1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
100 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
102 (DONT_COLLIDE_WITH(e) && \
103 IS_FREE_OR_PLAYER(x, y))))
105 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
106 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
109 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
110 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
112 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
118 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
120 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
122 Feld[x][y] == EL_DIAMOND))
124 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
125 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
126 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
128 #define PACMAN_CAN_ENTER_FIELD(x, y) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
130 IS_AMOEBOID(Feld[x][y])))
132 #define PIG_CAN_ENTER_FIELD(x, y) \
133 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 IS_FOOD_PIG(Feld[x][y])))
136 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
137 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
138 IS_FOOD_PENGUIN(Feld[x][y]) || \
139 Feld[x][y] == EL_EXIT_OPEN || \
140 Feld[x][y] == EL_ACID))
142 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
143 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
145 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
146 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
148 /* game button identifiers */
149 #define GAME_CTRL_ID_STOP 0
150 #define GAME_CTRL_ID_PAUSE 1
151 #define GAME_CTRL_ID_PLAY 2
152 #define SOUND_CTRL_ID_MUSIC 3
153 #define SOUND_CTRL_ID_LOOPS 4
154 #define SOUND_CTRL_ID_SIMPLE 5
156 #define NUM_GAME_BUTTONS 6
159 /* forward declaration for internal use */
161 static void InitBeltMovement(void);
162 static void CloseAllOpenTimegates(void);
163 static void CheckGravityMovement(struct PlayerInfo *);
164 static void KillHeroUnlessProtected(int, int);
166 static void CheckTriggeredElementChange(int, int);
167 static void CheckPlayerElementChange(int, int, int, int);
168 static void 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,
358 int push_delay_fixed, push_delay_random;
363 { EL_BALLOON, 0, 0 },
365 { EL_SOKOBAN_OBJECT, 2, 0 },
366 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
367 { EL_SATELLITE, 2, 0 },
368 { EL_SP_DISK_YELLOW, 2, 0 },
370 { EL_UNDEFINED, 0, 0 },
378 collect_gem_count_list[] =
381 { EL_BD_DIAMOND, 1 },
382 { EL_EMERALD_YELLOW, 1 },
383 { EL_EMERALD_RED, 1 },
384 { EL_EMERALD_PURPLE, 1 },
386 { EL_SP_INFOTRON, 1 },
393 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
394 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
396 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
397 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
398 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
399 IS_JUST_CHANGING(x, y))
400 #define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
403 void GetPlayerConfig()
405 if (!audio.sound_available)
408 if (!audio.loops_available)
409 setup.sound_loops = FALSE;
411 if (!audio.music_available)
412 setup.sound_music = FALSE;
414 if (!video.fullscreen_available)
415 setup.fullscreen = FALSE;
417 setup.sound_simple = setup.sound;
419 SetAudioMode(setup.sound);
423 static int getBeltNrFromBeltElement(int element)
425 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
426 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
427 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
430 static int getBeltNrFromBeltActiveElement(int element)
432 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
433 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
434 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
437 static int getBeltNrFromBeltSwitchElement(int element)
439 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
440 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
441 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
444 static int getBeltDirNrFromBeltSwitchElement(int element)
446 static int belt_base_element[4] =
448 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
449 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
450 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
451 EL_CONVEYOR_BELT_4_SWITCH_LEFT
454 int belt_nr = getBeltNrFromBeltSwitchElement(element);
455 int belt_dir_nr = element - belt_base_element[belt_nr];
457 return (belt_dir_nr % 3);
460 static int getBeltDirFromBeltSwitchElement(int element)
462 static int belt_move_dir[3] =
469 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
471 return belt_move_dir[belt_dir_nr];
474 static void InitField(int x, int y, boolean init_game)
476 int element = Feld[x][y];
483 if (stored_player[0].present)
485 Feld[x][y] = EL_SP_MURPHY_CLONE;
490 stored_player[0].use_murphy_graphic = TRUE;
493 Feld[x][y] = EL_PLAYER_1;
502 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
503 int jx = player->jx, jy = player->jy;
505 player->present = TRUE;
507 if (!options.network || player->connected)
509 player->active = TRUE;
511 /* remove potentially duplicate players */
512 if (StorePlayer[jx][jy] == Feld[x][y])
513 StorePlayer[jx][jy] = 0;
515 StorePlayer[x][y] = Feld[x][y];
519 printf("Player %d activated.\n", player->element_nr);
520 printf("[Local player is %d and currently %s.]\n",
521 local_player->element_nr,
522 local_player->active ? "active" : "not active");
526 Feld[x][y] = EL_EMPTY;
527 player->jx = player->last_jx = x;
528 player->jy = player->last_jy = y;
533 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
534 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
535 else if (x > 0 && Feld[x-1][y] == EL_ACID)
536 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
537 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
538 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
539 else if (y > 0 && Feld[x][y-1] == EL_ACID)
540 Feld[x][y] = EL_ACID_POOL_BOTTOM;
541 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
542 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
550 case EL_SPACESHIP_RIGHT:
551 case EL_SPACESHIP_UP:
552 case EL_SPACESHIP_LEFT:
553 case EL_SPACESHIP_DOWN:
555 case EL_BD_BUTTERFLY_RIGHT:
556 case EL_BD_BUTTERFLY_UP:
557 case EL_BD_BUTTERFLY_LEFT:
558 case EL_BD_BUTTERFLY_DOWN:
559 case EL_BD_BUTTERFLY:
560 case EL_BD_FIREFLY_RIGHT:
561 case EL_BD_FIREFLY_UP:
562 case EL_BD_FIREFLY_LEFT:
563 case EL_BD_FIREFLY_DOWN:
565 case EL_PACMAN_RIGHT:
589 if (y == lev_fieldy - 1)
591 Feld[x][y] = EL_AMOEBA_GROWING;
592 Store[x][y] = EL_AMOEBA_WET;
596 case EL_DYNAMITE_ACTIVE:
601 local_player->lights_still_needed++;
604 case EL_SOKOBAN_FIELD_EMPTY:
605 local_player->sokobanfields_still_needed++;
609 local_player->friends_still_needed++;
614 MovDir[x][y] = 1 << RND(4);
618 Feld[x][y] = EL_EMPTY;
621 case EL_EM_KEY_1_FILE:
622 Feld[x][y] = EL_EM_KEY_1;
624 case EL_EM_KEY_2_FILE:
625 Feld[x][y] = EL_EM_KEY_2;
627 case EL_EM_KEY_3_FILE:
628 Feld[x][y] = EL_EM_KEY_3;
630 case EL_EM_KEY_4_FILE:
631 Feld[x][y] = EL_EM_KEY_4;
634 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
635 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
636 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
637 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
638 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
639 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
640 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
641 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
642 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
643 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
644 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
645 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
648 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
649 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
650 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
652 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
654 game.belt_dir[belt_nr] = belt_dir;
655 game.belt_dir_nr[belt_nr] = belt_dir_nr;
657 else /* more than one switch -- set it like the first switch */
659 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
664 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
666 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
669 case EL_LIGHT_SWITCH_ACTIVE:
671 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
675 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
681 void DrawGameDoorValues()
685 for (i=0; i<MAX_PLAYERS; i++)
687 if (stored_player[i].key[j])
688 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
689 el2edimg(EL_KEY_1 + j));
691 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
692 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
693 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
694 int2str(local_player->dynamite, 3), FONT_TEXT_2);
695 DrawText(DX + XX_SCORE, DY + YY_SCORE,
696 int2str(local_player->score, 5), FONT_TEXT_2);
697 DrawText(DX + XX_TIME, DY + YY_TIME,
698 int2str(TimeLeft, 3), FONT_TEXT_2);
703 =============================================================================
705 -----------------------------------------------------------------------------
706 initialize game engine due to level / tape version number
707 =============================================================================
710 static void InitGameEngine()
714 /* set game engine from tape file when re-playing, else from level file */
715 game.engine_version = (tape.playing ? tape.engine_version :
718 /* dynamically adjust element properties according to game engine version */
719 InitElementPropertiesEngine(game.engine_version);
722 printf("level %d: level version == %06d\n", level_nr, level.game_version);
723 printf(" tape version == %06d [%s] [file: %06d]\n",
724 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
726 printf(" => game.engine_version == %06d\n", game.engine_version);
729 /* ---------- initialize player's initial move delay --------------------- */
731 /* dynamically adjust player properties according to game engine version */
732 game.initial_move_delay =
733 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
734 INITIAL_MOVE_DELAY_OFF);
736 /* dynamically adjust player properties according to level information */
737 game.initial_move_delay_value =
738 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
740 /* ---------- initialize changing elements ------------------------------- */
742 /* initialize changing elements information */
743 for (i=0; i<MAX_NUM_ELEMENTS; i++)
745 changing_element[i].base_element = EL_UNDEFINED;
746 changing_element[i].next_element = EL_UNDEFINED;
747 changing_element[i].change_delay = -1;
748 changing_element[i].pre_change_function = NULL;
749 changing_element[i].change_function = NULL;
750 changing_element[i].post_change_function = NULL;
753 /* add changing elements from pre-defined list */
754 for (i=0; changing_element_list[i].base_element != EL_UNDEFINED; i++)
756 struct ChangingElementInfo *ce = &changing_element_list[i];
757 int element = ce->base_element;
759 changing_element[element].base_element = ce->base_element;
760 changing_element[element].next_element = ce->next_element;
761 changing_element[element].change_delay = ce->change_delay;
762 changing_element[element].pre_change_function = ce->pre_change_function;
763 changing_element[element].change_function = ce->change_function;
764 changing_element[element].post_change_function = ce->post_change_function;
767 /* add changing elements from custom element configuration */
768 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
770 int element = EL_CUSTOM_START + i;
771 struct ElementChangeInfo *change = &element_info[element].change;
773 /* only add custom elements that change after fixed/random frame delay */
774 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
777 changing_element[element].base_element = element;
778 changing_element[element].next_element = change->successor;
779 changing_element[element].change_delay = (change->delay_fixed *
780 change->delay_frames);
783 /* ---------- initialize trigger events ---------------------------------- */
785 /* initialize trigger events information */
786 for (i=0; i<MAX_NUM_ELEMENTS; i++)
787 trigger_events[i] = EP_BITMASK_DEFAULT;
789 /* add trigger events from element change event properties */
790 for (i=0; i<MAX_NUM_ELEMENTS; i++)
791 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
792 trigger_events[element_info[i].change.trigger] |=
793 element_info[i].change.events;
795 /* ---------- initialize push delay -------------------------------------- */
797 /* initialize push delay values to default */
798 for (i=0; i<MAX_NUM_ELEMENTS; i++)
800 if (!IS_CUSTOM_ELEMENT(i))
802 element_info[i].push_delay_fixed = 2;
803 element_info[i].push_delay_random = 8;
807 /* set push delay value for certain elements from pre-defined list */
808 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
810 int e = push_delay_list[i].element;
812 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
813 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
816 /* ---------- initialize gem count --------------------------------------- */
818 /* initialize gem count values for each element */
819 for (i=0; i<MAX_NUM_ELEMENTS; i++)
820 if (!IS_CUSTOM_ELEMENT(i))
821 element_info[i].collect_gem_count = 0;
823 /* add gem count values for all elements from pre-defined list */
824 for (i=0; collect_gem_count_list[i].element != EL_UNDEFINED; i++)
825 element_info[collect_gem_count_list[i].element].collect_gem_count =
826 collect_gem_count_list[i].gem_count;
831 =============================================================================
833 -----------------------------------------------------------------------------
834 initialize and start new game
835 =============================================================================
840 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
841 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
842 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
849 #if USE_NEW_AMOEBA_CODE
850 printf("Using new amoeba code.\n");
852 printf("Using old amoeba code.\n");
857 /* don't play tapes over network */
858 network_playing = (options.network && !tape.playing);
860 for (i=0; i<MAX_PLAYERS; i++)
862 struct PlayerInfo *player = &stored_player[i];
864 player->index_nr = i;
865 player->element_nr = EL_PLAYER_1 + i;
867 player->present = FALSE;
868 player->active = FALSE;
871 player->effective_action = 0;
872 player->programmed_action = 0;
875 player->gems_still_needed = level.gems_needed;
876 player->sokobanfields_still_needed = 0;
877 player->lights_still_needed = 0;
878 player->friends_still_needed = 0;
881 player->key[j] = FALSE;
883 player->dynamite = 0;
884 player->dynabomb_count = 0;
885 player->dynabomb_size = 1;
886 player->dynabombs_left = 0;
887 player->dynabomb_xl = FALSE;
889 player->MovDir = MV_NO_MOVING;
891 player->Pushing = FALSE;
892 player->Switching = FALSE;
894 player->GfxDir = MV_NO_MOVING;
895 player->GfxAction = ACTION_DEFAULT;
897 player->StepFrame = 0;
899 player->use_murphy_graphic = FALSE;
900 player->use_disk_red_graphic = FALSE;
902 player->actual_frame_counter = 0;
904 player->last_move_dir = MV_NO_MOVING;
906 player->is_moving = FALSE;
907 player->is_waiting = FALSE;
908 player->is_digging = FALSE;
909 player->is_collecting = FALSE;
911 player->move_delay = game.initial_move_delay;
912 player->move_delay_value = game.initial_move_delay_value;
914 player->push_delay = 0;
915 player->push_delay_value = 5;
917 player->snapped = FALSE;
919 player->last_jx = player->last_jy = 0;
920 player->jx = player->jy = 0;
922 player->shield_normal_time_left = 0;
923 player->shield_deadly_time_left = 0;
925 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
926 SnapField(player, 0, 0);
928 player->LevelSolved = FALSE;
929 player->GameOver = FALSE;
932 network_player_action_received = FALSE;
934 #if defined(PLATFORM_UNIX)
935 /* initial null action */
937 SendToServer_MovePlayer(MV_NO_MOVING);
945 TimeLeft = level.time;
947 ScreenMovDir = MV_NO_MOVING;
951 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
953 AllPlayersGone = FALSE;
955 game.yamyam_content_nr = 0;
956 game.magic_wall_active = FALSE;
957 game.magic_wall_time_left = 0;
958 game.light_time_left = 0;
959 game.timegate_time_left = 0;
960 game.switchgate_pos = 0;
961 game.balloon_dir = MV_NO_MOVING;
962 game.explosions_delayed = TRUE;
966 game.belt_dir[i] = MV_NO_MOVING;
967 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
970 for (i=0; i<MAX_NUM_AMOEBA; i++)
971 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
973 for (x=0; x<lev_fieldx; x++)
975 for (y=0; y<lev_fieldy; y++)
977 Feld[x][y] = Ur[x][y];
978 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
979 ChangeDelay[x][y] = 0;
980 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
982 JustStopped[x][y] = 0;
984 Pushed[x][y] = FALSE;
985 ExplodePhase[x][y] = 0;
986 ExplodeField[x][y] = EX_NO_EXPLOSION;
989 GfxAction[x][y] = ACTION_DEFAULT;
990 GfxRandom[x][y] = INIT_GFX_RANDOM();
991 GfxElement[x][y] = EL_UNDEFINED;
995 for(y=0; y<lev_fieldy; y++)
997 for(x=0; x<lev_fieldx; x++)
999 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1001 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1003 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1006 InitField(x, y, TRUE);
1012 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1013 emulate_sb ? EMU_SOKOBAN :
1014 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1016 /* correct non-moving belts to start moving left */
1018 if (game.belt_dir[i] == MV_NO_MOVING)
1019 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1021 /* check if any connected player was not found in playfield */
1022 for (i=0; i<MAX_PLAYERS; i++)
1024 struct PlayerInfo *player = &stored_player[i];
1026 if (player->connected && !player->present)
1028 for (j=0; j<MAX_PLAYERS; j++)
1030 struct PlayerInfo *some_player = &stored_player[j];
1031 int jx = some_player->jx, jy = some_player->jy;
1033 /* assign first free player found that is present in the playfield */
1034 if (some_player->present && !some_player->connected)
1036 player->present = TRUE;
1037 player->active = TRUE;
1038 some_player->present = FALSE;
1040 StorePlayer[jx][jy] = player->element_nr;
1041 player->jx = player->last_jx = jx;
1042 player->jy = player->last_jy = jy;
1052 /* when playing a tape, eliminate all players who do not participate */
1054 for (i=0; i<MAX_PLAYERS; i++)
1056 if (stored_player[i].active && !tape.player_participates[i])
1058 struct PlayerInfo *player = &stored_player[i];
1059 int jx = player->jx, jy = player->jy;
1061 player->active = FALSE;
1062 StorePlayer[jx][jy] = 0;
1063 Feld[jx][jy] = EL_EMPTY;
1067 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1069 /* when in single player mode, eliminate all but the first active player */
1071 for (i=0; i<MAX_PLAYERS; i++)
1073 if (stored_player[i].active)
1075 for (j=i+1; j<MAX_PLAYERS; j++)
1077 if (stored_player[j].active)
1079 struct PlayerInfo *player = &stored_player[j];
1080 int jx = player->jx, jy = player->jy;
1082 player->active = FALSE;
1083 StorePlayer[jx][jy] = 0;
1084 Feld[jx][jy] = EL_EMPTY;
1091 /* when recording the game, store which players take part in the game */
1094 for (i=0; i<MAX_PLAYERS; i++)
1095 if (stored_player[i].active)
1096 tape.player_participates[i] = TRUE;
1101 for (i=0; i<MAX_PLAYERS; i++)
1103 struct PlayerInfo *player = &stored_player[i];
1105 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1110 if (local_player == player)
1111 printf("Player %d is local player.\n", i+1);
1115 if (BorderElement == EL_EMPTY)
1118 SBX_Right = lev_fieldx - SCR_FIELDX;
1120 SBY_Lower = lev_fieldy - SCR_FIELDY;
1125 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1127 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1130 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1131 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1133 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1134 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1136 scroll_x = SBX_Left;
1137 scroll_y = SBY_Upper;
1138 if (local_player->jx >= SBX_Left + MIDPOSX)
1139 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1140 local_player->jx - MIDPOSX :
1142 if (local_player->jy >= SBY_Upper + MIDPOSY)
