1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
174 static void ChangeElementNow(int, int, int);
176 static void PlaySoundLevel(int, int, int);
177 static void PlaySoundLevelNearest(int, int, int);
178 static void PlaySoundLevelAction(int, int, int);
179 static void PlaySoundLevelElementAction(int, int, int, int);
180 static void PlaySoundLevelActionIfLoop(int, int, int);
181 static void StopSoundLevelActionIfLoop(int, int, int);
183 static void MapGameButtons();
184 static void HandleGameButtons(struct GadgetInfo *);
186 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
189 /* ------------------------------------------------------------------------- */
190 /* definition of elements that automatically change to other elements after */
191 /* a specified time, eventually calling a function when changing */
192 /* ------------------------------------------------------------------------- */
194 /* forward declaration for changer functions */
195 static void InitBuggyBase(int x, int y);
196 static void WarnBuggyBase(int x, int y);
198 static void InitTrap(int x, int y);
199 static void ActivateTrap(int x, int y);
200 static void ChangeActiveTrap(int x, int y);
202 static void InitRobotWheel(int x, int y);
203 static void RunRobotWheel(int x, int y);
204 static void StopRobotWheel(int x, int y);
206 static void InitTimegateWheel(int x, int y);
207 static void RunTimegateWheel(int x, int y);
209 struct ChangingElementInfo
214 void (*pre_change_function)(int x, int y);
215 void (*change_function)(int x, int y);
216 void (*post_change_function)(int x, int y);
219 static struct ChangingElementInfo changing_element_list[] =
246 EL_SWITCHGATE_OPENING,
254 EL_SWITCHGATE_CLOSING,
255 EL_SWITCHGATE_CLOSED,
287 EL_ACID_SPLASH_RIGHT,
296 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVATING,
304 EL_SP_BUGGY_BASE_ACTIVE,
311 EL_SP_BUGGY_BASE_ACTIVE,
335 EL_ROBOT_WHEEL_ACTIVE,
343 EL_TIMEGATE_SWITCH_ACTIVE,
364 int push_delay_fixed, push_delay_random;
369 { EL_BALLOON, 0, 0 },
371 { EL_SOKOBAN_OBJECT, 2, 0 },
372 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
373 { EL_SATELLITE, 2, 0 },
374 { EL_SP_DISK_YELLOW, 2, 0 },
376 { EL_UNDEFINED, 0, 0 },
384 move_stepsize_list[] =
386 { EL_AMOEBA_DROP, 2 },
387 { EL_AMOEBA_DROPPING, 2 },
388 { EL_QUICKSAND_FILLING, 1 },
389 { EL_QUICKSAND_EMPTYING, 1 },
390 { EL_MAGIC_WALL_FILLING, 2 },
391 { EL_BD_MAGIC_WALL_FILLING, 2 },
392 { EL_MAGIC_WALL_EMPTYING, 2 },
393 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
406 { EL_BD_DIAMOND, 1 },
407 { EL_EMERALD_YELLOW, 1 },
408 { EL_EMERALD_RED, 1 },
409 { EL_EMERALD_PURPLE, 1 },
411 { EL_SP_INFOTRON, 1 },
418 static boolean changing_element[MAX_NUM_ELEMENTS];
419 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
421 #define IS_AUTO_CHANGING(e) (changing_element[e])
422 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
423 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
424 IS_JUST_CHANGING(x, y))
427 void GetPlayerConfig()
429 if (!audio.sound_available)
432 if (!audio.loops_available)
433 setup.sound_loops = FALSE;
435 if (!audio.music_available)
436 setup.sound_music = FALSE;
438 if (!video.fullscreen_available)
439 setup.fullscreen = FALSE;
441 setup.sound_simple = setup.sound;
443 SetAudioMode(setup.sound);
447 static int getBeltNrFromBeltElement(int element)
449 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
450 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
451 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
454 static int getBeltNrFromBeltActiveElement(int element)
456 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
457 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
458 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
461 static int getBeltNrFromBeltSwitchElement(int element)
463 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
464 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
465 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
468 static int getBeltDirNrFromBeltSwitchElement(int element)
470 static int belt_base_element[4] =
472 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
473 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_4_SWITCH_LEFT
478 int belt_nr = getBeltNrFromBeltSwitchElement(element);
479 int belt_dir_nr = element - belt_base_element[belt_nr];
481 return (belt_dir_nr % 3);
484 static int getBeltDirFromBeltSwitchElement(int element)
486 static int belt_move_dir[3] =
493 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
495 return belt_move_dir[belt_dir_nr];
498 static void InitField(int x, int y, boolean init_game)
500 int element = Feld[x][y];
507 if (stored_player[0].present)
509 Feld[x][y] = EL_SP_MURPHY_CLONE;
514 stored_player[0].use_murphy_graphic = TRUE;
517 Feld[x][y] = EL_PLAYER_1;
526 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
527 int jx = player->jx, jy = player->jy;
529 player->present = TRUE;
531 if (!options.network || player->connected)
533 player->active = TRUE;
535 /* remove potentially duplicate players */
536 if (StorePlayer[jx][jy] == Feld[x][y])
537 StorePlayer[jx][jy] = 0;
539 StorePlayer[x][y] = Feld[x][y];
543 printf("Player %d activated.\n", player->element_nr);
544 printf("[Local player is %d and currently %s.]\n",
545 local_player->element_nr,
546 local_player->active ? "active" : "not active");
550 Feld[x][y] = EL_EMPTY;
551 player->jx = player->last_jx = x;
552 player->jy = player->last_jy = y;
557 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
558 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
559 else if (x > 0 && Feld[x-1][y] == EL_ACID)
560 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
561 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
562 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
563 else if (y > 0 && Feld[x][y-1] == EL_ACID)
564 Feld[x][y] = EL_ACID_POOL_BOTTOM;
565 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
566 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
574 case EL_SPACESHIP_RIGHT:
575 case EL_SPACESHIP_UP:
576 case EL_SPACESHIP_LEFT:
577 case EL_SPACESHIP_DOWN:
579 case EL_BD_BUTTERFLY_RIGHT:
580 case EL_BD_BUTTERFLY_UP:
581 case EL_BD_BUTTERFLY_LEFT:
582 case EL_BD_BUTTERFLY_DOWN:
583 case EL_BD_BUTTERFLY:
584 case EL_BD_FIREFLY_RIGHT:
585 case EL_BD_FIREFLY_UP:
586 case EL_BD_FIREFLY_LEFT:
587 case EL_BD_FIREFLY_DOWN:
589 case EL_PACMAN_RIGHT:
613 if (y == lev_fieldy - 1)
615 Feld[x][y] = EL_AMOEBA_GROWING;
616 Store[x][y] = EL_AMOEBA_WET;
620 case EL_DYNAMITE_ACTIVE:
625 local_player->lights_still_needed++;
628 case EL_SOKOBAN_FIELD_EMPTY:
629 local_player->sokobanfields_still_needed++;
633 local_player->friends_still_needed++;
638 MovDir[x][y] = 1 << RND(4);
642 Feld[x][y] = EL_EMPTY;
645 case EL_EM_KEY_1_FILE:
646 Feld[x][y] = EL_EM_KEY_1;
648 case EL_EM_KEY_2_FILE:
649 Feld[x][y] = EL_EM_KEY_2;
651 case EL_EM_KEY_3_FILE:
652 Feld[x][y] = EL_EM_KEY_3;
654 case EL_EM_KEY_4_FILE:
655 Feld[x][y] = EL_EM_KEY_4;
658 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
659 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
660 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
661 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
662 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
663 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
664 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
665 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
666 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
667 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
668 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
669 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
672 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
673 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
674 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
676 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
678 game.belt_dir[belt_nr] = belt_dir;
679 game.belt_dir_nr[belt_nr] = belt_dir_nr;
681 else /* more than one switch -- set it like the first switch */
683 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
688 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
690 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
693 case EL_LIGHT_SWITCH_ACTIVE:
695 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
699 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
705 void DrawGameDoorValues()
709 for (i=0; i<MAX_PLAYERS; i++)
711 if (stored_player[i].key[j])
712 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
713 el2edimg(EL_KEY_1 + j));
715 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
716 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
717 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
718 int2str(local_player->dynamite, 3), FONT_TEXT_2);
719 DrawText(DX + XX_SCORE, DY + YY_SCORE,
720 int2str(local_player->score, 5), FONT_TEXT_2);
721 DrawText(DX + XX_TIME, DY + YY_TIME,
722 int2str(TimeLeft, 3), FONT_TEXT_2);
727 =============================================================================
729 -----------------------------------------------------------------------------
730 initialize game engine due to level / tape version number
731 =============================================================================
734 static void InitGameEngine()
738 /* set game engine from tape file when re-playing, else from level file */
739 game.engine_version = (tape.playing ? tape.engine_version :
742 /* dynamically adjust element properties according to game engine version */
743 InitElementPropertiesEngine(game.engine_version);
746 printf("level %d: level version == %06d\n", level_nr, level.game_version);
747 printf(" tape version == %06d [%s] [file: %06d]\n",
748 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
750 printf(" => game.engine_version == %06d\n", game.engine_version);
753 /* ---------- initialize player's initial move delay --------------------- */
755 /* dynamically adjust player properties according to game engine version */
756 game.initial_move_delay =
757 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
758 INITIAL_MOVE_DELAY_OFF);
760 /* dynamically adjust player properties according to level information */
761 game.initial_move_delay_value =
762 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
764 /* ---------- initialize changing elements ------------------------------- */
766 /* initialize changing elements information */
767 for (i=0; i<MAX_NUM_ELEMENTS; i++)
770 element_info[i].change.pre_change_function = NULL;
771 element_info[i].change.change_function = NULL;
772 element_info[i].change.post_change_function = NULL;
774 if (!IS_CUSTOM_ELEMENT(i))
776 element_info[i].change.target_element = EL_EMPTY_SPACE;
777 element_info[i].change.delay_fixed = 0;
778 element_info[i].change.delay_random = 0;
779 element_info[i].change.delay_frames = 1;
782 changing_element[i] = FALSE;
784 changing_element[i].base_element = EL_UNDEFINED;
785 changing_element[i].next_element = EL_UNDEFINED;
786 changing_element[i].change_delay = -1;
787 changing_element[i].pre_change_function = NULL;
788 changing_element[i].change_function = NULL;
789 changing_element[i].post_change_function = NULL;
793 /* add changing elements from pre-defined list */
794 for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
796 int element = changing_element_list[i].element;
797 struct ChangingElementInfo *ce = &changing_element_list[i];
798 struct ElementChangeInfo *change = &element_info[element].change;
801 change->target_element = ce->target_element;
802 change->delay_fixed = ce->change_delay;
803 change->pre_change_function = ce->pre_change_function;
804 change->change_function = ce->change_function;
805 change->post_change_function = ce->post_change_function;
807 changing_element[element] = TRUE;
809 changing_element[element].base_element = ce->base_element;
810 changing_element[element].next_element = ce->next_element;
811 changing_element[element].change_delay = ce->change_delay;
812 changing_element[element].pre_change_function = ce->pre_change_function;
813 changing_element[element].change_function = ce->change_function;
814 changing_element[element].post_change_function = ce->post_change_function;
818 /* add changing elements from custom element configuration */
819 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
821 int element = EL_CUSTOM_START + i;
823 struct ElementChangeInfo *change = &element_info[element].change;
826 /* only add custom elements that change after fixed/random frame delay */
827 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
831 changing_element[element] = TRUE;
833 changing_element[element].base_element = element;
834 changing_element[element].next_element = change->target_element;
835 changing_element[element].change_delay = (change->delay_fixed *
836 change->delay_frames);
840 /* ---------- initialize trigger events ---------------------------------- */
842 /* initialize trigger events information */
843 for (i=0; i<MAX_NUM_ELEMENTS; i++)
844 trigger_events[i] = EP_BITMASK_DEFAULT;
846 /* add trigger events from element change event properties */
847 for (i=0; i<MAX_NUM_ELEMENTS; i++)
848 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
849 trigger_events[element_info[i].change.trigger_element] |=
850 element_info[i].change.events;
852 /* ---------- initialize push delay -------------------------------------- */
854 /* initialize push delay values to default */
855 for (i=0; i<MAX_NUM_ELEMENTS; i++)
857 if (!IS_CUSTOM_ELEMENT(i))
859 element_info[i].push_delay_fixed = 2;
860 element_info[i].push_delay_random = 8;
864 /* set push delay value for certain elements from pre-defined list */
865 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
867 int e = push_delay_list[i].element;
869 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
870 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
873 /* ---------- initialize move stepsize ----------------------------------- */
875 /* initialize move stepsize values to default */
876 for (i=0; i<MAX_NUM_ELEMENTS; i++)
877 if (!IS_CUSTOM_ELEMENT(i))
878 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
880 /* set move stepsize value for certain elements from pre-defined list */
881 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
883 int e = move_stepsize_list[i].element;
885 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
888 /* ---------- initialize gem count --------------------------------------- */
890 /* initialize gem count values for each element */
891 for (i=0; i<MAX_NUM_ELEMENTS; i++)
892 if (!IS_CUSTOM_ELEMENT(i))
893 element_info[i].gem_count = 0;
895 /* add gem count values for all elements from pre-defined list */
896 for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
897 element_info[gem_count_list[i].element].gem_count =
898 gem_count_list[i].gem_count;
903 =============================================================================
905 -----------------------------------------------------------------------------
906 initialize and start new game
907 =============================================================================
912 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
913 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
914 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
921 #if USE_NEW_AMOEBA_CODE
922 printf("Using new amoeba code.\n");
924 printf("Using old amoeba code.\n");
929 /* don't play tapes over network */
930 network_playing = (options.network && !tape.playing);
932 for (i=0; i<MAX_PLAYERS; i++)
934 struct PlayerInfo *player = &stored_player[i];
936 player->index_nr = i;
937 player->element_nr = EL_PLAYER_1 + i;
939 player->present = FALSE;
940 player->active = FALSE;
943 player->effective_action = 0;
944 player->programmed_action = 0;
947 player->gems_still_needed = level.gems_needed;
948 player->sokobanfields_still_needed = 0;
949 player->lights_still_needed = 0;
950 player->friends_still_needed = 0;
953 player->key[j] = FALSE;
955 player->dynamite = 0;
956 player->dynabomb_count = 0;
957 player->dynabomb_size = 1;
958 player->dynabombs_left = 0;
959 player->dynabomb_xl = FALSE;
961 player->MovDir = MV_NO_MOVING;
963 player->Pushing = FALSE;
964 player->Switching = FALSE;
966 player->GfxDir = MV_NO_MOVING;
967 player->GfxAction = ACTION_DEFAULT;
969 player->StepFrame = 0;
971 player->use_murphy_graphic = FALSE;
972 player->use_disk_red_graphic = FALSE;
974 player->actual_frame_counter = 0;
976 player->last_move_dir = MV_NO_MOVING;
978 player->is_moving = FALSE;
979 player->is_waiting = FALSE;
980 player->is_digging = FALSE;
981 player->is_collecting = FALSE;
983 player->move_delay = game.initial_move_delay;
984 player->move_delay_value = game.initial_move_delay_value;
986 player->push_delay = 0;
987 player->push_delay_value = 5;
989 player->snapped = FALSE;
991 player->last_jx = player->last_jy = 0;
992 player->jx = player->jy = 0;
994 player->shield_normal_time_left = 0;
995 player->shield_deadly_time_left = 0;
997 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
998 SnapField(player, 0, 0);
1000 player->LevelSolved = FALSE;
1001 player->GameOver = FALSE;
1004 network_player_action_received = FALSE;
1006 #if defined(PLATFORM_UNIX)
1007 /* initial null action */
1008 if (network_playing)
1009 SendToServer_MovePlayer(MV_NO_MOVING);
1017 TimeLeft = level.time;
1019 ScreenMovDir = MV_NO_MOVING;
1023 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1025 AllPlayersGone = FALSE;
1027 game.yamyam_content_nr = 0;
1028 game.magic_wall_active = FALSE;
1029 game.magic_wall_time_left = 0;
1030 game.light_time_left = 0;
1031 game.timegate_time_left = 0;
1032 game.switchgate_pos = 0;
1033 game.balloon_dir = MV_NO_MOVING;
1034 game.explosions_delayed = TRUE;
1038 game.belt_dir[i] = MV_NO_MOVING;
1039 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1042 for (i=0; i<MAX_NUM_AMOEBA; i++)
1043 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1045 for (x=0; x<lev_fieldx; x++)
1047 for (y=0; y<lev_fieldy; y++)
1049 Feld[x][y] = level.field[x][y];
1050 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1051 ChangeDelay[x][y] = 0;
1052 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1054 JustStopped[x][y] = 0;
1056 Pushed[x][y] = FALSE;
1057 Changing[x][y] = FALSE;
1058 ExplodePhase[x][y] = 0;
1059 ExplodeField[x][y] = EX_NO_EXPLOSION;
1062 GfxAction[x][y] = ACTION_DEFAULT;
1063 GfxRandom[x][y] = INIT_GFX_RANDOM();
1064 GfxElement[x][y] = EL_UNDEFINED;
1068 for(y=0; y<lev_fieldy; y++)
1070 for(x=0; x<lev_fieldx; x++)
1072 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1074 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1076 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1079 InitField(x, y, TRUE);
1085 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1086 emulate_sb ? EMU_SOKOBAN :
1087 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1089 /* correct non-moving belts to start moving left */
1091 if (game.belt_dir[i] == MV_NO_MOVING)
1092 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1094 /* check if any connected player was not found in playfield */
1095 for (i=0; i<MAX_PLAYERS; i++)
1097 struct PlayerInfo *player = &stored_player[i];
1099 if (player->connected && !player->present)
1101 for (j=0; j<MAX_PLAYERS; j++)
1103 struct PlayerInfo *some_player = &stored_player[j];
1104 int jx = some_player->jx, jy = some_player->jy;
1106 /* assign first free player found that is present in the playfield */
1107 if (some_player->present && !some_player->connected)
1109 player->present = TRUE;
1110 player->active = TRUE;
1111 some_player->present = FALSE;
1113 StorePlayer[jx][jy] = player->element_nr;
1114 player->jx = player->last_jx = jx;
1115 player->jy = player->last_jy = jy;
1125 /* when playing a tape, eliminate all players who do not participate */
1127 for (i=0; i<MAX_PLAYERS; i++)
1129 if (stored_player[i].active && !tape.player_participates[i])
1131 struct PlayerInfo *player = &stored_player[i];
1132 int jx = player->jx, jy = player->jy;
1134 player->active = FALSE;
1135 StorePlayer[jx][jy] = 0;
1136 Feld[jx][jy] = EL_EMPTY;
1140 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1142 /* when in single player mode, eliminate all but the first active player */
1144 for (i=0; i<MAX_PLAYERS; i++)
1146 if (stored_player[i].active)
1148 for (j=i+1; j<MAX_PLAYERS; j++)
1150 if (stored_player[j].active)
1152 struct PlayerInfo *player = &stored_player[j];
1153 int jx = player->jx, jy = player->jy;
1155 player->active = FALSE;
1156 StorePlayer[jx][jy] = 0;
1157 Feld[jx][jy] = EL_EMPTY;
1164 /* when recording the game, store which players take part in the game */
1167 for (i=0; i<MAX_PLAYERS; i++)
1168 if (stored_player[i].active)
1169 tape.player_participates[i] = TRUE;
1174 for (i=0; i<MAX_PLAYERS; i++)
1176 struct PlayerInfo *player = &stored_player[i];
