1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
100 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
102 (DONT_COLLIDE_WITH(e) && \
103 IS_FREE_OR_PLAYER(x, y))))
105 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
106 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
109 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
110 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 1)
112 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
118 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
120 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
122 Feld[x][y] == EL_DIAMOND))
124 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
125 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
126 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
128 #define PACMAN_CAN_ENTER_FIELD(x, y) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
130 IS_AMOEBOID(Feld[x][y])))
132 #define PIG_CAN_ENTER_FIELD(x, y) \
133 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 IS_FOOD_PIG(Feld[x][y])))
136 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
137 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
138 IS_FOOD_PENGUIN(Feld[x][y]) || \
139 Feld[x][y] == EL_EXIT_OPEN || \
140 Feld[x][y] == EL_ACID))
142 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
143 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
145 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
146 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
148 /* game button identifiers */
149 #define GAME_CTRL_ID_STOP 0
150 #define GAME_CTRL_ID_PAUSE 1
151 #define GAME_CTRL_ID_PLAY 2
152 #define SOUND_CTRL_ID_MUSIC 3
153 #define SOUND_CTRL_ID_LOOPS 4
154 #define SOUND_CTRL_ID_SIMPLE 5
156 #define NUM_GAME_BUTTONS 6
159 /* forward declaration for internal use */
161 static void InitBeltMovement(void);
162 static void CloseAllOpenTimegates(void);
163 static void CheckGravityMovement(struct PlayerInfo *);
164 static void KillHeroUnlessProtected(int, int);
166 static void CheckTriggeredElementChange(int, int);
167 static void CheckPlayerElementChange(int, int, int, int);
168 static void ChangeElementDoIt(int, int, int);
170 static void PlaySoundLevel(int, int, int);
171 static void PlaySoundLevelNearest(int, int, int);
172 static void PlaySoundLevelAction(int, int, int);
173 static void PlaySoundLevelElementAction(int, int, int, int);
174 static void PlaySoundLevelActionIfLoop(int, int, int);
175 static void StopSoundLevelActionIfLoop(int, int, int);
177 static void MapGameButtons();
178 static void HandleGameButtons(struct GadgetInfo *);
180 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
183 /* ------------------------------------------------------------------------- */
184 /* definition of elements that automatically change to other elements after */
185 /* a specified time, eventually calling a function when changing */
186 /* ------------------------------------------------------------------------- */
188 /* forward declaration for changer functions */
189 static void InitBuggyBase(int x, int y);
190 static void WarnBuggyBase(int x, int y);
192 static void InitTrap(int x, int y);
193 static void ActivateTrap(int x, int y);
194 static void ChangeActiveTrap(int x, int y);
196 static void InitRobotWheel(int x, int y);
197 static void RunRobotWheel(int x, int y);
198 static void StopRobotWheel(int x, int y);
200 static void InitTimegateWheel(int x, int y);
201 static void RunTimegateWheel(int x, int y);
203 struct ChangingElementInfo
208 void (*pre_change_function)(int x, int y);
209 void (*change_function)(int x, int y);
210 void (*post_change_function)(int x, int y);
213 static struct ChangingElementInfo changing_element_list[] =
240 EL_SWITCHGATE_OPENING,
248 EL_SWITCHGATE_CLOSING,
249 EL_SWITCHGATE_CLOSED,
281 EL_ACID_SPLASH_RIGHT,
290 EL_SP_BUGGY_BASE_ACTIVATING,
297 EL_SP_BUGGY_BASE_ACTIVATING,
298 EL_SP_BUGGY_BASE_ACTIVE,
305 EL_SP_BUGGY_BASE_ACTIVE,
329 EL_ROBOT_WHEEL_ACTIVE,
337 EL_TIMEGATE_SWITCH_ACTIVE,
355 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
356 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
358 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
359 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
360 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
361 IS_JUST_CHANGING(x, y))
362 #define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
365 void GetPlayerConfig()
367 if (!audio.sound_available)
370 if (!audio.loops_available)
371 setup.sound_loops = FALSE;
373 if (!audio.music_available)
374 setup.sound_music = FALSE;
376 if (!video.fullscreen_available)
377 setup.fullscreen = FALSE;
379 setup.sound_simple = setup.sound;
381 SetAudioMode(setup.sound);
385 static int getBeltNrFromBeltElement(int element)
387 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
388 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
389 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
392 static int getBeltNrFromBeltActiveElement(int element)
394 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
395 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
396 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
399 static int getBeltNrFromBeltSwitchElement(int element)
401 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
402 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
403 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
406 static int getBeltDirNrFromBeltSwitchElement(int element)
408 static int belt_base_element[4] =
410 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
411 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
412 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
413 EL_CONVEYOR_BELT_4_SWITCH_LEFT
416 int belt_nr = getBeltNrFromBeltSwitchElement(element);
417 int belt_dir_nr = element - belt_base_element[belt_nr];
419 return (belt_dir_nr % 3);
422 static int getBeltDirFromBeltSwitchElement(int element)
424 static int belt_move_dir[3] =
431 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
433 return belt_move_dir[belt_dir_nr];
436 static void InitField(int x, int y, boolean init_game)
438 int element = Feld[x][y];
445 if (stored_player[0].present)
447 Feld[x][y] = EL_SP_MURPHY_CLONE;
452 stored_player[0].use_murphy_graphic = TRUE;
455 Feld[x][y] = EL_PLAYER_1;
464 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
465 int jx = player->jx, jy = player->jy;
467 player->present = TRUE;
469 if (!options.network || player->connected)
471 player->active = TRUE;
473 /* remove potentially duplicate players */
474 if (StorePlayer[jx][jy] == Feld[x][y])
475 StorePlayer[jx][jy] = 0;
477 StorePlayer[x][y] = Feld[x][y];
481 printf("Player %d activated.\n", player->element_nr);
482 printf("[Local player is %d and currently %s.]\n",
483 local_player->element_nr,
484 local_player->active ? "active" : "not active");
488 Feld[x][y] = EL_EMPTY;
489 player->jx = player->last_jx = x;
490 player->jy = player->last_jy = y;
495 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
496 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
497 else if (x > 0 && Feld[x-1][y] == EL_ACID)
498 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
499 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
500 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
501 else if (y > 0 && Feld[x][y-1] == EL_ACID)
502 Feld[x][y] = EL_ACID_POOL_BOTTOM;
503 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
504 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
512 case EL_SPACESHIP_RIGHT:
513 case EL_SPACESHIP_UP:
514 case EL_SPACESHIP_LEFT:
515 case EL_SPACESHIP_DOWN:
517 case EL_BD_BUTTERFLY_RIGHT:
518 case EL_BD_BUTTERFLY_UP:
519 case EL_BD_BUTTERFLY_LEFT:
520 case EL_BD_BUTTERFLY_DOWN:
521 case EL_BD_BUTTERFLY:
522 case EL_BD_FIREFLY_RIGHT:
523 case EL_BD_FIREFLY_UP:
524 case EL_BD_FIREFLY_LEFT:
525 case EL_BD_FIREFLY_DOWN:
527 case EL_PACMAN_RIGHT:
551 if (y == lev_fieldy - 1)
553 Feld[x][y] = EL_AMOEBA_GROWING;
554 Store[x][y] = EL_AMOEBA_WET;
558 case EL_DYNAMITE_ACTIVE:
563 local_player->lights_still_needed++;
566 case EL_SOKOBAN_FIELD_EMPTY:
567 local_player->sokobanfields_still_needed++;
571 local_player->friends_still_needed++;
576 MovDir[x][y] = 1 << RND(4);
580 Feld[x][y] = EL_EMPTY;
583 case EL_EM_KEY_1_FILE:
584 Feld[x][y] = EL_EM_KEY_1;
586 case EL_EM_KEY_2_FILE:
587 Feld[x][y] = EL_EM_KEY_2;
589 case EL_EM_KEY_3_FILE:
590 Feld[x][y] = EL_EM_KEY_3;
592 case EL_EM_KEY_4_FILE:
593 Feld[x][y] = EL_EM_KEY_4;
596 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
597 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
598 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
599 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
600 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
601 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
602 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
603 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
604 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
605 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
606 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
607 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
610 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
611 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
612 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
614 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
616 game.belt_dir[belt_nr] = belt_dir;
617 game.belt_dir_nr[belt_nr] = belt_dir_nr;
619 else /* more than one switch -- set it like the first switch */
621 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
626 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
628 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
631 case EL_LIGHT_SWITCH_ACTIVE:
633 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
637 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
643 void DrawGameDoorValues()
647 for (i=0; i<MAX_PLAYERS; i++)
649 if (stored_player[i].key[j])
650 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
651 el2edimg(EL_KEY_1 + j));
653 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
654 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
655 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
656 int2str(local_player->dynamite, 3), FONT_TEXT_2);
657 DrawText(DX + XX_SCORE, DY + YY_SCORE,
658 int2str(local_player->score, 5), FONT_TEXT_2);
659 DrawText(DX + XX_TIME, DY + YY_TIME,
660 int2str(TimeLeft, 3), FONT_TEXT_2);
665 =============================================================================
667 -----------------------------------------------------------------------------
668 initialize game engine due to level / tape version number
669 =============================================================================
672 static void InitGameEngine()
676 /* set game engine from tape file when re-playing, else from level file */
677 game.engine_version = (tape.playing ? tape.engine_version :
680 /* dynamically adjust element properties according to game engine version */
681 InitElementPropertiesEngine(game.engine_version);
684 printf("level %d: level version == %06d\n", level_nr, level.game_version);
685 printf(" tape version == %06d [%s] [file: %06d]\n",
686 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
688 printf(" => game.engine_version == %06d\n", game.engine_version);
691 /* dynamically adjust player properties according to game engine version */
692 game.initial_move_delay =
693 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
694 INITIAL_MOVE_DELAY_OFF);
696 /* dynamically adjust player properties according to level information */
697 game.initial_move_delay_value =
698 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
700 /* initialize changing elements information */
701 for (i=0; i<MAX_NUM_ELEMENTS; i++)
703 changing_element[i].base_element = EL_UNDEFINED;
704 changing_element[i].next_element = EL_UNDEFINED;
705 changing_element[i].change_delay = -1;
706 changing_element[i].pre_change_function = NULL;
707 changing_element[i].change_function = NULL;
708 changing_element[i].post_change_function = NULL;
711 /* add changing elements from pre-defined list */
713 while (changing_element_list[i].base_element != EL_UNDEFINED)
715 struct ChangingElementInfo *ce = &changing_element_list[i];
716 int element = ce->base_element;
718 changing_element[element].base_element = ce->base_element;
719 changing_element[element].next_element = ce->next_element;
720 changing_element[element].change_delay = ce->change_delay;
721 changing_element[element].pre_change_function = ce->pre_change_function;
722 changing_element[element].change_function = ce->change_function;
723 changing_element[element].post_change_function = ce->post_change_function;
728 /* add changing elements from custom element configuration */
729 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
731 int element = EL_CUSTOM_START + i;
732 struct ElementChangeInfo *change = &element_info[element].change;
734 /* only add custom elements that change after fixed/random frame delay */
735 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
738 changing_element[element].base_element = element;
739 changing_element[element].next_element = change->successor;
740 changing_element[element].change_delay = (change->delay_fixed *
741 change->delay_frames);
744 /* initialize trigger events information */
745 for (i=0; i<MAX_NUM_ELEMENTS; i++)
746 trigger_events[i] = EP_BITMASK_DEFAULT;
748 /* add trigger events from element change event properties */
749 for (i=0; i<MAX_NUM_ELEMENTS; i++)
750 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
751 trigger_events[element_info[i].change.trigger] |=
752 element_info[i].change.events;
757 =============================================================================
759 -----------------------------------------------------------------------------
760 initialize and start new game
761 =============================================================================
766 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
767 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
768 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
775 #if USE_NEW_AMOEBA_CODE
776 printf("Using new amoeba code.\n");
778 printf("Using old amoeba code.\n");
783 /* don't play tapes over network */
784 network_playing = (options.network && !tape.playing);
786 for (i=0; i<MAX_PLAYERS; i++)
788 struct PlayerInfo *player = &stored_player[i];
790 player->index_nr = i;
791 player->element_nr = EL_PLAYER_1 + i;
793 player->present = FALSE;
794 player->active = FALSE;
797 player->effective_action = 0;
798 player->programmed_action = 0;
801 player->gems_still_needed = level.gems_needed;
802 player->sokobanfields_still_needed = 0;
803 player->lights_still_needed = 0;
804 player->friends_still_needed = 0;
807 player->key[j] = FALSE;
809 player->dynamite = 0;
810 player->dynabomb_count = 0;
811 player->dynabomb_size = 1;
812 player->dynabombs_left = 0;
813 player->dynabomb_xl = FALSE;
815 player->MovDir = MV_NO_MOVING;
817 player->Pushing = FALSE;
818 player->Switching = FALSE;
820 player->GfxDir = MV_NO_MOVING;
821 player->GfxAction = ACTION_DEFAULT;
823 player->StepFrame = 0;
825 player->use_murphy_graphic = FALSE;
826 player->use_disk_red_graphic = FALSE;
828 player->actual_frame_counter = 0;
830 player->last_move_dir = MV_NO_MOVING;
832 player->is_moving = FALSE;
833 player->is_waiting = FALSE;
834 player->is_digging = FALSE;
835 player->is_collecting = FALSE;
837 player->move_delay = game.initial_move_delay;
838 player->move_delay_value = game.initial_move_delay_value;
840 player->push_delay = 0;
841 player->push_delay_value = 5;
843 player->snapped = FALSE;
845 player->last_jx = player->last_jy = 0;
846 player->jx = player->jy = 0;
848 player->shield_normal_time_left = 0;
849 player->shield_deadly_time_left = 0;
851 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
852 SnapField(player, 0, 0);
854 player->LevelSolved = FALSE;
855 player->GameOver = FALSE;
858 network_player_action_received = FALSE;
860 #if defined(PLATFORM_UNIX)
861 /* initial null action */
863 SendToServer_MovePlayer(MV_NO_MOVING);
871 TimeLeft = level.time;
873 ScreenMovDir = MV_NO_MOVING;
877 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
879 AllPlayersGone = FALSE;
881 game.yamyam_content_nr = 0;
882 game.magic_wall_active = FALSE;
883 game.magic_wall_time_left = 0;
884 game.light_time_left = 0;
885 game.timegate_time_left = 0;
886 game.switchgate_pos = 0;
887 game.balloon_dir = MV_NO_MOVING;
888 game.explosions_delayed = TRUE;
892 game.belt_dir[i] = MV_NO_MOVING;
893 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
896 for (i=0; i<MAX_NUM_AMOEBA; i++)
897 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
899 for (x=0; x<lev_fieldx; x++)
901 for (y=0; y<lev_fieldy; y++)
903 Feld[x][y] = Ur[x][y];
904 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
905 ChangeDelay[x][y] = 0;
906 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
908 JustStopped[x][y] = 0;
910 ExplodePhase[x][y] = 0;
911 ExplodeField[x][y] = EX_NO_EXPLOSION;
914 GfxAction[x][y] = ACTION_DEFAULT;
915 GfxRandom[x][y] = INIT_GFX_RANDOM();
916 GfxElement[x][y] = EL_UNDEFINED;
920 for(y=0; y<lev_fieldy; y++)
922 for(x=0; x<lev_fieldx; x++)
924 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
926 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
928 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
931 InitField(x, y, TRUE);
937 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
938 emulate_sb ? EMU_SOKOBAN :
939 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
941 /* correct non-moving belts to start moving left */
943 if (game.belt_dir[i] == MV_NO_MOVING)
944 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
946 /* check if any connected player was not found in playfield */
947 for (i=0; i<MAX_PLAYERS; i++)
949 struct PlayerInfo *player = &stored_player[i];
951 if (player->connected && !player->present)
953 for (j=0; j<MAX_PLAYERS; j++)
955 struct PlayerInfo *some_player = &stored_player[j];
956 int jx = some_player->jx, jy = some_player->jy;
958 /* assign first free player found that is present in the playfield */
959 if (some_player->present && !some_player->connected)
961 player->present = TRUE;
962 player->active = TRUE;
963 some_player->present = FALSE;
965 StorePlayer[jx][jy] = player->element_nr;
966 player->jx = player->last_jx = jx;
967 player->jy = player->last_jy = jy;
977 /* when playing a tape, eliminate all players who do not participate */
979 for (i=0; i<MAX_PLAYERS; i++)
981 if (stored_player[i].active && !tape.player_participates[i])
983 struct PlayerInfo *player = &stored_player[i];
984 int jx = player->jx, jy = player->jy;
986 player->active = FALSE;
987 StorePlayer[jx][jy] = 0;
988 Feld[jx][jy] = EL_EMPTY;
992 else if (!options.network && !setup.team_mode) /* && !tape.playing */
994 /* when in single player mode, eliminate all but the first active player */
996 for (i=0; i<MAX_PLAYERS; i++)
998 if (stored_player[i].active)
1000 for (j=i+1; j<MAX_PLAYERS; j++)
1002 if (stored_player[j].active)
1004 struct PlayerInfo *player = &stored_player[j];
1005 int jx = player->jx, jy = player->jy;
1007 player->active = FALSE;
1008 StorePlayer[jx][jy] = 0;
1009 Feld[jx][jy] = EL_EMPTY;
1016 /* when recording the game, store which players take part in the game */
1019 for (i=0; i<MAX_PLAYERS; i++)
1020 if (stored_player[i].active)
1021 tape.player_participates[i] = TRUE;
1026 for (i=0; i<MAX_PLAYERS; i++)
1028 struct PlayerInfo *player = &stored_player[i];
1030 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1035 if (local_player == player)
1036 printf("Player %d is local player.\n", i+1);
1040 if (BorderElement == EL_EMPTY)
1043 SBX_Right = lev_fieldx - SCR_FIELDX;
1045 SBY_Lower = lev_fieldy - SCR_FIELDY;
1050 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1052 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1055 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1056 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1058 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1059 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1061 scroll_x = SBX_Left;
