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);
1922 if (!IS_EXPLOSION_PROOF(element))
1923 RemoveMovingField(x, y);
1927 if (IS_EXPLOSION_PROOF(element))
1930 if ((IS_INDESTRUCTIBLE(element) &&
1931 (game.engine_version < VERSION_IDENT(2,2,0) ||
1932 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1933 element == EL_FLAMES)
1937 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1939 if (IS_ACTIVE_BOMB(element))
1941 /* re-activate things under the bomb like gate or penguin */
1942 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1949 /* save walkable background elements while explosion on same tile */
1950 if (IS_INDESTRUCTIBLE(element))
1951 Back[x][y] = element;
1953 /* ignite explodable elements reached by other explosion */
1954 if (element == EL_EXPLOSION)
1955 element = Store2[x][y];
1958 if (AmoebaNr[x][y] &&
1959 (element == EL_AMOEBA_FULL ||
1960 element == EL_BD_AMOEBA ||
1961 element == EL_AMOEBA_GROWING))
1963 AmoebaCnt[AmoebaNr[x][y]]--;
1964 AmoebaCnt2[AmoebaNr[x][y]]--;
1970 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1972 switch(StorePlayer[ex][ey])
1975 Store[x][y] = EL_EMERALD_RED;
1978 Store[x][y] = EL_EMERALD;
1981 Store[x][y] = EL_EMERALD_PURPLE;
1985 Store[x][y] = EL_EMERALD_YELLOW;
1989 if (game.emulation == EMU_SUPAPLEX)
1990 Store[x][y] = EL_EMPTY;
1992 else if (center_element == EL_MOLE)
1993 Store[x][y] = EL_EMERALD_RED;
1994 else if (center_element == EL_PENGUIN)
1995 Store[x][y] = EL_EMERALD_PURPLE;
1996 else if (center_element == EL_BUG)
1997 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1998 else if (center_element == EL_BD_BUTTERFLY)
1999 Store[x][y] = EL_BD_DIAMOND;
2000 else if (center_element == EL_SP_ELECTRON)
2001 Store[x][y] = EL_SP_INFOTRON;
2002 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2003 Store[x][y] = level.amoeba_content;
2004 else if (center_element == EL_YAMYAM)
2006 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
2007 else if (IS_CUSTOM_ELEMENT(center_element))
2009 element_info[center_element].content[x - ex + 1][y - ey + 1];
2010 else if (element == EL_WALL_EMERALD)
2011 Store[x][y] = EL_EMERALD;
2012 else if (element == EL_WALL_DIAMOND)
2013 Store[x][y] = EL_DIAMOND;
2014 else if (element == EL_WALL_BD_DIAMOND)
2015 Store[x][y] = EL_BD_DIAMOND;
2016 else if (element == EL_WALL_EMERALD_YELLOW)
2017 Store[x][y] = EL_EMERALD_YELLOW;
2018 else if (element == EL_WALL_EMERALD_RED)
2019 Store[x][y] = EL_EMERALD_RED;
2020 else if (element == EL_WALL_EMERALD_PURPLE)
2021 Store[x][y] = EL_EMERALD_PURPLE;
2022 else if (element == EL_WALL_PEARL)
2023 Store[x][y] = EL_PEARL;
2024 else if (element == EL_WALL_CRYSTAL)
2025 Store[x][y] = EL_CRYSTAL;
2027 Store[x][y] = EL_EMPTY;
2029 if (x != ex || y != ey ||
2030 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2031 Store2[x][y] = element;
2034 if (AmoebaNr[x][y] &&
2035 (element == EL_AMOEBA_FULL ||
2036 element == EL_BD_AMOEBA ||
2037 element == EL_AMOEBA_GROWING))
2039 AmoebaCnt[AmoebaNr[x][y]]--;
2040 AmoebaCnt2[AmoebaNr[x][y]]--;
2046 MovDir[x][y] = MovPos[x][y] = 0;
2051 Feld[x][y] = EL_EXPLOSION;
2053 GfxElement[x][y] = center_element;
2055 GfxElement[x][y] = EL_UNDEFINED;
2058 ExplodePhase[x][y] = 1;
2062 if (center_element == EL_YAMYAM)
2063 game.yamyam_content_nr =
2064 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2075 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2077 if (phase == first_phase_after_start)
2079 int element = Store2[x][y];
2081 if (element == EL_BLACK_ORB)
2083 Feld[x][y] = Store2[x][y];
2088 else if (phase == half_phase)
2090 int element = Store2[x][y];
2092 if (IS_PLAYER(x, y))
2093 KillHeroUnlessProtected(x, y);
2094 else if (CAN_EXPLODE_BY_FIRE(element))
2096 Feld[x][y] = Store2[x][y];
2100 else if (element == EL_AMOEBA_TO_DIAMOND)
2101 AmoebeUmwandeln(x, y);
2104 if (phase == last_phase)
2108 element = Feld[x][y] = Store[x][y];
2109 Store[x][y] = Store2[x][y] = 0;
2110 GfxElement[x][y] = EL_UNDEFINED;
2112 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2113 element = Feld[x][y] = Back[x][y];
2116 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2117 InitField(x, y, FALSE);
2118 if (CAN_MOVE(element))
2120 DrawLevelField(x, y);
2122 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2123 StorePlayer[x][y] = 0;
2125 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2128 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2130 int stored = Store[x][y];
2131 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2132 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2135 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2138 DrawLevelFieldCrumbledSand(x, y);
2140 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2142 DrawLevelElement(x, y, Back[x][y]);
2143 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2145 else if (IS_WALKABLE_UNDER(Back[x][y]))
2147 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2148 DrawLevelElementThruMask(x, y, Back[x][y]);
2150 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2151 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2155 void DynaExplode(int ex, int ey)
2158 int dynabomb_size = 1;
2159 boolean dynabomb_xl = FALSE;
2160 struct PlayerInfo *player;
2161 static int xy[4][2] =
2169 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2171 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2172 dynabomb_size = player->dynabomb_size;
2173 dynabomb_xl = player->dynabomb_xl;
2174 player->dynabombs_left++;
2177 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2181 for (j=1; j<=dynabomb_size; j++)
2183 int x = ex + j * xy[i % 4][0];
2184 int y = ey + j * xy[i % 4][1];
2187 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2190 element = Feld[x][y];
2192 /* do not restart explosions of fields with active bombs */
2193 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2196 Explode(x, y, EX_PHASE_START, EX_BORDER);
2198 if (element != EL_EMPTY &&
2199 element != EL_SAND &&
2200 element != EL_EXPLOSION &&
2207 void Bang(int x, int y)
2210 int element = MovingOrBlocked2Element(x, y);
2212 int element = Feld[x][y];
2215 if (IS_PLAYER(x, y))
2217 struct PlayerInfo *player = PLAYERINFO(x, y);
2219 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2220 player->element_nr);
2225 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2227 if (game.emulation == EMU_SUPAPLEX)
2228 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2230 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2235 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2243 case EL_BD_BUTTERFLY:
2246 case EL_DARK_YAMYAM:
2250 RaiseScoreElement(element);
2251 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2253 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2254 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2255 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2256 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2257 case EL_DYNABOMB_INCREASE_NUMBER:
2258 case EL_DYNABOMB_INCREASE_SIZE:
2259 case EL_DYNABOMB_INCREASE_POWER:
2264 case EL_LAMP_ACTIVE:
2265 if (IS_PLAYER(x, y))
2266 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2268 Explode(x, y, EX_PHASE_START, EX_CENTER);
2271 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2275 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2278 void SplashAcid(int x, int y)
2280 int element = Feld[x][y];
2282 if (element != EL_ACID_SPLASH_LEFT &&
2283 element != EL_ACID_SPLASH_RIGHT)
2285 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2287 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2288 (!IN_LEV_FIELD(x-1, y-1) ||
2289 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2290 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2292 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2293 (!IN_LEV_FIELD(x+1, y-1) ||
2294 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2295 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2299 static void InitBeltMovement()
2301 static int belt_base_element[4] =
2303 EL_CONVEYOR_BELT_1_LEFT,
2304 EL_CONVEYOR_BELT_2_LEFT,
2305 EL_CONVEYOR_BELT_3_LEFT,
2306 EL_CONVEYOR_BELT_4_LEFT
2308 static int belt_base_active_element[4] =
2310 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2311 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2312 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2313 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2318 /* set frame order for belt animation graphic according to belt direction */
2325 int element = belt_base_active_element[belt_nr] + j;
2326 int graphic = el2img(element);
2328 if (game.belt_dir[i] == MV_LEFT)
2329 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2331 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2335 for(y=0; y<lev_fieldy; y++)
2337 for(x=0; x<lev_fieldx; x++)
2339 int element = Feld[x][y];
2343 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2345 int e_belt_nr = getBeltNrFromBeltElement(element);
2348 if (e_belt_nr == belt_nr)
2350 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2352 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2360 static void ToggleBeltSwitch(int x, int y)
2362 static int belt_base_element[4] =
2364 EL_CONVEYOR_BELT_1_LEFT,
2365 EL_CONVEYOR_BELT_2_LEFT,
2366 EL_CONVEYOR_BELT_3_LEFT,
2367 EL_CONVEYOR_BELT_4_LEFT
2369 static int belt_base_active_element[4] =
2371 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2372 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2373 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2374 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2376 static int belt_base_switch_element[4] =
2378 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2379 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2380 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2381 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2383 static int belt_move_dir[4] =
2391 int element = Feld[x][y];
2392 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2393 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2394 int belt_dir = belt_move_dir[belt_dir_nr];
2397 if (!IS_BELT_SWITCH(element))
2400 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2401 game.belt_dir[belt_nr] = belt_dir;
2403 if (belt_dir_nr == 3)
2406 /* set frame order for belt animation graphic according to belt direction */
2409 int element = belt_base_active_element[belt_nr] + i;
2410 int graphic = el2img(element);
2412 if (belt_dir == MV_LEFT)
2413 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2415 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2418 for (yy=0; yy<lev_fieldy; yy++)
2420 for (xx=0; xx<lev_fieldx; xx++)
2422 int element = Feld[xx][yy];
2424 if (IS_BELT_SWITCH(element))
2426 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2428 if (e_belt_nr == belt_nr)
2430 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2431 DrawLevelField(xx, yy);
2434 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2436 int e_belt_nr = getBeltNrFromBeltElement(element);
2438 if (e_belt_nr == belt_nr)
2440 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2442 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2443 DrawLevelField(xx, yy);
2446 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2448 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2450 if (e_belt_nr == belt_nr)
2452 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2454 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2455 DrawLevelField(xx, yy);
2462 static void ToggleSwitchgateSwitch(int x, int y)
2466 game.switchgate_pos = !game.switchgate_pos;
2468 for (yy=0; yy<lev_fieldy; yy++)
2470 for (xx=0; xx<lev_fieldx; xx++)
2472 int element = Feld[xx][yy];
2474 if (element == EL_SWITCHGATE_SWITCH_UP ||
2475 element == EL_SWITCHGATE_SWITCH_DOWN)
2477 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2478 DrawLevelField(xx, yy);
2480 else if (element == EL_SWITCHGATE_OPEN ||
2481 element == EL_SWITCHGATE_OPENING)
2483 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2485 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2487 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2490 else if (element == EL_SWITCHGATE_CLOSED ||
2491 element == EL_SWITCHGATE_CLOSING)
2493 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2495 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2497 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2504 static int getInvisibleActiveFromInvisibleElement(int element)
2506 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2507 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2508 EL_INVISIBLE_SAND_ACTIVE);
2511 static int getInvisibleFromInvisibleActiveElement(int element)
2513 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2514 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2518 static void RedrawAllLightSwitchesAndInvisibleElements()
2522 for (y=0; y<lev_fieldy; y++)
2524 for (x=0; x<lev_fieldx; x++)
2526 int element = Feld[x][y];
2528 if (element == EL_LIGHT_SWITCH &&
2529 game.light_time_left > 0)
2531 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2532 DrawLevelField(x, y);
2534 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2535 game.light_time_left == 0)
2537 Feld[x][y] = EL_LIGHT_SWITCH;
2538 DrawLevelField(x, y);
2540 else if (element == EL_INVISIBLE_STEELWALL ||
2541 element == EL_INVISIBLE_WALL ||
2542 element == EL_INVISIBLE_SAND)
2544 if (game.light_time_left > 0)
2545 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2547 DrawLevelField(x, y);
2549 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2550 element == EL_INVISIBLE_WALL_ACTIVE ||
2551 element == EL_INVISIBLE_SAND_ACTIVE)
2553 if (game.light_time_left == 0)
2554 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2556 DrawLevelField(x, y);
2562 static void ToggleLightSwitch(int x, int y)
2564 int element = Feld[x][y];
2566 game.light_time_left =
2567 (element == EL_LIGHT_SWITCH ?