1178 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1183 if (local_player == player)
1184 printf("Player %d is local player.\n", i+1);
1188 if (BorderElement == EL_EMPTY)
1191 SBX_Right = lev_fieldx - SCR_FIELDX;
1193 SBY_Lower = lev_fieldy - SCR_FIELDY;
1198 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1200 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1203 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1204 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1206 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1207 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1209 scroll_x = SBX_Left;
1210 scroll_y = SBY_Upper;
1211 if (local_player->jx >= SBX_Left + MIDPOSX)
1212 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1213 local_player->jx - MIDPOSX :
1215 if (local_player->jy >= SBY_Upper + MIDPOSY)
1216 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1217 local_player->jy - MIDPOSY :
1220 CloseDoor(DOOR_CLOSE_1);
1225 /* after drawing the level, correct some elements */
1226 if (game.timegate_time_left == 0)
1227 CloseAllOpenTimegates();
1229 if (setup.soft_scrolling)
1230 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1232 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1235 /* copy default game door content to main double buffer */
1236 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1237 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1240 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1243 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1244 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1245 BlitBitmap(drawto, drawto,
1246 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1247 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1248 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1249 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1252 DrawGameDoorValues();
1256 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1257 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1258 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1262 /* copy actual game door content to door double buffer for OpenDoor() */
1263 BlitBitmap(drawto, bitmap_db_door,
1264 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1266 OpenDoor(DOOR_OPEN_ALL);
1268 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1269 if (setup.sound_music)
1270 PlayMusic(level_nr);
1272 KeyboardAutoRepeatOffUnlessAutoplay();
1277 printf("Player %d %sactive.\n",
1278 i + 1, (stored_player[i].active ? "" : "not "));
1282 void InitMovDir(int x, int y)
1284 int i, element = Feld[x][y];
1285 static int xy[4][2] =
1292 static int direction[3][4] =
1294 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1295 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1296 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1305 Feld[x][y] = EL_BUG;
1306 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1309 case EL_SPACESHIP_RIGHT:
1310 case EL_SPACESHIP_UP:
1311 case EL_SPACESHIP_LEFT:
1312 case EL_SPACESHIP_DOWN:
1313 Feld[x][y] = EL_SPACESHIP;
1314 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1317 case EL_BD_BUTTERFLY_RIGHT:
1318 case EL_BD_BUTTERFLY_UP:
1319 case EL_BD_BUTTERFLY_LEFT:
1320 case EL_BD_BUTTERFLY_DOWN:
1321 Feld[x][y] = EL_BD_BUTTERFLY;
1322 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1325 case EL_BD_FIREFLY_RIGHT:
1326 case EL_BD_FIREFLY_UP:
1327 case EL_BD_FIREFLY_LEFT:
1328 case EL_BD_FIREFLY_DOWN:
1329 Feld[x][y] = EL_BD_FIREFLY;
1330 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1333 case EL_PACMAN_RIGHT:
1335 case EL_PACMAN_LEFT:
1336 case EL_PACMAN_DOWN:
1337 Feld[x][y] = EL_PACMAN;
1338 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1341 case EL_SP_SNIKSNAK:
1342 MovDir[x][y] = MV_UP;
1345 case EL_SP_ELECTRON:
1346 MovDir[x][y] = MV_LEFT;
1353 Feld[x][y] = EL_MOLE;
1354 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1358 if (IS_CUSTOM_ELEMENT(element))
1360 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1361 MovDir[x][y] = element_info[element].move_direction_initial;
1362 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1363 element_info[element].move_pattern == MV_TURNING_LEFT ||
1364 element_info[element].move_pattern == MV_TURNING_RIGHT)
1365 MovDir[x][y] = 1 << RND(4);
1366 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1367 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1368 else if (element_info[element].move_pattern == MV_VERTICAL)
1369 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1370 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1371 MovDir[x][y] = element_info[element].move_pattern;
1372 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1373 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1377 int x1 = x + xy[i][0];
1378 int y1 = y + xy[i][1];
1380 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1382 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1383 MovDir[x][y] = direction[0][i];
1385 MovDir[x][y] = direction[1][i];
1394 MovDir[x][y] = 1 << RND(4);
1396 if (element != EL_BUG &&
1397 element != EL_SPACESHIP &&
1398 element != EL_BD_BUTTERFLY &&
1399 element != EL_BD_FIREFLY)
1404 int x1 = x + xy[i][0];
1405 int y1 = y + xy[i][1];
1407 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1409 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1411 MovDir[x][y] = direction[0][i];
1414 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1415 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1417 MovDir[x][y] = direction[1][i];
1427 void InitAmoebaNr(int x, int y)
1430 int group_nr = AmoebeNachbarNr(x, y);
1434 for (i=1; i<MAX_NUM_AMOEBA; i++)
1436 if (AmoebaCnt[i] == 0)
1444 AmoebaNr[x][y] = group_nr;
1445 AmoebaCnt[group_nr]++;
1446 AmoebaCnt2[group_nr]++;
1452 boolean raise_level = FALSE;
1454 if (local_player->MovPos)
1457 if (tape.playing && tape.auto_play)
1458 tape.auto_play_level_solved = TRUE;
1460 local_player->LevelSolved = FALSE;
1462 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1466 if (!tape.playing && setup.sound_loops)
1467 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1468 SND_CTRL_PLAY_LOOP);
1470 while (TimeLeft > 0)
1472 if (!tape.playing && !setup.sound_loops)
1473 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1474 if (TimeLeft > 0 && !(TimeLeft % 10))
1475 RaiseScore(level.score[SC_TIME_BONUS]);
1476 if (TimeLeft > 100 && !(TimeLeft % 10))
1480 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1487 if (!tape.playing && setup.sound_loops)
1488 StopSound(SND_GAME_LEVELTIME_BONUS);
1490 else if (level.time == 0) /* level without time limit */
1492 if (!tape.playing && setup.sound_loops)
1493 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1494 SND_CTRL_PLAY_LOOP);
1496 while (TimePlayed < 999)
1498 if (!tape.playing && !setup.sound_loops)
1499 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1500 if (TimePlayed < 999 && !(TimePlayed % 10))
1501 RaiseScore(level.score[SC_TIME_BONUS]);
1502 if (TimePlayed < 900 && !(TimePlayed % 10))
1506 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1513 if (!tape.playing && setup.sound_loops)
1514 StopSound(SND_GAME_LEVELTIME_BONUS);
1517 /* Hero disappears */
1518 DrawLevelField(ExitX, ExitY);
1524 CloseDoor(DOOR_CLOSE_1);
1529 SaveTape(tape.level_nr); /* Ask to save tape */
1532 if (level_nr == leveldir_current->handicap_level)
1534 leveldir_current->handicap_level++;
1535 SaveLevelSetup_SeriesInfo();
1538 if (level_editor_test_game)
1539 local_player->score = -1; /* no highscore when playing from editor */
1540 else if (level_nr < leveldir_current->last_level)
1541 raise_level = TRUE; /* advance to next level */
1543 if ((hi_pos = NewHiScore()) >= 0)
1545 game_status = GAME_MODE_SCORES;
1546 DrawHallOfFame(hi_pos);
1555 game_status = GAME_MODE_MAIN;
1572 LoadScore(level_nr);
1574 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1575 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1578 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1580 if (local_player->score > highscore[k].Score)
1582 /* player has made it to the hall of fame */
1584 if (k < MAX_SCORE_ENTRIES - 1)
1586 int m = MAX_SCORE_ENTRIES - 1;
1589 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1590 if (!strcmp(setup.player_name, highscore[l].Name))
1592 if (m == k) /* player's new highscore overwrites his old one */
1598 strcpy(highscore[l].Name, highscore[l - 1].Name);
1599 highscore[l].Score = highscore[l - 1].Score;
1606 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1607 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1608 highscore[k].Score = local_player->score;
1614 else if (!strncmp(setup.player_name, highscore[k].Name,
1615 MAX_PLAYER_NAME_LEN))
1616 break; /* player already there with a higher score */
1622 SaveScore(level_nr);
1627 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1629 if (player->GfxAction != action || player->GfxDir != dir)
1632 printf("Player frame reset! (%d => %d, %d => %d)\n",
1633 player->GfxAction, action, player->GfxDir, dir);
1636 player->GfxAction = action;
1637 player->GfxDir = dir;
1639 player->StepFrame = 0;
1643 static void ResetRandomAnimationValue(int x, int y)
1645 GfxRandom[x][y] = INIT_GFX_RANDOM();
1648 static void ResetGfxAnimation(int x, int y)
1651 GfxAction[x][y] = ACTION_DEFAULT;
1654 void InitMovingField(int x, int y, int direction)
1656 int element = Feld[x][y];
1657 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1658 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1662 if (!JustStopped[x][y] || direction != MovDir[x][y])
1663 ResetGfxAnimation(x, y);
1665 MovDir[newx][newy] = MovDir[x][y] = direction;
1667 if (Feld[newx][newy] == EL_EMPTY)
1668 Feld[newx][newy] = EL_BLOCKED;
1670 if (direction == MV_DOWN && CAN_FALL(element))
1671 GfxAction[x][y] = ACTION_FALLING;
1673 GfxAction[x][y] = ACTION_MOVING;
1675 GfxFrame[newx][newy] = GfxFrame[x][y];
1676 GfxAction[newx][newy] = GfxAction[x][y];
1677 GfxRandom[newx][newy] = GfxRandom[x][y];
1680 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1682 int direction = MovDir[x][y];
1683 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1684 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1690 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1692 int oldx = x, oldy = y;
1693 int direction = MovDir[x][y];
1695 if (direction == MV_LEFT)
1697 else if (direction == MV_RIGHT)
1699 else if (direction == MV_UP)
1701 else if (direction == MV_DOWN)
1704 *comes_from_x = oldx;
1705 *comes_from_y = oldy;
1708 int MovingOrBlocked2Element(int x, int y)
1710 int element = Feld[x][y];
1712 if (element == EL_BLOCKED)
1716 Blocked2Moving(x, y, &oldx, &oldy);
1717 return Feld[oldx][oldy];
1723 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1725 /* like MovingOrBlocked2Element(), but if element is moving
1726 and (x,y) is the field the moving element is just leaving,
1727 return EL_BLOCKED instead of the element value */
1728 int element = Feld[x][y];
1730 if (IS_MOVING(x, y))
1732 if (element == EL_BLOCKED)
1736 Blocked2Moving(x, y, &oldx, &oldy);
1737 return Feld[oldx][oldy];
1746 static void RemoveField(int x, int y)
1748 Feld[x][y] = EL_EMPTY;
1755 ChangeDelay[x][y] = 0;
1756 Pushed[x][y] = FALSE;
1758 GfxElement[x][y] = EL_UNDEFINED;
1759 GfxAction[x][y] = ACTION_DEFAULT;
1762 void RemoveMovingField(int x, int y)
1764 int oldx = x, oldy = y, newx = x, newy = y;
1765 int element = Feld[x][y];
1766 int next_element = EL_UNDEFINED;
1768 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1771 if (IS_MOVING(x, y))
1773 Moving2Blocked(x, y, &newx, &newy);
1774 if (Feld[newx][newy] != EL_BLOCKED)
1777 else if (element == EL_BLOCKED)
1779 Blocked2Moving(x, y, &oldx, &oldy);
1780 if (!IS_MOVING(oldx, oldy))
1784 if (element == EL_BLOCKED &&
1785 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1786 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1787 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1788 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1789 next_element = get_next_element(Feld[oldx][oldy]);
1791 RemoveField(oldx, oldy);
1792 RemoveField(newx, newy);
1794 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1796 if (next_element != EL_UNDEFINED)
1797 Feld[oldx][oldy] = next_element;
1799 DrawLevelField(oldx, oldy);
1800 DrawLevelField(newx, newy);
1803 void DrawDynamite(int x, int y)
1805 int sx = SCREENX(x), sy = SCREENY(y);
1806 int graphic = el2img(Feld[x][y]);
1809 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1812 if (IS_WALKABLE_INSIDE(Back[x][y]))
1816 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1817 else if (Store[x][y])
1818 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1820 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1823 if (Back[x][y] || Store[x][y])
1824 DrawGraphicThruMask(sx, sy, graphic, frame);
1826 DrawGraphic(sx, sy, graphic, frame);
1828 if (game.emulation == EMU_SUPAPLEX)
1829 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1830 else if (Store[x][y])
1831 DrawGraphicThruMask(sx, sy, graphic, frame);
1833 DrawGraphic(sx, sy, graphic, frame);
1837 void CheckDynamite(int x, int y)
1839 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1843 if (MovDelay[x][y] != 0)
1846 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1853 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1855 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1856 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1857 StopSound(SND_DYNAMITE_ACTIVE);
1859 StopSound(SND_DYNABOMB_ACTIVE);
1865 void Explode(int ex, int ey, int phase, int mode)
1869 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1870 int last_phase = num_phase * delay;
1871 int half_phase = (num_phase / 2) * delay;
1872 int first_phase_after_start = EX_PHASE_START + 1;
1874 if (game.explosions_delayed)
1876 ExplodeField[ex][ey] = mode;
1880 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1882 int center_element = Feld[ex][ey];
1885 /* --- This is only really needed (and now handled) in "Impact()". --- */
1886 /* do not explode moving elements that left the explode field in time */
1887 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
1888 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
1892 if (mode == EX_NORMAL || mode == EX_CENTER)
1893 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
1895 /* remove things displayed in background while burning dynamite */
1896 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1899 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1901 /* put moving element to center field (and let it explode there) */
1902 center_element = MovingOrBlocked2Element(ex, ey);
1903 RemoveMovingField(ex, ey);
1904 Feld[ex][ey] = center_element;
1907 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1911 if (!IN_LEV_FIELD(x, y) ||
1912 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1913 (x != ex || y != ey)))
1916 element = Feld[x][y];
1918 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1920 element = MovingOrBlocked2Element(x, y);
1921 RemoveMovingField(x, y);
1925 if (IS_EXPLOSION_PROOF(element))
1928 if ((IS_INDESTRUCTIBLE(element) &&
1929 (game.engine_version < VERSION_IDENT(2,2,0) ||
1930 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1931 element == EL_FLAMES)
1935 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1937 if (IS_ACTIVE_BOMB(element))
1939 /* re-activate things under the bomb like gate or penguin */
1940 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1947 /* save walkable background elements while explosion on same tile */
1948 if (IS_INDESTRUCTIBLE(element))
1949 Back[x][y] = element;
1951 /* ignite explodable elements reached by other explosion */
1952 if (element == EL_EXPLOSION)
1953 element = Store2[x][y];
1956 if (AmoebaNr[x][y] &&
1957 (element == EL_AMOEBA_FULL ||
1958 element == EL_BD_AMOEBA ||
1959 element == EL_AMOEBA_GROWING))
1961 AmoebaCnt[AmoebaNr[x][y]]--;
1962 AmoebaCnt2[AmoebaNr[x][y]]--;
1968 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1970 switch(StorePlayer[ex][ey])
1973 Store[x][y] = EL_EMERALD_RED;
1976 Store[x][y] = EL_EMERALD;
1979 Store[x][y] = EL_EMERALD_PURPLE;
1983 Store[x][y] = EL_EMERALD_YELLOW;
1987 if (game.emulation == EMU_SUPAPLEX)
1988 Store[x][y] = EL_EMPTY;
1990 else if (center_element == EL_MOLE)
1991 Store[x][y] = EL_EMERALD_RED;
1992 else if (center_element == EL_PENGUIN)
1993 Store[x][y] = EL_EMERALD_PURPLE;
1994 else if (center_element == EL_BUG)
1995 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1996 else if (center_element == EL_BD_BUTTERFLY)
1997 Store[x][y] = EL_BD_DIAMOND;
1998 else if (center_element == EL_SP_ELECTRON)
1999 Store[x][y] = EL_SP_INFOTRON;
2000 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2001 Store[x][y] = level.amoeba_content;
2002 else if (center_element == EL_YAMYAM)
2004 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
2005 else if (IS_CUSTOM_ELEMENT(center_element))
2007 element_info[center_element].content[x - ex + 1][y - ey + 1];
2008 else if (element == EL_WALL_EMERALD)
2009 Store[x][y] = EL_EMERALD;
2010 else if (element == EL_WALL_DIAMOND)
2011 Store[x][y] = EL_DIAMOND;
2012 else if (element == EL_WALL_BD_DIAMOND)
2013 Store[x][y] = EL_BD_DIAMOND;
2014 else if (element == EL_WALL_EMERALD_YELLOW)
2015 Store[x][y] = EL_EMERALD_YELLOW;
2016 else if (element == EL_WALL_EMERALD_RED)
2017 Store[x][y] = EL_EMERALD_RED;
2018 else if (element == EL_WALL_EMERALD_PURPLE)
2019 Store[x][y] = EL_EMERALD_PURPLE;
2020 else if (element == EL_WALL_PEARL)
2021 Store[x][y] = EL_PEARL;
2022 else if (element == EL_WALL_CRYSTAL)
2023 Store[x][y] = EL_CRYSTAL;
2025 Store[x][y] = EL_EMPTY;
2027 if (x != ex || y != ey ||
2028 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2029 Store2[x][y] = element;
2032 if (AmoebaNr[x][y] &&
2033 (element == EL_AMOEBA_FULL ||
2034 element == EL_BD_AMOEBA ||
2035 element == EL_AMOEBA_GROWING))
2037 AmoebaCnt[AmoebaNr[x][y]]--;
2038 AmoebaCnt2[AmoebaNr[x][y]]--;
2044 MovDir[x][y] = MovPos[x][y] = 0;
2049 Feld[x][y] = EL_EXPLOSION;
2051 GfxElement[x][y] = center_element;
2053 GfxElement[x][y] = EL_UNDEFINED;
2056 ExplodePhase[x][y] = 1;
2060 if (center_element == EL_YAMYAM)
2061 game.yamyam_content_nr =
2062 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2073 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2075 if (phase == first_phase_after_start)
2077 int element = Store2[x][y];
2079 if (element == EL_BLACK_ORB)
2081 Feld[x][y] = Store2[x][y];
2086 else if (phase == half_phase)
2088 int element = Store2[x][y];
2090 if (IS_PLAYER(x, y))
2091 KillHeroUnlessProtected(x, y);
2092 else if (CAN_EXPLODE_BY_FIRE(element))
2094 Feld[x][y] = Store2[x][y];
2098 else if (element == EL_AMOEBA_TO_DIAMOND)
2099 AmoebeUmwandeln(x, y);
2102 if (phase == last_phase)
2106 element = Feld[x][y] = Store[x][y];
2107 Store[x][y] = Store2[x][y] = 0;
2108 GfxElement[x][y] = EL_UNDEFINED;
2110 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2111 element = Feld[x][y] = Back[x][y];
2114 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2115 InitField(x, y, FALSE);
2116 if (CAN_MOVE(element))
2118 DrawLevelField(x, y);
2120 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2121 StorePlayer[x][y] = 0;
2123 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2126 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2128 int stored = Store[x][y];
2129 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2130 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2133 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2136 DrawLevelFieldCrumbledSand(x, y);
2138 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2140 DrawLevelElement(x, y, Back[x][y]);
2141 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2143 else if (IS_WALKABLE_UNDER(Back[x][y]))
2145 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2146 DrawLevelElementThruMask(x, y, Back[x][y]);
2148 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2149 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2153 void DynaExplode(int ex, int ey)
2156 int dynabomb_size = 1;
2157 boolean dynabomb_xl = FALSE;
2158 struct PlayerInfo *player;
2159 static int xy[4][2] =
2167 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2169 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2170 dynabomb_size = player->dynabomb_size;
2171 dynabomb_xl = player->dynabomb_xl;
2172 player->dynabombs_left++;
2175 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2179 for (j=1; j<=dynabomb_size; j++)
2181 int x = ex + j * xy[i % 4][0];
2182 int y = ey + j * xy[i % 4][1];
2185 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2188 element = Feld[x][y];
2190 /* do not restart explosions of fields with active bombs */
2191 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2194 Explode(x, y, EX_PHASE_START, EX_BORDER);
2196 if (element != EL_EMPTY &&
2197 element != EL_SAND &&