1062 scroll_y = SBY_Upper;
1063 if (local_player->jx >= SBX_Left + MIDPOSX)
1064 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1065 local_player->jx - MIDPOSX :
1067 if (local_player->jy >= SBY_Upper + MIDPOSY)
1068 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1069 local_player->jy - MIDPOSY :
1072 CloseDoor(DOOR_CLOSE_1);
1077 /* after drawing the level, correct some elements */
1078 if (game.timegate_time_left == 0)
1079 CloseAllOpenTimegates();
1081 if (setup.soft_scrolling)
1082 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1084 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1087 /* copy default game door content to main double buffer */
1088 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1089 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1092 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1095 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1096 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1097 BlitBitmap(drawto, drawto,
1098 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1099 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1100 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1101 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1104 DrawGameDoorValues();
1108 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1109 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1110 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1114 /* copy actual game door content to door double buffer for OpenDoor() */
1115 BlitBitmap(drawto, bitmap_db_door,
1116 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1118 OpenDoor(DOOR_OPEN_ALL);
1120 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1121 if (setup.sound_music)
1122 PlayMusic(level_nr);
1124 KeyboardAutoRepeatOffUnlessAutoplay();
1129 printf("Player %d %sactive.\n",
1130 i + 1, (stored_player[i].active ? "" : "not "));
1134 void InitMovDir(int x, int y)
1136 int i, element = Feld[x][y];
1137 static int xy[4][2] =
1144 static int direction[3][4] =
1146 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1147 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1148 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1157 Feld[x][y] = EL_BUG;
1158 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1161 case EL_SPACESHIP_RIGHT:
1162 case EL_SPACESHIP_UP:
1163 case EL_SPACESHIP_LEFT:
1164 case EL_SPACESHIP_DOWN:
1165 Feld[x][y] = EL_SPACESHIP;
1166 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1169 case EL_BD_BUTTERFLY_RIGHT:
1170 case EL_BD_BUTTERFLY_UP:
1171 case EL_BD_BUTTERFLY_LEFT:
1172 case EL_BD_BUTTERFLY_DOWN:
1173 Feld[x][y] = EL_BD_BUTTERFLY;
1174 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1177 case EL_BD_FIREFLY_RIGHT:
1178 case EL_BD_FIREFLY_UP:
1179 case EL_BD_FIREFLY_LEFT:
1180 case EL_BD_FIREFLY_DOWN:
1181 Feld[x][y] = EL_BD_FIREFLY;
1182 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1185 case EL_PACMAN_RIGHT:
1187 case EL_PACMAN_LEFT:
1188 case EL_PACMAN_DOWN:
1189 Feld[x][y] = EL_PACMAN;
1190 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1193 case EL_SP_SNIKSNAK:
1194 MovDir[x][y] = MV_UP;
1197 case EL_SP_ELECTRON:
1198 MovDir[x][y] = MV_LEFT;
1205 Feld[x][y] = EL_MOLE;
1206 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1210 if (IS_CUSTOM_ELEMENT(element))
1212 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1213 MovDir[x][y] = element_info[element].move_direction_initial;
1214 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
1215 MovDir[x][y] = 1 << RND(4);
1216 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1217 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1218 else if (element_info[element].move_pattern == MV_VERTICAL)
1219 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1220 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1221 MovDir[x][y] = element_info[element].move_pattern;
1222 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1223 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1227 int x1 = x + xy[i][0];
1228 int y1 = y + xy[i][1];
1230 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1232 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1233 MovDir[x][y] = direction[0][i];
1235 MovDir[x][y] = direction[1][i];
1244 MovDir[x][y] = 1 << RND(4);
1246 if (element != EL_BUG &&
1247 element != EL_SPACESHIP &&
1248 element != EL_BD_BUTTERFLY &&
1249 element != EL_BD_FIREFLY)
1254 int x1 = x + xy[i][0];
1255 int y1 = y + xy[i][1];
1257 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1259 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1261 MovDir[x][y] = direction[0][i];
1264 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1265 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1267 MovDir[x][y] = direction[1][i];
1277 void InitAmoebaNr(int x, int y)
1280 int group_nr = AmoebeNachbarNr(x, y);
1284 for (i=1; i<MAX_NUM_AMOEBA; i++)
1286 if (AmoebaCnt[i] == 0)
1294 AmoebaNr[x][y] = group_nr;
1295 AmoebaCnt[group_nr]++;
1296 AmoebaCnt2[group_nr]++;
1302 boolean raise_level = FALSE;
1304 if (local_player->MovPos)
1307 if (tape.playing && tape.auto_play)
1308 tape.auto_play_level_solved = TRUE;
1310 local_player->LevelSolved = FALSE;
1312 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1316 if (!tape.playing && setup.sound_loops)
1317 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1318 SND_CTRL_PLAY_LOOP);
1320 while (TimeLeft > 0)
1322 if (!tape.playing && !setup.sound_loops)
1323 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1324 if (TimeLeft > 0 && !(TimeLeft % 10))
1325 RaiseScore(level.score[SC_TIME_BONUS]);
1326 if (TimeLeft > 100 && !(TimeLeft % 10))
1330 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1337 if (!tape.playing && setup.sound_loops)
1338 StopSound(SND_GAME_LEVELTIME_BONUS);
1340 else if (level.time == 0) /* level without time limit */
1342 if (!tape.playing && setup.sound_loops)
1343 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1344 SND_CTRL_PLAY_LOOP);
1346 while (TimePlayed < 999)
1348 if (!tape.playing && !setup.sound_loops)
1349 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1350 if (TimePlayed < 999 && !(TimePlayed % 10))
1351 RaiseScore(level.score[SC_TIME_BONUS]);
1352 if (TimePlayed < 900 && !(TimePlayed % 10))
1356 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1363 if (!tape.playing && setup.sound_loops)
1364 StopSound(SND_GAME_LEVELTIME_BONUS);
1367 /* Hero disappears */
1368 DrawLevelField(ExitX, ExitY);
1374 CloseDoor(DOOR_CLOSE_1);
1379 SaveTape(tape.level_nr); /* Ask to save tape */
1382 if (level_nr == leveldir_current->handicap_level)
1384 leveldir_current->handicap_level++;
1385 SaveLevelSetup_SeriesInfo();
1388 if (level_editor_test_game)
1389 local_player->score = -1; /* no highscore when playing from editor */
1390 else if (level_nr < leveldir_current->last_level)
1391 raise_level = TRUE; /* advance to next level */
1393 if ((hi_pos = NewHiScore()) >= 0)
1395 game_status = GAME_MODE_SCORES;
1396 DrawHallOfFame(hi_pos);
1405 game_status = GAME_MODE_MAIN;
1422 LoadScore(level_nr);
1424 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1425 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1428 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1430 if (local_player->score > highscore[k].Score)
1432 /* player has made it to the hall of fame */
1434 if (k < MAX_SCORE_ENTRIES - 1)
1436 int m = MAX_SCORE_ENTRIES - 1;
1439 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1440 if (!strcmp(setup.player_name, highscore[l].Name))
1442 if (m == k) /* player's new highscore overwrites his old one */
1448 strcpy(highscore[l].Name, highscore[l - 1].Name);
1449 highscore[l].Score = highscore[l - 1].Score;
1456 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1457 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1458 highscore[k].Score = local_player->score;
1464 else if (!strncmp(setup.player_name, highscore[k].Name,
1465 MAX_PLAYER_NAME_LEN))
1466 break; /* player already there with a higher score */
1472 SaveScore(level_nr);
1477 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1479 if (player->GfxAction != action || player->GfxDir != dir)
1482 printf("Player frame reset! (%d => %d, %d => %d)\n",
1483 player->GfxAction, action, player->GfxDir, dir);
1486 player->GfxAction = action;
1487 player->GfxDir = dir;
1489 player->StepFrame = 0;
1493 static void ResetRandomAnimationValue(int x, int y)
1495 GfxRandom[x][y] = INIT_GFX_RANDOM();
1498 static void ResetGfxAnimation(int x, int y)
1501 GfxAction[x][y] = ACTION_DEFAULT;
1504 void InitMovingField(int x, int y, int direction)
1506 int element = Feld[x][y];
1507 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1508 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1512 if (!JustStopped[x][y] || direction != MovDir[x][y])
1513 ResetGfxAnimation(x, y);
1515 MovDir[newx][newy] = MovDir[x][y] = direction;
1517 if (Feld[newx][newy] == EL_EMPTY)
1518 Feld[newx][newy] = EL_BLOCKED;
1520 if (direction == MV_DOWN && CAN_FALL(element))
1521 GfxAction[x][y] = ACTION_FALLING;
1523 GfxAction[x][y] = ACTION_MOVING;
1525 GfxFrame[newx][newy] = GfxFrame[x][y];
1526 GfxAction[newx][newy] = GfxAction[x][y];
1527 GfxRandom[newx][newy] = GfxRandom[x][y];
1530 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1532 int direction = MovDir[x][y];
1533 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1534 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1540 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1542 int oldx = x, oldy = y;
1543 int direction = MovDir[x][y];
1545 if (direction == MV_LEFT)
1547 else if (direction == MV_RIGHT)
1549 else if (direction == MV_UP)
1551 else if (direction == MV_DOWN)
1554 *comes_from_x = oldx;
1555 *comes_from_y = oldy;
1558 int MovingOrBlocked2Element(int x, int y)
1560 int element = Feld[x][y];
1562 if (element == EL_BLOCKED)
1566 Blocked2Moving(x, y, &oldx, &oldy);
1567 return Feld[oldx][oldy];
1573 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1575 /* like MovingOrBlocked2Element(), but if element is moving
1576 and (x,y) is the field the moving element is just leaving,
1577 return EL_BLOCKED instead of the element value */
1578 int element = Feld[x][y];
1580 if (IS_MOVING(x, y))
1582 if (element == EL_BLOCKED)
1586 Blocked2Moving(x, y, &oldx, &oldy);
1587 return Feld[oldx][oldy];
1596 static void RemoveField(int x, int y)
1598 Feld[x][y] = EL_EMPTY;
1599 GfxElement[x][y] = EL_UNDEFINED;
1603 ChangeDelay[x][y] = 0;
1606 void RemoveMovingField(int x, int y)
1608 int oldx = x, oldy = y, newx = x, newy = y;
1610 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1613 if (IS_MOVING(x, y))
1615 Moving2Blocked(x, y, &newx, &newy);
1616 if (Feld[newx][newy] != EL_BLOCKED)
1619 else if (Feld[x][y] == EL_BLOCKED)
1621 Blocked2Moving(x, y, &oldx, &oldy);
1622 if (!IS_MOVING(oldx, oldy))
1626 if (Feld[x][y] == EL_BLOCKED &&
1627 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1628 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1629 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1630 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1631 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1633 Feld[oldx][oldy] = EL_EMPTY;
1635 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1637 Feld[newx][newy] = EL_EMPTY;
1638 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1639 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1640 ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
1641 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1643 DrawLevelField(oldx, oldy);
1644 DrawLevelField(newx, newy);
1647 void DrawDynamite(int x, int y)
1649 int sx = SCREENX(x), sy = SCREENY(y);
1650 int graphic = el2img(Feld[x][y]);
1653 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1656 if (IS_WALKABLE_INSIDE(Back[x][y]))
1660 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1661 else if (Store[x][y])
1662 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1664 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1667 if (Back[x][y] || Store[x][y])
1668 DrawGraphicThruMask(sx, sy, graphic, frame);
1670 DrawGraphic(sx, sy, graphic, frame);
1672 if (game.emulation == EMU_SUPAPLEX)
1673 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1674 else if (Store[x][y])
1675 DrawGraphicThruMask(sx, sy, graphic, frame);
1677 DrawGraphic(sx, sy, graphic, frame);
1681 void CheckDynamite(int x, int y)
1683 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1687 if (MovDelay[x][y] != 0)
1690 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1697 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1699 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1700 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1701 StopSound(SND_DYNAMITE_ACTIVE);
1703 StopSound(SND_DYNABOMB_ACTIVE);
1709 void Explode(int ex, int ey, int phase, int mode)
1713 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1714 int last_phase = num_phase * delay;
1715 int half_phase = (num_phase / 2) * delay;
1716 int first_phase_after_start = EX_PHASE_START + 1;
1718 if (game.explosions_delayed)
1720 ExplodeField[ex][ey] = mode;
1724 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1726 int center_element = Feld[ex][ey];
1728 /* remove things displayed in background while burning dynamite */
1729 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1732 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1734 /* put moving element to center field (and let it explode there) */
1735 center_element = MovingOrBlocked2Element(ex, ey);
1736 RemoveMovingField(ex, ey);
1737 Feld[ex][ey] = center_element;
1740 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1744 if (!IN_LEV_FIELD(x, y) ||
1745 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1746 (x != ex || y != ey)))
1749 element = Feld[x][y];
1751 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1753 element = MovingOrBlocked2Element(x, y);
1754 RemoveMovingField(x, y);
1758 if (IS_EXPLOSION_PROOF(element))
1761 if ((IS_INDESTRUCTIBLE(element) &&
1762 (game.engine_version < VERSION_IDENT(2,2,0) ||
1763 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1764 element == EL_FLAMES)
1768 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1770 if (IS_ACTIVE_BOMB(element))
1772 /* re-activate things under the bomb like gate or penguin */
1773 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1780 /* save walkable background elements while explosion on same tile */
1781 if (IS_INDESTRUCTIBLE(element))
1782 Back[x][y] = element;
1784 /* ignite explodable elements reached by other explosion */
1785 if (element == EL_EXPLOSION)
1786 element = Store2[x][y];
1788 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1790 switch(StorePlayer[ex][ey])
1793 Store[x][y] = EL_EMERALD_RED;
1796 Store[x][y] = EL_EMERALD;
1799 Store[x][y] = EL_EMERALD_PURPLE;
1803 Store[x][y] = EL_EMERALD_YELLOW;
1807 if (game.emulation == EMU_SUPAPLEX)
1808 Store[x][y] = EL_EMPTY;
1810 else if (center_element == EL_MOLE)
1811 Store[x][y] = EL_EMERALD_RED;
1812 else if (center_element == EL_PENGUIN)
1813 Store[x][y] = EL_EMERALD_PURPLE;
1814 else if (center_element == EL_BUG)
1815 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1816 else if (center_element == EL_BD_BUTTERFLY)
1817 Store[x][y] = EL_BD_DIAMOND;
1818 else if (center_element == EL_SP_ELECTRON)
1819 Store[x][y] = EL_SP_INFOTRON;
1820 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1821 Store[x][y] = level.amoeba_content;
1822 else if (center_element == EL_YAMYAM)
1824 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1825 else if (IS_CUSTOM_ELEMENT(center_element))
1827 element_info[center_element].content[x - ex + 1][y - ey + 1];
1828 else if (element == EL_WALL_EMERALD)
1829 Store[x][y] = EL_EMERALD;
1830 else if (element == EL_WALL_DIAMOND)
1831 Store[x][y] = EL_DIAMOND;
1832 else if (element == EL_WALL_BD_DIAMOND)
1833 Store[x][y] = EL_BD_DIAMOND;
1834 else if (element == EL_WALL_EMERALD_YELLOW)
1835 Store[x][y] = EL_EMERALD_YELLOW;
1836 else if (element == EL_WALL_EMERALD_RED)
1837 Store[x][y] = EL_EMERALD_RED;
1838 else if (element == EL_WALL_EMERALD_PURPLE)
1839 Store[x][y] = EL_EMERALD_PURPLE;
1840 else if (element == EL_WALL_PEARL)
1841 Store[x][y] = EL_PEARL;
1842 else if (element == EL_WALL_CRYSTAL)
1843 Store[x][y] = EL_CRYSTAL;
1845 Store[x][y] = EL_EMPTY;
1847 if (x != ex || y != ey ||
1848 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1849 Store2[x][y] = element;
1851 if (AmoebaNr[x][y] &&
1852 (element == EL_AMOEBA_FULL ||
1853 element == EL_BD_AMOEBA ||
1854 element == EL_AMOEBA_GROWING))
1856 AmoebaCnt[AmoebaNr[x][y]]--;
1857 AmoebaCnt2[AmoebaNr[x][y]]--;
1860 Feld[x][y] = EL_EXPLOSION;
1862 GfxElement[x][y] = center_element;
1864 GfxElement[x][y] = EL_UNDEFINED;
1866 MovDir[x][y] = MovPos[x][y] = 0;
1868 ExplodePhase[x][y] = 1;
1872 if (center_element == EL_YAMYAM)
1873 game.yamyam_content_nr =
1874 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1885 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1887 if (phase == first_phase_after_start)
1889 int element = Store2[x][y];
1891 if (element == EL_BLACK_ORB)
1893 Feld[x][y] = Store2[x][y];
1898 else if (phase == half_phase)
1900 int element = Store2[x][y];
1902 if (IS_PLAYER(x, y))
1903 KillHeroUnlessProtected(x, y);
1904 else if (CAN_EXPLODE_BY_FIRE(element))
1906 Feld[x][y] = Store2[x][y];
1910 else if (element == EL_AMOEBA_TO_DIAMOND)
1911 AmoebeUmwandeln(x, y);
1914 if (phase == last_phase)
1918 element = Feld[x][y] = Store[x][y];
1919 Store[x][y] = Store2[x][y] = 0;
1920 GfxElement[x][y] = EL_UNDEFINED;
1922 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1923 element = Feld[x][y] = Back[x][y];
1926 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
1927 InitField(x, y, FALSE);
1928 if (CAN_MOVE(element))
1930 DrawLevelField(x, y);
1932 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1933 StorePlayer[x][y] = 0;
1935 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1938 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
1940 int stored = Store[x][y];
1941 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1942 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1945 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1948 DrawLevelFieldCrumbledSand(x, y);
1950 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1952 DrawLevelElement(x, y, Back[x][y]);
1953 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1955 else if (IS_WALKABLE_UNDER(Back[x][y]))
1957 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1958 DrawLevelElementThruMask(x, y, Back[x][y]);
1960 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1961 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1965 void DynaExplode(int ex, int ey)
1968 int dynabomb_size = 1;
1969 boolean dynabomb_xl = FALSE;
1970 struct PlayerInfo *player;
1971 static int xy[4][2] =
1979 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1981 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1982 dynabomb_size = player->dynabomb_size;
1983 dynabomb_xl = player->dynabomb_xl;
1984 player->dynabombs_left++;
1987 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1991 for (j=1; j<=dynabomb_size; j++)
1993 int x = ex + j * xy[i % 4][0];
1994 int y = ey + j * xy[i % 4][1];
1997 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2000 element = Feld[x][y];
2002 /* do not restart explosions of fields with active bombs */
2003 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2006 Explode(x, y, EX_PHASE_START, EX_BORDER);
2008 if (element != EL_EMPTY &&
2009 element != EL_SAND &&
2010 element != EL_EXPLOSION &&
2017 void Bang(int x, int y)
2019 int element = Feld[x][y];
2021 if (IS_PLAYER(x, y))
2023 struct PlayerInfo *player = PLAYERINFO(x, y);
2025 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2026 player->element_nr);
2030 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2032 if (game.emulation == EMU_SUPAPLEX)
