1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
174 static void ChangeElementNow(int, int, int);
176 static void PlaySoundLevel(int, int, int);
177 static void PlaySoundLevelNearest(int, int, int);
178 static void PlaySoundLevelAction(int, int, int);
179 static void PlaySoundLevelElementAction(int, int, int, int);
180 static void PlaySoundLevelActionIfLoop(int, int, int);
181 static void StopSoundLevelActionIfLoop(int, int, int);
183 static void MapGameButtons();
184 static void HandleGameButtons(struct GadgetInfo *);
186 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
189 /* ------------------------------------------------------------------------- */
190 /* definition of elements that automatically change to other elements after */
191 /* a specified time, eventually calling a function when changing */
192 /* ------------------------------------------------------------------------- */
194 /* forward declaration for changer functions */
195 static void InitBuggyBase(int x, int y);
196 static void WarnBuggyBase(int x, int y);
198 static void InitTrap(int x, int y);
199 static void ActivateTrap(int x, int y);
200 static void ChangeActiveTrap(int x, int y);
202 static void InitRobotWheel(int x, int y);
203 static void RunRobotWheel(int x, int y);
204 static void StopRobotWheel(int x, int y);
206 static void InitTimegateWheel(int x, int y);
207 static void RunTimegateWheel(int x, int y);
209 struct ChangingElementInfo
214 void (*pre_change_function)(int x, int y);
215 void (*change_function)(int x, int y);
216 void (*post_change_function)(int x, int y);
219 static struct ChangingElementInfo changing_element_list[] =
246 EL_SWITCHGATE_OPENING,
254 EL_SWITCHGATE_CLOSING,
255 EL_SWITCHGATE_CLOSED,
287 EL_ACID_SPLASH_RIGHT,
296 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVATING,
304 EL_SP_BUGGY_BASE_ACTIVE,
311 EL_SP_BUGGY_BASE_ACTIVE,
335 EL_ROBOT_WHEEL_ACTIVE,
343 EL_TIMEGATE_SWITCH_ACTIVE,
364 int push_delay_fixed, push_delay_random;
369 { EL_BALLOON, 0, 0 },
371 { EL_SOKOBAN_OBJECT, 2, 0 },
372 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
373 { EL_SATELLITE, 2, 0 },
374 { EL_SP_DISK_YELLOW, 2, 0 },
376 { EL_UNDEFINED, 0, 0 },
384 move_stepsize_list[] =
386 { EL_AMOEBA_DROP, 2 },
387 { EL_AMOEBA_DROPPING, 2 },
388 { EL_QUICKSAND_FILLING, 1 },
389 { EL_QUICKSAND_EMPTYING, 1 },
390 { EL_MAGIC_WALL_FILLING, 2 },
391 { EL_BD_MAGIC_WALL_FILLING, 2 },
392 { EL_MAGIC_WALL_EMPTYING, 2 },
393 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
406 { EL_BD_DIAMOND, 1 },
407 { EL_EMERALD_YELLOW, 1 },
408 { EL_EMERALD_RED, 1 },
409 { EL_EMERALD_PURPLE, 1 },
411 { EL_SP_INFOTRON, 1 },
418 static boolean changing_element[MAX_NUM_ELEMENTS];
419 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
421 #define IS_AUTO_CHANGING(e) (changing_element[e])
422 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
423 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
424 IS_JUST_CHANGING(x, y))
427 void GetPlayerConfig()
429 if (!audio.sound_available)
432 if (!audio.loops_available)
433 setup.sound_loops = FALSE;
435 if (!audio.music_available)
436 setup.sound_music = FALSE;
438 if (!video.fullscreen_available)
439 setup.fullscreen = FALSE;
441 setup.sound_simple = setup.sound;
443 SetAudioMode(setup.sound);
447 static int getBeltNrFromBeltElement(int element)
449 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
450 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
451 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
454 static int getBeltNrFromBeltActiveElement(int element)
456 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
457 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
458 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
461 static int getBeltNrFromBeltSwitchElement(int element)
463 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
464 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
465 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
468 static int getBeltDirNrFromBeltSwitchElement(int element)
470 static int belt_base_element[4] =
472 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
473 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_4_SWITCH_LEFT
478 int belt_nr = getBeltNrFromBeltSwitchElement(element);
479 int belt_dir_nr = element - belt_base_element[belt_nr];
481 return (belt_dir_nr % 3);
484 static int getBeltDirFromBeltSwitchElement(int element)
486 static int belt_move_dir[3] =
493 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
495 return belt_move_dir[belt_dir_nr];
498 static void InitField(int x, int y, boolean init_game)
500 int element = Feld[x][y];
507 if (stored_player[0].present)
509 Feld[x][y] = EL_SP_MURPHY_CLONE;
514 stored_player[0].use_murphy_graphic = TRUE;
517 Feld[x][y] = EL_PLAYER_1;
526 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
527 int jx = player->jx, jy = player->jy;
529 player->present = TRUE;
531 if (!options.network || player->connected)
533 player->active = TRUE;
535 /* remove potentially duplicate players */
536 if (StorePlayer[jx][jy] == Feld[x][y])
537 StorePlayer[jx][jy] = 0;
539 StorePlayer[x][y] = Feld[x][y];
543 printf("Player %d activated.\n", player->element_nr);
544 printf("[Local player is %d and currently %s.]\n",
545 local_player->element_nr,
546 local_player->active ? "active" : "not active");
550 Feld[x][y] = EL_EMPTY;
551 player->jx = player->last_jx = x;
552 player->jy = player->last_jy = y;
557 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
558 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
559 else if (x > 0 && Feld[x-1][y] == EL_ACID)
560 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
561 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
562 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
563 else if (y > 0 && Feld[x][y-1] == EL_ACID)
564 Feld[x][y] = EL_ACID_POOL_BOTTOM;
565 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
566 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
574 case EL_SPACESHIP_RIGHT:
575 case EL_SPACESHIP_UP:
576 case EL_SPACESHIP_LEFT:
577 case EL_SPACESHIP_DOWN:
579 case EL_BD_BUTTERFLY_RIGHT:
580 case EL_BD_BUTTERFLY_UP:
581 case EL_BD_BUTTERFLY_LEFT:
582 case EL_BD_BUTTERFLY_DOWN:
583 case EL_BD_BUTTERFLY:
584 case EL_BD_FIREFLY_RIGHT:
585 case EL_BD_FIREFLY_UP:
586 case EL_BD_FIREFLY_LEFT:
587 case EL_BD_FIREFLY_DOWN:
589 case EL_PACMAN_RIGHT:
613 if (y == lev_fieldy - 1)
615 Feld[x][y] = EL_AMOEBA_GROWING;
616 Store[x][y] = EL_AMOEBA_WET;
620 case EL_DYNAMITE_ACTIVE:
625 local_player->lights_still_needed++;
628 case EL_SOKOBAN_FIELD_EMPTY:
629 local_player->sokobanfields_still_needed++;
633 local_player->friends_still_needed++;
638 MovDir[x][y] = 1 << RND(4);
642 Feld[x][y] = EL_EMPTY;
645 case EL_EM_KEY_1_FILE:
646 Feld[x][y] = EL_EM_KEY_1;
648 case EL_EM_KEY_2_FILE:
649 Feld[x][y] = EL_EM_KEY_2;
651 case EL_EM_KEY_3_FILE:
652 Feld[x][y] = EL_EM_KEY_3;
654 case EL_EM_KEY_4_FILE:
655 Feld[x][y] = EL_EM_KEY_4;
658 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
659 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
660 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
661 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
662 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
663 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
664 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
665 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
666 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
667 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
668 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
669 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
672 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
673 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
674 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
676 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
678 game.belt_dir[belt_nr] = belt_dir;
679 game.belt_dir_nr[belt_nr] = belt_dir_nr;
681 else /* more than one switch -- set it like the first switch */
683 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
688 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
690 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
693 case EL_LIGHT_SWITCH_ACTIVE:
695 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
699 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
705 void DrawGameDoorValues()
709 for (i=0; i<MAX_PLAYERS; i++)
711 if (stored_player[i].key[j])
712 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
713 el2edimg(EL_KEY_1 + j));
715 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
716 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
717 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
718 int2str(local_player->dynamite, 3), FONT_TEXT_2);
719 DrawText(DX + XX_SCORE, DY + YY_SCORE,
720 int2str(local_player->score, 5), FONT_TEXT_2);
721 DrawText(DX + XX_TIME, DY + YY_TIME,
722 int2str(TimeLeft, 3), FONT_TEXT_2);
727 =============================================================================
729 -----------------------------------------------------------------------------
730 initialize game engine due to level / tape version number
731 =============================================================================
734 static void InitGameEngine()
738 /* set game engine from tape file when re-playing, else from level file */
739 game.engine_version = (tape.playing ? tape.engine_version :
742 /* dynamically adjust element properties according to game engine version */
743 InitElementPropertiesEngine(game.engine_version);
746 printf("level %d: level version == %06d\n", level_nr, level.game_version);
747 printf(" tape version == %06d [%s] [file: %06d]\n",
748 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
750 printf(" => game.engine_version == %06d\n", game.engine_version);
753 /* ---------- initialize player's initial move delay --------------------- */
755 /* dynamically adjust player properties according to game engine version */
756 game.initial_move_delay =
757 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
758 INITIAL_MOVE_DELAY_OFF);
760 /* dynamically adjust player properties according to level information */
761 game.initial_move_delay_value =
762 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
764 /* ---------- initialize changing elements ------------------------------- */
766 /* initialize changing elements information */
767 for (i=0; i<MAX_NUM_ELEMENTS; i++)
770 element_info[i].change.pre_change_function = NULL;
771 element_info[i].change.change_function = NULL;
772 element_info[i].change.post_change_function = NULL;
774 if (!IS_CUSTOM_ELEMENT(i))
776 element_info[i].change.target_element = EL_EMPTY_SPACE;
777 element_info[i].change.delay_fixed = 0;
778 element_info[i].change.delay_random = 0;
779 element_info[i].change.delay_frames = 1;
782 changing_element[i] = FALSE;
784 changing_element[i].base_element = EL_UNDEFINED;
785 changing_element[i].next_element = EL_UNDEFINED;
786 changing_element[i].change_delay = -1;
787 changing_element[i].pre_change_function = NULL;
788 changing_element[i].change_function = NULL;
789 changing_element[i].post_change_function = NULL;
793 /* add changing elements from pre-defined list */
794 for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
796 int element = changing_element_list[i].element;
797 struct ChangingElementInfo *ce = &changing_element_list[i];
798 struct ElementChangeInfo *change = &element_info[element].change;
801 change->target_element = ce->target_element;
802 change->delay_fixed = ce->change_delay;
803 change->pre_change_function = ce->pre_change_function;
804 change->change_function = ce->change_function;
805 change->post_change_function = ce->post_change_function;
807 changing_element[element] = TRUE;
809 changing_element[element].base_element = ce->base_element;
810 changing_element[element].next_element = ce->next_element;
811 changing_element[element].change_delay = ce->change_delay;
812 changing_element[element].pre_change_function = ce->pre_change_function;
813 changing_element[element].change_function = ce->change_function;
814 changing_element[element].post_change_function = ce->post_change_function;
818 /* add changing elements from custom element configuration */
819 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
821 int element = EL_CUSTOM_START + i;
823 struct ElementChangeInfo *change = &element_info[element].change;
826 /* only add custom elements that change after fixed/random frame delay */
827 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
831 changing_element[element] = TRUE;
833 changing_element[element].base_element = element;
834 changing_element[element].next_element = change->target_element;
835 changing_element[element].change_delay = (change->delay_fixed *
836 change->delay_frames);
840 /* ---------- initialize trigger events ---------------------------------- */
842 /* initialize trigger events information */
843 for (i=0; i<MAX_NUM_ELEMENTS; i++)
844 trigger_events[i] = EP_BITMASK_DEFAULT;
846 /* add trigger events from element change event properties */
847 for (i=0; i<MAX_NUM_ELEMENTS; i++)
848 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
849 trigger_events[element_info[i].change.trigger_element] |=
850 element_info[i].change.events;
852 /* ---------- initialize push delay -------------------------------------- */
854 /* initialize push delay values to default */
855 for (i=0; i<MAX_NUM_ELEMENTS; i++)
857 if (!IS_CUSTOM_ELEMENT(i))
859 element_info[i].push_delay_fixed = 2;
860 element_info[i].push_delay_random = 8;
864 /* set push delay value for certain elements from pre-defined list */
865 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
867 int e = push_delay_list[i].element;
869 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
870 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
873 /* ---------- initialize move stepsize ----------------------------------- */
875 /* initialize move stepsize values to default */
876 for (i=0; i<MAX_NUM_ELEMENTS; i++)
877 if (!IS_CUSTOM_ELEMENT(i))
878 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
880 /* set move stepsize value for certain elements from pre-defined list */
881 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
883 int e = move_stepsize_list[i].element;
885 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
888 /* ---------- initialize gem count --------------------------------------- */
890 /* initialize gem count values for each element */
891 for (i=0; i<MAX_NUM_ELEMENTS; i++)
892 if (!IS_CUSTOM_ELEMENT(i))
893 element_info[i].gem_count = 0;
895 /* add gem count values for all elements from pre-defined list */
896 for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
897 element_info[gem_count_list[i].element].gem_count =
898 gem_count_list[i].gem_count;
903 =============================================================================
905 -----------------------------------------------------------------------------
906 initialize and start new game
907 =============================================================================
912 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
913 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
914 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
921 #if USE_NEW_AMOEBA_CODE
922 printf("Using new amoeba code.\n");
924 printf("Using old amoeba code.\n");
929 /* don't play tapes over network */
930 network_playing = (options.network && !tape.playing);
932 for (i=0; i<MAX_PLAYERS; i++)
934 struct PlayerInfo *player = &stored_player[i];
936 player->index_nr = i;
937 player->element_nr = EL_PLAYER_1 + i;
939 player->present = FALSE;
940 player->active = FALSE;
943 player->effective_action = 0;
944 player->programmed_action = 0;
947 player->gems_still_needed = level.gems_needed;
948 player->sokobanfields_still_needed = 0;
949 player->lights_still_needed = 0;
950 player->friends_still_needed = 0;
953 player->key[j] = FALSE;
955 player->dynamite = 0;
956 player->dynabomb_count = 0;
957 player->dynabomb_size = 1;
958 player->dynabombs_left = 0;
959 player->dynabomb_xl = FALSE;
961 player->MovDir = MV_NO_MOVING;
963 player->Pushing = FALSE;
964 player->Switching = FALSE;
966 player->GfxDir = MV_NO_MOVING;
967 player->GfxAction = ACTION_DEFAULT;
969 player->StepFrame = 0;
971 player->use_murphy_graphic = FALSE;
972 player->use_disk_red_graphic = FALSE;
974 player->actual_frame_counter = 0;
976 player->last_move_dir = MV_NO_MOVING;
978 player->is_moving = FALSE;
979 player->is_waiting = FALSE;
980 player->is_digging = FALSE;
981 player->is_collecting = FALSE;
983 player->move_delay = game.initial_move_delay;
984 player->move_delay_value = game.initial_move_delay_value;
986 player->push_delay = 0;
987 player->push_delay_value = 5;
989 player->snapped = FALSE;
991 player->last_jx = player->last_jy = 0;
992 player->jx = player->jy = 0;
994 player->shield_normal_time_left = 0;
995 player->shield_deadly_time_left = 0;
997 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
998 SnapField(player, 0, 0);
1000 player->LevelSolved = FALSE;
1001 player->GameOver = FALSE;
1004 network_player_action_received = FALSE;
1006 #if defined(PLATFORM_UNIX)
1007 /* initial null action */
1008 if (network_playing)
1009 SendToServer_MovePlayer(MV_NO_MOVING);
1017 TimeLeft = level.time;
1019 ScreenMovDir = MV_NO_MOVING;
1023 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1025 AllPlayersGone = FALSE;
1027 game.yamyam_content_nr = 0;
1028 game.magic_wall_active = FALSE;
1029 game.magic_wall_time_left = 0;
1030 game.light_time_left = 0;
1031 game.timegate_time_left = 0;
1032 game.switchgate_pos = 0;
1033 game.balloon_dir = MV_NO_MOVING;
1034 game.explosions_delayed = TRUE;
1038 game.belt_dir[i] = MV_NO_MOVING;
1039 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1042 for (i=0; i<MAX_NUM_AMOEBA; i++)
1043 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1045 for (x=0; x<lev_fieldx; x++)
1047 for (y=0; y<lev_fieldy; y++)
1049 Feld[x][y] = level.field[x][y];
1050 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1051 ChangeDelay[x][y] = 0;
1052 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1054 JustStopped[x][y] = 0;
1056 Pushed[x][y] = FALSE;
1057 Changing[x][y] = FALSE;
1058 ExplodePhase[x][y] = 0;
1059 ExplodeField[x][y] = EX_NO_EXPLOSION;
1062 GfxAction[x][y] = ACTION_DEFAULT;
1063 GfxRandom[x][y] = INIT_GFX_RANDOM();
1064 GfxElement[x][y] = EL_UNDEFINED;
1068 for(y=0; y<lev_fieldy; y++)
1070 for(x=0; x<lev_fieldx; x++)
1072 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1074 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1076 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1079 InitField(x, y, TRUE);
1085 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1086 emulate_sb ? EMU_SOKOBAN :
1087 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1089 /* correct non-moving belts to start moving left */
1091 if (game.belt_dir[i] == MV_NO_MOVING)
1092 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1094 /* check if any connected player was not found in playfield */
1095 for (i=0; i<MAX_PLAYERS; i++)
1097 struct PlayerInfo *player = &stored_player[i];
1099 if (player->connected && !player->present)
1101 for (j=0; j<MAX_PLAYERS; j++)
1103 struct PlayerInfo *some_player = &stored_player[j];
1104 int jx = some_player->jx, jy = some_player->jy;
1106 /* assign first free player found that is present in the playfield */
1107 if (some_player->present && !some_player->connected)
1109 player->present = TRUE;
1110 player->active = TRUE;
1111 some_player->present = FALSE;
1113 StorePlayer[jx][jy] = player->element_nr;
1114 player->jx = player->last_jx = jx;
1115 player->jy = player->last_jy = jy;
1125 /* when playing a tape, eliminate all players who do not participate */
1127 for (i=0; i<MAX_PLAYERS; i++)
1129 if (stored_player[i].active && !tape.player_participates[i])
1131 struct PlayerInfo *player = &stored_player[i];
1132 int jx = player->jx, jy = player->jy;
1134 player->active = FALSE;
1135 StorePlayer[jx][jy] = 0;
1136 Feld[jx][jy] = EL_EMPTY;
1140 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1142 /* when in single player mode, eliminate all but the first active player */
1144 for (i=0; i<MAX_PLAYERS; i++)
1146 if (stored_player[i].active)
1148 for (j=i+1; j<MAX_PLAYERS; j++)
1150 if (stored_player[j].active)
1152 struct PlayerInfo *player = &stored_player[j];
1153 int jx = player->jx, jy = player->jy;
1155 player->active = FALSE;
1156 StorePlayer[jx][jy] = 0;
1157 Feld[jx][jy] = EL_EMPTY;
1164 /* when recording the game, store which players take part in the game */
1167 for (i=0; i<MAX_PLAYERS; i++)
1168 if (stored_player[i].active)
1169 tape.player_participates[i] = TRUE;
1174 for (i=0; i<MAX_PLAYERS; i++)
1176 struct PlayerInfo *player = &stored_player[i];
1178 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1183 if (local_player == player)
1184 printf("Player %d is local player.\n", i+1);