2198 element != EL_EXPLOSION &&
2205 void Bang(int x, int y)
2208 int element = MovingOrBlocked2Element(x, y);
2210 int element = Feld[x][y];
2213 if (IS_PLAYER(x, y))
2215 struct PlayerInfo *player = PLAYERINFO(x, y);
2217 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2218 player->element_nr);
2223 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2225 if (game.emulation == EMU_SUPAPLEX)
2226 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2228 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2233 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2241 case EL_BD_BUTTERFLY:
2244 case EL_DARK_YAMYAM:
2248 RaiseScoreElement(element);
2249 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2251 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2252 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2253 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2254 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2255 case EL_DYNABOMB_INCREASE_NUMBER:
2256 case EL_DYNABOMB_INCREASE_SIZE:
2257 case EL_DYNABOMB_INCREASE_POWER:
2262 case EL_LAMP_ACTIVE:
2263 if (IS_PLAYER(x, y))
2264 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2266 Explode(x, y, EX_PHASE_START, EX_CENTER);
2269 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2273 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2276 void SplashAcid(int x, int y)
2278 int element = Feld[x][y];
2280 if (element != EL_ACID_SPLASH_LEFT &&
2281 element != EL_ACID_SPLASH_RIGHT)
2283 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2285 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2286 (!IN_LEV_FIELD(x-1, y-1) ||
2287 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2288 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2290 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2291 (!IN_LEV_FIELD(x+1, y-1) ||
2292 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2293 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2297 static void InitBeltMovement()
2299 static int belt_base_element[4] =
2301 EL_CONVEYOR_BELT_1_LEFT,
2302 EL_CONVEYOR_BELT_2_LEFT,
2303 EL_CONVEYOR_BELT_3_LEFT,
2304 EL_CONVEYOR_BELT_4_LEFT
2306 static int belt_base_active_element[4] =
2308 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2309 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2310 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2311 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2316 /* set frame order for belt animation graphic according to belt direction */
2323 int element = belt_base_active_element[belt_nr] + j;
2324 int graphic = el2img(element);
2326 if (game.belt_dir[i] == MV_LEFT)
2327 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2329 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2333 for(y=0; y<lev_fieldy; y++)
2335 for(x=0; x<lev_fieldx; x++)
2337 int element = Feld[x][y];
2341 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2343 int e_belt_nr = getBeltNrFromBeltElement(element);
2346 if (e_belt_nr == belt_nr)
2348 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2350 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2358 static void ToggleBeltSwitch(int x, int y)
2360 static int belt_base_element[4] =
2362 EL_CONVEYOR_BELT_1_LEFT,
2363 EL_CONVEYOR_BELT_2_LEFT,
2364 EL_CONVEYOR_BELT_3_LEFT,
2365 EL_CONVEYOR_BELT_4_LEFT
2367 static int belt_base_active_element[4] =
2369 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2370 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2371 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2372 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2374 static int belt_base_switch_element[4] =
2376 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2377 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2378 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2379 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2381 static int belt_move_dir[4] =
2389 int element = Feld[x][y];
2390 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2391 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2392 int belt_dir = belt_move_dir[belt_dir_nr];
2395 if (!IS_BELT_SWITCH(element))
2398 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2399 game.belt_dir[belt_nr] = belt_dir;
2401 if (belt_dir_nr == 3)
2404 /* set frame order for belt animation graphic according to belt direction */
2407 int element = belt_base_active_element[belt_nr] + i;
2408 int graphic = el2img(element);
2410 if (belt_dir == MV_LEFT)
2411 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2413 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2416 for (yy=0; yy<lev_fieldy; yy++)
2418 for (xx=0; xx<lev_fieldx; xx++)
2420 int element = Feld[xx][yy];
2422 if (IS_BELT_SWITCH(element))
2424 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2426 if (e_belt_nr == belt_nr)
2428 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2429 DrawLevelField(xx, yy);
2432 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2434 int e_belt_nr = getBeltNrFromBeltElement(element);
2436 if (e_belt_nr == belt_nr)
2438 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2440 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2441 DrawLevelField(xx, yy);
2444 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2446 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2448 if (e_belt_nr == belt_nr)
2450 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2452 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2453 DrawLevelField(xx, yy);
2460 static void ToggleSwitchgateSwitch(int x, int y)
2464 game.switchgate_pos = !game.switchgate_pos;
2466 for (yy=0; yy<lev_fieldy; yy++)
2468 for (xx=0; xx<lev_fieldx; xx++)
2470 int element = Feld[xx][yy];
2472 if (element == EL_SWITCHGATE_SWITCH_UP ||
2473 element == EL_SWITCHGATE_SWITCH_DOWN)
2475 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2476 DrawLevelField(xx, yy);
2478 else if (element == EL_SWITCHGATE_OPEN ||
2479 element == EL_SWITCHGATE_OPENING)
2481 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2483 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2485 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2488 else if (element == EL_SWITCHGATE_CLOSED ||
2489 element == EL_SWITCHGATE_CLOSING)
2491 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2493 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2495 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2502 static int getInvisibleActiveFromInvisibleElement(int element)
2504 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2505 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2506 EL_INVISIBLE_SAND_ACTIVE);
2509 static int getInvisibleFromInvisibleActiveElement(int element)
2511 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2512 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2516 static void RedrawAllLightSwitchesAndInvisibleElements()
2520 for (y=0; y<lev_fieldy; y++)
2522 for (x=0; x<lev_fieldx; x++)
2524 int element = Feld[x][y];
2526 if (element == EL_LIGHT_SWITCH &&
2527 game.light_time_left > 0)
2529 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2530 DrawLevelField(x, y);
2532 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2533 game.light_time_left == 0)
2535 Feld[x][y] = EL_LIGHT_SWITCH;
2536 DrawLevelField(x, y);
2538 else if (element == EL_INVISIBLE_STEELWALL ||
2539 element == EL_INVISIBLE_WALL ||
2540 element == EL_INVISIBLE_SAND)
2542 if (game.light_time_left > 0)
2543 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2545 DrawLevelField(x, y);
2547 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2548 element == EL_INVISIBLE_WALL_ACTIVE ||
2549 element == EL_INVISIBLE_SAND_ACTIVE)
2551 if (game.light_time_left == 0)
2552 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2554 DrawLevelField(x, y);
2560 static void ToggleLightSwitch(int x, int y)
2562 int element = Feld[x][y];
2564 game.light_time_left =
2565 (element == EL_LIGHT_SWITCH ?
2566 level.time_light * FRAMES_PER_SECOND : 0);
2568 RedrawAllLightSwitchesAndInvisibleElements();
2571 static void ActivateTimegateSwitch(int x, int y)
2575 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2577 for (yy=0; yy<lev_fieldy; yy++)
2579 for (xx=0; xx<lev_fieldx; xx++)
2581 int element = Feld[xx][yy];
2583 if (element == EL_TIMEGATE_CLOSED ||
2584 element == EL_TIMEGATE_CLOSING)
2586 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2587 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2591 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2593 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2594 DrawLevelField(xx, yy);
2601 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2604 inline static int getElementMoveStepsize(int x, int y)
2606 int element = Feld[x][y];
2607 int direction = MovDir[x][y];
2608 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2609 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2610 int horiz_move = (dx != 0);
2611 int sign = (horiz_move ? dx : dy);
2612 int step = sign * element_info[element].move_stepsize;
2614 /* special values for move stepsize for spring and things on conveyor belt */
2617 if (CAN_FALL(element) &&
2618 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2619 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2620 else if (element == EL_SPRING)
2621 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2627 void Impact(int x, int y)
2629 boolean lastline = (y == lev_fieldy-1);
2630 boolean object_hit = FALSE;
2631 boolean impact = (lastline || object_hit);
2632 int element = Feld[x][y];
2633 int smashed = EL_UNDEFINED;
2635 if (!lastline) /* check if element below was hit */
2637 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2640 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2641 MovDir[x][y + 1] != MV_DOWN ||
2642 MovPos[x][y + 1] <= TILEY / 2));
2644 /* do not smash moving elements that left the smashed field in time */
2645 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2646 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2650 smashed = MovingOrBlocked2Element(x, y + 1);
2652 impact = (lastline || object_hit);
2655 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2663 ResetGfxAnimation(x, y);
2664 DrawLevelField(x, y);
2667 if (impact && CAN_EXPLODE_IMPACT(element))
2672 else if (impact && element == EL_PEARL)
2674 Feld[x][y] = EL_PEARL_BREAKING;
2675 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2679 else if (impact && CheckElementChange(x, y, element, ACTION_IMPACT))
2681 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2686 else if (impact && CAN_CHANGE(element) &&
2687 HAS_CHANGE_EVENT(element, CE_IMPACT))
2689 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2691 ChangeElementNow(x, y, element);
2697 if (impact && element == EL_AMOEBA_DROP)
2699 if (object_hit && IS_PLAYER(x, y + 1))
2700 KillHeroUnlessProtected(x, y + 1);
2701 else if (object_hit && smashed == EL_PENGUIN)
2705 Feld[x][y] = EL_AMOEBA_GROWING;
2706 Store[x][y] = EL_AMOEBA_WET;
2708 ResetRandomAnimationValue(x, y);
2713 if (object_hit) /* check which object was hit */
2715 if (CAN_PASS_MAGIC_WALL(element) &&
2716 (smashed == EL_MAGIC_WALL ||
2717 smashed == EL_BD_MAGIC_WALL))
2720 int activated_magic_wall =
2721 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2722 EL_BD_MAGIC_WALL_ACTIVE);
2724 /* activate magic wall / mill */
2725 for (yy=0; yy<lev_fieldy; yy++)
2726 for (xx=0; xx<lev_fieldx; xx++)
2727 if (Feld[xx][yy] == smashed)
2728 Feld[xx][yy] = activated_magic_wall;
2730 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2731 game.magic_wall_active = TRUE;
2733 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2734 SND_MAGIC_WALL_ACTIVATING :
2735 SND_BD_MAGIC_WALL_ACTIVATING));
2738 if (IS_PLAYER(x, y + 1))
2740 if (CAN_SMASH_PLAYER(element))
2742 KillHeroUnlessProtected(x, y + 1);
2746 else if (smashed == EL_PENGUIN)
2748 if (CAN_SMASH_PLAYER(element))
2754 else if (element == EL_BD_DIAMOND)
2756 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2762 else if ((element == EL_SP_INFOTRON ||
2763 element == EL_SP_ZONK) &&
2764 (smashed == EL_SP_SNIKSNAK ||
2765 smashed == EL_SP_ELECTRON ||
2766 smashed == EL_SP_DISK_ORANGE))
2771 else if (CAN_SMASH_EVERYTHING(element))
2773 if (IS_CLASSIC_ENEMY(smashed) ||
2774 CAN_EXPLODE_SMASHED(smashed))
2779 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2781 if (smashed == EL_LAMP ||
2782 smashed == EL_LAMP_ACTIVE)
2787 else if (smashed == EL_NUT)
2789 Feld[x][y + 1] = EL_NUT_BREAKING;
2790 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2791 RaiseScoreElement(EL_NUT);
2794 else if (smashed == EL_PEARL)
2796 Feld[x][y + 1] = EL_PEARL_BREAKING;
2797 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2800 else if (smashed == EL_DIAMOND)
2802 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2803 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2806 else if (IS_BELT_SWITCH(smashed))
2808 ToggleBeltSwitch(x, y + 1);
2810 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2811 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2813 ToggleSwitchgateSwitch(x, y + 1);
2815 else if (smashed == EL_LIGHT_SWITCH ||
2816 smashed == EL_LIGHT_SWITCH_ACTIVE)
2818 ToggleLightSwitch(x, y + 1);
2823 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2826 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2828 ChangeElementNow(x, y + 1, smashed);
2834 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2839 /* play sound of magic wall / mill */
2841 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2842 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2844 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2845 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2846 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2847 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2852 /* play sound of object that hits the ground */
2853 if (lastline || object_hit)
2854 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2857 void TurnRound(int x, int y)
2869 { 0, 0 }, { 0, 0 }, { 0, 0 },
2874 int left, right, back;
2878 { MV_DOWN, MV_UP, MV_RIGHT },
2879 { MV_UP, MV_DOWN, MV_LEFT },
2881 { MV_LEFT, MV_RIGHT, MV_DOWN },
2885 { MV_RIGHT, MV_LEFT, MV_UP }
2888 int element = Feld[x][y];
2889 int old_move_dir = MovDir[x][y];
2890 int left_dir = turn[old_move_dir].left;
2891 int right_dir = turn[old_move_dir].right;
2892 int back_dir = turn[old_move_dir].back;
2894 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2895 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2896 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2897 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2899 int left_x = x + left_dx, left_y = y + left_dy;
2900 int right_x = x + right_dx, right_y = y + right_dy;
2901 int move_x = x + move_dx, move_y = y + move_dy;
2905 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2907 TestIfBadThingTouchesOtherBadThing(x, y);
2909 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2910 MovDir[x][y] = right_dir;
2911 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2912 MovDir[x][y] = left_dir;
2914 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2916 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2919 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2920 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2922 TestIfBadThingTouchesOtherBadThing(x, y);
2924 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2925 MovDir[x][y] = left_dir;
2926 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2927 MovDir[x][y] = right_dir;
2929 if ((element == EL_SPACESHIP ||
2930 element == EL_SP_SNIKSNAK ||
2931 element == EL_SP_ELECTRON)
2932 && MovDir[x][y] != old_move_dir)
2934 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2937 else if (element == EL_YAMYAM)
2939 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2940 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2942 if (can_turn_left && can_turn_right)
2943 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2944 else if (can_turn_left)
2945 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2946 else if (can_turn_right)
2947 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2949 MovDir[x][y] = back_dir;
2951 MovDelay[x][y] = 16 + 16 * RND(3);
2953 else if (element == EL_DARK_YAMYAM)
2955 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2956 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2958 if (can_turn_left && can_turn_right)
2959 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2960 else if (can_turn_left)
2961 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2962 else if (can_turn_right)
2963 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2965 MovDir[x][y] = back_dir;
2967 MovDelay[x][y] = 16 + 16 * RND(3);
2969 else if (element == EL_PACMAN)
2971 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2972 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2974 if (can_turn_left && can_turn_right)
2975 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2976 else if (can_turn_left)
2977 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2978 else if (can_turn_right)
2979 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2981 MovDir[x][y] = back_dir;
2983 MovDelay[x][y] = 6 + RND(40);
2985 else if (element == EL_PIG)
2987 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
2988 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
2989 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
2990 boolean should_turn_left, should_turn_right, should_move_on;
2992 int rnd = RND(rnd_value);
2994 should_turn_left = (can_turn_left &&
2996 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
2997 y + back_dy + left_dy)));
2998 should_turn_right = (can_turn_right &&
3000 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3001 y + back_dy + right_dy)));
3002 should_move_on = (can_move_on &&
3005 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3006 y + move_dy + left_dy) ||
3007 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3008 y + move_dy + right_dy)));
3010 if (should_turn_left || should_turn_right || should_move_on)
3012 if (should_turn_left && should_turn_right && should_move_on)
3013 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3014 rnd < 2 * rnd_value / 3 ? right_dir :
3016 else if (should_turn_left && should_turn_right)
3017 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3018 else if (should_turn_left && should_move_on)
3019 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3020 else if (should_turn_right && should_move_on)
3021 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3022 else if (should_turn_left)
3023 MovDir[x][y] = left_dir;
3024 else if (should_turn_right)
3025 MovDir[x][y] = right_dir;
3026 else if (should_move_on)
3027 MovDir[x][y] = old_move_dir;
3029 else if (can_move_on && rnd > rnd_value / 8)
3030 MovDir[x][y] = old_move_dir;
3031 else if (can_turn_left && can_turn_right)
3032 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3033 else if (can_turn_left && rnd > rnd_value / 8)
3034 MovDir[x][y] = left_dir;
3035 else if (can_turn_right && rnd > rnd_value/8)
3036 MovDir[x][y] = right_dir;
3038 MovDir[x][y] = back_dir;
3040 xx = x + move_xy[MovDir[x][y]].x;
3041 yy = y + move_xy[MovDir[x][y]].y;
3043 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3044 MovDir[x][y] = old_move_dir;
3048 else if (element == EL_DRAGON)
3050 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3051 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3052 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3054 int rnd = RND(rnd_value);
3056 if (can_move_on && rnd > rnd_value / 8)
3057 MovDir[x][y] = old_move_dir;
3058 else if (can_turn_left && can_turn_right)
3059 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3060 else if (can_turn_left && rnd > rnd_value / 8)
3061 MovDir[x][y] = left_dir;
3062 else if (can_turn_right && rnd > rnd_value / 8)
3063 MovDir[x][y] = right_dir;
3065 MovDir[x][y] = back_dir;
3067 xx = x + move_xy[MovDir[x][y]].x;
3068 yy = y + move_xy[MovDir[x][y]].y;
3070 if (!IS_FREE(xx, yy))
3071 MovDir[x][y] = old_move_dir;
3075 else if (element == EL_MOLE)
3077 boolean can_move_on =
3078 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3079 IS_AMOEBOID(Feld[move_x][move_y]) ||
3080 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3083 boolean can_turn_left =
3084 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3085 IS_AMOEBOID(Feld[left_x][left_y])));
3087 boolean can_turn_right =
3088 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3089 IS_AMOEBOID(Feld[right_x][right_y])));
3091 if (can_turn_left && can_turn_right)
3092 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3093 else if (can_turn_left)
3094 MovDir[x][y] = left_dir;
3096 MovDir[x][y] = right_dir;
3099 if (MovDir[x][y] != old_move_dir)
3102 else if (element == EL_BALLOON)
3104 MovDir[x][y] = game.balloon_dir;