1143 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1144 local_player->jy - MIDPOSY :
1147 CloseDoor(DOOR_CLOSE_1);
1152 /* after drawing the level, correct some elements */
1153 if (game.timegate_time_left == 0)
1154 CloseAllOpenTimegates();
1156 if (setup.soft_scrolling)
1157 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1159 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1162 /* copy default game door content to main double buffer */
1163 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1164 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1167 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1170 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1171 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1172 BlitBitmap(drawto, drawto,
1173 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1174 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1175 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1176 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1179 DrawGameDoorValues();
1183 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1184 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1185 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1189 /* copy actual game door content to door double buffer for OpenDoor() */
1190 BlitBitmap(drawto, bitmap_db_door,
1191 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1193 OpenDoor(DOOR_OPEN_ALL);
1195 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1196 if (setup.sound_music)
1197 PlayMusic(level_nr);
1199 KeyboardAutoRepeatOffUnlessAutoplay();
1204 printf("Player %d %sactive.\n",
1205 i + 1, (stored_player[i].active ? "" : "not "));
1209 void InitMovDir(int x, int y)
1211 int i, element = Feld[x][y];
1212 static int xy[4][2] =
1219 static int direction[3][4] =
1221 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1222 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1223 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1232 Feld[x][y] = EL_BUG;
1233 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1236 case EL_SPACESHIP_RIGHT:
1237 case EL_SPACESHIP_UP:
1238 case EL_SPACESHIP_LEFT:
1239 case EL_SPACESHIP_DOWN:
1240 Feld[x][y] = EL_SPACESHIP;
1241 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1244 case EL_BD_BUTTERFLY_RIGHT:
1245 case EL_BD_BUTTERFLY_UP:
1246 case EL_BD_BUTTERFLY_LEFT:
1247 case EL_BD_BUTTERFLY_DOWN:
1248 Feld[x][y] = EL_BD_BUTTERFLY;
1249 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1252 case EL_BD_FIREFLY_RIGHT:
1253 case EL_BD_FIREFLY_UP:
1254 case EL_BD_FIREFLY_LEFT:
1255 case EL_BD_FIREFLY_DOWN:
1256 Feld[x][y] = EL_BD_FIREFLY;
1257 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1260 case EL_PACMAN_RIGHT:
1262 case EL_PACMAN_LEFT:
1263 case EL_PACMAN_DOWN:
1264 Feld[x][y] = EL_PACMAN;
1265 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1268 case EL_SP_SNIKSNAK:
1269 MovDir[x][y] = MV_UP;
1272 case EL_SP_ELECTRON:
1273 MovDir[x][y] = MV_LEFT;
1280 Feld[x][y] = EL_MOLE;
1281 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1285 if (IS_CUSTOM_ELEMENT(element))
1287 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1288 MovDir[x][y] = element_info[element].move_direction_initial;
1289 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1290 element_info[element].move_pattern == MV_TURNING_LEFT ||
1291 element_info[element].move_pattern == MV_TURNING_RIGHT)
1292 MovDir[x][y] = 1 << RND(4);
1293 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1294 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1295 else if (element_info[element].move_pattern == MV_VERTICAL)
1296 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1297 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1298 MovDir[x][y] = element_info[element].move_pattern;
1299 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1300 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1304 int x1 = x + xy[i][0];
1305 int y1 = y + xy[i][1];
1307 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1309 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1310 MovDir[x][y] = direction[0][i];
1312 MovDir[x][y] = direction[1][i];
1321 MovDir[x][y] = 1 << RND(4);
1323 if (element != EL_BUG &&
1324 element != EL_SPACESHIP &&
1325 element != EL_BD_BUTTERFLY &&
1326 element != EL_BD_FIREFLY)
1331 int x1 = x + xy[i][0];
1332 int y1 = y + xy[i][1];
1334 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1336 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1338 MovDir[x][y] = direction[0][i];
1341 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1342 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1344 MovDir[x][y] = direction[1][i];
1354 void InitAmoebaNr(int x, int y)
1357 int group_nr = AmoebeNachbarNr(x, y);
1361 for (i=1; i<MAX_NUM_AMOEBA; i++)
1363 if (AmoebaCnt[i] == 0)
1371 AmoebaNr[x][y] = group_nr;
1372 AmoebaCnt[group_nr]++;
1373 AmoebaCnt2[group_nr]++;
1379 boolean raise_level = FALSE;
1381 if (local_player->MovPos)
1384 if (tape.playing && tape.auto_play)
1385 tape.auto_play_level_solved = TRUE;
1387 local_player->LevelSolved = FALSE;
1389 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1393 if (!tape.playing && setup.sound_loops)
1394 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1395 SND_CTRL_PLAY_LOOP);
1397 while (TimeLeft > 0)
1399 if (!tape.playing && !setup.sound_loops)
1400 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1401 if (TimeLeft > 0 && !(TimeLeft % 10))
1402 RaiseScore(level.score[SC_TIME_BONUS]);
1403 if (TimeLeft > 100 && !(TimeLeft % 10))
1407 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1414 if (!tape.playing && setup.sound_loops)
1415 StopSound(SND_GAME_LEVELTIME_BONUS);
1417 else if (level.time == 0) /* level without time limit */
1419 if (!tape.playing && setup.sound_loops)
1420 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1421 SND_CTRL_PLAY_LOOP);
1423 while (TimePlayed < 999)
1425 if (!tape.playing && !setup.sound_loops)
1426 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1427 if (TimePlayed < 999 && !(TimePlayed % 10))
1428 RaiseScore(level.score[SC_TIME_BONUS]);
1429 if (TimePlayed < 900 && !(TimePlayed % 10))
1433 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1440 if (!tape.playing && setup.sound_loops)
1441 StopSound(SND_GAME_LEVELTIME_BONUS);
1444 /* Hero disappears */
1445 DrawLevelField(ExitX, ExitY);
1451 CloseDoor(DOOR_CLOSE_1);
1456 SaveTape(tape.level_nr); /* Ask to save tape */
1459 if (level_nr == leveldir_current->handicap_level)
1461 leveldir_current->handicap_level++;
1462 SaveLevelSetup_SeriesInfo();
1465 if (level_editor_test_game)
1466 local_player->score = -1; /* no highscore when playing from editor */
1467 else if (level_nr < leveldir_current->last_level)
1468 raise_level = TRUE; /* advance to next level */
1470 if ((hi_pos = NewHiScore()) >= 0)
1472 game_status = GAME_MODE_SCORES;
1473 DrawHallOfFame(hi_pos);
1482 game_status = GAME_MODE_MAIN;
1499 LoadScore(level_nr);
1501 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1502 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1505 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1507 if (local_player->score > highscore[k].Score)
1509 /* player has made it to the hall of fame */
1511 if (k < MAX_SCORE_ENTRIES - 1)
1513 int m = MAX_SCORE_ENTRIES - 1;
1516 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1517 if (!strcmp(setup.player_name, highscore[l].Name))
1519 if (m == k) /* player's new highscore overwrites his old one */
1525 strcpy(highscore[l].Name, highscore[l - 1].Name);
1526 highscore[l].Score = highscore[l - 1].Score;
1533 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1534 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1535 highscore[k].Score = local_player->score;
1541 else if (!strncmp(setup.player_name, highscore[k].Name,
1542 MAX_PLAYER_NAME_LEN))
1543 break; /* player already there with a higher score */
1549 SaveScore(level_nr);
1554 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1556 if (player->GfxAction != action || player->GfxDir != dir)
1559 printf("Player frame reset! (%d => %d, %d => %d)\n",
1560 player->GfxAction, action, player->GfxDir, dir);
1563 player->GfxAction = action;
1564 player->GfxDir = dir;
1566 player->StepFrame = 0;
1570 static void ResetRandomAnimationValue(int x, int y)
1572 GfxRandom[x][y] = INIT_GFX_RANDOM();
1575 static void ResetGfxAnimation(int x, int y)
1578 GfxAction[x][y] = ACTION_DEFAULT;
1581 void InitMovingField(int x, int y, int direction)
1583 int element = Feld[x][y];
1584 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1585 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1589 if (!JustStopped[x][y] || direction != MovDir[x][y])
1590 ResetGfxAnimation(x, y);
1592 MovDir[newx][newy] = MovDir[x][y] = direction;
1594 if (Feld[newx][newy] == EL_EMPTY)
1595 Feld[newx][newy] = EL_BLOCKED;
1597 if (direction == MV_DOWN && CAN_FALL(element))
1598 GfxAction[x][y] = ACTION_FALLING;
1600 GfxAction[x][y] = ACTION_MOVING;
1602 GfxFrame[newx][newy] = GfxFrame[x][y];
1603 GfxAction[newx][newy] = GfxAction[x][y];
1604 GfxRandom[newx][newy] = GfxRandom[x][y];
1607 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1609 int direction = MovDir[x][y];
1610 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1611 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1617 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1619 int oldx = x, oldy = y;
1620 int direction = MovDir[x][y];
1622 if (direction == MV_LEFT)
1624 else if (direction == MV_RIGHT)
1626 else if (direction == MV_UP)
1628 else if (direction == MV_DOWN)
1631 *comes_from_x = oldx;
1632 *comes_from_y = oldy;
1635 int MovingOrBlocked2Element(int x, int y)
1637 int element = Feld[x][y];
1639 if (element == EL_BLOCKED)
1643 Blocked2Moving(x, y, &oldx, &oldy);
1644 return Feld[oldx][oldy];
1650 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1652 /* like MovingOrBlocked2Element(), but if element is moving
1653 and (x,y) is the field the moving element is just leaving,
1654 return EL_BLOCKED instead of the element value */
1655 int element = Feld[x][y];
1657 if (IS_MOVING(x, y))
1659 if (element == EL_BLOCKED)
1663 Blocked2Moving(x, y, &oldx, &oldy);
1664 return Feld[oldx][oldy];
1673 static void RemoveField(int x, int y)
1675 Feld[x][y] = EL_EMPTY;
1676 GfxElement[x][y] = EL_UNDEFINED;
1680 ChangeDelay[x][y] = 0;
1681 Pushed[x][y] = FALSE;
1684 void RemoveMovingField(int x, int y)
1686 int oldx = x, oldy = y, newx = x, newy = y;
1688 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1691 if (IS_MOVING(x, y))
1693 Moving2Blocked(x, y, &newx, &newy);
1694 if (Feld[newx][newy] != EL_BLOCKED)
1697 else if (Feld[x][y] == EL_BLOCKED)
1699 Blocked2Moving(x, y, &oldx, &oldy);
1700 if (!IS_MOVING(oldx, oldy))
1704 if (Feld[x][y] == EL_BLOCKED &&
1705 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1706 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1707 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1708 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1709 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1711 Feld[oldx][oldy] = EL_EMPTY;
1713 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1715 Feld[newx][newy] = EL_EMPTY;
1716 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1717 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1718 ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
1719 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1721 DrawLevelField(oldx, oldy);
1722 DrawLevelField(newx, newy);
1725 void DrawDynamite(int x, int y)
1727 int sx = SCREENX(x), sy = SCREENY(y);
1728 int graphic = el2img(Feld[x][y]);
1731 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1734 if (IS_WALKABLE_INSIDE(Back[x][y]))
1738 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1739 else if (Store[x][y])
1740 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1742 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1745 if (Back[x][y] || Store[x][y])
1746 DrawGraphicThruMask(sx, sy, graphic, frame);
1748 DrawGraphic(sx, sy, graphic, frame);
1750 if (game.emulation == EMU_SUPAPLEX)
1751 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1752 else if (Store[x][y])
1753 DrawGraphicThruMask(sx, sy, graphic, frame);
1755 DrawGraphic(sx, sy, graphic, frame);
1759 void CheckDynamite(int x, int y)
1761 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1765 if (MovDelay[x][y] != 0)
1768 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1775 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1777 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1778 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1779 StopSound(SND_DYNAMITE_ACTIVE);
1781 StopSound(SND_DYNABOMB_ACTIVE);
1787 void Explode(int ex, int ey, int phase, int mode)
1791 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1792 int last_phase = num_phase * delay;
1793 int half_phase = (num_phase / 2) * delay;
1794 int first_phase_after_start = EX_PHASE_START + 1;
1796 if (game.explosions_delayed)
1798 ExplodeField[ex][ey] = mode;
1802 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1804 int center_element = Feld[ex][ey];
1806 /* remove things displayed in background while burning dynamite */
1807 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1810 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1812 /* put moving element to center field (and let it explode there) */
1813 center_element = MovingOrBlocked2Element(ex, ey);
1814 RemoveMovingField(ex, ey);
1815 Feld[ex][ey] = center_element;
1818 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1822 if (!IN_LEV_FIELD(x, y) ||
1823 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1824 (x != ex || y != ey)))
1827 element = Feld[x][y];
1829 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1831 element = MovingOrBlocked2Element(x, y);
1832 RemoveMovingField(x, y);
1836 if (IS_EXPLOSION_PROOF(element))
1839 if ((IS_INDESTRUCTIBLE(element) &&
1840 (game.engine_version < VERSION_IDENT(2,2,0) ||
1841 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1842 element == EL_FLAMES)
1846 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1848 if (IS_ACTIVE_BOMB(element))
1850 /* re-activate things under the bomb like gate or penguin */
1851 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1858 /* save walkable background elements while explosion on same tile */
1859 if (IS_INDESTRUCTIBLE(element))
1860 Back[x][y] = element;
1862 /* ignite explodable elements reached by other explosion */
1863 if (element == EL_EXPLOSION)
1864 element = Store2[x][y];
1866 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1868 switch(StorePlayer[ex][ey])
1871 Store[x][y] = EL_EMERALD_RED;
1874 Store[x][y] = EL_EMERALD;
1877 Store[x][y] = EL_EMERALD_PURPLE;
1881 Store[x][y] = EL_EMERALD_YELLOW;
1885 if (game.emulation == EMU_SUPAPLEX)
1886 Store[x][y] = EL_EMPTY;
1888 else if (center_element == EL_MOLE)
1889 Store[x][y] = EL_EMERALD_RED;
1890 else if (center_element == EL_PENGUIN)
1891 Store[x][y] = EL_EMERALD_PURPLE;
1892 else if (center_element == EL_BUG)
1893 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1894 else if (center_element == EL_BD_BUTTERFLY)
1895 Store[x][y] = EL_BD_DIAMOND;
1896 else if (center_element == EL_SP_ELECTRON)
1897 Store[x][y] = EL_SP_INFOTRON;
1898 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1899 Store[x][y] = level.amoeba_content;
1900 else if (center_element == EL_YAMYAM)
1902 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1903 else if (IS_CUSTOM_ELEMENT(center_element))
1905 element_info[center_element].content[x - ex + 1][y - ey + 1];
1906 else if (element == EL_WALL_EMERALD)
1907 Store[x][y] = EL_EMERALD;
1908 else if (element == EL_WALL_DIAMOND)
1909 Store[x][y] = EL_DIAMOND;
1910 else if (element == EL_WALL_BD_DIAMOND)
1911 Store[x][y] = EL_BD_DIAMOND;
1912 else if (element == EL_WALL_EMERALD_YELLOW)
1913 Store[x][y] = EL_EMERALD_YELLOW;
1914 else if (element == EL_WALL_EMERALD_RED)
1915 Store[x][y] = EL_EMERALD_RED;
1916 else if (element == EL_WALL_EMERALD_PURPLE)
1917 Store[x][y] = EL_EMERALD_PURPLE;
1918 else if (element == EL_WALL_PEARL)
1919 Store[x][y] = EL_PEARL;
1920 else if (element == EL_WALL_CRYSTAL)
1921 Store[x][y] = EL_CRYSTAL;
1923 Store[x][y] = EL_EMPTY;
1925 if (x != ex || y != ey ||
1926 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1927 Store2[x][y] = element;
1929 if (AmoebaNr[x][y] &&
1930 (element == EL_AMOEBA_FULL ||
1931 element == EL_BD_AMOEBA ||
1932 element == EL_AMOEBA_GROWING))
1934 AmoebaCnt[AmoebaNr[x][y]]--;
1935 AmoebaCnt2[AmoebaNr[x][y]]--;
1938 Feld[x][y] = EL_EXPLOSION;
1940 GfxElement[x][y] = center_element;
1942 GfxElement[x][y] = EL_UNDEFINED;
1944 MovDir[x][y] = MovPos[x][y] = 0;
1946 ExplodePhase[x][y] = 1;
1950 if (center_element == EL_YAMYAM)
1951 game.yamyam_content_nr =
1952 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1963 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1965 if (phase == first_phase_after_start)
1967 int element = Store2[x][y];
1969 if (element == EL_BLACK_ORB)
1971 Feld[x][y] = Store2[x][y];
1976 else if (phase == half_phase)
1978 int element = Store2[x][y];
1980 if (IS_PLAYER(x, y))
1981 KillHeroUnlessProtected(x, y);
1982 else if (CAN_EXPLODE_BY_FIRE(element))
1984 Feld[x][y] = Store2[x][y];
1988 else if (element == EL_AMOEBA_TO_DIAMOND)
1989 AmoebeUmwandeln(x, y);
1992 if (phase == last_phase)
1996 element = Feld[x][y] = Store[x][y];
1997 Store[x][y] = Store2[x][y] = 0;
1998 GfxElement[x][y] = EL_UNDEFINED;
2000 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2001 element = Feld[x][y] = Back[x][y];
2004 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2005 InitField(x, y, FALSE);
2006 if (CAN_MOVE(element))
2008 DrawLevelField(x, y);
2010 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2011 StorePlayer[x][y] = 0;
2013 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2016 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2018 int stored = Store[x][y];
2019 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2020 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2023 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2026 DrawLevelFieldCrumbledSand(x, y);
2028 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2030 DrawLevelElement(x, y, Back[x][y]);
2031 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2033 else if (IS_WALKABLE_UNDER(Back[x][y]))
2035 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2036 DrawLevelElementThruMask(x, y, Back[x][y]);
2038 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2039 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2043 void DynaExplode(int ex, int ey)
2046 int dynabomb_size = 1;
2047 boolean dynabomb_xl = FALSE;
2048 struct PlayerInfo *player;
2049 static int xy[4][2] =
2057 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2059 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2060 dynabomb_size = player->dynabomb_size;
2061 dynabomb_xl = player->dynabomb_xl;
2062 player->dynabombs_left++;
2065 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2069 for (j=1; j<=dynabomb_size; j++)
2071 int x = ex + j * xy[i % 4][0];
2072 int y = ey + j * xy[i % 4][1];
2075 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2078 element = Feld[x][y];
2080 /* do not restart explosions of fields with active bombs */
2081 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2084 Explode(x, y, EX_PHASE_START, EX_BORDER);
2086 if (element != EL_EMPTY &&
2087 element != EL_SAND &&
2088 element != EL_EXPLOSION &&
2095 void Bang(int x, int y)
2097 int element = Feld[x][y];
2099 if (IS_PLAYER(x, y))
2101 struct PlayerInfo *player = PLAYERINFO(x, y);
2103 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2104 player->element_nr);
2108 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2110 if (game.emulation == EMU_SUPAPLEX)
2111 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2113 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2117 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2125 case EL_BD_BUTTERFLY:
2128 case EL_DARK_YAMYAM:
2132 RaiseScoreElement(element);
2133 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2135 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2136 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2137 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2138 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2139 case EL_DYNABOMB_INCREASE_NUMBER:
2140 case EL_DYNABOMB_INCREASE_SIZE:
2141 case EL_DYNABOMB_INCREASE_POWER:
2146 case EL_LAMP_ACTIVE:
2147 if (IS_PLAYER(x, y))
2148 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2150 Explode(x, y, EX_PHASE_START, EX_CENTER);
2153 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2157 CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
2160 void SplashAcid(int x, int y)
2162 int element = Feld[x][y];
2164 if (element != EL_ACID_SPLASH_LEFT &&
2165 element != EL_ACID_SPLASH_RIGHT)
2167 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2169 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2170 (!IN_LEV_FIELD(x-1, y-1) ||
2171 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2172 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2174 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2175 (!IN_LEV_FIELD(x+1, y-1) ||
2176 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2177 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2181 static void InitBeltMovement()
2183 static int belt_base_element[4] =
2185 EL_CONVEYOR_BELT_1_LEFT,
2186 EL_CONVEYOR_BELT_2_LEFT,
2187 EL_CONVEYOR_BELT_3_LEFT,
2188 EL_CONVEYOR_BELT_4_LEFT
2190 static int belt_base_active_element[4] =
2192 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2193 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2194 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2195 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2200 /* set frame order for belt animation graphic according to belt direction */
2207 int element = belt_base_active_element[belt_nr] + j;
2208 int graphic = el2img(element);
2210 if (game.belt_dir[i] == MV_LEFT)
2211 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2213 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2217 for(y=0; y<lev_fieldy; y++)
2219 for(x=0; x<lev_fieldx; x++)
2221 int element = Feld[x][y];
2225 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2227 int e_belt_nr = getBeltNrFromBeltElement(element);
2230 if (e_belt_nr == belt_nr)
2232 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2234 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2242 static void ToggleBeltSwitch(int x, int y)
2244 static int belt_base_element[4] =
2246 EL_CONVEYOR_BELT_1_LEFT,
2247 EL_CONVEYOR_BELT_2_LEFT,
2248 EL_CONVEYOR_BELT_3_LEFT,
2249 EL_CONVEYOR_BELT_4_LEFT
2251 static int belt_base_active_element[4] =
2253 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2254 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2255 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2256 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2258 static int belt_base_switch_element[4] =
2260 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2261 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2262 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2263 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2265 static int belt_move_dir[4] =
2273 int element = Feld[x][y];
2274 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2275 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2276 int belt_dir = belt_move_dir[belt_dir_nr];
2279 if (!IS_BELT_SWITCH(element))
2282 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2283 game.belt_dir[belt_nr] = belt_dir;
2285 if (belt_dir_nr == 3)
2288 /* set frame order for belt animation graphic according to belt direction */
2291 int element = belt_base_active_element[belt_nr] + i;
2292 int graphic = el2img(element);
2294 if (belt_dir == MV_LEFT)
2295 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2297 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2300 for (yy=0; yy<lev_fieldy; yy++)
2302 for (xx=0; xx<lev_fieldx; xx++)
2304 int element = Feld[xx][yy];
2306 if (IS_BELT_SWITCH(element))
2308 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2310 if (e_belt_nr == belt_nr)
2312 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2313 DrawLevelField(xx, yy);
2316 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2318 int e_belt_nr = getBeltNrFromBeltElement(element);
2320 if (e_belt_nr == belt_nr)
2322 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2324 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2325 DrawLevelField(xx, yy);
2328 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2330 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2332 if (e_belt_nr == belt_nr)
2334 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2336 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2337 DrawLevelField(xx, yy);
2344 static void ToggleSwitchgateSwitch(int x, int y)
2348 game.switchgate_pos = !game.switchgate_pos;
2350 for (yy=0; yy<lev_fieldy; yy++)
2352 for (xx=0; xx<lev_fieldx; xx++)
2354 int element = Feld[xx][yy];
2356 if (element == EL_SWITCHGATE_SWITCH_UP ||
2357 element == EL_SWITCHGATE_SWITCH_DOWN)
2359 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2360 DrawLevelField(xx, yy);
2362 else if (element == EL_SWITCHGATE_OPEN ||
2363 element == EL_SWITCHGATE_OPENING)
2365 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2367 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2369 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2372 else if (element == EL_SWITCHGATE_CLOSED ||
2373 element == EL_SWITCHGATE_CLOSING)
2375 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2377 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2379 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2386 static int getInvisibleActiveFromInvisibleElement(int element)
2388 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2389 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2390 EL_INVISIBLE_SAND_ACTIVE);
2393 static int getInvisibleFromInvisibleActiveElement(int element)
2395 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2396 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2400 static void RedrawAllLightSwitchesAndInvisibleElements()
2404 for (y=0; y<lev_fieldy; y++)
2406 for (x=0; x<lev_fieldx; x++)
2408 int element = Feld[x][y];
2410 if (element == EL_LIGHT_SWITCH &&
2411 game.light_time_left > 0)
2413 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2414 DrawLevelField(x, y);
2416 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2417 game.light_time_left == 0)
2419 Feld[x][y] = EL_LIGHT_SWITCH;
2420 DrawLevelField(x, y);
2422 else if (element == EL_INVISIBLE_STEELWALL ||
2423 element == EL_INVISIBLE_WALL ||
2424 element == EL_INVISIBLE_SAND)
2426 if (game.light_time_left > 0)
2427 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2429 DrawLevelField(x, y);
2431 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2432 element == EL_INVISIBLE_WALL_ACTIVE ||
2433 element == EL_INVISIBLE_SAND_ACTIVE)
2435 if (game.light_time_left == 0)
2436 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2438 DrawLevelField(x, y);
2444 static void ToggleLightSwitch(int x, int y)
2446 int element = Feld[x][y];
2448 game.light_time_left =
2449 (element == EL_LIGHT_SWITCH ?
2450 level.time_light * FRAMES_PER_SECOND : 0);
2452 RedrawAllLightSwitchesAndInvisibleElements();
2455 static void ActivateTimegateSwitch(int x, int y)
2459 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2461 for (yy=0; yy<lev_fieldy; yy++)
2463 for (xx=0; xx<lev_fieldx; xx++)
2465 int element = Feld[xx][yy];
2467 if (element == EL_TIMEGATE_CLOSED ||
2468 element == EL_TIMEGATE_CLOSING)
2470 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2471 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2475 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2477 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2478 DrawLevelField(xx, yy);
2485 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2488 void Impact(int x, int y)
2490 boolean lastline = (y == lev_fieldy-1);
2491 boolean object_hit = FALSE;
2492 boolean impact = (lastline || object_hit);
2493 int element = Feld[x][y];
2494 int smashed = EL_UNDEFINED;
2496 if (!lastline) /* check if element below was hit */
2498 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2501 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2502 MovDir[x][y + 1] != MV_DOWN ||
2503 MovPos[x][y + 1] <= TILEY / 2));
2505 smashed = MovingOrBlocked2Element(x, y + 1);
2507 impact = (lastline || object_hit);
2510 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2518 ResetGfxAnimation(x, y);
2519 DrawLevelField(x, y);
2522 if (impact && CAN_EXPLODE_IMPACT(element))
2527 else if (impact && element == EL_PEARL)
2529 Feld[x][y] = EL_PEARL_BREAKING;
2530 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2533 else if (impact && CAN_CHANGE(element) &&
2534 HAS_CHANGE_EVENT(element, CE_IMPACT))
2536 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2538 ChangeElementDoIt(x, y, element_info[element].change.successor);
2543 if (impact && element == EL_AMOEBA_DROP)
2545 if (object_hit && IS_PLAYER(x, y + 1))
2546 KillHeroUnlessProtected(x, y + 1);
2547 else if (object_hit && smashed == EL_PENGUIN)
2551 Feld[x][y] = EL_AMOEBA_GROWING;
2552 Store[x][y] = EL_AMOEBA_WET;
2554 ResetRandomAnimationValue(x, y);
2559 if (object_hit) /* check which object was hit */
2561 if (CAN_PASS_MAGIC_WALL(element) &&
2562 (smashed == EL_MAGIC_WALL ||
2563 smashed == EL_BD_MAGIC_WALL))
2566 int activated_magic_wall =
2567 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2568 EL_BD_MAGIC_WALL_ACTIVE);
2570 /* activate magic wall / mill */
2571 for (yy=0; yy<lev_fieldy; yy++)
2572 for (xx=0; xx<lev_fieldx; xx++)
2573 if (Feld[xx][yy] == smashed)
2574 Feld[xx][yy] = activated_magic_wall;
2576 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2577 game.magic_wall_active = TRUE;
2579 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2580 SND_MAGIC_WALL_ACTIVATING :
2581 SND_BD_MAGIC_WALL_ACTIVATING));
2584 if (IS_PLAYER(x, y + 1))
2586 if (CAN_SMASH_PLAYER(element))
2588 KillHeroUnlessProtected(x, y + 1);
2592 else if (smashed == EL_PENGUIN)
2594 if (CAN_SMASH_PLAYER(element))
2600 else if (element == EL_BD_DIAMOND)
2602 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2608 else if ((element == EL_SP_INFOTRON ||
2609 element == EL_SP_ZONK) &&
2610 (smashed == EL_SP_SNIKSNAK ||
2611 smashed == EL_SP_ELECTRON ||
2612 smashed == EL_SP_DISK_ORANGE))
2617 else if (CAN_SMASH_EVERYTHING(element))
2619 if (IS_CLASSIC_ENEMY(smashed) ||
2620 CAN_EXPLODE_SMASHED(smashed))
2625 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2627 if (smashed == EL_LAMP ||
2628 smashed == EL_LAMP_ACTIVE)
2633 else if (smashed == EL_NUT)
2635 Feld[x][y + 1] = EL_NUT_BREAKING;
2636 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2637 RaiseScoreElement(EL_NUT);
2640 else if (smashed == EL_PEARL)
2642 Feld[x][y + 1] = EL_PEARL_BREAKING;
2643 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2646 else if (smashed == EL_DIAMOND)
2648 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2649 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2652 else if (IS_BELT_SWITCH(smashed))
2654 ToggleBeltSwitch(x, y + 1);
2656 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2657 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2659 ToggleSwitchgateSwitch(x, y + 1);
2661 else if (smashed == EL_LIGHT_SWITCH ||
2662 smashed == EL_LIGHT_SWITCH_ACTIVE)
2664 ToggleLightSwitch(x, y + 1);
2666 else if (CAN_CHANGE(smashed) &&
2667 HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2669 ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
2675 /* play sound of magic wall / mill */
2677 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2678 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2680 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2681 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2682 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2683 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2688 /* play sound of object that hits the ground */
2689 if (lastline || object_hit)
2690 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2693 void TurnRound(int x, int y)
2705 { 0, 0 }, { 0, 0 }, { 0, 0 },
2710 int left, right, back;
2714 { MV_DOWN, MV_UP, MV_RIGHT },
2715 { MV_UP, MV_DOWN, MV_LEFT },
2717 { MV_LEFT, MV_RIGHT, MV_DOWN },
2721 { MV_RIGHT, MV_LEFT, MV_UP }
2724 int element = Feld[x][y];
2725 int old_move_dir = MovDir[x][y];
2726 int left_dir = turn[old_move_dir].left;
2727 int right_dir = turn[old_move_dir].right;
2728 int back_dir = turn[old_move_dir].back;
2730 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2731 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2732 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2733 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2735 int left_x = x + left_dx, left_y = y + left_dy;
2736 int right_x = x + right_dx, right_y = y + right_dy;
2737 int move_x = x + move_dx, move_y = y + move_dy;
2741 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2743 TestIfBadThingTouchesOtherBadThing(x, y);
2745 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2746 MovDir[x][y] = right_dir;
2747 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2748 MovDir[x][y] = left_dir;
2750 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2752 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2755 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2756 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2758 TestIfBadThingTouchesOtherBadThing(x, y);
2760 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2761 MovDir[x][y] = left_dir;
2762 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2763 MovDir[x][y] = right_dir;
2765 if ((element == EL_SPACESHIP ||
2766 element == EL_SP_SNIKSNAK ||
2767 element == EL_SP_ELECTRON)
2768 && MovDir[x][y] != old_move_dir)
2770 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2773 else if (element == EL_YAMYAM)
2775 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2776 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2778 if (can_turn_left && can_turn_right)
2779 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2780 else if (can_turn_left)
2781 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2782 else if (can_turn_right)
2783 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2785 MovDir[x][y] = back_dir;
2787 MovDelay[x][y] = 16 + 16 * RND(3);
2789 else if (element == EL_DARK_YAMYAM)
2791 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2792 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2794 if (can_turn_left && can_turn_right)
2795 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2796 else if (can_turn_left)
2797 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2798 else if (can_turn_right)
2799 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2801 MovDir[x][y] = back_dir;
2803 MovDelay[x][y] = 16 + 16 * RND(3);
2805 else if (element == EL_PACMAN)
2807 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2808 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2810 if (can_turn_left && can_turn_right)
2811 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2812 else if (can_turn_left)
2813 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2814 else if (can_turn_right)
2815 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2817 MovDir[x][y] = back_dir;
2819 MovDelay[x][y] = 6 + RND(40);
2821 else if (element == EL_PIG)
2823 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
2824 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
2825 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
2826 boolean should_turn_left, should_turn_right, should_move_on;
2828 int rnd = RND(rnd_value);
2830 should_turn_left = (can_turn_left &&
2832 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
2833 y + back_dy + left_dy)));
2834 should_turn_right = (can_turn_right &&
2836 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
2837 y + back_dy + right_dy)));
2838 should_move_on = (can_move_on &&
2841 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
2842 y + move_dy + left_dy) ||
2843 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
2844 y + move_dy + right_dy)));
2846 if (should_turn_left || should_turn_right || should_move_on)
2848 if (should_turn_left && should_turn_right && should_move_on)
2849 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
2850 rnd < 2 * rnd_value / 3 ? right_dir :
2852 else if (should_turn_left && should_turn_right)
2853 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2854 else if (should_turn_left && should_move_on)
2855 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
2856 else if (should_turn_right && should_move_on)
2857 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
2858 else if (should_turn_left)
2859 MovDir[x][y] = left_dir;
2860 else if (should_turn_right)
2861 MovDir[x][y] = right_dir;
2862 else if (should_move_on)
2863 MovDir[x][y] = old_move_dir;
2865 else if (can_move_on && rnd > rnd_value / 8)
2866 MovDir[x][y] = old_move_dir;
2867 else if (can_turn_left && can_turn_right)
2868 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2869 else if (can_turn_left && rnd > rnd_value / 8)
2870 MovDir[x][y] = left_dir;
2871 else if (can_turn_right && rnd > rnd_value/8)
2872 MovDir[x][y] = right_dir;
2874 MovDir[x][y] = back_dir;
2876 xx = x + move_xy[MovDir[x][y]].x;
2877 yy = y + move_xy[MovDir[x][y]].y;
2879 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
2880 MovDir[x][y] = old_move_dir;
2884 else if (element == EL_DRAGON)
2886 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
2887 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
2888 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
2890 int rnd = RND(rnd_value);
2892 if (can_move_on && rnd > rnd_value / 8)
2893 MovDir[x][y] = old_move_dir;
2894 else if (can_turn_left && can_turn_right)
2895 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2896 else if (can_turn_left && rnd > rnd_value / 8)
2897 MovDir[x][y] = left_dir;
2898 else if (can_turn_right && rnd > rnd_value / 8)
2899 MovDir[x][y] = right_dir;
2901 MovDir[x][y] = back_dir;
2903 xx = x + move_xy[MovDir[x][y]].x;
2904 yy = y + move_xy[MovDir[x][y]].y;
2906 if (!IS_FREE(xx, yy))
2907 MovDir[x][y] = old_move_dir;
2911 else if (element == EL_MOLE)
2913 boolean can_move_on =
2914 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
2915 IS_AMOEBOID(Feld[move_x][move_y]) ||
2916 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
2919 boolean can_turn_left =
2920 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
2921 IS_AMOEBOID(Feld[left_x][left_y])));
2923 boolean can_turn_right =
2924 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
2925 IS_AMOEBOID(Feld[right_x][right_y])));
2927 if (can_turn_left && can_turn_right)
2928 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2929 else if (can_turn_left)
2930 MovDir[x][y] = left_dir;
2932 MovDir[x][y] = right_dir;
2935 if (MovDir[x][y] != old_move_dir)
2938 else if (element == EL_BALLOON)
2940 MovDir[x][y] = game.balloon_dir;
2943 else if (element == EL_SPRING)
2945 if (MovDir[x][y] & MV_HORIZONTAL &&
2946 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
2947 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
2948 MovDir[x][y] = MV_NO_MOVING;
2952 else if (element == EL_ROBOT ||
2953 element == EL_SATELLITE ||
2954 element == EL_PENGUIN)
2956 int attr_x = -1, attr_y = -1;
2967 for (i=0; i<MAX_PLAYERS; i++)
2969 struct PlayerInfo *player = &stored_player[i];
2970 int jx = player->jx, jy = player->jy;
2972 if (!player->active)
2976 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
2984 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2990 if (element == EL_PENGUIN)
2993 static int xy[4][2] =
3003 int ex = x + xy[i % 4][0];
3004 int ey = y + xy[i % 4][1];
3006 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3015 MovDir[x][y] = MV_NO_MOVING;
3017 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3018 else if (attr_x > x)
3019 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3021 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3022 else if (attr_y > y)
3023 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3025 if (element == EL_ROBOT)
3029 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3030 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3031 Moving2Blocked(x, y, &newx, &newy);
3033 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3034 MovDelay[x][y] = 8 + 8 * !RND(3);
3036 MovDelay[x][y] = 16;
3038 else if (element == EL_PENGUIN)
3044 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3046 boolean first_horiz = RND(2);
3047 int new_move_dir = MovDir[x][y];