1188 if (BorderElement == EL_EMPTY)
1191 SBX_Right = lev_fieldx - SCR_FIELDX;
1193 SBY_Lower = lev_fieldy - SCR_FIELDY;
1198 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1200 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1203 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1204 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1206 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1207 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1209 scroll_x = SBX_Left;
1210 scroll_y = SBY_Upper;
1211 if (local_player->jx >= SBX_Left + MIDPOSX)
1212 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1213 local_player->jx - MIDPOSX :
1215 if (local_player->jy >= SBY_Upper + MIDPOSY)
1216 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1217 local_player->jy - MIDPOSY :
1220 CloseDoor(DOOR_CLOSE_1);
1225 /* after drawing the level, correct some elements */
1226 if (game.timegate_time_left == 0)
1227 CloseAllOpenTimegates();
1229 if (setup.soft_scrolling)
1230 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1232 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1235 /* copy default game door content to main double buffer */
1236 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1237 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1240 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1243 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1244 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1245 BlitBitmap(drawto, drawto,
1246 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1247 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1248 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1249 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1252 DrawGameDoorValues();
1256 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1257 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1258 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1262 /* copy actual game door content to door double buffer for OpenDoor() */
1263 BlitBitmap(drawto, bitmap_db_door,
1264 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1266 OpenDoor(DOOR_OPEN_ALL);
1268 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1269 if (setup.sound_music)
1270 PlayMusic(level_nr);
1272 KeyboardAutoRepeatOffUnlessAutoplay();
1277 printf("Player %d %sactive.\n",
1278 i + 1, (stored_player[i].active ? "" : "not "));
1282 void InitMovDir(int x, int y)
1284 int i, element = Feld[x][y];
1285 static int xy[4][2] =
1292 static int direction[3][4] =
1294 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1295 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1296 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1305 Feld[x][y] = EL_BUG;
1306 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1309 case EL_SPACESHIP_RIGHT:
1310 case EL_SPACESHIP_UP:
1311 case EL_SPACESHIP_LEFT:
1312 case EL_SPACESHIP_DOWN:
1313 Feld[x][y] = EL_SPACESHIP;
1314 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1317 case EL_BD_BUTTERFLY_RIGHT:
1318 case EL_BD_BUTTERFLY_UP:
1319 case EL_BD_BUTTERFLY_LEFT:
1320 case EL_BD_BUTTERFLY_DOWN:
1321 Feld[x][y] = EL_BD_BUTTERFLY;
1322 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1325 case EL_BD_FIREFLY_RIGHT:
1326 case EL_BD_FIREFLY_UP:
1327 case EL_BD_FIREFLY_LEFT:
1328 case EL_BD_FIREFLY_DOWN:
1329 Feld[x][y] = EL_BD_FIREFLY;
1330 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1333 case EL_PACMAN_RIGHT:
1335 case EL_PACMAN_LEFT:
1336 case EL_PACMAN_DOWN:
1337 Feld[x][y] = EL_PACMAN;
1338 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1341 case EL_SP_SNIKSNAK:
1342 MovDir[x][y] = MV_UP;
1345 case EL_SP_ELECTRON:
1346 MovDir[x][y] = MV_LEFT;
1353 Feld[x][y] = EL_MOLE;
1354 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1358 if (IS_CUSTOM_ELEMENT(element))
1360 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1361 MovDir[x][y] = element_info[element].move_direction_initial;
1362 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1363 element_info[element].move_pattern == MV_TURNING_LEFT ||
1364 element_info[element].move_pattern == MV_TURNING_RIGHT)
1365 MovDir[x][y] = 1 << RND(4);
1366 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1367 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1368 else if (element_info[element].move_pattern == MV_VERTICAL)
1369 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1370 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1371 MovDir[x][y] = element_info[element].move_pattern;
1372 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1373 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1377 int x1 = x + xy[i][0];
1378 int y1 = y + xy[i][1];
1380 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1382 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1383 MovDir[x][y] = direction[0][i];
1385 MovDir[x][y] = direction[1][i];
1394 MovDir[x][y] = 1 << RND(4);
1396 if (element != EL_BUG &&
1397 element != EL_SPACESHIP &&
1398 element != EL_BD_BUTTERFLY &&
1399 element != EL_BD_FIREFLY)
1404 int x1 = x + xy[i][0];
1405 int y1 = y + xy[i][1];
1407 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1409 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1411 MovDir[x][y] = direction[0][i];
1414 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1415 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1417 MovDir[x][y] = direction[1][i];
1427 void InitAmoebaNr(int x, int y)
1430 int group_nr = AmoebeNachbarNr(x, y);
1434 for (i=1; i<MAX_NUM_AMOEBA; i++)
1436 if (AmoebaCnt[i] == 0)
1444 AmoebaNr[x][y] = group_nr;
1445 AmoebaCnt[group_nr]++;
1446 AmoebaCnt2[group_nr]++;
1452 boolean raise_level = FALSE;
1454 if (local_player->MovPos)
1457 if (tape.playing && tape.auto_play)
1458 tape.auto_play_level_solved = TRUE;
1460 local_player->LevelSolved = FALSE;
1462 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1466 if (!tape.playing && setup.sound_loops)
1467 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1468 SND_CTRL_PLAY_LOOP);
1470 while (TimeLeft > 0)
1472 if (!tape.playing && !setup.sound_loops)
1473 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1474 if (TimeLeft > 0 && !(TimeLeft % 10))
1475 RaiseScore(level.score[SC_TIME_BONUS]);
1476 if (TimeLeft > 100 && !(TimeLeft % 10))
1480 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1487 if (!tape.playing && setup.sound_loops)
1488 StopSound(SND_GAME_LEVELTIME_BONUS);
1490 else if (level.time == 0) /* level without time limit */
1492 if (!tape.playing && setup.sound_loops)
1493 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1494 SND_CTRL_PLAY_LOOP);
1496 while (TimePlayed < 999)
1498 if (!tape.playing && !setup.sound_loops)
1499 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1500 if (TimePlayed < 999 && !(TimePlayed % 10))
1501 RaiseScore(level.score[SC_TIME_BONUS]);
1502 if (TimePlayed < 900 && !(TimePlayed % 10))
1506 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1513 if (!tape.playing && setup.sound_loops)
1514 StopSound(SND_GAME_LEVELTIME_BONUS);
1517 /* Hero disappears */
1518 DrawLevelField(ExitX, ExitY);
1524 CloseDoor(DOOR_CLOSE_1);
1529 SaveTape(tape.level_nr); /* Ask to save tape */
1532 if (level_nr == leveldir_current->handicap_level)
1534 leveldir_current->handicap_level++;
1535 SaveLevelSetup_SeriesInfo();
1538 if (level_editor_test_game)
1539 local_player->score = -1; /* no highscore when playing from editor */
1540 else if (level_nr < leveldir_current->last_level)
1541 raise_level = TRUE; /* advance to next level */
1543 if ((hi_pos = NewHiScore()) >= 0)
1545 game_status = GAME_MODE_SCORES;
1546 DrawHallOfFame(hi_pos);
1555 game_status = GAME_MODE_MAIN;
1572 LoadScore(level_nr);
1574 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1575 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1578 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1580 if (local_player->score > highscore[k].Score)
1582 /* player has made it to the hall of fame */
1584 if (k < MAX_SCORE_ENTRIES - 1)
1586 int m = MAX_SCORE_ENTRIES - 1;
1589 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1590 if (!strcmp(setup.player_name, highscore[l].Name))
1592 if (m == k) /* player's new highscore overwrites his old one */
1598 strcpy(highscore[l].Name, highscore[l - 1].Name);
1599 highscore[l].Score = highscore[l - 1].Score;
1606 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1607 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1608 highscore[k].Score = local_player->score;
1614 else if (!strncmp(setup.player_name, highscore[k].Name,
1615 MAX_PLAYER_NAME_LEN))
1616 break; /* player already there with a higher score */
1622 SaveScore(level_nr);
1627 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1629 if (player->GfxAction != action || player->GfxDir != dir)
1632 printf("Player frame reset! (%d => %d, %d => %d)\n",
1633 player->GfxAction, action, player->GfxDir, dir);
1636 player->GfxAction = action;
1637 player->GfxDir = dir;
1639 player->StepFrame = 0;
1643 static void ResetRandomAnimationValue(int x, int y)
1645 GfxRandom[x][y] = INIT_GFX_RANDOM();
1648 static void ResetGfxAnimation(int x, int y)
1651 GfxAction[x][y] = ACTION_DEFAULT;
1654 void InitMovingField(int x, int y, int direction)
1656 int element = Feld[x][y];
1657 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1658 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1662 if (!JustStopped[x][y] || direction != MovDir[x][y])
1663 ResetGfxAnimation(x, y);
1665 MovDir[newx][newy] = MovDir[x][y] = direction;
1667 if (Feld[newx][newy] == EL_EMPTY)
1668 Feld[newx][newy] = EL_BLOCKED;
1670 if (direction == MV_DOWN && CAN_FALL(element))
1671 GfxAction[x][y] = ACTION_FALLING;
1673 GfxAction[x][y] = ACTION_MOVING;
1675 GfxFrame[newx][newy] = GfxFrame[x][y];
1676 GfxAction[newx][newy] = GfxAction[x][y];
1677 GfxRandom[newx][newy] = GfxRandom[x][y];
1680 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1682 int direction = MovDir[x][y];
1683 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1684 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1690 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1692 int oldx = x, oldy = y;
1693 int direction = MovDir[x][y];
1695 if (direction == MV_LEFT)
1697 else if (direction == MV_RIGHT)
1699 else if (direction == MV_UP)
1701 else if (direction == MV_DOWN)
1704 *comes_from_x = oldx;
1705 *comes_from_y = oldy;
1708 int MovingOrBlocked2Element(int x, int y)
1710 int element = Feld[x][y];
1712 if (element == EL_BLOCKED)
1716 Blocked2Moving(x, y, &oldx, &oldy);
1717 return Feld[oldx][oldy];
1723 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1725 /* like MovingOrBlocked2Element(), but if element is moving
1726 and (x,y) is the field the moving element is just leaving,
1727 return EL_BLOCKED instead of the element value */
1728 int element = Feld[x][y];
1730 if (IS_MOVING(x, y))
1732 if (element == EL_BLOCKED)
1736 Blocked2Moving(x, y, &oldx, &oldy);
1737 return Feld[oldx][oldy];
1746 static void RemoveField(int x, int y)
1748 Feld[x][y] = EL_EMPTY;
1755 ChangeDelay[x][y] = 0;
1756 Pushed[x][y] = FALSE;
1758 GfxElement[x][y] = EL_UNDEFINED;
1759 GfxAction[x][y] = ACTION_DEFAULT;
1762 void RemoveMovingField(int x, int y)
1764 int oldx = x, oldy = y, newx = x, newy = y;
1765 int element = Feld[x][y];
1766 int next_element = EL_UNDEFINED;
1768 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1771 if (IS_MOVING(x, y))
1773 Moving2Blocked(x, y, &newx, &newy);
1774 if (Feld[newx][newy] != EL_BLOCKED)
1777 else if (element == EL_BLOCKED)
1779 Blocked2Moving(x, y, &oldx, &oldy);
1780 if (!IS_MOVING(oldx, oldy))
1784 if (element == EL_BLOCKED &&
1785 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1786 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1787 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1788 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1789 next_element = get_next_element(Feld[oldx][oldy]);
1791 RemoveField(oldx, oldy);
1792 RemoveField(newx, newy);
1794 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1796 if (next_element != EL_UNDEFINED)
1797 Feld[oldx][oldy] = next_element;
1799 DrawLevelField(oldx, oldy);
1800 DrawLevelField(newx, newy);
1803 void DrawDynamite(int x, int y)
1805 int sx = SCREENX(x), sy = SCREENY(y);
1806 int graphic = el2img(Feld[x][y]);
1809 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1812 if (IS_WALKABLE_INSIDE(Back[x][y]))
1816 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1817 else if (Store[x][y])
1818 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1820 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1823 if (Back[x][y] || Store[x][y])
1824 DrawGraphicThruMask(sx, sy, graphic, frame);
1826 DrawGraphic(sx, sy, graphic, frame);
1828 if (game.emulation == EMU_SUPAPLEX)
1829 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1830 else if (Store[x][y])
1831 DrawGraphicThruMask(sx, sy, graphic, frame);
1833 DrawGraphic(sx, sy, graphic, frame);
1837 void CheckDynamite(int x, int y)
1839 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1843 if (MovDelay[x][y] != 0)
1846 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1853 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1855 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1856 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1857 StopSound(SND_DYNAMITE_ACTIVE);
1859 StopSound(SND_DYNABOMB_ACTIVE);
1865 void Explode(int ex, int ey, int phase, int mode)
1869 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1870 int last_phase = num_phase * delay;
1871 int half_phase = (num_phase / 2) * delay;
1872 int first_phase_after_start = EX_PHASE_START + 1;
1874 if (game.explosions_delayed)
1876 ExplodeField[ex][ey] = mode;
1880 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1882 int center_element = Feld[ex][ey];
1885 /* --- This is only really needed (and now handled) in "Impact()". --- */
1886 /* do not explode moving elements that left the explode field in time */
1887 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
1888 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
1892 if (mode == EX_NORMAL || mode == EX_CENTER)
1893 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
1895 /* remove things displayed in background while burning dynamite */
1896 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1899 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1901 /* put moving element to center field (and let it explode there) */
1902 center_element = MovingOrBlocked2Element(ex, ey);
1903 RemoveMovingField(ex, ey);
1904 Feld[ex][ey] = center_element;
1907 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1909 int xx = x - ex + 1;
1910 int yy = y - ey + 1;
1913 if (!IN_LEV_FIELD(x, y) ||
1914 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1915 (x != ex || y != ey)))
1918 element = Feld[x][y];
1920 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1922 element = MovingOrBlocked2Element(x, y);
1924 if (!IS_EXPLOSION_PROOF(element))
1925 RemoveMovingField(x, y);
1931 if (IS_EXPLOSION_PROOF(element))
1934 /* indestructible elements can only explode in center (but not flames) */
1935 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
1936 element == EL_FLAMES)
1941 if ((IS_INDESTRUCTIBLE(element) &&
1942 (game.engine_version < VERSION_IDENT(2,2,0) ||
1943 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1944 element == EL_FLAMES)
1948 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1950 if (IS_ACTIVE_BOMB(element))
1952 /* re-activate things under the bomb like gate or penguin */
1953 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1960 /* save walkable background elements while explosion on same tile */
1962 if (IS_INDESTRUCTIBLE(element))
1963 Back[x][y] = element;
1965 if (IS_INDESTRUCTIBLE(element) && IS_WALKABLE(element))
1966 Back[x][y] = element;
1969 /* ignite explodable elements reached by other explosion */
1970 if (element == EL_EXPLOSION)
1971 element = Store2[x][y];
1974 if (AmoebaNr[x][y] &&
1975 (element == EL_AMOEBA_FULL ||
1976 element == EL_BD_AMOEBA ||
1977 element == EL_AMOEBA_GROWING))
1979 AmoebaCnt[AmoebaNr[x][y]]--;
1980 AmoebaCnt2[AmoebaNr[x][y]]--;
1986 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1988 switch(StorePlayer[ex][ey])
1991 Store[x][y] = EL_EMERALD_RED;
1994 Store[x][y] = EL_EMERALD;
1997 Store[x][y] = EL_EMERALD_PURPLE;
2001 Store[x][y] = EL_EMERALD_YELLOW;
2005 if (game.emulation == EMU_SUPAPLEX)
2006 Store[x][y] = EL_EMPTY;
2008 else if (center_element == EL_MOLE)
2009 Store[x][y] = EL_EMERALD_RED;
2010 else if (center_element == EL_PENGUIN)
2011 Store[x][y] = EL_EMERALD_PURPLE;
2012 else if (center_element == EL_BUG)
2013 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2014 else if (center_element == EL_BD_BUTTERFLY)
2015 Store[x][y] = EL_BD_DIAMOND;
2016 else if (center_element == EL_SP_ELECTRON)
2017 Store[x][y] = EL_SP_INFOTRON;
2018 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2019 Store[x][y] = level.amoeba_content;
2020 else if (center_element == EL_YAMYAM)
2021 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2022 else if (IS_CUSTOM_ELEMENT(center_element) &&
2023 element_info[center_element].content[xx][yy] != EL_EMPTY)
2024 Store[x][y] = element_info[center_element].content[xx][yy];
2025 else if (element == EL_WALL_EMERALD)
2026 Store[x][y] = EL_EMERALD;
2027 else if (element == EL_WALL_DIAMOND)
2028 Store[x][y] = EL_DIAMOND;
2029 else if (element == EL_WALL_BD_DIAMOND)
2030 Store[x][y] = EL_BD_DIAMOND;
2031 else if (element == EL_WALL_EMERALD_YELLOW)
2032 Store[x][y] = EL_EMERALD_YELLOW;
2033 else if (element == EL_WALL_EMERALD_RED)
2034 Store[x][y] = EL_EMERALD_RED;
2035 else if (element == EL_WALL_EMERALD_PURPLE)
2036 Store[x][y] = EL_EMERALD_PURPLE;
2037 else if (element == EL_WALL_PEARL)
2038 Store[x][y] = EL_PEARL;
2039 else if (element == EL_WALL_CRYSTAL)
2040 Store[x][y] = EL_CRYSTAL;
2041 else if (IS_CUSTOM_ELEMENT(element))
2042 Store[x][y] = element_info[element].content[1][1];
2044 Store[x][y] = EL_EMPTY;
2046 if (x != ex || y != ey ||
2047 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2048 Store2[x][y] = element;
2051 if (AmoebaNr[x][y] &&
2052 (element == EL_AMOEBA_FULL ||
2053 element == EL_BD_AMOEBA ||
2054 element == EL_AMOEBA_GROWING))
2056 AmoebaCnt[AmoebaNr[x][y]]--;
2057 AmoebaCnt2[AmoebaNr[x][y]]--;
2063 MovDir[x][y] = MovPos[x][y] = 0;
2068 Feld[x][y] = EL_EXPLOSION;
2070 GfxElement[x][y] = center_element;
2072 GfxElement[x][y] = EL_UNDEFINED;
2075 ExplodePhase[x][y] = 1;
2079 if (center_element == EL_YAMYAM)
2080 game.yamyam_content_nr =
2081 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2092 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2094 if (phase == first_phase_after_start)
2096 int element = Store2[x][y];
2098 if (element == EL_BLACK_ORB)
2100 Feld[x][y] = Store2[x][y];
2105 else if (phase == half_phase)
2107 int element = Store2[x][y];
2109 if (IS_PLAYER(x, y))
2110 KillHeroUnlessProtected(x, y);
2111 else if (CAN_EXPLODE_BY_FIRE(element))
2113 Feld[x][y] = Store2[x][y];
2117 else if (element == EL_AMOEBA_TO_DIAMOND)
2118 AmoebeUmwandeln(x, y);
2121 if (phase == last_phase)
2125 element = Feld[x][y] = Store[x][y];
2126 Store[x][y] = Store2[x][y] = 0;
2127 GfxElement[x][y] = EL_UNDEFINED;
2129 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2130 element = Feld[x][y] = Back[x][y];
2133 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2134 InitField(x, y, FALSE);
2135 if (CAN_MOVE(element))
2137 DrawLevelField(x, y);
2139 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2140 StorePlayer[x][y] = 0;
2142 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2145 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2147 int stored = Store[x][y];
2148 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2149 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2152 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2155 DrawLevelFieldCrumbledSand(x, y);
2157 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2159 DrawLevelElement(x, y, Back[x][y]);
2160 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2162 else if (IS_WALKABLE_UNDER(Back[x][y]))
2164 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2165 DrawLevelElementThruMask(x, y, Back[x][y]);
2167 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2168 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2172 void DynaExplode(int ex, int ey)
2175 int dynabomb_size = 1;
2176 boolean dynabomb_xl = FALSE;
2177 struct PlayerInfo *player;
2178 static int xy[4][2] =
2186 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2188 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2189 dynabomb_size = player->dynabomb_size;
2190 dynabomb_xl = player->dynabomb_xl;
2191 player->dynabombs_left++;
2194 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2198 for (j=1; j<=dynabomb_size; j++)
2200 int x = ex + j * xy[i % 4][0];
2201 int y = ey + j * xy[i % 4][1];
2204 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2207 element = Feld[x][y];