3107 else if (element == EL_SPRING)
3109 if (MovDir[x][y] & MV_HORIZONTAL &&
3110 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3111 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3112 MovDir[x][y] = MV_NO_MOVING;
3116 else if (element == EL_ROBOT ||
3117 element == EL_SATELLITE ||
3118 element == EL_PENGUIN)
3120 int attr_x = -1, attr_y = -1;
3131 for (i=0; i<MAX_PLAYERS; i++)
3133 struct PlayerInfo *player = &stored_player[i];
3134 int jx = player->jx, jy = player->jy;
3136 if (!player->active)
3140 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3148 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3154 if (element == EL_PENGUIN)
3157 static int xy[4][2] =
3167 int ex = x + xy[i % 4][0];
3168 int ey = y + xy[i % 4][1];
3170 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3179 MovDir[x][y] = MV_NO_MOVING;
3181 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3182 else if (attr_x > x)
3183 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3185 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3186 else if (attr_y > y)
3187 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3189 if (element == EL_ROBOT)
3193 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3194 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3195 Moving2Blocked(x, y, &newx, &newy);
3197 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3198 MovDelay[x][y] = 8 + 8 * !RND(3);
3200 MovDelay[x][y] = 16;
3202 else if (element == EL_PENGUIN)
3208 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3210 boolean first_horiz = RND(2);
3211 int new_move_dir = MovDir[x][y];
3214 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3215 Moving2Blocked(x, y, &newx, &newy);
3217 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3221 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3222 Moving2Blocked(x, y, &newx, &newy);
3224 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3227 MovDir[x][y] = old_move_dir;
3231 else /* (element == EL_SATELLITE) */
3237 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3239 boolean first_horiz = RND(2);
3240 int new_move_dir = MovDir[x][y];
3243 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3244 Moving2Blocked(x, y, &newx, &newy);
3246 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3250 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3251 Moving2Blocked(x, y, &newx, &newy);
3253 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3256 MovDir[x][y] = old_move_dir;
3261 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3262 element_info[element].move_pattern == MV_TURNING_LEFT ||
3263 element_info[element].move_pattern == MV_TURNING_RIGHT)
3265 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3266 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3268 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3269 MovDir[x][y] = left_dir;
3270 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3271 MovDir[x][y] = right_dir;
3272 else if (can_turn_left && can_turn_right)
3273 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3274 else if (can_turn_left)
3275 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3276 else if (can_turn_right)
3277 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3279 MovDir[x][y] = back_dir;
3281 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3283 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3284 element_info[element].move_pattern == MV_VERTICAL)
3286 if (element_info[element].move_pattern & old_move_dir)
3287 MovDir[x][y] = back_dir;
3288 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3289 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3290 else if (element_info[element].move_pattern == MV_VERTICAL)
3291 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3293 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3295 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3297 MovDir[x][y] = element_info[element].move_pattern;
3298 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3300 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3302 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3303 MovDir[x][y] = left_dir;
3304 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3305 MovDir[x][y] = right_dir;
3307 if (MovDir[x][y] != old_move_dir)
3308 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3310 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3312 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3313 MovDir[x][y] = right_dir;
3314 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3315 MovDir[x][y] = left_dir;
3317 if (MovDir[x][y] != old_move_dir)
3318 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3320 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3321 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3323 int attr_x = -1, attr_y = -1;
3326 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3337 for (i=0; i<MAX_PLAYERS; i++)
3339 struct PlayerInfo *player = &stored_player[i];
3340 int jx = player->jx, jy = player->jy;
3342 if (!player->active)
3346 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3354 MovDir[x][y] = MV_NO_MOVING;
3356 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3357 else if (attr_x > x)
3358 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3360 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3361 else if (attr_y > y)
3362 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3364 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3366 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3368 boolean first_horiz = RND(2);
3369 int new_move_dir = MovDir[x][y];
3372 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3373 Moving2Blocked(x, y, &newx, &newy);
3375 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3379 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3380 Moving2Blocked(x, y, &newx, &newy);
3382 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3385 MovDir[x][y] = old_move_dir;
3390 static boolean JustBeingPushed(int x, int y)
3394 for (i=0; i<MAX_PLAYERS; i++)
3396 struct PlayerInfo *player = &stored_player[i];
3398 if (player->active && player->Pushing && player->MovPos)
3400 int next_jx = player->jx + (player->jx - player->last_jx);
3401 int next_jy = player->jy + (player->jy - player->last_jy);
3403 if (x == next_jx && y == next_jy)
3411 void StartMoving(int x, int y)
3413 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3414 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3415 int element = Feld[x][y];
3420 GfxAction[x][y] = ACTION_DEFAULT;
3422 if (CAN_FALL(element) && y < lev_fieldy - 1)
3424 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3425 if (JustBeingPushed(x, y))
3428 if (element == EL_QUICKSAND_FULL)
3430 if (IS_FREE(x, y + 1))
3432 InitMovingField(x, y, MV_DOWN);
3433 started_moving = TRUE;
3435 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3436 Store[x][y] = EL_ROCK;
3438 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3440 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3443 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3445 if (!MovDelay[x][y])
3446 MovDelay[x][y] = TILEY + 1;
3455 Feld[x][y] = EL_QUICKSAND_EMPTY;
3456 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3457 Store[x][y + 1] = Store[x][y];
3460 PlaySoundLevelAction(x, y, ACTION_FILLING);
3462 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3466 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3467 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3469 InitMovingField(x, y, MV_DOWN);
3470 started_moving = TRUE;
3472 Feld[x][y] = EL_QUICKSAND_FILLING;
3473 Store[x][y] = element;
3475 PlaySoundLevelAction(x, y, ACTION_FILLING);
3477 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3480 else if (element == EL_MAGIC_WALL_FULL)
3482 if (IS_FREE(x, y + 1))
3484 InitMovingField(x, y, MV_DOWN);
3485 started_moving = TRUE;
3487 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3488 Store[x][y] = EL_CHANGED(Store[x][y]);
3490 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3492 if (!MovDelay[x][y])
3493 MovDelay[x][y] = TILEY/4 + 1;
3502 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3503 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3504 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3508 else if (element == EL_BD_MAGIC_WALL_FULL)
3510 if (IS_FREE(x, y + 1))
3512 InitMovingField(x, y, MV_DOWN);
3513 started_moving = TRUE;
3515 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3516 Store[x][y] = EL_CHANGED2(Store[x][y]);
3518 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3520 if (!MovDelay[x][y])
3521 MovDelay[x][y] = TILEY/4 + 1;
3530 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3531 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3532 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3536 else if (CAN_PASS_MAGIC_WALL(element) &&
3537 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3538 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3540 InitMovingField(x, y, MV_DOWN);
3541 started_moving = TRUE;
3544 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3545 EL_BD_MAGIC_WALL_FILLING);
3546 Store[x][y] = element;
3549 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3551 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3556 InitMovingField(x, y, MV_DOWN);
3557 started_moving = TRUE;
3559 Store[x][y] = EL_ACID;
3561 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3562 GfxAction[x][y + 1] = ACTION_ACTIVE;
3567 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3568 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3569 JustStopped[x][y] && !Pushed[x][y + 1])
3571 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3575 /* calling "Impact()" here is not only completely unneccessary
3576 (because it already gets called from "ContinueMoving()" in
3577 all relevant situations), but also completely bullshit, because
3578 "JustStopped" also indicates a finished *horizontal* movement;
3579 we must keep this trash for backwards compatibility with older
3585 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3587 if (MovDir[x][y] == MV_NO_MOVING)
3589 InitMovingField(x, y, MV_DOWN);
3590 started_moving = TRUE;
3593 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3595 if (JustStopped[x][y]) /* prevent animation from being restarted */
3596 MovDir[x][y] = MV_DOWN;
3598 InitMovingField(x, y, MV_DOWN);
3599 started_moving = TRUE;
3601 else if (element == EL_AMOEBA_DROP)
3603 Feld[x][y] = EL_AMOEBA_GROWING;
3604 Store[x][y] = EL_AMOEBA_WET;
3606 /* Store[x][y + 1] must be zero, because:
3607 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3610 #if OLD_GAME_BEHAVIOUR
3611 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3613 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3614 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3615 element != EL_DX_SUPABOMB)
3618 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3619 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3620 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3621 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3624 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3625 (IS_FREE(x - 1, y + 1) ||
3626 Feld[x - 1][y + 1] == EL_ACID));
3627 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3628 (IS_FREE(x + 1, y + 1) ||
3629 Feld[x + 1][y + 1] == EL_ACID));
3630 boolean can_fall_any = (can_fall_left || can_fall_right);
3631 boolean can_fall_both = (can_fall_left && can_fall_right);
3633 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3635 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3637 if (slippery_type == SLIPPERY_ONLY_LEFT)
3638 can_fall_right = FALSE;
3639 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3640 can_fall_left = FALSE;
3641 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3642 can_fall_right = FALSE;
3643 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3644 can_fall_left = FALSE;
3646 can_fall_any = (can_fall_left || can_fall_right);
3647 can_fall_both = (can_fall_left && can_fall_right);
3652 if (can_fall_both &&
3653 (game.emulation != EMU_BOULDERDASH &&
3654 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3655 can_fall_left = !(can_fall_right = RND(2));
3657 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3658 started_moving = TRUE;
3661 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3663 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3664 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3665 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3666 int belt_dir = game.belt_dir[belt_nr];
3668 if ((belt_dir == MV_LEFT && left_is_free) ||
3669 (belt_dir == MV_RIGHT && right_is_free))
3671 InitMovingField(x, y, belt_dir);
3672 started_moving = TRUE;
3674 GfxAction[x][y] = ACTION_DEFAULT;
3679 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3680 if (CAN_MOVE(element) && !started_moving)
3684 if ((element == EL_SATELLITE ||
3685 element == EL_BALLOON ||
3686 element == EL_SPRING)
3687 && JustBeingPushed(x, y))
3692 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3693 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3695 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3697 Moving2Blocked(x, y, &newx, &newy);
3698 if (Feld[newx][newy] == EL_BLOCKED)
3699 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3704 if (!MovDelay[x][y]) /* start new movement phase */
3706 /* all objects that can change their move direction after each step
3707 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3709 if (element != EL_YAMYAM &&
3710 element != EL_DARK_YAMYAM &&
3711 element != EL_PACMAN &&
3712 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3713 element_info[element].move_pattern != MV_TURNING_LEFT &&
3714 element_info[element].move_pattern != MV_TURNING_RIGHT)
3718 if (MovDelay[x][y] && (element == EL_BUG ||
3719 element == EL_SPACESHIP ||
3720 element == EL_SP_SNIKSNAK ||
3721 element == EL_SP_ELECTRON ||
3722 element == EL_MOLE))
3723 DrawLevelField(x, y);
3727 if (MovDelay[x][y]) /* wait some time before next movement */
3732 if (element == EL_YAMYAM)
3735 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3736 DrawLevelElementAnimation(x, y, element);
3740 if (MovDelay[x][y]) /* element still has to wait some time */
3743 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3744 ResetGfxAnimation(x, y);
3746 GfxAction[x][y] = ACTION_WAITING;
3749 if (element == EL_ROBOT ||
3751 element == EL_PACMAN ||
3753 element == EL_YAMYAM ||
3754 element == EL_DARK_YAMYAM)
3757 DrawLevelElementAnimation(x, y, element);
3759 DrawLevelElementAnimationIfNeeded(x, y, element);
3761 PlaySoundLevelAction(x, y, ACTION_WAITING);
3763 else if (element == EL_SP_ELECTRON)
3764 DrawLevelElementAnimationIfNeeded(x, y, element);
3765 else if (element == EL_DRAGON)
3768 int dir = MovDir[x][y];
3769 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3770 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3771 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3772 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3773 dir == MV_UP ? IMG_FLAMES_1_UP :
3774 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3775 int frame = getGraphicAnimationFrame(graphic, -1);
3777 for (i=1; i<=3; i++)
3779 int xx = x + i*dx, yy = y + i*dy;
3780 int sx = SCREENX(xx), sy = SCREENY(yy);
3781 int flame_graphic = graphic + (i - 1);
3783 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3788 int flamed = MovingOrBlocked2Element(xx, yy);
3790 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3793 RemoveMovingField(xx, yy);
3795 Feld[xx][yy] = EL_FLAMES;
3796 if (IN_SCR_FIELD(sx, sy))
3797 DrawGraphic(sx, sy, flame_graphic, frame);
3801 if (Feld[xx][yy] == EL_FLAMES)
3802 Feld[xx][yy] = EL_EMPTY;
3803 DrawLevelField(xx, yy);
3808 if (MovDelay[x][y]) /* element still has to wait some time */
3810 PlaySoundLevelAction(x, y, ACTION_WAITING);
3815 GfxAction[x][y] = ACTION_MOVING;
3818 /* now make next step */
3820 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3822 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3823 !PLAYER_PROTECTED(newx, newy))
3826 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3829 /* player killed by element which is deadly when colliding with */
3831 KillHero(PLAYERINFO(newx, newy));
3836 else if ((element == EL_PENGUIN ||
3837 element == EL_ROBOT ||
3838 element == EL_SATELLITE ||
3839 element == EL_BALLOON ||
3840 IS_CUSTOM_ELEMENT(element)) &&
3841 IN_LEV_FIELD(newx, newy) &&
3842 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3845 Store[x][y] = EL_ACID;
3847 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3849 if (Feld[newx][newy] == EL_EXIT_OPEN)
3851 Feld[x][y] = EL_EMPTY;
3852 DrawLevelField(x, y);
3854 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3855 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3856 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3858 local_player->friends_still_needed--;
3859 if (!local_player->friends_still_needed &&
3860 !local_player->GameOver && AllPlayersGone)
3861 local_player->LevelSolved = local_player->GameOver = TRUE;
3865 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3867 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3868 DrawLevelField(newx, newy);
3870 MovDir[x][y] = MV_NO_MOVING;
3872 else if (!IS_FREE(newx, newy))
3874 GfxAction[x][y] = ACTION_WAITING;
3876 if (IS_PLAYER(x, y))
3877 DrawPlayerField(x, y);
3879 DrawLevelField(x, y);
3883 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3885 if (IS_FOOD_PIG(Feld[newx][newy]))
3887 if (IS_MOVING(newx, newy))
3888 RemoveMovingField(newx, newy);
3891 Feld[newx][newy] = EL_EMPTY;
3892 DrawLevelField(newx, newy);
3895 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3897 else if (!IS_FREE(newx, newy))
3899 if (IS_PLAYER(x, y))
3900 DrawPlayerField(x, y);
3902 DrawLevelField(x, y);
3906 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3908 if (!IS_FREE(newx, newy))
3910 if (IS_PLAYER(x, y))
3911 DrawPlayerField(x, y);
3913 DrawLevelField(x, y);
3918 boolean wanna_flame = !RND(10);
3919 int dx = newx - x, dy = newy - y;
3920 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3921 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3922 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3923 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3924 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3925 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3928 IS_CLASSIC_ENEMY(element1) ||
3929 IS_CLASSIC_ENEMY(element2)) &&
3930 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3931 element1 != EL_FLAMES && element2 != EL_FLAMES)
3933 if (IS_PLAYER(x, y))
3934 DrawPlayerField(x, y);
3936 DrawLevelField(x, y);
3938 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3940 MovDelay[x][y] = 50;
3941 Feld[newx][newy] = EL_FLAMES;
3942 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3943 Feld[newx1][newy1] = EL_FLAMES;
3944 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3945 Feld[newx2][newy2] = EL_FLAMES;
3950 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3951 Feld[newx][newy] == EL_DIAMOND)
3953 if (IS_MOVING(newx, newy))
3954 RemoveMovingField(newx, newy);
3957 Feld[newx][newy] = EL_EMPTY;
3958 DrawLevelField(newx, newy);
3961 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3963 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3964 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3966 if (AmoebaNr[newx][newy])
3968 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3969 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3970 Feld[newx][newy] == EL_BD_AMOEBA)
3971 AmoebaCnt[AmoebaNr[newx][newy]]--;
3974 if (IS_MOVING(newx, newy))
3975 RemoveMovingField(newx, newy);
3978 Feld[newx][newy] = EL_EMPTY;
3979 DrawLevelField(newx, newy);
3982 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3984 else if ((element == EL_PACMAN || element == EL_MOLE)
3985 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3987 if (AmoebaNr[newx][newy])
3989 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3990 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3991 Feld[newx][newy] == EL_BD_AMOEBA)
3992 AmoebaCnt[AmoebaNr[newx][newy]]--;
3995 if (element == EL_MOLE)
3997 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3998 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3999 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4000 return; /* wait for shrinking amoeba */
4002 else /* element == EL_PACMAN */
4004 Feld[newx][newy] = EL_EMPTY;
4005 DrawLevelField(newx, newy);
4006 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4009 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4010 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4011 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4013 /* wait for shrinking amoeba to completely disappear */
