element) &&
3574 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3575 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3577 InitMovingField(x, y, MV_DOWN);
3578 started_moving = TRUE;
3581 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3582 EL_BD_MAGIC_WALL_FILLING);
3583 Store[x][y] = element;
3586 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3588 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3593 InitMovingField(x, y, MV_DOWN);
3594 started_moving = TRUE;
3596 Store[x][y] = EL_ACID;
3598 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3599 GfxAction[x][y + 1] = ACTION_ACTIVE;
3604 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3605 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3606 JustStopped[x][y] && !Pushed[x][y + 1])
3608 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3612 /* calling "Impact()" here is not only completely unneccessary
3613 (because it already gets called from "ContinueMoving()" in
3614 all relevant situations), but also completely bullshit, because
3615 "JustStopped" also indicates a finished *horizontal* movement;
3616 we must keep this trash for backwards compatibility with older
3622 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3624 if (MovDir[x][y] == MV_NO_MOVING)
3626 InitMovingField(x, y, MV_DOWN);
3627 started_moving = TRUE;
3630 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3632 if (JustStopped[x][y]) /* prevent animation from being restarted */
3633 MovDir[x][y] = MV_DOWN;
3635 InitMovingField(x, y, MV_DOWN);
3636 started_moving = TRUE;
3638 else if (element == EL_AMOEBA_DROP)
3640 Feld[x][y] = EL_AMOEBA_GROWING;
3641 Store[x][y] = EL_AMOEBA_WET;
3643 /* Store[x][y + 1] must be zero, because:
3644 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3647 #if OLD_GAME_BEHAVIOUR
3648 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3650 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3651 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3652 element != EL_DX_SUPABOMB)
3655 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3656 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3657 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3658 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3661 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3662 (IS_FREE(x - 1, y + 1) ||
3663 Feld[x - 1][y + 1] == EL_ACID));
3664 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3665 (IS_FREE(x + 1, y + 1) ||
3666 Feld[x + 1][y + 1] == EL_ACID));
3667 boolean can_fall_any = (can_fall_left || can_fall_right);
3668 boolean can_fall_both = (can_fall_left && can_fall_right);
3670 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3672 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3674 if (slippery_type == SLIPPERY_ONLY_LEFT)
3675 can_fall_right = FALSE;
3676 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3677 can_fall_left = FALSE;
3678 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3679 can_fall_right = FALSE;
3680 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3681 can_fall_left = FALSE;
3683 can_fall_any = (can_fall_left || can_fall_right);
3684 can_fall_both = (can_fall_left && can_fall_right);
3689 if (can_fall_both &&
3690 (game.emulation != EMU_BOULDERDASH &&
3691 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3692 can_fall_left = !(can_fall_right = RND(2));
3694 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3695 started_moving = TRUE;
3698 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3700 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3701 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3702 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3703 int belt_dir = game.belt_dir[belt_nr];
3705 if ((belt_dir == MV_LEFT && left_is_free) ||
3706 (belt_dir == MV_RIGHT && right_is_free))
3708 InitMovingField(x, y, belt_dir);
3709 started_moving = TRUE;
3711 GfxAction[x][y] = ACTION_DEFAULT;
3716 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3717 if (CAN_MOVE(element) && !started_moving)
3721 if ((element == EL_SATELLITE ||
3722 element == EL_BALLOON ||
3723 element == EL_SPRING)
3724 && JustBeingPushed(x, y))
3729 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3730 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3732 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3734 Moving2Blocked(x, y, &newx, &newy);
3735 if (Feld[newx][newy] == EL_BLOCKED)
3736 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3741 if (!MovDelay[x][y]) /* start new movement phase */
3743 /* all objects that can change their move direction after each step
3744 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3746 if (element != EL_YAMYAM &&
3747 element != EL_DARK_YAMYAM &&
3748 element != EL_PACMAN &&
3749 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3750 element_info[element].move_pattern != MV_TURNING_LEFT &&
3751 element_info[element].move_pattern != MV_TURNING_RIGHT)
3755 if (MovDelay[x][y] && (element == EL_BUG ||
3756 element == EL_SPACESHIP ||
3757 element == EL_SP_SNIKSNAK ||
3758 element == EL_SP_ELECTRON ||
3759 element == EL_MOLE))
3760 DrawLevelField(x, y);
3764 if (MovDelay[x][y]) /* wait some time before next movement */
3769 if (element == EL_YAMYAM)
3772 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3773 DrawLevelElementAnimation(x, y, element);
3777 if (MovDelay[x][y]) /* element still has to wait some time */
3780 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3781 ResetGfxAnimation(x, y);
3783 GfxAction[x][y] = ACTION_WAITING;
3786 if (element == EL_ROBOT ||
3788 element == EL_PACMAN ||
3790 element == EL_YAMYAM ||
3791 element == EL_DARK_YAMYAM)
3794 DrawLevelElementAnimation(x, y, element);
3796 DrawLevelElementAnimationIfNeeded(x, y, element);
3798 PlaySoundLevelAction(x, y, ACTION_WAITING);
3800 else if (element == EL_SP_ELECTRON)
3801 DrawLevelElementAnimationIfNeeded(x, y, element);
3802 else if (element == EL_DRAGON)
3805 int dir = MovDir[x][y];
3806 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3807 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3808 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3809 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3810 dir == MV_UP ? IMG_FLAMES_1_UP :
3811 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3812 int frame = getGraphicAnimationFrame(graphic, -1);
3814 for (i=1; i<=3; i++)
3816 int xx = x + i*dx, yy = y + i*dy;
3817 int sx = SCREENX(xx), sy = SCREENY(yy);
3818 int flame_graphic = graphic + (i - 1);
3820 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3825 int flamed = MovingOrBlocked2Element(xx, yy);
3827 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3830 RemoveMovingField(xx, yy);
3832 Feld[xx][yy] = EL_FLAMES;
3833 if (IN_SCR_FIELD(sx, sy))
3834 DrawGraphic(sx, sy, flame_graphic, frame);
3838 if (Feld[xx][yy] == EL_FLAMES)
3839 Feld[xx][yy] = EL_EMPTY;
3840 DrawLevelField(xx, yy);
3845 if (MovDelay[x][y]) /* element still has to wait some time */
3847 PlaySoundLevelAction(x, y, ACTION_WAITING);
3852 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
3853 for all other elements GfxAction will be set by InitMovingField() */
3854 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3855 GfxAction[x][y] = ACTION_MOVING;
3858 /* now make next step */
3860 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3862 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3863 !PLAYER_PROTECTED(newx, newy))
3866 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3869 /* player killed by element which is deadly when colliding with */
3871 KillHero(PLAYERINFO(newx, newy));
3876 else if ((element == EL_PENGUIN ||
3877 element == EL_ROBOT ||
3878 element == EL_SATELLITE ||
3879 element == EL_BALLOON ||
3880 IS_CUSTOM_ELEMENT(element)) &&
3881 IN_LEV_FIELD(newx, newy) &&
3882 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3885 Store[x][y] = EL_ACID;
3887 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3889 if (Feld[newx][newy] == EL_EXIT_OPEN)
3891 Feld[x][y] = EL_EMPTY;
3892 DrawLevelField(x, y);
3894 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3895 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3896 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3898 local_player->friends_still_needed--;
3899 if (!local_player->friends_still_needed &&
3900 !local_player->GameOver && AllPlayersGone)
3901 local_player->LevelSolved = local_player->GameOver = TRUE;
3905 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3907 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3908 DrawLevelField(newx, newy);
3910 MovDir[x][y] = MV_NO_MOVING;
3912 else if (!IS_FREE(newx, newy))
3914 GfxAction[x][y] = ACTION_WAITING;
3916 if (IS_PLAYER(x, y))
3917 DrawPlayerField(x, y);
3919 DrawLevelField(x, y);
3923 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3925 if (IS_FOOD_PIG(Feld[newx][newy]))
3927 if (IS_MOVING(newx, newy))
3928 RemoveMovingField(newx, newy);
3931 Feld[newx][newy] = EL_EMPTY;
3932 DrawLevelField(newx, newy);
3935 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3937 else if (!IS_FREE(newx, newy))
3939 if (IS_PLAYER(x, y))
3940 DrawPlayerField(x, y);
3942 DrawLevelField(x, y);
3946 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3948 if (!IS_FREE(newx, newy))
3950 if (IS_PLAYER(x, y))
3951 DrawPlayerField(x, y);
3953 DrawLevelField(x, y);
3958 boolean wanna_flame = !RND(10);
3959 int dx = newx - x, dy = newy - y;
3960 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3961 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3962 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3963 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3964 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3965 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3968 IS_CLASSIC_ENEMY(element1) ||
3969 IS_CLASSIC_ENEMY(element2)) &&
3970 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3971 element1 != EL_FLAMES && element2 != EL_FLAMES)
3973 if (IS_PLAYER(x, y))
3974 DrawPlayerField(x, y);
3976 DrawLevelField(x, y);
3978 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3980 MovDelay[x][y] = 50;
3981 Feld[newx][newy] = EL_FLAMES;
3982 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3983 Feld[newx1][newy1] = EL_FLAMES;
3984 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3985 Feld[newx2][newy2] = EL_FLAMES;
3990 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3991 Feld[newx][newy] == EL_DIAMOND)
3993 if (IS_MOVING(newx, newy))
3994 RemoveMovingField(newx, newy);
3997 Feld[newx][newy] = EL_EMPTY;
3998 DrawLevelField(newx, newy);
4001 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4003 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4004 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4006 if (AmoebaNr[newx][newy])
4008 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4009 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4010 Feld[newx][newy] == EL_BD_AMOEBA)
4011 AmoebaCnt[AmoebaNr[newx][newy]]--;
4014 if (IS_MOVING(newx, newy))
4015 RemoveMovingField(newx, newy);
4018 Feld[newx][newy] = EL_EMPTY;
4019 DrawLevelField(newx, newy);
4022 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4024 else if ((element == EL_PACMAN || element == EL_MOLE)