2209 /* do not restart explosions of fields with active bombs */
2210 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2213 Explode(x, y, EX_PHASE_START, EX_BORDER);
2215 if (element != EL_EMPTY &&
2216 element != EL_SAND &&
2217 element != EL_EXPLOSION &&
2224 void Bang(int x, int y)
2227 int element = MovingOrBlocked2Element(x, y);
2229 int element = Feld[x][y];
2232 if (IS_PLAYER(x, y))
2234 struct PlayerInfo *player = PLAYERINFO(x, y);
2236 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2237 player->element_nr);
2242 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2244 if (game.emulation == EMU_SUPAPLEX)
2245 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2247 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2252 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2260 case EL_BD_BUTTERFLY:
2263 case EL_DARK_YAMYAM:
2267 RaiseScoreElement(element);
2268 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2270 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2271 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2272 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2273 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2274 case EL_DYNABOMB_INCREASE_NUMBER:
2275 case EL_DYNABOMB_INCREASE_SIZE:
2276 case EL_DYNABOMB_INCREASE_POWER:
2281 case EL_LAMP_ACTIVE:
2282 if (IS_PLAYER(x, y))
2283 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2285 Explode(x, y, EX_PHASE_START, EX_CENTER);
2288 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2292 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2295 void SplashAcid(int x, int y)
2297 int element = Feld[x][y];
2299 if (element != EL_ACID_SPLASH_LEFT &&
2300 element != EL_ACID_SPLASH_RIGHT)
2302 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2304 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2305 (!IN_LEV_FIELD(x-1, y-1) ||
2306 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2307 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
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_RIGHT;
2316 static void InitBeltMovement()
2318 static int belt_base_element[4] =
2320 EL_CONVEYOR_BELT_1_LEFT,
2321 EL_CONVEYOR_BELT_2_LEFT,
2322 EL_CONVEYOR_BELT_3_LEFT,
2323 EL_CONVEYOR_BELT_4_LEFT
2325 static int belt_base_active_element[4] =
2327 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2328 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2329 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2330 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2335 /* set frame order for belt animation graphic according to belt direction */
2342 int element = belt_base_active_element[belt_nr] + j;
2343 int graphic = el2img(element);
2345 if (game.belt_dir[i] == MV_LEFT)
2346 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2348 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2352 for(y=0; y<lev_fieldy; y++)
2354 for(x=0; x<lev_fieldx; x++)
2356 int element = Feld[x][y];
2360 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2362 int e_belt_nr = getBeltNrFromBeltElement(element);
2365 if (e_belt_nr == belt_nr)
2367 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2369 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2377 static void ToggleBeltSwitch(int x, int y)
2379 static int belt_base_element[4] =
2381 EL_CONVEYOR_BELT_1_LEFT,
2382 EL_CONVEYOR_BELT_2_LEFT,
2383 EL_CONVEYOR_BELT_3_LEFT,
2384 EL_CONVEYOR_BELT_4_LEFT
2386 static int belt_base_active_element[4] =
2388 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2389 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2390 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2391 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2393 static int belt_base_switch_element[4] =
2395 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2396 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2397 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2398 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2400 static int belt_move_dir[4] =
2408 int element = Feld[x][y];
2409 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2410 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2411 int belt_dir = belt_move_dir[belt_dir_nr];
2414 if (!IS_BELT_SWITCH(element))
2417 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2418 game.belt_dir[belt_nr] = belt_dir;
2420 if (belt_dir_nr == 3)
2423 /* set frame order for belt animation graphic according to belt direction */
2426 int element = belt_base_active_element[belt_nr] + i;
2427 int graphic = el2img(element);
2429 if (belt_dir == MV_LEFT)
2430 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2432 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2435 for (yy=0; yy<lev_fieldy; yy++)
2437 for (xx=0; xx<lev_fieldx; xx++)
2439 int element = Feld[xx][yy];
2441 if (IS_BELT_SWITCH(element))
2443 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2445 if (e_belt_nr == belt_nr)
2447 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2448 DrawLevelField(xx, yy);
2451 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2453 int e_belt_nr = getBeltNrFromBeltElement(element);
2455 if (e_belt_nr == belt_nr)
2457 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2459 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2460 DrawLevelField(xx, yy);
2463 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2465 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2467 if (e_belt_nr == belt_nr)
2469 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2471 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2472 DrawLevelField(xx, yy);
2479 static void ToggleSwitchgateSwitch(int x, int y)
2483 game.switchgate_pos = !game.switchgate_pos;
2485 for (yy=0; yy<lev_fieldy; yy++)
2487 for (xx=0; xx<lev_fieldx; xx++)
2489 int element = Feld[xx][yy];
2491 if (element == EL_SWITCHGATE_SWITCH_UP ||
2492 element == EL_SWITCHGATE_SWITCH_DOWN)
2494 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2495 DrawLevelField(xx, yy);
2497 else if (element == EL_SWITCHGATE_OPEN ||
2498 element == EL_SWITCHGATE_OPENING)
2500 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2502 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2504 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2507 else if (element == EL_SWITCHGATE_CLOSED ||
2508 element == EL_SWITCHGATE_CLOSING)
2510 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2512 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2514 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2521 static int getInvisibleActiveFromInvisibleElement(int element)
2523 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2524 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2525 EL_INVISIBLE_SAND_ACTIVE);
2528 static int getInvisibleFromInvisibleActiveElement(int element)
2530 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2531 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2535 static void RedrawAllLightSwitchesAndInvisibleElements()
2539 for (y=0; y<lev_fieldy; y++)
2541 for (x=0; x<lev_fieldx; x++)
2543 int element = Feld[x][y];
2545 if (element == EL_LIGHT_SWITCH &&
2546 game.light_time_left > 0)
2548 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2549 DrawLevelField(x, y);
2551 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2552 game.light_time_left == 0)
2554 Feld[x][y] = EL_LIGHT_SWITCH;
2555 DrawLevelField(x, y);
2557 else if (element == EL_INVISIBLE_STEELWALL ||
2558 element == EL_INVISIBLE_WALL ||
2559 element == EL_INVISIBLE_SAND)
2561 if (game.light_time_left > 0)
2562 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2564 DrawLevelField(x, y);
2566 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2567 element == EL_INVISIBLE_WALL_ACTIVE ||
2568 element == EL_INVISIBLE_SAND_ACTIVE)
2570 if (game.light_time_left == 0)
2571 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2573 DrawLevelField(x, y);
2579 static void ToggleLightSwitch(int x, int y)
2581 int element = Feld[x][y];
2583 game.light_time_left =
2584 (element == EL_LIGHT_SWITCH ?
2585 level.time_light * FRAMES_PER_SECOND : 0);
2587 RedrawAllLightSwitchesAndInvisibleElements();
2590 static void ActivateTimegateSwitch(int x, int y)
2594 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2596 for (yy=0; yy<lev_fieldy; yy++)
2598 for (xx=0; xx<lev_fieldx; xx++)
2600 int element = Feld[xx][yy];
2602 if (element == EL_TIMEGATE_CLOSED ||
2603 element == EL_TIMEGATE_CLOSING)
2605 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2606 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2610 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2612 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2613 DrawLevelField(xx, yy);
2620 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2623 inline static int getElementMoveStepsize(int x, int y)
2625 int element = Feld[x][y];
2626 int direction = MovDir[x][y];
2627 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2628 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2629 int horiz_move = (dx != 0);
2630 int sign = (horiz_move ? dx : dy);
2631 int step = sign * element_info[element].move_stepsize;
2633 /* special values for move stepsize for spring and things on conveyor belt */
2636 if (CAN_FALL(element) &&
2637 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2638 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2639 else if (element == EL_SPRING)
2640 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2646 void Impact(int x, int y)
2648 boolean lastline = (y == lev_fieldy-1);
2649 boolean object_hit = FALSE;
2650 boolean impact = (lastline || object_hit);
2651 int element = Feld[x][y];
2652 int smashed = EL_UNDEFINED;
2654 if (!lastline) /* check if element below was hit */
2656 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2659 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2660 MovDir[x][y + 1] != MV_DOWN ||
2661 MovPos[x][y + 1] <= TILEY / 2));
2663 /* do not smash moving elements that left the smashed field in time */
2664 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2665 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2669 smashed = MovingOrBlocked2Element(x, y + 1);
2671 impact = (lastline || object_hit);
2674 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2682 ResetGfxAnimation(x, y);
2683 DrawLevelField(x, y);
2686 if (impact && CAN_EXPLODE_IMPACT(element))
2691 else if (impact && element == EL_PEARL)
2693 Feld[x][y] = EL_PEARL_BREAKING;
2694 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2698 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2700 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2705 else if (impact && CAN_CHANGE(element) &&
2706 HAS_CHANGE_EVENT(element, CE_IMPACT))
2708 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2710 ChangeElementNow(x, y, element);
2716 if (impact && element == EL_AMOEBA_DROP)
2718 if (object_hit && IS_PLAYER(x, y + 1))
2719 KillHeroUnlessProtected(x, y + 1);
2720 else if (object_hit && smashed == EL_PENGUIN)
2724 Feld[x][y] = EL_AMOEBA_GROWING;
2725 Store[x][y] = EL_AMOEBA_WET;
2727 ResetRandomAnimationValue(x, y);
2732 if (object_hit) /* check which object was hit */
2734 if (CAN_PASS_MAGIC_WALL(element) &&
2735 (smashed == EL_MAGIC_WALL ||
2736 smashed == EL_BD_MAGIC_WALL))
2739 int activated_magic_wall =
2740 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2741 EL_BD_MAGIC_WALL_ACTIVE);
2743 /* activate magic wall / mill */
2744 for (yy=0; yy<lev_fieldy; yy++)
2745 for (xx=0; xx<lev_fieldx; xx++)
2746 if (Feld[xx][yy] == smashed)
2747 Feld[xx][yy] = activated_magic_wall;
2749 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2750 game.magic_wall_active = TRUE;
2752 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2753 SND_MAGIC_WALL_ACTIVATING :
2754 SND_BD_MAGIC_WALL_ACTIVATING));
2757 if (IS_PLAYER(x, y + 1))
2759 if (CAN_SMASH_PLAYER(element))
2761 KillHeroUnlessProtected(x, y + 1);
2765 else if (smashed == EL_PENGUIN)
2767 if (CAN_SMASH_PLAYER(element))
2773 else if (element == EL_BD_DIAMOND)
2775 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2781 else if ((element == EL_SP_INFOTRON ||
2782 element == EL_SP_ZONK) &&
2783 (smashed == EL_SP_SNIKSNAK ||
2784 smashed == EL_SP_ELECTRON ||
2785 smashed == EL_SP_DISK_ORANGE))
2791 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2797 else if (CAN_SMASH_EVERYTHING(element))
2799 if (IS_CLASSIC_ENEMY(smashed) ||
2800 CAN_EXPLODE_SMASHED(smashed))
2805 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2807 if (smashed == EL_LAMP ||
2808 smashed == EL_LAMP_ACTIVE)
2813 else if (smashed == EL_NUT)
2815 Feld[x][y + 1] = EL_NUT_BREAKING;
2816 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2817 RaiseScoreElement(EL_NUT);
2820 else if (smashed == EL_PEARL)
2822 Feld[x][y + 1] = EL_PEARL_BREAKING;
2823 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2826 else if (smashed == EL_DIAMOND)
2828 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2829 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2832 else if (IS_BELT_SWITCH(smashed))
2834 ToggleBeltSwitch(x, y + 1);
2836 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2837 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2839 ToggleSwitchgateSwitch(x, y + 1);
2841 else if (smashed == EL_LIGHT_SWITCH ||
2842 smashed == EL_LIGHT_SWITCH_ACTIVE)
2844 ToggleLightSwitch(x, y + 1);
2849 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2852 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2854 ChangeElementNow(x, y + 1, smashed);
2860 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2865 /* play sound of magic wall / mill */
2867 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2868 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2870 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2871 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2872 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2873 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2878 /* play sound of object that hits the ground */
2879 if (lastline || object_hit)
2880 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2883 void TurnRound(int x, int y)
2895 { 0, 0 }, { 0, 0 }, { 0, 0 },
2900 int left, right, back;
2904 { MV_DOWN, MV_UP, MV_RIGHT },
2905 { MV_UP, MV_DOWN, MV_LEFT },
2907 { MV_LEFT, MV_RIGHT, MV_DOWN },
2911 { MV_RIGHT, MV_LEFT, MV_UP }
2914 int element = Feld[x][y];
2915 int old_move_dir = MovDir[x][y];
2916 int left_dir = turn[old_move_dir].left;
2917 int right_dir = turn[old_move_dir].right;
2918 int back_dir = turn[old_move_dir].back;
2920 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2921 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2922 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2923 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2925 int left_x = x + left_dx, left_y = y + left_dy;
2926 int right_x = x + right_dx, right_y = y + right_dy;
2927 int move_x = x + move_dx, move_y = y + move_dy;
2931 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2933 TestIfBadThingTouchesOtherBadThing(x, y);
2935 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2936 MovDir[x][y] = right_dir;
2937 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2938 MovDir[x][y] = left_dir;
2940 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2942 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2945 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2946 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2948 TestIfBadThingTouchesOtherBadThing(x, y);
2950 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2951 MovDir[x][y] = left_dir;
2952 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2953 MovDir[x][y] = right_dir;
2955 if ((element == EL_SPACESHIP ||
2956 element == EL_SP_SNIKSNAK ||
2957 element == EL_SP_ELECTRON)
2958 && MovDir[x][y] != old_move_dir)
2960 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2963 else if (element == EL_YAMYAM)
2965 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2966 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2968 if (can_turn_left && can_turn_right)
2969 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2970 else if (can_turn_left)
2971 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2972 else if (can_turn_right)
2973 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2975 MovDir[x][y] = back_dir;
2977 MovDelay[x][y] = 16 + 16 * RND(3);
2979 else if (element == EL_DARK_YAMYAM)
2981 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2982 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2984 if (can_turn_left && can_turn_right)
2985 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2986 else if (can_turn_left)
2987 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2988 else if (can_turn_right)
2989 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2991 MovDir[x][y] = back_dir;
2993 MovDelay[x][y] = 16 + 16 * RND(3);
2995 else if (element == EL_PACMAN)
2997 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2998 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3000 if (can_turn_left && can_turn_right)
3001 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3002 else if (can_turn_left)
3003 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3004 else if (can_turn_right)
3005 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3007 MovDir[x][y] = back_dir;
3009 MovDelay[x][y] = 6 + RND(40);
3011 else if (element == EL_PIG)
3013 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3014 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3015 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3016 boolean should_turn_left, should_turn_right, should_move_on;
3018 int rnd = RND(rnd_value);
3020 should_turn_left = (can_turn_left &&
3022 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3023 y + back_dy + left_dy)));
3024 should_turn_right = (can_turn_right &&
3026 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3027 y + back_dy + right_dy)));
3028 should_move_on = (can_move_on &&
3031 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3032 y + move_dy + left_dy) ||
3033 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3034 y + move_dy + right_dy)));
3036 if (should_turn_left || should_turn_right || should_move_on)
3038 if (should_turn_left && should_turn_right && should_move_on)
3039 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3040 rnd < 2 * rnd_value / 3 ? right_dir :
3042 else if (should_turn_left && should_turn_right)
3043 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3044 else if (should_turn_left && should_move_on)
3045 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3046 else if (should_turn_right && should_move_on)
3047 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3048 else if (should_turn_left)
3049 MovDir[x][y] = left_dir;
3050 else if (should_turn_right)
3051 MovDir[x][y] = right_dir;
3052 else if (should_move_on)
3053 MovDir[x][y] = old_move_dir;
3055 else if (can_move_on && rnd > rnd_value / 8)
3056 MovDir[x][y] = old_move_dir;
3057 else if (can_turn_left && can_turn_right)
3058 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3059 else if (can_turn_left && rnd > rnd_value / 8)
3060 MovDir[x][y] = left_dir;
3061 else if (can_turn_right && rnd > rnd_value/8)
3062 MovDir[x][y] = right_dir;
3064 MovDir[x][y] = back_dir;
3066 xx = x + move_xy[MovDir[x][y]].x;
3067 yy = y + move_xy[MovDir[x][y]].y;
3069 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3070 MovDir[x][y] = old_move_dir;
3074 else if (element == EL_DRAGON)
3076 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3077 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3078 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3080 int rnd = RND(rnd_value);
3082 if (can_move_on && rnd > rnd_value / 8)
3083 MovDir[x][y] = old_move_dir;
3084 else if (can_turn_left && can_turn_right)
3085 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3086 else if (can_turn_left && rnd > rnd_value / 8)
3087 MovDir[x][y] = left_dir;
3088 else if (can_turn_right && rnd > rnd_value / 8)
3089 MovDir[x][y] = right_dir;
3091 MovDir[x][y] = back_dir;
3093 xx = x + move_xy[MovDir[x][y]].x;
3094 yy = y + move_xy[MovDir[x][y]].y;
3096 if (!IS_FREE(xx, yy))
3097 MovDir[x][y] = old_move_dir;
3101 else if (element == EL_MOLE)
3103 boolean can_move_on =
3104 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3105 IS_AMOEBOID(Feld[move_x][move_y]) ||
3106 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3109 boolean can_turn_left =
3110 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3111 IS_AMOEBOID(Feld[left_x][left_y])));
3113 boolean can_turn_right =
3114 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3115 IS_AMOEBOID(Feld[right_x][right_y])));
3117 if (can_turn_left && can_turn_right)
3118 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3119 else if (can_turn_left)
3120 MovDir[x][y] = left_dir;
3122 MovDir[x][y] = right_dir;
3125 if (MovDir[x][y] != old_move_dir)
3128 else if (element == EL_BALLOON)