2568 level.time_light * FRAMES_PER_SECOND : 0);
2570 RedrawAllLightSwitchesAndInvisibleElements();
2573 static void ActivateTimegateSwitch(int x, int y)
2577 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2579 for (yy=0; yy<lev_fieldy; yy++)
2581 for (xx=0; xx<lev_fieldx; xx++)
2583 int element = Feld[xx][yy];
2585 if (element == EL_TIMEGATE_CLOSED ||
2586 element == EL_TIMEGATE_CLOSING)
2588 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2589 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2593 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2595 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2596 DrawLevelField(xx, yy);
2603 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2606 inline static int getElementMoveStepsize(int x, int y)
2608 int element = Feld[x][y];
2609 int direction = MovDir[x][y];
2610 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2611 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2612 int horiz_move = (dx != 0);
2613 int sign = (horiz_move ? dx : dy);
2614 int step = sign * element_info[element].move_stepsize;
2616 /* special values for move stepsize for spring and things on conveyor belt */
2619 if (CAN_FALL(element) &&
2620 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2621 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2622 else if (element == EL_SPRING)
2623 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2629 void Impact(int x, int y)
2631 boolean lastline = (y == lev_fieldy-1);
2632 boolean object_hit = FALSE;
2633 boolean impact = (lastline || object_hit);
2634 int element = Feld[x][y];
2635 int smashed = EL_UNDEFINED;
2637 if (!lastline) /* check if element below was hit */
2639 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2642 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2643 MovDir[x][y + 1] != MV_DOWN ||
2644 MovPos[x][y + 1] <= TILEY / 2));
2646 /* do not smash moving elements that left the smashed field in time */
2647 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2648 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2652 smashed = MovingOrBlocked2Element(x, y + 1);
2654 impact = (lastline || object_hit);
2657 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2665 ResetGfxAnimation(x, y);
2666 DrawLevelField(x, y);
2669 if (impact && CAN_EXPLODE_IMPACT(element))
2674 else if (impact && element == EL_PEARL)
2676 Feld[x][y] = EL_PEARL_BREAKING;
2677 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2681 else if (impact && CheckElementChange(x, y, element, ACTION_IMPACT))
2683 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2688 else if (impact && CAN_CHANGE(element) &&
2689 HAS_CHANGE_EVENT(element, CE_IMPACT))
2691 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2693 ChangeElementNow(x, y, element);
2699 if (impact && element == EL_AMOEBA_DROP)
2701 if (object_hit && IS_PLAYER(x, y + 1))
2702 KillHeroUnlessProtected(x, y + 1);
2703 else if (object_hit && smashed == EL_PENGUIN)
2707 Feld[x][y] = EL_AMOEBA_GROWING;
2708 Store[x][y] = EL_AMOEBA_WET;
2710 ResetRandomAnimationValue(x, y);
2715 if (object_hit) /* check which object was hit */
2717 if (CAN_PASS_MAGIC_WALL(element) &&
2718 (smashed == EL_MAGIC_WALL ||
2719 smashed == EL_BD_MAGIC_WALL))
2722 int activated_magic_wall =
2723 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2724 EL_BD_MAGIC_WALL_ACTIVE);
2726 /* activate magic wall / mill */
2727 for (yy=0; yy<lev_fieldy; yy++)
2728 for (xx=0; xx<lev_fieldx; xx++)
2729 if (Feld[xx][yy] == smashed)
2730 Feld[xx][yy] = activated_magic_wall;
2732 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2733 game.magic_wall_active = TRUE;
2735 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2736 SND_MAGIC_WALL_ACTIVATING :
2737 SND_BD_MAGIC_WALL_ACTIVATING));
2740 if (IS_PLAYER(x, y + 1))
2742 if (CAN_SMASH_PLAYER(element))
2744 KillHeroUnlessProtected(x, y + 1);
2748 else if (smashed == EL_PENGUIN)
2750 if (CAN_SMASH_PLAYER(element))
2756 else if (element == EL_BD_DIAMOND)
2758 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2764 else if ((element == EL_SP_INFOTRON ||
2765 element == EL_SP_ZONK) &&
2766 (smashed == EL_SP_SNIKSNAK ||
2767 smashed == EL_SP_ELECTRON ||
2768 smashed == EL_SP_DISK_ORANGE))
2774 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2780 else if (CAN_SMASH_EVERYTHING(element))
2782 if (IS_CLASSIC_ENEMY(smashed) ||
2783 CAN_EXPLODE_SMASHED(smashed))
2788 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2790 if (smashed == EL_LAMP ||
2791 smashed == EL_LAMP_ACTIVE)
2796 else if (smashed == EL_NUT)
2798 Feld[x][y + 1] = EL_NUT_BREAKING;
2799 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2800 RaiseScoreElement(EL_NUT);
2803 else if (smashed == EL_PEARL)
2805 Feld[x][y + 1] = EL_PEARL_BREAKING;
2806 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2809 else if (smashed == EL_DIAMOND)
2811 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2812 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2815 else if (IS_BELT_SWITCH(smashed))
2817 ToggleBeltSwitch(x, y + 1);
2819 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2820 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2822 ToggleSwitchgateSwitch(x, y + 1);
2824 else if (smashed == EL_LIGHT_SWITCH ||
2825 smashed == EL_LIGHT_SWITCH_ACTIVE)
2827 ToggleLightSwitch(x, y + 1);
2832 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2835 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2837 ChangeElementNow(x, y + 1, smashed);
2843 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2848 /* play sound of magic wall / mill */
2850 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2851 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2853 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2854 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2855 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2856 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2861 /* play sound of object that hits the ground */
2862 if (lastline || object_hit)
2863 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2866 void TurnRound(int x, int y)
2878 { 0, 0 }, { 0, 0 }, { 0, 0 },
2883 int left, right, back;
2887 { MV_DOWN, MV_UP, MV_RIGHT },
2888 { MV_UP, MV_DOWN, MV_LEFT },
2890 { MV_LEFT, MV_RIGHT, MV_DOWN },
2894 { MV_RIGHT, MV_LEFT, MV_UP }
2897 int element = Feld[x][y];
2898 int old_move_dir = MovDir[x][y];
2899 int left_dir = turn[old_move_dir].left;
2900 int right_dir = turn[old_move_dir].right;
2901 int back_dir = turn[old_move_dir].back;
2903 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2904 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2905 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2906 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2908 int left_x = x + left_dx, left_y = y + left_dy;
2909 int right_x = x + right_dx, right_y = y + right_dy;
2910 int move_x = x + move_dx, move_y = y + move_dy;
2914 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2916 TestIfBadThingTouchesOtherBadThing(x, y);
2918 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2919 MovDir[x][y] = right_dir;
2920 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2921 MovDir[x][y] = left_dir;
2923 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2925 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2928 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2929 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2931 TestIfBadThingTouchesOtherBadThing(x, y);
2933 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2934 MovDir[x][y] = left_dir;
2935 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2936 MovDir[x][y] = right_dir;
2938 if ((element == EL_SPACESHIP ||
2939 element == EL_SP_SNIKSNAK ||
2940 element == EL_SP_ELECTRON)
2941 && MovDir[x][y] != old_move_dir)
2943 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2946 else if (element == EL_YAMYAM)
2948 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2949 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2951 if (can_turn_left && can_turn_right)
2952 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2953 else if (can_turn_left)
2954 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2955 else if (can_turn_right)
2956 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2958 MovDir[x][y] = back_dir;
2960 MovDelay[x][y] = 16 + 16 * RND(3);
2962 else if (element == EL_DARK_YAMYAM)
2964 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2965 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2967 if (can_turn_left && can_turn_right)
2968 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2969 else if (can_turn_left)
2970 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2971 else if (can_turn_right)
2972 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2974 MovDir[x][y] = back_dir;
2976 MovDelay[x][y] = 16 + 16 * RND(3);
2978 else if (element == EL_PACMAN)
2980 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2981 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2983 if (can_turn_left && can_turn_right)
2984 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2985 else if (can_turn_left)
2986 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2987 else if (can_turn_right)
2988 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2990 MovDir[x][y] = back_dir;
2992 MovDelay[x][y] = 6 + RND(40);
2994 else if (element == EL_PIG)
2996 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
2997 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
2998 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
2999 boolean should_turn_left, should_turn_right, should_move_on;
3001 int rnd = RND(rnd_value);
3003 should_turn_left = (can_turn_left &&
3005 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3006 y + back_dy + left_dy)));
3007 should_turn_right = (can_turn_right &&
3009 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3010 y + back_dy + right_dy)));
3011 should_move_on = (can_move_on &&
3014 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3015 y + move_dy + left_dy) ||
3016 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3017 y + move_dy + right_dy)));
3019 if (should_turn_left || should_turn_right || should_move_on)
3021 if (should_turn_left && should_turn_right && should_move_on)
3022 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3023 rnd < 2 * rnd_value / 3 ? right_dir :
3025 else if (should_turn_left && should_turn_right)
3026 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3027 else if (should_turn_left && should_move_on)
3028 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3029 else if (should_turn_right && should_move_on)
3030 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3031 else if (should_turn_left)
3032 MovDir[x][y] = left_dir;
3033 else if (should_turn_right)
3034 MovDir[x][y] = right_dir;
3035 else if (should_move_on)
3036 MovDir[x][y] = old_move_dir;
3038 else if (can_move_on && rnd > rnd_value / 8)
3039 MovDir[x][y] = old_move_dir;
3040 else if (can_turn_left && can_turn_right)
3041 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3042 else if (can_turn_left && rnd > rnd_value / 8)
3043 MovDir[x][y] = left_dir;
3044 else if (can_turn_right && rnd > rnd_value/8)
3045 MovDir[x][y] = right_dir;
3047 MovDir[x][y] = back_dir;
3049 xx = x + move_xy[MovDir[x][y]].x;
3050 yy = y + move_xy[MovDir[x][y]].y;
3052 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3053 MovDir[x][y] = old_move_dir;
3057 else if (element == EL_DRAGON)
3059 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3060 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3061 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3063 int rnd = RND(rnd_value);
3065 if (can_move_on && rnd > rnd_value / 8)
3066 MovDir[x][y] = old_move_dir;
3067 else if (can_turn_left && can_turn_right)
3068 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3069 else if (can_turn_left && rnd > rnd_value / 8)
3070 MovDir[x][y] = left_dir;
3071 else if (can_turn_right && rnd > rnd_value / 8)
3072 MovDir[x][y] = right_dir;
3074 MovDir[x][y] = back_dir;
3076 xx = x + move_xy[MovDir[x][y]].x;
3077 yy = y + move_xy[MovDir[x][y]].y;
3079 if (!IS_FREE(xx, yy))
3080 MovDir[x][y] = old_move_dir;
3084 else if (element == EL_MOLE)
3086 boolean can_move_on =
3087 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3088 IS_AMOEBOID(Feld[move_x][move_y]) ||
3089 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3092 boolean can_turn_left =
3093 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3094 IS_AMOEBOID(Feld[left_x][left_y])));
3096 boolean can_turn_right =
3097 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3098 IS_AMOEBOID(Feld[right_x][right_y])));
3100 if (can_turn_left && can_turn_right)
3101 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3102 else if (can_turn_left)
3103 MovDir[x][y] = left_dir;
3105 MovDir[x][y] = right_dir;
3108 if (MovDir[x][y] != old_move_dir)
3111 else if (element == EL_BALLOON)
3113 MovDir[x][y] = game.balloon_dir;
3116 else if (element == EL_SPRING)
3118 if (MovDir[x][y] & MV_HORIZONTAL &&
3119 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3120 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3121 MovDir[x][y] = MV_NO_MOVING;
3125 else if (element == EL_ROBOT ||
3126 element == EL_SATELLITE ||
3127 element == EL_PENGUIN)
3129 int attr_x = -1, attr_y = -1;
3140 for (i=0; i<MAX_PLAYERS; i++)
3142 struct PlayerInfo *player = &stored_player[i];
3143 int jx = player->jx, jy = player->jy;
3145 if (!player->active)
3149 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3157 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3163 if (element == EL_PENGUIN)
3166 static int xy[4][2] =