4025 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4027 if (AmoebaNr[newx][newy])
4029 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4030 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4031 Feld[newx][newy] == EL_BD_AMOEBA)
4032 AmoebaCnt[AmoebaNr[newx][newy]]--;
4035 if (element == EL_MOLE)
4037 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4038 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4040 ResetGfxAnimation(x, y);
4041 GfxAction[x][y] = ACTION_DIGGING;
4042 DrawLevelField(x, y);
4044 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4045 return; /* wait for shrinking amoeba */
4047 else /* element == EL_PACMAN */
4049 Feld[newx][newy] = EL_EMPTY;
4050 DrawLevelField(newx, newy);
4051 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4054 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4055 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4056 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4058 /* wait for shrinking amoeba to completely disappear */
4061 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4063 /* object was running against a wall */
4068 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4069 DrawLevelElementAnimation(x, y, element);
4071 if (element == EL_BUG ||
4072 element == EL_SPACESHIP ||
4073 element == EL_SP_SNIKSNAK)
4074 DrawLevelField(x, y);
4075 else if (element == EL_MOLE)
4076 DrawLevelField(x, y);
4077 else if (element == EL_BD_BUTTERFLY ||
4078 element == EL_BD_FIREFLY)
4079 DrawLevelElementAnimationIfNeeded(x, y, element);
4080 else if (element == EL_SATELLITE)
4081 DrawLevelElementAnimationIfNeeded(x, y, element);
4082 else if (element == EL_SP_ELECTRON)
4083 DrawLevelElementAnimationIfNeeded(x, y, element);
4086 if (DONT_TOUCH(element))
4087 TestIfBadThingTouchesHero(x, y);
4090 PlaySoundLevelAction(x, y, ACTION_WAITING);
4096 InitMovingField(x, y, MovDir[x][y]);
4098 PlaySoundLevelAction(x, y, ACTION_MOVING);
4102 ContinueMoving(x, y);
4105 void ContinueMoving(int x, int y)
4107 int element = Feld[x][y];
4108 int direction = MovDir[x][y];
4109 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4110 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4111 int newx = x + dx, newy = y + dy;
4112 int nextx = newx + dx, nexty = newy + dy;
4113 boolean pushed = Pushed[x][y];
4115 MovPos[x][y] += getElementMoveStepsize(x, y);
4117 if (pushed) /* special case: moving object pushed by player */
4118 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4120 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4122 Feld[x][y] = EL_EMPTY;
4123 Feld[newx][newy] = element;
4124 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4126 if (element == EL_MOLE)
4128 Feld[x][y] = EL_SAND;
4130 DrawLevelFieldCrumbledSandNeighbours(x, y);
4132 else if (element == EL_QUICKSAND_FILLING)
4134 element = Feld[newx][newy] = get_next_element(element);
4135 Store[newx][newy] = Store[x][y];
4137 else if (element == EL_QUICKSAND_EMPTYING)
4139 Feld[x][y] = get_next_element(element);
4140 element = Feld[newx][newy] = Store[x][y];
4142 else if (element == EL_MAGIC_WALL_FILLING)
4144 element = Feld[newx][newy] = get_next_element(element);
4145 if (!game.magic_wall_active)
4146 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4147 Store[newx][newy] = Store[x][y];
4149 else if (element == EL_MAGIC_WALL_EMPTYING)
4151 Feld[x][y] = get_next_element(element);
4152 if (!game.magic_wall_active)
4153 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4154 element = Feld[newx][newy] = Store[x][y];
4156 else if (element == EL_BD_MAGIC_WALL_FILLING)
4158 element = Feld[newx][newy] = get_next_element(element);
4159 if (!game.magic_wall_active)
4160 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4161 Store[newx][newy] = Store[x][y];
4163 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4165 Feld[x][y] = get_next_element(element);
4166 if (!game.magic_wall_active)
4167 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4168 element = Feld[newx][newy] = Store[x][y];
4170 else if (element == EL_AMOEBA_DROPPING)
4172 Feld[x][y] = get_next_element(element);
4173 element = Feld[newx][newy] = Store[x][y];
4175 else if (element == EL_SOKOBAN_OBJECT)
4178 Feld[x][y] = Back[x][y];
4180 if (Back[newx][newy])
4181 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4183 Back[x][y] = Back[newx][newy] = 0;
4185 else if (Store[x][y] == EL_ACID)
4187 element = Feld[newx][newy] = EL_ACID;
4191 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4192 MovDelay[newx][newy] = 0;
4194 /* copy element change control values to new field */
4195 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4197 /* copy animation control values to new field */
4198 GfxFrame[newx][newy] = GfxFrame[x][y];
4199 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4200 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4202 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4204 ResetGfxAnimation(x, y); /* reset animation values for old field */
4207 /* 2.1.1 (does not work correctly for spring) */
4208 if (!CAN_MOVE(element))
4209 MovDir[newx][newy] = 0;
4213 /* (does not work for falling objects that slide horizontally) */
4214 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4215 MovDir[newx][newy] = 0;
4218 if (!CAN_MOVE(element) ||
4219 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4220 MovDir[newx][newy] = 0;
4223 if (!CAN_MOVE(element) ||
4224 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4225 MovDir[newx][newy] = 0;
4229 DrawLevelField(x, y);
4230 DrawLevelField(newx, newy);
4232 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4234 if (!pushed) /* special case: moving object pushed by player */
4235 JustStopped[newx][newy] = 3;
4237 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4239 TestIfBadThingTouchesHero(newx, newy);
4240 TestIfBadThingTouchesFriend(newx, newy);
4241 TestIfBadThingTouchesOtherBadThing(newx, newy);
4243 else if (element == EL_PENGUIN)
4244 TestIfFriendTouchesBadThing(newx, newy);
4246 if (CAN_FALL(element) && direction == MV_DOWN &&
4247 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4250 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4251 CheckElementChange(newx, newy, element, CE_COLLISION);
4253 TestIfPlayerTouchesCustomElement(newx, newy);
4254 TestIfElementTouchesCustomElement(newx, newy);
4256 else /* still moving on */
4258 DrawLevelField(x, y);
4262 int AmoebeNachbarNr(int ax, int ay)
4265 int element = Feld[ax][ay];
4267 static int xy[4][2] =
4277 int x = ax + xy[i][0];
4278 int y = ay + xy[i][1];
4280 if (!IN_LEV_FIELD(x, y))
4283 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4284 group_nr = AmoebaNr[x][y];
4290 void AmoebenVereinigen(int ax, int ay)
4292 int i, x, y, xx, yy;
4293 int new_group_nr = AmoebaNr[ax][ay];
4294 static int xy[4][2] =
4302 if (new_group_nr == 0)
4310 if (!IN_LEV_FIELD(x, y))
4313 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4314 Feld[x][y] == EL_BD_AMOEBA ||
4315 Feld[x][y] == EL_AMOEBA_DEAD) &&
4316 AmoebaNr[x][y] != new_group_nr)
4318 int old_group_nr = AmoebaNr[x][y];
4320 if (old_group_nr == 0)
4323 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4324 AmoebaCnt[old_group_nr] = 0;
4325 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4326 AmoebaCnt2[old_group_nr] = 0;
4328 for (yy=0; yy<lev_fieldy; yy++)
4330 for (xx=0; xx<lev_fieldx; xx++)
4332 if (AmoebaNr[xx][yy] == old_group_nr)
4333 AmoebaNr[xx][yy] = new_group_nr;
4340 void AmoebeUmwandeln(int ax, int ay)
4344 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4346 int group_nr = AmoebaNr[ax][ay];
4351 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4352 printf("AmoebeUmwandeln(): This should never happen!\n");
4357 for (y=0; y<lev_fieldy; y++)
4359 for (x=0; x<lev_fieldx; x++)
4361 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4364 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4368 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4369 SND_AMOEBA_TURNING_TO_GEM :
4370 SND_AMOEBA_TURNING_TO_ROCK));
4375 static int xy[4][2] =
4388 if (!IN_LEV_FIELD(x, y))
4391 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4393 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4394 SND_AMOEBA_TURNING_TO_GEM :
4395 SND_AMOEBA_TURNING_TO_ROCK));
4402 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4405 int group_nr = AmoebaNr[ax][ay];
4406 boolean done = FALSE;
4411 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4412 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4417 for (y=0; y<lev_fieldy; y++)
4419 for (x=0; x<lev_fieldx; x++)
4421 if (AmoebaNr[x][y] == group_nr &&
4422 (Feld[x][y] == EL_AMOEBA_DEAD ||
4423 Feld[x][y] == EL_BD_AMOEBA ||
4424 Feld[x][y] == EL_AMOEBA_GROWING))
4427 Feld[x][y] = new_element;
4428 InitField(x, y, FALSE);
4429 DrawLevelField(x, y);
4436 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4437 SND_BD_AMOEBA_TURNING_TO_ROCK :
4438 SND_BD_AMOEBA_TURNING_TO_GEM));
4441 void AmoebeWaechst(int x, int y)
4443 static unsigned long sound_delay = 0;
4444 static unsigned long sound_delay_value = 0;
4446 if (!MovDelay[x][y]) /* start new growing cycle */
4450 if (DelayReached(&sound_delay, sound_delay_value))
4453 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4455 if (Store[x][y] == EL_BD_AMOEBA)
4456 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4458 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4460 sound_delay_value = 30;
4464 if (MovDelay[x][y]) /* wait some time before growing bigger */
4467 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4469 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4470 6 - MovDelay[x][y]);
4472 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4475 if (!MovDelay[x][y])
4477 Feld[x][y] = Store[x][y];
4479 DrawLevelField(x, y);
4484 void AmoebaDisappearing(int x, int y)
4486 static unsigned long sound_delay = 0;
4487 static unsigned long sound_delay_value = 0;
4489 if (!MovDelay[x][y]) /* start new shrinking cycle */
4493 if (DelayReached(&sound_delay, sound_delay_value))
4494 sound_delay_value = 30;
4497 if (MovDelay[x][y]) /* wait some time before shrinking */
4500 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4502 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4503 6 - MovDelay[x][y]);
4505 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4508 if (!MovDelay[x][y])
4510 Feld[x][y] = EL_EMPTY;
4511 DrawLevelField(x, y);
4513 /* don't let mole enter this field in this cycle;
4514 (give priority to objects falling to this field from above) */
4520 void AmoebeAbleger(int ax, int ay)
4523 int element = Feld[ax][ay];
4524 int graphic = el2img(element);
4525 int newax = ax, neway = ay;
4526 static int xy[4][2] =
4534 if (!level.amoeba_speed)
4536 Feld[ax][ay] = EL_AMOEBA_DEAD;
4537 DrawLevelField(ax, ay);
4541 if (IS_ANIMATED(graphic))
4542 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4544 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4545 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4547 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4550 if (MovDelay[ax][ay])
4554 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4557 int x = ax + xy[start][0];