3050 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3051 Moving2Blocked(x, y, &newx, &newy);
3053 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3057 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3058 Moving2Blocked(x, y, &newx, &newy);
3060 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3063 MovDir[x][y] = old_move_dir;
3067 else /* (element == EL_SATELLITE) */
3073 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3075 boolean first_horiz = RND(2);
3076 int new_move_dir = MovDir[x][y];
3079 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3080 Moving2Blocked(x, y, &newx, &newy);
3082 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3086 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3087 Moving2Blocked(x, y, &newx, &newy);
3089 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3092 MovDir[x][y] = old_move_dir;
3097 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3098 element_info[element].move_pattern == MV_TURNING_LEFT ||
3099 element_info[element].move_pattern == MV_TURNING_RIGHT)
3101 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3102 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3104 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3105 MovDir[x][y] = left_dir;
3106 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3107 MovDir[x][y] = right_dir;
3108 else if (can_turn_left && can_turn_right)
3109 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3110 else if (can_turn_left)
3111 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3112 else if (can_turn_right)
3113 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3115 MovDir[x][y] = back_dir;
3117 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3119 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3120 element_info[element].move_pattern == MV_VERTICAL)
3122 if (element_info[element].move_pattern & old_move_dir)
3123 MovDir[x][y] = back_dir;
3124 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3125 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3126 else if (element_info[element].move_pattern == MV_VERTICAL)
3127 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3129 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3131 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3133 MovDir[x][y] = element_info[element].move_pattern;
3134 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3136 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3138 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3139 MovDir[x][y] = left_dir;
3140 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3141 MovDir[x][y] = right_dir;
3143 if (MovDir[x][y] != old_move_dir)
3144 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3146 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3148 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3149 MovDir[x][y] = right_dir;
3150 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3151 MovDir[x][y] = left_dir;
3153 if (MovDir[x][y] != old_move_dir)
3154 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3156 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3157 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3159 int attr_x = -1, attr_y = -1;
3162 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3173 for (i=0; i<MAX_PLAYERS; i++)
3175 struct PlayerInfo *player = &stored_player[i];
3176 int jx = player->jx, jy = player->jy;
3178 if (!player->active)
3182 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3190 MovDir[x][y] = MV_NO_MOVING;
3192 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3193 else if (attr_x > x)
3194 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3196 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3197 else if (attr_y > y)
3198 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3200 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3202 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3204 boolean first_horiz = RND(2);
3205 int new_move_dir = MovDir[x][y];
3208 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3209 Moving2Blocked(x, y, &newx, &newy);
3211 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3215 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3216 Moving2Blocked(x, y, &newx, &newy);
3218 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3221 MovDir[x][y] = old_move_dir;
3226 static boolean JustBeingPushed(int x, int y)
3230 for (i=0; i<MAX_PLAYERS; i++)
3232 struct PlayerInfo *player = &stored_player[i];
3234 if (player->active && player->Pushing && player->MovPos)
3236 int next_jx = player->jx + (player->jx - player->last_jx);
3237 int next_jy = player->jy + (player->jy - player->last_jy);
3239 if (x == next_jx && y == next_jy)
3247 void StartMoving(int x, int y)
3249 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3250 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3251 int element = Feld[x][y];
3256 GfxAction[x][y] = ACTION_DEFAULT;
3258 if (CAN_FALL(element) && y < lev_fieldy - 1)
3260 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3261 if (JustBeingPushed(x, y))
3264 if (element == EL_QUICKSAND_FULL)
3266 if (IS_FREE(x, y + 1))
3268 InitMovingField(x, y, MV_DOWN);
3269 started_moving = TRUE;
3271 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3272 Store[x][y] = EL_ROCK;
3274 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3276 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3279 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3281 if (!MovDelay[x][y])
3282 MovDelay[x][y] = TILEY + 1;
3291 Feld[x][y] = EL_QUICKSAND_EMPTY;
3292 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3293 Store[x][y + 1] = Store[x][y];
3296 PlaySoundLevelAction(x, y, ACTION_FILLING);
3298 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3302 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3303 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3305 InitMovingField(x, y, MV_DOWN);
3306 started_moving = TRUE;
3308 Feld[x][y] = EL_QUICKSAND_FILLING;
3309 Store[x][y] = element;
3311 PlaySoundLevelAction(x, y, ACTION_FILLING);
3313 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3316 else if (element == EL_MAGIC_WALL_FULL)
3318 if (IS_FREE(x, y + 1))
3320 InitMovingField(x, y, MV_DOWN);
3321 started_moving = TRUE;
3323 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3324 Store[x][y] = EL_CHANGED(Store[x][y]);
3326 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3328 if (!MovDelay[x][y])
3329 MovDelay[x][y] = TILEY/4 + 1;
3338 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3339 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3340 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3344 else if (element == EL_BD_MAGIC_WALL_FULL)
3346 if (IS_FREE(x, y + 1))
3348 InitMovingField(x, y, MV_DOWN);
3349 started_moving = TRUE;
3351 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3352 Store[x][y] = EL_CHANGED2(Store[x][y]);
3354 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3356 if (!MovDelay[x][y])
3357 MovDelay[x][y] = TILEY/4 + 1;
3366 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3367 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3368 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3372 else if (CAN_PASS_MAGIC_WALL(element) &&
3373 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3374 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3376 InitMovingField(x, y, MV_DOWN);
3377 started_moving = TRUE;
3380 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3381 EL_BD_MAGIC_WALL_FILLING);
3382 Store[x][y] = element;
3385 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3387 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3392 InitMovingField(x, y, MV_DOWN);
3393 started_moving = TRUE;
3395 Store[x][y] = EL_ACID;
3397 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3398 GfxAction[x][y + 1] = ACTION_ACTIVE;
3403 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3404 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3405 JustStopped[x][y] && !Pushed[x][y + 1])
3407 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3411 /* calling "Impact()" here is not only completely unneccessary
3412 (because it already gets called from "ContinueMoving()" in
3413 all relevant situations), but also completely bullshit, because
3414 "JustStopped" also indicates a finished *horizontal* movement;
3415 we must keep this trash for backwards compatibility with older
3421 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3423 if (MovDir[x][y] == MV_NO_MOVING)
3425 InitMovingField(x, y, MV_DOWN);
3426 started_moving = TRUE;
3429 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3431 if (JustStopped[x][y]) /* prevent animation from being restarted */
3432 MovDir[x][y] = MV_DOWN;
3434 InitMovingField(x, y, MV_DOWN);
3435 started_moving = TRUE;
3437 else if (element == EL_AMOEBA_DROP)
3439 Feld[x][y] = EL_AMOEBA_GROWING;
3440 Store[x][y] = EL_AMOEBA_WET;
3442 /* Store[x][y + 1] must be zero, because:
3443 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3446 #if OLD_GAME_BEHAVIOUR
3447 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3449 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3450 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3451 element != EL_DX_SUPABOMB)
3454 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3455 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3456 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3457 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3460 boolean left = (x>0 && IS_FREE(x-1, y) &&
3461 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3462 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3463 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3467 if (left && right &&
3468 (game.emulation != EMU_BOULDERDASH &&
3469 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3470 left = !(right = RND(2));
3472 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3473 started_moving = TRUE;
3476 if (element == EL_BOMB)
3477 printf("::: SLIP DOWN [%d]\n", FrameCounter);
3481 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3483 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3484 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3485 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3486 int belt_dir = game.belt_dir[belt_nr];
3488 if ((belt_dir == MV_LEFT && left_is_free) ||
3489 (belt_dir == MV_RIGHT && right_is_free))
3491 InitMovingField(x, y, belt_dir);
3492 started_moving = TRUE;
3494 GfxAction[x][y] = ACTION_DEFAULT;
3499 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3500 if (CAN_MOVE(element) && !started_moving)
3504 if ((element == EL_SATELLITE ||
3505 element == EL_BALLOON ||
3506 element == EL_SPRING)
3507 && JustBeingPushed(x, y))
3512 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3513 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3515 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3517 Moving2Blocked(x, y, &newx, &newy);
3518 if (Feld[newx][newy] == EL_BLOCKED)
3519 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3524 if (!MovDelay[x][y]) /* start new movement phase */
3526 /* all objects that can change their move direction after each step
3527 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3529 if (element != EL_YAMYAM &&
3530 element != EL_DARK_YAMYAM &&
3531 element != EL_PACMAN &&
3532 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3533 element_info[element].move_pattern != MV_TURNING_LEFT &&
3534 element_info[element].move_pattern != MV_TURNING_RIGHT)
3538 if (MovDelay[x][y] && (element == EL_BUG ||
3539 element == EL_SPACESHIP ||
3540 element == EL_SP_SNIKSNAK ||
3541 element == EL_SP_ELECTRON ||
3542 element == EL_MOLE))
3543 DrawLevelField(x, y);
3547 if (MovDelay[x][y]) /* wait some time before next movement */
3552 if (element == EL_YAMYAM)
3555 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3556 DrawLevelElementAnimation(x, y, element);
3560 if (MovDelay[x][y]) /* element still has to wait some time */
3563 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3564 ResetGfxAnimation(x, y);
3566 GfxAction[x][y] = ACTION_WAITING;
3569 if (element == EL_ROBOT ||
3571 element == EL_PACMAN ||
3573 element == EL_YAMYAM ||
3574 element == EL_DARK_YAMYAM)
3577 DrawLevelElementAnimation(x, y, element);
3579 DrawLevelElementAnimationIfNeeded(x, y, element);
3581 PlaySoundLevelAction(x, y, ACTION_WAITING);
3583 else if (element == EL_SP_ELECTRON)
3584 DrawLevelElementAnimationIfNeeded(x, y, element);
3585 else if (element == EL_DRAGON)
3588 int dir = MovDir[x][y];
3589 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3590 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3591 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3592 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3593 dir == MV_UP ? IMG_FLAMES_1_UP :
3594 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3595 int frame = getGraphicAnimationFrame(graphic, -1);
3597 for (i=1; i<=3; i++)
3599 int xx = x + i*dx, yy = y + i*dy;
3600 int sx = SCREENX(xx), sy = SCREENY(yy);
3601 int flame_graphic = graphic + (i - 1);
3603 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3608 int flamed = MovingOrBlocked2Element(xx, yy);
3610 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3613 RemoveMovingField(xx, yy);
3615 Feld[xx][yy] = EL_FLAMES;
3616 if (IN_SCR_FIELD(sx, sy))
3617 DrawGraphic(sx, sy, flame_graphic, frame);
3621 if (Feld[xx][yy] == EL_FLAMES)
3622 Feld[xx][yy] = EL_EMPTY;
3623 DrawLevelField(xx, yy);
3628 if (MovDelay[x][y]) /* element still has to wait some time */
3630 PlaySoundLevelAction(x, y, ACTION_WAITING);
3635 GfxAction[x][y] = ACTION_MOVING;
3638 /* now make next step */
3640 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3642 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3643 !PLAYER_PROTECTED(newx, newy))
3646 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3649 /* player killed by element which is deadly when colliding with */
3651 KillHero(PLAYERINFO(newx, newy));
3656 else if ((element == EL_PENGUIN ||
3657 element == EL_ROBOT ||
3658 element == EL_SATELLITE ||
3659 element == EL_BALLOON ||
3660 IS_CUSTOM_ELEMENT(element)) &&
3661 IN_LEV_FIELD(newx, newy) &&
3662 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3665 Store[x][y] = EL_ACID;
3667 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3669 if (Feld[newx][newy] == EL_EXIT_OPEN)
3671 Feld[x][y] = EL_EMPTY;
3672 DrawLevelField(x, y);
3674 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3675 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3676 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3678 local_player->friends_still_needed--;
3679 if (!local_player->friends_still_needed &&
3680 !local_player->GameOver && AllPlayersGone)
3681 local_player->LevelSolved = local_player->GameOver = TRUE;
3685 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3687 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3688 DrawLevelField(newx, newy);
3690 MovDir[x][y] = MV_NO_MOVING;
3692 else if (!IS_FREE(newx, newy))
3694 GfxAction[x][y] = ACTION_WAITING;
3696 if (IS_PLAYER(x, y))
3697 DrawPlayerField(x, y);
3699 DrawLevelField(x, y);
3703 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3705 if (IS_FOOD_PIG(Feld[newx][newy]))
3707 if (IS_MOVING(newx, newy))
3708 RemoveMovingField(newx, newy);
3711 Feld[newx][newy] = EL_EMPTY;
3712 DrawLevelField(newx, newy);
3715 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3717 else if (!IS_FREE(newx, newy))
3719 if (IS_PLAYER(x, y))
3720 DrawPlayerField(x, y);
3722 DrawLevelField(x, y);
3726 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3728 if (!IS_FREE(newx, newy))
3730 if (IS_PLAYER(x, y))
3731 DrawPlayerField(x, y);
3733 DrawLevelField(x, y);
3738 boolean wanna_flame = !RND(10);
3739 int dx = newx - x, dy = newy - y;
3740 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3741 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3742 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3743 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3744 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3745 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3748 IS_CLASSIC_ENEMY(element1) ||
3749 IS_CLASSIC_ENEMY(element2)) &&
3750 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3751 element1 != EL_FLAMES && element2 != EL_FLAMES)
3753 if (IS_PLAYER(x, y))
3754 DrawPlayerField(x, y);
3756 DrawLevelField(x, y);
3758 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3760 MovDelay[x][y] = 50;
3761 Feld[newx][newy] = EL_FLAMES;
3762 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3763 Feld[newx1][newy1] = EL_FLAMES;
3764 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3765 Feld[newx2][newy2] = EL_FLAMES;
3770 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3771 Feld[newx][newy] == EL_DIAMOND)
3773 if (IS_MOVING(newx, newy))
3774 RemoveMovingField(newx, newy);
3777 Feld[newx][newy] = EL_EMPTY;
3778 DrawLevelField(newx, newy);
3781 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3783 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3784 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3786 if (AmoebaNr[newx][newy])
3788 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3789 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3790 Feld[newx][newy] == EL_BD_AMOEBA)
3791 AmoebaCnt[AmoebaNr[newx][newy]]--;
3794 if (IS_MOVING(newx, newy))
3795 RemoveMovingField(newx, newy);
3798 Feld[newx][newy] = EL_EMPTY;
3799 DrawLevelField(newx, newy);
3802 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3804 else if ((element == EL_PACMAN || element == EL_MOLE)
3805 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3807 if (AmoebaNr[newx][newy])
3809 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3810 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3811 Feld[newx][newy] == EL_BD_AMOEBA)
3812 AmoebaCnt[AmoebaNr[newx][newy]]--;
3815 if (element == EL_MOLE)
3817 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3818 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3819 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3820 return; /* wait for shrinking amoeba */
3822 else /* element == EL_PACMAN */
3824 Feld[newx][newy] = EL_EMPTY;
3825 DrawLevelField(newx, newy);
3826 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3829 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3830 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3831 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3833 /* wait for shrinking amoeba to completely disappear */
3836 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3838 /* object was running against a wall */
3843 DrawLevelElementAnimation(x, y, element);
3845 if (element == EL_BUG ||
3846 element == EL_SPACESHIP ||
3847 element == EL_SP_SNIKSNAK)
3848 DrawLevelField(x, y);
3849 else if (element == EL_MOLE)
3850 DrawLevelField(x, y);
3851 else if (element == EL_BD_BUTTERFLY ||
3852 element == EL_BD_FIREFLY)
3853 DrawLevelElementAnimationIfNeeded(x, y, element);
3854 else if (element == EL_SATELLITE)
3855 DrawLevelElementAnimationIfNeeded(x, y, element);
3856 else if (element == EL_SP_ELECTRON)
3857 DrawLevelElementAnimationIfNeeded(x, y, element);
3860 if (DONT_TOUCH(element))
3861 TestIfBadThingTouchesHero(x, y);
3864 PlaySoundLevelAction(x, y, ACTION_WAITING);
3870 InitMovingField(x, y, MovDir[x][y]);
3872 PlaySoundLevelAction(x, y, ACTION_MOVING);
3876 ContinueMoving(x, y);
3879 void ContinueMoving(int x, int y)
3881 int element = Feld[x][y];
3882 int direction = MovDir[x][y];
3883 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3884 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3885 int horiz_move = (dx != 0);
3886 int newx = x + dx, newy = y + dy;
3887 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3889 boolean pushed = Pushed[x][y];
3891 struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL);
3893 boolean pushing = (player != NULL && player->Pushing && player->MovPos != 0);
3895 boolean pushing = (player != NULL && player->Pushing && player->is_moving);
3900 if (player && player->is_moving && player->MovPos == 0)
3901 printf("::: !!!\n");
3904 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3906 else if (element == EL_QUICKSAND_FILLING ||
3907 element == EL_QUICKSAND_EMPTYING)
3909 else if (element == EL_MAGIC_WALL_FILLING ||
3910 element == EL_BD_MAGIC_WALL_FILLING ||
3911 element == EL_MAGIC_WALL_EMPTYING ||
3912 element == EL_BD_MAGIC_WALL_EMPTYING)