2033 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2035 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2039 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2047 case EL_BD_BUTTERFLY:
2050 case EL_DARK_YAMYAM:
2054 RaiseScoreElement(element);
2055 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2057 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2058 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2059 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2060 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2061 case EL_DYNABOMB_INCREASE_NUMBER:
2062 case EL_DYNABOMB_INCREASE_SIZE:
2063 case EL_DYNABOMB_INCREASE_POWER:
2068 case EL_LAMP_ACTIVE:
2069 if (IS_PLAYER(x, y))
2070 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2072 Explode(x, y, EX_PHASE_START, EX_CENTER);
2075 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2079 CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
2082 void SplashAcid(int x, int y)
2084 int element = Feld[x][y];
2086 if (element != EL_ACID_SPLASH_LEFT &&
2087 element != EL_ACID_SPLASH_RIGHT)
2089 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2091 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2092 (!IN_LEV_FIELD(x-1, y-1) ||
2093 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2094 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2096 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2097 (!IN_LEV_FIELD(x+1, y-1) ||
2098 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2099 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2103 static void InitBeltMovement()
2105 static int belt_base_element[4] =
2107 EL_CONVEYOR_BELT_1_LEFT,
2108 EL_CONVEYOR_BELT_2_LEFT,
2109 EL_CONVEYOR_BELT_3_LEFT,
2110 EL_CONVEYOR_BELT_4_LEFT
2112 static int belt_base_active_element[4] =
2114 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2115 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2116 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2117 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2122 /* set frame order for belt animation graphic according to belt direction */
2129 int element = belt_base_active_element[belt_nr] + j;
2130 int graphic = el2img(element);
2132 if (game.belt_dir[i] == MV_LEFT)
2133 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2135 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2139 for(y=0; y<lev_fieldy; y++)
2141 for(x=0; x<lev_fieldx; x++)
2143 int element = Feld[x][y];
2147 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2149 int e_belt_nr = getBeltNrFromBeltElement(element);
2152 if (e_belt_nr == belt_nr)
2154 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2156 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2164 static void ToggleBeltSwitch(int x, int y)
2166 static int belt_base_element[4] =
2168 EL_CONVEYOR_BELT_1_LEFT,
2169 EL_CONVEYOR_BELT_2_LEFT,
2170 EL_CONVEYOR_BELT_3_LEFT,
2171 EL_CONVEYOR_BELT_4_LEFT
2173 static int belt_base_active_element[4] =
2175 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2176 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2177 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2178 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2180 static int belt_base_switch_element[4] =
2182 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2183 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2184 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2185 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2187 static int belt_move_dir[4] =
2195 int element = Feld[x][y];
2196 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2197 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2198 int belt_dir = belt_move_dir[belt_dir_nr];
2201 if (!IS_BELT_SWITCH(element))
2204 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2205 game.belt_dir[belt_nr] = belt_dir;
2207 if (belt_dir_nr == 3)
2210 /* set frame order for belt animation graphic according to belt direction */
2213 int element = belt_base_active_element[belt_nr] + i;
2214 int graphic = el2img(element);
2216 if (belt_dir == MV_LEFT)
2217 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2219 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2222 for (yy=0; yy<lev_fieldy; yy++)
2224 for (xx=0; xx<lev_fieldx; xx++)
2226 int element = Feld[xx][yy];
2228 if (IS_BELT_SWITCH(element))
2230 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2232 if (e_belt_nr == belt_nr)
2234 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2235 DrawLevelField(xx, yy);
2238 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2240 int e_belt_nr = getBeltNrFromBeltElement(element);
2242 if (e_belt_nr == belt_nr)
2244 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2246 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2247 DrawLevelField(xx, yy);
2250 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2252 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2254 if (e_belt_nr == belt_nr)
2256 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2258 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2259 DrawLevelField(xx, yy);
2266 static void ToggleSwitchgateSwitch(int x, int y)
2270 game.switchgate_pos = !game.switchgate_pos;
2272 for (yy=0; yy<lev_fieldy; yy++)
2274 for (xx=0; xx<lev_fieldx; xx++)
2276 int element = Feld[xx][yy];
2278 if (element == EL_SWITCHGATE_SWITCH_UP ||
2279 element == EL_SWITCHGATE_SWITCH_DOWN)
2281 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2282 DrawLevelField(xx, yy);
2284 else if (element == EL_SWITCHGATE_OPEN ||
2285 element == EL_SWITCHGATE_OPENING)
2287 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2289 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2291 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2294 else if (element == EL_SWITCHGATE_CLOSED ||
2295 element == EL_SWITCHGATE_CLOSING)
2297 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2299 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2301 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2308 static int getInvisibleActiveFromInvisibleElement(int element)
2310 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2311 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2312 EL_INVISIBLE_SAND_ACTIVE);
2315 static int getInvisibleFromInvisibleActiveElement(int element)
2317 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2318 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2322 static void RedrawAllLightSwitchesAndInvisibleElements()
2326 for (y=0; y<lev_fieldy; y++)
2328 for (x=0; x<lev_fieldx; x++)
2330 int element = Feld[x][y];
2332 if (element == EL_LIGHT_SWITCH &&
2333 game.light_time_left > 0)
2335 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2336 DrawLevelField(x, y);
2338 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2339 game.light_time_left == 0)
2341 Feld[x][y] = EL_LIGHT_SWITCH;
2342 DrawLevelField(x, y);
2344 else if (element == EL_INVISIBLE_STEELWALL ||
2345 element == EL_INVISIBLE_WALL ||
2346 element == EL_INVISIBLE_SAND)
2348 if (game.light_time_left > 0)
2349 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2351 DrawLevelField(x, y);
2353 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2354 element == EL_INVISIBLE_WALL_ACTIVE ||
2355 element == EL_INVISIBLE_SAND_ACTIVE)
2357 if (game.light_time_left == 0)
2358 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2360 DrawLevelField(x, y);
2366 static void ToggleLightSwitch(int x, int y)
2368 int element = Feld[x][y];
2370 game.light_time_left =
2371 (element == EL_LIGHT_SWITCH ?
2372 level.time_light * FRAMES_PER_SECOND : 0);
2374 RedrawAllLightSwitchesAndInvisibleElements();
2377 static void ActivateTimegateSwitch(int x, int y)
2381 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2383 for (yy=0; yy<lev_fieldy; yy++)
2385 for (xx=0; xx<lev_fieldx; xx++)
2387 int element = Feld[xx][yy];
2389 if (element == EL_TIMEGATE_CLOSED ||
2390 element == EL_TIMEGATE_CLOSING)
2392 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2393 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2397 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2399 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2400 DrawLevelField(xx, yy);
2407 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2410 void Impact(int x, int y)
2412 boolean lastline = (y == lev_fieldy-1);
2413 boolean object_hit = FALSE;
2414 boolean impact = (lastline || object_hit);
2415 int element = Feld[x][y];
2416 int smashed = EL_UNDEFINED;
2418 if (!lastline) /* check if element below was hit */
2420 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2423 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2424 MovDir[x][y + 1] != MV_DOWN ||
2425 MovPos[x][y + 1] <= TILEY / 2));
2427 smashed = MovingOrBlocked2Element(x, y + 1);
2429 impact = (lastline || object_hit);
2432 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2440 ResetGfxAnimation(x, y);
2441 DrawLevelField(x, y);
2444 if (impact && CAN_EXPLODE_IMPACT(element))
2449 else if (impact && element == EL_PEARL)
2451 Feld[x][y] = EL_PEARL_BREAKING;
2452 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2455 else if (impact && CAN_CHANGE(element) &&
2456 HAS_CHANGE_EVENT(element, CE_IMPACT))
2458 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2460 ChangeElementDoIt(x, y, element_info[element].change.successor);
2465 if (impact && element == EL_AMOEBA_DROP)
2467 if (object_hit && IS_PLAYER(x, y + 1))
2468 KillHeroUnlessProtected(x, y + 1);
2469 else if (object_hit && smashed == EL_PENGUIN)
2473 Feld[x][y] = EL_AMOEBA_GROWING;
2474 Store[x][y] = EL_AMOEBA_WET;
2476 ResetRandomAnimationValue(x, y);
2481 if (object_hit) /* check which object was hit */
2483 if (CAN_PASS_MAGIC_WALL(element) &&
2484 (smashed == EL_MAGIC_WALL ||
2485 smashed == EL_BD_MAGIC_WALL))
2488 int activated_magic_wall =
2489 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2490 EL_BD_MAGIC_WALL_ACTIVE);
2492 /* activate magic wall / mill */
2493 for (yy=0; yy<lev_fieldy; yy++)
2494 for (xx=0; xx<lev_fieldx; xx++)
2495 if (Feld[xx][yy] == smashed)
2496 Feld[xx][yy] = activated_magic_wall;
2498 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2499 game.magic_wall_active = TRUE;
2501 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2502 SND_MAGIC_WALL_ACTIVATING :
2503 SND_BD_MAGIC_WALL_ACTIVATING));
2506 if (IS_PLAYER(x, y + 1))
2508 if (CAN_SMASH_PLAYER(element))
2510 KillHeroUnlessProtected(x, y + 1);
2514 else if (smashed == EL_PENGUIN)
2516 if (CAN_SMASH_PLAYER(element))
2522 else if (element == EL_BD_DIAMOND)
2524 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2530 else if ((element == EL_SP_INFOTRON ||
2531 element == EL_SP_ZONK) &&
2532 (smashed == EL_SP_SNIKSNAK ||
2533 smashed == EL_SP_ELECTRON ||
2534 smashed == EL_SP_DISK_ORANGE))
2539 else if (CAN_SMASH_EVERYTHING(element))
2541 if (IS_CLASSIC_ENEMY(smashed) ||
2542 CAN_EXPLODE_SMASHED(smashed))
2547 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2549 if (smashed == EL_LAMP ||
2550 smashed == EL_LAMP_ACTIVE)
2555 else if (smashed == EL_NUT)
2557 Feld[x][y + 1] = EL_NUT_BREAKING;
2558 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2559 RaiseScoreElement(EL_NUT);
2562 else if (smashed == EL_PEARL)
2564 Feld[x][y + 1] = EL_PEARL_BREAKING;
2565 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2568 else if (smashed == EL_DIAMOND)
2570 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2571 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2574 else if (IS_BELT_SWITCH(smashed))
2576 ToggleBeltSwitch(x, y + 1);
2578 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2579 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2581 ToggleSwitchgateSwitch(x, y + 1);
2583 else if (smashed == EL_LIGHT_SWITCH ||
2584 smashed == EL_LIGHT_SWITCH_ACTIVE)
2586 ToggleLightSwitch(x, y + 1);
2588 else if (CAN_CHANGE(smashed) &&
2589 HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2591 ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
2597 /* play sound of magic wall / mill */
2599 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2600 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2602 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2603 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2604 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2605 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2610 /* play sound of object that hits the ground */
2611 if (lastline || object_hit)
2612 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2615 void TurnRound(int x, int y)
2627 { 0, 0 }, { 0, 0 }, { 0, 0 },
2632 int left, right, back;
2636 { MV_DOWN, MV_UP, MV_RIGHT },
2637 { MV_UP, MV_DOWN, MV_LEFT },
2639 { MV_LEFT, MV_RIGHT, MV_DOWN },
2643 { MV_RIGHT, MV_LEFT, MV_UP }
2646 int element = Feld[x][y];
2647 int old_move_dir = MovDir[x][y];
2648 int left_dir = turn[old_move_dir].left;
2649 int right_dir = turn[old_move_dir].right;
2650 int back_dir = turn[old_move_dir].back;
2652 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2653 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2654 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2655 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2657 int left_x = x + left_dx, left_y = y + left_dy;
2658 int right_x = x + right_dx, right_y = y + right_dy;
2659 int move_x = x + move_dx, move_y = y + move_dy;
2663 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2665 TestIfBadThingTouchesOtherBadThing(x, y);
2667 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2668 MovDir[x][y] = right_dir;
2669 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2670 MovDir[x][y] = left_dir;
2672 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2674 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2677 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2678 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2680 TestIfBadThingTouchesOtherBadThing(x, y);
2682 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2683 MovDir[x][y] = left_dir;
2684 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2685 MovDir[x][y] = right_dir;
2687 if ((element == EL_SPACESHIP ||
2688 element == EL_SP_SNIKSNAK ||
2689 element == EL_SP_ELECTRON)
2690 && MovDir[x][y] != old_move_dir)
2692 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2695 else if (element == EL_YAMYAM)
2697 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2698 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2700 if (can_turn_left && can_turn_right)
2701 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2702 else if (can_turn_left)
2703 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2704 else if (can_turn_right)
2705 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2707 MovDir[x][y] = back_dir;
2709 MovDelay[x][y] = 16 + 16 * RND(3);
2711 else if (element == EL_DARK_YAMYAM)
2713 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2714 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2716 if (can_turn_left && can_turn_right)
2717 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2718 else if (can_turn_left)
2719 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2720 else if (can_turn_right)
2721 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2723 MovDir[x][y] = back_dir;
2725 MovDelay[x][y] = 16 + 16 * RND(3);
2727 else if (element == EL_PACMAN)
2729 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2730 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2732 if (can_turn_left && can_turn_right)
2733 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2734 else if (can_turn_left)
2735 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2736 else if (can_turn_right)
2737 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2739 MovDir[x][y] = back_dir;
2741 MovDelay[x][y] = 6 + RND(40);
2743 else if (element == EL_PIG)
2745 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
2746 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
2747 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
2748 boolean should_turn_left, should_turn_right, should_move_on;
2750 int rnd = RND(rnd_value);
2752 should_turn_left = (can_turn_left &&
2754 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
2755 y + back_dy + left_dy)));
2756 should_turn_right = (can_turn_right &&
2758 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
2759 y + back_dy + right_dy)));
2760 should_move_on = (can_move_on &&
2763 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
2764 y + move_dy + left_dy) ||
2765 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
2766 y + move_dy + right_dy)));
2768 if (should_turn_left || should_turn_right || should_move_on)
2770 if (should_turn_left && should_turn_right && should_move_on)
2771 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
2772 rnd < 2 * rnd_value / 3 ? right_dir :
2774 else if (should_turn_left && should_turn_right)
2775 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2776 else if (should_turn_left && should_move_on)
2777 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
2778 else if (should_turn_right && should_move_on)
2779 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
2780 else if (should_turn_left)
2781 MovDir[x][y] = left_dir;
2782 else if (should_turn_right)
2783 MovDir[x][y] = right_dir;
2784 else if (should_move_on)
2785 MovDir[x][y] = old_move_dir;
2787 else if (can_move_on && rnd > rnd_value / 8)
2788 MovDir[x][y] = old_move_dir;
2789 else if (can_turn_left && can_turn_right)
2790 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2791 else if (can_turn_left && rnd > rnd_value / 8)
2792 MovDir[x][y] = left_dir;
2793 else if (can_turn_right && rnd > rnd_value/8)
2794 MovDir[x][y] = right_dir;
2796 MovDir[x][y] = back_dir;
2798 xx = x + move_xy[MovDir[x][y]].x;
2799 yy = y + move_xy[MovDir[x][y]].y;
2801 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
2802 MovDir[x][y] = old_move_dir;
2806 else if (element == EL_DRAGON)
2808 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
2809 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
2810 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
2812 int rnd = RND(rnd_value);
2814 if (can_move_on && rnd > rnd_value / 8)
2815 MovDir[x][y] = old_move_dir;
2816 else if (can_turn_left && can_turn_right)
2817 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2818 else if (can_turn_left && rnd > rnd_value / 8)
2819 MovDir[x][y] = left_dir;
2820 else if (can_turn_right && rnd > rnd_value / 8)
2821 MovDir[x][y] = right_dir;
2823 MovDir[x][y] = back_dir;
2825 xx = x + move_xy[MovDir[x][y]].x;
2826 yy = y + move_xy[MovDir[x][y]].y;
2828 if (!IS_FREE(xx, yy))
2829 MovDir[x][y] = old_move_dir;
2833 else if (element == EL_MOLE)
2835 boolean can_move_on =
2836 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
2837 IS_AMOEBOID(Feld[move_x][move_y]) ||
2838 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
2841 boolean can_turn_left =
2842 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
2843 IS_AMOEBOID(Feld[left_x][left_y])));
2845 boolean can_turn_right =
2846 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
2847 IS_AMOEBOID(Feld[right_x][right_y])));
2849 if (can_turn_left && can_turn_right)
2850 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2851 else if (can_turn_left)
2852 MovDir[x][y] = left_dir;
2854 MovDir[x][y] = right_dir;
2857 if (MovDir[x][y] != old_move_dir)
2860 else if (element == EL_BALLOON)
2862 MovDir[x][y] = game.balloon_dir;
2865 else if (element == EL_SPRING)
2867 if (MovDir[x][y] & MV_HORIZONTAL &&
2868 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
2869 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
2870 MovDir[x][y] = MV_NO_MOVING;
2874 else if (element == EL_ROBOT ||
2875 element == EL_SATELLITE ||
2876 element == EL_PENGUIN)
2878 int attr_x = -1, attr_y = -1;
2889 for (i=0; i<MAX_PLAYERS; i++)
2891 struct PlayerInfo *player = &stored_player[i];
2892 int jx = player->jx, jy = player->jy;
2894 if (!player->active)
2898 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