4016 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4018 /* object was running against a wall */
4023 DrawLevelElementAnimation(x, y, element);
4025 if (element == EL_BUG ||
4026 element == EL_SPACESHIP ||
4027 element == EL_SP_SNIKSNAK)
4028 DrawLevelField(x, y);
4029 else if (element == EL_MOLE)
4030 DrawLevelField(x, y);
4031 else if (element == EL_BD_BUTTERFLY ||
4032 element == EL_BD_FIREFLY)
4033 DrawLevelElementAnimationIfNeeded(x, y, element);
4034 else if (element == EL_SATELLITE)
4035 DrawLevelElementAnimationIfNeeded(x, y, element);
4036 else if (element == EL_SP_ELECTRON)
4037 DrawLevelElementAnimationIfNeeded(x, y, element);
4040 if (DONT_TOUCH(element))
4041 TestIfBadThingTouchesHero(x, y);
4044 PlaySoundLevelAction(x, y, ACTION_WAITING);
4050 InitMovingField(x, y, MovDir[x][y]);
4052 PlaySoundLevelAction(x, y, ACTION_MOVING);
4056 ContinueMoving(x, y);
4059 void ContinueMoving(int x, int y)
4061 int element = Feld[x][y];
4062 int direction = MovDir[x][y];
4063 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4064 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4065 int newx = x + dx, newy = y + dy;
4066 int nextx = newx + dx, nexty = newy + dy;
4067 boolean pushed = Pushed[x][y];
4069 MovPos[x][y] += getElementMoveStepsize(x, y);
4071 if (pushed) /* special case: moving object pushed by player */
4072 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4074 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4076 Feld[x][y] = EL_EMPTY;
4077 Feld[newx][newy] = element;
4078 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4080 if (element == EL_MOLE)
4082 Feld[x][y] = EL_SAND;
4084 DrawLevelFieldCrumbledSandNeighbours(x, y);
4086 else if (element == EL_QUICKSAND_FILLING)
4088 element = Feld[newx][newy] = get_next_element(element);
4089 Store[newx][newy] = Store[x][y];
4091 else if (element == EL_QUICKSAND_EMPTYING)
4093 Feld[x][y] = get_next_element(element);
4094 element = Feld[newx][newy] = Store[x][y];
4096 else if (element == EL_MAGIC_WALL_FILLING)
4098 element = Feld[newx][newy] = get_next_element(element);
4099 if (!game.magic_wall_active)
4100 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4101 Store[newx][newy] = Store[x][y];
4103 else if (element == EL_MAGIC_WALL_EMPTYING)
4105 Feld[x][y] = get_next_element(element);
4106 if (!game.magic_wall_active)
4107 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4108 element = Feld[newx][newy] = Store[x][y];
4110 else if (element == EL_BD_MAGIC_WALL_FILLING)
4112 element = Feld[newx][newy] = get_next_element(element);
4113 if (!game.magic_wall_active)
4114 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4115 Store[newx][newy] = Store[x][y];
4117 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4119 Feld[x][y] = get_next_element(element);
4120 if (!game.magic_wall_active)
4121 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4122 element = Feld[newx][newy] = Store[x][y];
4124 else if (element == EL_AMOEBA_DROPPING)
4126 Feld[x][y] = get_next_element(element);
4127 element = Feld[newx][newy] = Store[x][y];
4129 else if (element == EL_SOKOBAN_OBJECT)
4132 Feld[x][y] = Back[x][y];
4134 if (Back[newx][newy])
4135 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4137 Back[x][y] = Back[newx][newy] = 0;
4139 else if (Store[x][y] == EL_ACID)
4141 element = Feld[newx][newy] = EL_ACID;
4145 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4146 MovDelay[newx][newy] = 0;
4148 /* copy element change control values to new field */
4149 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4151 /* copy animation control values to new field */
4152 GfxFrame[newx][newy] = GfxFrame[x][y];
4153 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4154 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4156 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4158 ResetGfxAnimation(x, y); /* reset animation values for old field */
4161 /* 2.1.1 (does not work correctly for spring) */
4162 if (!CAN_MOVE(element))
4163 MovDir[newx][newy] = 0;
4167 /* (does not work for falling objects that slide horizontally) */
4168 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4169 MovDir[newx][newy] = 0;
4172 if (!CAN_MOVE(element) ||
4173 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4174 MovDir[newx][newy] = 0;
4177 if (!CAN_MOVE(element) ||
4178 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4179 MovDir[newx][newy] = 0;
4183 DrawLevelField(x, y);
4184 DrawLevelField(newx, newy);
4186 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4188 if (!pushed) /* special case: moving object pushed by player */
4189 JustStopped[newx][newy] = 3;
4191 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4193 TestIfBadThingTouchesHero(newx, newy);
4194 TestIfBadThingTouchesFriend(newx, newy);
4195 TestIfBadThingTouchesOtherBadThing(newx, newy);
4197 else if (element == EL_PENGUIN)
4198 TestIfFriendTouchesBadThing(newx, newy);
4200 if (CAN_FALL(element) && direction == MV_DOWN &&
4201 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4204 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4205 CheckElementChange(newx, newy, element, CE_COLLISION);
4207 TestIfPlayerTouchesCustomElement(newx, newy);
4208 TestIfElementTouchesCustomElement(newx, newy);
4210 else /* still moving on */
4212 DrawLevelField(x, y);
4216 int AmoebeNachbarNr(int ax, int ay)
4219 int element = Feld[ax][ay];
4221 static int xy[4][2] =
4231 int x = ax + xy[i][0];
4232 int y = ay + xy[i][1];
4234 if (!IN_LEV_FIELD(x, y))
4237 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4238 group_nr = AmoebaNr[x][y];
4244 void AmoebenVereinigen(int ax, int ay)
4246 int i, x, y, xx, yy;
4247 int new_group_nr = AmoebaNr[ax][ay];
4248 static int xy[4][2] =
4256 if (new_group_nr == 0)
4264 if (!IN_LEV_FIELD(x, y))
4267 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4268 Feld[x][y] == EL_BD_AMOEBA ||
4269 Feld[x][y] == EL_AMOEBA_DEAD) &&
4270 AmoebaNr[x][y] != new_group_nr)
4272 int old_group_nr = AmoebaNr[x][y];
4274 if (old_group_nr == 0)
4277 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4278 AmoebaCnt[old_group_nr] = 0;
4279 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4280 AmoebaCnt2[old_group_nr] = 0;
4282 for (yy=0; yy<lev_fieldy; yy++)
4284 for (xx=0; xx<lev_fieldx; xx++)
4286 if (AmoebaNr[xx][yy] == old_group_nr)
4287 AmoebaNr[xx][yy] = new_group_nr;
4294 void AmoebeUmwandeln(int ax, int ay)
4298 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4300 int group_nr = AmoebaNr[ax][ay];
4305 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4306 printf("AmoebeUmwandeln(): This should never happen!\n");
4311 for (y=0; y<lev_fieldy; y++)
4313 for (x=0; x<lev_fieldx; x++)
4315 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4318 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4322 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4323 SND_AMOEBA_TURNING_TO_GEM :
4324 SND_AMOEBA_TURNING_TO_ROCK));
4329 static int xy[4][2] =
4342 if (!IN_LEV_FIELD(x, y))
4345 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4347 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4348 SND_AMOEBA_TURNING_TO_GEM :
4349 SND_AMOEBA_TURNING_TO_ROCK));
4356 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4359 int group_nr = AmoebaNr[ax][ay];
4360 boolean done = FALSE;
4365 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4366 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4371 for (y=0; y<lev_fieldy; y++)
4373 for (x=0; x<lev_fieldx; x++)
4375 if (AmoebaNr[x][y] == group_nr &&
4376 (Feld[x][y] == EL_AMOEBA_DEAD ||
4377 Feld[x][y] == EL_BD_AMOEBA ||
4378 Feld[x][y] == EL_AMOEBA_GROWING))
4381 Feld[x][y] = new_element;
4382 InitField(x, y, FALSE);
4383 DrawLevelField(x, y);
4390 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4391 SND_BD_AMOEBA_TURNING_TO_ROCK :
4392 SND_BD_AMOEBA_TURNING_TO_GEM));
4395 void AmoebeWaechst(int x, int y)
4397 static unsigned long sound_delay = 0;
4398 static unsigned long sound_delay_value = 0;
4400 if (!MovDelay[x][y]) /* start new growing cycle */
4404 if (DelayReached(&sound_delay, sound_delay_value))
4407 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4409 if (Store[x][y] == EL_BD_AMOEBA)
4410 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4412 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4414 sound_delay_value = 30;
4418 if (MovDelay[x][y]) /* wait some time before growing bigger */
4421 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4423 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4424 6 - MovDelay[x][y]);
4426 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4429 if (!MovDelay[x][y])
4431 Feld[x][y] = Store[x][y];
4433 DrawLevelField(x, y);
4438 void AmoebaDisappearing(int x, int y)
4440 static unsigned long sound_delay = 0;
4441 static unsigned long sound_delay_value = 0;
4443 if (!MovDelay[x][y]) /* start new shrinking cycle */
4447 if (DelayReached(&sound_delay, sound_delay_value))
4448 sound_delay_value = 30;
4451 if (MovDelay[x][y]) /* wait some time before shrinking */
4454 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4456 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4457 6 - MovDelay[x][y]);
4459 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4462 if (!MovDelay[x][y])
4464 Feld[x][y] = EL_EMPTY;
4465 DrawLevelField(x, y);
4467 /* don't let mole enter this field in this cycle;
4468 (give priority to objects falling to this field from above) */
4474 void AmoebeAbleger(int ax, int ay)
4477 int element = Feld[ax][ay];
4478 int graphic = el2img(element);
4479 int newax = ax, neway = ay;
4480 static int xy[4][2] =
4488 if (!level.amoeba_speed)
4490 Feld[ax][ay] = EL_AMOEBA_DEAD;
4491 DrawLevelField(ax, ay);
4495 if (IS_ANIMATED(graphic))
4496 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4498 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4499 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4501 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4504 if (MovDelay[ax][ay])
4508 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4511 int x = ax + xy[start][0];
4512 int y = ay + xy[start][1];
4514 if (!IN_LEV_FIELD(x, y))
4517 if (IS_FREE(x, y) ||
4518 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4524 if (newax == ax && neway == ay)
4527 else /* normal or "filled" (BD style) amoeba */
4530 boolean waiting_for_player = FALSE;
4534 int j = (start + i) % 4;
4535 int x = ax + xy[j][0];
4536 int y = ay + xy[j][1];
4538 if (!IN_LEV_FIELD(x, y))
4541 if (IS_FREE(x, y) ||
4542 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4548 else if (IS_PLAYER(x, y))
4549 waiting_for_player = TRUE;
4552 if (newax == ax && neway == ay) /* amoeba cannot grow */
4554 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4556 Feld[ax][ay] = EL_AMOEBA_DEAD;
4557 DrawLevelField(ax, ay);
4558 AmoebaCnt[AmoebaNr[ax][ay]]--;
4560 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4562 if (element == EL_AMOEBA_FULL)
4563 AmoebeUmwandeln(ax, ay);
4564 else if (element == EL_BD_AMOEBA)
4565 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4570 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4572 /* amoeba gets larger by growing in some direction */
4574 int new_group_nr = AmoebaNr[ax][ay];
4577 if (new_group_nr == 0)
4579 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4580 printf("AmoebeAbleger(): This should never happen!\n");
4585 AmoebaNr[newax][neway] = new_group_nr;
4586 AmoebaCnt[new_group_nr]++;
4587 AmoebaCnt2[new_group_nr]++;
4589 /* if amoeba touches other amoeba(s) after growing, unify them */
4590 AmoebenVereinigen(newax, neway);
4592 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4594 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4600 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4601 (neway == lev_fieldy - 1 && newax != ax))
4603 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4604 Store[newax][neway] = element;
4606 else if (neway == ay)
4608 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4610 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4612 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4617 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4618 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4619 Store[ax][ay] = EL_AMOEBA_DROP;
4620 ContinueMoving(ax, ay);
4624 DrawLevelField(newax, neway);
4627 void Life(int ax, int ay)
4630 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4632 int element = Feld[ax][ay];
4633 int graphic = el2img(element);
4634 boolean changed = FALSE;
4636 if (IS_ANIMATED(graphic))
4637 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4642 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4643 MovDelay[ax][ay] = life_time;
4645 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4648 if (MovDelay[ax][ay])
4652 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4654 int xx = ax+x1, yy = ay+y1;
4657 if (!IN_LEV_FIELD(xx, yy))
4660 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4662 int x = xx+x2, y = yy+y2;
4664 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4667 if (((Feld[x][y] == element ||
4668 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4670 (IS_FREE(x, y) && Stop[x][y]))
4674 if (xx == ax && yy == ay) /* field in the middle */
4676 if (nachbarn < life[0] || nachbarn > life[1])
4678 Feld[xx][yy] = EL_EMPTY;
4680 DrawLevelField(xx, yy);
4681 Stop[xx][yy] = TRUE;
4685 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4686 { /* free border field */
4687 if (nachbarn >= life[2] && nachbarn <= life[3])
4689 Feld[xx][yy] = element;
4690 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4692 DrawLevelField(xx, yy);
4693 Stop[xx][yy] = TRUE;
4700 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4701 SND_GAME_OF_LIFE_GROWING);
4704 static void InitRobotWheel(int x, int y)
4706 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4709 static void RunRobotWheel(int x, int y)
4711 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4714 static void StopRobotWheel(int x, int y)
4716 if (ZX == x && ZY == y)
4720 static void InitTimegateWheel(int x, int y)
4722 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4725 static void RunTimegateWheel(int x, int y)
4727 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4730 void CheckExit(int x, int y)
4732 if (local_player->gems_still_needed > 0 ||
4733 local_player->sokobanfields_still_needed > 0 ||
4734 local_player->lights_still_needed > 0)
4736 int element = Feld[x][y];
4737 int graphic = el2img(element);
4739 if (IS_ANIMATED(graphic))
4740 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4745 Feld[x][y] = EL_EXIT_OPENING;
4747 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4750 void CheckExitSP(int x, int y)
4752 if (local_player->gems_still_needed > 0)
4754 int element = Feld[x][y];
4755 int graphic = el2img(element);
4757 if (IS_ANIMATED(graphic))
4758 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4763 Feld[x][y] = EL_SP_EXIT_OPEN;
4765 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4768 static void CloseAllOpenTimegates()
4772 for (y=0; y<lev_fieldy; y++)
4774 for (x=0; x<lev_fieldx; x++)
4776 int element = Feld[x][y];
4778 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4780 Feld[x][y] = EL_TIMEGATE_CLOSING;
4782 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4784 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4791 void EdelsteinFunkeln(int x, int y)
4793 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4796 if (Feld[x][y] == EL_BD_DIAMOND)
4799 if (MovDelay[x][y] == 0) /* next animation frame */
4800 MovDelay[x][y] = 11 * !SimpleRND(500);
4802 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4806 if (setup.direct_draw && MovDelay[x][y])
4807 SetDrawtoField(DRAW_BUFFERED);
4809 DrawLevelElementAnimation(x, y, Feld[x][y]);
4811 if (MovDelay[x][y] != 0)
4813 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4814 10 - MovDelay[x][y]);
4816 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4818 if (setup.direct_draw)
4822 dest_x = FX + SCREENX(x) * TILEX;
4823 dest_y = FY + SCREENY(y) * TILEY;
4825 BlitBitmap(drawto_field, window,
4826 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4827 SetDrawtoField(DRAW_DIRECT);
4833 void MauerWaechst(int x, int y)
4837 if (!MovDelay[x][y]) /* next animation frame */
4838 MovDelay[x][y] = 3 * delay;
4840 if (MovDelay[x][y]) /* wait some time before next frame */
4844 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4846 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4847 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4849 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4852 if (!MovDelay[x][y])
4854 if (MovDir[x][y] == MV_LEFT)
4856 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4857 DrawLevelField(x - 1, y);
4859 else if (MovDir[x][y] == MV_RIGHT)
4861 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4862 DrawLevelField(x + 1, y);
4864 else if (MovDir[x][y] == MV_UP)
4866 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4867 DrawLevelField(x, y - 1);
4871 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4872 DrawLevelField(x, y + 1);
4875 Feld[x][y] = Store[x][y];
4877 MovDir[x][y] = MV_NO_MOVING;
4878 DrawLevelField(x, y);
4883 void MauerAbleger(int ax, int ay)
4885 int element = Feld[ax][ay];
4886 int graphic = el2img(element);
4887 boolean oben_frei = FALSE, unten_frei = FALSE;
4888 boolean links_frei = FALSE, rechts_frei = FALSE;
4889 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4890 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4891 boolean new_wall = FALSE;
4893 if (IS_ANIMATED(graphic))
4894 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4896 if (!MovDelay[ax][ay]) /* start building new wall */
4897 MovDelay[ax][ay] = 6;
4899 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4902 if (MovDelay[ax][ay])
4906 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4908 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4910 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4912 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4915 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4916 element == EL_EXPANDABLE_WALL_ANY)
4920 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4921 Store[ax][ay-1] = element;
4922 MovDir[ax][ay-1] = MV_UP;
4923 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4924 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4925 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4930 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4931 Store[ax][ay+1] = element;
4932 MovDir[ax][ay+1] = MV_DOWN;
4933 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4934 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4935 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4940 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4941 element == EL_EXPANDABLE_WALL_ANY ||
4942 element == EL_EXPANDABLE_WALL)
4946 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4947 Store[ax-1][ay] = element;
4948 MovDir[ax-1][ay] = MV_LEFT;
4949 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4950 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4951 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4957 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4958 Store[ax+1][ay] = element;
4959 MovDir[ax+1][ay] = MV_RIGHT;
4960 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4961 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4962 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4967 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4968 DrawLevelField(ax, ay);
4970 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4972 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4973 unten_massiv = TRUE;
4974 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4975 links_massiv = TRUE;
4976 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4977 rechts_massiv = TRUE;
4979 if (((oben_massiv && unten_massiv) ||
4980 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4981 element == EL_EXPANDABLE_WALL) &&
4982 ((links_massiv && rechts_massiv) ||
4983 element == EL_EXPANDABLE_WALL_VERTICAL))
4984 Feld[ax][ay] = EL_WALL;
4988 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4990 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4994 void CheckForDragon(int x, int y)
4997 boolean dragon_found = FALSE;
4998 static int xy[4][2] =
5010 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5012 if (IN_LEV_FIELD(xx, yy) &&
5013 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5015 if (Feld[xx][yy] == EL_DRAGON)
5016 dragon_found = TRUE;
5029 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5031 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5033 Feld[xx][yy] = EL_EMPTY;
5034 DrawLevelField(xx, yy);
5043 static void InitBuggyBase(int x, int y)
5045 int element = Feld[x][y];
5046 int activating_delay = FRAMES_PER_SECOND / 4;
5049 (element == EL_SP_BUGGY_BASE ?