3130 MovDir[x][y] = game.balloon_dir;
3133 else if (element == EL_SPRING)
3135 if (MovDir[x][y] & MV_HORIZONTAL &&
3136 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3137 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3138 MovDir[x][y] = MV_NO_MOVING;
3142 else if (element == EL_ROBOT ||
3143 element == EL_SATELLITE ||
3144 element == EL_PENGUIN)
3146 int attr_x = -1, attr_y = -1;
3157 for (i=0; i<MAX_PLAYERS; i++)
3159 struct PlayerInfo *player = &stored_player[i];
3160 int jx = player->jx, jy = player->jy;
3162 if (!player->active)
3166 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3174 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3180 if (element == EL_PENGUIN)
3183 static int xy[4][2] =
3193 int ex = x + xy[i % 4][0];
3194 int ey = y + xy[i % 4][1];
3196 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3205 MovDir[x][y] = MV_NO_MOVING;
3207 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3208 else if (attr_x > x)
3209 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3211 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3212 else if (attr_y > y)
3213 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3215 if (element == EL_ROBOT)
3219 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3220 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3221 Moving2Blocked(x, y, &newx, &newy);
3223 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3224 MovDelay[x][y] = 8 + 8 * !RND(3);
3226 MovDelay[x][y] = 16;
3228 else if (element == EL_PENGUIN)
3234 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3236 boolean first_horiz = RND(2);
3237 int new_move_dir = MovDir[x][y];
3240 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3241 Moving2Blocked(x, y, &newx, &newy);
3243 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3247 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3248 Moving2Blocked(x, y, &newx, &newy);
3250 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3253 MovDir[x][y] = old_move_dir;
3257 else /* (element == EL_SATELLITE) */
3263 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3265 boolean first_horiz = RND(2);
3266 int new_move_dir = MovDir[x][y];
3269 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3270 Moving2Blocked(x, y, &newx, &newy);
3272 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3276 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3277 Moving2Blocked(x, y, &newx, &newy);
3279 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3282 MovDir[x][y] = old_move_dir;
3287 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3288 element_info[element].move_pattern == MV_TURNING_LEFT ||
3289 element_info[element].move_pattern == MV_TURNING_RIGHT)
3291 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3292 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3294 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3295 MovDir[x][y] = left_dir;
3296 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3297 MovDir[x][y] = right_dir;
3298 else if (can_turn_left && can_turn_right)
3299 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3300 else if (can_turn_left)
3301 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3302 else if (can_turn_right)
3303 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3305 MovDir[x][y] = back_dir;
3307 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3309 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3310 element_info[element].move_pattern == MV_VERTICAL)
3312 if (element_info[element].move_pattern & old_move_dir)
3313 MovDir[x][y] = back_dir;
3314 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3315 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3316 else if (element_info[element].move_pattern == MV_VERTICAL)
3317 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3319 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3321 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3323 MovDir[x][y] = element_info[element].move_pattern;
3324 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3326 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3328 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3329 MovDir[x][y] = left_dir;
3330 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3331 MovDir[x][y] = right_dir;
3333 if (MovDir[x][y] != old_move_dir)
3334 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3336 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3338 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3339 MovDir[x][y] = right_dir;
3340 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3341 MovDir[x][y] = left_dir;
3343 if (MovDir[x][y] != old_move_dir)
3344 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3346 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3347 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3349 int attr_x = -1, attr_y = -1;
3352 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3363 for (i=0; i<MAX_PLAYERS; i++)
3365 struct PlayerInfo *player = &stored_player[i];
3366 int jx = player->jx, jy = player->jy;
3368 if (!player->active)
3372 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3380 MovDir[x][y] = MV_NO_MOVING;
3382 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3383 else if (attr_x > x)
3384 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3386 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3387 else if (attr_y > y)
3388 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3390 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3392 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3394 boolean first_horiz = RND(2);
3395 int new_move_dir = MovDir[x][y];
3398 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3399 Moving2Blocked(x, y, &newx, &newy);
3401 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3405 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3406 Moving2Blocked(x, y, &newx, &newy);
3408 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3411 MovDir[x][y] = old_move_dir;
3416 static boolean JustBeingPushed(int x, int y)
3420 for (i=0; i<MAX_PLAYERS; i++)
3422 struct PlayerInfo *player = &stored_player[i];
3424 if (player->active && player->Pushing && player->MovPos)
3426 int next_jx = player->jx + (player->jx - player->last_jx);
3427 int next_jy = player->jy + (player->jy - player->last_jy);
3429 if (x == next_jx && y == next_jy)
3437 void StartMoving(int x, int y)
3439 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3440 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3441 int element = Feld[x][y];
3446 /* !!! this should be handled more generic (not only for mole) !!! */
3447 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3448 GfxAction[x][y] = ACTION_DEFAULT;
3450 if (CAN_FALL(element) && y < lev_fieldy - 1)
3452 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3453 if (JustBeingPushed(x, y))
3456 if (element == EL_QUICKSAND_FULL)
3458 if (IS_FREE(x, y + 1))
3460 InitMovingField(x, y, MV_DOWN);
3461 started_moving = TRUE;
3463 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3464 Store[x][y] = EL_ROCK;
3466 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3468 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3471 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3473 if (!MovDelay[x][y])
3474 MovDelay[x][y] = TILEY + 1;
3483 Feld[x][y] = EL_QUICKSAND_EMPTY;
3484 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3485 Store[x][y + 1] = Store[x][y];
3488 PlaySoundLevelAction(x, y, ACTION_FILLING);
3490 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3494 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3495 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3497 InitMovingField(x, y, MV_DOWN);
3498 started_moving = TRUE;
3500 Feld[x][y] = EL_QUICKSAND_FILLING;
3501 Store[x][y] = element;
3503 PlaySoundLevelAction(x, y, ACTION_FILLING);
3505 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3508 else if (element == EL_MAGIC_WALL_FULL)
3510 if (IS_FREE(x, y + 1))
3512 InitMovingField(x, y, MV_DOWN);
3513 started_moving = TRUE;
3515 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3516 Store[x][y] = EL_CHANGED(Store[x][y]);
3518 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3520 if (!MovDelay[x][y])
3521 MovDelay[x][y] = TILEY/4 + 1;
3530 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3531 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3532 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3536 else if (element == EL_BD_MAGIC_WALL_FULL)
3538 if (IS_FREE(x, y + 1))
3540 InitMovingField(x, y, MV_DOWN);
3541 started_moving = TRUE;
3543 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3544 Store[x][y] = EL_CHANGED2(Store[x][y]);
3546 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3548 if (!MovDelay[x][y])
3549 MovDelay[x][y] = TILEY/4 + 1;
3558 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3559 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3560 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3564 else if (CAN_PASS_MAGIC_WALL(element) &&
3565 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3566 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3568 InitMovingField(x, y, MV_DOWN);
3569 started_moving = TRUE;
3572 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3573 EL_BD_MAGIC_WALL_FILLING);
3574 Store[x][y] = element;
3577 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3579 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3584 InitMovingField(x, y, MV_DOWN);
3585 started_moving = TRUE;
3587 Store[x][y] = EL_ACID;
3589 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3590 GfxAction[x][y + 1] = ACTION_ACTIVE;
3595 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3596 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3597 JustStopped[x][y] && !Pushed[x][y + 1])
3599 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3603 /* calling "Impact()" here is not only completely unneccessary
3604 (because it already gets called from "ContinueMoving()" in
3605 all relevant situations), but also completely bullshit, because
3606 "JustStopped" also indicates a finished *horizontal* movement;
3607 we must keep this trash for backwards compatibility with older
3613 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3615 if (MovDir[x][y] == MV_NO_MOVING)
3617 InitMovingField(x, y, MV_DOWN);
3618 started_moving = TRUE;
3621 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3623 if (JustStopped[x][y]) /* prevent animation from being restarted */
3624 MovDir[x][y] = MV_DOWN;
3626 InitMovingField(x, y, MV_DOWN);
3627 started_moving = TRUE;
3629 else if (element == EL_AMOEBA_DROP)
3631 Feld[x][y] = EL_AMOEBA_GROWING;
3632 Store[x][y] = EL_AMOEBA_WET;
3634 /* Store[x][y + 1] must be zero, because:
3635 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3638 #if OLD_GAME_BEHAVIOUR
3639 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3641 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3642 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3643 element != EL_DX_SUPABOMB)
3646 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3647 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3648 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3649 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3652 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3653 (IS_FREE(x - 1, y + 1) ||
3654 Feld[x - 1][y + 1] == EL_ACID));
3655 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3656 (IS_FREE(x + 1, y + 1) ||
3657 Feld[x + 1][y + 1] == EL_ACID));
3658 boolean can_fall_any = (can_fall_left || can_fall_right);
3659 boolean can_fall_both = (can_fall_left && can_fall_right);
3661 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3663 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3665 if (slippery_type == SLIPPERY_ONLY_LEFT)
3666 can_fall_right = FALSE;
3667 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3668 can_fall_left = FALSE;
3669 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3670 can_fall_right = FALSE;
3671 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3672 can_fall_left = FALSE;
3674 can_fall_any = (can_fall_left || can_fall_right);
3675 can_fall_both = (can_fall_left && can_fall_right);
3680 if (can_fall_both &&
3681 (game.emulation != EMU_BOULDERDASH &&
3682 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3683 can_fall_left = !(can_fall_right = RND(2));
3685 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3686 started_moving = TRUE;
3689 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3691 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3692 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3693 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3694 int belt_dir = game.belt_dir[belt_nr];
3696 if ((belt_dir == MV_LEFT && left_is_free) ||
3697 (belt_dir == MV_RIGHT && right_is_free))
3699 InitMovingField(x, y, belt_dir);
3700 started_moving = TRUE;
3702 GfxAction[x][y] = ACTION_DEFAULT;
3707 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3708 if (CAN_MOVE(element) && !started_moving)
3712 if ((element == EL_SATELLITE ||
3713 element == EL_BALLOON ||
3714 element == EL_SPRING)
3715 && JustBeingPushed(x, y))
3720 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3721 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3723 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3725 Moving2Blocked(x, y, &newx, &newy);
3726 if (Feld[newx][newy] == EL_BLOCKED)
3727 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3732 if (!MovDelay[x][y]) /* start new movement phase */
3734 /* all objects that can change their move direction after each step
3735 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3737 if (element != EL_YAMYAM &&
3738 element != EL_DARK_YAMYAM &&
3739 element != EL_PACMAN &&
3740 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3741 element_info[element].move_pattern != MV_TURNING_LEFT &&
3742 element_info[element].move_pattern != MV_TURNING_RIGHT)
3746 if (MovDelay[x][y] && (element == EL_BUG ||
3747 element == EL_SPACESHIP ||
3748 element == EL_SP_SNIKSNAK ||
3749 element == EL_SP_ELECTRON ||
3750 element == EL_MOLE))
3751 DrawLevelField(x, y);
3755 if (MovDelay[x][y]) /* wait some time before next movement */
3760 if (element == EL_YAMYAM)
3763 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3764 DrawLevelElementAnimation(x, y, element);
3768 if (MovDelay[x][y]) /* element still has to wait some time */
3771 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3772 ResetGfxAnimation(x, y);
3774 GfxAction[x][y] = ACTION_WAITING;
3777 if (element == EL_ROBOT ||
3779 element == EL_PACMAN ||
3781 element == EL_YAMYAM ||
3782 element == EL_DARK_YAMYAM)
3785 DrawLevelElementAnimation(x, y, element);
3787 DrawLevelElementAnimationIfNeeded(x, y, element);
3789 PlaySoundLevelAction(x, y, ACTION_WAITING);
3791 else if (element == EL_SP_ELECTRON)
3792 DrawLevelElementAnimationIfNeeded(x, y, element);
3793 else if (element == EL_DRAGON)
3796 int dir = MovDir[x][y];
3797 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3798 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3799 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3800 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3801 dir == MV_UP ? IMG_FLAMES_1_UP :
3802 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3803 int frame = getGraphicAnimationFrame(graphic, -1);
3805 for (i=1; i<=3; i++)
3807 int xx = x + i*dx, yy = y + i*dy;
3808 int sx = SCREENX(xx), sy = SCREENY(yy);
3809 int flame_graphic = graphic + (i - 1);
3811 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3816 int flamed = MovingOrBlocked2Element(xx, yy);
3818 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3821 RemoveMovingField(xx, yy);
3823 Feld[xx][yy] = EL_FLAMES;
3824 if (IN_SCR_FIELD(sx, sy))
3825 DrawGraphic(sx, sy, flame_graphic, frame);
3829 if (Feld[xx][yy] == EL_FLAMES)
3830 Feld[xx][yy] = EL_EMPTY;
3831 DrawLevelField(xx, yy);
3836 if (MovDelay[x][y]) /* element still has to wait some time */
3838 PlaySoundLevelAction(x, y, ACTION_WAITING);
3844 GfxAction[x][y] = ACTION_MOVING;
3848 /* now make next step */
3850 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3852 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3853 !PLAYER_PROTECTED(newx, newy))
3856 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3859 /* player killed by element which is deadly when colliding with */
3861 KillHero(PLAYERINFO(newx, newy));
3866 else if ((element == EL_PENGUIN ||
3867 element == EL_ROBOT ||
3868 element == EL_SATELLITE ||
3869 element == EL_BALLOON ||
3870 IS_CUSTOM_ELEMENT(element)) &&
3871 IN_LEV_FIELD(newx, newy) &&
3872 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3875 Store[x][y] = EL_ACID;
3877 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3879 if (Feld[newx][newy] == EL_EXIT_OPEN)
3881 Feld[x][y] = EL_EMPTY;
3882 DrawLevelField(x, y);
3884 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3885 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3886 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3888 local_player->friends_still_needed--;
3889 if (!local_player->friends_still_needed &&
3890 !local_player->GameOver && AllPlayersGone)
3891 local_player->LevelSolved = local_player->GameOver = TRUE;
3895 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3897 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3898 DrawLevelField(newx, newy);
3900 MovDir[x][y] = MV_NO_MOVING;
3902 else if (!IS_FREE(newx, newy))
3904 GfxAction[x][y] = ACTION_WAITING;
3906 if (IS_PLAYER(x, y))
3907 DrawPlayerField(x, y);
3909 DrawLevelField(x, y);
3913 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3915 if (IS_FOOD_PIG(Feld[newx][newy]))
3917 if (IS_MOVING(newx, newy))
3918 RemoveMovingField(newx, newy);
3921 Feld[newx][newy] = EL_EMPTY;
3922 DrawLevelField(newx, newy);
3925 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3927 else if (!IS_FREE(newx, newy))
3929 if (IS_PLAYER(x, y))
3930 DrawPlayerField(x, y);
3932 DrawLevelField(x, y);
3936 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3938 if (!IS_FREE(newx, newy))
3940 if (IS_PLAYER(x, y))
3941 DrawPlayerField(x, y);
3943 DrawLevelField(x, y);
3948 boolean wanna_flame = !RND(10);
3949 int dx = newx - x, dy = newy - y;
3950 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3951 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3952 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3953 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3954 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3955 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3958 IS_CLASSIC_ENEMY(element1) ||
3959 IS_CLASSIC_ENEMY(element2)) &&
3960 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3961 element1 != EL_FLAMES && element2 != EL_FLAMES)
3963 if (IS_PLAYER(x, y))
3964 DrawPlayerField(x, y);
3966 DrawLevelField(x, y);
3968 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3970 MovDelay[x][y] = 50;
3971 Feld[newx][newy] = EL_FLAMES;
3972 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3973 Feld[newx1][newy1] = EL_FLAMES;
3974 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3975 Feld[newx2][newy2] = EL_FLAMES;
3980 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3981 Feld[newx][newy] == EL_DIAMOND)
3983 if (IS_MOVING(newx, newy))
3984 RemoveMovingField(newx, newy);
3987 Feld[newx][newy] = EL_EMPTY;
3988 DrawLevelField(newx, newy);
3991 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3993 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3994 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3996 if (AmoebaNr[newx][newy])
3998 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3999 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4000 Feld[newx][newy] == EL_BD_AMOEBA)
4001 AmoebaCnt[AmoebaNr[newx][newy]]--;
4004 if (IS_MOVING(newx, newy))
4005 RemoveMovingField(newx, newy);
4008 Feld[newx][newy] = EL_EMPTY;
4009 DrawLevelField(newx, newy);
4012 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4014 else if ((element == EL_PACMAN || element == EL_MOLE)
4015 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4017 if (AmoebaNr[newx][newy])
4019 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4020 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4021 Feld[newx][newy] == EL_BD_AMOEBA)
4022 AmoebaCnt[AmoebaNr[newx][newy]]--;
4025 if (element == EL_MOLE)
4027 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4028 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4030 ResetGfxAnimation(x, y);
4031 GfxAction[x][y] = ACTION_DIGGING;
4032 DrawLevelField(x, y);
4034 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4035 return; /* wait for shrinking amoeba */
4037 else /* element == EL_PACMAN */
4039 Feld[newx][newy] = EL_EMPTY;
4040 DrawLevelField(newx, newy);
4041 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4044 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4045 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4046 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4048 /* wait for shrinking amoeba to completely disappear */