3914 else if (CAN_FALL(element) && horiz_move &&
3915 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3917 else if (element == EL_SPRING && horiz_move)
3919 else if (IS_CUSTOM_ELEMENT(element))
3920 step = SIGN(step) * element_info[element].move_stepsize;
3922 #if OLD_GAME_BEHAVIOUR
3923 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3927 MovPos[x][y] += step;
3931 if (pushed) /* special case: moving object pushed by player */
3933 if (pushing) /* special case: moving object pushed by player */
3936 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
3938 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos));
3943 if (element == EL_SPRING)
3944 printf("::: spring moves %d [%d: %d, %d, %d/%d]\n",
3947 (player?player->Pushing:-42),
3948 (player?player->is_moving:-42),
3949 (player?player->MovPos:-42),
3950 (player?player->GfxPos:-42));
3953 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3955 Feld[x][y] = EL_EMPTY;
3956 Feld[newx][newy] = element;
3957 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
3959 if (element == EL_MOLE)
3962 static int xy[4][2] =
3970 Feld[x][y] = EL_SAND;
3971 DrawLevelField(x, y);
3980 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3981 DrawLevelField(xx, yy); /* for "crumbled sand" */
3985 if (element == EL_QUICKSAND_FILLING)
3987 element = Feld[newx][newy] = get_next_element(element);
3988 Store[newx][newy] = Store[x][y];
3990 else if (element == EL_QUICKSAND_EMPTYING)
3992 Feld[x][y] = get_next_element(element);
3993 element = Feld[newx][newy] = Store[x][y];
3995 else if (element == EL_MAGIC_WALL_FILLING)
3997 element = Feld[newx][newy] = get_next_element(element);
3998 if (!game.magic_wall_active)
3999 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4000 Store[newx][newy] = Store[x][y];
4002 else if (element == EL_MAGIC_WALL_EMPTYING)
4004 Feld[x][y] = get_next_element(element);
4005 if (!game.magic_wall_active)
4006 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4007 element = Feld[newx][newy] = Store[x][y];
4009 else if (element == EL_BD_MAGIC_WALL_FILLING)
4011 element = Feld[newx][newy] = get_next_element(element);
4012 if (!game.magic_wall_active)
4013 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4014 Store[newx][newy] = Store[x][y];
4016 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4018 Feld[x][y] = get_next_element(element);
4019 if (!game.magic_wall_active)
4020 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4021 element = Feld[newx][newy] = Store[x][y];
4023 else if (element == EL_AMOEBA_DROPPING)
4025 Feld[x][y] = get_next_element(element);
4026 element = Feld[newx][newy] = Store[x][y];
4028 else if (element == EL_SOKOBAN_OBJECT)
4031 Feld[x][y] = Back[x][y];
4033 if (Back[newx][newy])
4034 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4036 Back[x][y] = Back[newx][newy] = 0;
4038 else if (Store[x][y] == EL_ACID)
4040 element = Feld[newx][newy] = EL_ACID;
4044 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4045 MovDelay[newx][newy] = 0;
4047 /* copy element change control values to new field */
4048 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4050 /* copy animation control values to new field */
4051 GfxFrame[newx][newy] = GfxFrame[x][y];
4052 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4053 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4055 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4057 ResetGfxAnimation(x, y); /* reset animation values for old field */
4061 /* 2.1.1 (does not work correctly for spring) */
4062 if (!CAN_MOVE(element))
4063 MovDir[newx][newy] = 0;
4067 /* (does not work for falling objects that slide horizontally) */
4068 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4069 MovDir[newx][newy] = 0;
4072 if (!CAN_MOVE(element) ||
4073 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4074 MovDir[newx][newy] = 0;
4077 if (!CAN_MOVE(element) ||
4078 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4079 MovDir[newx][newy] = 0;
4085 DrawLevelField(x, y);
4086 DrawLevelField(newx, newy);
4089 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing)
4091 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4093 if (!pushed) /* special case: moving object pushed by player */
4095 JustStopped[newx][newy] = 3;
4097 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4099 TestIfBadThingTouchesHero(newx, newy);
4100 TestIfBadThingTouchesFriend(newx, newy);
4101 TestIfBadThingTouchesOtherBadThing(newx, newy);
4103 else if (element == EL_PENGUIN)
4104 TestIfFriendTouchesBadThing(newx, newy);
4107 if (CAN_FALL(element) && direction == MV_DOWN &&
4108 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4111 if (CAN_SMASH(element) && direction == MV_DOWN &&
4112 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4116 else /* still moving on */
4118 DrawLevelField(x, y);
4122 int AmoebeNachbarNr(int ax, int ay)
4125 int element = Feld[ax][ay];
4127 static int xy[4][2] =
4137 int x = ax + xy[i][0];
4138 int y = ay + xy[i][1];
4140 if (!IN_LEV_FIELD(x, y))
4143 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4144 group_nr = AmoebaNr[x][y];
4150 void AmoebenVereinigen(int ax, int ay)
4152 int i, x, y, xx, yy;
4153 int new_group_nr = AmoebaNr[ax][ay];
4154 static int xy[4][2] =
4162 if (new_group_nr == 0)
4170 if (!IN_LEV_FIELD(x, y))
4173 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4174 Feld[x][y] == EL_BD_AMOEBA ||
4175 Feld[x][y] == EL_AMOEBA_DEAD) &&
4176 AmoebaNr[x][y] != new_group_nr)
4178 int old_group_nr = AmoebaNr[x][y];
4180 if (old_group_nr == 0)
4183 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4184 AmoebaCnt[old_group_nr] = 0;
4185 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4186 AmoebaCnt2[old_group_nr] = 0;
4188 for (yy=0; yy<lev_fieldy; yy++)
4190 for (xx=0; xx<lev_fieldx; xx++)
4192 if (AmoebaNr[xx][yy] == old_group_nr)
4193 AmoebaNr[xx][yy] = new_group_nr;
4200 void AmoebeUmwandeln(int ax, int ay)
4204 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4206 int group_nr = AmoebaNr[ax][ay];
4211 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4212 printf("AmoebeUmwandeln(): This should never happen!\n");
4217 for (y=0; y<lev_fieldy; y++)
4219 for (x=0; x<lev_fieldx; x++)
4221 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4224 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4228 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4229 SND_AMOEBA_TURNING_TO_GEM :
4230 SND_AMOEBA_TURNING_TO_ROCK));
4235 static int xy[4][2] =
4248 if (!IN_LEV_FIELD(x, y))
4251 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4253 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4254 SND_AMOEBA_TURNING_TO_GEM :
4255 SND_AMOEBA_TURNING_TO_ROCK));
4262 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4265 int group_nr = AmoebaNr[ax][ay];
4266 boolean done = FALSE;
4271 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4272 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4277 for (y=0; y<lev_fieldy; y++)
4279 for (x=0; x<lev_fieldx; x++)
4281 if (AmoebaNr[x][y] == group_nr &&
4282 (Feld[x][y] == EL_AMOEBA_DEAD ||
4283 Feld[x][y] == EL_BD_AMOEBA ||
4284 Feld[x][y] == EL_AMOEBA_GROWING))
4287 Feld[x][y] = new_element;
4288 InitField(x, y, FALSE);
4289 DrawLevelField(x, y);
4296 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4297 SND_BD_AMOEBA_TURNING_TO_ROCK :
4298 SND_BD_AMOEBA_TURNING_TO_GEM));
4301 void AmoebeWaechst(int x, int y)
4303 static unsigned long sound_delay = 0;
4304 static unsigned long sound_delay_value = 0;
4306 if (!MovDelay[x][y]) /* start new growing cycle */
4310 if (DelayReached(&sound_delay, sound_delay_value))
4313 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4315 if (Store[x][y] == EL_BD_AMOEBA)
4316 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4318 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4320 sound_delay_value = 30;
4324 if (MovDelay[x][y]) /* wait some time before growing bigger */
4327 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4329 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4330 6 - MovDelay[x][y]);
4332 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4335 if (!MovDelay[x][y])
4337 Feld[x][y] = Store[x][y];
4339 DrawLevelField(x, y);
4344 void AmoebaDisappearing(int x, int y)
4346 static unsigned long sound_delay = 0;
4347 static unsigned long sound_delay_value = 0;
4349 if (!MovDelay[x][y]) /* start new shrinking cycle */
4353 if (DelayReached(&sound_delay, sound_delay_value))
4354 sound_delay_value = 30;
4357 if (MovDelay[x][y]) /* wait some time before shrinking */
4360 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4362 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4363 6 - MovDelay[x][y]);
4365 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4368 if (!MovDelay[x][y])
4370 Feld[x][y] = EL_EMPTY;
4371 DrawLevelField(x, y);
4373 /* don't let mole enter this field in this cycle;
4374 (give priority to objects falling to this field from above) */
4380 void AmoebeAbleger(int ax, int ay)
4383 int element = Feld[ax][ay];
4384 int graphic = el2img(element);
4385 int newax = ax, neway = ay;
4386 static int xy[4][2] =
4394 if (!level.amoeba_speed)
4396 Feld[ax][ay] = EL_AMOEBA_DEAD;
4397 DrawLevelField(ax, ay);
4401 if (IS_ANIMATED(graphic))
4402 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4404 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4405 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4407 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4410 if (MovDelay[ax][ay])
4414 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4417 int x = ax + xy[start][0];
4418 int y = ay + xy[start][1];
4420 if (!IN_LEV_FIELD(x, y))
4423 if (IS_FREE(x, y) ||
4424 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4430 if (newax == ax && neway == ay)
4433 else /* normal or "filled" (BD style) amoeba */
4436 boolean waiting_for_player = FALSE;
4440 int j = (start + i) % 4;
4441 int x = ax + xy[j][0];
4442 int y = ay + xy[j][1];
4444 if (!IN_LEV_FIELD(x, y))
4447 if (IS_FREE(x, y) ||
4448 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4454 else if (IS_PLAYER(x, y))
4455 waiting_for_player = TRUE;
4458 if (newax == ax && neway == ay) /* amoeba cannot grow */
4460 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4462 Feld[ax][ay] = EL_AMOEBA_DEAD;
4463 DrawLevelField(ax, ay);
4464 AmoebaCnt[AmoebaNr[ax][ay]]--;
4466 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4468 if (element == EL_AMOEBA_FULL)
4469 AmoebeUmwandeln(ax, ay);
4470 else if (element == EL_BD_AMOEBA)
4471 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4476 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4478 /* amoeba gets larger by growing in some direction */
4480 int new_group_nr = AmoebaNr[ax][ay];
4483 if (new_group_nr == 0)
4485 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4486 printf("AmoebeAbleger(): This should never happen!\n");
4491 AmoebaNr[newax][neway] = new_group_nr;
4492 AmoebaCnt[new_group_nr]++;
4493 AmoebaCnt2[new_group_nr]++;
4495 /* if amoeba touches other amoeba(s) after growing, unify them */
4496 AmoebenVereinigen(newax, neway);
4498 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4500 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4506 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4507 (neway == lev_fieldy - 1 && newax != ax))
4509 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4510 Store[newax][neway] = element;
4512 else if (neway == ay)
4514 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4516 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4518 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4523 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4524 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4525 Store[ax][ay] = EL_AMOEBA_DROP;
4526 ContinueMoving(ax, ay);
4530 DrawLevelField(newax, neway);
4533 void Life(int ax, int ay)
4536 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4538 int element = Feld[ax][ay];
4539 int graphic = el2img(element);
4540 boolean changed = FALSE;
4542 if (IS_ANIMATED(graphic))
4543 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4548 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4549 MovDelay[ax][ay] = life_time;
4551 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4554 if (MovDelay[ax][ay])
4558 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4560 int xx = ax+x1, yy = ay+y1;
4563 if (!IN_LEV_FIELD(xx, yy))
4566 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4568 int x = xx+x2, y = yy+y2;
4570 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4573 if (((Feld[x][y] == element ||
4574 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4576 (IS_FREE(x, y) && Stop[x][y]))
4580 if (xx == ax && yy == ay) /* field in the middle */
4582 if (nachbarn < life[0] || nachbarn > life[1])
4584 Feld[xx][yy] = EL_EMPTY;
4586 DrawLevelField(xx, yy);
4587 Stop[xx][yy] = TRUE;
4591 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4592 { /* free border field */
4593 if (nachbarn >= life[2] && nachbarn <= life[3])
4595 Feld[xx][yy] = element;
4596 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4598 DrawLevelField(xx, yy);
4599 Stop[xx][yy] = TRUE;
4606 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4607 SND_GAME_OF_LIFE_GROWING);
4610 static void InitRobotWheel(int x, int y)
4612 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4615 static void RunRobotWheel(int x, int y)
4617 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4620 static void StopRobotWheel(int x, int y)
4622 if (ZX == x && ZY == y)
4626 static void InitTimegateWheel(int x, int y)
4628 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4631 static void RunTimegateWheel(int x, int y)
4633 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4636 void CheckExit(int x, int y)
4638 if (local_player->gems_still_needed > 0 ||
4639 local_player->sokobanfields_still_needed > 0 ||
4640 local_player->lights_still_needed > 0)
4642 int element = Feld[x][y];
4643 int graphic = el2img(element);
4645 if (IS_ANIMATED(graphic))
4646 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4651 Feld[x][y] = EL_EXIT_OPENING;
4653 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4656 void CheckExitSP(int x, int y)
4658 if (local_player->gems_still_needed > 0)
4660 int element = Feld[x][y];
4661 int graphic = el2img(element);
4663 if (IS_ANIMATED(graphic))
4664 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4669 Feld[x][y] = EL_SP_EXIT_OPEN;
4671 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4674 static void CloseAllOpenTimegates()
4678 for (y=0; y<lev_fieldy; y++)
4680 for (x=0; x<lev_fieldx; x++)
4682 int element = Feld[x][y];
4684 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4686 Feld[x][y] = EL_TIMEGATE_CLOSING;
4688 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4690 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4697 void EdelsteinFunkeln(int x, int y)
4699 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4702 if (Feld[x][y] == EL_BD_DIAMOND)
4705 if (MovDelay[x][y] == 0) /* next animation frame */
4706 MovDelay[x][y] = 11 * !SimpleRND(500);
4708 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4712 if (setup.direct_draw && MovDelay[x][y])
4713 SetDrawtoField(DRAW_BUFFERED);
4715 DrawLevelElementAnimation(x, y, Feld[x][y]);
4717 if (MovDelay[x][y] != 0)
4719 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4720 10 - MovDelay[x][y]);
4722 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4724 if (setup.direct_draw)
4728 dest_x = FX + SCREENX(x) * TILEX;
4729 dest_y = FY + SCREENY(y) * TILEY;
4731 BlitBitmap(drawto_field, window,
4732 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4733 SetDrawtoField(DRAW_DIRECT);
4739 void MauerWaechst(int x, int y)
4743 if (!MovDelay[x][y]) /* next animation frame */
4744 MovDelay[x][y] = 3 * delay;
4746 if (MovDelay[x][y]) /* wait some time before next frame */
4750 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4752 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4753 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4755 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4758 if (!MovDelay[x][y])
4760 if (MovDir[x][y] == MV_LEFT)
4762 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4763 DrawLevelField(x - 1, y);
4765 else if (MovDir[x][y] == MV_RIGHT)
4767 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4768 DrawLevelField(x + 1, y);
4770 else if (MovDir[x][y] == MV_UP)
4772 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4773 DrawLevelField(x, y - 1);
4777 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4778 DrawLevelField(x, y + 1);
4781 Feld[x][y] = Store[x][y];
4783 MovDir[x][y] = MV_NO_MOVING;
4784 DrawLevelField(x, y);
4789 void MauerAbleger(int ax, int ay)
4791 int element = Feld[ax][ay];
4792 int graphic = el2img(element);
4793 boolean oben_frei = FALSE, unten_frei = FALSE;
4794 boolean links_frei = FALSE, rechts_frei = FALSE;
4795 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4796 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4797 boolean new_wall = FALSE;
4799 if (IS_ANIMATED(graphic))
4800 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4802 if (!MovDelay[ax][ay]) /* start building new wall */
4803 MovDelay[ax][ay] = 6;
4805 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4808 if (MovDelay[ax][ay])
4812 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4814 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4816 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4818 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4821 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4822 element == EL_EXPANDABLE_WALL_ANY)
4826 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4827 Store[ax][ay-1] = element;
4828 MovDir[ax][ay-1] = MV_UP;
4829 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4830 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4831 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4836 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4837 Store[ax][ay+1] = element;
4838 MovDir[ax][ay+1] = MV_DOWN;
4839 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4840 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4841 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4846 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4847 element == EL_EXPANDABLE_WALL_ANY ||
4848 element == EL_EXPANDABLE_WALL)
4852 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4853 Store[ax-1][ay] = element;
4854 MovDir[ax-1][ay] = MV_LEFT;
4855 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4856 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4857 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4863 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4864 Store[ax+1][ay] = element;
4865 MovDir[ax+1][ay] = MV_RIGHT;
4866 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4867 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4868 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4873 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4874 DrawLevelField(ax, ay);
4876 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4878 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4879 unten_massiv = TRUE;
4880 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4881 links_massiv = TRUE;
4882 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4883 rechts_massiv = TRUE;
4885 if (((oben_massiv && unten_massiv) ||
4886 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4887 element == EL_EXPANDABLE_WALL) &&
4888 ((links_massiv && rechts_massiv) ||
4889 element == EL_EXPANDABLE_WALL_VERTICAL))
4890 Feld[ax][ay] = EL_WALL;
4894 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4896 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4900 void CheckForDragon(int x, int y)
4903 boolean dragon_found = FALSE;
4904 static int xy[4][2] =
4916 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4918 if (IN_LEV_FIELD(xx, yy) &&
4919 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4921 if (Feld[xx][yy] == EL_DRAGON)
4922 dragon_found = TRUE;
4935 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4937 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4939 Feld[xx][yy] = EL_EMPTY;
4940 DrawLevelField(xx, yy);
4949 static void InitBuggyBase(int x, int y)
4951 int element = Feld[x][y];
4952 int activating_delay = FRAMES_PER_SECOND / 4;
4955 (element == EL_SP_BUGGY_BASE ?