4558 int y = ay + xy[start][1];
4560 if (!IN_LEV_FIELD(x, y))
4563 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4564 if (IS_FREE(x, y) ||
4565 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4571 if (newax == ax && neway == ay)
4574 else /* normal or "filled" (BD style) amoeba */
4577 boolean waiting_for_player = FALSE;
4581 int j = (start + i) % 4;
4582 int x = ax + xy[j][0];
4583 int y = ay + xy[j][1];
4585 if (!IN_LEV_FIELD(x, y))
4588 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4589 if (IS_FREE(x, y) ||
4590 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4596 else if (IS_PLAYER(x, y))
4597 waiting_for_player = TRUE;
4600 if (newax == ax && neway == ay) /* amoeba cannot grow */
4602 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4604 Feld[ax][ay] = EL_AMOEBA_DEAD;
4605 DrawLevelField(ax, ay);
4606 AmoebaCnt[AmoebaNr[ax][ay]]--;
4608 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4610 if (element == EL_AMOEBA_FULL)
4611 AmoebeUmwandeln(ax, ay);
4612 else if (element == EL_BD_AMOEBA)
4613 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4618 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4620 /* amoeba gets larger by growing in some direction */
4622 int new_group_nr = AmoebaNr[ax][ay];
4625 if (new_group_nr == 0)
4627 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4628 printf("AmoebeAbleger(): This should never happen!\n");
4633 AmoebaNr[newax][neway] = new_group_nr;
4634 AmoebaCnt[new_group_nr]++;
4635 AmoebaCnt2[new_group_nr]++;
4637 /* if amoeba touches other amoeba(s) after growing, unify them */
4638 AmoebenVereinigen(newax, neway);
4640 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4642 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4648 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4649 (neway == lev_fieldy - 1 && newax != ax))
4651 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4652 Store[newax][neway] = element;
4654 else if (neway == ay)
4656 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4658 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4660 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4665 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4666 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4667 Store[ax][ay] = EL_AMOEBA_DROP;
4668 ContinueMoving(ax, ay);
4672 DrawLevelField(newax, neway);
4675 void Life(int ax, int ay)
4678 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4680 int element = Feld[ax][ay];
4681 int graphic = el2img(element);
4682 boolean changed = FALSE;
4684 if (IS_ANIMATED(graphic))
4685 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4690 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4691 MovDelay[ax][ay] = life_time;
4693 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4696 if (MovDelay[ax][ay])
4700 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4702 int xx = ax+x1, yy = ay+y1;
4705 if (!IN_LEV_FIELD(xx, yy))
4708 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4710 int x = xx+x2, y = yy+y2;
4712 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4715 if (((Feld[x][y] == element ||
4716 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4718 (IS_FREE(x, y) && Stop[x][y]))
4722 if (xx == ax && yy == ay) /* field in the middle */
4724 if (nachbarn < life[0] || nachbarn > life[1])
4726 Feld[xx][yy] = EL_EMPTY;
4728 DrawLevelField(xx, yy);
4729 Stop[xx][yy] = TRUE;
4733 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4734 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4735 { /* free border field */
4736 if (nachbarn >= life[2] && nachbarn <= life[3])
4738 Feld[xx][yy] = element;
4739 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4741 DrawLevelField(xx, yy);
4742 Stop[xx][yy] = TRUE;
4749 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4750 SND_GAME_OF_LIFE_GROWING);
4753 static void InitRobotWheel(int x, int y)
4755 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4758 static void RunRobotWheel(int x, int y)
4760 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4763 static void StopRobotWheel(int x, int y)
4765 if (ZX == x && ZY == y)
4769 static void InitTimegateWheel(int x, int y)
4771 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4774 static void RunTimegateWheel(int x, int y)
4776 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4779 void CheckExit(int x, int y)
4781 if (local_player->gems_still_needed > 0 ||
4782 local_player->sokobanfields_still_needed > 0 ||
4783 local_player->lights_still_needed > 0)
4785 int element = Feld[x][y];
4786 int graphic = el2img(element);
4788 if (IS_ANIMATED(graphic))
4789 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4794 Feld[x][y] = EL_EXIT_OPENING;
4796 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4799 void CheckExitSP(int x, int y)
4801 if (local_player->gems_still_needed > 0)
4803 int element = Feld[x][y];
4804 int graphic = el2img(element);
4806 if (IS_ANIMATED(graphic))
4807 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4812 Feld[x][y] = EL_SP_EXIT_OPEN;
4814 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4817 static void CloseAllOpenTimegates()
4821 for (y=0; y<lev_fieldy; y++)
4823 for (x=0; x<lev_fieldx; x++)
4825 int element = Feld[x][y];
4827 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4829 Feld[x][y] = EL_TIMEGATE_CLOSING;
4831 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4833 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4840 void EdelsteinFunkeln(int x, int y)
4842 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4845 if (Feld[x][y] == EL_BD_DIAMOND)
4848 if (MovDelay[x][y] == 0) /* next animation frame */
4849 MovDelay[x][y] = 11 * !SimpleRND(500);
4851 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4855 if (setup.direct_draw && MovDelay[x][y])
4856 SetDrawtoField(DRAW_BUFFERED);
4858 DrawLevelElementAnimation(x, y, Feld[x][y]);
4860 if (MovDelay[x][y] != 0)
4862 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4863 10 - MovDelay[x][y]);
4865 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4867 if (setup.direct_draw)
4871 dest_x = FX + SCREENX(x) * TILEX;
4872 dest_y = FY + SCREENY(y) * TILEY;
4874 BlitBitmap(drawto_field, window,
4875 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4876 SetDrawtoField(DRAW_DIRECT);
4882 void MauerWaechst(int x, int y)
4886 if (!MovDelay[x][y]) /* next animation frame */
4887 MovDelay[x][y] = 3 * delay;
4889 if (MovDelay[x][y]) /* wait some time before next frame */
4893 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4895 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4896 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4898 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4901 if (!MovDelay[x][y])
4903 if (MovDir[x][y] == MV_LEFT)
4905 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4906 DrawLevelField(x - 1, y);
4908 else if (MovDir[x][y] == MV_RIGHT)
4910 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4911 DrawLevelField(x + 1, y);
4913 else if (MovDir[x][y] == MV_UP)
4915 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4916 DrawLevelField(x, y - 1);
4920 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4921 DrawLevelField(x, y + 1);
4924 Feld[x][y] = Store[x][y];
4926 MovDir[x][y] = MV_NO_MOVING;
4927 DrawLevelField(x, y);
4932 void MauerAbleger(int ax, int ay)
4934 int element = Feld[ax][ay];
4935 int graphic = el2img(element);
4936 boolean oben_frei = FALSE, unten_frei = FALSE;
4937 boolean links_frei = FALSE, rechts_frei = FALSE;
4938 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4939 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4940 boolean new_wall = FALSE;
4942 if (IS_ANIMATED(graphic))
4943 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4945 if (!MovDelay[ax][ay]) /* start building new wall */
4946 MovDelay[ax][ay] = 6;
4948 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4951 if (MovDelay[ax][ay])
4955 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4957 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4959 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4961 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4964 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4965 element == EL_EXPANDABLE_WALL_ANY)
4969 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4970 Store[ax][ay-1] = element;
4971 MovDir[ax][ay-1] = MV_UP;
4972 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4973 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4974 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4979 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4980 Store[ax][ay+1] = element;
4981 MovDir[ax][ay+1] = MV_DOWN;
4982 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4983 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4984 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4989 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4990 element == EL_EXPANDABLE_WALL_ANY ||
4991 element == EL_EXPANDABLE_WALL)
4995 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4996 Store[ax-1][ay] = element;
4997 MovDir[ax-1][ay] = MV_LEFT;
4998 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4999 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5000 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5006 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5007 Store[ax+1][ay] = element;
5008 MovDir[ax+1][ay] = MV_RIGHT;
5009 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5010 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5011 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5016 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5017 DrawLevelField(ax, ay);
5019 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5021 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5022 unten_massiv = TRUE;
5023 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5024 links_massiv = TRUE;
5025 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5026 rechts_massiv = TRUE;
5028 if (((oben_massiv && unten_massiv) ||
5029 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5030 element == EL_EXPANDABLE_WALL) &&
5031 ((links_massiv && rechts_massiv) ||
5032 element == EL_EXPANDABLE_WALL_VERTICAL))
5033 Feld[ax][ay] = EL_WALL;
5037 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5039 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5043 void CheckForDragon(int x, int y)
5046 boolean dragon_found = FALSE;
5047 static int xy[4][2] =
5059 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5061 if (IN_LEV_FIELD(xx, yy) &&
5062 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5064 if (Feld[xx][yy] == EL_DRAGON)
5065 dragon_found = TRUE;
5078 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5080 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5082 Feld[xx][yy] = EL_EMPTY;
5083 DrawLevelField(xx, yy);
5092 static void InitBuggyBase(int x, int y)
5094 int element = Feld[x][y];
5095 int activating_delay = FRAMES_PER_SECOND / 4;
5098 (element == EL_SP_BUGGY_BASE ?
5099 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5100 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5102 element == EL_SP_BUGGY_BASE_ACTIVE ?