5050 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5051 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5053 element == EL_SP_BUGGY_BASE_ACTIVE ?
5054 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5057 static void WarnBuggyBase(int x, int y)
5060 static int xy[4][2] =
5070 int xx = x + xy[i][0], yy = y + xy[i][1];
5072 if (IS_PLAYER(xx, yy))
5074 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5081 static void InitTrap(int x, int y)
5083 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5086 static void ActivateTrap(int x, int y)
5088 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5091 static void ChangeActiveTrap(int x, int y)
5093 int graphic = IMG_TRAP_ACTIVE;
5095 /* if new animation frame was drawn, correct crumbled sand border */
5096 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5097 DrawLevelFieldCrumbledSand(x, y);
5100 static void ChangeElementNowExt(int x, int y, int target_element)
5102 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5109 Feld[x][y] = target_element;
5111 ResetGfxAnimation(x, y);
5112 ResetRandomAnimationValue(x, y);
5114 InitField(x, y, FALSE);
5115 if (CAN_MOVE(Feld[x][y]))
5118 DrawLevelField(x, y);
5120 if (CAN_BE_CRUMBLED(Feld[x][y]))
5121 DrawLevelFieldCrumbledSandNeighbours(x, y);
5124 static void ChangeElementNow(int x, int y, int element)
5126 struct ElementChangeInfo *change = &element_info[element].change;
5128 /* prevent CheckTriggeredElementChange() from looping */
5129 Changing[x][y] = TRUE;
5131 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5133 Changing[x][y] = FALSE;
5135 if (change->explode)
5141 if (change->use_content)
5143 boolean complete_change = TRUE;
5144 boolean can_change[3][3];
5147 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5149 boolean half_destructible;
5150 int ex = x + xx - 1;
5151 int ey = y + yy - 1;
5154 can_change[xx][yy] = TRUE;
5156 if (ex == x && ey == y) /* do not check changing element itself */
5159 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5161 can_change[xx][yy] = FALSE; /* do not change empty borders */
5166 if (!IN_LEV_FIELD(ex, ey))
5168 can_change[xx][yy] = FALSE;
5169 complete_change = FALSE;
5176 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5178 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5179 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5180 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5182 can_change[xx][yy] = FALSE;
5183 complete_change = FALSE;
5187 if (!change->only_complete || complete_change)
5189 if (change->only_complete && change->use_random_change &&
5190 RND(change->random) != 0)
5193 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5195 int ex = x + xx - 1;
5196 int ey = y + yy - 1;
5198 if (can_change[xx][yy] && (!change->use_random_change ||
5199 RND(change->random) == 0))
5201 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5203 /* for symmetry reasons, stop newly created border elements */
5204 if (ex != x || ey != y)
5205 Stop[ex][ey] = TRUE;
5213 ChangeElementNowExt(x, y, change->target_element);
5216 static void ChangeElement(int x, int y)
5219 int element = MovingOrBlocked2Element(x, y);
5221 int element = Feld[x][y];
5223 struct ElementChangeInfo *change = &element_info[element].change;
5225 if (ChangeDelay[x][y] == 0) /* initialize element change */
5228 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5229 RND(change->delay_random * change->delay_frames)) + 1;
5231 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5233 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5235 int max_random_delay = element_info[element].change.delay_random;
5236 int delay_frames = element_info[element].change.delay_frames;
5238 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5242 ResetGfxAnimation(x, y);
5243 ResetRandomAnimationValue(x, y);
5246 if (change->pre_change_function)
5247 change->pre_change_function(x, y);
5249 if (changing_element[element].pre_change_function)
5250 changing_element[element].pre_change_function(x, y);
5254 ChangeDelay[x][y]--;
5256 if (ChangeDelay[x][y] != 0) /* continue element change */
5258 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5260 if (IS_ANIMATED(graphic))
5261 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5264 if (change->change_function)
5265 change->change_function(x, y);
5267 if (changing_element[element].change_function)
5268 changing_element[element].change_function(x, y);
5271 else /* finish element change */
5274 int next_element = changing_element[element].next_element;
5277 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5279 ChangeDelay[x][y] = 1; /* try change after next move step */
5285 ChangeElementNow(x, y, element);
5287 if (change->post_change_function)
5288 change->post_change_function(x, y);
5290 if (next_element != EL_UNDEFINED)
5291 ChangeElementNow(x, y, next_element);
5293 ChangeElementNow(x, y, element_info[element].change.target_element);
5295 if (changing_element[element].post_change_function)
5296 changing_element[element].post_change_function(x, y);
5301 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5306 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5309 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5311 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5312 element_info[i].change.trigger_element != trigger_element)
5315 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5317 if (x == lx && y == ly) /* do not change trigger element itself */
5320 if (Changing[x][y]) /* do not change just changing elements */
5323 if (Feld[x][y] == i)
5325 ChangeDelay[x][y] = 1;
5326 ChangeElement(x, y);
5334 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5336 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5339 if (Feld[x][y] == EL_BLOCKED)
5340 Blocked2Moving(x, y, &x, &y);
5342 ChangeDelay[x][y] = 1;
5343 ChangeElement(x, y);
5348 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5350 static byte stored_player_action[MAX_PLAYERS];
5351 static int num_stored_actions = 0;
5352 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5353 int left = player_action & JOY_LEFT;
5354 int right = player_action & JOY_RIGHT;
5355 int up = player_action & JOY_UP;
5356 int down = player_action & JOY_DOWN;
5357 int button1 = player_action & JOY_BUTTON_1;
5358 int button2 = player_action & JOY_BUTTON_2;
5359 int dx = (left ? -1 : right ? 1 : 0);
5360 int dy = (up ? -1 : down ? 1 : 0);
5362 stored_player_action[player->index_nr] = 0;
5363 num_stored_actions++;
5365 if (!player->active || tape.pausing)
5371 snapped = SnapField(player, dx, dy);
5375 bombed = PlaceBomb(player);
5376 moved = MoveFigure(player, dx, dy);
5379 if (tape.single_step && tape.recording && !tape.pausing)
5381 if (button1 || (bombed && !moved))
5383 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5384 SnapField(player, 0, 0); /* stop snapping */
5388 stored_player_action[player->index_nr] = player_action;
5392 /* no actions for this player (no input at player's configured device) */
5394 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5395 SnapField(player, 0, 0);
5396 CheckGravityMovement(player);
5398 if (player->MovPos == 0)
5401 printf("Trying... Player frame reset\n");
5404 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5407 if (player->MovPos == 0) /* needed for tape.playing */
5408 player->is_moving = FALSE;
5411 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5413 TapeRecordAction(stored_player_action);
5414 num_stored_actions = 0;
5420 static unsigned long action_delay = 0;
5421 unsigned long action_delay_value;
5422 int magic_wall_x = 0, magic_wall_y = 0;
5423 int i, x, y, element, graphic;
5424 byte *recorded_player_action;
5425 byte summarized_player_action = 0;
5427 if (game_status != GAME_MODE_PLAYING)
5430 action_delay_value =
5431 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5433 if (tape.playing && tape.index_search && !tape.pausing)
5434 action_delay_value = 0;
5436 /* ---------- main game synchronization point ---------- */
5438 WaitUntilDelayReached(&action_delay, action_delay_value);
5440 if (network_playing && !network_player_action_received)
5444 printf("DEBUG: try to get network player actions in time\n");
5448 #if defined(PLATFORM_UNIX)
5449 /* last chance to get network player actions without main loop delay */
5453 if (game_status != GAME_MODE_PLAYING)
5456 if (!network_player_action_received)
5460 printf("DEBUG: failed to get network player actions in time\n");
5470 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5472 for (i=0; i<MAX_PLAYERS; i++)
5474 summarized_player_action |= stored_player[i].action;
5476 if (!network_playing)
5477 stored_player[i].effective_action = stored_player[i].action;
5480 #if defined(PLATFORM_UNIX)
5481 if (network_playing)
5482 SendToServer_MovePlayer(summarized_player_action);
5485 if (!options.network && !setup.team_mode)
5486 local_player->effective_action = summarized_player_action;
5488 for (i=0; i<MAX_PLAYERS; i++)
5490 int actual_player_action = stored_player[i].effective_action;
5492 if (stored_player[i].programmed_action)
5493 actual_player_action = stored_player[i].programmed_action;
5495 if (recorded_player_action)
5496 actual_player_action = recorded_player_action[i];
5498 PlayerActions(&stored_player[i], actual_player_action);
5499 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5502 network_player_action_received = FALSE;
5504 ScrollScreen(NULL, SCROLL_GO_ON);
5510 for (i=0; i<MAX_PLAYERS; i++)
5511 stored_player[i].Frame++;
5515 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5517 for (i=0; i<MAX_PLAYERS; i++)
5519 struct PlayerInfo *player = &stored_player[i];
5523 if (player->active && player->Pushing && player->is_moving &&
5526 ContinueMoving(x, y);
5528 /* continue moving after pushing (this is actually a bug) */
5529 if (!IS_MOVING(x, y))
5538 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5541 if (JustStopped[x][y] > 0)
5542 JustStopped[x][y]--;
5547 if (IS_BLOCKED(x, y))
5551 Blocked2Moving(x, y, &oldx, &oldy);
5552 if (!IS_MOVING(oldx, oldy))
5554 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5555 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5556 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5557 printf("GameActions(): This should never happen!\n");
5563 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5565 element = Feld[x][y];
5567 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5569 graphic = el2img(element);
5575 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5577 element = graphic = 0;
5581 if (graphic_info[graphic].anim_global_sync)
5582 GfxFrame[x][y] = FrameCounter;
5584 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5585 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5586 ResetRandomAnimationValue(x, y);
5588 SetRandomAnimationValue(x, y);
5591 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5594 if (IS_INACTIVE(element))
5596 if (IS_ANIMATED(graphic))
5597 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5603 /* this may take place after moving, so 'element' may have changed */
5604 if (IS_CHANGING(x, y))
5606 ChangeElement(x, y);
5607 element = Feld[x][y];
5608 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5612 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5617 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5619 if (element == EL_PACMAN)
5620 printf("::: %d, %d, %d\n",
5621 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5624 if (element == EL_YAMYAM)
5625 printf("::: %d, %d, %d\n",
5626 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5630 if (IS_ANIMATED(graphic) &&
5634 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5637 if (element == EL_YAMYAM)
5638 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5642 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5643 EdelsteinFunkeln(x, y);
5645 else if ((element == EL_ACID ||
5646 element == EL_EXIT_OPEN ||
5647 element == EL_SP_EXIT_OPEN ||
5648 element == EL_SP_TERMINAL ||
5649 element == EL_SP_TERMINAL_ACTIVE ||
5650 element == EL_EXTRA_TIME ||
5651 element == EL_SHIELD_NORMAL ||
5652 element == EL_SHIELD_DEADLY) &&
5653 IS_ANIMATED(graphic))
5654 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5655 else if (IS_MOVING(x, y))
5656 ContinueMoving(x, y);
5657 else if (IS_ACTIVE_BOMB(element))
5658 CheckDynamite(x, y);
5660 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5661 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5663 else if (element == EL_AMOEBA_GROWING)
5664 AmoebeWaechst(x, y);
5665 else if (element == EL_AMOEBA_SHRINKING)
5666 AmoebaDisappearing(x, y);
5668 #if !USE_NEW_AMOEBA_CODE
5669 else if (IS_AMOEBALIVE(element))
5670 AmoebeAbleger(x, y);
5673 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5675 else if (element == EL_EXIT_CLOSED)
5677 else if (element == EL_SP_EXIT_CLOSED)
5679 else if (element == EL_EXPANDABLE_WALL_GROWING)
5681 else if (element == EL_EXPANDABLE_WALL ||
5682 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5683 element == EL_EXPANDABLE_WALL_VERTICAL ||
5684 element == EL_EXPANDABLE_WALL_ANY)
5686 else if (element == EL_FLAMES)
5687 CheckForDragon(x, y);
5689 else if (IS_AUTO_CHANGING(element))
5690 ChangeElement(x, y);
5692 else if (element == EL_EXPLOSION)
5693 ; /* drawing of correct explosion animation is handled separately */
5694 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5695 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5698 /* this may take place after moving, so 'element' may have changed */
5699 if (IS_AUTO_CHANGING(Feld[x][y]))
5700 ChangeElement(x, y);
5703 if (IS_BELT_ACTIVE(element))
5704 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5706 if (game.magic_wall_active)
5708 int jx = local_player->jx, jy = local_player->jy;
5710 /* play the element sound at the position nearest to the player */
5711 if ((element == EL_MAGIC_WALL_FULL ||
5712 element == EL_MAGIC_WALL_ACTIVE ||
5713 element == EL_MAGIC_WALL_EMPTYING ||
5714 element == EL_BD_MAGIC_WALL_FULL ||
5715 element == EL_BD_MAGIC_WALL_ACTIVE ||
5716 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5717 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5725 #if USE_NEW_AMOEBA_CODE
5726 /* new experimental amoeba growth stuff */
5728 if (!(FrameCounter % 8))
5731 static unsigned long random = 1684108901;
5733 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5736 x = (random >> 10) % lev_fieldx;
5737 y = (random >> 20) % lev_fieldy;
5739 x = RND(lev_fieldx);
5740 y = RND(lev_fieldy);
5742 element = Feld[x][y];
5744 if (!IS_PLAYER(x,y) &&
5745 (element == EL_EMPTY ||
5746 element == EL_SAND ||
5747 element == EL_QUICKSAND_EMPTY ||
5748 element == EL_ACID_SPLASH_LEFT ||
5749 element == EL_ACID_SPLASH_RIGHT))
5751 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5752 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5753 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5754 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5755 Feld[x][y] = EL_AMOEBA_DROP;
5758 random = random * 129 + 1;
5764 if (game.explosions_delayed)
5767 game.explosions_delayed = FALSE;
5769 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5771 element = Feld[x][y];
5773 if (ExplodeField[x][y])
5774 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5775 else if (element == EL_EXPLOSION)
5776 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5778 ExplodeField[x][y] = EX_NO_EXPLOSION;
5781 game.explosions_delayed = TRUE;
5784 if (game.magic_wall_active)
5786 if (!(game.magic_wall_time_left % 4))
5788 int element = Feld[magic_wall_x][magic_wall_y];
5790 if (element == EL_BD_MAGIC_WALL_FULL ||
5791 element == EL_BD_MAGIC_WALL_ACTIVE ||
5792 element == EL_BD_MAGIC_WALL_EMPTYING)
5793 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5795 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5798 if (game.magic_wall_time_left > 0)
5800 game.magic_wall_time_left--;
5801 if (!game.magic_wall_time_left)
5803 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5805 element = Feld[x][y];
5807 if (element == EL_MAGIC_WALL_ACTIVE ||
5808 element == EL_MAGIC_WALL_FULL)
5810 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5811 DrawLevelField(x, y);
5813 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5814 element == EL_BD_MAGIC_WALL_FULL)
5816 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5817 DrawLevelField(x, y);
5821 game.magic_wall_active = FALSE;
5826 if (game.light_time_left > 0)
5828 game.light_time_left--;
5830 if (game.light_time_left == 0)
5831 RedrawAllLightSwitchesAndInvisibleElements();
5834 if (game.timegate_time_left > 0)
5836 game.timegate_time_left--;
5838 if (game.timegate_time_left == 0)
5839 CloseAllOpenTimegates();
5842 for (i=0; i<MAX_PLAYERS; i++)
5844 struct PlayerInfo *player = &stored_player[i];
5846 if (SHIELD_ON(player))
5848 if (player->shield_deadly_time_left)
5849 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5850 else if (player->shield_normal_time_left)
5851 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5855 if (TimeFrames >= (1000 / GameFrameDelay))
5860 for (i=0; i<MAX_PLAYERS; i++)
5862 struct PlayerInfo *player = &stored_player[i];
5864 if (SHIELD_ON(player))
5866 player->shield_normal_time_left--;
5868 if (player->shield_deadly_time_left > 0)
5869 player->shield_deadly_time_left--;
5873 if (tape.recording || tape.playing)
5874 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5880 if (TimeLeft <= 10 && setup.time_limit)
5881 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5883 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5885 if (!TimeLeft && setup.time_limit)
5886 for (i=0; i<MAX_PLAYERS; i++)
5887 KillHero(&stored_player[i]);
5889 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5890 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5895 if (options.debug) /* calculate frames per second */