4051 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4053 /* object was running against a wall */
4058 DrawLevelElementAnimation(x, y, element);
4060 if (element == EL_BUG ||
4061 element == EL_SPACESHIP ||
4062 element == EL_SP_SNIKSNAK)
4063 DrawLevelField(x, y);
4064 else if (element == EL_MOLE)
4065 DrawLevelField(x, y);
4066 else if (element == EL_BD_BUTTERFLY ||
4067 element == EL_BD_FIREFLY)
4068 DrawLevelElementAnimationIfNeeded(x, y, element);
4069 else if (element == EL_SATELLITE)
4070 DrawLevelElementAnimationIfNeeded(x, y, element);
4071 else if (element == EL_SP_ELECTRON)
4072 DrawLevelElementAnimationIfNeeded(x, y, element);
4075 if (DONT_TOUCH(element))
4076 TestIfBadThingTouchesHero(x, y);
4079 PlaySoundLevelAction(x, y, ACTION_WAITING);
4085 InitMovingField(x, y, MovDir[x][y]);
4087 PlaySoundLevelAction(x, y, ACTION_MOVING);
4091 ContinueMoving(x, y);
4094 void ContinueMoving(int x, int y)
4096 int element = Feld[x][y];
4097 int direction = MovDir[x][y];
4098 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4099 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4100 int newx = x + dx, newy = y + dy;
4101 int nextx = newx + dx, nexty = newy + dy;
4102 boolean pushed = Pushed[x][y];
4104 MovPos[x][y] += getElementMoveStepsize(x, y);
4106 if (pushed) /* special case: moving object pushed by player */
4107 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4109 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4111 Feld[x][y] = EL_EMPTY;
4112 Feld[newx][newy] = element;
4113 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4115 if (element == EL_MOLE)
4117 Feld[x][y] = EL_SAND;
4119 DrawLevelFieldCrumbledSandNeighbours(x, y);
4121 else if (element == EL_QUICKSAND_FILLING)
4123 element = Feld[newx][newy] = get_next_element(element);
4124 Store[newx][newy] = Store[x][y];
4126 else if (element == EL_QUICKSAND_EMPTYING)
4128 Feld[x][y] = get_next_element(element);
4129 element = Feld[newx][newy] = Store[x][y];
4131 else if (element == EL_MAGIC_WALL_FILLING)
4133 element = Feld[newx][newy] = get_next_element(element);
4134 if (!game.magic_wall_active)
4135 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4136 Store[newx][newy] = Store[x][y];
4138 else if (element == EL_MAGIC_WALL_EMPTYING)
4140 Feld[x][y] = get_next_element(element);
4141 if (!game.magic_wall_active)
4142 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4143 element = Feld[newx][newy] = Store[x][y];
4145 else if (element == EL_BD_MAGIC_WALL_FILLING)
4147 element = Feld[newx][newy] = get_next_element(element);
4148 if (!game.magic_wall_active)
4149 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4150 Store[newx][newy] = Store[x][y];
4152 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4154 Feld[x][y] = get_next_element(element);
4155 if (!game.magic_wall_active)
4156 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4157 element = Feld[newx][newy] = Store[x][y];
4159 else if (element == EL_AMOEBA_DROPPING)
4161 Feld[x][y] = get_next_element(element);
4162 element = Feld[newx][newy] = Store[x][y];
4164 else if (element == EL_SOKOBAN_OBJECT)
4167 Feld[x][y] = Back[x][y];
4169 if (Back[newx][newy])
4170 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4172 Back[x][y] = Back[newx][newy] = 0;
4174 else if (Store[x][y] == EL_ACID)
4176 element = Feld[newx][newy] = EL_ACID;
4180 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4181 MovDelay[newx][newy] = 0;
4183 /* copy element change control values to new field */
4184 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4186 /* copy animation control values to new field */
4187 GfxFrame[newx][newy] = GfxFrame[x][y];
4188 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4189 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4191 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4193 ResetGfxAnimation(x, y); /* reset animation values for old field */
4196 /* 2.1.1 (does not work correctly for spring) */
4197 if (!CAN_MOVE(element))
4198 MovDir[newx][newy] = 0;
4202 /* (does not work for falling objects that slide horizontally) */
4203 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4204 MovDir[newx][newy] = 0;
4207 if (!CAN_MOVE(element) ||
4208 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4209 MovDir[newx][newy] = 0;
4212 if (!CAN_MOVE(element) ||
4213 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4214 MovDir[newx][newy] = 0;
4218 DrawLevelField(x, y);
4219 DrawLevelField(newx, newy);
4221 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4223 if (!pushed) /* special case: moving object pushed by player */
4224 JustStopped[newx][newy] = 3;
4226 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4228 TestIfBadThingTouchesHero(newx, newy);
4229 TestIfBadThingTouchesFriend(newx, newy);
4230 TestIfBadThingTouchesOtherBadThing(newx, newy);
4232 else if (element == EL_PENGUIN)
4233 TestIfFriendTouchesBadThing(newx, newy);
4235 if (CAN_FALL(element) && direction == MV_DOWN &&
4236 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4239 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4240 CheckElementChange(newx, newy, element, CE_COLLISION);
4242 TestIfPlayerTouchesCustomElement(newx, newy);
4243 TestIfElementTouchesCustomElement(newx, newy);
4245 else /* still moving on */
4247 DrawLevelField(x, y);
4251 int AmoebeNachbarNr(int ax, int ay)
4254 int element = Feld[ax][ay];
4256 static int xy[4][2] =
4266 int x = ax + xy[i][0];
4267 int y = ay + xy[i][1];
4269 if (!IN_LEV_FIELD(x, y))
4272 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4273 group_nr = AmoebaNr[x][y];
4279 void AmoebenVereinigen(int ax, int ay)
4281 int i, x, y, xx, yy;
4282 int new_group_nr = AmoebaNr[ax][ay];
4283 static int xy[4][2] =
4291 if (new_group_nr == 0)
4299 if (!IN_LEV_FIELD(x, y))
4302 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4303 Feld[x][y] == EL_BD_AMOEBA ||
4304 Feld[x][y] == EL_AMOEBA_DEAD) &&
4305 AmoebaNr[x][y] != new_group_nr)
4307 int old_group_nr = AmoebaNr[x][y];
4309 if (old_group_nr == 0)
4312 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4313 AmoebaCnt[old_group_nr] = 0;
4314 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4315 AmoebaCnt2[old_group_nr] = 0;
4317 for (yy=0; yy<lev_fieldy; yy++)
4319 for (xx=0; xx<lev_fieldx; xx++)
4321 if (AmoebaNr[xx][yy] == old_group_nr)
4322 AmoebaNr[xx][yy] = new_group_nr;
4329 void AmoebeUmwandeln(int ax, int ay)
4333 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4335 int group_nr = AmoebaNr[ax][ay];
4340 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4341 printf("AmoebeUmwandeln(): This should never happen!\n");
4346 for (y=0; y<lev_fieldy; y++)
4348 for (x=0; x<lev_fieldx; x++)
4350 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4353 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4357 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4358 SND_AMOEBA_TURNING_TO_GEM :
4359 SND_AMOEBA_TURNING_TO_ROCK));
4364 static int xy[4][2] =
4377 if (!IN_LEV_FIELD(x, y))
4380 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4382 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4383 SND_AMOEBA_TURNING_TO_GEM :
4384 SND_AMOEBA_TURNING_TO_ROCK));
4391 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4394 int group_nr = AmoebaNr[ax][ay];
4395 boolean done = FALSE;
4400 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4401 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4406 for (y=0; y<lev_fieldy; y++)
4408 for (x=0; x<lev_fieldx; x++)
4410 if (AmoebaNr[x][y] == group_nr &&
4411 (Feld[x][y] == EL_AMOEBA_DEAD ||
4412 Feld[x][y] == EL_BD_AMOEBA ||
4413 Feld[x][y] == EL_AMOEBA_GROWING))
4416 Feld[x][y] = new_element;
4417 InitField(x, y, FALSE);
4418 DrawLevelField(x, y);
4425 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4426 SND_BD_AMOEBA_TURNING_TO_ROCK :
4427 SND_BD_AMOEBA_TURNING_TO_GEM));
4430 void AmoebeWaechst(int x, int y)
4432 static unsigned long sound_delay = 0;
4433 static unsigned long sound_delay_value = 0;
4435 if (!MovDelay[x][y]) /* start new growing cycle */
4439 if (DelayReached(&sound_delay, sound_delay_value))
4442 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4444 if (Store[x][y] == EL_BD_AMOEBA)
4445 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4447 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4449 sound_delay_value = 30;
4453 if (MovDelay[x][y]) /* wait some time before growing bigger */
4456 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4458 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4459 6 - MovDelay[x][y]);
4461 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4464 if (!MovDelay[x][y])
4466 Feld[x][y] = Store[x][y];
4468 DrawLevelField(x, y);
4473 void AmoebaDisappearing(int x, int y)
4475 static unsigned long sound_delay = 0;
4476 static unsigned long sound_delay_value = 0;
4478 if (!MovDelay[x][y]) /* start new shrinking cycle */
4482 if (DelayReached(&sound_delay, sound_delay_value))
4483 sound_delay_value = 30;
4486 if (MovDelay[x][y]) /* wait some time before shrinking */
4489 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4491 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4492 6 - MovDelay[x][y]);
4494 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4497 if (!MovDelay[x][y])
4499 Feld[x][y] = EL_EMPTY;
4500 DrawLevelField(x, y);
4502 /* don't let mole enter this field in this cycle;
4503 (give priority to objects falling to this field from above) */
4509 void AmoebeAbleger(int ax, int ay)
4512 int element = Feld[ax][ay];
4513 int graphic = el2img(element);
4514 int newax = ax, neway = ay;
4515 static int xy[4][2] =
4523 if (!level.amoeba_speed)
4525 Feld[ax][ay] = EL_AMOEBA_DEAD;
4526 DrawLevelField(ax, ay);
4530 if (IS_ANIMATED(graphic))
4531 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4533 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4534 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4536 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4539 if (MovDelay[ax][ay])
4543 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4546 int x = ax + xy[start][0];
4547 int y = ay + xy[start][1];
4549 if (!IN_LEV_FIELD(x, y))
4552 if (IS_FREE(x, y) ||
4553 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4559 if (newax == ax && neway == ay)
4562 else /* normal or "filled" (BD style) amoeba */
4565 boolean waiting_for_player = FALSE;
4569 int j = (start + i) % 4;
4570 int x = ax + xy[j][0];
4571 int y = ay + xy[j][1];
4573 if (!IN_LEV_FIELD(x, y))
4576 if (IS_FREE(x, y) ||
4577 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4583 else if (IS_PLAYER(x, y))
4584 waiting_for_player = TRUE;
4587 if (newax == ax && neway == ay) /* amoeba cannot grow */
4589 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4591 Feld[ax][ay] = EL_AMOEBA_DEAD;
4592 DrawLevelField(ax, ay);
4593 AmoebaCnt[AmoebaNr[ax][ay]]--;
4595 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4597 if (element == EL_AMOEBA_FULL)
4598 AmoebeUmwandeln(ax, ay);
4599 else if (element == EL_BD_AMOEBA)
4600 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4605 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4607 /* amoeba gets larger by growing in some direction */
4609 int new_group_nr = AmoebaNr[ax][ay];
4612 if (new_group_nr == 0)
4614 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4615 printf("AmoebeAbleger(): This should never happen!\n");
4620 AmoebaNr[newax][neway] = new_group_nr;
4621 AmoebaCnt[new_group_nr]++;
4622 AmoebaCnt2[new_group_nr]++;
4624 /* if amoeba touches other amoeba(s) after growing, unify them */
4625 AmoebenVereinigen(newax, neway);
4627 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4629 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4635 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4636 (neway == lev_fieldy - 1 && newax != ax))
4638 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4639 Store[newax][neway] = element;
4641 else if (neway == ay)
4643 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4645 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4647 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4652 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4653 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4654 Store[ax][ay] = EL_AMOEBA_DROP;
4655 ContinueMoving(ax, ay);
4659 DrawLevelField(newax, neway);
4662 void Life(int ax, int ay)
4665 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4667 int element = Feld[ax][ay];
4668 int graphic = el2img(element);
4669 boolean changed = FALSE;
4671 if (IS_ANIMATED(graphic))
4672 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4677 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4678 MovDelay[ax][ay] = life_time;
4680 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4683 if (MovDelay[ax][ay])
4687 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4689 int xx = ax+x1, yy = ay+y1;
4692 if (!IN_LEV_FIELD(xx, yy))
4695 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4697 int x = xx+x2, y = yy+y2;
4699 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4702 if (((Feld[x][y] == element ||
4703 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4705 (IS_FREE(x, y) && Stop[x][y]))
4709 if (xx == ax && yy == ay) /* field in the middle */
4711 if (nachbarn < life[0] || nachbarn > life[1])
4713 Feld[xx][yy] = EL_EMPTY;
4715 DrawLevelField(xx, yy);
4716 Stop[xx][yy] = TRUE;
4720 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4721 { /* free border field */
4722 if (nachbarn >= life[2] && nachbarn <= life[3])
4724 Feld[xx][yy] = element;
4725 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4727 DrawLevelField(xx, yy);
4728 Stop[xx][yy] = TRUE;
4735 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4736 SND_GAME_OF_LIFE_GROWING);
4739 static void InitRobotWheel(int x, int y)
4741 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4744 static void RunRobotWheel(int x, int y)
4746 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4749 static void StopRobotWheel(int x, int y)
4751 if (ZX == x && ZY == y)
4755 static void InitTimegateWheel(int x, int y)
4757 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4760 static void RunTimegateWheel(int x, int y)
4762 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4765 void CheckExit(int x, int y)
4767 if (local_player->gems_still_needed > 0 ||
4768 local_player->sokobanfields_still_needed > 0 ||
4769 local_player->lights_still_needed > 0)
4771 int element = Feld[x][y];
4772 int graphic = el2img(element);
4774 if (IS_ANIMATED(graphic))
4775 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4780 Feld[x][y] = EL_EXIT_OPENING;
4782 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4785 void CheckExitSP(int x, int y)
4787 if (local_player->gems_still_needed > 0)
4789 int element = Feld[x][y];
4790 int graphic = el2img(element);
4792 if (IS_ANIMATED(graphic))
4793 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4798 Feld[x][y] = EL_SP_EXIT_OPEN;
4800 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4803 static void CloseAllOpenTimegates()
4807 for (y=0; y<lev_fieldy; y++)
4809 for (x=0; x<lev_fieldx; x++)
4811 int element = Feld[x][y];
4813 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4815 Feld[x][y] = EL_TIMEGATE_CLOSING;
4817 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4819 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4826 void EdelsteinFunkeln(int x, int y)
4828 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4831 if (Feld[x][y] == EL_BD_DIAMOND)
4834 if (MovDelay[x][y] == 0) /* next animation frame */
4835 MovDelay[x][y] = 11 * !SimpleRND(500);
4837 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4841 if (setup.direct_draw && MovDelay[x][y])
4842 SetDrawtoField(DRAW_BUFFERED);
4844 DrawLevelElementAnimation(x, y, Feld[x][y]);
4846 if (MovDelay[x][y] != 0)
4848 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4849 10 - MovDelay[x][y]);
4851 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4853 if (setup.direct_draw)
4857 dest_x = FX + SCREENX(x) * TILEX;
4858 dest_y = FY + SCREENY(y) * TILEY;
4860 BlitBitmap(drawto_field, window,
4861 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4862 SetDrawtoField(DRAW_DIRECT);
4868 void MauerWaechst(int x, int y)
4872 if (!MovDelay[x][y]) /* next animation frame */
4873 MovDelay[x][y] = 3 * delay;
4875 if (MovDelay[x][y]) /* wait some time before next frame */
4879 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4881 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4882 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4884 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4887 if (!MovDelay[x][y])
4889 if (MovDir[x][y] == MV_LEFT)
4891 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4892 DrawLevelField(x - 1, y);
4894 else if (MovDir[x][y] == MV_RIGHT)
4896 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4897 DrawLevelField(x + 1, y);
4899 else if (MovDir[x][y] == MV_UP)
4901 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4902 DrawLevelField(x, y - 1);
4906 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4907 DrawLevelField(x, y + 1);
4910 Feld[x][y] = Store[x][y];
4912 MovDir[x][y] = MV_NO_MOVING;
4913 DrawLevelField(x, y);
4918 void MauerAbleger(int ax, int ay)
4920 int element = Feld[ax][ay];
4921 int graphic = el2img(element);
4922 boolean oben_frei = FALSE, unten_frei = FALSE;
4923 boolean links_frei = FALSE, rechts_frei = FALSE;
4924 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4925 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4926 boolean new_wall = FALSE;
4928 if (IS_ANIMATED(graphic))
4929 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4931 if (!MovDelay[ax][ay]) /* start building new wall */
4932 MovDelay[ax][ay] = 6;
4934 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4937 if (MovDelay[ax][ay])
4941 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4943 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4945 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4947 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4950 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4951 element == EL_EXPANDABLE_WALL_ANY)
4955 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4956 Store[ax][ay-1] = element;
4957 MovDir[ax][ay-1] = MV_UP;
4958 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4959 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4960 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4965 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4966 Store[ax][ay+1] = element;
4967 MovDir[ax][ay+1] = MV_DOWN;
4968 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4969 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4970 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4975 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4976 element == EL_EXPANDABLE_WALL_ANY ||
4977 element == EL_EXPANDABLE_WALL)
4981 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4982 Store[ax-1][ay] = element;
4983 MovDir[ax-1][ay] = MV_LEFT;
4984 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4985 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4986 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4992 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4993 Store[ax+1][ay] = element;
4994 MovDir[ax+1][ay] = MV_RIGHT;
4995 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4996 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4997 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5002 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5003 DrawLevelField(ax, ay);
5005 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5007 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5008 unten_massiv = TRUE;
5009 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5010 links_massiv = TRUE;
5011 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5012 rechts_massiv = TRUE;
5014 if (((oben_massiv && unten_massiv) ||
5015 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5016 element == EL_EXPANDABLE_WALL) &&
5017 ((links_massiv && rechts_massiv) ||
5018 element == EL_EXPANDABLE_WALL_VERTICAL))
5019 Feld[ax][ay] = EL_WALL;
5023 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5025 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5029 void CheckForDragon(int x, int y)
5032 boolean dragon_found = FALSE;
5033 static int xy[4][2] =
5045 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5047 if (IN_LEV_FIELD(xx, yy) &&
5048 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5050 if (Feld[xx][yy] == EL_DRAGON)
5051 dragon_found = TRUE;
5064 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5066 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5068 Feld[xx][yy] = EL_EMPTY;
5069 DrawLevelField(xx, yy);
5078 static void InitBuggyBase(int x, int y)
5080 int element = Feld[x][y];
5081 int activating_delay = FRAMES_PER_SECOND / 4;
5084 (element == EL_SP_BUGGY_BASE ?