5103 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5106 static void WarnBuggyBase(int x, int y)
5109 static int xy[4][2] =
5119 int xx = x + xy[i][0], yy = y + xy[i][1];
5121 if (IS_PLAYER(xx, yy))
5123 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5130 static void InitTrap(int x, int y)
5132 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5135 static void ActivateTrap(int x, int y)
5137 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5140 static void ChangeActiveTrap(int x, int y)
5142 int graphic = IMG_TRAP_ACTIVE;
5144 /* if new animation frame was drawn, correct crumbled sand border */
5145 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5146 DrawLevelFieldCrumbledSand(x, y);
5149 static void ChangeElementNowExt(int x, int y, int target_element)
5151 #if 0 /* !!! let the player exacpe from a suddenly unaccessible element */
5152 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5160 Feld[x][y] = target_element;
5162 ResetGfxAnimation(x, y);
5163 ResetRandomAnimationValue(x, y);
5165 InitField(x, y, FALSE);
5166 if (CAN_MOVE(Feld[x][y]))
5169 DrawLevelField(x, y);
5171 if (CAN_BE_CRUMBLED(Feld[x][y]))
5172 DrawLevelFieldCrumbledSandNeighbours(x, y);
5174 TestIfBadThingTouchesHero(x, y);
5175 TestIfPlayerTouchesCustomElement(x, y);
5176 TestIfElementTouchesCustomElement(x, y);
5179 static void ChangeElementNow(int x, int y, int element)
5181 struct ElementChangeInfo *change = &element_info[element].change;
5183 /* prevent CheckTriggeredElementChange() from looping */
5184 Changing[x][y] = TRUE;
5186 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5188 Changing[x][y] = FALSE;
5190 if (change->explode)
5196 if (change->use_content)
5198 boolean complete_change = TRUE;
5199 boolean can_change[3][3];
5202 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5204 boolean half_destructible;
5205 int ex = x + xx - 1;
5206 int ey = y + yy - 1;
5209 can_change[xx][yy] = TRUE;
5211 if (ex == x && ey == y) /* do not check changing element itself */
5214 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5216 can_change[xx][yy] = FALSE; /* do not change empty borders */
5221 if (!IN_LEV_FIELD(ex, ey))
5223 can_change[xx][yy] = FALSE;
5224 complete_change = FALSE;
5231 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5232 e = MovingOrBlocked2Element(ex, ey);
5234 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5236 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5237 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5238 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5240 can_change[xx][yy] = FALSE;
5241 complete_change = FALSE;
5245 if (!change->only_complete || complete_change)
5247 boolean something_has_changed = FALSE;
5249 if (change->only_complete && change->use_random_change &&
5250 RND(100) < change->random)
5253 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5255 int ex = x + xx - 1;
5256 int ey = y + yy - 1;
5258 if (can_change[xx][yy] && (!change->use_random_change ||
5259 RND(100) < change->random))
5261 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5262 RemoveMovingField(ex, ey);
5264 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5266 something_has_changed = TRUE;
5268 /* for symmetry reasons, stop newly created border elements */
5269 if (ex != x || ey != y)
5270 Stop[ex][ey] = TRUE;
5274 if (something_has_changed)
5275 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5280 ChangeElementNowExt(x, y, change->target_element);
5282 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5286 static void ChangeElement(int x, int y)
5289 int element = MovingOrBlocked2Element(x, y);
5291 int element = Feld[x][y];
5293 struct ElementChangeInfo *change = &element_info[element].change;
5295 if (ChangeDelay[x][y] == 0) /* initialize element change */
5298 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5299 RND(change->delay_random * change->delay_frames)) + 1;
5301 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5303 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5305 int max_random_delay = element_info[element].change.delay_random;
5306 int delay_frames = element_info[element].change.delay_frames;
5308 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5312 ResetGfxAnimation(x, y);
5313 ResetRandomAnimationValue(x, y);
5316 if (change->pre_change_function)
5317 change->pre_change_function(x, y);
5319 if (changing_element[element].pre_change_function)
5320 changing_element[element].pre_change_function(x, y);
5324 ChangeDelay[x][y]--;
5326 if (ChangeDelay[x][y] != 0) /* continue element change */
5328 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5330 if (IS_ANIMATED(graphic))
5331 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5334 if (change->change_function)
5335 change->change_function(x, y);
5337 if (changing_element[element].change_function)
5338 changing_element[element].change_function(x, y);
5341 else /* finish element change */
5344 int next_element = changing_element[element].next_element;
5347 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5349 ChangeDelay[x][y] = 1; /* try change after next move step */
5355 ChangeElementNow(x, y, element);
5357 if (change->post_change_function)
5358 change->post_change_function(x, y);
5360 if (next_element != EL_UNDEFINED)
5361 ChangeElementNow(x, y, next_element);
5363 ChangeElementNow(x, y, element_info[element].change.target_element);
5365 if (changing_element[element].post_change_function)
5366 changing_element[element].post_change_function(x, y);
5371 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5376 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5379 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5381 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5382 element_info[i].change.trigger_element != trigger_element)
5385 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5387 if (x == lx && y == ly) /* do not change trigger element itself */
5390 if (Changing[x][y]) /* do not change just changing elements */
5393 if (Feld[x][y] == i)
5395 ChangeDelay[x][y] = 1;
5396 ChangeElement(x, y);
5404 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5406 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5409 if (Feld[x][y] == EL_BLOCKED)
5410 Blocked2Moving(x, y, &x, &y);
5412 ChangeDelay[x][y] = 1;
5413 ChangeElement(x, y);
5418 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5420 static byte stored_player_action[MAX_PLAYERS];
5421 static int num_stored_actions = 0;
5422 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5423 int left = player_action & JOY_LEFT;
5424 int right = player_action & JOY_RIGHT;
5425 int up = player_action & JOY_UP;
5426 int down = player_action & JOY_DOWN;
5427 int button1 = player_action & JOY_BUTTON_1;
5428 int button2 = player_action & JOY_BUTTON_2;
5429 int dx = (left ? -1 : right ? 1 : 0);
5430 int dy = (up ? -1 : down ? 1 : 0);
5432 stored_player_action[player->index_nr] = 0;
5433 num_stored_actions++;
5435 if (!player->active || tape.pausing)
5441 snapped = SnapField(player, dx, dy);
5445 dropped = DropElement(player);
5447 moved = MoveFigure(player, dx, dy);
5450 if (tape.single_step && tape.recording && !tape.pausing)
5452 if (button1 || (dropped && !moved))
5454 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5455 SnapField(player, 0, 0); /* stop snapping */
5459 stored_player_action[player->index_nr] = player_action;
5463 /* no actions for this player (no input at player's configured device) */
5465 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5466 SnapField(player, 0, 0);
5467 CheckGravityMovement(player);
5469 if (player->MovPos == 0)
5472 printf("Trying... Player frame reset\n");
5475 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5478 if (player->MovPos == 0) /* needed for tape.playing */
5479 player->is_moving = FALSE;
5482 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5484 TapeRecordAction(stored_player_action);
5485 num_stored_actions = 0;
5491 static unsigned long action_delay = 0;
5492 unsigned long action_delay_value;
5493 int magic_wall_x = 0, magic_wall_y = 0;
5494 int i, x, y, element, graphic;
5495 byte *recorded_player_action;
5496 byte summarized_player_action = 0;
5498 if (game_status != GAME_MODE_PLAYING)
5501 action_delay_value =
5502 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5504 if (tape.playing && tape.index_search && !tape.pausing)
5505 action_delay_value = 0;
5507 /* ---------- main game synchronization point ---------- */
5509 WaitUntilDelayReached(&action_delay, action_delay_value);
5511 if (network_playing && !network_player_action_received)
5515 printf("DEBUG: try to get network player actions in time\n");
5519 #if defined(PLATFORM_UNIX)
5520 /* last chance to get network player actions without main loop delay */
5524 if (game_status != GAME_MODE_PLAYING)
5527 if (!network_player_action_received)
5531 printf("DEBUG: failed to get network player actions in time\n");
5541 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5543 for (i=0; i<MAX_PLAYERS; i++)
5545 summarized_player_action |= stored_player[i].action;
5547 if (!network_playing)
5548 stored_player[i].effective_action = stored_player[i].action;
5551 #if defined(PLATFORM_UNIX)
5552 if (network_playing)
5553 SendToServer_MovePlayer(summarized_player_action);
5556 if (!options.network && !setup.team_mode)
5557 local_player->effective_action = summarized_player_action;
5559 for (i=0; i<MAX_PLAYERS; i++)
5561 int actual_player_action = stored_player[i].effective_action;
5563 if (stored_player[i].programmed_action)
5564 actual_player_action = stored_player[i].programmed_action;
5566 if (recorded_player_action)
5567 actual_player_action = recorded_player_action[i];
5569 PlayerActions(&stored_player[i], actual_player_action);
5570 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5573 network_player_action_received = FALSE;
5575 ScrollScreen(NULL, SCROLL_GO_ON);
5581 for (i=0; i<MAX_PLAYERS; i++)
5582 stored_player[i].Frame++;
5586 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5588 for (i=0; i<MAX_PLAYERS; i++)
5590 struct PlayerInfo *player = &stored_player[i];
5594 if (player->active && player->Pushing && player->is_moving &&
5597 ContinueMoving(x, y);
5599 /* continue moving after pushing (this is actually a bug) */
5600 if (!IS_MOVING(x, y))
5609 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5612 if (JustStopped[x][y] > 0)
5613 JustStopped[x][y]--;
5618 /* reset finished pushing action (not done in ContinueMoving() to allow
5619 continous pushing animation for elements without push delay) */
5620 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5622 ResetGfxAnimation(x, y);
5623 DrawLevelField(x, y);
5628 if (IS_BLOCKED(x, y))
5632 Blocked2Moving(x, y, &oldx, &oldy);
5633 if (!IS_MOVING(oldx, oldy))
5635 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5636 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5637 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5638 printf("GameActions(): This should never happen!\n");
5644 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5646 element = Feld[x][y];
5648 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5650 graphic = el2img(element);
5656 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5658 element = graphic = 0;
5662 if (graphic_info[graphic].anim_global_sync)
5663 GfxFrame[x][y] = FrameCounter;
5665 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5666 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5667 ResetRandomAnimationValue(x, y);
5669 SetRandomAnimationValue(x, y);
5672 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5675 if (IS_INACTIVE(element))
5677 if (IS_ANIMATED(graphic))
5678 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5684 /* this may take place after moving, so 'element' may have changed */
5685 if (IS_CHANGING(x, y))
5687 ChangeElement(x, y);
5688 element = Feld[x][y];
5689 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5693 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5698 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5700 if (element == EL_MOLE)
5701 printf("::: %d, %d, %d [%d]\n",
5702 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5706 if (element == EL_YAMYAM)
5707 printf("::: %d, %d, %d\n",
5708 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5712 if (IS_ANIMATED(graphic) &&
5716 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5719 if (element == EL_MOLE)