3176 int ex = x + xy[i % 4][0];
3177 int ey = y + xy[i % 4][1];
3179 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3188 MovDir[x][y] = MV_NO_MOVING;
3190 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3191 else if (attr_x > x)
3192 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3194 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3195 else if (attr_y > y)
3196 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3198 if (element == EL_ROBOT)
3202 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3203 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3204 Moving2Blocked(x, y, &newx, &newy);
3206 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3207 MovDelay[x][y] = 8 + 8 * !RND(3);
3209 MovDelay[x][y] = 16;
3211 else if (element == EL_PENGUIN)
3217 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3219 boolean first_horiz = RND(2);
3220 int new_move_dir = MovDir[x][y];
3223 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3224 Moving2Blocked(x, y, &newx, &newy);
3226 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3230 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3231 Moving2Blocked(x, y, &newx, &newy);
3233 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3236 MovDir[x][y] = old_move_dir;
3240 else /* (element == EL_SATELLITE) */
3246 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3248 boolean first_horiz = RND(2);
3249 int new_move_dir = MovDir[x][y];
3252 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3253 Moving2Blocked(x, y, &newx, &newy);
3255 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3259 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3260 Moving2Blocked(x, y, &newx, &newy);
3262 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3265 MovDir[x][y] = old_move_dir;
3270 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3271 element_info[element].move_pattern == MV_TURNING_LEFT ||
3272 element_info[element].move_pattern == MV_TURNING_RIGHT)
3274 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3275 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3277 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3278 MovDir[x][y] = left_dir;
3279 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3280 MovDir[x][y] = right_dir;
3281 else if (can_turn_left && can_turn_right)
3282 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3283 else if (can_turn_left)
3284 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3285 else if (can_turn_right)
3286 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3288 MovDir[x][y] = back_dir;
3290 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3292 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3293 element_info[element].move_pattern == MV_VERTICAL)
3295 if (element_info[element].move_pattern & old_move_dir)
3296 MovDir[x][y] = back_dir;
3297 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3298 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3299 else if (element_info[element].move_pattern == MV_VERTICAL)
3300 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3302 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3304 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3306 MovDir[x][y] = element_info[element].move_pattern;
3307 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3309 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3311 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3312 MovDir[x][y] = left_dir;
3313 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3314 MovDir[x][y] = right_dir;
3316 if (MovDir[x][y] != old_move_dir)
3317 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3319 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3321 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3322 MovDir[x][y] = right_dir;
3323 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3324 MovDir[x][y] = left_dir;
3326 if (MovDir[x][y] != old_move_dir)
3327 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3329 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3330 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3332 int attr_x = -1, attr_y = -1;
3335 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3346 for (i=0; i<MAX_PLAYERS; i++)
3348 struct PlayerInfo *player = &stored_player[i];
3349 int jx = player->jx, jy = player->jy;
3351 if (!player->active)
3355 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3363 MovDir[x][y] = MV_NO_MOVING;
3365 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3366 else if (attr_x > x)
3367 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3369 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3370 else if (attr_y > y)
3371 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3373 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3375 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3377 boolean first_horiz = RND(2);
3378 int new_move_dir = MovDir[x][y];
3381 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3382 Moving2Blocked(x, y, &newx, &newy);
3384 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3388 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3389 Moving2Blocked(x, y, &newx, &newy);
3391 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3394 MovDir[x][y] = old_move_dir;
3399 static boolean JustBeingPushed(int x, int y)
3403 for (i=0; i<MAX_PLAYERS; i++)
3405 struct PlayerInfo *player = &stored_player[i];
3407 if (player->active && player->Pushing && player->MovPos)
3409 int next_jx = player->jx + (player->jx - player->last_jx);
3410 int next_jy = player->jy + (player->jy - player->last_jy);
3412 if (x == next_jx && y == next_jy)
3420 void StartMoving(int x, int y)
3422 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3423 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3424 int element = Feld[x][y];
3429 GfxAction[x][y] = ACTION_DEFAULT;
3431 if (CAN_FALL(element) && y < lev_fieldy - 1)
3433 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3434 if (JustBeingPushed(x, y))
3437 if (element == EL_QUICKSAND_FULL)
3439 if (IS_FREE(x, y + 1))
3441 InitMovingField(x, y, MV_DOWN);
3442 started_moving = TRUE;
3444 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3445 Store[x][y] = EL_ROCK;
3447 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3449 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3452 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3454 if (!MovDelay[x][y])
3455 MovDelay[x][y] = TILEY + 1;
3464 Feld[x][y] = EL_QUICKSAND_EMPTY;
3465 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3466 Store[x][y + 1] = Store[x][y];
3469 PlaySoundLevelAction(x, y, ACTION_FILLING);
3471 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3475 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3476 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3478 InitMovingField(x, y, MV_DOWN);
3479 started_moving = TRUE;
3481 Feld[x][y] = EL_QUICKSAND_FILLING;
3482 Store[x][y] = element;
3484 PlaySoundLevelAction(x, y, ACTION_FILLING);
3486 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3489 else if (element == EL_MAGIC_WALL_FULL)
3491 if (IS_FREE(x, y + 1))
3493 InitMovingField(x, y, MV_DOWN);
3494 started_moving = TRUE;
3496 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3497 Store[x][y] = EL_CHANGED(Store[x][y]);
3499 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3501 if (!MovDelay[x][y])
3502 MovDelay[x][y] = TILEY/4 + 1;
3511 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3512 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3513 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3517 else if (element == EL_BD_MAGIC_WALL_FULL)
3519 if (IS_FREE(x, y + 1))
3521 InitMovingField(x, y, MV_DOWN);
3522 started_moving = TRUE;
3524 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3525 Store[x][y] = EL_CHANGED2(Store[x][y]);
3527 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3529 if (!MovDelay[x][y])
3530 MovDelay[x][y] = TILEY/4 + 1;
3539 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3540 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3541 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3545 else if (CAN_PASS_MAGIC_WALL(element) &&
3546 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3547 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3549 InitMovingField(x, y, MV_DOWN);
3550 started_moving = TRUE;
3553 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3554 EL_BD_MAGIC_WALL_FILLING);
3555 Store[x][y] = element;
3558 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3560 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3565 InitMovingField(x, y, MV_DOWN);
3566 started_moving = TRUE;
3568 Store[x][y] = EL_ACID;
3570 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3571 GfxAction[x][y + 1] = ACTION_ACTIVE;
3576 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3577 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3578 JustStopped[x][y] && !Pushed[x][y + 1])
3580 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3584 /* calling "Impact()" here is not only completely unneccessary
3585 (because it already gets called from "ContinueMoving()" in
3586 all relevant situations), but also completely bullshit, because
3587 "JustStopped" also indicates a finished *horizontal* movement;
3588 we must keep this trash for backwards compatibility with older
3594 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3596 if (MovDir[x][y] == MV_NO_MOVING)
3598 InitMovingField(x, y, MV_DOWN);
3599 started_moving = TRUE;
3602 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3604 if (JustStopped[x][y]) /* prevent animation from being restarted */
3605 MovDir[x][y] = MV_DOWN;
3607 InitMovingField(x, y, MV_DOWN);
3608 started_moving = TRUE;
3610 else if (element == EL_AMOEBA_DROP)
3612 Feld[x][y] = EL_AMOEBA_GROWING;
3613 Store[x][y] = EL_AMOEBA_WET;
3615 /* Store[x][y + 1] must be zero, because:
3616 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3619 #if OLD_GAME_BEHAVIOUR
3620 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3622 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3623 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3624 element != EL_DX_SUPABOMB)
3627 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3628 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3629 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3630 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3633 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3634 (IS_FREE(x - 1, y + 1) ||
3635 Feld[x - 1][y + 1] == EL_ACID));
3636 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3637 (IS_FREE(x + 1, y + 1) ||
3638 Feld[x + 1][y + 1] == EL_ACID));
3639 boolean can_fall_any = (can_fall_left || can_fall_right);
3640 boolean can_fall_both = (can_fall_left && can_fall_right);
3642 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3644 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3646 if (slippery_type == SLIPPERY_ONLY_LEFT)
3647 can_fall_right = FALSE;
3648 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3649 can_fall_left = FALSE;
3650 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3651 can_fall_right = FALSE;
3652 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3653 can_fall_left = FALSE;
3655 can_fall_any = (can_fall_left || can_fall_right);
3656 can_fall_both = (can_fall_left && can_fall_right);
3661 if (can_fall_both &&
3662 (game.emulation != EMU_BOULDERDASH &&
3663 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3664 can_fall_left = !(can_fall_right = RND(2));
3666 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3667 started_moving = TRUE;
3670 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3672 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3673 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3674 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3675 int belt_dir = game.belt_dir[belt_nr];
3677 if ((belt_dir == MV_LEFT && left_is_free) ||
3678 (belt_dir == MV_RIGHT && right_is_free))
3680 InitMovingField(x, y, belt_dir);
3681 started_moving = TRUE;
3683 GfxAction[x][y] = ACTION_DEFAULT;
3688 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3689 if (CAN_MOVE(element) && !started_moving)
3693 if ((element == EL_SATELLITE ||
3694 element == EL_BALLOON ||
3695 element == EL_SPRING)
3696 && JustBeingPushed(x, y))
3701 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3702 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3704 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3706 Moving2Blocked(x, y, &newx, &newy);
3707 if (Feld[newx][newy] == EL_BLOCKED)
3708 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3713 if (!MovDelay[x][y]) /* start new movement phase */
3715 /* all objects that can change their move direction after each step
3716 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3718 if (element != EL_YAMYAM &&
3719 element != EL_DARK_YAMYAM &&
3720 element != EL_PACMAN &&
3721 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3722 element_info[element].move_pattern != MV_TURNING_LEFT &&
3723 element_info[element].move_pattern != MV_TURNING_RIGHT)
3727 if (MovDelay[x][y] && (element == EL_BUG ||
3728 element == EL_SPACESHIP ||
3729 element == EL_SP_SNIKSNAK ||
3730 element == EL_SP_ELECTRON ||
3731 element == EL_MOLE))
3732 DrawLevelField(x, y);
3736 if (MovDelay[x][y]) /* wait some time before next movement */
3741 if (element == EL_YAMYAM)
3744 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3745 DrawLevelElementAnimation(x, y, element);
3749 if (MovDelay[x][y]) /* element still has to wait some time */
3752 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3753 ResetGfxAnimation(x, y);
3755 GfxAction[x][y] = ACTION_WAITING;