5085 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5086 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5088 element == EL_SP_BUGGY_BASE_ACTIVE ?
5089 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5092 static void WarnBuggyBase(int x, int y)
5095 static int xy[4][2] =
5105 int xx = x + xy[i][0], yy = y + xy[i][1];
5107 if (IS_PLAYER(xx, yy))
5109 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5116 static void InitTrap(int x, int y)
5118 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5121 static void ActivateTrap(int x, int y)
5123 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5126 static void ChangeActiveTrap(int x, int y)
5128 int graphic = IMG_TRAP_ACTIVE;
5130 /* if new animation frame was drawn, correct crumbled sand border */
5131 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5132 DrawLevelFieldCrumbledSand(x, y);
5135 static void ChangeElementNowExt(int x, int y, int target_element)
5137 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5144 Feld[x][y] = target_element;
5146 ResetGfxAnimation(x, y);
5147 ResetRandomAnimationValue(x, y);
5149 InitField(x, y, FALSE);
5150 if (CAN_MOVE(Feld[x][y]))
5153 DrawLevelField(x, y);
5155 if (CAN_BE_CRUMBLED(Feld[x][y]))
5156 DrawLevelFieldCrumbledSandNeighbours(x, y);
5158 TestIfBadThingTouchesHero(x, y);
5159 TestIfPlayerTouchesCustomElement(x, y);
5160 TestIfElementTouchesCustomElement(x, y);
5163 static void ChangeElementNow(int x, int y, int element)
5165 struct ElementChangeInfo *change = &element_info[element].change;
5167 /* prevent CheckTriggeredElementChange() from looping */
5168 Changing[x][y] = TRUE;
5170 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5172 Changing[x][y] = FALSE;
5174 if (change->explode)
5180 if (change->use_content)
5182 boolean complete_change = TRUE;
5183 boolean can_change[3][3];
5186 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5188 boolean half_destructible;
5189 int ex = x + xx - 1;
5190 int ey = y + yy - 1;
5193 can_change[xx][yy] = TRUE;
5195 if (ex == x && ey == y) /* do not check changing element itself */
5198 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5200 can_change[xx][yy] = FALSE; /* do not change empty borders */
5205 if (!IN_LEV_FIELD(ex, ey))
5207 can_change[xx][yy] = FALSE;
5208 complete_change = FALSE;
5215 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5216 e = MovingOrBlocked2Element(ex, ey);
5218 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5220 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5221 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5222 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5224 can_change[xx][yy] = FALSE;
5225 complete_change = FALSE;
5229 if (!change->only_complete || complete_change)
5231 boolean something_has_changed = FALSE;
5233 if (change->only_complete && change->use_random_change &&
5234 RND(100) < change->random)
5237 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5239 int ex = x + xx - 1;
5240 int ey = y + yy - 1;
5242 if (can_change[xx][yy] && (!change->use_random_change ||
5243 RND(100) < change->random))
5245 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5246 RemoveMovingField(ex, ey);
5248 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5250 something_has_changed = TRUE;
5252 /* for symmetry reasons, stop newly created border elements */
5253 if (ex != x || ey != y)
5254 Stop[ex][ey] = TRUE;
5258 if (something_has_changed)
5259 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5264 ChangeElementNowExt(x, y, change->target_element);
5266 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5270 static void ChangeElement(int x, int y)
5273 int element = MovingOrBlocked2Element(x, y);
5275 int element = Feld[x][y];
5277 struct ElementChangeInfo *change = &element_info[element].change;
5279 if (ChangeDelay[x][y] == 0) /* initialize element change */
5282 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5283 RND(change->delay_random * change->delay_frames)) + 1;
5285 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5287 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5289 int max_random_delay = element_info[element].change.delay_random;
5290 int delay_frames = element_info[element].change.delay_frames;
5292 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5296 ResetGfxAnimation(x, y);
5297 ResetRandomAnimationValue(x, y);
5300 if (change->pre_change_function)
5301 change->pre_change_function(x, y);
5303 if (changing_element[element].pre_change_function)
5304 changing_element[element].pre_change_function(x, y);
5308 ChangeDelay[x][y]--;
5310 if (ChangeDelay[x][y] != 0) /* continue element change */
5312 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5314 if (IS_ANIMATED(graphic))
5315 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5318 if (change->change_function)
5319 change->change_function(x, y);
5321 if (changing_element[element].change_function)
5322 changing_element[element].change_function(x, y);
5325 else /* finish element change */
5328 int next_element = changing_element[element].next_element;
5331 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5333 ChangeDelay[x][y] = 1; /* try change after next move step */
5339 ChangeElementNow(x, y, element);
5341 if (change->post_change_function)
5342 change->post_change_function(x, y);
5344 if (next_element != EL_UNDEFINED)
5345 ChangeElementNow(x, y, next_element);
5347 ChangeElementNow(x, y, element_info[element].change.target_element);
5349 if (changing_element[element].post_change_function)
5350 changing_element[element].post_change_function(x, y);
5355 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5360 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5363 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5365 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5366 element_info[i].change.trigger_element != trigger_element)
5369 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5371 if (x == lx && y == ly) /* do not change trigger element itself */
5374 if (Changing[x][y]) /* do not change just changing elements */
5377 if (Feld[x][y] == i)
5379 ChangeDelay[x][y] = 1;
5380 ChangeElement(x, y);
5388 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5390 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5393 if (Feld[x][y] == EL_BLOCKED)
5394 Blocked2Moving(x, y, &x, &y);
5396 ChangeDelay[x][y] = 1;
5397 ChangeElement(x, y);
5402 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5404 static byte stored_player_action[MAX_PLAYERS];
5405 static int num_stored_actions = 0;
5406 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5407 int left = player_action & JOY_LEFT;
5408 int right = player_action & JOY_RIGHT;
5409 int up = player_action & JOY_UP;
5410 int down = player_action & JOY_DOWN;
5411 int button1 = player_action & JOY_BUTTON_1;
5412 int button2 = player_action & JOY_BUTTON_2;
5413 int dx = (left ? -1 : right ? 1 : 0);
5414 int dy = (up ? -1 : down ? 1 : 0);
5416 stored_player_action[player->index_nr] = 0;
5417 num_stored_actions++;
5419 if (!player->active || tape.pausing)
5425 snapped = SnapField(player, dx, dy);
5429 bombed = PlaceBomb(player);
5430 moved = MoveFigure(player, dx, dy);
5433 if (tape.single_step && tape.recording && !tape.pausing)
5435 if (button1 || (bombed && !moved))
5437 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5438 SnapField(player, 0, 0); /* stop snapping */
5442 stored_player_action[player->index_nr] = player_action;
5446 /* no actions for this player (no input at player's configured device) */
5448 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5449 SnapField(player, 0, 0);
5450 CheckGravityMovement(player);
5452 if (player->MovPos == 0)
5455 printf("Trying... Player frame reset\n");
5458 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5461 if (player->MovPos == 0) /* needed for tape.playing */
5462 player->is_moving = FALSE;
5465 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5467 TapeRecordAction(stored_player_action);
5468 num_stored_actions = 0;
5474 static unsigned long action_delay = 0;
5475 unsigned long action_delay_value;
5476 int magic_wall_x = 0, magic_wall_y = 0;
5477 int i, x, y, element, graphic;
5478 byte *recorded_player_action;
5479 byte summarized_player_action = 0;
5481 if (game_status != GAME_MODE_PLAYING)
5484 action_delay_value =
5485 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5487 if (tape.playing && tape.index_search && !tape.pausing)
5488 action_delay_value = 0;
5490 /* ---------- main game synchronization point ---------- */
5492 WaitUntilDelayReached(&action_delay, action_delay_value);
5494 if (network_playing && !network_player_action_received)
5498 printf("DEBUG: try to get network player actions in time\n");
5502 #if defined(PLATFORM_UNIX)
5503 /* last chance to get network player actions without main loop delay */
5507 if (game_status != GAME_MODE_PLAYING)
5510 if (!network_player_action_received)
5514 printf("DEBUG: failed to get network player actions in time\n");
5524 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5526 for (i=0; i<MAX_PLAYERS; i++)
5528 summarized_player_action |= stored_player[i].action;
5530 if (!network_playing)
5531 stored_player[i].effective_action = stored_player[i].action;
5534 #if defined(PLATFORM_UNIX)
5535 if (network_playing)
5536 SendToServer_MovePlayer(summarized_player_action);
5539 if (!options.network && !setup.team_mode)
5540 local_player->effective_action = summarized_player_action;
5542 for (i=0; i<MAX_PLAYERS; i++)
5544 int actual_player_action = stored_player[i].effective_action;
5546 if (stored_player[i].programmed_action)
5547 actual_player_action = stored_player[i].programmed_action;
5549 if (recorded_player_action)
5550 actual_player_action = recorded_player_action[i];
5552 PlayerActions(&stored_player[i], actual_player_action);
5553 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5556 network_player_action_received = FALSE;
5558 ScrollScreen(NULL, SCROLL_GO_ON);
5564 for (i=0; i<MAX_PLAYERS; i++)
5565 stored_player[i].Frame++;
5569 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5571 for (i=0; i<MAX_PLAYERS; i++)
5573 struct PlayerInfo *player = &stored_player[i];
5577 if (player->active && player->Pushing && player->is_moving &&
5580 ContinueMoving(x, y);
5582 /* continue moving after pushing (this is actually a bug) */
5583 if (!IS_MOVING(x, y))
5592 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5595 if (JustStopped[x][y] > 0)
5596 JustStopped[x][y]--;
5601 /* reset finished pushing action (not done in ContinueMoving() to allow
5602 continous pushing animation for elements without push delay) */
5603 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5605 ResetGfxAnimation(x, y);
5606 DrawLevelField(x, y);
5611 if (IS_BLOCKED(x, y))
5615 Blocked2Moving(x, y, &oldx, &oldy);
5616 if (!IS_MOVING(oldx, oldy))
5618 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5619 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5620 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5621 printf("GameActions(): This should never happen!\n");
5627 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5629 element = Feld[x][y];
5631 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5633 graphic = el2img(element);
5639 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5641 element = graphic = 0;
5645 if (graphic_info[graphic].anim_global_sync)
5646 GfxFrame[x][y] = FrameCounter;
5648 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5649 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5650 ResetRandomAnimationValue(x, y);
5652 SetRandomAnimationValue(x, y);
5655 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5658 if (IS_INACTIVE(element))
5660 if (IS_ANIMATED(graphic))
5661 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5667 /* this may take place after moving, so 'element' may have changed */
5668 if (IS_CHANGING(x, y))
5670 ChangeElement(x, y);
5671 element = Feld[x][y];
5672 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5676 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5681 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5683 if (element == EL_MOLE)
5684 printf("::: %d, %d, %d [%d]\n",
5685 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5689 if (element == EL_YAMYAM)
5690 printf("::: %d, %d, %d\n",
5691 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5695 if (IS_ANIMATED(graphic) &&
5699 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5702 if (element == EL_MOLE)
5703 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5707 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5708 EdelsteinFunkeln(x, y);
5710 else if ((element == EL_ACID ||
5711 element == EL_EXIT_OPEN ||
5712 element == EL_SP_EXIT_OPEN ||
5713 element == EL_SP_TERMINAL ||
5714 element == EL_SP_TERMINAL_ACTIVE ||
5715 element == EL_EXTRA_TIME ||
5716 element == EL_SHIELD_NORMAL ||
5717 element == EL_SHIELD_DEADLY) &&
5718 IS_ANIMATED(graphic))
5719 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5720 else if (IS_MOVING(x, y))
5721 ContinueMoving(x, y);
5722 else if (IS_ACTIVE_BOMB(element))
5723 CheckDynamite(x, y);
5725 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5726 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5728 else if (element == EL_AMOEBA_GROWING)
5729 AmoebeWaechst(x, y);
5730 else if (element == EL_AMOEBA_SHRINKING)
5731 AmoebaDisappearing(x, y);
5733 #if !USE_NEW_AMOEBA_CODE
5734 else if (IS_AMOEBALIVE(element))
5735 AmoebeAbleger(x, y);
5738 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5740 else if (element == EL_EXIT_CLOSED)
5742 else if (element == EL_SP_EXIT_CLOSED)
5744 else if (element == EL_EXPANDABLE_WALL_GROWING)
5746 else if (element == EL_EXPANDABLE_WALL ||
5747 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5748 element == EL_EXPANDABLE_WALL_VERTICAL ||
5749 element == EL_EXPANDABLE_WALL_ANY)
5751 else if (element == EL_FLAMES)
5752 CheckForDragon(x, y);
5754 else if (IS_AUTO_CHANGING(element))
5755 ChangeElement(x, y);
5757 else if (element == EL_EXPLOSION)
5758 ; /* drawing of correct explosion animation is handled separately */
5759 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5760 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5763 /* this may take place after moving, so 'element' may have changed */
5764 if (IS_AUTO_CHANGING(Feld[x][y]))
5765 ChangeElement(x, y);
5768 if (IS_BELT_ACTIVE(element))
5769 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5771 if (game.magic_wall_active)
5773 int jx = local_player->jx, jy = local_player->jy;
5775 /* play the element sound at the position nearest to the player */
5776 if ((element == EL_MAGIC_WALL_FULL ||
5777 element == EL_MAGIC_WALL_ACTIVE ||
5778 element == EL_MAGIC_WALL_EMPTYING ||
5779 element == EL_BD_MAGIC_WALL_FULL ||
5780 element == EL_BD_MAGIC_WALL_ACTIVE ||
5781 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5782 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5790 #if USE_NEW_AMOEBA_CODE
5791 /* new experimental amoeba growth stuff */
5793 if (!(FrameCounter % 8))
5796 static unsigned long random = 1684108901;
5798 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5801 x = (random >> 10) % lev_fieldx;
5802 y = (random >> 20) % lev_fieldy;
5804 x = RND(lev_fieldx);
5805 y = RND(lev_fieldy);
5807 element = Feld[x][y];
5809 if (!IS_PLAYER(x,y) &&
5810 (element == EL_EMPTY ||
5811 element == EL_SAND ||
5812 element == EL_QUICKSAND_EMPTY ||
5813 element == EL_ACID_SPLASH_LEFT ||
5814 element == EL_ACID_SPLASH_RIGHT))
5816 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5817 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5818 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5819 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5820 Feld[x][y] = EL_AMOEBA_DROP;
5823 random = random * 129 + 1;
5829 if (game.explosions_delayed)
5832 game.explosions_delayed = FALSE;
5834 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5836 element = Feld[x][y];
5838 if (ExplodeField[x][y])
5839 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5840 else if (element == EL_EXPLOSION)
5841 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5843 ExplodeField[x][y] = EX_NO_EXPLOSION;
5846 game.explosions_delayed = TRUE;
5849 if (game.magic_wall_active)
5851 if (!(game.magic_wall_time_left % 4))
5853 int element = Feld[magic_wall_x][magic_wall_y];
5855 if (element == EL_BD_MAGIC_WALL_FULL ||
5856 element == EL_BD_MAGIC_WALL_ACTIVE ||
5857 element == EL_BD_MAGIC_WALL_EMPTYING)
5858 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5860 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5863 if (game.magic_wall_time_left > 0)
5865 game.magic_wall_time_left--;
5866 if (!game.magic_wall_time_left)
5868 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5870 element = Feld[x][y];
5872 if (element == EL_MAGIC_WALL_ACTIVE ||
5873 element == EL_MAGIC_WALL_FULL)
5875 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5876 DrawLevelField(x, y);
5878 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5879 element == EL_BD_MAGIC_WALL_FULL)
5881 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5882 DrawLevelField(x, y);
5886 game.magic_wall_active = FALSE;
5891 if (game.light_time_left > 0)
5893 game.light_time_left--;
5895 if (game.light_time_left == 0)
5896 RedrawAllLightSwitchesAndInvisibleElements();
5899 if (game.timegate_time_left > 0)
5901 game.timegate_time_left--;
5903 if (game.timegate_time_left == 0)
5904 CloseAllOpenTimegates();
5907 for (i=0; i<MAX_PLAYERS; i++)
5909 struct PlayerInfo *player = &stored_player[i];
5911 if (SHIELD_ON(player))
5913 if (player->shield_deadly_time_left)
5914 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5915 else if (player->shield_normal_time_left)
5916 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5920 if (TimeFrames >= (1000 / GameFrameDelay))
5925 for (i=0; i<MAX_PLAYERS; i++)
5927 struct PlayerInfo *player = &stored_player[i];
5929 if (SHIELD_ON(player))
5931 player->shield_normal_time_left--;
5933 if (player->shield_deadly_time_left > 0)
5934 player->shield_deadly_time_left--;
5938 if (tape.recording || tape.playing)
5939 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5945 if (TimeLeft <= 10 && setup.time_limit)
5946 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5948 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5950 if (!TimeLeft && setup.time_limit)
5951 for (i=0; i<MAX_PLAYERS; i++)