5720 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5724 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5725 EdelsteinFunkeln(x, y);
5727 else if ((element == EL_ACID ||
5728 element == EL_EXIT_OPEN ||
5729 element == EL_SP_EXIT_OPEN ||
5730 element == EL_SP_TERMINAL ||
5731 element == EL_SP_TERMINAL_ACTIVE ||
5732 element == EL_EXTRA_TIME ||
5733 element == EL_SHIELD_NORMAL ||
5734 element == EL_SHIELD_DEADLY) &&
5735 IS_ANIMATED(graphic))
5736 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5737 else if (IS_MOVING(x, y))
5738 ContinueMoving(x, y);
5739 else if (IS_ACTIVE_BOMB(element))
5740 CheckDynamite(x, y);
5742 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5743 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5745 else if (element == EL_AMOEBA_GROWING)
5746 AmoebeWaechst(x, y);
5747 else if (element == EL_AMOEBA_SHRINKING)
5748 AmoebaDisappearing(x, y);
5750 #if !USE_NEW_AMOEBA_CODE
5751 else if (IS_AMOEBALIVE(element))
5752 AmoebeAbleger(x, y);
5755 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5757 else if (element == EL_EXIT_CLOSED)
5759 else if (element == EL_SP_EXIT_CLOSED)
5761 else if (element == EL_EXPANDABLE_WALL_GROWING)
5763 else if (element == EL_EXPANDABLE_WALL ||
5764 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5765 element == EL_EXPANDABLE_WALL_VERTICAL ||
5766 element == EL_EXPANDABLE_WALL_ANY)
5768 else if (element == EL_FLAMES)
5769 CheckForDragon(x, y);
5771 else if (IS_AUTO_CHANGING(element))
5772 ChangeElement(x, y);
5774 else if (element == EL_EXPLOSION)
5775 ; /* drawing of correct explosion animation is handled separately */
5776 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5777 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5780 /* this may take place after moving, so 'element' may have changed */
5781 if (IS_AUTO_CHANGING(Feld[x][y]))
5782 ChangeElement(x, y);
5785 if (IS_BELT_ACTIVE(element))
5786 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5788 if (game.magic_wall_active)
5790 int jx = local_player->jx, jy = local_player->jy;
5792 /* play the element sound at the position nearest to the player */
5793 if ((element == EL_MAGIC_WALL_FULL ||
5794 element == EL_MAGIC_WALL_ACTIVE ||
5795 element == EL_MAGIC_WALL_EMPTYING ||
5796 element == EL_BD_MAGIC_WALL_FULL ||
5797 element == EL_BD_MAGIC_WALL_ACTIVE ||
5798 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5799 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5807 #if USE_NEW_AMOEBA_CODE
5808 /* new experimental amoeba growth stuff */
5810 if (!(FrameCounter % 8))
5813 static unsigned long random = 1684108901;
5815 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5818 x = (random >> 10) % lev_fieldx;
5819 y = (random >> 20) % lev_fieldy;
5821 x = RND(lev_fieldx);
5822 y = RND(lev_fieldy);
5824 element = Feld[x][y];
5826 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5827 if (!IS_PLAYER(x,y) &&
5828 (element == EL_EMPTY ||
5829 element == EL_SAND ||
5830 element == EL_QUICKSAND_EMPTY ||
5831 element == EL_ACID_SPLASH_LEFT ||
5832 element == EL_ACID_SPLASH_RIGHT))
5834 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5835 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5836 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5837 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5838 Feld[x][y] = EL_AMOEBA_DROP;
5841 random = random * 129 + 1;
5847 if (game.explosions_delayed)
5850 game.explosions_delayed = FALSE;
5852 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5854 element = Feld[x][y];
5856 if (ExplodeField[x][y])
5857 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5858 else if (element == EL_EXPLOSION)
5859 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5861 ExplodeField[x][y] = EX_NO_EXPLOSION;
5864 game.explosions_delayed = TRUE;
5867 if (game.magic_wall_active)
5869 if (!(game.magic_wall_time_left % 4))
5871 int element = Feld[magic_wall_x][magic_wall_y];
5873 if (element == EL_BD_MAGIC_WALL_FULL ||
5874 element == EL_BD_MAGIC_WALL_ACTIVE ||
5875 element == EL_BD_MAGIC_WALL_EMPTYING)
5876 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5878 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5881 if (game.magic_wall_time_left > 0)
5883 game.magic_wall_time_left--;
5884 if (!game.magic_wall_time_left)
5886 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5888 element = Feld[x][y];
5890 if (element == EL_MAGIC_WALL_ACTIVE ||
5891 element == EL_MAGIC_WALL_FULL)
5893 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5894 DrawLevelField(x, y);
5896 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5897 element == EL_BD_MAGIC_WALL_FULL)
5899 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5900 DrawLevelField(x, y);
5904 game.magic_wall_active = FALSE;
5909 if (game.light_time_left > 0)
5911 game.light_time_left--;
5913 if (game.light_time_left == 0)
5914 RedrawAllLightSwitchesAndInvisibleElements();
5917 if (game.timegate_time_left > 0)
5919 game.timegate_time_left--;
5921 if (game.timegate_time_left == 0)
5922 CloseAllOpenTimegates();
5925 for (i=0; i<MAX_PLAYERS; i++)
5927 struct PlayerInfo *player = &stored_player[i];
5929 if (SHIELD_ON(player))
5931 if (player->shield_deadly_time_left)
5932 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5933 else if (player->shield_normal_time_left)
5934 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5938 if (TimeFrames >= (1000 / GameFrameDelay))
5943 for (i=0; i<MAX_PLAYERS; i++)
5945 struct PlayerInfo *player = &stored_player[i];
5947 if (SHIELD_ON(player))
5949 player->shield_normal_time_left--;
5951 if (player->shield_deadly_time_left > 0)
5952 player->shield_deadly_time_left--;
5956 if (tape.recording || tape.playing)
5957 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5963 if (TimeLeft <= 10 && setup.time_limit)
5964 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5966 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5968 if (!TimeLeft && setup.time_limit)
5969 for (i=0; i<MAX_PLAYERS; i++)
5970 KillHero(&stored_player[i]);
5972 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5973 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5978 if (options.debug) /* calculate frames per second */
5980 static unsigned long fps_counter = 0;
5981 static int fps_frames = 0;
5982 unsigned long fps_delay_ms = Counter() - fps_counter;
5986 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5988 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5991 fps_counter = Counter();
5994 redraw_mask |= REDRAW_FPS;
5998 if (stored_player[0].jx != stored_player[0].last_jx ||
5999 stored_player[0].jy != stored_player[0].last_jy)
6000 printf("::: %d, %d, %d, %d, %d\n",
6001 stored_player[0].MovDir,
6002 stored_player[0].MovPos,
6003 stored_player[0].GfxPos,
6004 stored_player[0].Frame,
6005 stored_player[0].StepFrame);
6012 for (i=0; i<MAX_PLAYERS; i++)
6015 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6017 stored_player[i].Frame += move_frames;
6019 if (stored_player[i].MovPos != 0)
6020 stored_player[i].StepFrame += move_frames;
6025 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6027 int min_x = x, min_y = y, max_x = x, max_y = y;
6030 for (i=0; i<MAX_PLAYERS; i++)
6032 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6034 if (!stored_player[i].active || &stored_player[i] == player)
6037 min_x = MIN(min_x, jx);
6038 min_y = MIN(min_y, jy);
6039 max_x = MAX(max_x, jx);
6040 max_y = MAX(max_y, jy);
6043 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6046 static boolean AllPlayersInVisibleScreen()
6050 for (i=0; i<MAX_PLAYERS; i++)
6052 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6054 if (!stored_player[i].active)
6057 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6064 void ScrollLevel(int dx, int dy)
6066 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6069 BlitBitmap(drawto_field, drawto_field,
6070 FX + TILEX*(dx == -1) - softscroll_offset,
6071 FY + TILEY*(dy == -1) - softscroll_offset,
6072 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
6073 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
6074 FX + TILEX*(dx == 1) - softscroll_offset,
6075 FY + TILEY*(dy == 1) - softscroll_offset);
6079 x = (dx == 1 ? BX1 : BX2);
6080 for (y=BY1; y<=BY2; y++)
6081 DrawScreenField(x, y);
6086 y = (dy == 1 ? BY1 : BY2);
6087 for (x=BX1; x<=BX2; x++)
6088 DrawScreenField(x, y);
6091 redraw_mask |= REDRAW_FIELD;
6094 static void CheckGravityMovement(struct PlayerInfo *player)
6096 if (level.gravity && !player->programmed_action)
6098 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6099 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6101 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6102 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6103 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6104 int jx = player->jx, jy = player->jy;
6105 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6106 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6107 int new_jx = jx + dx, new_jy = jy + dy;
6108 boolean field_under_player_is_free =
6109 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6110 boolean player_is_moving_to_valid_field =
6111 (IN_LEV_FIELD(new_jx, new_jy) &&
6112 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6113 Feld[new_jx][new_jy] == EL_SAND));
6114 /* !!! extend EL_SAND to anything diggable !!! */
6116 if (field_under_player_is_free &&
6117 !player_is_moving_to_valid_field &&
6118 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6119 player->programmed_action = MV_DOWN;
6125 -----------------------------------------------------------------------------
6126 dx, dy: direction (non-diagonal) to try to move the player to
6127 real_dx, real_dy: direction as read from input device (can be diagonal)
6130 boolean MoveFigureOneStep(struct PlayerInfo *player,
6131 int dx, int dy, int real_dx, int real_dy)
6133 int jx = player->jx, jy = player->jy;
6134 int new_jx = jx+dx, new_jy = jy+dy;
6138 if (!player->active || (!dx && !dy))
6139 return MF_NO_ACTION;
6141 player->MovDir = (dx < 0 ? MV_LEFT :
6144 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6146 if (!IN_LEV_FIELD(new_jx, new_jy))
6147 return MF_NO_ACTION;
6149 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6150 return MF_NO_ACTION;
6153 element = MovingOrBlocked2Element(new_jx, new_jy);
6155 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6158 if (DONT_RUN_INTO(element))
6160 if (element == EL_ACID && dx == 0 && dy == 1)
6163 Feld[jx][jy] = EL_PLAYER_1;
6164 InitMovingField(jx, jy, MV_DOWN);
6165 Store[jx][jy] = EL_ACID;
6166 ContinueMoving(jx, jy);
6170 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6175 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6176 if (can_move != MF_MOVING)
6179 StorePlayer[jx][jy] = 0;
6180 player->last_jx = jx;
6181 player->last_jy = jy;
6182 jx = player->jx = new_jx;
6183 jy = player->jy = new_jy;
6184 StorePlayer[jx][jy] = player->element_nr;
6187 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6189 ScrollFigure(player, SCROLL_INIT);
6194 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6196 int jx = player->jx, jy = player->jy;
6197 int old_jx = jx, old_jy = jy;
6198 int moved = MF_NO_ACTION;
6200 if (!player->active || (!dx && !dy))
6204 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6208 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6209 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6213 /* remove the last programmed player action */
6214 player->programmed_action = 0;
6218 /* should only happen if pre-1.2 tape recordings are played */
6219 /* this is only for backward compatibility */
6221 int original_move_delay_value = player->move_delay_value;
6224 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6228 /* scroll remaining steps with finest movement resolution */
6229 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6231 while (player->MovPos)
6233 ScrollFigure(player, SCROLL_GO_ON);
6234 ScrollScreen(NULL, SCROLL_GO_ON);
6240 player->move_delay_value = original_move_delay_value;
6243 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6245 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6246 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6250 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6251 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6257 if (moved & MF_MOVING && !ScreenMovPos &&