4956 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4957 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4959 element == EL_SP_BUGGY_BASE_ACTIVE ?
4960 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4963 static void WarnBuggyBase(int x, int y)
4966 static int xy[4][2] =
4976 int xx = x + xy[i][0], yy = y + xy[i][1];
4978 if (IS_PLAYER(xx, yy))
4980 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4987 static void InitTrap(int x, int y)
4989 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4992 static void ActivateTrap(int x, int y)
4994 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4997 static void ChangeActiveTrap(int x, int y)
4999 int graphic = IMG_TRAP_ACTIVE;
5001 /* if new animation frame was drawn, correct crumbled sand border */
5002 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5003 DrawLevelFieldCrumbledSand(x, y);
5006 static void ChangeElementDoIt(int x, int y, int element_new)
5008 CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
5011 Feld[x][y] = element_new;
5013 ResetGfxAnimation(x, y);
5014 ResetRandomAnimationValue(x, y);
5016 InitField(x, y, FALSE);
5017 if (CAN_MOVE(Feld[x][y]))
5020 DrawLevelField(x, y);
5022 if (CAN_BE_CRUMBLED(Feld[x][y]))
5024 int sx = SCREENX(x), sy = SCREENY(y);
5025 static int xy[4][2] =
5036 int xx = x + xy[i][0];
5037 int yy = y + xy[i][1];
5038 int sxx = sx + xy[i][0];
5039 int syy = sy + xy[i][1];
5041 if (!IN_LEV_FIELD(xx, yy) ||
5042 !IN_SCR_FIELD(sxx, syy) ||
5043 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
5047 DrawLevelField(xx, yy);
5052 static void ChangeElement(int x, int y)
5054 int element = Feld[x][y];
5056 if (ChangeDelay[x][y] == 0) /* initialize element change */
5058 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5060 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5062 int max_random_delay = element_info[element].change.delay_random;
5063 int delay_frames = element_info[element].change.delay_frames;
5065 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5068 ResetGfxAnimation(x, y);
5069 ResetRandomAnimationValue(x, y);
5071 if (changing_element[element].pre_change_function)
5072 changing_element[element].pre_change_function(x, y);
5075 ChangeDelay[x][y]--;
5077 if (ChangeDelay[x][y] != 0) /* continue element change */
5079 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5081 if (IS_ANIMATED(graphic))
5082 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5084 if (changing_element[element].change_function)
5085 changing_element[element].change_function(x, y);
5087 else /* finish element change */
5089 int next_element = changing_element[element].next_element;
5091 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5093 ChangeDelay[x][y] = 1; /* try change after next move step */
5098 if (next_element != EL_UNDEFINED)
5099 ChangeElementDoIt(x, y, next_element);
5101 ChangeElementDoIt(x, y, element_info[element].change.successor);
5103 if (changing_element[element].post_change_function)
5104 changing_element[element].post_change_function(x, y);
5108 static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
5112 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5115 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5117 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5118 element_info[i].change.trigger != trigger_element)
5121 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5123 if (Feld[x][y] == i)
5125 ChangeDelay[x][y] = 1;
5126 ChangeElement(x, y);
5132 static void CheckPlayerElementChange(int x, int y, int element,
5135 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5139 ChangeDelay[x][y] = 1;
5140 ChangeElement(x, y);
5142 ChangeElementDoIt(x, y, element_info[element].change.successor);
5146 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5148 static byte stored_player_action[MAX_PLAYERS];
5149 static int num_stored_actions = 0;
5150 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5151 int left = player_action & JOY_LEFT;
5152 int right = player_action & JOY_RIGHT;
5153 int up = player_action & JOY_UP;
5154 int down = player_action & JOY_DOWN;
5155 int button1 = player_action & JOY_BUTTON_1;
5156 int button2 = player_action & JOY_BUTTON_2;
5157 int dx = (left ? -1 : right ? 1 : 0);
5158 int dy = (up ? -1 : down ? 1 : 0);
5160 stored_player_action[player->index_nr] = 0;
5161 num_stored_actions++;
5163 if (!player->active || tape.pausing)
5169 snapped = SnapField(player, dx, dy);
5173 bombed = PlaceBomb(player);
5174 moved = MoveFigure(player, dx, dy);
5177 if (tape.single_step && tape.recording && !tape.pausing)
5179 if (button1 || (bombed && !moved))
5181 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5182 SnapField(player, 0, 0); /* stop snapping */
5186 stored_player_action[player->index_nr] = player_action;
5190 /* no actions for this player (no input at player's configured device) */
5192 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5193 SnapField(player, 0, 0);
5194 CheckGravityMovement(player);
5196 if (player->MovPos == 0)
5199 printf("Trying... Player frame reset\n");
5202 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5205 if (player->MovPos == 0) /* needed for tape.playing */
5206 player->is_moving = FALSE;
5209 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5211 TapeRecordAction(stored_player_action);
5212 num_stored_actions = 0;
5218 static unsigned long action_delay = 0;
5219 unsigned long action_delay_value;
5220 int magic_wall_x = 0, magic_wall_y = 0;
5221 int i, x, y, element, graphic;
5222 byte *recorded_player_action;
5223 byte summarized_player_action = 0;
5225 if (game_status != GAME_MODE_PLAYING)
5228 action_delay_value =
5229 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5231 if (tape.playing && tape.index_search && !tape.pausing)
5232 action_delay_value = 0;
5234 /* ---------- main game synchronization point ---------- */
5236 WaitUntilDelayReached(&action_delay, action_delay_value);
5238 if (network_playing && !network_player_action_received)
5242 printf("DEBUG: try to get network player actions in time\n");
5246 #if defined(PLATFORM_UNIX)
5247 /* last chance to get network player actions without main loop delay */
5251 if (game_status != GAME_MODE_PLAYING)
5254 if (!network_player_action_received)
5258 printf("DEBUG: failed to get network player actions in time\n");
5268 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5270 for (i=0; i<MAX_PLAYERS; i++)
5272 summarized_player_action |= stored_player[i].action;
5274 if (!network_playing)
5275 stored_player[i].effective_action = stored_player[i].action;
5278 #if defined(PLATFORM_UNIX)
5279 if (network_playing)
5280 SendToServer_MovePlayer(summarized_player_action);
5283 if (!options.network && !setup.team_mode)
5284 local_player->effective_action = summarized_player_action;
5286 for (i=0; i<MAX_PLAYERS; i++)
5288 int actual_player_action = stored_player[i].effective_action;
5290 if (stored_player[i].programmed_action)
5291 actual_player_action = stored_player[i].programmed_action;
5293 if (recorded_player_action)
5294 actual_player_action = recorded_player_action[i];
5296 PlayerActions(&stored_player[i], actual_player_action);
5297 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5300 network_player_action_received = FALSE;
5302 ScrollScreen(NULL, SCROLL_GO_ON);
5308 for (i=0; i<MAX_PLAYERS; i++)
5309 stored_player[i].Frame++;
5313 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5315 for (i=0; i<MAX_PLAYERS; i++)
5317 struct PlayerInfo *player = &stored_player[i];
5321 if (player->active && player->Pushing && player->is_moving &&
5324 ContinueMoving(x, y);
5326 /* continue moving after pushing (this is actually a bug) */
5327 if (!IS_MOVING(x, y))
5336 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5339 if (JustStopped[x][y] > 0)
5340 JustStopped[x][y]--;
5345 if (IS_BLOCKED(x, y))
5349 Blocked2Moving(x, y, &oldx, &oldy);
5350 if (!IS_MOVING(oldx, oldy))
5352 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5353 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5354 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5355 printf("GameActions(): This should never happen!\n");
5361 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5363 element = Feld[x][y];
5365 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5367 graphic = el2img(element);
5373 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5375 element = graphic = 0;
5379 if (graphic_info[graphic].anim_global_sync)
5380 GfxFrame[x][y] = FrameCounter;
5382 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5383 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5384 ResetRandomAnimationValue(x, y);
5386 SetRandomAnimationValue(x, y);
5389 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5392 if (IS_INACTIVE(element))
5394 if (IS_ANIMATED(graphic))
5395 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5401 /* this may take place after moving, so 'element' may have changed */
5402 if (IS_CHANGING(x, y))
5404 ChangeElement(x, y);
5405 element = Feld[x][y];
5406 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5410 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5415 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5417 if (element == EL_PACMAN)
5418 printf("::: %d, %d, %d\n",
5419 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5422 if (element == EL_YAMYAM)
5423 printf("::: %d, %d, %d\n",
5424 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5428 if (IS_ANIMATED(graphic) &&
5432 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5435 if (element == EL_YAMYAM)
5436 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5440 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5441 EdelsteinFunkeln(x, y);
5443 else if ((element == EL_ACID ||
5444 element == EL_EXIT_OPEN ||
5445 element == EL_SP_EXIT_OPEN ||
5446 element == EL_SP_TERMINAL ||
5447 element == EL_SP_TERMINAL_ACTIVE ||
5448 element == EL_EXTRA_TIME ||
5449 element == EL_SHIELD_NORMAL ||
5450 element == EL_SHIELD_DEADLY) &&
5451 IS_ANIMATED(graphic))
5452 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5453 else if (IS_MOVING(x, y))
5454 ContinueMoving(x, y);
5455 else if (IS_ACTIVE_BOMB(element))
5456 CheckDynamite(x, y);
5458 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5459 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5461 else if (element == EL_AMOEBA_GROWING)
5462 AmoebeWaechst(x, y);
5463 else if (element == EL_AMOEBA_SHRINKING)
5464 AmoebaDisappearing(x, y);
5466 #if !USE_NEW_AMOEBA_CODE
5467 else if (IS_AMOEBALIVE(element))
5468 AmoebeAbleger(x, y);
5471 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5473 else if (element == EL_EXIT_CLOSED)
5475 else if (element == EL_SP_EXIT_CLOSED)
5477 else if (element == EL_EXPANDABLE_WALL_GROWING)
5479 else if (element == EL_EXPANDABLE_WALL ||
5480 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5481 element == EL_EXPANDABLE_WALL_VERTICAL ||
5482 element == EL_EXPANDABLE_WALL_ANY)
5484 else if (element == EL_FLAMES)
5485 CheckForDragon(x, y);
5487 else if (IS_AUTO_CHANGING(element))
5488 ChangeElement(x, y);
5490 else if (element == EL_EXPLOSION)
5491 ; /* drawing of correct explosion animation is handled separately */
5492 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5493 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5496 /* this may take place after moving, so 'element' may have changed */
5497 if (IS_AUTO_CHANGING(Feld[x][y]))
5498 ChangeElement(x, y);
5501 if (IS_BELT_ACTIVE(element))
5502 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5504 if (game.magic_wall_active)
5506 int jx = local_player->jx, jy = local_player->jy;
5508 /* play the element sound at the position nearest to the player */
5509 if ((element == EL_MAGIC_WALL_FULL ||
5510 element == EL_MAGIC_WALL_ACTIVE ||
5511 element == EL_MAGIC_WALL_EMPTYING ||
5512 element == EL_BD_MAGIC_WALL_FULL ||
5513 element == EL_BD_MAGIC_WALL_ACTIVE ||
5514 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5515 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5523 #if USE_NEW_AMOEBA_CODE
5524 /* new experimental amoeba growth stuff */
5526 if (!(FrameCounter % 8))
5529 static unsigned long random = 1684108901;
5531 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5534 x = (random >> 10) % lev_fieldx;
5535 y = (random >> 20) % lev_fieldy;
5537 x = RND(lev_fieldx);
5538 y = RND(lev_fieldy);
5540 element = Feld[x][y];
5542 if (!IS_PLAYER(x,y) &&
5543 (element == EL_EMPTY ||
5544 element == EL_SAND ||
5545 element == EL_QUICKSAND_EMPTY ||
5546 element == EL_ACID_SPLASH_LEFT ||
5547 element == EL_ACID_SPLASH_RIGHT))
5549 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5550 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5551 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5552 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5553 Feld[x][y] = EL_AMOEBA_DROP;
5556 random = random * 129 + 1;
5562 if (game.explosions_delayed)
5565 game.explosions_delayed = FALSE;
5567 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5569 element = Feld[x][y];
5571 if (ExplodeField[x][y])
5572 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5573 else if (element == EL_EXPLOSION)
5574 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5576 ExplodeField[x][y] = EX_NO_EXPLOSION;
5579 game.explosions_delayed = TRUE;
5582 if (game.magic_wall_active)
5584 if (!(game.magic_wall_time_left % 4))
5586 int element = Feld[magic_wall_x][magic_wall_y];
5588 if (element == EL_BD_MAGIC_WALL_FULL ||
5589 element == EL_BD_MAGIC_WALL_ACTIVE ||
5590 element == EL_BD_MAGIC_WALL_EMPTYING)
5591 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5593 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5596 if (game.magic_wall_time_left > 0)
5598 game.magic_wall_time_left--;
5599 if (!game.magic_wall_time_left)
5601 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5603 element = Feld[x][y];
5605 if (element == EL_MAGIC_WALL_ACTIVE ||
5606 element == EL_MAGIC_WALL_FULL)
5608 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5609 DrawLevelField(x, y);
5611 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5612 element == EL_BD_MAGIC_WALL_FULL)
5614 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5615 DrawLevelField(x, y);
5619 game.magic_wall_active = FALSE;
5624 if (game.light_time_left > 0)
5626 game.light_time_left--;
5628 if (game.light_time_left == 0)
5629 RedrawAllLightSwitchesAndInvisibleElements();
5632 if (game.timegate_time_left > 0)
5634 game.timegate_time_left--;
5636 if (game.timegate_time_left == 0)
5637 CloseAllOpenTimegates();
5640 for (i=0; i<MAX_PLAYERS; i++)
5642 struct PlayerInfo *player = &stored_player[i];
5644 if (SHIELD_ON(player))
5646 if (player->shield_deadly_time_left)
5647 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5648 else if (player->shield_normal_time_left)
5649 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5653 if (TimeFrames >= (1000 / GameFrameDelay))
5658 for (i=0; i<MAX_PLAYERS; i++)
5660 struct PlayerInfo *player = &stored_player[i];
5662 if (SHIELD_ON(player))
5664 player->shield_normal_time_left--;
5666 if (player->shield_deadly_time_left > 0)
5667 player->shield_deadly_time_left--;
5671 if (tape.recording || tape.playing)
5672 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5678 if (TimeLeft <= 10 && setup.time_limit)
5679 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5681 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5683 if (!TimeLeft && setup.time_limit)
5684 for (i=0; i<MAX_PLAYERS; i++)
5685 KillHero(&stored_player[i]);
5687 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5688 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5693 if (options.debug) /* calculate frames per second */
5695 static unsigned long fps_counter = 0;
5696 static int fps_frames = 0;
5697 unsigned long fps_delay_ms = Counter() - fps_counter;
5701 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5703 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5706 fps_counter = Counter();
5709 redraw_mask |= REDRAW_FPS;
5713 if (stored_player[0].jx != stored_player[0].last_jx ||
5714 stored_player[0].jy != stored_player[0].last_jy)
5715 printf("::: %d, %d, %d, %d, %d\n",
5716 stored_player[0].MovDir,