5897 static unsigned long fps_counter = 0;
5898 static int fps_frames = 0;
5899 unsigned long fps_delay_ms = Counter() - fps_counter;
5903 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5905 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5908 fps_counter = Counter();
5911 redraw_mask |= REDRAW_FPS;
5915 if (stored_player[0].jx != stored_player[0].last_jx ||
5916 stored_player[0].jy != stored_player[0].last_jy)
5917 printf("::: %d, %d, %d, %d, %d\n",
5918 stored_player[0].MovDir,
5919 stored_player[0].MovPos,
5920 stored_player[0].GfxPos,
5921 stored_player[0].Frame,
5922 stored_player[0].StepFrame);
5929 for (i=0; i<MAX_PLAYERS; i++)
5932 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5934 stored_player[i].Frame += move_frames;
5936 if (stored_player[i].MovPos != 0)
5937 stored_player[i].StepFrame += move_frames;
5942 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5944 int min_x = x, min_y = y, max_x = x, max_y = y;
5947 for (i=0; i<MAX_PLAYERS; i++)
5949 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5951 if (!stored_player[i].active || &stored_player[i] == player)
5954 min_x = MIN(min_x, jx);
5955 min_y = MIN(min_y, jy);
5956 max_x = MAX(max_x, jx);
5957 max_y = MAX(max_y, jy);
5960 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5963 static boolean AllPlayersInVisibleScreen()
5967 for (i=0; i<MAX_PLAYERS; i++)
5969 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5971 if (!stored_player[i].active)
5974 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5981 void ScrollLevel(int dx, int dy)
5983 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5986 BlitBitmap(drawto_field, drawto_field,
5987 FX + TILEX*(dx == -1) - softscroll_offset,
5988 FY + TILEY*(dy == -1) - softscroll_offset,
5989 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5990 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5991 FX + TILEX*(dx == 1) - softscroll_offset,
5992 FY + TILEY*(dy == 1) - softscroll_offset);
5996 x = (dx == 1 ? BX1 : BX2);
5997 for (y=BY1; y<=BY2; y++)
5998 DrawScreenField(x, y);
6003 y = (dy == 1 ? BY1 : BY2);
6004 for (x=BX1; x<=BX2; x++)
6005 DrawScreenField(x, y);
6008 redraw_mask |= REDRAW_FIELD;
6011 static void CheckGravityMovement(struct PlayerInfo *player)
6013 if (level.gravity && !player->programmed_action)
6015 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6016 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6018 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6019 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6020 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6021 int jx = player->jx, jy = player->jy;
6022 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6023 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6024 int new_jx = jx + dx, new_jy = jy + dy;
6025 boolean field_under_player_is_free =
6026 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6027 boolean player_is_moving_to_valid_field =
6028 (IN_LEV_FIELD(new_jx, new_jy) &&
6029 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6030 Feld[new_jx][new_jy] == EL_SAND));
6032 if (field_under_player_is_free &&
6033 !player_is_moving_to_valid_field &&
6034 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6035 player->programmed_action = MV_DOWN;
6041 -----------------------------------------------------------------------------
6042 dx, dy: direction (non-diagonal) to try to move the player to
6043 real_dx, real_dy: direction as read from input device (can be diagonal)
6046 boolean MoveFigureOneStep(struct PlayerInfo *player,
6047 int dx, int dy, int real_dx, int real_dy)
6049 int jx = player->jx, jy = player->jy;
6050 int new_jx = jx+dx, new_jy = jy+dy;
6054 if (!player->active || (!dx && !dy))
6055 return MF_NO_ACTION;
6057 player->MovDir = (dx < 0 ? MV_LEFT :
6060 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6062 if (!IN_LEV_FIELD(new_jx, new_jy))
6063 return MF_NO_ACTION;
6065 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6066 return MF_NO_ACTION;
6069 element = MovingOrBlocked2Element(new_jx, new_jy);
6071 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6074 if (DONT_RUN_INTO(element))
6076 if (element == EL_ACID && dx == 0 && dy == 1)
6079 Feld[jx][jy] = EL_PLAYER_1;
6080 InitMovingField(jx, jy, MV_DOWN);
6081 Store[jx][jy] = EL_ACID;
6082 ContinueMoving(jx, jy);
6086 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6091 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6092 if (can_move != MF_MOVING)
6095 StorePlayer[jx][jy] = 0;
6096 player->last_jx = jx;
6097 player->last_jy = jy;
6098 jx = player->jx = new_jx;
6099 jy = player->jy = new_jy;
6100 StorePlayer[jx][jy] = player->element_nr;
6103 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6105 ScrollFigure(player, SCROLL_INIT);
6110 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6112 int jx = player->jx, jy = player->jy;
6113 int old_jx = jx, old_jy = jy;
6114 int moved = MF_NO_ACTION;
6116 if (!player->active || (!dx && !dy))
6120 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6124 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6125 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6129 /* remove the last programmed player action */
6130 player->programmed_action = 0;
6134 /* should only happen if pre-1.2 tape recordings are played */
6135 /* this is only for backward compatibility */
6137 int original_move_delay_value = player->move_delay_value;
6140 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6144 /* scroll remaining steps with finest movement resolution */
6145 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6147 while (player->MovPos)
6149 ScrollFigure(player, SCROLL_GO_ON);
6150 ScrollScreen(NULL, SCROLL_GO_ON);
6156 player->move_delay_value = original_move_delay_value;
6159 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6161 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6162 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6166 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6167 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6173 if (moved & MF_MOVING && !ScreenMovPos &&
6174 (player == local_player || !options.network))
6176 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6177 int offset = (setup.scroll_delay ? 3 : 0);
6179 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6181 /* actual player has left the screen -- scroll in that direction */
6182 if (jx != old_jx) /* player has moved horizontally */
6183 scroll_x += (jx - old_jx);
6184 else /* player has moved vertically */
6185 scroll_y += (jy - old_jy);
6189 if (jx != old_jx) /* player has moved horizontally */
6191 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6192 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6193 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6195 /* don't scroll over playfield boundaries */
6196 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6197 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6199 /* don't scroll more than one field at a time */
6200 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6202 /* don't scroll against the player's moving direction */
6203 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6204 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6205 scroll_x = old_scroll_x;
6207 else /* player has moved vertically */
6209 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6210 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6211 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6213 /* don't scroll over playfield boundaries */
6214 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6215 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6217 /* don't scroll more than one field at a time */
6218 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6220 /* don't scroll against the player's moving direction */
6221 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6222 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6223 scroll_y = old_scroll_y;
6227 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6229 if (!options.network && !AllPlayersInVisibleScreen())
6231 scroll_x = old_scroll_x;
6232 scroll_y = old_scroll_y;
6236 ScrollScreen(player, SCROLL_INIT);
6237 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6244 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6246 if (!(moved & MF_MOVING) && !player->Pushing)
6251 player->StepFrame = 0;
6253 if (moved & MF_MOVING)
6255 if (old_jx != jx && old_jy == jy)
6256 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6257 else if (old_jx == jx && old_jy != jy)
6258 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6260 DrawLevelField(jx, jy); /* for "crumbled sand" */
6262 player->last_move_dir = player->MovDir;
6263 player->is_moving = TRUE;
6267 CheckGravityMovement(player);
6270 player->last_move_dir = MV_NO_MOVING;
6272 player->is_moving = FALSE;
6275 TestIfHeroTouchesBadThing(jx, jy);
6276 TestIfPlayerTouchesCustomElement(jx, jy);
6278 if (!player->active)
6284 void ScrollFigure(struct PlayerInfo *player, int mode)
6286 int jx = player->jx, jy = player->jy;
6287 int last_jx = player->last_jx, last_jy = player->last_jy;
6288 int move_stepsize = TILEX / player->move_delay_value;
6290 if (!player->active || !player->MovPos)
6293 if (mode == SCROLL_INIT)
6295 player->actual_frame_counter = FrameCounter;
6296 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6298 if (Feld[last_jx][last_jy] == EL_EMPTY)
6299 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6304 else if (!FrameReached(&player->actual_frame_counter, 1))
6307 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6308 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6310 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6311 Feld[last_jx][last_jy] = EL_EMPTY;
6313 /* before DrawPlayer() to draw correct player graphic for this case */
6314 if (player->MovPos == 0)
6315 CheckGravityMovement(player);
6319 if (player->MovPos == 0)
6321 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6323 /* continue with normal speed after quickly moving through gate */
6324 HALVE_PLAYER_SPEED(player);
6326 /* be able to make the next move without delay */
6327 player->move_delay = 0;
6330 player->last_jx = jx;
6331 player->last_jy = jy;
6333 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6334 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6338 if (local_player->friends_still_needed == 0 ||
6339 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6340 player->LevelSolved = player->GameOver = TRUE;
6343 if (tape.single_step && tape.recording && !tape.pausing &&
6344 !player->programmed_action)
6345 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6349 void ScrollScreen(struct PlayerInfo *player, int mode)
6351 static unsigned long screen_frame_counter = 0;
6353 if (mode == SCROLL_INIT)
6355 /* set scrolling step size according to actual player's moving speed */
6356 ScrollStepSize = TILEX / player->move_delay_value;
6358 screen_frame_counter = FrameCounter;
6359 ScreenMovDir = player->MovDir;
6360 ScreenMovPos = player->MovPos;
6361 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6364 else if (!FrameReached(&screen_frame_counter, 1))
6369 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6370 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6371 redraw_mask |= REDRAW_FIELD;
6374 ScreenMovDir = MV_NO_MOVING;
6377 void TestIfPlayerTouchesCustomElement(int x, int y)
6379 static int xy[4][2] =
6386 boolean center_is_player = (IS_PLAYER(x, y));
6391 int xx = x + xy[i][0];
6392 int yy = y + xy[i][1];
6394 if (!IN_LEV_FIELD(xx, yy))
6397 if (center_is_player)
6399 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6400 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6402 else if (IS_PLAYER(xx, yy))
6404 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6405 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6412 void TestIfElementTouchesCustomElement(int x, int y)
6414 static int xy[4][2] =
6421 boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
6426 int xx = x + xy[i][0];
6427 int yy = y + xy[i][1];
6429 if (!IN_LEV_FIELD(xx, yy))
6432 if (center_is_custom &&
6433 Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
6435 CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
6438 if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
6439 Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
6441 CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
6446 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6448 int i, kill_x = -1, kill_y = -1;
6449 static int test_xy[4][2] =
6456 static int test_dir[4] =
6466 int test_x, test_y, test_move_dir, test_element;
6468 test_x = good_x + test_xy[i][0];
6469 test_y = good_y + test_xy[i][1];
6470 if (!IN_LEV_FIELD(test_x, test_y))
6474 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6477 test_element = Feld[test_x][test_y];
6479 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6482 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6483 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6485 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6486 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6494 if (kill_x != -1 || kill_y != -1)
6496 if (IS_PLAYER(good_x, good_y))
6498 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6500 if (player->shield_deadly_time_left > 0)
6501 Bang(kill_x, kill_y);
6502 else if (!PLAYER_PROTECTED(good_x, good_y))
6506 Bang(good_x, good_y);
6510 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6512 int i, kill_x = -1, kill_y = -1;
6513 int bad_element = Feld[bad_x][bad_y];
6514 static int test_xy[4][2] =
6521 static int test_dir[4] =
6529 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6534 int test_x, test_y, test_move_dir, test_element;
6536 test_x = bad_x + test_xy[i][0];
6537 test_y = bad_y + test_xy[i][1];
6538 if (!IN_LEV_FIELD(test_x, test_y))
6542 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6544 test_element = Feld[test_x][test_y];
6546 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6547 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6549 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6550 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6552 /* good thing is player or penguin that does not move away */
6553 if (IS_PLAYER(test_x, test_y))
6555 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6557 if (bad_element == EL_ROBOT && player->is_moving)
6558 continue; /* robot does not kill player if he is moving */
6564 else if (test_element == EL_PENGUIN)
6573 if (kill_x != -1 || kill_y != -1)
6575 if (IS_PLAYER(kill_x, kill_y))
6577 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6580 int dir = player->MovDir;
6581 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6582 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6584 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6585 newx != bad_x && newy != bad_y)
6586 ; /* robot does not kill player if he is moving */
6588 printf("-> %d\n", player->MovDir);
6590 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6591 newx != bad_x && newy != bad_y)
6592 ; /* robot does not kill player if he is moving */
6597 if (player->shield_deadly_time_left > 0)
6599 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6603 Bang(kill_x, kill_y);
6607 void TestIfHeroTouchesBadThing(int x, int y)
6609 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6612 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6614 TestIfGoodThingHitsBadThing(x, y, move_dir);
6617 void TestIfBadThingTouchesHero(int x, int y)
6619 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6622 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6624 TestIfBadThingHitsGoodThing(x, y, move_dir);
6627 void TestIfFriendTouchesBadThing(int x, int y)
6629 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6632 void TestIfBadThingTouchesFriend(int x, int y)
6634 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6637 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6639 int i, kill_x = bad_x, kill_y = bad_y;
6640 static int xy[4][2] =
6652 x = bad_x + xy[i][0];
6653 y = bad_y + xy[i][1];
6654 if (!IN_LEV_FIELD(x, y))
6657 element = Feld[x][y];
6658 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6659 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6667 if (kill_x != bad_x || kill_y != bad_y)
6671 void KillHero(struct PlayerInfo *player)
6673 int jx = player->jx, jy = player->jy;
6675 if (!player->active)
6678 /* remove accessible field at the player's position */
6679 Feld[jx][jy] = EL_EMPTY;
6681 /* deactivate shield (else Bang()/Explode() would not work right) */
6682 player->shield_normal_time_left = 0;
6683 player->shield_deadly_time_left = 0;
6689 static void KillHeroUnlessProtected(int x, int y)
6691 if (!PLAYER_PROTECTED(x, y))
6692 KillHero(PLAYERINFO(x, y));
6695 void BuryHero(struct PlayerInfo *player)
6697 int jx = player->jx, jy = player->jy;
6699 if (!player->active)
6703 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6705 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6707 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6709 player->GameOver = TRUE;
6713 void RemoveHero(struct PlayerInfo *player)
6715 int jx = player->jx, jy = player->jy;
6716 int i, found = FALSE;
6718 player->present = FALSE;
6719 player->active = FALSE;
6721 if (!ExplodeField[jx][jy])
6722 StorePlayer[jx][jy] = 0;
6724 for (i=0; i<MAX_PLAYERS; i++)
6725 if (stored_player[i].active)
6729 AllPlayersGone = TRUE;
6736 =============================================================================
6737 checkDiagonalPushing()
6738 -----------------------------------------------------------------------------
6739 check if diagonal input device direction results in pushing of object
6740 (by checking if the alternative direction is walkable, diggable, ...)