6258 (player == local_player || !options.network))
6260 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6261 int offset = (setup.scroll_delay ? 3 : 0);
6263 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6265 /* actual player has left the screen -- scroll in that direction */
6266 if (jx != old_jx) /* player has moved horizontally */
6267 scroll_x += (jx - old_jx);
6268 else /* player has moved vertically */
6269 scroll_y += (jy - old_jy);
6273 if (jx != old_jx) /* player has moved horizontally */
6275 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6276 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6277 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6279 /* don't scroll over playfield boundaries */
6280 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6281 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6283 /* don't scroll more than one field at a time */
6284 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6286 /* don't scroll against the player's moving direction */
6287 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6288 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6289 scroll_x = old_scroll_x;
6291 else /* player has moved vertically */
6293 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6294 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6295 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6297 /* don't scroll over playfield boundaries */
6298 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6299 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6301 /* don't scroll more than one field at a time */
6302 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6304 /* don't scroll against the player's moving direction */
6305 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6306 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6307 scroll_y = old_scroll_y;
6311 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6313 if (!options.network && !AllPlayersInVisibleScreen())
6315 scroll_x = old_scroll_x;
6316 scroll_y = old_scroll_y;
6320 ScrollScreen(player, SCROLL_INIT);
6321 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6328 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6330 if (!(moved & MF_MOVING) && !player->Pushing)
6335 player->StepFrame = 0;
6337 if (moved & MF_MOVING)
6339 if (old_jx != jx && old_jy == jy)
6340 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6341 else if (old_jx == jx && old_jy != jy)
6342 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6344 DrawLevelField(jx, jy); /* for "crumbled sand" */
6346 player->last_move_dir = player->MovDir;
6347 player->is_moving = TRUE;
6351 CheckGravityMovement(player);
6354 player->last_move_dir = MV_NO_MOVING;
6356 player->is_moving = FALSE;
6359 TestIfHeroTouchesBadThing(jx, jy);
6360 TestIfPlayerTouchesCustomElement(jx, jy);
6362 if (!player->active)
6368 void ScrollFigure(struct PlayerInfo *player, int mode)
6370 int jx = player->jx, jy = player->jy;
6371 int last_jx = player->last_jx, last_jy = player->last_jy;
6372 int move_stepsize = TILEX / player->move_delay_value;
6374 if (!player->active || !player->MovPos)
6377 if (mode == SCROLL_INIT)
6379 player->actual_frame_counter = FrameCounter;
6380 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6382 if (Feld[last_jx][last_jy] == EL_EMPTY)
6383 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6390 else if (!FrameReached(&player->actual_frame_counter, 1))
6393 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6394 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6396 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6397 Feld[last_jx][last_jy] = EL_EMPTY;
6399 /* before DrawPlayer() to draw correct player graphic for this case */
6400 if (player->MovPos == 0)
6401 CheckGravityMovement(player);
6404 DrawPlayer(player); /* needed here only to cleanup last field */
6407 if (player->MovPos == 0)
6409 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6411 /* continue with normal speed after quickly moving through gate */
6412 HALVE_PLAYER_SPEED(player);
6414 /* be able to make the next move without delay */
6415 player->move_delay = 0;
6418 player->last_jx = jx;
6419 player->last_jy = jy;
6421 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6422 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6426 if (local_player->friends_still_needed == 0 ||
6427 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6428 player->LevelSolved = player->GameOver = TRUE;
6431 if (tape.single_step && tape.recording && !tape.pausing &&
6432 !player->programmed_action)
6433 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6437 void ScrollScreen(struct PlayerInfo *player, int mode)
6439 static unsigned long screen_frame_counter = 0;
6441 if (mode == SCROLL_INIT)
6443 /* set scrolling step size according to actual player's moving speed */
6444 ScrollStepSize = TILEX / player->move_delay_value;
6446 screen_frame_counter = FrameCounter;
6447 ScreenMovDir = player->MovDir;
6448 ScreenMovPos = player->MovPos;
6449 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6452 else if (!FrameReached(&screen_frame_counter, 1))
6457 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6458 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6459 redraw_mask |= REDRAW_FIELD;
6462 ScreenMovDir = MV_NO_MOVING;
6465 void TestIfPlayerTouchesCustomElement(int x, int y)
6467 static boolean check_changing = FALSE;
6468 static int xy[4][2] =
6477 if (check_changing) /* prevent this function from running into a loop */
6480 check_changing = TRUE;
6484 int xx = x + xy[i][0];
6485 int yy = y + xy[i][1];
6487 if (!IN_LEV_FIELD(xx, yy))
6490 if (IS_PLAYER(x, y))
6492 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6493 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6495 else if (IS_PLAYER(xx, yy))
6497 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6498 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6504 check_changing = FALSE;
6507 void TestIfElementTouchesCustomElement(int x, int y)
6509 static boolean check_changing = FALSE;
6510 static int xy[4][2] =
6517 boolean change_center_element = FALSE;
6518 int center_element = Feld[x][y];
6521 if (check_changing) /* prevent this function from running into a loop */
6524 check_changing = TRUE;
6528 int xx = x + xy[i][0];
6529 int yy = y + xy[i][1];
6532 if (!IN_LEV_FIELD(xx, yy))
6535 border_element = Feld[xx][yy];
6537 /* check for change of center element (but change it only once) */
6538 if (IS_CUSTOM_ELEMENT(center_element) &&
6539 border_element == element_info[center_element].change.trigger_element)
6540 change_center_element = TRUE;
6542 /* check for change of border element */
6543 if (IS_CUSTOM_ELEMENT(border_element) &&
6544 center_element == element_info[border_element].change.trigger_element)
6545 CheckElementChange(xx, yy, border_element, CE_OTHER_IS_TOUCHING);
6548 if (change_center_element)
6549 CheckElementChange(x, y, center_element, CE_OTHER_IS_TOUCHING);
6551 check_changing = FALSE;
6554 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6556 int i, kill_x = -1, kill_y = -1;
6557 static int test_xy[4][2] =
6564 static int test_dir[4] =
6574 int test_x, test_y, test_move_dir, test_element;
6576 test_x = good_x + test_xy[i][0];
6577 test_y = good_y + test_xy[i][1];
6578 if (!IN_LEV_FIELD(test_x, test_y))
6582 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6585 test_element = Feld[test_x][test_y];
6587 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6590 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6591 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6593 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6594 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6602 if (kill_x != -1 || kill_y != -1)
6604 if (IS_PLAYER(good_x, good_y))
6606 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6608 if (player->shield_deadly_time_left > 0)
6609 Bang(kill_x, kill_y);
6610 else if (!PLAYER_PROTECTED(good_x, good_y))
6614 Bang(good_x, good_y);
6618 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6620 int i, kill_x = -1, kill_y = -1;
6621 int bad_element = Feld[bad_x][bad_y];
6622 static int test_xy[4][2] =
6629 static int test_dir[4] =
6637 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6642 int test_x, test_y, test_move_dir, test_element;
6644 test_x = bad_x + test_xy[i][0];
6645 test_y = bad_y + test_xy[i][1];
6646 if (!IN_LEV_FIELD(test_x, test_y))
6650 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6652 test_element = Feld[test_x][test_y];
6654 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6655 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6657 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6658 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6660 /* good thing is player or penguin that does not move away */
6661 if (IS_PLAYER(test_x, test_y))
6663 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6665 if (bad_element == EL_ROBOT && player->is_moving)
6666 continue; /* robot does not kill player if he is moving */
6672 else if (test_element == EL_PENGUIN)
6681 if (kill_x != -1 || kill_y != -1)
6683 if (IS_PLAYER(kill_x, kill_y))
6685 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6688 int dir = player->MovDir;
6689 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6690 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6692 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6693 newx != bad_x && newy != bad_y)
6694 ; /* robot does not kill player if he is moving */
6696 printf("-> %d\n", player->MovDir);
6698 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6699 newx != bad_x && newy != bad_y)
6700 ; /* robot does not kill player if he is moving */
6705 if (player->shield_deadly_time_left > 0)
6707 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6711 Bang(kill_x, kill_y);
6715 void TestIfHeroTouchesBadThing(int x, int y)
6717 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6720 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6722 TestIfGoodThingHitsBadThing(x, y, move_dir);
6725 void TestIfBadThingTouchesHero(int x, int y)
6727 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6730 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6732 TestIfBadThingHitsGoodThing(x, y, move_dir);
6735 void TestIfFriendTouchesBadThing(int x, int y)
6737 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6740 void TestIfBadThingTouchesFriend(int x, int y)
6742 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6745 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6747 int i, kill_x = bad_x, kill_y = bad_y;
6748 static int xy[4][2] =
6760 x = bad_x + xy[i][0];
6761 y = bad_y + xy[i][1];
6762 if (!IN_LEV_FIELD(x, y))
6765 element = Feld[x][y];
6766 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6767 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6775 if (kill_x != bad_x || kill_y != bad_y)
6779 void KillHero(struct PlayerInfo *player)
6781 int jx = player->jx, jy = player->jy;
6783 if (!player->active)
6786 /* remove accessible field at the player's position */
6787 Feld[jx][jy] = EL_EMPTY;
6789 /* deactivate shield (else Bang()/Explode() would not work right) */
6790 player->shield_normal_time_left = 0;
6791 player->shield_deadly_time_left = 0;
6797 static void KillHeroUnlessProtected(int x, int y)
6799 if (!PLAYER_PROTECTED(x, y))
6800 KillHero(PLAYERINFO(x, y));
6803 void BuryHero(struct PlayerInfo *player)
6805 int jx = player->jx, jy = player->jy;
6807 if (!player->active)
6811 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6813 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6815 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6817 player->GameOver = TRUE;
6821 void RemoveHero(struct PlayerInfo *player)
6823 int jx = player->jx, jy = player->jy;
6824 int i, found = FALSE;
6826 player->present = FALSE;
6827 player->active = FALSE;
6829 if (!ExplodeField[jx][jy])
6830 StorePlayer[jx][jy] = 0;
6832 for (i=0; i<MAX_PLAYERS; i++)
6833 if (stored_player[i].active)
6837 AllPlayersGone = TRUE;
6844 =============================================================================
6845 checkDiagonalPushing()
6846 -----------------------------------------------------------------------------
6847 check if diagonal input device direction results in pushing of object
6848 (by checking if the alternative direction is walkable, diggable, ...)