2906 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2912 if (element == EL_PENGUIN)
2915 static int xy[4][2] =
2925 int ex = x + xy[i % 4][0];
2926 int ey = y + xy[i % 4][1];
2928 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2937 MovDir[x][y] = MV_NO_MOVING;
2939 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2940 else if (attr_x > x)
2941 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2943 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2944 else if (attr_y > y)
2945 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2947 if (element == EL_ROBOT)
2951 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2952 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2953 Moving2Blocked(x, y, &newx, &newy);
2955 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2956 MovDelay[x][y] = 8 + 8 * !RND(3);
2958 MovDelay[x][y] = 16;
2960 else if (element == EL_PENGUIN)
2966 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2968 boolean first_horiz = RND(2);
2969 int new_move_dir = MovDir[x][y];
2972 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2973 Moving2Blocked(x, y, &newx, &newy);
2975 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
2979 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2980 Moving2Blocked(x, y, &newx, &newy);
2982 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
2985 MovDir[x][y] = old_move_dir;
2989 else /* (element == EL_SATELLITE) */
2995 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2997 boolean first_horiz = RND(2);
2998 int new_move_dir = MovDir[x][y];
3001 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3002 Moving2Blocked(x, y, &newx, &newy);
3004 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3008 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3009 Moving2Blocked(x, y, &newx, &newy);
3011 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3014 MovDir[x][y] = old_move_dir;
3019 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
3021 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3022 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3024 if (can_turn_left && can_turn_right)
3025 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3026 else if (can_turn_left)
3027 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3028 else if (can_turn_right)
3029 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3031 MovDir[x][y] = back_dir;
3033 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3035 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3036 element_info[element].move_pattern == MV_VERTICAL)
3038 if (element_info[element].move_pattern & old_move_dir)
3039 MovDir[x][y] = back_dir;
3040 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3041 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3042 else if (element_info[element].move_pattern == MV_VERTICAL)
3043 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3045 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3047 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3049 MovDir[x][y] = element_info[element].move_pattern;
3050 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3052 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3054 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3055 MovDir[x][y] = left_dir;
3056 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3057 MovDir[x][y] = right_dir;
3059 if (MovDir[x][y] != old_move_dir)
3060 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3062 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3064 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3065 MovDir[x][y] = right_dir;
3066 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3067 MovDir[x][y] = left_dir;
3069 if (MovDir[x][y] != old_move_dir)
3070 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3072 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3073 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3075 int attr_x = -1, attr_y = -1;
3078 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3089 for (i=0; i<MAX_PLAYERS; i++)
3091 struct PlayerInfo *player = &stored_player[i];
3092 int jx = player->jx, jy = player->jy;
3094 if (!player->active)
3098 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3106 MovDir[x][y] = MV_NO_MOVING;
3108 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3109 else if (attr_x > x)
3110 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3112 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3113 else if (attr_y > y)
3114 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3116 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3118 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3120 boolean first_horiz = RND(2);
3121 int new_move_dir = MovDir[x][y];
3124 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3125 Moving2Blocked(x, y, &newx, &newy);
3127 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3131 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3132 Moving2Blocked(x, y, &newx, &newy);
3134 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3137 MovDir[x][y] = old_move_dir;
3142 static boolean JustBeingPushed(int x, int y)
3146 for (i=0; i<MAX_PLAYERS; i++)
3148 struct PlayerInfo *player = &stored_player[i];
3150 if (player->active && player->Pushing && player->MovPos)
3152 int next_jx = player->jx + (player->jx - player->last_jx);
3153 int next_jy = player->jy + (player->jy - player->last_jy);
3155 if (x == next_jx && y == next_jy)
3163 void StartMoving(int x, int y)
3165 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3166 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3167 int element = Feld[x][y];
3172 GfxAction[x][y] = ACTION_DEFAULT;
3174 if (CAN_FALL(element) && y < lev_fieldy - 1)
3176 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3177 if (JustBeingPushed(x, y))
3180 if (element == EL_QUICKSAND_FULL)
3182 if (IS_FREE(x, y + 1))
3184 InitMovingField(x, y, MV_DOWN);
3185 started_moving = TRUE;
3187 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3188 Store[x][y] = EL_ROCK;
3190 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3192 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3195 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3197 if (!MovDelay[x][y])
3198 MovDelay[x][y] = TILEY + 1;
3207 Feld[x][y] = EL_QUICKSAND_EMPTY;
3208 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3209 Store[x][y + 1] = Store[x][y];
3212 PlaySoundLevelAction(x, y, ACTION_FILLING);
3214 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3218 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3219 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3221 InitMovingField(x, y, MV_DOWN);
3222 started_moving = TRUE;
3224 Feld[x][y] = EL_QUICKSAND_FILLING;
3225 Store[x][y] = element;
3227 PlaySoundLevelAction(x, y, ACTION_FILLING);
3229 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3232 else if (element == EL_MAGIC_WALL_FULL)
3234 if (IS_FREE(x, y + 1))
3236 InitMovingField(x, y, MV_DOWN);
3237 started_moving = TRUE;
3239 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3240 Store[x][y] = EL_CHANGED(Store[x][y]);
3242 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3244 if (!MovDelay[x][y])
3245 MovDelay[x][y] = TILEY/4 + 1;
3254 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3255 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3256 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3260 else if (element == EL_BD_MAGIC_WALL_FULL)
3262 if (IS_FREE(x, y + 1))
3264 InitMovingField(x, y, MV_DOWN);
3265 started_moving = TRUE;
3267 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3268 Store[x][y] = EL_CHANGED2(Store[x][y]);
3270 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3272 if (!MovDelay[x][y])
3273 MovDelay[x][y] = TILEY/4 + 1;
3282 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3283 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3284 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3288 else if (CAN_PASS_MAGIC_WALL(element) &&
3289 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3290 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3292 InitMovingField(x, y, MV_DOWN);
3293 started_moving = TRUE;
3296 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3297 EL_BD_MAGIC_WALL_FILLING);
3298 Store[x][y] = element;
3301 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3303 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3308 InitMovingField(x, y, MV_DOWN);
3309 started_moving = TRUE;
3311 Store[x][y] = EL_ACID;
3313 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3314 GfxAction[x][y + 1] = ACTION_ACTIVE;
3318 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3322 printf("::: %d\n", MovDir[x][y]);
3328 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3330 if (MovDir[x][y] == MV_NO_MOVING)
3332 InitMovingField(x, y, MV_DOWN);
3333 started_moving = TRUE;
3336 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3338 if (JustStopped[x][y]) /* prevent animation from being restarted */
3339 MovDir[x][y] = MV_DOWN;
3341 InitMovingField(x, y, MV_DOWN);
3342 started_moving = TRUE;
3344 else if (element == EL_AMOEBA_DROP)
3346 Feld[x][y] = EL_AMOEBA_GROWING;
3347 Store[x][y] = EL_AMOEBA_WET;
3349 /* Store[x][y + 1] must be zero, because:
3350 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3353 #if OLD_GAME_BEHAVIOUR
3354 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3356 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3357 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3358 element != EL_DX_SUPABOMB)
3361 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3362 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3363 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3364 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3367 boolean left = (x>0 && IS_FREE(x-1, y) &&
3368 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3369 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3370 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3374 if (left && right &&
3375 (game.emulation != EMU_BOULDERDASH &&
3376 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3377 left = !(right = RND(2));
3379 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3380 started_moving = TRUE;
3383 if (element == EL_BOMB)
3384 printf("::: SLIP DOWN [%d]\n", FrameCounter);
3388 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3390 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3391 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3392 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3393 int belt_dir = game.belt_dir[belt_nr];
3395 if ((belt_dir == MV_LEFT && left_is_free) ||
3396 (belt_dir == MV_RIGHT && right_is_free))
3398 InitMovingField(x, y, belt_dir);
3399 started_moving = TRUE;
3401 GfxAction[x][y] = ACTION_DEFAULT;
3406 /* not "else if" because of EL_SPRING */
3407 if (CAN_MOVE(element) && !started_moving)
3411 if ((element == EL_SATELLITE ||
3412 element == EL_BALLOON ||
3413 element == EL_SPRING)
3414 && JustBeingPushed(x, y))
3419 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3420 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3422 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3424 Moving2Blocked(x, y, &newx, &newy);
3425 if (Feld[newx][newy] == EL_BLOCKED)
3426 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3431 if (!MovDelay[x][y]) /* start new movement phase */
3433 /* all objects that can change their move direction after each step
3434 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3436 if (element != EL_YAMYAM &&
3437 element != EL_DARK_YAMYAM &&
3438 element != EL_PACMAN &&
3439 !(element_info[element].move_pattern & MV_ANY_DIRECTION))
3443 if (MovDelay[x][y] && (element == EL_BUG ||
3444 element == EL_SPACESHIP ||
3445 element == EL_SP_SNIKSNAK ||
3446 element == EL_SP_ELECTRON ||
3447 element == EL_MOLE))
3448 DrawLevelField(x, y);
3452 if (MovDelay[x][y]) /* wait some time before next movement */
3457 if (element == EL_YAMYAM)
3460 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3461 DrawLevelElementAnimation(x, y, element);
3465 if (MovDelay[x][y]) /* element still has to wait some time */
3468 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3469 ResetGfxAnimation(x, y);
3471 GfxAction[x][y] = ACTION_WAITING;
3474 if (element == EL_ROBOT ||
3476 element == EL_PACMAN ||
3478 element == EL_YAMYAM ||
3479 element == EL_DARK_YAMYAM)
3482 DrawLevelElementAnimation(x, y, element);
3484 DrawLevelElementAnimationIfNeeded(x, y, element);
3486 PlaySoundLevelAction(x, y, ACTION_WAITING);
3488 else if (element == EL_SP_ELECTRON)
3489 DrawLevelElementAnimationIfNeeded(x, y, element);
3490 else if (element == EL_DRAGON)
3493 int dir = MovDir[x][y];
3494 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3495 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3496 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3497 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3498 dir == MV_UP ? IMG_FLAMES_1_UP :
3499 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3500 int frame = getGraphicAnimationFrame(graphic, -1);
3502 for (i=1; i<=3; i++)
3504 int xx = x + i*dx, yy = y + i*dy;
3505 int sx = SCREENX(xx), sy = SCREENY(yy);
3506 int flame_graphic = graphic + (i - 1);
3508 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3513 int flamed = MovingOrBlocked2Element(xx, yy);
3515 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3518 RemoveMovingField(xx, yy);
3520 Feld[xx][yy] = EL_FLAMES;
3521 if (IN_SCR_FIELD(sx, sy))
3522 DrawGraphic(sx, sy, flame_graphic, frame);
3526 if (Feld[xx][yy] == EL_FLAMES)
3527 Feld[xx][yy] = EL_EMPTY;
3528 DrawLevelField(xx, yy);
3533 if (MovDelay[x][y]) /* element still has to wait some time */
3535 PlaySoundLevelAction(x, y, ACTION_WAITING);
3540 GfxAction[x][y] = ACTION_MOVING;
3543 /* now make next step */
3545 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3547 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3548 !PLAYER_PROTECTED(newx, newy))
3551 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3554 /* player killed by element which is deadly when colliding with */
3556 KillHero(PLAYERINFO(newx, newy));
3561 else if ((element == EL_PENGUIN ||
3562 element == EL_ROBOT ||
3563 element == EL_SATELLITE ||
3564 element == EL_BALLOON ||
3565 IS_CUSTOM_ELEMENT(element)) &&
3566 IN_LEV_FIELD(newx, newy) &&
3567 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3570 Store[x][y] = EL_ACID;
3572 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3574 if (Feld[newx][newy] == EL_EXIT_OPEN)
3576 Feld[x][y] = EL_EMPTY;
3577 DrawLevelField(x, y);
3579 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3580 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3581 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3583 local_player->friends_still_needed--;
3584 if (!local_player->friends_still_needed &&
3585 !local_player->GameOver && AllPlayersGone)
3586 local_player->LevelSolved = local_player->GameOver = TRUE;
3590 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3592 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3593 DrawLevelField(newx, newy);
3595 MovDir[x][y] = MV_NO_MOVING;
3597 else if (!IS_FREE(newx, newy))
3599 GfxAction[x][y] = ACTION_WAITING;
3601 if (IS_PLAYER(x, y))
3602 DrawPlayerField(x, y);
3604 DrawLevelField(x, y);
3608 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3610 if (IS_FOOD_PIG(Feld[newx][newy]))
3612 if (IS_MOVING(newx, newy))
3613 RemoveMovingField(newx, newy);
3616 Feld[newx][newy] = EL_EMPTY;
3617 DrawLevelField(newx, newy);
3620 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3622 else if (!IS_FREE(newx, newy))
3624 if (IS_PLAYER(x, y))
3625 DrawPlayerField(x, y);
3627 DrawLevelField(x, y);
3631 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3633 if (!IS_FREE(newx, newy))
3635 if (IS_PLAYER(x, y))
3636 DrawPlayerField(x, y);
3638 DrawLevelField(x, y);
3643 boolean wanna_flame = !RND(10);
3644 int dx = newx - x, dy = newy - y;
3645 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3646 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3647 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3648 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3649 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3650 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3653 IS_CLASSIC_ENEMY(element1) ||
3654 IS_CLASSIC_ENEMY(element2)) &&
3655 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3656 element1 != EL_FLAMES && element2 != EL_FLAMES)
3658 if (IS_PLAYER(x, y))
3659 DrawPlayerField(x, y);
3661 DrawLevelField(x, y);
3663 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3665 MovDelay[x][y] = 50;
3666 Feld[newx][newy] = EL_FLAMES;
3667 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3668 Feld[newx1][newy1] = EL_FLAMES;
3669 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3670 Feld[newx2][newy2] = EL_FLAMES;
3675 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3676 Feld[newx][newy] == EL_DIAMOND)
3678 if (IS_MOVING(newx, newy))
3679 RemoveMovingField(newx, newy);
3682 Feld[newx][newy] = EL_EMPTY;
3683 DrawLevelField(newx, newy);
3686 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3688 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3689 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3691 if (AmoebaNr[newx][newy])
3693 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3694 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3695 Feld[newx][newy] == EL_BD_AMOEBA)
3696 AmoebaCnt[AmoebaNr[newx][newy]]--;
3699 if (IS_MOVING(newx, newy))
3700 RemoveMovingField(newx, newy);
3703 Feld[newx][newy] = EL_EMPTY;
3704 DrawLevelField(newx, newy);
3707 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3709 else if ((element == EL_PACMAN || element == EL_MOLE)
3710 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3712 if (AmoebaNr[newx][newy])
3714 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3715 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3716 Feld[newx][newy] == EL_BD_AMOEBA)
3717 AmoebaCnt[AmoebaNr[newx][newy]]--;
3720 if (element == EL_MOLE)
3722 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3723 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3724 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3725 return; /* wait for shrinking amoeba */
3727 else /* element == EL_PACMAN */
3729 Feld[newx][newy] = EL_EMPTY;
3730 DrawLevelField(newx, newy);
3731 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3734 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3735 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3736 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3738 /* wait for shrinking amoeba to completely disappear */
3741 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3743 /* object was running against a wall */
3748 DrawLevelElementAnimation(x, y, element);
3750 if (element == EL_BUG ||
3751 element == EL_SPACESHIP ||
3752 element == EL_SP_SNIKSNAK)
3753 DrawLevelField(x, y);
3754 else if (element == EL_MOLE)
3755 DrawLevelField(x, y);
3756 else if (element == EL_BD_BUTTERFLY ||
3757 element == EL_BD_FIREFLY)
3758 DrawLevelElementAnimationIfNeeded(x, y, element);
3759 else if (element == EL_SATELLITE)
3760 DrawLevelElementAnimationIfNeeded(x, y, element);
3761 else if (element == EL_SP_ELECTRON)
3762 DrawLevelElementAnimationIfNeeded(x, y, element);
3765 if (DONT_TOUCH(element))
3766 TestIfBadThingTouchesHero(x, y);
3769 PlaySoundLevelAction(x, y, ACTION_WAITING);
3775 InitMovingField(x, y, MovDir[x][y]);
3777 PlaySoundLevelAction(x, y, ACTION_MOVING);
3781 ContinueMoving(x, y);
3784 void ContinueMoving(int x, int y)
3786 int element = Feld[x][y];
3787 int direction = MovDir[x][y];
3788 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3789 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3790 int horiz_move = (dx != 0);
3791 int newx = x + dx, newy = y + dy;
3792 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3793 struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL);
3794 boolean pushing = (player != NULL && player->Pushing && player->is_moving);