3758 if (element == EL_ROBOT ||
3760 element == EL_PACMAN ||
3762 element == EL_YAMYAM ||
3763 element == EL_DARK_YAMYAM)
3766 DrawLevelElementAnimation(x, y, element);
3768 DrawLevelElementAnimationIfNeeded(x, y, element);
3770 PlaySoundLevelAction(x, y, ACTION_WAITING);
3772 else if (element == EL_SP_ELECTRON)
3773 DrawLevelElementAnimationIfNeeded(x, y, element);
3774 else if (element == EL_DRAGON)
3777 int dir = MovDir[x][y];
3778 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3779 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3780 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3781 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3782 dir == MV_UP ? IMG_FLAMES_1_UP :
3783 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3784 int frame = getGraphicAnimationFrame(graphic, -1);
3786 for (i=1; i<=3; i++)
3788 int xx = x + i*dx, yy = y + i*dy;
3789 int sx = SCREENX(xx), sy = SCREENY(yy);
3790 int flame_graphic = graphic + (i - 1);
3792 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3797 int flamed = MovingOrBlocked2Element(xx, yy);
3799 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3802 RemoveMovingField(xx, yy);
3804 Feld[xx][yy] = EL_FLAMES;
3805 if (IN_SCR_FIELD(sx, sy))
3806 DrawGraphic(sx, sy, flame_graphic, frame);
3810 if (Feld[xx][yy] == EL_FLAMES)
3811 Feld[xx][yy] = EL_EMPTY;
3812 DrawLevelField(xx, yy);
3817 if (MovDelay[x][y]) /* element still has to wait some time */
3819 PlaySoundLevelAction(x, y, ACTION_WAITING);
3824 GfxAction[x][y] = ACTION_MOVING;
3827 /* now make next step */
3829 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3831 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3832 !PLAYER_PROTECTED(newx, newy))
3835 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3838 /* player killed by element which is deadly when colliding with */
3840 KillHero(PLAYERINFO(newx, newy));
3845 else if ((element == EL_PENGUIN ||
3846 element == EL_ROBOT ||
3847 element == EL_SATELLITE ||
3848 element == EL_BALLOON ||
3849 IS_CUSTOM_ELEMENT(element)) &&
3850 IN_LEV_FIELD(newx, newy) &&
3851 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3854 Store[x][y] = EL_ACID;
3856 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3858 if (Feld[newx][newy] == EL_EXIT_OPEN)
3860 Feld[x][y] = EL_EMPTY;
3861 DrawLevelField(x, y);
3863 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3864 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3865 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3867 local_player->friends_still_needed--;
3868 if (!local_player->friends_still_needed &&
3869 !local_player->GameOver && AllPlayersGone)
3870 local_player->LevelSolved = local_player->GameOver = TRUE;
3874 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3876 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3877 DrawLevelField(newx, newy);
3879 MovDir[x][y] = MV_NO_MOVING;
3881 else if (!IS_FREE(newx, newy))
3883 GfxAction[x][y] = ACTION_WAITING;
3885 if (IS_PLAYER(x, y))
3886 DrawPlayerField(x, y);
3888 DrawLevelField(x, y);
3892 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3894 if (IS_FOOD_PIG(Feld[newx][newy]))
3896 if (IS_MOVING(newx, newy))
3897 RemoveMovingField(newx, newy);
3900 Feld[newx][newy] = EL_EMPTY;
3901 DrawLevelField(newx, newy);
3904 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3906 else if (!IS_FREE(newx, newy))
3908 if (IS_PLAYER(x, y))
3909 DrawPlayerField(x, y);
3911 DrawLevelField(x, y);
3915 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3917 if (!IS_FREE(newx, newy))
3919 if (IS_PLAYER(x, y))
3920 DrawPlayerField(x, y);
3922 DrawLevelField(x, y);
3927 boolean wanna_flame = !RND(10);
3928 int dx = newx - x, dy = newy - y;
3929 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3930 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3931 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3932 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3933 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3934 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3937 IS_CLASSIC_ENEMY(element1) ||
3938 IS_CLASSIC_ENEMY(element2)) &&
3939 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3940 element1 != EL_FLAMES && element2 != EL_FLAMES)
3942 if (IS_PLAYER(x, y))
3943 DrawPlayerField(x, y);
3945 DrawLevelField(x, y);
3947 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3949 MovDelay[x][y] = 50;
3950 Feld[newx][newy] = EL_FLAMES;
3951 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3952 Feld[newx1][newy1] = EL_FLAMES;
3953 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3954 Feld[newx2][newy2] = EL_FLAMES;
3959 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3960 Feld[newx][newy] == EL_DIAMOND)
3962 if (IS_MOVING(newx, newy))
3963 RemoveMovingField(newx, newy);
3966 Feld[newx][newy] = EL_EMPTY;
3967 DrawLevelField(newx, newy);
3970 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3972 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3973 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3975 if (AmoebaNr[newx][newy])
3977 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3978 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3979 Feld[newx][newy] == EL_BD_AMOEBA)
3980 AmoebaCnt[AmoebaNr[newx][newy]]--;
3983 if (IS_MOVING(newx, newy))
3984 RemoveMovingField(newx, newy);
3987 Feld[newx][newy] = EL_EMPTY;
3988 DrawLevelField(newx, newy);
3991 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3993 else if ((element == EL_PACMAN || element == EL_MOLE)
3994 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3996 if (AmoebaNr[newx][newy])
3998 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3999 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4000 Feld[newx][newy] == EL_BD_AMOEBA)
4001 AmoebaCnt[AmoebaNr[newx][newy]]--;
4004 if (element == EL_MOLE)
4006 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4007 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4008 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4009 return; /* wait for shrinking amoeba */
4011 else /* element == EL_PACMAN */
4013 Feld[newx][newy] = EL_EMPTY;
4014 DrawLevelField(newx, newy);
4015 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4018 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4019 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4020 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4022 /* wait for shrinking amoeba to completely disappear */
4025 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4027 /* object was running against a wall */
4032 DrawLevelElementAnimation(x, y, element);
4034 if (element == EL_BUG ||
4035 element == EL_SPACESHIP ||
4036 element == EL_SP_SNIKSNAK)
4037 DrawLevelField(x, y);
4038 else if (element == EL_MOLE)
4039 DrawLevelField(x, y);
4040 else if (element == EL_BD_BUTTERFLY ||
4041 element == EL_BD_FIREFLY)
4042 DrawLevelElementAnimationIfNeeded(x, y, element);
4043 else if (element == EL_SATELLITE)
4044 DrawLevelElementAnimationIfNeeded(x, y, element);
4045 else if (element == EL_SP_ELECTRON)
4046 DrawLevelElementAnimationIfNeeded(x, y, element);
4049 if (DONT_TOUCH(element))
4050 TestIfBadThingTouchesHero(x, y);
4053 PlaySoundLevelAction(x, y, ACTION_WAITING);
4059 InitMovingField(x, y, MovDir[x][y]);
4061 PlaySoundLevelAction(x, y, ACTION_MOVING);
4065 ContinueMoving(x, y);
4068 void ContinueMoving(int x, int y)
4070 int element = Feld[x][y];
4071 int direction = MovDir[x][y];
4072 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4073 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4074 int newx = x + dx, newy = y + dy;
4075 int nextx = newx + dx, nexty = newy + dy;
4076 boolean pushed = Pushed[x][y];
4078 MovPos[x][y] += getElementMoveStepsize(x, y);
4080 if (pushed) /* special case: moving object pushed by player */
4081 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4083 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4085 Feld[x][y] = EL_EMPTY;
4086 Feld[newx][newy] = element;
4087 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4089 if (element == EL_MOLE)
4091 Feld[x][y] = EL_SAND;
4093 DrawLevelFieldCrumbledSandNeighbours(x, y);
4095 else if (element == EL_QUICKSAND_FILLING)
4097 element = Feld[newx][newy] = get_next_element(element);
4098 Store[newx][newy] = Store[x][y];
4100 else if (element == EL_QUICKSAND_EMPTYING)
4102 Feld[x][y] = get_next_element(element);
4103 element = Feld[newx][newy] = Store[x][y];
4105 else if (element == EL_MAGIC_WALL_FILLING)
4107 element = Feld[newx][newy] = get_next_element(element);
4108 if (!game.magic_wall_active)
4109 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4110 Store[newx][newy] = Store[x][y];
4112 else if (element == EL_MAGIC_WALL_EMPTYING)
4114 Feld[x][y] = get_next_element(element);
4115 if (!game.magic_wall_active)
4116 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4117 element = Feld[newx][newy] = Store[x][y];
4119 else if (element == EL_BD_MAGIC_WALL_FILLING)
4121 element = Feld[newx][newy] = get_next_element(element);
4122 if (!game.magic_wall_active)
4123 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4124 Store[newx][newy] = Store[x][y];
4126 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4128 Feld[x][y] = get_next_element(element);
4129 if (!game.magic_wall_active)
4130 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4131 element = Feld[newx][newy] = Store[x][y];
4133 else if (element == EL_AMOEBA_DROPPING)
4135 Feld[x][y] = get_next_element(element);
4136 element = Feld[newx][newy] = Store[x][y];
4138 else if (element == EL_SOKOBAN_OBJECT)
4141 Feld[x][y] = Back[x][y];
4143 if (Back[newx][newy])
4144 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4146 Back[x][y] = Back[newx][newy] = 0;
4148 else if (Store[x][y] == EL_ACID)
4150 element = Feld[newx][newy] = EL_ACID;
4154 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4155 MovDelay[newx][newy] = 0;
4157 /* copy element change control values to new field */
4158 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4160 /* copy animation control values to new field */
4161 GfxFrame[newx][newy] = GfxFrame[x][y];
4162 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4163 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4165 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4167 ResetGfxAnimation(x, y); /* reset animation values for old field */
4170 /* 2.1.1 (does not work correctly for spring) */
4171 if (!CAN_MOVE(element))
4172 MovDir[newx][newy] = 0;
4176 /* (does not work for falling objects that slide horizontally) */
4177 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4178 MovDir[newx][newy] = 0;
4181 if (!CAN_MOVE(element) ||
4182 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4183 MovDir[newx][newy] = 0;
4186 if (!CAN_MOVE(element) ||
4187 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4188 MovDir[newx][newy] = 0;
4192 DrawLevelField(x, y);
4193 DrawLevelField(newx, newy);
4195 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4197 if (!pushed) /* special case: moving object pushed by player */
4198 JustStopped[newx][newy] = 3;
4200 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4202 TestIfBadThingTouchesHero(newx, newy);
4203 TestIfBadThingTouchesFriend(newx, newy);
4204 TestIfBadThingTouchesOtherBadThing(newx, newy);
4206 else if (element == EL_PENGUIN)
4207 TestIfFriendTouchesBadThing(newx, newy);
4209 if (CAN_FALL(element) && direction == MV_DOWN &&
4210 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4213 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4214 CheckElementChange(newx, newy, element, CE_COLLISION);
4216 TestIfPlayerTouchesCustomElement(newx, newy);
4217 TestIfElementTouchesCustomElement(newx, newy);
4219 else /* still moving on */
4221 DrawLevelField(x, y);
4225 int AmoebeNachbarNr(int ax, int ay)
4228 int element = Feld[ax][ay];
4230 static int xy[4][2] =
4240 int x = ax + xy[i][0];
4241 int y = ay + xy[i][1];
4243 if (!IN_LEV_FIELD(x, y))
4246 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4247 group_nr = AmoebaNr[x][y];
4253 void AmoebenVereinigen(int ax, int ay)
4255 int i, x, y, xx, yy;
4256 int new_group_nr = AmoebaNr[ax][ay];
4257 static int xy[4][2] =
4265 if (new_group_nr == 0)
4273 if (!IN_LEV_FIELD(x, y))
4276 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4277 Feld[x][y] == EL_BD_AMOEBA ||
4278 Feld[x][y] == EL_AMOEBA_DEAD) &&
4279 AmoebaNr[x][y] != new_group_nr)
4281 int old_group_nr = AmoebaNr[x][y];
4283 if (old_group_nr == 0)
4286 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4287 AmoebaCnt[old_group_nr] = 0;
4288 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4289 AmoebaCnt2[old_group_nr] = 0;
4291 for (yy=0; yy<lev_fieldy; yy++)
4293 for (xx=0; xx<lev_fieldx; xx++)
4295 if (AmoebaNr[xx][yy] == old_group_nr)
4296 AmoebaNr[xx][yy] = new_group_nr;
4303 void AmoebeUmwandeln(int ax, int ay)
4307 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4309 int group_nr = AmoebaNr[ax][ay];
4314 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4315 printf("AmoebeUmwandeln(): This should never happen!\n");
4320 for (y=0; y<lev_fieldy; y++)
4322 for (x=0; x<lev_fieldx; x++)
4324 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4327 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4331 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4332 SND_AMOEBA_TURNING_TO_GEM :
4333 SND_AMOEBA_TURNING_TO_ROCK));
4338 static int xy[4][2] =
4351 if (!IN_LEV_FIELD(x, y))
4354 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4356 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4357 SND_AMOEBA_TURNING_TO_GEM :
4358 SND_AMOEBA_TURNING_TO_ROCK));
4365 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4368 int group_nr = AmoebaNr[ax][ay];