6849 =============================================================================
6852 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6853 int x, int y, int real_dx, int real_dy)
6855 int jx, jy, dx, dy, xx, yy;
6857 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6860 /* diagonal direction: check alternative direction */
6865 xx = jx + (dx == 0 ? real_dx : 0);
6866 yy = jy + (dy == 0 ? real_dy : 0);
6868 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6872 =============================================================================
6874 -----------------------------------------------------------------------------
6875 x, y: field next to player (non-diagonal) to try to dig to
6876 real_dx, real_dy: direction as read from input device (can be diagonal)
6877 =============================================================================
6880 int DigField(struct PlayerInfo *player,
6881 int x, int y, int real_dx, int real_dy, int mode)
6883 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6884 int jx = player->jx, jy = player->jy;
6885 int dx = x - jx, dy = y - jy;
6886 int nextx = x + dx, nexty = y + dy;
6887 int move_direction = (dx == -1 ? MV_LEFT :
6888 dx == +1 ? MV_RIGHT :
6890 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6893 if (player->MovPos == 0)
6895 player->is_digging = FALSE;
6896 player->is_collecting = FALSE;
6899 if (player->MovPos == 0) /* last pushing move finished */
6900 player->Pushing = FALSE;
6902 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6904 player->Switching = FALSE;
6905 player->push_delay = 0;
6907 return MF_NO_ACTION;
6910 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6911 return MF_NO_ACTION;
6914 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6916 if (IS_TUBE(Feld[jx][jy]) ||
6917 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6921 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6922 int tube_leave_directions[][2] =
6924 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6925 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6926 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6927 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6928 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6929 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6930 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6931 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6932 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6933 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6934 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6935 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6938 while (tube_leave_directions[i][0] != tube_element)
6941 if (tube_leave_directions[i][0] == -1) /* should not happen */
6945 if (!(tube_leave_directions[i][1] & move_direction))
6946 return MF_NO_ACTION; /* tube has no opening in this direction */
6949 element = Feld[x][y];
6951 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6952 game.engine_version >= VERSION_IDENT(2,2,0))
6953 return MF_NO_ACTION;
6957 case EL_ROBOT_WHEEL:
6958 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6961 DrawLevelField(x, y);
6962 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6966 case EL_SP_TERMINAL:
6970 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6972 for (yy=0; yy<lev_fieldy; yy++)
6974 for (xx=0; xx<lev_fieldx; xx++)
6976 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6978 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6979 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6987 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6988 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6989 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6990 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6991 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6992 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6993 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6994 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6995 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6996 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6997 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6998 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6999 if (!player->Switching)
7001 player->Switching = TRUE;
7002 ToggleBeltSwitch(x, y);
7003 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7008 case EL_SWITCHGATE_SWITCH_UP:
7009 case EL_SWITCHGATE_SWITCH_DOWN:
7010 if (!player->Switching)
7012 player->Switching = TRUE;
7013 ToggleSwitchgateSwitch(x, y);
7014 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7019 case EL_LIGHT_SWITCH:
7020 case EL_LIGHT_SWITCH_ACTIVE:
7021 if (!player->Switching)
7023 player->Switching = TRUE;
7024 ToggleLightSwitch(x, y);
7025 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7026 SND_LIGHT_SWITCH_ACTIVATING :
7027 SND_LIGHT_SWITCH_DEACTIVATING);
7032 case EL_TIMEGATE_SWITCH:
7033 ActivateTimegateSwitch(x, y);
7034 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7039 case EL_BALLOON_SWITCH_LEFT:
7040 case EL_BALLOON_SWITCH_RIGHT:
7041 case EL_BALLOON_SWITCH_UP:
7042 case EL_BALLOON_SWITCH_DOWN:
7043 case EL_BALLOON_SWITCH_ANY:
7044 if (element == EL_BALLOON_SWITCH_ANY)
7045 game.balloon_dir = move_direction;
7047 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7048 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7049 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7050 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7052 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7057 case EL_SP_PORT_LEFT:
7058 case EL_SP_PORT_RIGHT:
7060 case EL_SP_PORT_DOWN:
7061 case EL_SP_PORT_HORIZONTAL:
7062 case EL_SP_PORT_VERTICAL:
7063 case EL_SP_PORT_ANY:
7064 case EL_SP_GRAVITY_PORT_LEFT:
7065 case EL_SP_GRAVITY_PORT_RIGHT:
7066 case EL_SP_GRAVITY_PORT_UP:
7067 case EL_SP_GRAVITY_PORT_DOWN:
7069 element != EL_SP_PORT_LEFT &&
7070 element != EL_SP_GRAVITY_PORT_LEFT &&
7071 element != EL_SP_PORT_HORIZONTAL &&
7072 element != EL_SP_PORT_ANY) ||
7074 element != EL_SP_PORT_RIGHT &&
7075 element != EL_SP_GRAVITY_PORT_RIGHT &&
7076 element != EL_SP_PORT_HORIZONTAL &&
7077 element != EL_SP_PORT_ANY) ||
7079 element != EL_SP_PORT_UP &&
7080 element != EL_SP_GRAVITY_PORT_UP &&
7081 element != EL_SP_PORT_VERTICAL &&
7082 element != EL_SP_PORT_ANY) ||
7084 element != EL_SP_PORT_DOWN &&
7085 element != EL_SP_GRAVITY_PORT_DOWN &&
7086 element != EL_SP_PORT_VERTICAL &&
7087 element != EL_SP_PORT_ANY) ||
7088 !IN_LEV_FIELD(nextx, nexty) ||
7089 !IS_FREE(nextx, nexty))
7090 return MF_NO_ACTION;
7092 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7093 element == EL_SP_GRAVITY_PORT_RIGHT ||
7094 element == EL_SP_GRAVITY_PORT_UP ||
7095 element == EL_SP_GRAVITY_PORT_DOWN)
7096 level.gravity = !level.gravity;
7098 /* automatically move to the next field with double speed */
7099 player->programmed_action = move_direction;
7100 DOUBLE_PLAYER_SPEED(player);
7102 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7106 case EL_TUBE_VERTICAL:
7107 case EL_TUBE_HORIZONTAL:
7108 case EL_TUBE_VERTICAL_LEFT:
7109 case EL_TUBE_VERTICAL_RIGHT:
7110 case EL_TUBE_HORIZONTAL_UP:
7111 case EL_TUBE_HORIZONTAL_DOWN:
7112 case EL_TUBE_LEFT_UP:
7113 case EL_TUBE_LEFT_DOWN:
7114 case EL_TUBE_RIGHT_UP:
7115 case EL_TUBE_RIGHT_DOWN:
7118 int tube_enter_directions[][2] =
7120 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7121 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7122 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7123 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7124 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7125 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7126 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7127 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7128 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7129 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7130 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7131 { -1, MV_NO_MOVING }
7134 while (tube_enter_directions[i][0] != element)
7137 if (tube_enter_directions[i][0] == -1) /* should not happen */
7141 if (!(tube_enter_directions[i][1] & move_direction))
7142 return MF_NO_ACTION; /* tube has no opening in this direction */
7144 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7149 Feld[x][y] = EL_LAMP_ACTIVE;
7150 local_player->lights_still_needed--;
7151 DrawLevelField(x, y);
7152 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7156 case EL_TIME_ORB_FULL:
7157 Feld[x][y] = EL_TIME_ORB_EMPTY;
7159 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7160 DrawLevelField(x, y);
7161 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7167 if (IS_WALKABLE(element))
7169 int sound_action = ACTION_WALKING;
7171 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7173 if (!player->key[element - EL_GATE_1])
7174 return MF_NO_ACTION;
7176 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7178 if (!player->key[element - EL_GATE_1_GRAY])
7179 return MF_NO_ACTION;
7181 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7183 sound_action = ACTION_PASSING; /* player is passing exit */
7185 else if (element == EL_EMPTY)
7187 sound_action = ACTION_MOVING; /* nothing to walk on */
7190 /* play sound from background or player, whatever is available */
7191 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7192 PlaySoundLevelElementAction(x, y, element, sound_action);
7194 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7198 else if (IS_PASSABLE(element))
7200 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7201 return MF_NO_ACTION;
7203 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7205 if (!player->key[element - EL_EM_GATE_1])
7206 return MF_NO_ACTION;
7208 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7210 if (!player->key[element - EL_EM_GATE_1_GRAY])
7211 return MF_NO_ACTION;
7214 /* automatically move to the next field with double speed */
7215 player->programmed_action = move_direction;
7216 DOUBLE_PLAYER_SPEED(player);
7218 PlaySoundLevelAction(x, y, ACTION_PASSING);
7222 else if (IS_DIGGABLE(element))
7226 if (mode != DF_SNAP)
7229 GfxElement[x][y] = GFX_ELEMENT(element);
7232 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7234 player->is_digging = TRUE;
7237 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7241 else if (IS_COLLECTIBLE(element))
7245 if (mode != DF_SNAP)
7247 GfxElement[x][y] = element;
7248 player->is_collecting = TRUE;
7251 if (element == EL_SPEED_PILL)
7252 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7253 else if (element == EL_EXTRA_TIME && level.time > 0)
7256 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7258 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7260 player->shield_normal_time_left += 10;
7261 if (element == EL_SHIELD_DEADLY)
7262 player->shield_deadly_time_left += 10;
7264 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7266 if (player->inventory_size < MAX_INVENTORY_SIZE)
7267 player->inventory_element[player->inventory_size++] = element;
7269 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7271 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7272 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7274 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7276 player->dynabomb_count++;
7277 player->dynabombs_left++;
7279 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7281 player->dynabomb_size++;
7283 else if (element == EL_DYNABOMB_INCREASE_POWER)
7285 player->dynabomb_xl = TRUE;
7287 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7288 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7290 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7291 element - EL_KEY_1 : element - EL_EM_KEY_1);
7293 player->key[key_nr] = TRUE;
7295 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7296 el2edimg(EL_KEY_1 + key_nr));
7297 redraw_mask |= REDRAW_DOOR_1;
7299 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7303 for (i=0; i < element_info[element].collect_count; i++)
7304 if (player->inventory_size < MAX_INVENTORY_SIZE)
7305 player->inventory_element[player->inventory_size++] = element;
7307 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7308 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7310 else if (element_info[element].collect_count > 0)
7312 local_player->gems_still_needed -=
7313 element_info[element].collect_count;
7314 if (local_player->gems_still_needed < 0)
7315 local_player->gems_still_needed = 0;
7317 DrawText(DX_EMERALDS, DY_EMERALDS,
7318 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7321 RaiseScoreElement(element);
7322 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7324 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7328 else if (IS_PUSHABLE(element))
7330 if (mode == DF_SNAP && element != EL_BD_ROCK)
7331 return MF_NO_ACTION;
7333 if (CAN_FALL(element) && dy)
7334 return MF_NO_ACTION;
7336 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7337 !(element == EL_SPRING && use_spring_bug))
7338 return MF_NO_ACTION;
7340 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7341 return MF_NO_ACTION;
7343 if (!player->Pushing &&
7344 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7345 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7347 player->Pushing = TRUE;
7349 if (!(IN_LEV_FIELD(nextx, nexty) &&
7350 (IS_FREE(nextx, nexty) ||
7351 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7352 IS_SB_ELEMENT(element)))))
7353 return MF_NO_ACTION;
7355 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7356 return MF_NO_ACTION;
7358 if (player->push_delay == 0) /* new pushing; restart delay */
7359 player->push_delay = FrameCounter;