3796 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3798 else if (element == EL_QUICKSAND_FILLING ||
3799 element == EL_QUICKSAND_EMPTYING)
3801 else if (element == EL_MAGIC_WALL_FILLING ||
3802 element == EL_BD_MAGIC_WALL_FILLING ||
3803 element == EL_MAGIC_WALL_EMPTYING ||
3804 element == EL_BD_MAGIC_WALL_EMPTYING)
3806 else if (CAN_FALL(element) && horiz_move &&
3807 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3809 else if (element == EL_SPRING && horiz_move)
3811 else if (IS_CUSTOM_ELEMENT(element))
3812 step = SIGN(step) * element_info[element].move_stepsize;
3814 #if OLD_GAME_BEHAVIOUR
3815 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3819 MovPos[x][y] += step;
3822 if (pushing) /* special case: moving object pushed by player */
3823 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos));
3828 printf("::: OOPS! pushing '%s'\n", element_info[element].token_name);
3831 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3833 Feld[x][y] = EL_EMPTY;
3834 Feld[newx][newy] = element;
3835 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
3837 if (element == EL_MOLE)
3840 static int xy[4][2] =
3848 Feld[x][y] = EL_SAND;
3849 DrawLevelField(x, y);
3858 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3859 DrawLevelField(xx, yy); /* for "crumbled sand" */
3863 if (element == EL_QUICKSAND_FILLING)
3865 element = Feld[newx][newy] = get_next_element(element);
3866 Store[newx][newy] = Store[x][y];
3868 else if (element == EL_QUICKSAND_EMPTYING)
3870 Feld[x][y] = get_next_element(element);
3871 element = Feld[newx][newy] = Store[x][y];
3873 else if (element == EL_MAGIC_WALL_FILLING)
3875 element = Feld[newx][newy] = get_next_element(element);
3876 if (!game.magic_wall_active)
3877 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3878 Store[newx][newy] = Store[x][y];
3880 else if (element == EL_MAGIC_WALL_EMPTYING)
3882 Feld[x][y] = get_next_element(element);
3883 if (!game.magic_wall_active)
3884 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3885 element = Feld[newx][newy] = Store[x][y];
3887 else if (element == EL_BD_MAGIC_WALL_FILLING)
3889 element = Feld[newx][newy] = get_next_element(element);
3890 if (!game.magic_wall_active)
3891 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3892 Store[newx][newy] = Store[x][y];
3894 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3896 Feld[x][y] = get_next_element(element);
3897 if (!game.magic_wall_active)
3898 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3899 element = Feld[newx][newy] = Store[x][y];
3901 else if (element == EL_AMOEBA_DROPPING)
3903 Feld[x][y] = get_next_element(element);
3904 element = Feld[newx][newy] = Store[x][y];
3906 else if (Store[x][y] == EL_ACID)
3908 element = Feld[newx][newy] = EL_ACID;
3912 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3913 MovDelay[newx][newy] = 0;
3915 /* copy element change control values to new field */
3916 ChangeDelay[newx][newy] = ChangeDelay[x][y];
3918 /* copy animation control values to new field */
3919 GfxFrame[newx][newy] = GfxFrame[x][y];
3920 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3921 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3923 ResetGfxAnimation(x, y); /* reset animation values for old field */
3927 if (!CAN_MOVE(element))
3928 MovDir[newx][newy] = 0;
3931 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3932 MovDir[newx][newy] = 0;
3935 if (!CAN_MOVE(element) ||
3936 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3937 MovDir[newx][newy] = 0;
3941 DrawLevelField(x, y);
3942 DrawLevelField(newx, newy);
3945 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing)
3947 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
3951 JustStopped[newx][newy] = 3;
3953 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3955 TestIfBadThingTouchesHero(newx, newy);
3956 TestIfBadThingTouchesFriend(newx, newy);
3957 TestIfBadThingTouchesOtherBadThing(newx, newy);
3959 else if (element == EL_PENGUIN)
3960 TestIfFriendTouchesBadThing(newx, newy);
3963 if (CAN_FALL(element) && direction == MV_DOWN &&
3964 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3967 if (CAN_SMASH(element) && direction == MV_DOWN &&
3968 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3972 else /* still moving on */
3974 DrawLevelField(x, y);
3978 int AmoebeNachbarNr(int ax, int ay)
3981 int element = Feld[ax][ay];
3983 static int xy[4][2] =
3993 int x = ax + xy[i][0];
3994 int y = ay + xy[i][1];
3996 if (!IN_LEV_FIELD(x, y))
3999 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4000 group_nr = AmoebaNr[x][y];
4006 void AmoebenVereinigen(int ax, int ay)
4008 int i, x, y, xx, yy;
4009 int new_group_nr = AmoebaNr[ax][ay];
4010 static int xy[4][2] =
4018 if (new_group_nr == 0)
4026 if (!IN_LEV_FIELD(x, y))
4029 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4030 Feld[x][y] == EL_BD_AMOEBA ||
4031 Feld[x][y] == EL_AMOEBA_DEAD) &&
4032 AmoebaNr[x][y] != new_group_nr)
4034 int old_group_nr = AmoebaNr[x][y];
4036 if (old_group_nr == 0)
4039 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4040 AmoebaCnt[old_group_nr] = 0;
4041 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4042 AmoebaCnt2[old_group_nr] = 0;
4044 for (yy=0; yy<lev_fieldy; yy++)
4046 for (xx=0; xx<lev_fieldx; xx++)
4048 if (AmoebaNr[xx][yy] == old_group_nr)
4049 AmoebaNr[xx][yy] = new_group_nr;
4056 void AmoebeUmwandeln(int ax, int ay)
4060 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4062 int group_nr = AmoebaNr[ax][ay];
4067 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4068 printf("AmoebeUmwandeln(): This should never happen!\n");
4073 for (y=0; y<lev_fieldy; y++)
4075 for (x=0; x<lev_fieldx; x++)
4077 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4080 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4084 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4085 SND_AMOEBA_TURNING_TO_GEM :
4086 SND_AMOEBA_TURNING_TO_ROCK));
4091 static int xy[4][2] =
4104 if (!IN_LEV_FIELD(x, y))
4107 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4109 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4110 SND_AMOEBA_TURNING_TO_GEM :
4111 SND_AMOEBA_TURNING_TO_ROCK));
4118 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4121 int group_nr = AmoebaNr[ax][ay];
4122 boolean done = FALSE;
4127 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4128 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4133 for (y=0; y<lev_fieldy; y++)
4135 for (x=0; x<lev_fieldx; x++)
4137 if (AmoebaNr[x][y] == group_nr &&
4138 (Feld[x][y] == EL_AMOEBA_DEAD ||
4139 Feld[x][y] == EL_BD_AMOEBA ||
4140 Feld[x][y] == EL_AMOEBA_GROWING))
4143 Feld[x][y] = new_element;
4144 InitField(x, y, FALSE);
4145 DrawLevelField(x, y);
4152 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4153 SND_BD_AMOEBA_TURNING_TO_ROCK :
4154 SND_BD_AMOEBA_TURNING_TO_GEM));
4157 void AmoebeWaechst(int x, int y)
4159 static unsigned long sound_delay = 0;
4160 static unsigned long sound_delay_value = 0;
4162 if (!MovDelay[x][y]) /* start new growing cycle */
4166 if (DelayReached(&sound_delay, sound_delay_value))
4169 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4171 if (Store[x][y] == EL_BD_AMOEBA)
4172 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4174 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4176 sound_delay_value = 30;
4180 if (MovDelay[x][y]) /* wait some time before growing bigger */
4183 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4185 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4186 6 - MovDelay[x][y]);
4188 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4191 if (!MovDelay[x][y])
4193 Feld[x][y] = Store[x][y];
4195 DrawLevelField(x, y);
4200 void AmoebaDisappearing(int x, int y)
4202 static unsigned long sound_delay = 0;
4203 static unsigned long sound_delay_value = 0;
4205 if (!MovDelay[x][y]) /* start new shrinking cycle */
4209 if (DelayReached(&sound_delay, sound_delay_value))
4210 sound_delay_value = 30;
4213 if (MovDelay[x][y]) /* wait some time before shrinking */
4216 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4218 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4219 6 - MovDelay[x][y]);
4221 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4224 if (!MovDelay[x][y])
4226 Feld[x][y] = EL_EMPTY;
4227 DrawLevelField(x, y);
4229 /* don't let mole enter this field in this cycle;
4230 (give priority to objects falling to this field from above) */
4236 void AmoebeAbleger(int ax, int ay)
4239 int element = Feld[ax][ay];
4240 int graphic = el2img(element);
4241 int newax = ax, neway = ay;
4242 static int xy[4][2] =
4250 if (!level.amoeba_speed)
4252 Feld[ax][ay] = EL_AMOEBA_DEAD;
4253 DrawLevelField(ax, ay);
4257 if (IS_ANIMATED(graphic))
4258 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4260 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4261 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4263 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4266 if (MovDelay[ax][ay])
4270 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4273 int x = ax + xy[start][0];
4274 int y = ay + xy[start][1];
4276 if (!IN_LEV_FIELD(x, y))
4279 if (IS_FREE(x, y) ||
4280 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4286 if (newax == ax && neway == ay)
4289 else /* normal or "filled" (BD style) amoeba */
4292 boolean waiting_for_player = FALSE;
4296 int j = (start + i) % 4;
4297 int x = ax + xy[j][0];
4298 int y = ay + xy[j][1];
4300 if (!IN_LEV_FIELD(x, y))
4303 if (IS_FREE(x, y) ||
4304 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4310 else if (IS_PLAYER(x, y))
4311 waiting_for_player = TRUE;
4314 if (newax == ax && neway == ay) /* amoeba cannot grow */
4316 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4318 Feld[ax][ay] = EL_AMOEBA_DEAD;
4319 DrawLevelField(ax, ay);
4320 AmoebaCnt[AmoebaNr[ax][ay]]--;
4322 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4324 if (element == EL_AMOEBA_FULL)
4325 AmoebeUmwandeln(ax, ay);
4326 else if (element == EL_BD_AMOEBA)
4327 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4332 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4334 /* amoeba gets larger by growing in some direction */
4336 int new_group_nr = AmoebaNr[ax][ay];
4339 if (new_group_nr == 0)
4341 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4342 printf("AmoebeAbleger(): This should never happen!\n");
4347 AmoebaNr[newax][neway] = new_group_nr;
4348 AmoebaCnt[new_group_nr]++;
4349 AmoebaCnt2[new_group_nr]++;
4351 /* if amoeba touches other amoeba(s) after growing, unify them */
4352 AmoebenVereinigen(newax, neway);
4354 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4356 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4362 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4363 (neway == lev_fieldy - 1 && newax != ax))
4365 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4366 Store[newax][neway] = element;
4368 else if (neway == ay)
4370 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4372 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4374 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4379 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4380 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4381 Store[ax][ay] = EL_AMOEBA_DROP;
4382 ContinueMoving(ax, ay);
4386 DrawLevelField(newax, neway);
4389 void Life(int ax, int ay)
4392 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4394 int element = Feld[ax][ay];
4395 int graphic = el2img(element);
4396 boolean changed = FALSE;
4398 if (IS_ANIMATED(graphic))
4399 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4404 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4405 MovDelay[ax][ay] = life_time;
4407 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4410 if (MovDelay[ax][ay])
4414 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4416 int xx = ax+x1, yy = ay+y1;
4419 if (!IN_LEV_FIELD(xx, yy))
4422 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4424 int x = xx+x2, y = yy+y2;
4426 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4429 if (((Feld[x][y] == element ||
4430 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4432 (IS_FREE(x, y) && Stop[x][y]))
4436 if (xx == ax && yy == ay) /* field in the middle */
4438 if (nachbarn < life[0] || nachbarn > life[1])
4440 Feld[xx][yy] = EL_EMPTY;
4442 DrawLevelField(xx, yy);
4443 Stop[xx][yy] = TRUE;
4447 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4448 { /* free border field */
4449 if (nachbarn >= life[2] && nachbarn <= life[3])
4451 Feld[xx][yy] = element;
4452 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4454 DrawLevelField(xx, yy);
4455 Stop[xx][yy] = TRUE;
4462 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4463 SND_GAME_OF_LIFE_GROWING);
4466 static void InitRobotWheel(int x, int y)
4468 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4471 static void RunRobotWheel(int x, int y)
4473 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4476 static void StopRobotWheel(int x, int y)
4478 if (ZX == x && ZY == y)
4482 static void InitTimegateWheel(int x, int y)
4484 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4487 static void RunTimegateWheel(int x, int y)
4489 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4492 void CheckExit(int x, int y)
4494 if (local_player->gems_still_needed > 0 ||
4495 local_player->sokobanfields_still_needed > 0 ||
4496 local_player->lights_still_needed > 0)
4498 int element = Feld[x][y];
4499 int graphic = el2img(element);
4501 if (IS_ANIMATED(graphic))
4502 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4507 Feld[x][y] = EL_EXIT_OPENING;
4509 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4512 void CheckExitSP(int x, int y)
4514 if (local_player->gems_still_needed > 0)
4516 int element = Feld[x][y];
4517 int graphic = el2img(element);
4519 if (IS_ANIMATED(graphic))
4520 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4525 Feld[x][y] = EL_SP_EXIT_OPEN;
4527 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4530 static void CloseAllOpenTimegates()
4534 for (y=0; y<lev_fieldy; y++)
4536 for (x=0; x<lev_fieldx; x++)
4538 int element = Feld[x][y];
4540 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4542 Feld[x][y] = EL_TIMEGATE_CLOSING;
4544 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4546 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4553 void EdelsteinFunkeln(int x, int y)
4555 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4558 if (Feld[x][y] == EL_BD_DIAMOND)
4561 if (MovDelay[x][y] == 0) /* next animation frame */
4562 MovDelay[x][y] = 11 * !SimpleRND(500);
4564 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4568 if (setup.direct_draw && MovDelay[x][y])
4569 SetDrawtoField(DRAW_BUFFERED);
4571 DrawLevelElementAnimation(x, y, Feld[x][y]);
4573 if (MovDelay[x][y] != 0)
4575 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4576 10 - MovDelay[x][y]);
4578 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4580 if (setup.direct_draw)
4584 dest_x = FX + SCREENX(x) * TILEX;
4585 dest_y = FY + SCREENY(y) * TILEY;
4587 BlitBitmap(drawto_field, window,
4588 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4589 SetDrawtoField(DRAW_DIRECT);
4595 void MauerWaechst(int x, int y)
4599 if (!MovDelay[x][y]) /* next animation frame */
4600 MovDelay[x][y] = 3 * delay;
4602 if (MovDelay[x][y]) /* wait some time before next frame */
4606 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4608 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4609 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4611 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4614 if (!MovDelay[x][y])
4616 if (MovDir[x][y] == MV_LEFT)
4618 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4619 DrawLevelField(x - 1, y);
4621 else if (MovDir[x][y] == MV_RIGHT)
4623 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4624 DrawLevelField(x + 1, y);
4626 else if (MovDir[x][y] == MV_UP)
4628 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4629 DrawLevelField(x, y - 1);
4633 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4634 DrawLevelField(x, y + 1);
4637 Feld[x][y] = Store[x][y];
4639 MovDir[x][y] = MV_NO_MOVING;
4640 DrawLevelField(x, y);
4645 void MauerAbleger(int ax, int ay)
4647 int element = Feld[ax][ay];
4648 int graphic = el2img(element);
4649 boolean oben_frei = FALSE, unten_frei = FALSE;
4650 boolean links_frei = FALSE, rechts_frei = FALSE;
4651 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4652 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4653 boolean new_wall = FALSE;
4655 if (IS_ANIMATED(graphic))
4656 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4658 if (!MovDelay[ax][ay]) /* start building new wall */
4659 MovDelay[ax][ay] = 6;
4661 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4664 if (MovDelay[ax][ay])
4668 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4670 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4672 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4674 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4677 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4678 element == EL_EXPANDABLE_WALL_ANY)
4682 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4683 Store[ax][ay-1] = element;
4684 MovDir[ax][ay-1] = MV_UP;
4685 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4686 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4687 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4692 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4693 Store[ax][ay+1] = element;
4694 MovDir[ax][ay+1] = MV_DOWN;
4695 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4696 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4697 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4702 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4703 element == EL_EXPANDABLE_WALL_ANY ||
4704 element == EL_EXPANDABLE_WALL)
4708 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4709 Store[ax-1][ay] = element;
4710 MovDir[ax-1][ay] = MV_LEFT;
4711 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4712 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4713 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4719 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4720 Store[ax+1][ay] = element;
4721 MovDir[ax+1][ay] = MV_RIGHT;
4722 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4723 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4724 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4729 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4730 DrawLevelField(ax, ay);
4732 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4734 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4735 unten_massiv = TRUE;
4736 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4737 links_massiv = TRUE;
4738 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4739 rechts_massiv = TRUE;
4741 if (((oben_massiv && unten_massiv) ||
4742 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4743 element == EL_EXPANDABLE_WALL) &&
4744 ((links_massiv && rechts_massiv) ||
4745 element == EL_EXPANDABLE_WALL_VERTICAL))
4746 Feld[ax][ay] = EL_WALL;
4750 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4752 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4756 void CheckForDragon(int x, int y)
4759 boolean dragon_found = FALSE;
4760 static int xy[4][2] =
4772 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4774 if (IN_LEV_FIELD(xx, yy) &&
4775 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4777 if (Feld[xx][yy] == EL_DRAGON)
4778 dragon_found = TRUE;
4791 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4793 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4795 Feld[xx][yy] = EL_EMPTY;
4796 DrawLevelField(xx, yy);
4805 static void InitBuggyBase(int x, int y)
4807 int element = Feld[x][y];
4808 int activating_delay = FRAMES_PER_SECOND / 4;
4811 (element == EL_SP_BUGGY_BASE ?
4812 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4813 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4815 element == EL_SP_BUGGY_BASE_ACTIVE ?