4369 boolean done = FALSE;
4374 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4375 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4380 for (y=0; y<lev_fieldy; y++)
4382 for (x=0; x<lev_fieldx; x++)
4384 if (AmoebaNr[x][y] == group_nr &&
4385 (Feld[x][y] == EL_AMOEBA_DEAD ||
4386 Feld[x][y] == EL_BD_AMOEBA ||
4387 Feld[x][y] == EL_AMOEBA_GROWING))
4390 Feld[x][y] = new_element;
4391 InitField(x, y, FALSE);
4392 DrawLevelField(x, y);
4399 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4400 SND_BD_AMOEBA_TURNING_TO_ROCK :
4401 SND_BD_AMOEBA_TURNING_TO_GEM));
4404 void AmoebeWaechst(int x, int y)
4406 static unsigned long sound_delay = 0;
4407 static unsigned long sound_delay_value = 0;
4409 if (!MovDelay[x][y]) /* start new growing cycle */
4413 if (DelayReached(&sound_delay, sound_delay_value))
4416 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4418 if (Store[x][y] == EL_BD_AMOEBA)
4419 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4421 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4423 sound_delay_value = 30;
4427 if (MovDelay[x][y]) /* wait some time before growing bigger */
4430 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4432 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4433 6 - MovDelay[x][y]);
4435 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4438 if (!MovDelay[x][y])
4440 Feld[x][y] = Store[x][y];
4442 DrawLevelField(x, y);
4447 void AmoebaDisappearing(int x, int y)
4449 static unsigned long sound_delay = 0;
4450 static unsigned long sound_delay_value = 0;
4452 if (!MovDelay[x][y]) /* start new shrinking cycle */
4456 if (DelayReached(&sound_delay, sound_delay_value))
4457 sound_delay_value = 30;
4460 if (MovDelay[x][y]) /* wait some time before shrinking */
4463 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4465 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4466 6 - MovDelay[x][y]);
4468 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4471 if (!MovDelay[x][y])
4473 Feld[x][y] = EL_EMPTY;
4474 DrawLevelField(x, y);
4476 /* don't let mole enter this field in this cycle;
4477 (give priority to objects falling to this field from above) */
4483 void AmoebeAbleger(int ax, int ay)
4486 int element = Feld[ax][ay];
4487 int graphic = el2img(element);
4488 int newax = ax, neway = ay;
4489 static int xy[4][2] =
4497 if (!level.amoeba_speed)
4499 Feld[ax][ay] = EL_AMOEBA_DEAD;
4500 DrawLevelField(ax, ay);
4504 if (IS_ANIMATED(graphic))
4505 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4507 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4508 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4510 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4513 if (MovDelay[ax][ay])
4517 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4520 int x = ax + xy[start][0];
4521 int y = ay + xy[start][1];
4523 if (!IN_LEV_FIELD(x, y))
4526 if (IS_FREE(x, y) ||
4527 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4533 if (newax == ax && neway == ay)
4536 else /* normal or "filled" (BD style) amoeba */
4539 boolean waiting_for_player = FALSE;
4543 int j = (start + i) % 4;
4544 int x = ax + xy[j][0];
4545 int y = ay + xy[j][1];
4547 if (!IN_LEV_FIELD(x, y))
4550 if (IS_FREE(x, y) ||
4551 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4557 else if (IS_PLAYER(x, y))
4558 waiting_for_player = TRUE;
4561 if (newax == ax && neway == ay) /* amoeba cannot grow */
4563 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4565 Feld[ax][ay] = EL_AMOEBA_DEAD;
4566 DrawLevelField(ax, ay);
4567 AmoebaCnt[AmoebaNr[ax][ay]]--;
4569 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4571 if (element == EL_AMOEBA_FULL)
4572 AmoebeUmwandeln(ax, ay);
4573 else if (element == EL_BD_AMOEBA)
4574 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4579 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4581 /* amoeba gets larger by growing in some direction */
4583 int new_group_nr = AmoebaNr[ax][ay];
4586 if (new_group_nr == 0)
4588 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4589 printf("AmoebeAbleger(): This should never happen!\n");
4594 AmoebaNr[newax][neway] = new_group_nr;
4595 AmoebaCnt[new_group_nr]++;
4596 AmoebaCnt2[new_group_nr]++;
4598 /* if amoeba touches other amoeba(s) after growing, unify them */
4599 AmoebenVereinigen(newax, neway);
4601 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4603 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4609 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4610 (neway == lev_fieldy - 1 && newax != ax))
4612 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4613 Store[newax][neway] = element;
4615 else if (neway == ay)
4617 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4619 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4621 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4626 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4627 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4628 Store[ax][ay] = EL_AMOEBA_DROP;
4629 ContinueMoving(ax, ay);
4633 DrawLevelField(newax, neway);
4636 void Life(int ax, int ay)
4639 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4641 int element = Feld[ax][ay];
4642 int graphic = el2img(element);
4643 boolean changed = FALSE;
4645 if (IS_ANIMATED(graphic))
4646 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4651 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4652 MovDelay[ax][ay] = life_time;
4654 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4657 if (MovDelay[ax][ay])
4661 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4663 int xx = ax+x1, yy = ay+y1;
4666 if (!IN_LEV_FIELD(xx, yy))
4669 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4671 int x = xx+x2, y = yy+y2;
4673 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4676 if (((Feld[x][y] == element ||
4677 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4679 (IS_FREE(x, y) && Stop[x][y]))
4683 if (xx == ax && yy == ay) /* field in the middle */
4685 if (nachbarn < life[0] || nachbarn > life[1])
4687 Feld[xx][yy] = EL_EMPTY;
4689 DrawLevelField(xx, yy);
4690 Stop[xx][yy] = TRUE;
4694 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4695 { /* free border field */
4696 if (nachbarn >= life[2] && nachbarn <= life[3])
4698 Feld[xx][yy] = element;
4699 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4701 DrawLevelField(xx, yy);
4702 Stop[xx][yy] = TRUE;
4709 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4710 SND_GAME_OF_LIFE_GROWING);
4713 static void InitRobotWheel(int x, int y)
4715 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4718 static void RunRobotWheel(int x, int y)
4720 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4723 static void StopRobotWheel(int x, int y)
4725 if (ZX == x && ZY == y)
4729 static void InitTimegateWheel(int x, int y)
4731 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4734 static void RunTimegateWheel(int x, int y)
4736 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4739 void CheckExit(int x, int y)
4741 if (local_player->gems_still_needed > 0 ||
4742 local_player->sokobanfields_still_needed > 0 ||
4743 local_player->lights_still_needed > 0)
4745 int element = Feld[x][y];
4746 int graphic = el2img(element);
4748 if (IS_ANIMATED(graphic))
4749 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4754 Feld[x][y] = EL_EXIT_OPENING;
4756 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4759 void CheckExitSP(int x, int y)
4761 if (local_player->gems_still_needed > 0)
4763 int element = Feld[x][y];
4764 int graphic = el2img(element);
4766 if (IS_ANIMATED(graphic))
4767 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4772 Feld[x][y] = EL_SP_EXIT_OPEN;
4774 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4777 static void CloseAllOpenTimegates()
4781 for (y=0; y<lev_fieldy; y++)
4783 for (x=0; x<lev_fieldx; x++)
4785 int element = Feld[x][y];
4787 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4789 Feld[x][y] = EL_TIMEGATE_CLOSING;
4791 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4793 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4800 void EdelsteinFunkeln(int x, int y)
4802 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4805 if (Feld[x][y] == EL_BD_DIAMOND)
4808 if (MovDelay[x][y] == 0) /* next animation frame */
4809 MovDelay[x][y] = 11 * !SimpleRND(500);
4811 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4815 if (setup.direct_draw && MovDelay[x][y])
4816 SetDrawtoField(DRAW_BUFFERED);
4818 DrawLevelElementAnimation(x, y, Feld[x][y]);
4820 if (MovDelay[x][y] != 0)
4822 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4823 10 - MovDelay[x][y]);
4825 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4827 if (setup.direct_draw)
4831 dest_x = FX + SCREENX(x) * TILEX;
4832 dest_y = FY + SCREENY(y) * TILEY;
4834 BlitBitmap(drawto_field, window,
4835 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4836 SetDrawtoField(DRAW_DIRECT);
4842 void MauerWaechst(int x, int y)
4846 if (!MovDelay[x][y]) /* next animation frame */
4847 MovDelay[x][y] = 3 * delay;
4849 if (MovDelay[x][y]) /* wait some time before next frame */
4853 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4855 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4856 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4858 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4861 if (!MovDelay[x][y])
4863 if (MovDir[x][y] == MV_LEFT)
4865 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4866 DrawLevelField(x - 1, y);
4868 else if (MovDir[x][y] == MV_RIGHT)
4870 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4871 DrawLevelField(x + 1, y);
4873 else if (MovDir[x][y] == MV_UP)
4875 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4876 DrawLevelField(x, y - 1);
4880 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4881 DrawLevelField(x, y + 1);
4884 Feld[x][y] = Store[x][y];
4886 MovDir[x][y] = MV_NO_MOVING;
4887 DrawLevelField(x, y);
4892 void MauerAbleger(int ax, int ay)
4894 int element = Feld[ax][ay];
4895 int graphic = el2img(element);
4896 boolean oben_frei = FALSE, unten_frei = FALSE;
4897 boolean links_frei = FALSE, rechts_frei = FALSE;
4898 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4899 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4900 boolean new_wall = FALSE;
4902 if (IS_ANIMATED(graphic))
4903 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4905 if (!MovDelay[ax][ay]) /* start building new wall */
4906 MovDelay[ax][ay] = 6;
4908 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4911 if (MovDelay[ax][ay])
4915 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4917 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4919 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4921 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4924 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4925 element == EL_EXPANDABLE_WALL_ANY)
4929 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4930 Store[ax][ay-1] = element;
4931 MovDir[ax][ay-1] = MV_UP;
4932 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4933 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4934 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4939 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4940 Store[ax][ay+1] = element;
4941 MovDir[ax][ay+1] = MV_DOWN;
4942 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4943 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4944 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4949 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4950 element == EL_EXPANDABLE_WALL_ANY ||
4951 element == EL_EXPANDABLE_WALL)
4955 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4956 Store[ax-1][ay] = element;
4957 MovDir[ax-1][ay] = MV_LEFT;
4958 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4959 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4960 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4966 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4967 Store[ax+1][ay] = element;
4968 MovDir[ax+1][ay] = MV_RIGHT;
4969 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4970 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4971 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4976 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4977 DrawLevelField(ax, ay);
4979 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4981 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4982 unten_massiv = TRUE;
4983 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4984 links_massiv = TRUE;
4985 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4986 rechts_massiv = TRUE;
4988 if (((oben_massiv && unten_massiv) ||
4989 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4990 element == EL_EXPANDABLE_WALL) &&
4991 ((links_massiv && rechts_massiv) ||
4992 element == EL_EXPANDABLE_WALL_VERTICAL))
4993 Feld[ax][ay] = EL_WALL;
4997 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4999 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5003 void CheckForDragon(int x, int y)
5006 boolean dragon_found = FALSE;
5007 static int xy[4][2] =
5019 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5021 if (IN_LEV_FIELD(xx, yy) &&
5022 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5024 if (Feld[xx][yy] == EL_DRAGON)
5025 dragon_found = TRUE;
5038 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5040 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5042 Feld[xx][yy] = EL_EMPTY;
5043 DrawLevelField(xx, yy);
5052 static void InitBuggyBase(int x, int y)
5054 int element = Feld[x][y];
5055 int activating_delay = FRAMES_PER_SECOND / 4;
5058 (element == EL_SP_BUGGY_BASE ?