5717 stored_player[0].MovPos,
5718 stored_player[0].GfxPos,
5719 stored_player[0].Frame,
5720 stored_player[0].StepFrame);
5727 for (i=0; i<MAX_PLAYERS; i++)
5730 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5732 stored_player[i].Frame += move_frames;
5734 if (stored_player[i].MovPos != 0)
5735 stored_player[i].StepFrame += move_frames;
5740 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5742 int min_x = x, min_y = y, max_x = x, max_y = y;
5745 for (i=0; i<MAX_PLAYERS; i++)
5747 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5749 if (!stored_player[i].active || &stored_player[i] == player)
5752 min_x = MIN(min_x, jx);
5753 min_y = MIN(min_y, jy);
5754 max_x = MAX(max_x, jx);
5755 max_y = MAX(max_y, jy);
5758 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5761 static boolean AllPlayersInVisibleScreen()
5765 for (i=0; i<MAX_PLAYERS; i++)
5767 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5769 if (!stored_player[i].active)
5772 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5779 void ScrollLevel(int dx, int dy)
5781 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5784 BlitBitmap(drawto_field, drawto_field,
5785 FX + TILEX*(dx == -1) - softscroll_offset,
5786 FY + TILEY*(dy == -1) - softscroll_offset,
5787 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5788 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5789 FX + TILEX*(dx == 1) - softscroll_offset,
5790 FY + TILEY*(dy == 1) - softscroll_offset);
5794 x = (dx == 1 ? BX1 : BX2);
5795 for (y=BY1; y<=BY2; y++)
5796 DrawScreenField(x, y);
5801 y = (dy == 1 ? BY1 : BY2);
5802 for (x=BX1; x<=BX2; x++)
5803 DrawScreenField(x, y);
5806 redraw_mask |= REDRAW_FIELD;
5809 static void CheckGravityMovement(struct PlayerInfo *player)
5811 if (level.gravity && !player->programmed_action)
5813 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5814 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5816 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5817 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5818 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5819 int jx = player->jx, jy = player->jy;
5820 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5821 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5822 int new_jx = jx + dx, new_jy = jy + dy;
5823 boolean field_under_player_is_free =
5824 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5825 boolean player_is_moving_to_valid_field =
5826 (IN_LEV_FIELD(new_jx, new_jy) &&
5827 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5828 Feld[new_jx][new_jy] == EL_SAND));
5830 if (field_under_player_is_free &&
5831 !player_is_moving_to_valid_field &&
5832 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5833 player->programmed_action = MV_DOWN;
5839 -----------------------------------------------------------------------------
5840 dx, dy: direction (non-diagonal) to try to move the player to
5841 real_dx, real_dy: direction as read from input device (can be diagonal)
5844 boolean MoveFigureOneStep(struct PlayerInfo *player,
5845 int dx, int dy, int real_dx, int real_dy)
5847 int jx = player->jx, jy = player->jy;
5848 int new_jx = jx+dx, new_jy = jy+dy;
5852 if (!player->active || (!dx && !dy))
5853 return MF_NO_ACTION;
5855 player->MovDir = (dx < 0 ? MV_LEFT :
5858 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5860 if (!IN_LEV_FIELD(new_jx, new_jy))
5861 return MF_NO_ACTION;
5863 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5864 return MF_NO_ACTION;
5867 element = MovingOrBlocked2Element(new_jx, new_jy);
5869 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5872 if (DONT_RUN_INTO(element))
5874 if (element == EL_ACID && dx == 0 && dy == 1)
5877 Feld[jx][jy] = EL_PLAYER_1;
5878 InitMovingField(jx, jy, MV_DOWN);
5879 Store[jx][jy] = EL_ACID;
5880 ContinueMoving(jx, jy);
5884 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5889 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5890 if (can_move != MF_MOVING)
5893 StorePlayer[jx][jy] = 0;
5894 player->last_jx = jx;
5895 player->last_jy = jy;
5896 jx = player->jx = new_jx;
5897 jy = player->jy = new_jy;
5898 StorePlayer[jx][jy] = player->element_nr;
5901 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5903 ScrollFigure(player, SCROLL_INIT);
5908 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5910 int jx = player->jx, jy = player->jy;
5911 int old_jx = jx, old_jy = jy;
5912 int moved = MF_NO_ACTION;
5914 if (!player->active || (!dx && !dy))
5918 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5922 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5923 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5927 /* remove the last programmed player action */
5928 player->programmed_action = 0;
5932 /* should only happen if pre-1.2 tape recordings are played */
5933 /* this is only for backward compatibility */
5935 int original_move_delay_value = player->move_delay_value;
5938 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5942 /* scroll remaining steps with finest movement resolution */
5943 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5945 while (player->MovPos)
5947 ScrollFigure(player, SCROLL_GO_ON);
5948 ScrollScreen(NULL, SCROLL_GO_ON);
5954 player->move_delay_value = original_move_delay_value;
5957 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5959 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5960 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5964 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5965 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5971 if (moved & MF_MOVING && !ScreenMovPos &&
5972 (player == local_player || !options.network))
5974 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5975 int offset = (setup.scroll_delay ? 3 : 0);
5977 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5979 /* actual player has left the screen -- scroll in that direction */
5980 if (jx != old_jx) /* player has moved horizontally */
5981 scroll_x += (jx - old_jx);
5982 else /* player has moved vertically */
5983 scroll_y += (jy - old_jy);
5987 if (jx != old_jx) /* player has moved horizontally */
5989 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5990 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5991 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5993 /* don't scroll over playfield boundaries */
5994 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5995 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5997 /* don't scroll more than one field at a time */
5998 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6000 /* don't scroll against the player's moving direction */
6001 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6002 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6003 scroll_x = old_scroll_x;
6005 else /* player has moved vertically */
6007 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6008 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6009 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6011 /* don't scroll over playfield boundaries */
6012 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6013 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6015 /* don't scroll more than one field at a time */
6016 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6018 /* don't scroll against the player's moving direction */
6019 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6020 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6021 scroll_y = old_scroll_y;
6025 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6027 if (!options.network && !AllPlayersInVisibleScreen())
6029 scroll_x = old_scroll_x;
6030 scroll_y = old_scroll_y;
6034 ScrollScreen(player, SCROLL_INIT);
6035 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6042 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6044 if (!(moved & MF_MOVING) && !player->Pushing)
6049 player->StepFrame = 0;
6051 if (moved & MF_MOVING)
6053 if (old_jx != jx && old_jy == jy)
6054 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6055 else if (old_jx == jx && old_jy != jy)
6056 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6058 DrawLevelField(jx, jy); /* for "crumbled sand" */
6060 player->last_move_dir = player->MovDir;
6061 player->is_moving = TRUE;
6065 CheckGravityMovement(player);
6068 player->last_move_dir = MV_NO_MOVING;
6070 player->is_moving = FALSE;
6073 TestIfHeroTouchesBadThing(jx, jy);
6075 if (!player->active)
6081 void ScrollFigure(struct PlayerInfo *player, int mode)
6083 int jx = player->jx, jy = player->jy;
6084 int last_jx = player->last_jx, last_jy = player->last_jy;
6085 int move_stepsize = TILEX / player->move_delay_value;
6087 if (!player->active || !player->MovPos)
6090 if (mode == SCROLL_INIT)
6092 player->actual_frame_counter = FrameCounter;
6093 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6095 if (Feld[last_jx][last_jy] == EL_EMPTY)
6096 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6101 else if (!FrameReached(&player->actual_frame_counter, 1))
6104 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6105 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6107 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6108 Feld[last_jx][last_jy] = EL_EMPTY;
6110 /* before DrawPlayer() to draw correct player graphic for this case */
6111 if (player->MovPos == 0)
6112 CheckGravityMovement(player);
6116 if (player->MovPos == 0)
6118 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6120 /* continue with normal speed after quickly moving through gate */
6121 HALVE_PLAYER_SPEED(player);
6123 /* be able to make the next move without delay */
6124 player->move_delay = 0;
6127 player->last_jx = jx;
6128 player->last_jy = jy;
6130 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6131 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6135 if (local_player->friends_still_needed == 0 ||
6136 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6137 player->LevelSolved = player->GameOver = TRUE;
6140 if (tape.single_step && tape.recording && !tape.pausing &&
6141 !player->programmed_action)
6142 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6146 void ScrollScreen(struct PlayerInfo *player, int mode)
6148 static unsigned long screen_frame_counter = 0;
6150 if (mode == SCROLL_INIT)
6152 /* set scrolling step size according to actual player's moving speed */
6153 ScrollStepSize = TILEX / player->move_delay_value;
6155 screen_frame_counter = FrameCounter;
6156 ScreenMovDir = player->MovDir;
6157 ScreenMovPos = player->MovPos;
6158 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6161 else if (!FrameReached(&screen_frame_counter, 1))
6166 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6167 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6168 redraw_mask |= REDRAW_FIELD;
6171 ScreenMovDir = MV_NO_MOVING;
6174 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6176 int i, kill_x = -1, kill_y = -1;
6177 static int test_xy[4][2] =
6184 static int test_dir[4] =
6194 int test_x, test_y, test_move_dir, test_element;
6196 test_x = good_x + test_xy[i][0];
6197 test_y = good_y + test_xy[i][1];
6198 if (!IN_LEV_FIELD(test_x, test_y))
6202 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6205 test_element = Feld[test_x][test_y];
6207 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6210 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6211 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6213 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6214 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6222 if (kill_x != -1 || kill_y != -1)
6224 if (IS_PLAYER(good_x, good_y))
6226 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6228 if (player->shield_deadly_time_left > 0)
6229 Bang(kill_x, kill_y);
6230 else if (!PLAYER_PROTECTED(good_x, good_y))
6234 Bang(good_x, good_y);
6238 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6240 int i, kill_x = -1, kill_y = -1;
6241 int bad_element = Feld[bad_x][bad_y];
6242 static int test_xy[4][2] =
6249 static int test_dir[4] =
6257 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6262 int test_x, test_y, test_move_dir, test_element;
6264 test_x = bad_x + test_xy[i][0];
6265 test_y = bad_y + test_xy[i][1];
6266 if (!IN_LEV_FIELD(test_x, test_y))
6270 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6272 test_element = Feld[test_x][test_y];
6274 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6275 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6277 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6278 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6280 /* good thing is player or penguin that does not move away */
6281 if (IS_PLAYER(test_x, test_y))
6283 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6285 if (bad_element == EL_ROBOT && player->is_moving)
6286 continue; /* robot does not kill player if he is moving */
6292 else if (test_element == EL_PENGUIN)
6301 if (kill_x != -1 || kill_y != -1)
6303 if (IS_PLAYER(kill_x, kill_y))
6305 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6308 int dir = player->MovDir;
6309 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6310 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6312 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6313 newx != bad_x && newy != bad_y)
6314 ; /* robot does not kill player if he is moving */
6316 printf("-> %d\n", player->MovDir);
6318 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6319 newx != bad_x && newy != bad_y)
6320 ; /* robot does not kill player if he is moving */
6325 if (player->shield_deadly_time_left > 0)
6327 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6331 Bang(kill_x, kill_y);
6335 void TestIfHeroTouchesBadThing(int x, int y)
6337 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6340 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6342 TestIfGoodThingHitsBadThing(x, y, move_dir);
6345 void TestIfBadThingTouchesHero(int x, int y)
6347 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6350 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6352 TestIfBadThingHitsGoodThing(x, y, move_dir);
6355 void TestIfFriendTouchesBadThing(int x, int y)
6357 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6360 void TestIfBadThingTouchesFriend(int x, int y)
6362 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6365 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6367 int i, kill_x = bad_x, kill_y = bad_y;
6368 static int xy[4][2] =
6380 x = bad_x + xy[i][0];
6381 y = bad_y + xy[i][1];
6382 if (!IN_LEV_FIELD(x, y))
6385 element = Feld[x][y];
6386 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6387 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6395 if (kill_x != bad_x || kill_y != bad_y)
6399 void KillHero(struct PlayerInfo *player)
6401 int jx = player->jx, jy = player->jy;
6403 if (!player->active)
6406 /* remove accessible field at the player's position */
6407 Feld[jx][jy] = EL_EMPTY;
6409 /* deactivate shield (else Bang()/Explode() would not work right) */
6410 player->shield_normal_time_left = 0;
6411 player->shield_deadly_time_left = 0;
6417 static void KillHeroUnlessProtected(int x, int y)
6419 if (!PLAYER_PROTECTED(x, y))
6420 KillHero(PLAYERINFO(x, y));
6423 void BuryHero(struct PlayerInfo *player)
6425 int jx = player->jx, jy = player->jy;
6427 if (!player->active)
6431 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6433 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6435 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6437 player->GameOver = TRUE;
6441 void RemoveHero(struct PlayerInfo *player)
6443 int jx = player->jx, jy = player->jy;
6444 int i, found = FALSE;
6446 player->present = FALSE;
6447 player->active = FALSE;
6449 if (!ExplodeField[jx][jy])
6450 StorePlayer[jx][jy] = 0;
6452 for (i=0; i<MAX_PLAYERS; i++)
6453 if (stored_player[i].active)
6457 AllPlayersGone = TRUE;
6464 =============================================================================
6465 checkDiagonalPushing()
6466 -----------------------------------------------------------------------------
6467 check if diagonal input device direction results in pushing of object
6468 (by checking if the alternative direction is walkable, diggable, ...)