4816 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4819 static void WarnBuggyBase(int x, int y)
4822 static int xy[4][2] =
4832 int xx = x + xy[i][0], yy = y + xy[i][1];
4834 if (IS_PLAYER(xx, yy))
4836 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4843 static void InitTrap(int x, int y)
4845 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4848 static void ActivateTrap(int x, int y)
4850 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4853 static void ChangeActiveTrap(int x, int y)
4855 int graphic = IMG_TRAP_ACTIVE;
4857 /* if new animation frame was drawn, correct crumbled sand border */
4858 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4859 DrawLevelFieldCrumbledSand(x, y);
4862 static void ChangeElementDoIt(int x, int y, int element_new)
4864 CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
4867 Feld[x][y] = element_new;
4869 ResetGfxAnimation(x, y);
4870 ResetRandomAnimationValue(x, y);
4872 InitField(x, y, FALSE);
4873 if (CAN_MOVE(Feld[x][y]))
4876 DrawLevelField(x, y);
4878 if (CAN_BE_CRUMBLED(Feld[x][y]))
4880 int sx = SCREENX(x), sy = SCREENY(y);
4881 static int xy[4][2] =
4892 int xx = x + xy[i][0];
4893 int yy = y + xy[i][1];
4894 int sxx = sx + xy[i][0];
4895 int syy = sy + xy[i][1];
4897 if (!IN_LEV_FIELD(xx, yy) ||
4898 !IN_SCR_FIELD(sxx, syy) ||
4899 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
4903 DrawLevelField(xx, yy);
4908 static void ChangeElement(int x, int y)
4910 int element = Feld[x][y];
4912 if (ChangeDelay[x][y] == 0) /* initialize element change */
4914 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
4916 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
4918 int max_random_delay = element_info[element].change.delay_random;
4919 int delay_frames = element_info[element].change.delay_frames;
4921 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
4924 ResetGfxAnimation(x, y);
4925 ResetRandomAnimationValue(x, y);
4927 if (changing_element[element].pre_change_function)
4928 changing_element[element].pre_change_function(x, y);
4931 ChangeDelay[x][y]--;
4933 if (ChangeDelay[x][y] != 0) /* continue element change */
4935 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
4937 if (IS_ANIMATED(graphic))
4938 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4940 if (changing_element[element].change_function)
4941 changing_element[element].change_function(x, y);
4943 else /* finish element change */
4945 int next_element = changing_element[element].next_element;
4947 if (IS_MOVING(x, y)) /* never change a running system ;-) */
4949 ChangeDelay[x][y] = 1; /* try change after next move step */
4954 if (next_element != EL_UNDEFINED)
4955 ChangeElementDoIt(x, y, next_element);
4957 ChangeElementDoIt(x, y, element_info[element].change.successor);
4959 if (changing_element[element].post_change_function)
4960 changing_element[element].post_change_function(x, y);
4964 static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
4968 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
4971 for (i=0; i<MAX_NUM_ELEMENTS; i++)
4973 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
4974 element_info[i].change.trigger != trigger_element)
4977 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4979 if (Feld[x][y] == i)
4981 ChangeDelay[x][y] = 1;
4982 ChangeElement(x, y);
4988 static void CheckPlayerElementChange(int x, int y, int element,
4991 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
4994 ChangeElementDoIt(x, y, element_info[element].change.successor);
4997 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4999 static byte stored_player_action[MAX_PLAYERS];
5000 static int num_stored_actions = 0;
5001 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5002 int left = player_action & JOY_LEFT;
5003 int right = player_action & JOY_RIGHT;
5004 int up = player_action & JOY_UP;
5005 int down = player_action & JOY_DOWN;
5006 int button1 = player_action & JOY_BUTTON_1;
5007 int button2 = player_action & JOY_BUTTON_2;
5008 int dx = (left ? -1 : right ? 1 : 0);
5009 int dy = (up ? -1 : down ? 1 : 0);
5011 stored_player_action[player->index_nr] = 0;
5012 num_stored_actions++;
5014 if (!player->active || tape.pausing)
5020 snapped = SnapField(player, dx, dy);
5024 bombed = PlaceBomb(player);
5025 moved = MoveFigure(player, dx, dy);
5028 if (tape.single_step && tape.recording && !tape.pausing)
5030 if (button1 || (bombed && !moved))
5032 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5033 SnapField(player, 0, 0); /* stop snapping */
5037 stored_player_action[player->index_nr] = player_action;
5041 /* no actions for this player (no input at player's configured device) */
5043 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5044 SnapField(player, 0, 0);
5045 CheckGravityMovement(player);
5047 if (player->MovPos == 0)
5050 printf("Trying... Player frame reset\n");
5053 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5056 if (player->MovPos == 0) /* needed for tape.playing */
5057 player->is_moving = FALSE;
5060 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5062 TapeRecordAction(stored_player_action);
5063 num_stored_actions = 0;
5069 static unsigned long action_delay = 0;
5070 unsigned long action_delay_value;
5071 int magic_wall_x = 0, magic_wall_y = 0;
5072 int i, x, y, element, graphic;
5073 byte *recorded_player_action;
5074 byte summarized_player_action = 0;
5076 if (game_status != GAME_MODE_PLAYING)
5079 action_delay_value =
5080 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5082 if (tape.playing && tape.index_search && !tape.pausing)
5083 action_delay_value = 0;
5085 /* ---------- main game synchronization point ---------- */
5087 WaitUntilDelayReached(&action_delay, action_delay_value);
5089 if (network_playing && !network_player_action_received)
5093 printf("DEBUG: try to get network player actions in time\n");
5097 #if defined(PLATFORM_UNIX)
5098 /* last chance to get network player actions without main loop delay */
5102 if (game_status != GAME_MODE_PLAYING)
5105 if (!network_player_action_received)
5109 printf("DEBUG: failed to get network player actions in time\n");
5119 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5121 for (i=0; i<MAX_PLAYERS; i++)
5123 summarized_player_action |= stored_player[i].action;
5125 if (!network_playing)
5126 stored_player[i].effective_action = stored_player[i].action;
5129 #if defined(PLATFORM_UNIX)
5130 if (network_playing)
5131 SendToServer_MovePlayer(summarized_player_action);
5134 if (!options.network && !setup.team_mode)
5135 local_player->effective_action = summarized_player_action;
5137 for (i=0; i<MAX_PLAYERS; i++)
5139 int actual_player_action = stored_player[i].effective_action;
5141 if (stored_player[i].programmed_action)
5142 actual_player_action = stored_player[i].programmed_action;
5144 if (recorded_player_action)
5145 actual_player_action = recorded_player_action[i];
5147 PlayerActions(&stored_player[i], actual_player_action);
5148 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5151 network_player_action_received = FALSE;
5153 ScrollScreen(NULL, SCROLL_GO_ON);
5159 for (i=0; i<MAX_PLAYERS; i++)
5160 stored_player[i].Frame++;
5164 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5166 for (i=0; i<MAX_PLAYERS; i++)
5168 struct PlayerInfo *player = &stored_player[i];
5172 if (player->active && player->Pushing && player->is_moving &&
5175 ContinueMoving(x, y);
5177 /* continue moving after pushing (this is actually a bug) */
5178 if (!IS_MOVING(x, y))
5187 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5190 if (JustStopped[x][y] > 0)
5191 JustStopped[x][y]--;
5196 if (IS_BLOCKED(x, y))
5200 Blocked2Moving(x, y, &oldx, &oldy);
5201 if (!IS_MOVING(oldx, oldy))
5203 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5204 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5205 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5206 printf("GameActions(): This should never happen!\n");
5212 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5214 element = Feld[x][y];
5216 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5218 graphic = el2img(element);
5224 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5226 element = graphic = 0;
5230 if (graphic_info[graphic].anim_global_sync)
5231 GfxFrame[x][y] = FrameCounter;
5233 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5234 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5235 ResetRandomAnimationValue(x, y);
5237 SetRandomAnimationValue(x, y);
5240 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5243 if (IS_INACTIVE(element))
5245 if (IS_ANIMATED(graphic))
5246 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5252 /* this may take place after moving, so 'element' may have changed */
5253 if (IS_CHANGING(x, y))
5255 ChangeElement(x, y);
5256 element = Feld[x][y];
5257 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5261 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5266 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5268 if (element == EL_PACMAN)
5269 printf("::: %d, %d, %d\n",
5270 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5273 if (element == EL_YAMYAM)
5274 printf("::: %d, %d, %d\n",
5275 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5279 if (IS_ANIMATED(graphic) &&
5283 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5286 if (element == EL_YAMYAM)
5287 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5291 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5292 EdelsteinFunkeln(x, y);
5294 else if ((element == EL_ACID ||
5295 element == EL_EXIT_OPEN ||
5296 element == EL_SP_EXIT_OPEN ||
5297 element == EL_SP_TERMINAL ||
5298 element == EL_SP_TERMINAL_ACTIVE ||
5299 element == EL_EXTRA_TIME ||
5300 element == EL_SHIELD_NORMAL ||
5301 element == EL_SHIELD_DEADLY) &&
5302 IS_ANIMATED(graphic))
5303 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5304 else if (IS_MOVING(x, y))
5305 ContinueMoving(x, y);
5306 else if (IS_ACTIVE_BOMB(element))
5307 CheckDynamite(x, y);
5309 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5310 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5312 else if (element == EL_AMOEBA_GROWING)
5313 AmoebeWaechst(x, y);
5314 else if (element == EL_AMOEBA_SHRINKING)
5315 AmoebaDisappearing(x, y);
5317 #if !USE_NEW_AMOEBA_CODE
5318 else if (IS_AMOEBALIVE(element))
5319 AmoebeAbleger(x, y);
5322 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5324 else if (element == EL_EXIT_CLOSED)
5326 else if (element == EL_SP_EXIT_CLOSED)
5328 else if (element == EL_EXPANDABLE_WALL_GROWING)
5330 else if (element == EL_EXPANDABLE_WALL ||
5331 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5332 element == EL_EXPANDABLE_WALL_VERTICAL ||
5333 element == EL_EXPANDABLE_WALL_ANY)
5335 else if (element == EL_FLAMES)
5336 CheckForDragon(x, y);
5338 else if (IS_AUTO_CHANGING(element))
5339 ChangeElement(x, y);
5341 else if (element == EL_EXPLOSION)
5342 ; /* drawing of correct explosion animation is handled separately */
5343 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5344 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5347 /* this may take place after moving, so 'element' may have changed */
5348 if (IS_AUTO_CHANGING(Feld[x][y]))
5349 ChangeElement(x, y);
5352 if (IS_BELT_ACTIVE(element))
5353 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5355 if (game.magic_wall_active)
5357 int jx = local_player->jx, jy = local_player->jy;
5359 /* play the element sound at the position nearest to the player */
5360 if ((element == EL_MAGIC_WALL_FULL ||
5361 element == EL_MAGIC_WALL_ACTIVE ||
5362 element == EL_MAGIC_WALL_EMPTYING ||
5363 element == EL_BD_MAGIC_WALL_FULL ||
5364 element == EL_BD_MAGIC_WALL_ACTIVE ||
5365 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5366 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5374 #if USE_NEW_AMOEBA_CODE
5375 /* new experimental amoeba growth stuff */
5377 if (!(FrameCounter % 8))
5380 static unsigned long random = 1684108901;
5382 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5385 x = (random >> 10) % lev_fieldx;
5386 y = (random >> 20) % lev_fieldy;
5388 x = RND(lev_fieldx);
5389 y = RND(lev_fieldy);
5391 element = Feld[x][y];
5393 if (!IS_PLAYER(x,y) &&
5394 (element == EL_EMPTY ||
5395 element == EL_SAND ||
5396 element == EL_QUICKSAND_EMPTY ||
5397 element == EL_ACID_SPLASH_LEFT ||
5398 element == EL_ACID_SPLASH_RIGHT))
5400 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5401 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5402 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5403 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5404 Feld[x][y] = EL_AMOEBA_DROP;
5407 random = random * 129 + 1;
5413 if (game.explosions_delayed)
5416 game.explosions_delayed = FALSE;
5418 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5420 element = Feld[x][y];
5422 if (ExplodeField[x][y])
5423 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5424 else if (element == EL_EXPLOSION)
5425 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5427 ExplodeField[x][y] = EX_NO_EXPLOSION;
5430 game.explosions_delayed = TRUE;
5433 if (game.magic_wall_active)
5435 if (!(game.magic_wall_time_left % 4))
5437 int element = Feld[magic_wall_x][magic_wall_y];
5439 if (element == EL_BD_MAGIC_WALL_FULL ||
5440 element == EL_BD_MAGIC_WALL_ACTIVE ||
5441 element == EL_BD_MAGIC_WALL_EMPTYING)
5442 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5444 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5447 if (game.magic_wall_time_left > 0)
5449 game.magic_wall_time_left--;
5450 if (!game.magic_wall_time_left)
5452 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5454 element = Feld[x][y];
5456 if (element == EL_MAGIC_WALL_ACTIVE ||
5457 element == EL_MAGIC_WALL_FULL)
5459 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5460 DrawLevelField(x, y);
5462 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5463 element == EL_BD_MAGIC_WALL_FULL)
5465 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5466 DrawLevelField(x, y);
5470 game.magic_wall_active = FALSE;
5475 if (game.light_time_left > 0)
5477 game.light_time_left--;
5479 if (game.light_time_left == 0)
5480 RedrawAllLightSwitchesAndInvisibleElements();
5483 if (game.timegate_time_left > 0)
5485 game.timegate_time_left--;
5487 if (game.timegate_time_left == 0)
5488 CloseAllOpenTimegates();
5491 for (i=0; i<MAX_PLAYERS; i++)
5493 struct PlayerInfo *player = &stored_player[i];
5495 if (SHIELD_ON(player))
5497 if (player->shield_deadly_time_left)
5498 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5499 else if (player->shield_normal_time_left)
5500 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5504 if (TimeFrames >= (1000 / GameFrameDelay))
5509 for (i=0; i<MAX_PLAYERS; i++)
5511 struct PlayerInfo *player = &stored_player[i];
5513 if (SHIELD_ON(player))
5515 player->shield_normal_time_left--;
5517 if (player->shield_deadly_time_left > 0)
5518 player->shield_deadly_time_left--;
5522 if (tape.recording || tape.playing)
5523 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5529 if (TimeLeft <= 10 && setup.time_limit)
5530 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5532 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5534 if (!TimeLeft && setup.time_limit)
5535 for (i=0; i<MAX_PLAYERS; i++)
5536 KillHero(&stored_player[i]);
5538 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5539 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5544 if (options.debug) /* calculate frames per second */
5546 static unsigned long fps_counter = 0;
5547 static int fps_frames = 0;
5548 unsigned long fps_delay_ms = Counter() - fps_counter;
5552 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5554 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5557 fps_counter = Counter();
5560 redraw_mask |= REDRAW_FPS;
5564 if (stored_player[0].jx != stored_player[0].last_jx ||
5565 stored_player[0].jy != stored_player[0].last_jy)
5566 printf("::: %d, %d, %d, %d, %d\n",
5567 stored_player[0].MovDir,
5568 stored_player[0].MovPos,
5569 stored_player[0].GfxPos,
5570 stored_player[0].Frame,
5571 stored_player[0].StepFrame);
5578 for (i=0; i<MAX_PLAYERS; i++)
5581 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5583 stored_player[i].Frame += move_frames;
5585 if (stored_player[i].MovPos != 0)
5586 stored_player[i].StepFrame += move_frames;
5591 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5593 int min_x = x, min_y = y, max_x = x, max_y = y;
5596 for (i=0; i<MAX_PLAYERS; i++)
5598 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5600 if (!stored_player[i].active || &stored_player[i] == player)
5603 min_x = MIN(min_x, jx);
5604 min_y = MIN(min_y, jy);
5605 max_x = MAX(max_x, jx);
5606 max_y = MAX(max_y, jy);
5609 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5612 static boolean AllPlayersInVisibleScreen()
5616 for (i=0; i<MAX_PLAYERS; i++)
5618 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5620 if (!stored_player[i].active)
5623 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5630 void ScrollLevel(int dx, int dy)
5632 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5635 BlitBitmap(drawto_field, drawto_field,
5636 FX + TILEX*(dx == -1) - softscroll_offset,
5637 FY + TILEY*(dy == -1) - softscroll_offset,
5638 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5639 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5640 FX + TILEX*(dx == 1) - softscroll_offset,
5641 FY + TILEY*(dy == 1) - softscroll_offset);
5645 x = (dx == 1 ? BX1 : BX2);
5646 for (y=BY1; y<=BY2; y++)
5647 DrawScreenField(x, y);
5652 y = (dy == 1 ? BY1 : BY2);
5653 for (x=BX1; x<=BX2; x++)
5654 DrawScreenField(x, y);
5657 redraw_mask |= REDRAW_FIELD;
5660 static void CheckGravityMovement(struct PlayerInfo *player)
5662 if (level.gravity && !player->programmed_action)
5664 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5665 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5667 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5668 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5669 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5670 int jx = player->jx, jy = player->jy;
5671 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5672 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5673 int new_jx = jx + dx, new_jy = jy + dy;
5674 boolean field_under_player_is_free =
5675 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5676 boolean player_is_moving_to_valid_field =
5677 (IN_LEV_FIELD(new_jx, new_jy) &&
5678 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5679 Feld[new_jx][new_jy] == EL_SAND));
5681 if (field_under_player_is_free &&
5682 !player_is_moving_to_valid_field &&
5683 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5684 player->programmed_action = MV_DOWN;
5690 -----------------------------------------------------------------------------
5691 dx, dy: direction (non-diagonal) to try to move the player to
5692 real_dx, real_dy: direction as read from input device (can be diagonal)
5695 boolean MoveFigureOneStep(struct PlayerInfo *player,
5696 int dx, int dy, int real_dx, int real_dy)
5698 int jx = player->jx, jy = player->jy;
5699 int new_jx = jx+dx, new_jy = jy+dy;
5703 if (!player->active || (!dx && !dy))
5704 return MF_NO_ACTION;
5706 player->MovDir = (dx < 0 ? MV_LEFT :
5709 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5711 if (!IN_LEV_FIELD(new_jx, new_jy))
5712 return MF_NO_ACTION;
5714 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5715 return MF_NO_ACTION;
5718 element = MovingOrBlocked2Element(new_jx, new_jy);
5720 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5723 if (DONT_RUN_INTO(element))
5725 if (element == EL_ACID && dx == 0 && dy == 1)
5728 Feld[jx][jy] = EL_PLAYER_1;
5729 InitMovingField(jx, jy, MV_DOWN);
5730 Store[jx][jy] = EL_ACID;
5731 ContinueMoving(jx, jy);
5735 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5740 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5741 if (can_move != MF_MOVING)
5744 StorePlayer[jx][jy] = 0;
5745 player->last_jx = jx;
5746 player->last_jy = jy;
5747 jx = player->jx = new_jx;
5748 jy = player->jy = new_jy;
5749 StorePlayer[jx][jy] = player->element_nr;
5752 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5754 ScrollFigure(player, SCROLL_INIT);
5759 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5761 int jx = player->jx, jy = player->jy;
5762 int old_jx = jx, old_jy = jy;
5763 int moved = MF_NO_ACTION;
5765 if (!player->active || (!dx && !dy))
5769 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5773 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5774 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5778 /* remove the last programmed player action */
5779 player->programmed_action = 0;
5783 /* should only happen if pre-1.2 tape recordings are played */
5784 /* this is only for backward compatibility */
5786 int original_move_delay_value = player->move_delay_value;
5789 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5793 /* scroll remaining steps with finest movement resolution */
5794 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5796 while (player->MovPos)
5798 ScrollFigure(player, SCROLL_GO_ON);
5799 ScrollScreen(NULL, SCROLL_GO_ON);
5805 player->move_delay_value = original_move_delay_value;