5059 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5060 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5062 element == EL_SP_BUGGY_BASE_ACTIVE ?
5063 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5066 static void WarnBuggyBase(int x, int y)
5069 static int xy[4][2] =
5079 int xx = x + xy[i][0], yy = y + xy[i][1];
5081 if (IS_PLAYER(xx, yy))
5083 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5090 static void InitTrap(int x, int y)
5092 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5095 static void ActivateTrap(int x, int y)
5097 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5100 static void ChangeActiveTrap(int x, int y)
5102 int graphic = IMG_TRAP_ACTIVE;
5104 /* if new animation frame was drawn, correct crumbled sand border */
5105 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5106 DrawLevelFieldCrumbledSand(x, y);
5109 static void ChangeElementNowExt(int x, int y, int target_element)
5111 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5118 Feld[x][y] = target_element;
5120 ResetGfxAnimation(x, y);
5121 ResetRandomAnimationValue(x, y);
5123 InitField(x, y, FALSE);
5124 if (CAN_MOVE(Feld[x][y]))
5127 DrawLevelField(x, y);
5129 if (CAN_BE_CRUMBLED(Feld[x][y]))
5130 DrawLevelFieldCrumbledSandNeighbours(x, y);
5132 TestIfBadThingTouchesHero(x, y);
5133 TestIfPlayerTouchesCustomElement(x, y);
5134 TestIfElementTouchesCustomElement(x, y);
5137 static void ChangeElementNow(int x, int y, int element)
5139 struct ElementChangeInfo *change = &element_info[element].change;
5141 /* prevent CheckTriggeredElementChange() from looping */
5142 Changing[x][y] = TRUE;
5144 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5146 Changing[x][y] = FALSE;
5148 if (change->explode)
5154 if (change->use_content)
5156 boolean complete_change = TRUE;
5157 boolean can_change[3][3];
5160 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5162 boolean half_destructible;
5163 int ex = x + xx - 1;
5164 int ey = y + yy - 1;
5167 can_change[xx][yy] = TRUE;
5169 if (ex == x && ey == y) /* do not check changing element itself */
5172 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5174 can_change[xx][yy] = FALSE; /* do not change empty borders */
5179 if (!IN_LEV_FIELD(ex, ey))
5181 can_change[xx][yy] = FALSE;
5182 complete_change = FALSE;
5189 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5190 e = MovingOrBlocked2Element(ex, ey);
5192 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5194 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5195 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5196 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5198 can_change[xx][yy] = FALSE;
5199 complete_change = FALSE;
5203 if (!change->only_complete || complete_change)
5205 if (change->only_complete && change->use_random_change &&
5206 RND(change->random) != 0)
5209 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5211 int ex = x + xx - 1;
5212 int ey = y + yy - 1;
5214 if (can_change[xx][yy] && (!change->use_random_change ||
5215 RND(change->random) == 0))
5217 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5218 RemoveMovingField(ex, ey);
5220 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5222 /* for symmetry reasons, stop newly created border elements */
5223 if (ex != x || ey != y)
5224 Stop[ex][ey] = TRUE;
5232 ChangeElementNowExt(x, y, change->target_element);
5235 static void ChangeElement(int x, int y)
5238 int element = MovingOrBlocked2Element(x, y);
5240 int element = Feld[x][y];
5242 struct ElementChangeInfo *change = &element_info[element].change;
5244 if (ChangeDelay[x][y] == 0) /* initialize element change */
5247 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5248 RND(change->delay_random * change->delay_frames)) + 1;
5250 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5252 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5254 int max_random_delay = element_info[element].change.delay_random;
5255 int delay_frames = element_info[element].change.delay_frames;
5257 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5261 ResetGfxAnimation(x, y);
5262 ResetRandomAnimationValue(x, y);
5265 if (change->pre_change_function)
5266 change->pre_change_function(x, y);
5268 if (changing_element[element].pre_change_function)
5269 changing_element[element].pre_change_function(x, y);
5273 ChangeDelay[x][y]--;
5275 if (ChangeDelay[x][y] != 0) /* continue element change */
5277 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5279 if (IS_ANIMATED(graphic))
5280 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5283 if (change->change_function)
5284 change->change_function(x, y);
5286 if (changing_element[element].change_function)
5287 changing_element[element].change_function(x, y);
5290 else /* finish element change */
5293 int next_element = changing_element[element].next_element;
5296 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5298 ChangeDelay[x][y] = 1; /* try change after next move step */
5304 ChangeElementNow(x, y, element);
5306 if (change->post_change_function)
5307 change->post_change_function(x, y);
5309 if (next_element != EL_UNDEFINED)
5310 ChangeElementNow(x, y, next_element);
5312 ChangeElementNow(x, y, element_info[element].change.target_element);
5314 if (changing_element[element].post_change_function)
5315 changing_element[element].post_change_function(x, y);
5320 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5325 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5328 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5330 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5331 element_info[i].change.trigger_element != trigger_element)
5334 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5336 if (x == lx && y == ly) /* do not change trigger element itself */
5339 if (Changing[x][y]) /* do not change just changing elements */
5342 if (Feld[x][y] == i)
5344 ChangeDelay[x][y] = 1;
5345 ChangeElement(x, y);
5353 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5355 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5358 if (Feld[x][y] == EL_BLOCKED)
5359 Blocked2Moving(x, y, &x, &y);
5361 ChangeDelay[x][y] = 1;
5362 ChangeElement(x, y);
5367 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5369 static byte stored_player_action[MAX_PLAYERS];
5370 static int num_stored_actions = 0;
5371 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5372 int left = player_action & JOY_LEFT;
5373 int right = player_action & JOY_RIGHT;
5374 int up = player_action & JOY_UP;
5375 int down = player_action & JOY_DOWN;
5376 int button1 = player_action & JOY_BUTTON_1;
5377 int button2 = player_action & JOY_BUTTON_2;
5378 int dx = (left ? -1 : right ? 1 : 0);
5379 int dy = (up ? -1 : down ? 1 : 0);
5381 stored_player_action[player->index_nr] = 0;
5382 num_stored_actions++;
5384 if (!player->active || tape.pausing)
5390 snapped = SnapField(player, dx, dy);
5394 bombed = PlaceBomb(player);
5395 moved = MoveFigure(player, dx, dy);
5398 if (tape.single_step && tape.recording && !tape.pausing)
5400 if (button1 || (bombed && !moved))
5402 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5403 SnapField(player, 0, 0); /* stop snapping */
5407 stored_player_action[player->index_nr] = player_action;
5411 /* no actions for this player (no input at player's configured device) */
5413 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5414 SnapField(player, 0, 0);
5415 CheckGravityMovement(player);
5417 if (player->MovPos == 0)
5420 printf("Trying... Player frame reset\n");
5423 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5426 if (player->MovPos == 0) /* needed for tape.playing */
5427 player->is_moving = FALSE;
5430 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5432 TapeRecordAction(stored_player_action);
5433 num_stored_actions = 0;
5439 static unsigned long action_delay = 0;
5440 unsigned long action_delay_value;
5441 int magic_wall_x = 0, magic_wall_y = 0;
5442 int i, x, y, element, graphic;
5443 byte *recorded_player_action;
5444 byte summarized_player_action = 0;
5446 if (game_status != GAME_MODE_PLAYING)
5449 action_delay_value =
5450 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5452 if (tape.playing && tape.index_search && !tape.pausing)
5453 action_delay_value = 0;
5455 /* ---------- main game synchronization point ---------- */
5457 WaitUntilDelayReached(&action_delay, action_delay_value);
5459 if (network_playing && !network_player_action_received)
5463 printf("DEBUG: try to get network player actions in time\n");
5467 #if defined(PLATFORM_UNIX)
5468 /* last chance to get network player actions without main loop delay */
5472 if (game_status != GAME_MODE_PLAYING)
5475 if (!network_player_action_received)
5479 printf("DEBUG: failed to get network player actions in time\n");
5489 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5491 for (i=0; i<MAX_PLAYERS; i++)
5493 summarized_player_action |= stored_player[i].action;
5495 if (!network_playing)
5496 stored_player[i].effective_action = stored_player[i].action;
5499 #if defined(PLATFORM_UNIX)
5500 if (network_playing)
5501 SendToServer_MovePlayer(summarized_player_action);
5504 if (!options.network && !setup.team_mode)
5505 local_player->effective_action = summarized_player_action;
5507 for (i=0; i<MAX_PLAYERS; i++)
5509 int actual_player_action = stored_player[i].effective_action;
5511 if (stored_player[i].programmed_action)
5512 actual_player_action = stored_player[i].programmed_action;
5514 if (recorded_player_action)
5515 actual_player_action = recorded_player_action[i];
5517 PlayerActions(&stored_player[i], actual_player_action);
5518 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5521 network_player_action_received = FALSE;
5523 ScrollScreen(NULL, SCROLL_GO_ON);
5529 for (i=0; i<MAX_PLAYERS; i++)
5530 stored_player[i].Frame++;
5534 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5536 for (i=0; i<MAX_PLAYERS; i++)
5538 struct PlayerInfo *player = &stored_player[i];
5542 if (player->active && player->Pushing && player->is_moving &&
5545 ContinueMoving(x, y);
5547 /* continue moving after pushing (this is actually a bug) */
5548 if (!IS_MOVING(x, y))
5557 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5560 if (JustStopped[x][y] > 0)
5561 JustStopped[x][y]--;
5566 if (IS_BLOCKED(x, y))
5570 Blocked2Moving(x, y, &oldx, &oldy);
5571 if (!IS_MOVING(oldx, oldy))
5573 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5574 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5575 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5576 printf("GameActions(): This should never happen!\n");
5582 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5584 element = Feld[x][y];
5586 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5588 graphic = el2img(element);
5594 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5596 element = graphic = 0;
5600 if (graphic_info[graphic].anim_global_sync)
5601 GfxFrame[x][y] = FrameCounter;
5603 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5604 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5605 ResetRandomAnimationValue(x, y);
5607 SetRandomAnimationValue(x, y);
5610 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5613 if (IS_INACTIVE(element))
5615 if (IS_ANIMATED(graphic))
5616 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5622 /* this may take place after moving, so 'element' may have changed */
5623 if (IS_CHANGING(x, y))
5625 ChangeElement(x, y);
5626 element = Feld[x][y];
5627 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5631 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5636 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5638 if (element == EL_PACMAN)
5639 printf("::: %d, %d, %d\n",
5640 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5643 if (element == EL_YAMYAM)
5644 printf("::: %d, %d, %d\n",
5645 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5649 if (IS_ANIMATED(graphic) &&