7361 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7362 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7363 element != EL_SPRING && element != EL_BALLOON)
7364 return MF_NO_ACTION;
7366 if (IS_SB_ELEMENT(element))
7368 if (element == EL_SOKOBAN_FIELD_FULL)
7370 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7371 local_player->sokobanfields_still_needed++;
7374 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7376 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7377 local_player->sokobanfields_still_needed--;
7380 Feld[x][y] = EL_SOKOBAN_OBJECT;
7382 if (Back[x][y] == Back[nextx][nexty])
7383 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7384 else if (Back[x][y] != 0)
7385 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7388 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7391 if (local_player->sokobanfields_still_needed == 0 &&
7392 game.emulation == EMU_SOKOBAN)
7394 player->LevelSolved = player->GameOver = TRUE;
7395 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7399 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7401 InitMovingField(x, y, move_direction);
7402 GfxAction[x][y] = ACTION_PUSHING;
7404 if (mode == DF_SNAP)
7405 ContinueMoving(x, y);
7407 MovPos[x][y] = (dx != 0 ? dx : dy);
7409 Pushed[x][y] = TRUE;
7410 Pushed[nextx][nexty] = TRUE;
7412 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7413 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7415 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7416 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7422 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7423 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7426 return MF_NO_ACTION;
7429 player->push_delay = 0;
7431 if (Feld[x][y] != element) /* really digged/collected something */
7432 player->is_collecting = !player->is_digging;
7437 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7439 int jx = player->jx, jy = player->jy;
7440 int x = jx + dx, y = jy + dy;
7441 int snap_direction = (dx == -1 ? MV_LEFT :
7442 dx == +1 ? MV_RIGHT :
7444 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7446 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7449 if (!player->active || !IN_LEV_FIELD(x, y))
7457 if (player->MovPos == 0)
7458 player->Pushing = FALSE;
7460 player->snapped = FALSE;
7462 if (player->MovPos == 0)
7464 player->is_digging = FALSE;
7465 player->is_collecting = FALSE;
7471 if (player->snapped)
7474 player->MovDir = snap_direction;
7476 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7479 player->snapped = TRUE;
7480 player->is_digging = FALSE;
7481 player->is_collecting = FALSE;
7483 DrawLevelField(x, y);
7489 boolean DropElement(struct PlayerInfo *player)
7491 int jx = player->jx, jy = player->jy;
7494 if (!player->active || player->MovPos)
7497 old_element = Feld[jx][jy];
7499 /* check if player has anything that can be dropped */
7500 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7503 /* check if anything can be dropped at the current position */
7504 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7507 /* collected custom elements can only be dropped on empty fields */
7508 if (player->inventory_size > 0 &&
7509 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7510 && old_element != EL_EMPTY)
7513 if (old_element != EL_EMPTY)
7514 Back[jx][jy] = old_element; /* store old element on this field */
7516 MovDelay[jx][jy] = 96;
7518 ResetGfxAnimation(jx, jy);
7519 ResetRandomAnimationValue(jx, jy);
7521 if (player->inventory_size > 0)
7523 int new_element = player->inventory_element[--player->inventory_size];
7526 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7527 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7530 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7531 EL_DYNAMITE_ACTIVE);
7534 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7535 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7537 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7538 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7540 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7542 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7543 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7545 else /* player is dropping a dyna bomb */
7547 player->dynabombs_left--;
7550 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7552 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7553 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7555 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7561 /* ------------------------------------------------------------------------- */
7562 /* game sound playing functions */
7563 /* ------------------------------------------------------------------------- */
7565 static int *loop_sound_frame = NULL;
7566 static int *loop_sound_volume = NULL;
7568 void InitPlaySoundLevel()
7570 int num_sounds = getSoundListSize();
7572 if (loop_sound_frame != NULL)
7573 free(loop_sound_frame);
7575 if (loop_sound_volume != NULL)
7576 free(loop_sound_volume);
7578 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7579 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7582 static void PlaySoundLevel(int x, int y, int nr)
7584 int sx = SCREENX(x), sy = SCREENY(y);
7585 int volume, stereo_position;
7586 int max_distance = 8;
7587 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7589 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7590 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7593 if (!IN_LEV_FIELD(x, y) ||
7594 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7595 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7598 volume = SOUND_MAX_VOLUME;
7600 if (!IN_SCR_FIELD(sx, sy))
7602 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7603 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7605 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7608 stereo_position = (SOUND_MAX_LEFT +
7609 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7610 (SCR_FIELDX + 2 * max_distance));
7612 if (IS_LOOP_SOUND(nr))
7614 /* This assures that quieter loop sounds do not overwrite louder ones,
7615 while restarting sound volume comparison with each new game frame. */
7617 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7620 loop_sound_volume[nr] = volume;
7621 loop_sound_frame[nr] = FrameCounter;
7624 PlaySoundExt(nr, volume, stereo_position, type);
7627 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7629 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7630 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7631 y < LEVELY(BY1) ? LEVELY(BY1) :
7632 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7636 static void PlaySoundLevelAction(int x, int y, int action)
7638 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7641 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7643 int sound_effect = element_info[element].sound[action];
7645 if (sound_effect != SND_UNDEFINED)
7646 PlaySoundLevel(x, y, sound_effect);
7649 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7651 int sound_effect = element_info[Feld[x][y]].sound[action];
7653 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7654 PlaySoundLevel(x, y, sound_effect);
7657 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7659 int sound_effect = element_info[Feld[x][y]].sound[action];
7661 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7662 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7665 void RaiseScore(int value)
7667 local_player->score += value;
7668 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7671 void RaiseScoreElement(int element)
7677 case EL_EMERALD_YELLOW:
7678 case EL_EMERALD_RED:
7679 case EL_EMERALD_PURPLE:
7680 case EL_SP_INFOTRON:
7681 RaiseScore(level.score[SC_EMERALD]);
7684 RaiseScore(level.score[SC_DIAMOND]);
7687 RaiseScore(level.score[SC_CRYSTAL]);
7690 RaiseScore(level.score[SC_PEARL]);
7693 case EL_BD_BUTTERFLY:
7694 case EL_SP_ELECTRON:
7695 RaiseScore(level.score[SC_BUG]);
7699 case EL_SP_SNIKSNAK:
7700 RaiseScore(level.score[SC_SPACESHIP]);
7703 case EL_DARK_YAMYAM:
7704 RaiseScore(level.score[SC_YAMYAM]);
7707 RaiseScore(level.score[SC_ROBOT]);
7710 RaiseScore(level.score[SC_PACMAN]);
7713 RaiseScore(level.score[SC_NUT]);
7716 case EL_SP_DISK_RED:
7717 case EL_DYNABOMB_INCREASE_NUMBER:
7718 case EL_DYNABOMB_INCREASE_SIZE:
7719 case EL_DYNABOMB_INCREASE_POWER:
7720 RaiseScore(level.score[SC_DYNAMITE]);
7722 case EL_SHIELD_NORMAL:
7723 case EL_SHIELD_DEADLY:
7724 RaiseScore(level.score[SC_SHIELD]);
7727 RaiseScore(level.score[SC_TIME_BONUS]);
7733 RaiseScore(level.score[SC_KEY]);
7736 RaiseScore(element_info[element].collect_score);
7741 void RequestQuitGame(boolean ask_if_really_quit)
7743 if (AllPlayersGone ||
7744 !ask_if_really_quit ||
7745 level_editor_test_game ||
7746 Request("Do you really want to quit the game ?",
7747 REQ_ASK | REQ_STAY_CLOSED))
7749 #if defined(PLATFORM_UNIX)
7750 if (options.network)
7751 SendToServer_StopPlaying();
7755 game_status = GAME_MODE_MAIN;
7761 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7766 /* ---------- new game button stuff ---------------------------------------- */
7768 /* graphic position values for game buttons */
7769 #define GAME_BUTTON_XSIZE 30
7770 #define GAME_BUTTON_YSIZE 30
7771 #define GAME_BUTTON_XPOS 5
7772 #define GAME_BUTTON_YPOS 215
7773 #define SOUND_BUTTON_XPOS 5
7774 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7776 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7777 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7778 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7779 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7780 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7781 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7788 } gamebutton_info[NUM_GAME_BUTTONS] =
7791 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7796 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7801 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7806 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7807 SOUND_CTRL_ID_MUSIC,
7808 "background music on/off"
7811 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7812 SOUND_CTRL_ID_LOOPS,
7813 "sound loops on/off"
7816 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7817 SOUND_CTRL_ID_SIMPLE,
7818 "normal sounds on/off"
7822 void CreateGameButtons()
7826 for (i=0; i<NUM_GAME_BUTTONS; i++)
7828 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7829 struct GadgetInfo *gi;
7832 unsigned long event_mask;
7833 int gd_xoffset, gd_yoffset;
7834 int gd_x1, gd_x2, gd_y1, gd_y2;
7837 gd_xoffset = gamebutton_info[i].x;
7838 gd_yoffset = gamebutton_info[i].y;
7839 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7840 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7842 if (id == GAME_CTRL_ID_STOP ||
7843 id == GAME_CTRL_ID_PAUSE ||
7844 id == GAME_CTRL_ID_PLAY)
7846 button_type = GD_TYPE_NORMAL_BUTTON;
7848 event_mask = GD_EVENT_RELEASED;
7849 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7850 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7854 button_type = GD_TYPE_CHECK_BUTTON;
7856 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7857 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7858 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7859 event_mask = GD_EVENT_PRESSED;
7860 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7861 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7864 gi = CreateGadget(GDI_CUSTOM_ID, id,
7865 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7866 GDI_X, DX + gd_xoffset,
7867 GDI_Y, DY + gd_yoffset,
7868 GDI_WIDTH, GAME_BUTTON_XSIZE,
7869 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7870 GDI_TYPE, button_type,
7871 GDI_STATE, GD_BUTTON_UNPRESSED,
7872 GDI_CHECKED, checked,
7873 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7874 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7875 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7876 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7877 GDI_EVENT_MASK, event_mask,
7878 GDI_CALLBACK_ACTION, HandleGameButtons,
7882 Error(ERR_EXIT, "cannot create gadget");
7884 game_gadget[id] = gi;
7888 void FreeGameButtons()
7892 for (i=0; i<NUM_GAME_BUTTONS; i++)
7893 FreeGadget(game_gadget[i]);
7896 static void MapGameButtons()
7900 for (i=0; i<NUM_GAME_BUTTONS; i++)
7901 MapGadget(game_gadget[i]);
7904 void UnmapGameButtons()
7908 for (i=0; i<NUM_GAME_BUTTONS; i++)
7909 UnmapGadget(game_gadget[i]);
7912 static void HandleGameButtons(struct GadgetInfo *gi)
7914 int id = gi->custom_id;
7916 if (game_status != GAME_MODE_PLAYING)
7921 case GAME_CTRL_ID_STOP:
7922 RequestQuitGame(TRUE);
7925 case GAME_CTRL_ID_PAUSE:
7926 if (options.network)
7928 #if defined(PLATFORM_UNIX)
7930 SendToServer_ContinuePlaying();
7932 SendToServer_PausePlaying();
7936 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7939 case GAME_CTRL_ID_PLAY:
7942 #if defined(PLATFORM_UNIX)
7943 if (options.network)
7944 SendToServer_ContinuePlaying();
7948 tape.pausing = FALSE;
7949 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7954 case SOUND_CTRL_ID_MUSIC:
7955 if (setup.sound_music)
7957 setup.sound_music = FALSE;
7960 else if (audio.music_available)
7962 setup.sound = setup.sound_music = TRUE;
7964 SetAudioMode(setup.sound);
7965 PlayMusic(level_nr);
7969 case SOUND_CTRL_ID_LOOPS:
7970 if (setup.sound_loops)
7971 setup.sound_loops = FALSE;
7972 else if (audio.loops_available)
7974 setup.sound = setup.sound_loops = TRUE;
7975 SetAudioMode(setup.sound);
7979 case SOUND_CTRL_ID_SIMPLE:
7980 if (setup.sound_simple)
7981 setup.sound_simple = FALSE;
7982 else if (audio.sound_available)
7984 setup.sound = setup.sound_simple = TRUE;
7985 SetAudioMode(setup.sound);