6741 =============================================================================
6744 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6745 int x, int y, int real_dx, int real_dy)
6747 int jx, jy, dx, dy, xx, yy;
6749 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6752 /* diagonal direction: check alternative direction */
6757 xx = jx + (dx == 0 ? real_dx : 0);
6758 yy = jy + (dy == 0 ? real_dy : 0);
6760 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6764 =============================================================================
6766 -----------------------------------------------------------------------------
6767 x, y: field next to player (non-diagonal) to try to dig to
6768 real_dx, real_dy: direction as read from input device (can be diagonal)
6769 =============================================================================
6772 int DigField(struct PlayerInfo *player,
6773 int x, int y, int real_dx, int real_dy, int mode)
6775 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6776 int jx = player->jx, jy = player->jy;
6777 int dx = x - jx, dy = y - jy;
6778 int nextx = x + dx, nexty = y + dy;
6779 int move_direction = (dx == -1 ? MV_LEFT :
6780 dx == +1 ? MV_RIGHT :
6782 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6785 if (player->MovPos == 0)
6787 player->is_digging = FALSE;
6788 player->is_collecting = FALSE;
6791 if (player->MovPos == 0) /* last pushing move finished */
6792 player->Pushing = FALSE;
6794 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6796 player->Switching = FALSE;
6797 player->push_delay = 0;
6799 return MF_NO_ACTION;
6802 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6803 return MF_NO_ACTION;
6806 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6808 if (IS_TUBE(Feld[jx][jy]) ||
6809 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6813 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6814 int tube_leave_directions[][2] =
6816 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6817 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6818 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6819 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6820 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6821 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6822 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6823 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6824 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6825 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6826 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6827 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6830 while (tube_leave_directions[i][0] != tube_element)
6833 if (tube_leave_directions[i][0] == -1) /* should not happen */
6837 if (!(tube_leave_directions[i][1] & move_direction))
6838 return MF_NO_ACTION; /* tube has no opening in this direction */
6841 element = Feld[x][y];
6843 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6844 game.engine_version >= VERSION_IDENT(2,2,0))
6845 return MF_NO_ACTION;
6849 case EL_ROBOT_WHEEL:
6850 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6853 DrawLevelField(x, y);
6854 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6858 case EL_SP_TERMINAL:
6862 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6864 for (yy=0; yy<lev_fieldy; yy++)
6866 for (xx=0; xx<lev_fieldx; xx++)
6868 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6870 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6871 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6879 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6880 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6881 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6882 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6883 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6884 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6885 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6886 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6887 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6888 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6889 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6890 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6891 if (!player->Switching)
6893 player->Switching = TRUE;
6894 ToggleBeltSwitch(x, y);
6895 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6900 case EL_SWITCHGATE_SWITCH_UP:
6901 case EL_SWITCHGATE_SWITCH_DOWN:
6902 if (!player->Switching)
6904 player->Switching = TRUE;
6905 ToggleSwitchgateSwitch(x, y);
6906 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6911 case EL_LIGHT_SWITCH:
6912 case EL_LIGHT_SWITCH_ACTIVE:
6913 if (!player->Switching)
6915 player->Switching = TRUE;
6916 ToggleLightSwitch(x, y);
6917 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6918 SND_LIGHT_SWITCH_ACTIVATING :
6919 SND_LIGHT_SWITCH_DEACTIVATING);
6924 case EL_TIMEGATE_SWITCH:
6925 ActivateTimegateSwitch(x, y);
6926 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6931 case EL_BALLOON_SWITCH_LEFT:
6932 case EL_BALLOON_SWITCH_RIGHT:
6933 case EL_BALLOON_SWITCH_UP:
6934 case EL_BALLOON_SWITCH_DOWN:
6935 case EL_BALLOON_SWITCH_ANY:
6936 if (element == EL_BALLOON_SWITCH_ANY)
6937 game.balloon_dir = move_direction;
6939 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6940 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6941 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6942 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6944 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6949 case EL_SP_PORT_LEFT:
6950 case EL_SP_PORT_RIGHT:
6952 case EL_SP_PORT_DOWN:
6953 case EL_SP_PORT_HORIZONTAL:
6954 case EL_SP_PORT_VERTICAL:
6955 case EL_SP_PORT_ANY:
6956 case EL_SP_GRAVITY_PORT_LEFT:
6957 case EL_SP_GRAVITY_PORT_RIGHT:
6958 case EL_SP_GRAVITY_PORT_UP:
6959 case EL_SP_GRAVITY_PORT_DOWN:
6961 element != EL_SP_PORT_LEFT &&
6962 element != EL_SP_GRAVITY_PORT_LEFT &&
6963 element != EL_SP_PORT_HORIZONTAL &&
6964 element != EL_SP_PORT_ANY) ||
6966 element != EL_SP_PORT_RIGHT &&
6967 element != EL_SP_GRAVITY_PORT_RIGHT &&
6968 element != EL_SP_PORT_HORIZONTAL &&
6969 element != EL_SP_PORT_ANY) ||
6971 element != EL_SP_PORT_UP &&
6972 element != EL_SP_GRAVITY_PORT_UP &&
6973 element != EL_SP_PORT_VERTICAL &&
6974 element != EL_SP_PORT_ANY) ||
6976 element != EL_SP_PORT_DOWN &&
6977 element != EL_SP_GRAVITY_PORT_DOWN &&
6978 element != EL_SP_PORT_VERTICAL &&
6979 element != EL_SP_PORT_ANY) ||
6980 !IN_LEV_FIELD(nextx, nexty) ||
6981 !IS_FREE(nextx, nexty))
6982 return MF_NO_ACTION;
6984 /* automatically move to the next field with double speed */
6985 player->programmed_action = move_direction;
6986 DOUBLE_PLAYER_SPEED(player);
6988 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6992 case EL_TUBE_VERTICAL:
6993 case EL_TUBE_HORIZONTAL:
6994 case EL_TUBE_VERTICAL_LEFT:
6995 case EL_TUBE_VERTICAL_RIGHT:
6996 case EL_TUBE_HORIZONTAL_UP:
6997 case EL_TUBE_HORIZONTAL_DOWN:
6998 case EL_TUBE_LEFT_UP:
6999 case EL_TUBE_LEFT_DOWN:
7000 case EL_TUBE_RIGHT_UP:
7001 case EL_TUBE_RIGHT_DOWN:
7004 int tube_enter_directions[][2] =
7006 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7007 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7008 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7009 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7010 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7011 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7012 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7013 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7014 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7015 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7016 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7017 { -1, MV_NO_MOVING }
7020 while (tube_enter_directions[i][0] != element)
7023 if (tube_enter_directions[i][0] == -1) /* should not happen */
7027 if (!(tube_enter_directions[i][1] & move_direction))
7028 return MF_NO_ACTION; /* tube has no opening in this direction */
7030 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7035 Feld[x][y] = EL_LAMP_ACTIVE;
7036 local_player->lights_still_needed--;
7037 DrawLevelField(x, y);
7038 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7042 case EL_TIME_ORB_FULL:
7043 Feld[x][y] = EL_TIME_ORB_EMPTY;
7045 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7046 DrawLevelField(x, y);
7047 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7053 if (IS_WALKABLE(element))
7055 int sound_action = ACTION_WALKING;
7057 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7059 if (!player->key[element - EL_GATE_1])
7060 return MF_NO_ACTION;
7062 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7064 if (!player->key[element - EL_GATE_1_GRAY])
7065 return MF_NO_ACTION;
7067 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7069 sound_action = ACTION_PASSING; /* player is passing exit */
7071 else if (element == EL_EMPTY)
7073 sound_action = ACTION_MOVING; /* nothing to walk on */
7076 /* play sound from background or player, whatever is available */
7077 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7078 PlaySoundLevelElementAction(x, y, element, sound_action);
7080 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7084 else if (IS_PASSABLE(element))
7086 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7087 return MF_NO_ACTION;
7089 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7091 if (!player->key[element - EL_EM_GATE_1])
7092 return MF_NO_ACTION;
7094 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7096 if (!player->key[element - EL_EM_GATE_1_GRAY])
7097 return MF_NO_ACTION;
7100 /* automatically move to the next field with double speed */
7101 player->programmed_action = move_direction;
7102 DOUBLE_PLAYER_SPEED(player);
7104 PlaySoundLevelAction(x, y, ACTION_PASSING);
7108 else if (IS_DIGGABLE(element))
7112 if (mode != DF_SNAP)
7115 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7116 player->is_digging = TRUE;
7119 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7123 else if (IS_COLLECTIBLE(element))
7127 if (mode != DF_SNAP)
7129 GfxElement[x][y] = element;
7130 player->is_collecting = TRUE;
7133 if (element == EL_SPEED_PILL)
7134 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7135 else if (element == EL_EXTRA_TIME && level.time > 0)
7138 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7140 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7142 player->shield_normal_time_left += 10;
7143 if (element == EL_SHIELD_DEADLY)
7144 player->shield_deadly_time_left += 10;
7146 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7149 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7151 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7152 int2str(local_player->dynamite, 3), FONT_TEXT_2);
7154 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7156 player->dynabomb_count++;
7157 player->dynabombs_left++;
7159 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7161 player->dynabomb_size++;
7163 else if (element == EL_DYNABOMB_INCREASE_POWER)
7165 player->dynabomb_xl = TRUE;
7167 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7168 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7170 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7171 element - EL_KEY_1 : element - EL_EM_KEY_1);
7173 player->key[key_nr] = TRUE;
7175 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7176 el2edimg(EL_KEY_1 + key_nr));
7177 redraw_mask |= REDRAW_DOOR_1;
7179 else if (element_info[element].gem_count > 0)
7181 local_player->gems_still_needed -=
7182 element_info[element].gem_count;
7183 if (local_player->gems_still_needed < 0)
7184 local_player->gems_still_needed = 0;
7186 DrawText(DX_EMERALDS, DY_EMERALDS,
7187 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7190 RaiseScoreElement(element);
7191 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7193 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7197 else if (IS_PUSHABLE(element))
7199 if (mode == DF_SNAP && element != EL_BD_ROCK)
7200 return MF_NO_ACTION;
7202 if (CAN_FALL(element) && dy)
7203 return MF_NO_ACTION;
7205 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7206 !(element == EL_SPRING && use_spring_bug))
7207 return MF_NO_ACTION;
7209 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7210 return MF_NO_ACTION;
7212 if (!player->Pushing &&
7213 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7214 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7216 player->Pushing = TRUE;
7218 if (!(IN_LEV_FIELD(nextx, nexty) &&
7219 (IS_FREE(nextx, nexty) ||
7220 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7221 IS_SB_ELEMENT(element)))))
7222 return MF_NO_ACTION;
7224 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7225 return MF_NO_ACTION;
7227 if (player->push_delay == 0) /* new pushing; restart delay */
7228 player->push_delay = FrameCounter;
7230 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7231 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7232 element != EL_SPRING && element != EL_BALLOON)
7233 return MF_NO_ACTION;
7235 if (IS_SB_ELEMENT(element))
7237 if (element == EL_SOKOBAN_FIELD_FULL)
7239 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7240 local_player->sokobanfields_still_needed++;
7243 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7245 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7246 local_player->sokobanfields_still_needed--;
7249 Feld[x][y] = EL_SOKOBAN_OBJECT;
7251 if (Back[x][y] == Back[nextx][nexty])
7252 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7253 else if (Back[x][y] != 0)
7254 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7257 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7260 if (local_player->sokobanfields_still_needed == 0 &&
7261 game.emulation == EMU_SOKOBAN)
7263 player->LevelSolved = player->GameOver = TRUE;
7264 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7268 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7270 InitMovingField(x, y, move_direction);
7272 if (mode == DF_SNAP)
7273 ContinueMoving(x, y);
7275 MovPos[x][y] = (dx != 0 ? dx : dy);
7277 Pushed[x][y] = TRUE;
7278 Pushed[nextx][nexty] = TRUE;
7280 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7281 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7283 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7284 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7290 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7291 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7294 return MF_NO_ACTION;
7297 player->push_delay = 0;
7299 if (Feld[x][y] != element) /* really digged/collected something */
7300 player->is_collecting = !player->is_digging;
7305 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7307 int jx = player->jx, jy = player->jy;
7308 int x = jx + dx, y = jy + dy;
7309 int snap_direction = (dx == -1 ? MV_LEFT :
7310 dx == +1 ? MV_RIGHT :
7312 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7314 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7317 if (!player->active || !IN_LEV_FIELD(x, y))
7325 if (player->MovPos == 0)
7326 player->Pushing = FALSE;
7328 player->snapped = FALSE;
7330 if (player->MovPos == 0)
7332 player->is_digging = FALSE;
7333 player->is_collecting = FALSE;
7339 if (player->snapped)
7342 player->MovDir = snap_direction;
7344 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7347 player->snapped = TRUE;
7348 player->is_digging = FALSE;
7349 player->is_collecting = FALSE;
7351 DrawLevelField(x, y);
7357 boolean PlaceBomb(struct PlayerInfo *player)
7359 int jx = player->jx, jy = player->jy;
7362 if (!player->active || player->MovPos)
7365 element = Feld[jx][jy];
7367 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7368 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7372 if (element != EL_EMPTY)
7376 if (element != EL_EMPTY)
7379 Store[jx][jy] = element;
7381 Back[jx][jy] = element;
7385 MovDelay[jx][jy] = 96;
7387 ResetGfxAnimation(jx, jy);
7388 ResetRandomAnimationValue(jx, jy);
7390 if (player->dynamite)
7392 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7393 EL_DYNAMITE_ACTIVE);
7396 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7398 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7401 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7403 if (game.emulation == EMU_SUPAPLEX)
7404 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7406 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7410 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7415 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7416 player->dynabombs_left--;
7418 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7419 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7421 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7427 /* ------------------------------------------------------------------------- */
7428 /* game sound playing functions */
7429 /* ------------------------------------------------------------------------- */
7431 static int *loop_sound_frame = NULL;
7432 static int *loop_sound_volume = NULL;
7434 void InitPlaySoundLevel()
7436 int num_sounds = getSoundListSize();
7438 if (loop_sound_frame != NULL)
7439 free(loop_sound_frame);
7441 if (loop_sound_volume != NULL)
7442 free(loop_sound_volume);
7444 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7445 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7448 static void PlaySoundLevel(int x, int y, int nr)
7450 int sx = SCREENX(x), sy = SCREENY(y);
7451 int volume, stereo_position;
7452 int max_distance = 8;
7453 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7455 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7456 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7459 if (!IN_LEV_FIELD(x, y) ||
7460 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7461 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7464 volume = SOUND_MAX_VOLUME;
7466 if (!IN_SCR_FIELD(sx, sy))
7468 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7469 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7471 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7474 stereo_position = (SOUND_MAX_LEFT +
7475 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7476 (SCR_FIELDX + 2 * max_distance));
7478 if (IS_LOOP_SOUND(nr))
7480 /* This assures that quieter loop sounds do not overwrite louder ones,
7481 while restarting sound volume comparison with each new game frame. */
7483 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7486 loop_sound_volume[nr] = volume;
7487 loop_sound_frame[nr] = FrameCounter;
7490 PlaySoundExt(nr, volume, stereo_position, type);
7493 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7495 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7496 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7497 y < LEVELY(BY1) ? LEVELY(BY1) :
7498 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7502 static void PlaySoundLevelAction(int x, int y, int action)
7504 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7507 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7509 int sound_effect = element_info[element].sound[action];
7511 if (sound_effect != SND_UNDEFINED)
7512 PlaySoundLevel(x, y, sound_effect);
7515 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7517 int sound_effect = element_info[Feld[x][y]].sound[action];
7519 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7520 PlaySoundLevel(x, y, sound_effect);
7523 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7525 int sound_effect = element_info[Feld[x][y]].sound[action];
7527 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7528 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7531 void RaiseScore(int value)
7533 local_player->score += value;
7534 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7537 void RaiseScoreElement(int element)
7543 case EL_EMERALD_YELLOW:
7544 case EL_EMERALD_RED:
7545 case EL_EMERALD_PURPLE:
7546 case EL_SP_INFOTRON:
7547 RaiseScore(level.score[SC_EMERALD]);
7550 RaiseScore(level.score[SC_DIAMOND]);
7553 RaiseScore(level.score[SC_CRYSTAL]);
7556 RaiseScore(level.score[SC_PEARL]);
7559 case EL_BD_BUTTERFLY:
7560 case EL_SP_ELECTRON:
7561 RaiseScore(level.score[SC_BUG]);
7565 case EL_SP_SNIKSNAK:
7566 RaiseScore(level.score[SC_SPACESHIP]);
7569 case EL_DARK_YAMYAM:
7570 RaiseScore(level.score[SC_YAMYAM]);
7573 RaiseScore(level.score[SC_ROBOT]);
7576 RaiseScore(level.score[SC_PACMAN]);
7579 RaiseScore(level.score[SC_NUT]);
7582 case EL_SP_DISK_RED:
7583 case EL_DYNABOMB_INCREASE_NUMBER:
7584 case EL_DYNABOMB_INCREASE_SIZE:
7585 case EL_DYNABOMB_INCREASE_POWER:
7586 RaiseScore(level.score[SC_DYNAMITE]);
7588 case EL_SHIELD_NORMAL:
7589 case EL_SHIELD_DEADLY:
7590 RaiseScore(level.score[SC_SHIELD]);
7593 RaiseScore(level.score[SC_TIME_BONUS]);
7599 RaiseScore(level.score[SC_KEY]);
7602 RaiseScore(element_info[element].score);
7607 void RequestQuitGame(boolean ask_if_really_quit)
7609 if (AllPlayersGone ||
7610 !ask_if_really_quit ||
7611 level_editor_test_game ||
7612 Request("Do you really want to quit the game ?",
7613 REQ_ASK | REQ_STAY_CLOSED))
7615 #if defined(PLATFORM_UNIX)
7616 if (options.network)
7617 SendToServer_StopPlaying();
7621 game_status = GAME_MODE_MAIN;
7627 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7632 /* ---------- new game button stuff ---------------------------------------- */
7634 /* graphic position values for game buttons */
7635 #define GAME_BUTTON_XSIZE 30
7636 #define GAME_BUTTON_YSIZE 30
7637 #define GAME_BUTTON_XPOS 5
7638 #define GAME_BUTTON_YPOS 215
7639 #define SOUND_BUTTON_XPOS 5
7640 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7642 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7643 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7644 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7645 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7646 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7647 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7654 } gamebutton_info[NUM_GAME_BUTTONS] =
7657 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7662 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7667 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7672 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7673 SOUND_CTRL_ID_MUSIC,
7674 "background music on/off"
7677 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7678 SOUND_CTRL_ID_LOOPS,
7679 "sound loops on/off"
7682 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7683 SOUND_CTRL_ID_SIMPLE,
7684 "normal sounds on/off"
7688 void CreateGameButtons()
7692 for (i=0; i<NUM_GAME_BUTTONS; i++)
7694 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7695 struct GadgetInfo *gi;
7698 unsigned long event_mask;
7699 int gd_xoffset, gd_yoffset;
7700 int gd_x1, gd_x2, gd_y1, gd_y2;
7703 gd_xoffset = gamebutton_info[i].x;
7704 gd_yoffset = gamebutton_info[i].y;
7705 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7706 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7708 if (id == GAME_CTRL_ID_STOP ||
7709 id == GAME_CTRL_ID_PAUSE ||
7710 id == GAME_CTRL_ID_PLAY)
7712 button_type = GD_TYPE_NORMAL_BUTTON;
7714 event_mask = GD_EVENT_RELEASED;
7715 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7716 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7720 button_type = GD_TYPE_CHECK_BUTTON;
7722 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7723 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7724 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7725 event_mask = GD_EVENT_PRESSED;
7726 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7727 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7730 gi = CreateGadget(GDI_CUSTOM_ID, id,
7731 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7732 GDI_X, DX + gd_xoffset,
7733 GDI_Y, DY + gd_yoffset,
7734 GDI_WIDTH, GAME_BUTTON_XSIZE,
7735 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7736 GDI_TYPE, button_type,
7737 GDI_STATE, GD_BUTTON_UNPRESSED,
7738 GDI_CHECKED, checked,
7739 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7740 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7741 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7742 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7743 GDI_EVENT_MASK, event_mask,
7744 GDI_CALLBACK_ACTION, HandleGameButtons,
7748 Error(ERR_EXIT, "cannot create gadget");
7750 game_gadget[id] = gi;
7754 void FreeGameButtons()
7758 for (i=0; i<NUM_GAME_BUTTONS; i++)
7759 FreeGadget(game_gadget[i]);
7762 static void MapGameButtons()
7766 for (i=0; i<NUM_GAME_BUTTONS; i++)
7767 MapGadget(game_gadget[i]);
7770 void UnmapGameButtons()
7774 for (i=0; i<NUM_GAME_BUTTONS; i++)
7775 UnmapGadget(game_gadget[i]);
7778 static void HandleGameButtons(struct GadgetInfo *gi)
7780 int id = gi->custom_id;
7782 if (game_status != GAME_MODE_PLAYING)
7787 case GAME_CTRL_ID_STOP:
7788 RequestQuitGame(TRUE);
7791 case GAME_CTRL_ID_PAUSE:
7792 if (options.network)
7794 #if defined(PLATFORM_UNIX)
7796 SendToServer_ContinuePlaying();
7798 SendToServer_PausePlaying();
7802 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7805 case GAME_CTRL_ID_PLAY:
7808 #if defined(PLATFORM_UNIX)
7809 if (options.network)
7810 SendToServer_ContinuePlaying();
7814 tape.pausing = FALSE;
7815 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7820 case SOUND_CTRL_ID_MUSIC:
7821 if (setup.sound_music)
7823 setup.sound_music = FALSE;
7826 else if (audio.music_available)
7828 setup.sound = setup.sound_music = TRUE;
7829 PlayMusic(level_nr);
7833 case SOUND_CTRL_ID_LOOPS:
7834 if (setup.sound_loops)
7835 setup.sound_loops = FALSE;
7836 else if (audio.loops_available)
7837 setup.sound = setup.sound_loops = TRUE;
7840 case SOUND_CTRL_ID_SIMPLE:
7841 if (setup.sound_simple)
7842 setup.sound_simple = FALSE;
7843 else if (audio.sound_available)
7844 setup.sound = setup.sound_simple = TRUE;