6469 =============================================================================
6472 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6473 int x, int y, int real_dx, int real_dy)
6475 int jx, jy, dx, dy, xx, yy;
6477 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6480 /* diagonal direction: check alternative direction */
6485 xx = jx + (dx == 0 ? real_dx : 0);
6486 yy = jy + (dy == 0 ? real_dy : 0);
6488 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6492 =============================================================================
6494 -----------------------------------------------------------------------------
6495 x, y: field next to player (non-diagonal) to try to dig to
6496 real_dx, real_dy: direction as read from input device (can be diagonal)
6497 =============================================================================
6500 int DigField(struct PlayerInfo *player,
6501 int x, int y, int real_dx, int real_dy, int mode)
6503 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6504 int jx = player->jx, jy = player->jy;
6505 int dx = x - jx, dy = y - jy;
6506 int nextx = x + dx, nexty = y + dy;
6507 int move_direction = (dx == -1 ? MV_LEFT :
6508 dx == +1 ? MV_RIGHT :
6510 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6513 if (player->MovPos == 0)
6515 player->is_digging = FALSE;
6516 player->is_collecting = FALSE;
6519 if (player->MovPos == 0) /* last pushing move finished */
6520 player->Pushing = FALSE;
6522 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6524 player->Switching = FALSE;
6525 player->push_delay = 0;
6527 return MF_NO_ACTION;
6530 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6531 return MF_NO_ACTION;
6534 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6536 if (IS_TUBE(Feld[jx][jy]) ||
6537 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6541 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6542 int tube_leave_directions[][2] =
6544 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6545 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6546 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6547 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6548 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6549 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6550 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6551 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6552 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6553 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6554 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6555 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6558 while (tube_leave_directions[i][0] != tube_element)
6561 if (tube_leave_directions[i][0] == -1) /* should not happen */
6565 if (!(tube_leave_directions[i][1] & move_direction))
6566 return MF_NO_ACTION; /* tube has no opening in this direction */
6569 element = Feld[x][y];
6571 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6572 game.engine_version >= VERSION_IDENT(2,2,0))
6573 return MF_NO_ACTION;
6577 case EL_ROBOT_WHEEL:
6578 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6581 DrawLevelField(x, y);
6582 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6586 case EL_SP_TERMINAL:
6590 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6592 for (yy=0; yy<lev_fieldy; yy++)
6594 for (xx=0; xx<lev_fieldx; xx++)
6596 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6598 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6599 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6607 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6608 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6609 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6610 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6611 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6612 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6613 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6614 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6615 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6616 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6617 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6618 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6619 if (!player->Switching)
6621 player->Switching = TRUE;
6622 ToggleBeltSwitch(x, y);
6623 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6628 case EL_SWITCHGATE_SWITCH_UP:
6629 case EL_SWITCHGATE_SWITCH_DOWN:
6630 if (!player->Switching)
6632 player->Switching = TRUE;
6633 ToggleSwitchgateSwitch(x, y);
6634 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6639 case EL_LIGHT_SWITCH:
6640 case EL_LIGHT_SWITCH_ACTIVE:
6641 if (!player->Switching)
6643 player->Switching = TRUE;
6644 ToggleLightSwitch(x, y);
6645 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6646 SND_LIGHT_SWITCH_ACTIVATING :
6647 SND_LIGHT_SWITCH_DEACTIVATING);
6652 case EL_TIMEGATE_SWITCH:
6653 ActivateTimegateSwitch(x, y);
6654 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6659 case EL_BALLOON_SWITCH_LEFT:
6660 case EL_BALLOON_SWITCH_RIGHT:
6661 case EL_BALLOON_SWITCH_UP:
6662 case EL_BALLOON_SWITCH_DOWN:
6663 case EL_BALLOON_SWITCH_ANY:
6664 if (element == EL_BALLOON_SWITCH_ANY)
6665 game.balloon_dir = move_direction;
6667 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6668 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6669 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6670 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6672 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6677 case EL_SP_PORT_LEFT:
6678 case EL_SP_PORT_RIGHT:
6680 case EL_SP_PORT_DOWN:
6681 case EL_SP_PORT_HORIZONTAL:
6682 case EL_SP_PORT_VERTICAL:
6683 case EL_SP_PORT_ANY:
6684 case EL_SP_GRAVITY_PORT_LEFT:
6685 case EL_SP_GRAVITY_PORT_RIGHT:
6686 case EL_SP_GRAVITY_PORT_UP:
6687 case EL_SP_GRAVITY_PORT_DOWN:
6689 element != EL_SP_PORT_LEFT &&
6690 element != EL_SP_GRAVITY_PORT_LEFT &&
6691 element != EL_SP_PORT_HORIZONTAL &&
6692 element != EL_SP_PORT_ANY) ||
6694 element != EL_SP_PORT_RIGHT &&
6695 element != EL_SP_GRAVITY_PORT_RIGHT &&
6696 element != EL_SP_PORT_HORIZONTAL &&
6697 element != EL_SP_PORT_ANY) ||
6699 element != EL_SP_PORT_UP &&
6700 element != EL_SP_GRAVITY_PORT_UP &&
6701 element != EL_SP_PORT_VERTICAL &&
6702 element != EL_SP_PORT_ANY) ||
6704 element != EL_SP_PORT_DOWN &&
6705 element != EL_SP_GRAVITY_PORT_DOWN &&
6706 element != EL_SP_PORT_VERTICAL &&
6707 element != EL_SP_PORT_ANY) ||
6708 !IN_LEV_FIELD(nextx, nexty) ||
6709 !IS_FREE(nextx, nexty))
6710 return MF_NO_ACTION;
6712 /* automatically move to the next field with double speed */
6713 player->programmed_action = move_direction;
6714 DOUBLE_PLAYER_SPEED(player);
6716 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6720 case EL_TUBE_VERTICAL:
6721 case EL_TUBE_HORIZONTAL:
6722 case EL_TUBE_VERTICAL_LEFT:
6723 case EL_TUBE_VERTICAL_RIGHT:
6724 case EL_TUBE_HORIZONTAL_UP:
6725 case EL_TUBE_HORIZONTAL_DOWN:
6726 case EL_TUBE_LEFT_UP:
6727 case EL_TUBE_LEFT_DOWN:
6728 case EL_TUBE_RIGHT_UP:
6729 case EL_TUBE_RIGHT_DOWN:
6732 int tube_enter_directions[][2] =
6734 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6735 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6736 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6737 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6738 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6739 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6740 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6741 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6742 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6743 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6744 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6745 { -1, MV_NO_MOVING }
6748 while (tube_enter_directions[i][0] != element)
6751 if (tube_enter_directions[i][0] == -1) /* should not happen */
6755 if (!(tube_enter_directions[i][1] & move_direction))
6756 return MF_NO_ACTION; /* tube has no opening in this direction */
6758 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
6763 Feld[x][y] = EL_LAMP_ACTIVE;
6764 local_player->lights_still_needed--;
6765 DrawLevelField(x, y);
6766 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6770 case EL_TIME_ORB_FULL:
6771 Feld[x][y] = EL_TIME_ORB_EMPTY;
6773 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6774 DrawLevelField(x, y);
6775 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6781 if (IS_WALKABLE(element))
6783 int sound_action = ACTION_WALKING;
6785 if (element >= EL_GATE_1 && element <= EL_GATE_4)
6787 if (!player->key[element - EL_GATE_1])
6788 return MF_NO_ACTION;
6790 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
6792 if (!player->key[element - EL_GATE_1_GRAY])
6793 return MF_NO_ACTION;
6795 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
6797 sound_action = ACTION_PASSING; /* player is passing exit */
6799 else if (element == EL_EMPTY)
6801 sound_action = ACTION_MOVING; /* nothing to walk on */
6804 /* play sound from background or player, whatever is available */
6805 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
6806 PlaySoundLevelElementAction(x, y, element, sound_action);
6808 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
6812 else if (IS_PASSABLE(element))
6814 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
6815 return MF_NO_ACTION;
6817 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
6819 if (!player->key[element - EL_EM_GATE_1])
6820 return MF_NO_ACTION;
6822 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
6824 if (!player->key[element - EL_EM_GATE_1_GRAY])
6825 return MF_NO_ACTION;
6828 /* automatically move to the next field with double speed */
6829 player->programmed_action = move_direction;
6830 DOUBLE_PLAYER_SPEED(player);
6832 PlaySoundLevelAction(x, y, ACTION_PASSING);
6836 else if (IS_DIGGABLE(element))
6840 if (mode != DF_SNAP)
6843 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
6844 player->is_digging = TRUE;
6847 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6851 else if (IS_COLLECTIBLE(element))
6855 if (mode != DF_SNAP)
6857 GfxElement[x][y] = element;
6858 player->is_collecting = TRUE;
6861 if (element == EL_SPEED_PILL)
6862 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6863 else if (element == EL_EXTRA_TIME && level.time > 0)
6866 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6868 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
6870 player->shield_normal_time_left += 10;
6871 if (element == EL_SHIELD_DEADLY)
6872 player->shield_deadly_time_left += 10;
6874 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
6877 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6879 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6880 int2str(local_player->dynamite, 3), FONT_TEXT_2);
6882 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
6884 player->dynabomb_count++;
6885 player->dynabombs_left++;
6887 else if (element == EL_DYNABOMB_INCREASE_SIZE)
6889 player->dynabomb_size++;
6891 else if (element == EL_DYNABOMB_INCREASE_POWER)
6893 player->dynabomb_xl = TRUE;
6895 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
6896 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
6898 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
6899 element - EL_KEY_1 : element - EL_EM_KEY_1);
6901 player->key[key_nr] = TRUE;
6903 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6904 el2edimg(EL_KEY_1 + key_nr));
6905 redraw_mask |= REDRAW_DOOR_1;
6907 else if (element_info[element].collect_gem_count > 0)
6909 local_player->gems_still_needed -=
6910 element_info[element].collect_gem_count;
6911 if (local_player->gems_still_needed < 0)
6912 local_player->gems_still_needed = 0;
6914 DrawText(DX_EMERALDS, DY_EMERALDS,
6915 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6918 RaiseScoreElement(element);
6919 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6921 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6925 else if (IS_PUSHABLE(element))
6927 if (mode == DF_SNAP && element != EL_BD_ROCK)
6928 return MF_NO_ACTION;
6930 if (CAN_FALL(element) && dy)
6931 return MF_NO_ACTION;
6933 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
6934 !(element == EL_SPRING && use_spring_bug))
6935 return MF_NO_ACTION;
6937 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
6938 return MF_NO_ACTION;
6940 if (!player->Pushing &&
6941 game.engine_version >= RELEASE_IDENT(2,2,0,7))
6942 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
6944 player->Pushing = TRUE;
6946 if (!(IN_LEV_FIELD(nextx, nexty) &&
6947 (IS_FREE(nextx, nexty) ||
6948 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
6949 IS_SB_ELEMENT(element)))))
6950 return MF_NO_ACTION;
6952 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6953 return MF_NO_ACTION;
6955 if (player->push_delay == 0) /* new pushing; restart delay */
6956 player->push_delay = FrameCounter;
6958 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6959 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6960 element != EL_SPRING && element != EL_BALLOON)
6961 return MF_NO_ACTION;
6963 if (IS_SB_ELEMENT(element))
6965 if (element == EL_SOKOBAN_FIELD_FULL)
6967 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6968 local_player->sokobanfields_still_needed++;
6971 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
6973 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
6974 local_player->sokobanfields_still_needed--;
6977 Feld[x][y] = EL_SOKOBAN_OBJECT;
6979 if (Back[x][y] == Back[nextx][nexty])
6980 PlaySoundLevelAction(x, y, ACTION_PUSHING);
6981 else if (Back[x][y] != 0)
6982 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
6985 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
6988 if (local_player->sokobanfields_still_needed == 0 &&
6989 game.emulation == EMU_SOKOBAN)
6991 player->LevelSolved = player->GameOver = TRUE;
6992 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6996 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6998 InitMovingField(x, y, move_direction);
7000 if (mode == DF_SNAP)
7001 ContinueMoving(x, y);
7003 MovPos[x][y] = (dx != 0 ? dx : dy);
7005 Pushed[x][y] = TRUE;
7006 Pushed[nextx][nexty] = TRUE;
7008 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7009 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7011 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7012 CheckPlayerElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7018 CheckPlayerElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7021 return MF_NO_ACTION;
7024 player->push_delay = 0;
7026 if (Feld[x][y] != element) /* really digged/collected something */
7027 player->is_collecting = !player->is_digging;
7032 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7034 int jx = player->jx, jy = player->jy;
7035 int x = jx + dx, y = jy + dy;
7036 int snap_direction = (dx == -1 ? MV_LEFT :
7037 dx == +1 ? MV_RIGHT :
7039 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7041 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7044 if (!player->active || !IN_LEV_FIELD(x, y))
7052 if (player->MovPos == 0)
7053 player->Pushing = FALSE;
7055 player->snapped = FALSE;
7057 if (player->MovPos == 0)
7059 player->is_digging = FALSE;
7060 player->is_collecting = FALSE;
7066 if (player->snapped)
7069 player->MovDir = snap_direction;
7071 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7074 player->snapped = TRUE;
7075 player->is_digging = FALSE;
7076 player->is_collecting = FALSE;
7078 DrawLevelField(x, y);
7084 boolean PlaceBomb(struct PlayerInfo *player)
7086 int jx = player->jx, jy = player->jy;
7089 if (!player->active || player->MovPos)
7092 element = Feld[jx][jy];
7094 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7095 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7099 if (element != EL_EMPTY)
7103 if (element != EL_EMPTY)
7106 Store[jx][jy] = element;
7108 Back[jx][jy] = element;
7112 MovDelay[jx][jy] = 96;
7114 ResetGfxAnimation(jx, jy);
7115 ResetRandomAnimationValue(jx, jy);
7117 if (player->dynamite)
7119 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7120 EL_DYNAMITE_ACTIVE);
7123 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7125 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7128 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7130 if (game.emulation == EMU_SUPAPLEX)
7131 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7133 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7137 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7142 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7143 player->dynabombs_left--;
7145 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7146 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7148 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7154 /* ------------------------------------------------------------------------- */
7155 /* game sound playing functions */
7156 /* ------------------------------------------------------------------------- */
7158 static int *loop_sound_frame = NULL;
7159 static int *loop_sound_volume = NULL;
7161 void InitPlaySoundLevel()
7163 int num_sounds = getSoundListSize();
7165 if (loop_sound_frame != NULL)
7166 free(loop_sound_frame);
7168 if (loop_sound_volume != NULL)
7169 free(loop_sound_volume);
7171 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7172 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7175 static void PlaySoundLevel(int x, int y, int nr)
7177 int sx = SCREENX(x), sy = SCREENY(y);
7178 int volume, stereo_position;
7179 int max_distance = 8;
7180 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7182 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7183 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7186 if (!IN_LEV_FIELD(x, y) ||
7187 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7188 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7191 volume = SOUND_MAX_VOLUME;
7193 if (!IN_SCR_FIELD(sx, sy))
7195 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7196 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7198 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7201 stereo_position = (SOUND_MAX_LEFT +
7202 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7203 (SCR_FIELDX + 2 * max_distance));
7205 if (IS_LOOP_SOUND(nr))
7207 /* This assures that quieter loop sounds do not overwrite louder ones,
7208 while restarting sound volume comparison with each new game frame. */
7210 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7213 loop_sound_volume[nr] = volume;
7214 loop_sound_frame[nr] = FrameCounter;
7217 PlaySoundExt(nr, volume, stereo_position, type);
7220 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7222 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7223 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7224 y < LEVELY(BY1) ? LEVELY(BY1) :
7225 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7229 static void PlaySoundLevelAction(int x, int y, int action)
7231 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7234 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7236 int sound_effect = element_info[element].sound[action];
7238 if (sound_effect != SND_UNDEFINED)
7239 PlaySoundLevel(x, y, sound_effect);
7242 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7244 int sound_effect = element_info[Feld[x][y]].sound[action];
7246 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7247 PlaySoundLevel(x, y, sound_effect);
7250 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7252 int sound_effect = element_info[Feld[x][y]].sound[action];
7254 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7255 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7258 void RaiseScore(int value)
7260 local_player->score += value;
7261 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7264 void RaiseScoreElement(int element)
7270 case EL_EMERALD_YELLOW:
7271 case EL_EMERALD_RED:
7272 case EL_EMERALD_PURPLE:
7273 case EL_SP_INFOTRON:
7274 RaiseScore(level.score[SC_EMERALD]);
7277 RaiseScore(level.score[SC_DIAMOND]);
7280 RaiseScore(level.score[SC_CRYSTAL]);
7283 RaiseScore(level.score[SC_PEARL]);
7286 case EL_BD_BUTTERFLY:
7287 case EL_SP_ELECTRON:
7288 RaiseScore(level.score[SC_BUG]);
7292 case EL_SP_SNIKSNAK:
7293 RaiseScore(level.score[SC_SPACESHIP]);
7296 case EL_DARK_YAMYAM:
7297 RaiseScore(level.score[SC_YAMYAM]);
7300 RaiseScore(level.score[SC_ROBOT]);
7303 RaiseScore(level.score[SC_PACMAN]);
7306 RaiseScore(level.score[SC_NUT]);
7309 case EL_SP_DISK_RED:
7310 case EL_DYNABOMB_INCREASE_NUMBER:
7311 case EL_DYNABOMB_INCREASE_SIZE:
7312 case EL_DYNABOMB_INCREASE_POWER:
7313 RaiseScore(level.score[SC_DYNAMITE]);
7315 case EL_SHIELD_NORMAL:
7316 case EL_SHIELD_DEADLY:
7317 RaiseScore(level.score[SC_SHIELD]);
7320 RaiseScore(level.score[SC_TIME_BONUS]);
7326 RaiseScore(level.score[SC_KEY]);
7329 RaiseScore(element_info[element].collect_score);
7334 void RequestQuitGame(boolean ask_if_really_quit)
7336 if (AllPlayersGone ||
7337 !ask_if_really_quit ||
7338 level_editor_test_game ||
7339 Request("Do you really want to quit the game ?",
7340 REQ_ASK | REQ_STAY_CLOSED))
7342 #if defined(PLATFORM_UNIX)
7343 if (options.network)
7344 SendToServer_StopPlaying();
7348 game_status = GAME_MODE_MAIN;
7354 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7359 /* ---------- new game button stuff ---------------------------------------- */
7361 /* graphic position values for game buttons */
7362 #define GAME_BUTTON_XSIZE 30
7363 #define GAME_BUTTON_YSIZE 30
7364 #define GAME_BUTTON_XPOS 5
7365 #define GAME_BUTTON_YPOS 215
7366 #define SOUND_BUTTON_XPOS 5
7367 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7369 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7370 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7371 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7372 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7373 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7374 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7381 } gamebutton_info[NUM_GAME_BUTTONS] =
7384 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7389 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7394 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7399 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7400 SOUND_CTRL_ID_MUSIC,
7401 "background music on/off"
7404 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7405 SOUND_CTRL_ID_LOOPS,
7406 "sound loops on/off"
7409 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7410 SOUND_CTRL_ID_SIMPLE,
7411 "normal sounds on/off"
7415 void CreateGameButtons()
7419 for (i=0; i<NUM_GAME_BUTTONS; i++)
7421 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7422 struct GadgetInfo *gi;
7425 unsigned long event_mask;
7426 int gd_xoffset, gd_yoffset;
7427 int gd_x1, gd_x2, gd_y1, gd_y2;
7430 gd_xoffset = gamebutton_info[i].x;
7431 gd_yoffset = gamebutton_info[i].y;
7432 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7433 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7435 if (id == GAME_CTRL_ID_STOP ||
7436 id == GAME_CTRL_ID_PAUSE ||
7437 id == GAME_CTRL_ID_PLAY)
7439 button_type = GD_TYPE_NORMAL_BUTTON;
7441 event_mask = GD_EVENT_RELEASED;
7442 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7443 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7447 button_type = GD_TYPE_CHECK_BUTTON;
7449 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7450 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7451 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7452 event_mask = GD_EVENT_PRESSED;
7453 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7454 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7457 gi = CreateGadget(GDI_CUSTOM_ID, id,
7458 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7459 GDI_X, DX + gd_xoffset,
7460 GDI_Y, DY + gd_yoffset,
7461 GDI_WIDTH, GAME_BUTTON_XSIZE,
7462 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7463 GDI_TYPE, button_type,
7464 GDI_STATE, GD_BUTTON_UNPRESSED,
7465 GDI_CHECKED, checked,
7466 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7467 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7468 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7469 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7470 GDI_EVENT_MASK, event_mask,
7471 GDI_CALLBACK_ACTION, HandleGameButtons,
7475 Error(ERR_EXIT, "cannot create gadget");
7477 game_gadget[id] = gi;
7481 void FreeGameButtons()
7485 for (i=0; i<NUM_GAME_BUTTONS; i++)
7486 FreeGadget(game_gadget[i]);
7489 static void MapGameButtons()
7493 for (i=0; i<NUM_GAME_BUTTONS; i++)
7494 MapGadget(game_gadget[i]);
7497 void UnmapGameButtons()
7501 for (i=0; i<NUM_GAME_BUTTONS; i++)
7502 UnmapGadget(game_gadget[i]);
7505 static void HandleGameButtons(struct GadgetInfo *gi)
7507 int id = gi->custom_id;
7509 if (game_status != GAME_MODE_PLAYING)
7514 case GAME_CTRL_ID_STOP:
7515 RequestQuitGame(TRUE);
7518 case GAME_CTRL_ID_PAUSE:
7519 if (options.network)
7521 #if defined(PLATFORM_UNIX)
7523 SendToServer_ContinuePlaying();
7525 SendToServer_PausePlaying();
7529 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7532 case GAME_CTRL_ID_PLAY:
7535 #if defined(PLATFORM_UNIX)
7536 if (options.network)
7537 SendToServer_ContinuePlaying();
7541 tape.pausing = FALSE;
7542 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7547 case SOUND_CTRL_ID_MUSIC:
7548 if (setup.sound_music)
7550 setup.sound_music = FALSE;
7553 else if (audio.music_available)
7555 setup.sound = setup.sound_music = TRUE;
7556 PlayMusic(level_nr);
7560 case SOUND_CTRL_ID_LOOPS:
7561 if (setup.sound_loops)
7562 setup.sound_loops = FALSE;
7563 else if (audio.loops_available)
7564 setup.sound = setup.sound_loops = TRUE;
7567 case SOUND_CTRL_ID_SIMPLE:
7568 if (setup.sound_simple)
7569 setup.sound_simple = FALSE;
7570 else if (audio.sound_available)
7571 setup.sound = setup.sound_simple = TRUE;