5808 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5810 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5811 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5815 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5816 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5822 if (moved & MF_MOVING && !ScreenMovPos &&
5823 (player == local_player || !options.network))
5825 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5826 int offset = (setup.scroll_delay ? 3 : 0);
5828 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5830 /* actual player has left the screen -- scroll in that direction */
5831 if (jx != old_jx) /* player has moved horizontally */
5832 scroll_x += (jx - old_jx);
5833 else /* player has moved vertically */
5834 scroll_y += (jy - old_jy);
5838 if (jx != old_jx) /* player has moved horizontally */
5840 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5841 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5842 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5844 /* don't scroll over playfield boundaries */
5845 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5846 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5848 /* don't scroll more than one field at a time */
5849 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5851 /* don't scroll against the player's moving direction */
5852 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5853 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5854 scroll_x = old_scroll_x;
5856 else /* player has moved vertically */
5858 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5859 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5860 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5862 /* don't scroll over playfield boundaries */
5863 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5864 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5866 /* don't scroll more than one field at a time */
5867 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5869 /* don't scroll against the player's moving direction */
5870 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5871 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5872 scroll_y = old_scroll_y;
5876 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5878 if (!options.network && !AllPlayersInVisibleScreen())
5880 scroll_x = old_scroll_x;
5881 scroll_y = old_scroll_y;
5885 ScrollScreen(player, SCROLL_INIT);
5886 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5893 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5895 if (!(moved & MF_MOVING) && !player->Pushing)
5900 player->StepFrame = 0;
5902 if (moved & MF_MOVING)
5904 if (old_jx != jx && old_jy == jy)
5905 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5906 else if (old_jx == jx && old_jy != jy)
5907 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5909 DrawLevelField(jx, jy); /* for "crumbled sand" */
5911 player->last_move_dir = player->MovDir;
5912 player->is_moving = TRUE;
5916 CheckGravityMovement(player);
5919 player->last_move_dir = MV_NO_MOVING;
5921 player->is_moving = FALSE;
5924 TestIfHeroTouchesBadThing(jx, jy);
5926 if (!player->active)
5932 void ScrollFigure(struct PlayerInfo *player, int mode)
5934 int jx = player->jx, jy = player->jy;
5935 int last_jx = player->last_jx, last_jy = player->last_jy;
5936 int move_stepsize = TILEX / player->move_delay_value;
5938 if (!player->active || !player->MovPos)
5941 if (mode == SCROLL_INIT)
5943 player->actual_frame_counter = FrameCounter;
5944 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5946 if (Feld[last_jx][last_jy] == EL_EMPTY)
5947 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5952 else if (!FrameReached(&player->actual_frame_counter, 1))
5955 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5956 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5958 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5959 Feld[last_jx][last_jy] = EL_EMPTY;
5961 /* before DrawPlayer() to draw correct player graphic for this case */
5962 if (player->MovPos == 0)
5963 CheckGravityMovement(player);
5967 if (player->MovPos == 0)
5969 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5971 /* continue with normal speed after quickly moving through gate */
5972 HALVE_PLAYER_SPEED(player);
5974 /* be able to make the next move without delay */
5975 player->move_delay = 0;
5978 player->last_jx = jx;
5979 player->last_jy = jy;
5981 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5982 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5986 if (local_player->friends_still_needed == 0 ||
5987 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5988 player->LevelSolved = player->GameOver = TRUE;
5991 if (tape.single_step && tape.recording && !tape.pausing &&
5992 !player->programmed_action)
5993 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5997 void ScrollScreen(struct PlayerInfo *player, int mode)
5999 static unsigned long screen_frame_counter = 0;
6001 if (mode == SCROLL_INIT)
6003 /* set scrolling step size according to actual player's moving speed */
6004 ScrollStepSize = TILEX / player->move_delay_value;
6006 screen_frame_counter = FrameCounter;
6007 ScreenMovDir = player->MovDir;
6008 ScreenMovPos = player->MovPos;
6009 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6012 else if (!FrameReached(&screen_frame_counter, 1))
6017 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6018 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6019 redraw_mask |= REDRAW_FIELD;
6022 ScreenMovDir = MV_NO_MOVING;
6025 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6027 int i, kill_x = -1, kill_y = -1;
6028 static int test_xy[4][2] =
6035 static int test_dir[4] =
6045 int test_x, test_y, test_move_dir, test_element;
6047 test_x = good_x + test_xy[i][0];
6048 test_y = good_y + test_xy[i][1];
6049 if (!IN_LEV_FIELD(test_x, test_y))
6053 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6056 test_element = Feld[test_x][test_y];
6058 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6061 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6062 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6064 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6065 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6073 if (kill_x != -1 || kill_y != -1)
6075 if (IS_PLAYER(good_x, good_y))
6077 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6079 if (player->shield_deadly_time_left > 0)
6080 Bang(kill_x, kill_y);
6081 else if (!PLAYER_PROTECTED(good_x, good_y))
6085 Bang(good_x, good_y);
6089 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6091 int i, kill_x = -1, kill_y = -1;
6092 int bad_element = Feld[bad_x][bad_y];
6093 static int test_xy[4][2] =
6100 static int test_dir[4] =
6108 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6113 int test_x, test_y, test_move_dir, test_element;
6115 test_x = bad_x + test_xy[i][0];
6116 test_y = bad_y + test_xy[i][1];
6117 if (!IN_LEV_FIELD(test_x, test_y))
6121 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6123 test_element = Feld[test_x][test_y];
6125 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6126 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6128 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6129 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6131 /* good thing is player or penguin that does not move away */
6132 if (IS_PLAYER(test_x, test_y))
6134 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6136 if (bad_element == EL_ROBOT && player->is_moving)
6137 continue; /* robot does not kill player if he is moving */
6143 else if (test_element == EL_PENGUIN)
6152 if (kill_x != -1 || kill_y != -1)
6154 if (IS_PLAYER(kill_x, kill_y))
6156 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6159 int dir = player->MovDir;
6160 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6161 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6163 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6164 newx != bad_x && newy != bad_y)
6165 ; /* robot does not kill player if he is moving */
6167 printf("-> %d\n", player->MovDir);
6169 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6170 newx != bad_x && newy != bad_y)
6171 ; /* robot does not kill player if he is moving */
6176 if (player->shield_deadly_time_left > 0)
6178 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6182 Bang(kill_x, kill_y);
6186 void TestIfHeroTouchesBadThing(int x, int y)
6188 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6191 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6193 TestIfGoodThingHitsBadThing(x, y, move_dir);
6196 void TestIfBadThingTouchesHero(int x, int y)
6198 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6201 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6203 TestIfBadThingHitsGoodThing(x, y, move_dir);
6206 void TestIfFriendTouchesBadThing(int x, int y)
6208 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6211 void TestIfBadThingTouchesFriend(int x, int y)
6213 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6216 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6218 int i, kill_x = bad_x, kill_y = bad_y;
6219 static int xy[4][2] =
6231 x = bad_x + xy[i][0];
6232 y = bad_y + xy[i][1];
6233 if (!IN_LEV_FIELD(x, y))
6236 element = Feld[x][y];
6237 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6238 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6246 if (kill_x != bad_x || kill_y != bad_y)
6250 void KillHero(struct PlayerInfo *player)
6252 int jx = player->jx, jy = player->jy;
6254 if (!player->active)
6257 /* remove accessible field at the player's position */
6258 Feld[jx][jy] = EL_EMPTY;
6260 /* deactivate shield (else Bang()/Explode() would not work right) */
6261 player->shield_normal_time_left = 0;
6262 player->shield_deadly_time_left = 0;
6268 static void KillHeroUnlessProtected(int x, int y)
6270 if (!PLAYER_PROTECTED(x, y))
6271 KillHero(PLAYERINFO(x, y));
6274 void BuryHero(struct PlayerInfo *player)
6276 int jx = player->jx, jy = player->jy;
6278 if (!player->active)
6282 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6284 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6286 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6288 player->GameOver = TRUE;
6292 void RemoveHero(struct PlayerInfo *player)
6294 int jx = player->jx, jy = player->jy;
6295 int i, found = FALSE;
6297 player->present = FALSE;
6298 player->active = FALSE;
6300 if (!ExplodeField[jx][jy])
6301 StorePlayer[jx][jy] = 0;
6303 for (i=0; i<MAX_PLAYERS; i++)
6304 if (stored_player[i].active)
6308 AllPlayersGone = TRUE;
6315 checkDiagonalPushing()
6316 -----------------------------------------------------------------------------
6317 check if diagonal input device direction results in pushing of object
6318 (by checking if the alternative direction is walkable, diggable, ...)
6321 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6322 int x, int y, int real_dx, int real_dy)
6324 int jx, jy, dx, dy, xx, yy;
6326 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6329 /* diagonal direction: check alternative direction */
6334 xx = jx + (dx == 0 ? real_dx : 0);
6335 yy = jy + (dy == 0 ? real_dy : 0);
6337 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6342 -----------------------------------------------------------------------------
6343 x, y: field next to player (non-diagonal) to try to dig to
6344 real_dx, real_dy: direction as read from input device (can be diagonal)
6347 int DigField(struct PlayerInfo *player,
6348 int x, int y, int real_dx, int real_dy, int mode)
6350 int jx = player->jx, jy = player->jy;
6351 int dx = x - jx, dy = y - jy;
6352 int move_direction = (dx == -1 ? MV_LEFT :
6353 dx == +1 ? MV_RIGHT :
6355 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6358 if (player->MovPos == 0)
6360 player->is_digging = FALSE;
6361 player->is_collecting = FALSE;
6364 if (player->MovPos == 0) /* last pushing move finished */
6365 player->Pushing = FALSE;
6367 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6369 player->Switching = FALSE;
6370 player->push_delay = 0;
6372 return MF_NO_ACTION;
6375 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6378 if (FrameCounter == 437)
6379 printf("::: ---> IS_MOVING %d\n", MovDir[x][y]);
6382 return MF_NO_ACTION;
6386 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6388 if (IS_TUBE(Feld[jx][jy]) ||
6389 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6393 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6394 int tube_leave_directions[][2] =
6396 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6397 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6398 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6399 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6400 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6401 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6402 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6403 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6404 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6405 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6406 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6407 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6410 while (tube_leave_directions[i][0] != tube_element)
6413 if (tube_leave_directions[i][0] == -1) /* should not happen */
6417 if (!(tube_leave_directions[i][1] & move_direction))
6418 return MF_NO_ACTION; /* tube has no opening in this direction */
6421 element = Feld[x][y];
6424 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6425 game.engine_version >= VERSION_IDENT(2,2,0))
6426 return MF_NO_ACTION;
6433 PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
6439 case EL_INVISIBLE_SAND:
6440 case EL_INVISIBLE_SAND_ACTIVE:
6443 case EL_SP_BUGGY_BASE:
6444 case EL_SP_BUGGY_BASE_ACTIVATING:
6447 if (mode != DF_SNAP && element != EL_EMPTY)
6449 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6450 player->is_digging = TRUE;
6453 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6459 case EL_EMERALD_YELLOW:
6460 case EL_EMERALD_RED:
6461 case EL_EMERALD_PURPLE:
6463 case EL_SP_INFOTRON:
6468 if (mode != DF_SNAP)
6470 GfxElement[x][y] = element;
6471 player->is_collecting = TRUE;
6474 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6475 element == EL_PEARL ? 5 :
6476 element == EL_CRYSTAL ? 8 : 1);
6477 if (local_player->gems_still_needed < 0)
6478 local_player->gems_still_needed = 0;
6479 RaiseScoreElement(element);
6480 DrawText(DX_EMERALDS, DY_EMERALDS,
6481 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6482 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6483 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6488 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6490 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6492 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6494 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6499 Feld[x][y] = EL_EMPTY;
6501 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6503 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6505 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6514 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6517 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6519 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6521 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6524 case EL_SHIELD_NORMAL:
6526 player->shield_normal_time_left += 10;
6528 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6530 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6532 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6535 case EL_SHIELD_DEADLY:
6537 player->shield_normal_time_left += 10;
6538 player->shield_deadly_time_left += 10;
6540 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6542 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6544 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6548 case EL_SP_DISK_RED:
6551 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6552 RaiseScoreElement(EL_DYNAMITE);
6553 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6555 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6556 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6559 case EL_DYNABOMB_INCREASE_NUMBER:
6561 player->dynabomb_count++;
6562 player->dynabombs_left++;
6563 RaiseScoreElement(EL_DYNAMITE);
6565 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6567 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6569 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6572 case EL_DYNABOMB_INCREASE_SIZE:
6574 player->dynabomb_size++;
6575 RaiseScoreElement(EL_DYNAMITE);
6577 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6579 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6581 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6584 case EL_DYNABOMB_INCREASE_POWER:
6586 player->dynabomb_xl = TRUE;
6587 RaiseScoreElement(EL_DYNAMITE);
6589 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6591 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6593 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6601 int key_nr = element - EL_KEY_1;
6602 int graphic = el2edimg(element);
6605 player->key[key_nr] = TRUE;
6606 RaiseScoreElement(element);
6607 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6609 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6612 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6614 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6616 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6625 int key_nr = element - EL_EM_KEY_1;
6626 int graphic = el2edimg(EL_KEY_1 + key_nr);
6629 player->key[key_nr] = TRUE;
6630 RaiseScoreElement(element);
6631 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6633 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6636 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6638 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6640 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6644 case EL_ROBOT_WHEEL:
6645 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6648 DrawLevelField(x, y);
6649 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6653 case EL_SP_TERMINAL:
6657 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6659 for (yy=0; yy<lev_fieldy; yy++)
6661 for (xx=0; xx<lev_fieldx; xx++)
6663 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6665 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6666 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6674 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6675 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6676 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6677 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6678 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6679 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6680 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6681 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6682 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6683 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6684 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6685 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6686 if (!player->Switching)
6688 player->Switching = TRUE;
6689 ToggleBeltSwitch(x, y);
6690 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6695 case EL_SWITCHGATE_SWITCH_UP:
6696 case EL_SWITCHGATE_SWITCH_DOWN:
6697 if (!player->Switching)
6699 player->Switching = TRUE;
6700 ToggleSwitchgateSwitch(x, y);
6701 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6706 case EL_LIGHT_SWITCH:
6707 case EL_LIGHT_SWITCH_ACTIVE:
6708 if (!player->Switching)
6710 player->Switching = TRUE;
6711 ToggleLightSwitch(x, y);
6712 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6713 SND_LIGHT_SWITCH_ACTIVATING :
6714 SND_LIGHT_SWITCH_DEACTIVATING);
6719 case EL_TIMEGATE_SWITCH:
6720 ActivateTimegateSwitch(x, y);
6721 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6726 case EL_BALLOON_SWITCH_LEFT:
6727 case EL_BALLOON_SWITCH_RIGHT:
6728 case EL_BALLOON_SWITCH_UP:
6729 case EL_BALLOON_SWITCH_DOWN:
6730 case EL_BALLOON_SWITCH_ANY:
6731 if (element == EL_BALLOON_SWITCH_ANY)
6732 game.balloon_dir = move_direction;
6734 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6735 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6736 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6737 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6739 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6744 /* the following elements cannot be pushed by "snapping" */
6747 case EL_DX_SUPABOMB:
6749 case EL_TIME_ORB_EMPTY:
6751 case EL_SP_DISK_ORANGE:
6753 if (mode == DF_SNAP)
6754 return MF_NO_ACTION;
6756 /* no "break" -- fall through to next case */
6758 /* the following elements can be pushed by "snapping" */
6761 return MF_NO_ACTION;
6763 player->Pushing = TRUE;
6766 if (element == EL_ROCK)
6767 printf("::: wanna push [%d] [%d]\n",
6768 FrameCounter, player->push_delay_value);
6771 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6772 return MF_NO_ACTION;
6774 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6775 return MF_NO_ACTION;
6778 if (player->push_delay == 0)
6779 player->push_delay = FrameCounter;
6782 printf("want push... %d [%d]\n", FrameCounter, player->push_delay_value);