5952 KillHero(&stored_player[i]);
5954 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5955 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5960 if (options.debug) /* calculate frames per second */
5962 static unsigned long fps_counter = 0;
5963 static int fps_frames = 0;
5964 unsigned long fps_delay_ms = Counter() - fps_counter;
5968 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5970 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5973 fps_counter = Counter();
5976 redraw_mask |= REDRAW_FPS;
5980 if (stored_player[0].jx != stored_player[0].last_jx ||
5981 stored_player[0].jy != stored_player[0].last_jy)
5982 printf("::: %d, %d, %d, %d, %d\n",
5983 stored_player[0].MovDir,
5984 stored_player[0].MovPos,
5985 stored_player[0].GfxPos,
5986 stored_player[0].Frame,
5987 stored_player[0].StepFrame);
5994 for (i=0; i<MAX_PLAYERS; i++)
5997 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5999 stored_player[i].Frame += move_frames;
6001 if (stored_player[i].MovPos != 0)
6002 stored_player[i].StepFrame += move_frames;
6007 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6009 int min_x = x, min_y = y, max_x = x, max_y = y;
6012 for (i=0; i<MAX_PLAYERS; i++)
6014 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6016 if (!stored_player[i].active || &stored_player[i] == player)
6019 min_x = MIN(min_x, jx);
6020 min_y = MIN(min_y, jy);
6021 max_x = MAX(max_x, jx);
6022 max_y = MAX(max_y, jy);
6025 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6028 static boolean AllPlayersInVisibleScreen()
6032 for (i=0; i<MAX_PLAYERS; i++)
6034 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6036 if (!stored_player[i].active)
6039 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6046 void ScrollLevel(int dx, int dy)
6048 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6051 BlitBitmap(drawto_field, drawto_field,
6052 FX + TILEX*(dx == -1) - softscroll_offset,
6053 FY + TILEY*(dy == -1) - softscroll_offset,
6054 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
6055 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
6056 FX + TILEX*(dx == 1) - softscroll_offset,
6057 FY + TILEY*(dy == 1) - softscroll_offset);
6061 x = (dx == 1 ? BX1 : BX2);
6062 for (y=BY1; y<=BY2; y++)
6063 DrawScreenField(x, y);
6068 y = (dy == 1 ? BY1 : BY2);
6069 for (x=BX1; x<=BX2; x++)
6070 DrawScreenField(x, y);
6073 redraw_mask |= REDRAW_FIELD;
6076 static void CheckGravityMovement(struct PlayerInfo *player)
6078 if (level.gravity && !player->programmed_action)
6080 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6081 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6083 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6084 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6085 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6086 int jx = player->jx, jy = player->jy;
6087 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6088 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6089 int new_jx = jx + dx, new_jy = jy + dy;
6090 boolean field_under_player_is_free =
6091 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6092 boolean player_is_moving_to_valid_field =
6093 (IN_LEV_FIELD(new_jx, new_jy) &&
6094 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6095 Feld[new_jx][new_jy] == EL_SAND));
6097 if (field_under_player_is_free &&
6098 !player_is_moving_to_valid_field &&
6099 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6100 player->programmed_action = MV_DOWN;
6106 -----------------------------------------------------------------------------
6107 dx, dy: direction (non-diagonal) to try to move the player to
6108 real_dx, real_dy: direction as read from input device (can be diagonal)
6111 boolean MoveFigureOneStep(struct PlayerInfo *player,
6112 int dx, int dy, int real_dx, int real_dy)
6114 int jx = player->jx, jy = player->jy;
6115 int new_jx = jx+dx, new_jy = jy+dy;
6119 if (!player->active || (!dx && !dy))
6120 return MF_NO_ACTION;
6122 player->MovDir = (dx < 0 ? MV_LEFT :
6125 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6127 if (!IN_LEV_FIELD(new_jx, new_jy))
6128 return MF_NO_ACTION;
6130 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6131 return MF_NO_ACTION;
6134 element = MovingOrBlocked2Element(new_jx, new_jy);
6136 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6139 if (DONT_RUN_INTO(element))
6141 if (element == EL_ACID && dx == 0 && dy == 1)
6144 Feld[jx][jy] = EL_PLAYER_1;
6145 InitMovingField(jx, jy, MV_DOWN);
6146 Store[jx][jy] = EL_ACID;
6147 ContinueMoving(jx, jy);
6151 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6156 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6157 if (can_move != MF_MOVING)
6160 StorePlayer[jx][jy] = 0;
6161 player->last_jx = jx;
6162 player->last_jy = jy;
6163 jx = player->jx = new_jx;
6164 jy = player->jy = new_jy;
6165 StorePlayer[jx][jy] = player->element_nr;
6168 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6170 ScrollFigure(player, SCROLL_INIT);
6175 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6177 int jx = player->jx, jy = player->jy;
6178 int old_jx = jx, old_jy = jy;
6179 int moved = MF_NO_ACTION;
6181 if (!player->active || (!dx && !dy))
6185 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6189 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6190 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6194 /* remove the last programmed player action */
6195 player->programmed_action = 0;
6199 /* should only happen if pre-1.2 tape recordings are played */
6200 /* this is only for backward compatibility */
6202 int original_move_delay_value = player->move_delay_value;
6205 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6209 /* scroll remaining steps with finest movement resolution */
6210 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6212 while (player->MovPos)
6214 ScrollFigure(player, SCROLL_GO_ON);
6215 ScrollScreen(NULL, SCROLL_GO_ON);
6221 player->move_delay_value = original_move_delay_value;
6224 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6226 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6227 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6231 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6232 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6238 if (moved & MF_MOVING && !ScreenMovPos &&
6239 (player == local_player || !options.network))
6241 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6242 int offset = (setup.scroll_delay ? 3 : 0);
6244 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6246 /* actual player has left the screen -- scroll in that direction */
6247 if (jx != old_jx) /* player has moved horizontally */
6248 scroll_x += (jx - old_jx);
6249 else /* player has moved vertically */
6250 scroll_y += (jy - old_jy);
6254 if (jx != old_jx) /* player has moved horizontally */
6256 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6257 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6258 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6260 /* don't scroll over playfield boundaries */
6261 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6262 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6264 /* don't scroll more than one field at a time */
6265 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6267 /* don't scroll against the player's moving direction */
6268 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6269 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6270 scroll_x = old_scroll_x;
6272 else /* player has moved vertically */
6274 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6275 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6276 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6278 /* don't scroll over playfield boundaries */
6279 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6280 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6282 /* don't scroll more than one field at a time */
6283 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6285 /* don't scroll against the player's moving direction */
6286 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6287 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6288 scroll_y = old_scroll_y;
6292 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6294 if (!options.network && !AllPlayersInVisibleScreen())
6296 scroll_x = old_scroll_x;
6297 scroll_y = old_scroll_y;
6301 ScrollScreen(player, SCROLL_INIT);
6302 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6309 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6311 if (!(moved & MF_MOVING) && !player->Pushing)
6316 player->StepFrame = 0;
6318 if (moved & MF_MOVING)
6320 if (old_jx != jx && old_jy == jy)
6321 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6322 else if (old_jx == jx && old_jy != jy)
6323 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6325 DrawLevelField(jx, jy); /* for "crumbled sand" */
6327 player->last_move_dir = player->MovDir;
6328 player->is_moving = TRUE;
6332 CheckGravityMovement(player);
6335 player->last_move_dir = MV_NO_MOVING;
6337 player->is_moving = FALSE;
6340 TestIfHeroTouchesBadThing(jx, jy);
6341 TestIfPlayerTouchesCustomElement(jx, jy);
6343 if (!player->active)
6349 void ScrollFigure(struct PlayerInfo *player, int mode)
6351 int jx = player->jx, jy = player->jy;
6352 int last_jx = player->last_jx, last_jy = player->last_jy;
6353 int move_stepsize = TILEX / player->move_delay_value;
6355 if (!player->active || !player->MovPos)
6358 if (mode == SCROLL_INIT)
6360 player->actual_frame_counter = FrameCounter;
6361 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6363 if (Feld[last_jx][last_jy] == EL_EMPTY)
6364 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6371 else if (!FrameReached(&player->actual_frame_counter, 1))
6374 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6375 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6377 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6378 Feld[last_jx][last_jy] = EL_EMPTY;
6380 /* before DrawPlayer() to draw correct player graphic for this case */
6381 if (player->MovPos == 0)
6382 CheckGravityMovement(player);
6385 DrawPlayer(player); /* needed here only to cleanup last field */
6388 if (player->MovPos == 0)
6390 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6392 /* continue with normal speed after quickly moving through gate */
6393 HALVE_PLAYER_SPEED(player);
6395 /* be able to make the next move without delay */
6396 player->move_delay = 0;
6399 player->last_jx = jx;
6400 player->last_jy = jy;
6402 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6403 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6407 if (local_player->friends_still_needed == 0 ||
6408 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6409 player->LevelSolved = player->GameOver = TRUE;
6412 if (tape.single_step && tape.recording && !tape.pausing &&
6413 !player->programmed_action)
6414 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6418 void ScrollScreen(struct PlayerInfo *player, int mode)
6420 static unsigned long screen_frame_counter = 0;
6422 if (mode == SCROLL_INIT)
6424 /* set scrolling step size according to actual player's moving speed */
6425 ScrollStepSize = TILEX / player->move_delay_value;
6427 screen_frame_counter = FrameCounter;
6428 ScreenMovDir = player->MovDir;
6429 ScreenMovPos = player->MovPos;
6430 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6433 else if (!FrameReached(&screen_frame_counter, 1))
6438 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6439 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6440 redraw_mask |= REDRAW_FIELD;
6443 ScreenMovDir = MV_NO_MOVING;
6446 void TestIfPlayerTouchesCustomElement(int x, int y)
6448 static boolean check_changing = FALSE;
6449 static int xy[4][2] =
6456 boolean center_is_player = (IS_PLAYER(x, y));
6459 /* prevent TestIfPlayerTouchesCustomElement() from looping */
6463 check_changing = TRUE;
6467 int xx = x + xy[i][0];
6468 int yy = y + xy[i][1];
6470 if (!IN_LEV_FIELD(xx, yy))
6473 if (center_is_player)
6475 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6476 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6478 else if (IS_PLAYER(xx, yy))
6480 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6481 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6487 check_changing = FALSE;
6490 void TestIfElementTouchesCustomElement(int x, int y)
6492 static boolean check_changing = FALSE;
6493 static int xy[4][2] =
6500 boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
6503 /* prevent TestIfElementTouchesCustomElement() from looping */
6507 check_changing = TRUE;
6511 int xx = x + xy[i][0];
6512 int yy = y + xy[i][1];
6514 if (!IN_LEV_FIELD(xx, yy))
6517 if (center_is_custom &&
6518 Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
6520 CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
6523 if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
6524 Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
6526 CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
6530 check_changing = FALSE;
6533 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6535 int i, kill_x = -1, kill_y = -1;
6536 static int test_xy[4][2] =
6543 static int test_dir[4] =
6553 int test_x, test_y, test_move_dir, test_element;
6555 test_x = good_x + test_xy[i][0];
6556 test_y = good_y + test_xy[i][1];
6557 if (!IN_LEV_FIELD(test_x, test_y))
6561 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6564 test_element = Feld[test_x][test_y];
6566 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6569 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6570 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6572 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6573 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6581 if (kill_x != -1 || kill_y != -1)
6583 if (IS_PLAYER(good_x, good_y))
6585 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6587 if (player->shield_deadly_time_left > 0)
6588 Bang(kill_x, kill_y);
6589 else if (!PLAYER_PROTECTED(good_x, good_y))
6593 Bang(good_x, good_y);
6597 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6599 int i, kill_x = -1, kill_y = -1;
6600 int bad_element = Feld[bad_x][bad_y];
6601 static int test_xy[4][2] =
6608 static int test_dir[4] =
6616 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6621 int test_x, test_y, test_move_dir, test_element;
6623 test_x = bad_x + test_xy[i][0];
6624 test_y = bad_y + test_xy[i][1];
6625 if (!IN_LEV_FIELD(test_x, test_y))
6629 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6631 test_element = Feld[test_x][test_y];
6633 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6634 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6636 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6637 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6639 /* good thing is player or penguin that does not move away */
6640 if (IS_PLAYER(test_x, test_y))
6642 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6644 if (bad_element == EL_ROBOT && player->is_moving)
6645 continue; /* robot does not kill player if he is moving */
6651 else if (test_element == EL_PENGUIN)
6660 if (kill_x != -1 || kill_y != -1)
6662 if (IS_PLAYER(kill_x, kill_y))
6664 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6667 int dir = player->MovDir;
6668 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6669 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6671 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6672 newx != bad_x && newy != bad_y)
6673 ; /* robot does not kill player if he is moving */
6675 printf("-> %d\n", player->MovDir);
6677 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6678 newx != bad_x && newy != bad_y)
6679 ; /* robot does not kill player if he is moving */
6684 if (player->shield_deadly_time_left > 0)
6686 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6690 Bang(kill_x, kill_y);
6694 void TestIfHeroTouchesBadThing(int x, int y)
6696 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6699 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6701 TestIfGoodThingHitsBadThing(x, y, move_dir);
6704 void TestIfBadThingTouchesHero(int x, int y)
6706 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6709 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6711 TestIfBadThingHitsGoodThing(x, y, move_dir);
6714 void TestIfFriendTouchesBadThing(int x, int y)
6716 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6719 void TestIfBadThingTouchesFriend(int x, int y)
6721 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6724 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6726 int i, kill_x = bad_x, kill_y = bad_y;
6727 static int xy[4][2] =
6739 x = bad_x + xy[i][0];
6740 y = bad_y + xy[i][1];
6741 if (!IN_LEV_FIELD(x, y))
6744 element = Feld[x][y];
6745 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6746 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6754 if (kill_x != bad_x || kill_y != bad_y)
6758 void KillHero(struct PlayerInfo *player)
6760 int jx = player->jx, jy = player->jy;
6762 if (!player->active)
6765 /* remove accessible field at the player's position */
6766 Feld[jx][jy] = EL_EMPTY;
6768 /* deactivate shield (else Bang()/Explode() would not work right) */
6769 player->shield_normal_time_left = 0;
6770 player->shield_deadly_time_left = 0;
6776 static void KillHeroUnlessProtected(int x, int y)
6778 if (!PLAYER_PROTECTED(x, y))
6779 KillHero(PLAYERINFO(x, y));
6782 void BuryHero(struct PlayerInfo *player)
6784 int jx = player->jx, jy = player->jy;
6786 if (!player->active)
6790 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6792 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6794 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6796 player->GameOver = TRUE;
6800 void RemoveHero(struct PlayerInfo *player)
6802 int jx = player->jx, jy = player->jy;
6803 int i, found = FALSE;
6805 player->present = FALSE;
6806 player->active = FALSE;
6808 if (!ExplodeField[jx][jy])
6809 StorePlayer[jx][jy] = 0;
6811 for (i=0; i<MAX_PLAYERS; i++)
6812 if (stored_player[i].active)
6816 AllPlayersGone = TRUE;
6823 =============================================================================
6824 checkDiagonalPushing()
6825 -----------------------------------------------------------------------------
6826 check if diagonal input device direction results in pushing of object
6827 (by checking if the alternative direction is walkable, diggable, ...)