5653 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5656 if (element == EL_YAMYAM)
5657 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5661 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5662 EdelsteinFunkeln(x, y);
5664 else if ((element == EL_ACID ||
5665 element == EL_EXIT_OPEN ||
5666 element == EL_SP_EXIT_OPEN ||
5667 element == EL_SP_TERMINAL ||
5668 element == EL_SP_TERMINAL_ACTIVE ||
5669 element == EL_EXTRA_TIME ||
5670 element == EL_SHIELD_NORMAL ||
5671 element == EL_SHIELD_DEADLY) &&
5672 IS_ANIMATED(graphic))
5673 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5674 else if (IS_MOVING(x, y))
5675 ContinueMoving(x, y);
5676 else if (IS_ACTIVE_BOMB(element))
5677 CheckDynamite(x, y);
5679 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5680 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5682 else if (element == EL_AMOEBA_GROWING)
5683 AmoebeWaechst(x, y);
5684 else if (element == EL_AMOEBA_SHRINKING)
5685 AmoebaDisappearing(x, y);
5687 #if !USE_NEW_AMOEBA_CODE
5688 else if (IS_AMOEBALIVE(element))
5689 AmoebeAbleger(x, y);
5692 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5694 else if (element == EL_EXIT_CLOSED)
5696 else if (element == EL_SP_EXIT_CLOSED)
5698 else if (element == EL_EXPANDABLE_WALL_GROWING)
5700 else if (element == EL_EXPANDABLE_WALL ||
5701 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5702 element == EL_EXPANDABLE_WALL_VERTICAL ||
5703 element == EL_EXPANDABLE_WALL_ANY)
5705 else if (element == EL_FLAMES)
5706 CheckForDragon(x, y);
5708 else if (IS_AUTO_CHANGING(element))
5709 ChangeElement(x, y);
5711 else if (element == EL_EXPLOSION)
5712 ; /* drawing of correct explosion animation is handled separately */
5713 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5714 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5717 /* this may take place after moving, so 'element' may have changed */
5718 if (IS_AUTO_CHANGING(Feld[x][y]))
5719 ChangeElement(x, y);
5722 if (IS_BELT_ACTIVE(element))
5723 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5725 if (game.magic_wall_active)
5727 int jx = local_player->jx, jy = local_player->jy;
5729 /* play the element sound at the position nearest to the player */
5730 if ((element == EL_MAGIC_WALL_FULL ||
5731 element == EL_MAGIC_WALL_ACTIVE ||
5732 element == EL_MAGIC_WALL_EMPTYING ||
5733 element == EL_BD_MAGIC_WALL_FULL ||
5734 element == EL_BD_MAGIC_WALL_ACTIVE ||
5735 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5736 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5744 #if USE_NEW_AMOEBA_CODE
5745 /* new experimental amoeba growth stuff */
5747 if (!(FrameCounter % 8))
5750 static unsigned long random = 1684108901;
5752 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5755 x = (random >> 10) % lev_fieldx;
5756 y = (random >> 20) % lev_fieldy;
5758 x = RND(lev_fieldx);
5759 y = RND(lev_fieldy);
5761 element = Feld[x][y];
5763 if (!IS_PLAYER(x,y) &&
5764 (element == EL_EMPTY ||
5765 element == EL_SAND ||
5766 element == EL_QUICKSAND_EMPTY ||
5767 element == EL_ACID_SPLASH_LEFT ||
5768 element == EL_ACID_SPLASH_RIGHT))
5770 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5771 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5772 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5773 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5774 Feld[x][y] = EL_AMOEBA_DROP;
5777 random = random * 129 + 1;
5783 if (game.explosions_delayed)
5786 game.explosions_delayed = FALSE;
5788 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5790 element = Feld[x][y];
5792 if (ExplodeField[x][y])
5793 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5794 else if (element == EL_EXPLOSION)
5795 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5797 ExplodeField[x][y] = EX_NO_EXPLOSION;
5800 game.explosions_delayed = TRUE;
5803 if (game.magic_wall_active)
5805 if (!(game.magic_wall_time_left % 4))
5807 int element = Feld[magic_wall_x][magic_wall_y];
5809 if (element == EL_BD_MAGIC_WALL_FULL ||
5810 element == EL_BD_MAGIC_WALL_ACTIVE ||
5811 element == EL_BD_MAGIC_WALL_EMPTYING)
5812 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5814 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5817 if (game.magic_wall_time_left > 0)
5819 game.magic_wall_time_left--;
5820 if (!game.magic_wall_time_left)
5822 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5824 element = Feld[x][y];
5826 if (element == EL_MAGIC_WALL_ACTIVE ||
5827 element == EL_MAGIC_WALL_FULL)
5829 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5830 DrawLevelField(x, y);
5832 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5833 element == EL_BD_MAGIC_WALL_FULL)
5835 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5836 DrawLevelField(x, y);
5840 game.magic_wall_active = FALSE;
5845 if (game.light_time_left > 0)
5847 game.light_time_left--;
5849 if (game.light_time_left == 0)
5850 RedrawAllLightSwitchesAndInvisibleElements();
5853 if (game.timegate_time_left > 0)
5855 game.timegate_time_left--;
5857 if (game.timegate_time_left == 0)
5858 CloseAllOpenTimegates();
5861 for (i=0; i<MAX_PLAYERS; i++)
5863 struct PlayerInfo *player = &stored_player[i];
5865 if (SHIELD_ON(player))
5867 if (player->shield_deadly_time_left)
5868 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5869 else if (player->shield_normal_time_left)
5870 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5874 if (TimeFrames >= (1000 / GameFrameDelay))
5879 for (i=0; i<MAX_PLAYERS; i++)
5881 struct PlayerInfo *player = &stored_player[i];
5883 if (SHIELD_ON(player))
5885 player->shield_normal_time_left--;
5887 if (player->shield_deadly_time_left > 0)
5888 player->shield_deadly_time_left--;
5892 if (tape.recording || tape.playing)
5893 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5899 if (TimeLeft <= 10 && setup.time_limit)
5900 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5902 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5904 if (!TimeLeft && setup.time_limit)
5905 for (i=0; i<MAX_PLAYERS; i++)
5906 KillHero(&stored_player[i]);
5908 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5909 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5914 if (options.debug) /* calculate frames per second */
5916 static unsigned long fps_counter = 0;
5917 static int fps_frames = 0;
5918 unsigned long fps_delay_ms = Counter() - fps_counter;
5922 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5924 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5927 fps_counter = Counter();
5930 redraw_mask |= REDRAW_FPS;
5934 if (stored_player[0].jx != stored_player[0].last_jx ||
5935 stored_player[0].jy != stored_player[0].last_jy)
5936 printf("::: %d, %d, %d, %d, %d\n",
5937 stored_player[0].MovDir,
5938 stored_player[0].MovPos,
5939 stored_player[0].GfxPos,
5940 stored_player[0].Frame,
5941 stored_player[0].StepFrame);
5948 for (i=0; i<MAX_PLAYERS; i++)
5951 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5953 stored_player[i].Frame += move_frames;
5955 if (stored_player[i].MovPos != 0)
5956 stored_player[i].StepFrame += move_frames;
5961 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5963 int min_x = x, min_y = y, max_x = x, max_y = y;
5966 for (i=0; i<MAX_PLAYERS; i++)
5968 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5970 if (!stored_player[i].active || &stored_player[i] == player)
5973 min_x = MIN(min_x, jx);
5974 min_y = MIN(min_y, jy);
5975 max_x = MAX(max_x, jx);
5976 max_y = MAX(max_y, jy);
5979 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5982 static boolean AllPlayersInVisibleScreen()
5986 for (i=0; i<MAX_PLAYERS; i++)
5988 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5990 if (!stored_player[i].active)
5993 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6000 void ScrollLevel(int dx, int dy)
6002 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6005 BlitBitmap(drawto_field, drawto_field,
6006 FX + TILEX*(dx == -1) - softscroll_offset,
6007 FY + TILEY*(dy == -1) - softscroll_offset,
6008 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
6009 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
6010 FX + TILEX*(dx == 1) - softscroll_offset,
6011 FY + TILEY*(dy == 1) - softscroll_offset);
6015 x = (dx == 1 ? BX1 : BX2);
6016 for (y=BY1; y<=BY2; y++)
6017 DrawScreenField(x, y);
6022 y = (dy == 1 ? BY1 : BY2);
6023 for (x=BX1; x<=BX2; x++)
6024 DrawScreenField(x, y);
6027 redraw_mask |= REDRAW_FIELD;
6030 static void CheckGravityMovement(struct PlayerInfo *player)
6032 if (level.gravity && !player->programmed_action)
6034 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6035 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6037 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6038 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6039 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6040 int jx = player->jx, jy = player->jy;
6041 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6042 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6043 int new_jx = jx + dx, new_jy = jy + dy;
6044 boolean field_under_player_is_free =
6045 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6046 boolean player_is_moving_to_valid_field =
6047 (IN_LEV_FIELD(new_jx, new_jy) &&
6048 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6049 Feld[new_jx][new_jy] == EL_SAND));
6051 if (field_under_player_is_free &&
6052 !player_is_moving_to_valid_field &&
6053 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6054 player->programmed_action = MV_DOWN;
6060 -----------------------------------------------------------------------------
6061 dx, dy: direction (non-diagonal) to try to move the player to
6062 real_dx, real_dy: direction as read from input device (can be diagonal)
6065 boolean MoveFigureOneStep(struct PlayerInfo *player,
6066 int dx, int dy, int real_dx, int real_dy)
6068 int jx = player->jx, jy = player->jy;
6069 int new_jx = jx+dx, new_jy = jy+dy;
6073 if (!player->active || (!dx && !dy))
6074 return MF_NO_ACTION;
6076 player->MovDir = (dx < 0 ? MV_LEFT :
6079 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6081 if (!IN_LEV_FIELD(new_jx, new_jy))
6082 return MF_NO_ACTION;
6084 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6085 return MF_NO_ACTION;
6088 element = MovingOrBlocked2Element(new_jx, new_jy);
6090 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6093 if (DONT_RUN_INTO(element))
6095 if (element == EL_ACID && dx == 0 && dy == 1)
6098 Feld[jx][jy] = EL_PLAYER_1;
6099 InitMovingField(jx, jy, MV_DOWN);
6100 Store[jx][jy] = EL_ACID;
6101 ContinueMoving(jx, jy);
6105 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6110 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6111 if (can_move != MF_MOVING)
6114 StorePlayer[jx][jy] = 0;
6115 player->last_jx = jx;
6116 player->last_jy = jy;
6117 jx = player->jx = new_jx;
6118 jy = player->jy = new_jy;
6119 StorePlayer[jx][jy] = player->element_nr;
6122 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6124 ScrollFigure(player, SCROLL_INIT);
6129 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6131 int jx = player->jx, jy = player->jy;
6132 int old_jx = jx, old_jy = jy;
6133 int moved = MF_NO_ACTION;
6135 if (!player->active || (!dx && !dy))
6139 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6143 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6144 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6148 /* remove the last programmed player action */
6149 player->programmed_action = 0;
6153 /* should only happen if pre-1.2 tape recordings are played */
6154 /* this is only for backward compatibility */
6156 int original_move_delay_value = player->move_delay_value;
6159 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6163 /* scroll remaining steps with finest movement resolution */
6164 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6166 while (player->MovPos)
6168 ScrollFigure(player, SCROLL_GO_ON);