6786 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6788 element != EL_SPRING)
6789 return MF_NO_ACTION;
6791 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6792 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6793 element != EL_SPRING)
6794 return MF_NO_ACTION;
6797 if (mode == DF_SNAP)
6799 InitMovingField(x, y, move_direction);
6800 ContinueMoving(x, y);
6805 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
6807 dy < 0 ? MV_UP : MV_DOWN));
6808 MovPos[x][y] = (dx != 0 ? dx : dy);
6811 Feld[x + dx][y + dy] = element;
6816 printf("pushing %d/%d ... %d [%d]\n", dx, dy,
6817 FrameCounter, player->push_delay_value);
6820 if (element == EL_SPRING)
6822 Feld[x + dx][y + dy] = EL_SPRING;
6823 MovDir[x + dx][y + dy] = move_direction;
6826 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6828 DrawLevelField(x + dx, y + dy);
6829 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6831 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
6839 if (!player->key[element - EL_GATE_1])
6840 return MF_NO_ACTION;
6843 case EL_GATE_1_GRAY:
6844 case EL_GATE_2_GRAY:
6845 case EL_GATE_3_GRAY:
6846 case EL_GATE_4_GRAY:
6847 if (!player->key[element - EL_GATE_1_GRAY])
6848 return MF_NO_ACTION;
6855 if (!player->key[element - EL_EM_GATE_1])
6856 return MF_NO_ACTION;
6857 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6858 return MF_NO_ACTION;
6860 /* automatically move to the next field with double speed */
6861 player->programmed_action = move_direction;
6862 DOUBLE_PLAYER_SPEED(player);
6864 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6867 case EL_EM_GATE_1_GRAY:
6868 case EL_EM_GATE_2_GRAY:
6869 case EL_EM_GATE_3_GRAY:
6870 case EL_EM_GATE_4_GRAY:
6871 if (!player->key[element - EL_EM_GATE_1_GRAY])
6872 return MF_NO_ACTION;
6873 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6874 return MF_NO_ACTION;
6876 /* automatically move to the next field with double speed */
6877 player->programmed_action = move_direction;
6878 DOUBLE_PLAYER_SPEED(player);
6881 PlaySoundLevelAction(x, y, ACTION_PASSING);
6883 PlaySoundLevel(x, y, SND_GATE_PASSING);
6887 case EL_SWITCHGATE_OPEN:
6888 case EL_TIMEGATE_OPEN:
6889 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6890 return MF_NO_ACTION;
6892 /* automatically move to the next field with double speed */
6893 player->programmed_action = move_direction;
6894 DOUBLE_PLAYER_SPEED(player);
6896 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6899 case EL_SP_PORT_LEFT:
6900 case EL_SP_PORT_RIGHT:
6902 case EL_SP_PORT_DOWN:
6903 case EL_SP_PORT_HORIZONTAL:
6904 case EL_SP_PORT_VERTICAL:
6905 case EL_SP_PORT_ANY:
6906 case EL_SP_GRAVITY_PORT_LEFT:
6907 case EL_SP_GRAVITY_PORT_RIGHT:
6908 case EL_SP_GRAVITY_PORT_UP:
6909 case EL_SP_GRAVITY_PORT_DOWN:
6911 element != EL_SP_PORT_LEFT &&
6912 element != EL_SP_GRAVITY_PORT_LEFT &&
6913 element != EL_SP_PORT_HORIZONTAL &&
6914 element != EL_SP_PORT_ANY) ||
6916 element != EL_SP_PORT_RIGHT &&
6917 element != EL_SP_GRAVITY_PORT_RIGHT &&
6918 element != EL_SP_PORT_HORIZONTAL &&
6919 element != EL_SP_PORT_ANY) ||
6921 element != EL_SP_PORT_UP &&
6922 element != EL_SP_GRAVITY_PORT_UP &&
6923 element != EL_SP_PORT_VERTICAL &&
6924 element != EL_SP_PORT_ANY) ||
6926 element != EL_SP_PORT_DOWN &&
6927 element != EL_SP_GRAVITY_PORT_DOWN &&
6928 element != EL_SP_PORT_VERTICAL &&
6929 element != EL_SP_PORT_ANY) ||
6930 !IN_LEV_FIELD(x + dx, y + dy) ||
6931 !IS_FREE(x + dx, y + dy))
6932 return MF_NO_ACTION;
6934 /* automatically move to the next field with double speed */
6935 player->programmed_action = move_direction;
6936 DOUBLE_PLAYER_SPEED(player);
6938 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6942 case EL_TUBE_VERTICAL:
6943 case EL_TUBE_HORIZONTAL:
6944 case EL_TUBE_VERTICAL_LEFT:
6945 case EL_TUBE_VERTICAL_RIGHT:
6946 case EL_TUBE_HORIZONTAL_UP:
6947 case EL_TUBE_HORIZONTAL_DOWN:
6948 case EL_TUBE_LEFT_UP:
6949 case EL_TUBE_LEFT_DOWN:
6950 case EL_TUBE_RIGHT_UP:
6951 case EL_TUBE_RIGHT_DOWN:
6954 int tube_enter_directions[][2] =
6956 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6957 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6958 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6959 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6960 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6961 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6962 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6963 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6964 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6965 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6966 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6967 { -1, MV_NO_MOVING }
6970 while (tube_enter_directions[i][0] != element)
6973 if (tube_enter_directions[i][0] == -1) /* should not happen */
6977 if (!(tube_enter_directions[i][1] & move_direction))
6978 return MF_NO_ACTION; /* tube has no opening in this direction */
6980 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6984 case EL_EXIT_CLOSED:
6985 case EL_SP_EXIT_CLOSED:
6986 case EL_EXIT_OPENING:
6987 return MF_NO_ACTION;
6991 case EL_SP_EXIT_OPEN:
6992 if (mode == DF_SNAP)
6993 return MF_NO_ACTION;
6995 if (element == EL_EXIT_OPEN)
6996 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6998 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
7003 Feld[x][y] = EL_LAMP_ACTIVE;
7004 local_player->lights_still_needed--;
7005 DrawLevelField(x, y);
7006 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7010 case EL_TIME_ORB_FULL:
7011 Feld[x][y] = EL_TIME_ORB_EMPTY;
7013 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7014 DrawLevelField(x, y);
7015 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7020 case EL_SOKOBAN_FIELD_EMPTY:
7024 case EL_SOKOBAN_OBJECT:
7025 case EL_SOKOBAN_FIELD_FULL:
7027 case EL_SP_DISK_YELLOW:
7029 if (mode == DF_SNAP)
7030 return MF_NO_ACTION;
7032 player->Pushing = TRUE;
7034 if (!IN_LEV_FIELD(x+dx, y+dy)
7035 || (!IS_FREE(x+dx, y+dy)
7036 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
7037 || !IS_SB_ELEMENT(element))))
7038 return MF_NO_ACTION;
7040 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7041 return MF_NO_ACTION;
7043 if (player->push_delay == 0)
7044 player->push_delay = FrameCounter;
7046 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7047 !tape.playing && element != EL_BALLOON)
7048 return MF_NO_ACTION;
7050 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7051 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7052 element != EL_BALLOON)
7053 return MF_NO_ACTION;
7056 if (IS_SB_ELEMENT(element))
7058 if (element == EL_SOKOBAN_FIELD_FULL)
7060 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7061 local_player->sokobanfields_still_needed++;
7066 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
7068 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
7069 local_player->sokobanfields_still_needed--;
7070 if (element == EL_SOKOBAN_OBJECT)
7072 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
7074 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
7078 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7080 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7085 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
7086 if (element == EL_SOKOBAN_FIELD_FULL)
7088 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
7090 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
7094 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7096 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7103 Feld[x+dx][y+dy] = element;
7104 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7107 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
7109 DrawLevelField(x, y);
7110 DrawLevelField(x + dx, y + dy);
7112 if (IS_SB_ELEMENT(element) &&
7113 local_player->sokobanfields_still_needed == 0 &&
7114 game.emulation == EMU_SOKOBAN)
7116 player->LevelSolved = player->GameOver = TRUE;
7117 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7120 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7131 if (IS_WALKABLE(element))
7133 PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
7136 else if (IS_DIGGABLE(element))
7140 if (mode != DF_SNAP)
7143 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7144 player->is_digging = TRUE;
7147 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7151 else if (IS_COLLECTIBLE(element))
7155 if (mode != DF_SNAP)
7157 GfxElement[x][y] = element;
7158 player->is_collecting = TRUE;
7161 RaiseScoreElement(element);
7163 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7165 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
7169 else if (IS_PUSHABLE(element))
7171 if (mode == DF_SNAP)
7172 return MF_NO_ACTION;
7174 if (CAN_FALL(element) && dy)
7175 return MF_NO_ACTION;
7177 if (!player->Pushing &&
7178 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7179 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7181 player->Pushing = TRUE;
7183 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
7184 return MF_NO_ACTION;
7186 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7187 return MF_NO_ACTION;
7189 if (player->push_delay == 0) /* new pushing; restart delay */
7190 player->push_delay = FrameCounter;
7192 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7193 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
7194 return MF_NO_ACTION;
7197 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
7199 dy < 0 ? MV_UP : MV_DOWN));
7200 MovPos[x][y] = (dx != 0 ? dx : dy);
7203 Feld[x + dx][y + dy] = element;
7207 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7208 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7210 player->push_delay_value = 2 + RND(8);
7213 DrawLevelField(x + dx, y + dy);
7214 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7216 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7217 CheckPlayerElementChange(x + dx, y + dy, element, CE_PUSHED_BY_PLAYER);
7223 CheckPlayerElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7226 return MF_NO_ACTION;
7229 player->push_delay = 0;
7231 if (Feld[x][y] != element) /* really digged/collected something */
7232 player->is_collecting = !player->is_digging;
7237 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7239 int jx = player->jx, jy = player->jy;
7240 int x = jx + dx, y = jy + dy;
7242 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7245 if (!player->active || !IN_LEV_FIELD(x, y))
7253 if (player->MovPos == 0)
7254 player->Pushing = FALSE;
7256 player->snapped = FALSE;
7258 if (player->MovPos == 0)
7260 player->is_digging = FALSE;
7261 player->is_collecting = FALSE;
7267 if (player->snapped)
7270 player->MovDir = (dx < 0 ? MV_LEFT :
7273 dy > 0 ? MV_DOWN : MV_NO_MOVING);
7275 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7278 player->snapped = TRUE;
7279 player->is_digging = FALSE;
7280 player->is_collecting = FALSE;
7282 DrawLevelField(x, y);
7288 boolean PlaceBomb(struct PlayerInfo *player)
7290 int jx = player->jx, jy = player->jy;
7293 if (!player->active || player->MovPos)
7296 element = Feld[jx][jy];
7298 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7299 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7303 if (element != EL_EMPTY)
7307 if (element != EL_EMPTY)
7310 Store[jx][jy] = element;
7312 Back[jx][jy] = element;
7316 MovDelay[jx][jy] = 96;
7318 ResetGfxAnimation(jx, jy);
7319 ResetRandomAnimationValue(jx, jy);
7321 if (player->dynamite)
7323 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7324 EL_DYNAMITE_ACTIVE);
7327 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7329 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7332 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7334 if (game.emulation == EMU_SUPAPLEX)
7335 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7337 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7341 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7346 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7347 player->dynabombs_left--;
7349 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7350 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7352 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7358 /* ------------------------------------------------------------------------- */
7359 /* game sound playing functions */
7360 /* ------------------------------------------------------------------------- */
7362 static int *loop_sound_frame = NULL;
7363 static int *loop_sound_volume = NULL;
7365 void InitPlaySoundLevel()
7367 int num_sounds = getSoundListSize();
7369 if (loop_sound_frame != NULL)
7370 free(loop_sound_frame);
7372 if (loop_sound_volume != NULL)
7373 free(loop_sound_volume);
7375 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7376 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7379 static void PlaySoundLevel(int x, int y, int nr)
7381 int sx = SCREENX(x), sy = SCREENY(y);
7382 int volume, stereo_position;
7383 int max_distance = 8;
7384 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7386 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7387 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7390 if (!IN_LEV_FIELD(x, y) ||
7391 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7392 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7395 volume = SOUND_MAX_VOLUME;
7397 if (!IN_SCR_FIELD(sx, sy))
7399 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7400 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7402 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7405 stereo_position = (SOUND_MAX_LEFT +
7406 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7407 (SCR_FIELDX + 2 * max_distance));
7409 if (IS_LOOP_SOUND(nr))
7411 /* This assures that quieter loop sounds do not overwrite louder ones,
7412 while restarting sound volume comparison with each new game frame. */
7414 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7417 loop_sound_volume[nr] = volume;
7418 loop_sound_frame[nr] = FrameCounter;
7421 PlaySoundExt(nr, volume, stereo_position, type);
7424 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7426 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7427 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7428 y < LEVELY(BY1) ? LEVELY(BY1) :
7429 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7433 static void PlaySoundLevelAction(int x, int y, int action)
7435 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7438 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7440 int sound_effect = element_info[element].sound[action];
7442 if (sound_effect != SND_UNDEFINED)
7443 PlaySoundLevel(x, y, sound_effect);
7446 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7448 int sound_effect = element_info[Feld[x][y]].sound[action];
7450 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7451 PlaySoundLevel(x, y, sound_effect);
7454 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7456 int sound_effect = element_info[Feld[x][y]].sound[action];
7458 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7459 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7462 void RaiseScore(int value)
7464 local_player->score += value;
7465 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7468 void RaiseScoreElement(int element)
7474 case EL_EMERALD_YELLOW:
7475 case EL_EMERALD_RED:
7476 case EL_EMERALD_PURPLE:
7477 case EL_SP_INFOTRON:
7478 RaiseScore(level.score[SC_EMERALD]);
7481 RaiseScore(level.score[SC_DIAMOND]);
7484 RaiseScore(level.score[SC_CRYSTAL]);
7487 RaiseScore(level.score[SC_PEARL]);
7490 case EL_BD_BUTTERFLY:
7491 case EL_SP_ELECTRON:
7492 RaiseScore(level.score[SC_BUG]);
7496 case EL_SP_SNIKSNAK:
7497 RaiseScore(level.score[SC_SPACESHIP]);
7500 case EL_DARK_YAMYAM:
7501 RaiseScore(level.score[SC_YAMYAM]);
7504 RaiseScore(level.score[SC_ROBOT]);
7507 RaiseScore(level.score[SC_PACMAN]);
7510 RaiseScore(level.score[SC_NUT]);
7513 case EL_DYNABOMB_INCREASE_NUMBER:
7514 case EL_DYNABOMB_INCREASE_SIZE:
7515 case EL_DYNABOMB_INCREASE_POWER:
7516 RaiseScore(level.score[SC_DYNAMITE]);
7518 case EL_SHIELD_NORMAL:
7519 case EL_SHIELD_DEADLY:
7520 RaiseScore(level.score[SC_SHIELD]);
7523 RaiseScore(level.score[SC_TIME_BONUS]);
7529 RaiseScore(level.score[SC_KEY]);
7532 RaiseScore(element_info[element].score);
7537 void RequestQuitGame(boolean ask_if_really_quit)
7539 if (AllPlayersGone ||
7540 !ask_if_really_quit ||
7541 level_editor_test_game ||
7542 Request("Do you really want to quit the game ?",
7543 REQ_ASK | REQ_STAY_CLOSED))
7545 #if defined(PLATFORM_UNIX)
7546 if (options.network)
7547 SendToServer_StopPlaying();
7551 game_status = GAME_MODE_MAIN;
7557 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7562 /* ---------- new game button stuff ---------------------------------------- */
7564 /* graphic position values for game buttons */
7565 #define GAME_BUTTON_XSIZE 30
7566 #define GAME_BUTTON_YSIZE 30
7567 #define GAME_BUTTON_XPOS 5
7568 #define GAME_BUTTON_YPOS 215
7569 #define SOUND_BUTTON_XPOS 5
7570 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7572 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7573 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7574 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7575 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7576 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7577 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7584 } gamebutton_info[NUM_GAME_BUTTONS] =
7587 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7592 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7597 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7602 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7603 SOUND_CTRL_ID_MUSIC,
7604 "background music on/off"
7607 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7608 SOUND_CTRL_ID_LOOPS,
7609 "sound loops on/off"
7612 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7613 SOUND_CTRL_ID_SIMPLE,
7614 "normal sounds on/off"
7618 void CreateGameButtons()
7622 for (i=0; i<NUM_GAME_BUTTONS; i++)
7624 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7625 struct GadgetInfo *gi;
7628 unsigned long event_mask;
7629 int gd_xoffset, gd_yoffset;
7630 int gd_x1, gd_x2, gd_y1, gd_y2;
7633 gd_xoffset = gamebutton_info[i].x;
7634 gd_yoffset = gamebutton_info[i].y;
7635 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7636 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7638 if (id == GAME_CTRL_ID_STOP ||
7639 id == GAME_CTRL_ID_PAUSE ||
7640 id == GAME_CTRL_ID_PLAY)
7642 button_type = GD_TYPE_NORMAL_BUTTON;
7644 event_mask = GD_EVENT_RELEASED;
7645 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7646 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7650 button_type = GD_TYPE_CHECK_BUTTON;
7652 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7653 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7654 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7655 event_mask = GD_EVENT_PRESSED;
7656 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7657 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7660 gi = CreateGadget(GDI_CUSTOM_ID, id,
7661 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7662 GDI_X, DX + gd_xoffset,
7663 GDI_Y, DY + gd_yoffset,
7664 GDI_WIDTH, GAME_BUTTON_XSIZE,
7665 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7666 GDI_TYPE, button_type,
7667 GDI_STATE, GD_BUTTON_UNPRESSED,
7668 GDI_CHECKED, checked,
7669 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7670 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7671 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7672 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7673 GDI_EVENT_MASK, event_mask,
7674 GDI_CALLBACK_ACTION, HandleGameButtons,
7678 Error(ERR_EXIT, "cannot create gadget");
7680 game_gadget[id] = gi;
7684 void FreeGameButtons()
7688 for (i=0; i<NUM_GAME_BUTTONS; i++)
7689 FreeGadget(game_gadget[i]);
7692 static void MapGameButtons()
7696 for (i=0; i<NUM_GAME_BUTTONS; i++)
7697 MapGadget(game_gadget[i]);
7700 void UnmapGameButtons()
7704 for (i=0; i<NUM_GAME_BUTTONS; i++)
7705 UnmapGadget(game_gadget[i]);
7708 static void HandleGameButtons(struct GadgetInfo *gi)
7710 int id = gi->custom_id;
7712 if (game_status != GAME_MODE_PLAYING)
7717 case GAME_CTRL_ID_STOP:
7718 RequestQuitGame(TRUE);
7721 case GAME_CTRL_ID_PAUSE:
7722 if (options.network)
7724 #if defined(PLATFORM_UNIX)
7726 SendToServer_ContinuePlaying();
7728 SendToServer_PausePlaying();
7732 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7735 case GAME_CTRL_ID_PLAY:
7738 #if defined(PLATFORM_UNIX)
7739 if (options.network)
7740 SendToServer_ContinuePlaying();
7744 tape.pausing = FALSE;
7745 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7750 case SOUND_CTRL_ID_MUSIC:
7751 if (setup.sound_music)
7753 setup.sound_music = FALSE;
7756 else if (audio.music_available)
7758 setup.sound = setup.sound_music = TRUE;
7759 PlayMusic(level_nr);
7763 case SOUND_CTRL_ID_LOOPS:
7764 if (setup.sound_loops)
7765 setup.sound_loops = FALSE;
7766 else if (audio.loops_available)
7767 setup.sound = setup.sound_loops = TRUE;
7770 case SOUND_CTRL_ID_SIMPLE:
7771 if (setup.sound_simple)
7772 setup.sound_simple = FALSE;
7773 else if (audio.sound_available)
7774 setup.sound = setup.sound_simple = TRUE;