6828 =============================================================================
6831 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6832 int x, int y, int real_dx, int real_dy)
6834 int jx, jy, dx, dy, xx, yy;
6836 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6839 /* diagonal direction: check alternative direction */
6844 xx = jx + (dx == 0 ? real_dx : 0);
6845 yy = jy + (dy == 0 ? real_dy : 0);
6847 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6851 =============================================================================
6853 -----------------------------------------------------------------------------
6854 x, y: field next to player (non-diagonal) to try to dig to
6855 real_dx, real_dy: direction as read from input device (can be diagonal)
6856 =============================================================================
6859 int DigField(struct PlayerInfo *player,
6860 int x, int y, int real_dx, int real_dy, int mode)
6862 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6863 int jx = player->jx, jy = player->jy;
6864 int dx = x - jx, dy = y - jy;
6865 int nextx = x + dx, nexty = y + dy;
6866 int move_direction = (dx == -1 ? MV_LEFT :
6867 dx == +1 ? MV_RIGHT :
6869 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6872 if (player->MovPos == 0)
6874 player->is_digging = FALSE;
6875 player->is_collecting = FALSE;
6878 if (player->MovPos == 0) /* last pushing move finished */
6879 player->Pushing = FALSE;
6881 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6883 player->Switching = FALSE;
6884 player->push_delay = 0;
6886 return MF_NO_ACTION;
6889 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6890 return MF_NO_ACTION;
6893 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6895 if (IS_TUBE(Feld[jx][jy]) ||
6896 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6900 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6901 int tube_leave_directions[][2] =
6903 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6904 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6905 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6906 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6907 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6908 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6909 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6910 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6911 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6912 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6913 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6914 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6917 while (tube_leave_directions[i][0] != tube_element)
6920 if (tube_leave_directions[i][0] == -1) /* should not happen */
6924 if (!(tube_leave_directions[i][1] & move_direction))
6925 return MF_NO_ACTION; /* tube has no opening in this direction */
6928 element = Feld[x][y];
6930 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6931 game.engine_version >= VERSION_IDENT(2,2,0))
6932 return MF_NO_ACTION;
6936 case EL_ROBOT_WHEEL:
6937 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6940 DrawLevelField(x, y);
6941 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6945 case EL_SP_TERMINAL:
6949 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6951 for (yy=0; yy<lev_fieldy; yy++)
6953 for (xx=0; xx<lev_fieldx; xx++)
6955 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6957 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6958 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6966 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6967 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6968 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6969 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6970 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6971 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6972 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6973 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6974 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6975 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6976 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6977 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6978 if (!player->Switching)
6980 player->Switching = TRUE;
6981 ToggleBeltSwitch(x, y);
6982 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6987 case EL_SWITCHGATE_SWITCH_UP:
6988 case EL_SWITCHGATE_SWITCH_DOWN:
6989 if (!player->Switching)
6991 player->Switching = TRUE;
6992 ToggleSwitchgateSwitch(x, y);
6993 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6998 case EL_LIGHT_SWITCH:
6999 case EL_LIGHT_SWITCH_ACTIVE:
7000 if (!player->Switching)
7002 player->Switching = TRUE;
7003 ToggleLightSwitch(x, y);
7004 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7005 SND_LIGHT_SWITCH_ACTIVATING :
7006 SND_LIGHT_SWITCH_DEACTIVATING);
7011 case EL_TIMEGATE_SWITCH:
7012 ActivateTimegateSwitch(x, y);
7013 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7018 case EL_BALLOON_SWITCH_LEFT:
7019 case EL_BALLOON_SWITCH_RIGHT:
7020 case EL_BALLOON_SWITCH_UP:
7021 case EL_BALLOON_SWITCH_DOWN:
7022 case EL_BALLOON_SWITCH_ANY:
7023 if (element == EL_BALLOON_SWITCH_ANY)
7024 game.balloon_dir = move_direction;
7026 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7027 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7028 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7029 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7031 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7036 case EL_SP_PORT_LEFT:
7037 case EL_SP_PORT_RIGHT:
7039 case EL_SP_PORT_DOWN:
7040 case EL_SP_PORT_HORIZONTAL:
7041 case EL_SP_PORT_VERTICAL:
7042 case EL_SP_PORT_ANY:
7043 case EL_SP_GRAVITY_PORT_LEFT:
7044 case EL_SP_GRAVITY_PORT_RIGHT:
7045 case EL_SP_GRAVITY_PORT_UP:
7046 case EL_SP_GRAVITY_PORT_DOWN:
7048 element != EL_SP_PORT_LEFT &&
7049 element != EL_SP_GRAVITY_PORT_LEFT &&
7050 element != EL_SP_PORT_HORIZONTAL &&
7051 element != EL_SP_PORT_ANY) ||
7053 element != EL_SP_PORT_RIGHT &&
7054 element != EL_SP_GRAVITY_PORT_RIGHT &&
7055 element != EL_SP_PORT_HORIZONTAL &&
7056 element != EL_SP_PORT_ANY) ||
7058 element != EL_SP_PORT_UP &&
7059 element != EL_SP_GRAVITY_PORT_UP &&
7060 element != EL_SP_PORT_VERTICAL &&
7061 element != EL_SP_PORT_ANY) ||
7063 element != EL_SP_PORT_DOWN &&
7064 element != EL_SP_GRAVITY_PORT_DOWN &&
7065 element != EL_SP_PORT_VERTICAL &&
7066 element != EL_SP_PORT_ANY) ||
7067 !IN_LEV_FIELD(nextx, nexty) ||
7068 !IS_FREE(nextx, nexty))
7069 return MF_NO_ACTION;
7071 /* automatically move to the next field with double speed */
7072 player->programmed_action = move_direction;
7073 DOUBLE_PLAYER_SPEED(player);
7075 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7079 case EL_TUBE_VERTICAL:
7080 case EL_TUBE_HORIZONTAL:
7081 case EL_TUBE_VERTICAL_LEFT:
7082 case EL_TUBE_VERTICAL_RIGHT:
7083 case EL_TUBE_HORIZONTAL_UP:
7084 case EL_TUBE_HORIZONTAL_DOWN:
7085 case EL_TUBE_LEFT_UP:
7086 case EL_TUBE_LEFT_DOWN:
7087 case EL_TUBE_RIGHT_UP:
7088 case EL_TUBE_RIGHT_DOWN:
7091 int tube_enter_directions[][2] =
7093 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7094 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7095 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7096 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7097 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7098 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7099 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7100 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7101 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7102 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7103 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7104 { -1, MV_NO_MOVING }
7107 while (tube_enter_directions[i][0] != element)
7110 if (tube_enter_directions[i][0] == -1) /* should not happen */
7114 if (!(tube_enter_directions[i][1] & move_direction))
7115 return MF_NO_ACTION; /* tube has no opening in this direction */
7117 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7122 Feld[x][y] = EL_LAMP_ACTIVE;
7123 local_player->lights_still_needed--;
7124 DrawLevelField(x, y);
7125 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7129 case EL_TIME_ORB_FULL:
7130 Feld[x][y] = EL_TIME_ORB_EMPTY;
7132 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7133 DrawLevelField(x, y);
7134 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7140 if (IS_WALKABLE(element))
7142 int sound_action = ACTION_WALKING;
7144 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7146 if (!player->key[element - EL_GATE_1])
7147 return MF_NO_ACTION;
7149 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7151 if (!player->key[element - EL_GATE_1_GRAY])
7152 return MF_NO_ACTION;
7154 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7156 sound_action = ACTION_PASSING; /* player is passing exit */
7158 else if (element == EL_EMPTY)
7160 sound_action = ACTION_MOVING; /* nothing to walk on */
7163 /* play sound from background or player, whatever is available */
7164 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7165 PlaySoundLevelElementAction(x, y, element, sound_action);
7167 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7171 else if (IS_PASSABLE(element))
7173 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7174 return MF_NO_ACTION;
7176 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7178 if (!player->key[element - EL_EM_GATE_1])
7179 return MF_NO_ACTION;
7181 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7183 if (!player->key[element - EL_EM_GATE_1_GRAY])
7184 return MF_NO_ACTION;
7187 /* automatically move to the next field with double speed */
7188 player->programmed_action = move_direction;
7189 DOUBLE_PLAYER_SPEED(player);
7191 PlaySoundLevelAction(x, y, ACTION_PASSING);
7195 else if (IS_DIGGABLE(element))
7199 if (mode != DF_SNAP)
7202 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7203 player->is_digging = TRUE;
7206 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7210 else if (IS_COLLECTIBLE(element))
7214 if (mode != DF_SNAP)
7216 GfxElement[x][y] = element;
7217 player->is_collecting = TRUE;
7220 if (element == EL_SPEED_PILL)
7221 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7222 else if (element == EL_EXTRA_TIME && level.time > 0)
7225 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7227 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7229 player->shield_normal_time_left += 10;
7230 if (element == EL_SHIELD_DEADLY)
7231 player->shield_deadly_time_left += 10;
7233 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7236 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7238 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7239 int2str(local_player->dynamite, 3), FONT_TEXT_2);
7241 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7243 player->dynabomb_count++;
7244 player->dynabombs_left++;
7246 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7248 player->dynabomb_size++;
7250 else if (element == EL_DYNABOMB_INCREASE_POWER)
7252 player->dynabomb_xl = TRUE;
7254 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7255 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7257 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7258 element - EL_KEY_1 : element - EL_EM_KEY_1);
7260 player->key[key_nr] = TRUE;
7262 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7263 el2edimg(EL_KEY_1 + key_nr));
7264 redraw_mask |= REDRAW_DOOR_1;
7266 else if (element_info[element].gem_count > 0)
7268 local_player->gems_still_needed -=
7269 element_info[element].gem_count;
7270 if (local_player->gems_still_needed < 0)
7271 local_player->gems_still_needed = 0;
7273 DrawText(DX_EMERALDS, DY_EMERALDS,
7274 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7277 RaiseScoreElement(element);
7278 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7280 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7284 else if (IS_PUSHABLE(element))
7286 if (mode == DF_SNAP && element != EL_BD_ROCK)
7287 return MF_NO_ACTION;
7289 if (CAN_FALL(element) && dy)
7290 return MF_NO_ACTION;
7292 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7293 !(element == EL_SPRING && use_spring_bug))
7294 return MF_NO_ACTION;
7296 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7297 return MF_NO_ACTION;
7299 if (!player->Pushing &&
7300 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7301 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7303 player->Pushing = TRUE;
7305 if (!(IN_LEV_FIELD(nextx, nexty) &&
7306 (IS_FREE(nextx, nexty) ||
7307 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7308 IS_SB_ELEMENT(element)))))
7309 return MF_NO_ACTION;
7311 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7312 return MF_NO_ACTION;
7314 if (player->push_delay == 0) /* new pushing; restart delay */
7315 player->push_delay = FrameCounter;
7317 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7318 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7319 element != EL_SPRING && element != EL_BALLOON)
7320 return MF_NO_ACTION;
7322 if (IS_SB_ELEMENT(element))
7324 if (element == EL_SOKOBAN_FIELD_FULL)
7326 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7327 local_player->sokobanfields_still_needed++;
7330 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7332 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7333 local_player->sokobanfields_still_needed--;
7336 Feld[x][y] = EL_SOKOBAN_OBJECT;
7338 if (Back[x][y] == Back[nextx][nexty])
7339 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7340 else if (Back[x][y] != 0)
7341 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7344 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7347 if (local_player->sokobanfields_still_needed == 0 &&
7348 game.emulation == EMU_SOKOBAN)
7350 player->LevelSolved = player->GameOver = TRUE;
7351 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7355 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7357 InitMovingField(x, y, move_direction);
7358 GfxAction[x][y] = ACTION_PUSHING;
7360 if (mode == DF_SNAP)
7361 ContinueMoving(x, y);
7363 MovPos[x][y] = (dx != 0 ? dx : dy);
7365 Pushed[x][y] = TRUE;
7366 Pushed[nextx][nexty] = TRUE;
7368 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7369 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7371 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7372 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7378 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7379 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7382 return MF_NO_ACTION;
7385 player->push_delay = 0;
7387 if (Feld[x][y] != element) /* really digged/collected something */
7388 player->is_collecting = !player->is_digging;
7393 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7395 int jx = player->jx, jy = player->jy;
7396 int x = jx + dx, y = jy + dy;
7397 int snap_direction = (dx == -1 ? MV_LEFT :
7398 dx == +1 ? MV_RIGHT :
7400 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7402 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7405 if (!player->active || !IN_LEV_FIELD(x, y))
7413 if (player->MovPos == 0)
7414 player->Pushing = FALSE;
7416 player->snapped = FALSE;
7418 if (player->MovPos == 0)
7420 player->is_digging = FALSE;
7421 player->is_collecting = FALSE;
7427 if (player->snapped)
7430 player->MovDir = snap_direction;
7432 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7435 player->snapped = TRUE;
7436 player->is_digging = FALSE;
7437 player->is_collecting = FALSE;
7439 DrawLevelField(x, y);
7445 boolean PlaceBomb(struct PlayerInfo *player)
7447 int jx = player->jx, jy = player->jy;
7450 if (!player->active || player->MovPos)
7453 element = Feld[jx][jy];
7455 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7456 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7460 if (element != EL_EMPTY)
7464 if (element != EL_EMPTY)
7467 Store[jx][jy] = element;
7469 Back[jx][jy] = element;
7473 MovDelay[jx][jy] = 96;
7475 ResetGfxAnimation(jx, jy);
7476 ResetRandomAnimationValue(jx, jy);
7478 if (player->dynamite)
7480 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7481 EL_DYNAMITE_ACTIVE);
7484 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7486 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7489 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7491 if (game.emulation == EMU_SUPAPLEX)
7492 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7494 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7498 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7503 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7504 player->dynabombs_left--;
7506 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7507 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7509 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7515 /* ------------------------------------------------------------------------- */
7516 /* game sound playing functions */
7517 /* ------------------------------------------------------------------------- */
7519 static int *loop_sound_frame = NULL;
7520 static int *loop_sound_volume = NULL;
7522 void InitPlaySoundLevel()
7524 int num_sounds = getSoundListSize();
7526 if (loop_sound_frame != NULL)
7527 free(loop_sound_frame);
7529 if (loop_sound_volume != NULL)
7530 free(loop_sound_volume);
7532 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7533 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7536 static void PlaySoundLevel(int x, int y, int nr)
7538 int sx = SCREENX(x), sy = SCREENY(y);
7539 int volume, stereo_position;
7540 int max_distance = 8;
7541 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7543 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7544 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7547 if (!IN_LEV_FIELD(x, y) ||
7548 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7549 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7552 volume = SOUND_MAX_VOLUME;
7554 if (!IN_SCR_FIELD(sx, sy))
7556 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7557 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7559 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7562 stereo_position = (SOUND_MAX_LEFT +
7563 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7564 (SCR_FIELDX + 2 * max_distance));
7566 if (IS_LOOP_SOUND(nr))
7568 /* This assures that quieter loop sounds do not overwrite louder ones,
7569 while restarting sound volume comparison with each new game frame. */
7571 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7574 loop_sound_volume[nr] = volume;
7575 loop_sound_frame[nr] = FrameCounter;
7578 PlaySoundExt(nr, volume, stereo_position, type);
7581 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7583 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7584 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7585 y < LEVELY(BY1) ? LEVELY(BY1) :
7586 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7590 static void PlaySoundLevelAction(int x, int y, int action)
7592 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7595 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7597 int sound_effect = element_info[element].sound[action];
7599 if (sound_effect != SND_UNDEFINED)
7600 PlaySoundLevel(x, y, sound_effect);
7603 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7605 int sound_effect = element_info[Feld[x][y]].sound[action];
7607 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7608 PlaySoundLevel(x, y, sound_effect);
7611 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7613 int sound_effect = element_info[Feld[x][y]].sound[action];
7615 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7616 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7619 void RaiseScore(int value)
7621 local_player->score += value;
7622 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7625 void RaiseScoreElement(int element)
7631 case EL_EMERALD_YELLOW:
7632 case EL_EMERALD_RED:
7633 case EL_EMERALD_PURPLE:
7634 case EL_SP_INFOTRON:
7635 RaiseScore(level.score[SC_EMERALD]);
7638 RaiseScore(level.score[SC_DIAMOND]);
7641 RaiseScore(level.score[SC_CRYSTAL]);
7644 RaiseScore(level.score[SC_PEARL]);
7647 case EL_BD_BUTTERFLY:
7648 case EL_SP_ELECTRON:
7649 RaiseScore(level.score[SC_BUG]);
7653 case EL_SP_SNIKSNAK:
7654 RaiseScore(level.score[SC_SPACESHIP]);
7657 case EL_DARK_YAMYAM:
7658 RaiseScore(level.score[SC_YAMYAM]);
7661 RaiseScore(level.score[SC_ROBOT]);
7664 RaiseScore(level.score[SC_PACMAN]);
7667 RaiseScore(level.score[SC_NUT]);
7670 case EL_SP_DISK_RED:
7671 case EL_DYNABOMB_INCREASE_NUMBER:
7672 case EL_DYNABOMB_INCREASE_SIZE:
7673 case EL_DYNABOMB_INCREASE_POWER:
7674 RaiseScore(level.score[SC_DYNAMITE]);
7676 case EL_SHIELD_NORMAL:
7677 case EL_SHIELD_DEADLY:
7678 RaiseScore(level.score[SC_SHIELD]);
7681 RaiseScore(level.score[SC_TIME_BONUS]);
7687 RaiseScore(level.score[SC_KEY]);
7690 RaiseScore(element_info[element].score);
7695 void RequestQuitGame(boolean ask_if_really_quit)
7697 if (AllPlayersGone ||
7698 !ask_if_really_quit ||
7699 level_editor_test_game ||
7700 Request("Do you really want to quit the game ?",
7701 REQ_ASK | REQ_STAY_CLOSED))
7703 #if defined(PLATFORM_UNIX)
7704 if (options.network)
7705 SendToServer_StopPlaying();
7709 game_status = GAME_MODE_MAIN;
7715 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7720 /* ---------- new game button stuff ---------------------------------------- */
7722 /* graphic position values for game buttons */
7723 #define GAME_BUTTON_XSIZE 30
7724 #define GAME_BUTTON_YSIZE 30
7725 #define GAME_BUTTON_XPOS 5
7726 #define GAME_BUTTON_YPOS 215
7727 #define SOUND_BUTTON_XPOS 5
7728 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7730 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7731 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7732 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7733 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7734 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7735 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7742 } gamebutton_info[NUM_GAME_BUTTONS] =
7745 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7750 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7755 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7760 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7761 SOUND_CTRL_ID_MUSIC,
7762 "background music on/off"
7765 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7766 SOUND_CTRL_ID_LOOPS,
7767 "sound loops on/off"
7770 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7771 SOUND_CTRL_ID_SIMPLE,
7772 "normal sounds on/off"
7776 void CreateGameButtons()
7780 for (i=0; i<NUM_GAME_BUTTONS; i++)
7782 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7783 struct GadgetInfo *gi;
7786 unsigned long event_mask;
7787 int gd_xoffset, gd_yoffset;
7788 int gd_x1, gd_x2, gd_y1, gd_y2;
7791 gd_xoffset = gamebutton_info[i].x;
7792 gd_yoffset = gamebutton_info[i].y;
7793 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7794 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7796 if (id == GAME_CTRL_ID_STOP ||
7797 id == GAME_CTRL_ID_PAUSE ||
7798 id == GAME_CTRL_ID_PLAY)
7800 button_type = GD_TYPE_NORMAL_BUTTON;
7802 event_mask = GD_EVENT_RELEASED;
7803 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7804 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7808 button_type = GD_TYPE_CHECK_BUTTON;
7810 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7811 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7812 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7813 event_mask = GD_EVENT_PRESSED;
7814 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7815 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7818 gi = CreateGadget(GDI_CUSTOM_ID, id,
7819 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7820 GDI_X, DX + gd_xoffset,
7821 GDI_Y, DY + gd_yoffset,
7822 GDI_WIDTH, GAME_BUTTON_XSIZE,
7823 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7824 GDI_TYPE, button_type,
7825 GDI_STATE, GD_BUTTON_UNPRESSED,
7826 GDI_CHECKED, checked,
7827 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7828 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7829 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7830 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7831 GDI_EVENT_MASK, event_mask,
7832 GDI_CALLBACK_ACTION, HandleGameButtons,
7836 Error(ERR_EXIT, "cannot create gadget");
7838 game_gadget[id] = gi;
7842 void FreeGameButtons()
7846 for (i=0; i<NUM_GAME_BUTTONS; i++)
7847 FreeGadget(game_gadget[i]);
7850 static void MapGameButtons()
7854 for (i=0; i<NUM_GAME_BUTTONS; i++)
7855 MapGadget(game_gadget[i]);
7858 void UnmapGameButtons()
7862 for (i=0; i<NUM_GAME_BUTTONS; i++)
7863 UnmapGadget(game_gadget[i]);
7866 static void HandleGameButtons(struct GadgetInfo *gi)
7868 int id = gi->custom_id;
7870 if (game_status != GAME_MODE_PLAYING)
7875 case GAME_CTRL_ID_STOP:
7876 RequestQuitGame(TRUE);
7879 case GAME_CTRL_ID_PAUSE:
7880 if (options.network)
7882 #if defined(PLATFORM_UNIX)
7884 SendToServer_ContinuePlaying();
7886 SendToServer_PausePlaying();
7890 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7893 case GAME_CTRL_ID_PLAY:
7896 #if defined(PLATFORM_UNIX)
7897 if (options.network)
7898 SendToServer_ContinuePlaying();
7902 tape.pausing = FALSE;
7903 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7908 case SOUND_CTRL_ID_MUSIC:
7909 if (setup.sound_music)
7911 setup.sound_music = FALSE;
7914 else if (audio.music_available)
7916 setup.sound = setup.sound_music = TRUE;
7918 SetAudioMode(setup.sound);
7919 PlayMusic(level_nr);
7923 case SOUND_CTRL_ID_LOOPS:
7924 if (setup.sound_loops)
7925 setup.sound_loops = FALSE;
7926 else if (audio.loops_available)
7928 setup.sound = setup.sound_loops = TRUE;
7929 SetAudioMode(setup.sound);
7933 case SOUND_CTRL_ID_SIMPLE:
7934 if (setup.sound_simple)
7935 setup.sound_simple = FALSE;
7936 else if (audio.sound_available)
7938 setup.sound = setup.sound_simple = TRUE;
7939 SetAudioMode(setup.sound);