6169 ScrollScreen(NULL, SCROLL_GO_ON);
6175 player->move_delay_value = original_move_delay_value;
6178 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6180 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6181 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6185 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6186 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6192 if (moved & MF_MOVING && !ScreenMovPos &&
6193 (player == local_player || !options.network))
6195 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6196 int offset = (setup.scroll_delay ? 3 : 0);
6198 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6200 /* actual player has left the screen -- scroll in that direction */
6201 if (jx != old_jx) /* player has moved horizontally */
6202 scroll_x += (jx - old_jx);
6203 else /* player has moved vertically */
6204 scroll_y += (jy - old_jy);
6208 if (jx != old_jx) /* player has moved horizontally */
6210 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6211 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6212 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6214 /* don't scroll over playfield boundaries */
6215 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6216 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6218 /* don't scroll more than one field at a time */
6219 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6221 /* don't scroll against the player's moving direction */
6222 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6223 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6224 scroll_x = old_scroll_x;
6226 else /* player has moved vertically */
6228 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6229 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6230 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6232 /* don't scroll over playfield boundaries */
6233 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6234 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6236 /* don't scroll more than one field at a time */
6237 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6239 /* don't scroll against the player's moving direction */
6240 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6241 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6242 scroll_y = old_scroll_y;
6246 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6248 if (!options.network && !AllPlayersInVisibleScreen())
6250 scroll_x = old_scroll_x;
6251 scroll_y = old_scroll_y;
6255 ScrollScreen(player, SCROLL_INIT);
6256 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6263 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6265 if (!(moved & MF_MOVING) && !player->Pushing)
6270 player->StepFrame = 0;
6272 if (moved & MF_MOVING)
6274 if (old_jx != jx && old_jy == jy)
6275 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6276 else if (old_jx == jx && old_jy != jy)
6277 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6279 DrawLevelField(jx, jy); /* for "crumbled sand" */
6281 player->last_move_dir = player->MovDir;
6282 player->is_moving = TRUE;
6286 CheckGravityMovement(player);
6289 player->last_move_dir = MV_NO_MOVING;
6291 player->is_moving = FALSE;
6294 TestIfHeroTouchesBadThing(jx, jy);
6295 TestIfPlayerTouchesCustomElement(jx, jy);
6297 if (!player->active)
6303 void ScrollFigure(struct PlayerInfo *player, int mode)
6305 int jx = player->jx, jy = player->jy;
6306 int last_jx = player->last_jx, last_jy = player->last_jy;
6307 int move_stepsize = TILEX / player->move_delay_value;
6309 if (!player->active || !player->MovPos)
6312 if (mode == SCROLL_INIT)
6314 player->actual_frame_counter = FrameCounter;
6315 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6317 if (Feld[last_jx][last_jy] == EL_EMPTY)
6318 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6323 else if (!FrameReached(&player->actual_frame_counter, 1))
6326 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6327 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6329 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6330 Feld[last_jx][last_jy] = EL_EMPTY;
6332 /* before DrawPlayer() to draw correct player graphic for this case */
6333 if (player->MovPos == 0)
6334 CheckGravityMovement(player);
6338 if (player->MovPos == 0)
6340 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6342 /* continue with normal speed after quickly moving through gate */
6343 HALVE_PLAYER_SPEED(player);
6345 /* be able to make the next move without delay */
6346 player->move_delay = 0;
6349 player->last_jx = jx;
6350 player->last_jy = jy;
6352 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6353 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6357 if (local_player->friends_still_needed == 0 ||
6358 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6359 player->LevelSolved = player->GameOver = TRUE;
6362 if (tape.single_step && tape.recording && !tape.pausing &&
6363 !player->programmed_action)
6364 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6368 void ScrollScreen(struct PlayerInfo *player, int mode)
6370 static unsigned long screen_frame_counter = 0;
6372 if (mode == SCROLL_INIT)
6374 /* set scrolling step size according to actual player's moving speed */
6375 ScrollStepSize = TILEX / player->move_delay_value;
6377 screen_frame_counter = FrameCounter;
6378 ScreenMovDir = player->MovDir;
6379 ScreenMovPos = player->MovPos;
6380 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6383 else if (!FrameReached(&screen_frame_counter, 1))
6388 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6389 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6390 redraw_mask |= REDRAW_FIELD;
6393 ScreenMovDir = MV_NO_MOVING;
6396 void TestIfPlayerTouchesCustomElement(int x, int y)
6398 static int xy[4][2] =
6405 boolean center_is_player = (IS_PLAYER(x, y));
6410 int xx = x + xy[i][0];
6411 int yy = y + xy[i][1];
6413 if (!IN_LEV_FIELD(xx, yy))
6416 if (center_is_player)
6418 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6419 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6421 else if (IS_PLAYER(xx, yy))
6423 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6424 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6431 void TestIfElementTouchesCustomElement(int x, int y)
6433 static int xy[4][2] =
6440 boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
6445 int xx = x + xy[i][0];
6446 int yy = y + xy[i][1];
6448 if (!IN_LEV_FIELD(xx, yy))
6451 if (center_is_custom &&
6452 Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
6454 CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
6457 if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
6458 Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
6460 CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
6465 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6467 int i, kill_x = -1, kill_y = -1;
6468 static int test_xy[4][2] =
6475 static int test_dir[4] =
6485 int test_x, test_y, test_move_dir, test_element;
6487 test_x = good_x + test_xy[i][0];
6488 test_y = good_y + test_xy[i][1];
6489 if (!IN_LEV_FIELD(test_x, test_y))
6493 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6496 test_element = Feld[test_x][test_y];
6498 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6501 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6502 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6504 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6505 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6513 if (kill_x != -1 || kill_y != -1)
6515 if (IS_PLAYER(good_x, good_y))
6517 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6519 if (player->shield_deadly_time_left > 0)
6520 Bang(kill_x, kill_y);
6521 else if (!PLAYER_PROTECTED(good_x, good_y))
6525 Bang(good_x, good_y);
6529 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6531 int i, kill_x = -1, kill_y = -1;
6532 int bad_element = Feld[bad_x][bad_y];
6533 static int test_xy[4][2] =
6540 static int test_dir[4] =
6548 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6553 int test_x, test_y, test_move_dir, test_element;
6555 test_x = bad_x + test_xy[i][0];
6556 test_y = bad_y + test_xy[i][1];
6557 if (!IN_LEV_FIELD(test_x, test_y))
6561 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6563 test_element = Feld[test_x][test_y];
6565 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6566 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6568 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6569 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6571 /* good thing is player or penguin that does not move away */
6572 if (IS_PLAYER(test_x, test_y))
6574 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6576 if (bad_element == EL_ROBOT && player->is_moving)
6577 continue; /* robot does not kill player if he is moving */
6583 else if (test_element == EL_PENGUIN)
6592 if (kill_x != -1 || kill_y != -1)
6594 if (IS_PLAYER(kill_x, kill_y))
6596 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6599 int dir = player->MovDir;
6600 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6601 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6603 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6604 newx != bad_x && newy != bad_y)
6605 ; /* robot does not kill player if he is moving */
6607 printf("-> %d\n", player->MovDir);
6609 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6610 newx != bad_x && newy != bad_y)
6611 ; /* robot does not kill player if he is moving */
6616 if (player->shield_deadly_time_left > 0)
6618 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6622 Bang(kill_x, kill_y);
6626 void TestIfHeroTouchesBadThing(int x, int y)
6628 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6631 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6633 TestIfGoodThingHitsBadThing(x, y, move_dir);
6636 void TestIfBadThingTouchesHero(int x, int y)
6638 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6641 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6643 TestIfBadThingHitsGoodThing(x, y, move_dir);
6646 void TestIfFriendTouchesBadThing(int x, int y)
6648 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6651 void TestIfBadThingTouchesFriend(int x, int y)
6653 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6656 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6658 int i, kill_x = bad_x, kill_y = bad_y;
6659 static int xy[4][2] =
6671 x = bad_x + xy[i][0];
6672 y = bad_y + xy[i][1];
6673 if (!IN_LEV_FIELD(x, y))
6676 element = Feld[x][y];
6677 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6678 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6686 if (kill_x != bad_x || kill_y != bad_y)
6690 void KillHero(struct PlayerInfo *player)
6692 int jx = player->jx, jy = player->jy;
6694 if (!player->active)
6697 /* remove accessible field at the player's position */
6698 Feld[jx][jy] = EL_EMPTY;
6700 /* deactivate shield (else Bang()/Explode() would not work right) */
6701 player->shield_normal_time_left = 0;
6702 player->shield_deadly_time_left = 0;
6708 static void KillHeroUnlessProtected(int x, int y)
6710 if (!PLAYER_PROTECTED(x, y))
6711 KillHero(PLAYERINFO(x, y));
6714 void BuryHero(struct PlayerInfo *player)
6716 int jx = player->jx, jy = player->jy;
6718 if (!player->active)
6722 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6724 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6726 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6728 player->GameOver = TRUE;
6732 void RemoveHero(struct PlayerInfo *player)
6734 int jx = player->jx, jy = player->jy;
6735 int i, found = FALSE;
6737 player->present = FALSE;
6738 player->active = FALSE;
6740 if (!ExplodeField[jx][jy])
6741 StorePlayer[jx][jy] = 0;
6743 for (i=0; i<MAX_PLAYERS; i++)
6744 if (stored_player[i].active)
6748 AllPlayersGone = TRUE;
6755 =============================================================================
6756 checkDiagonalPushing()
6757 -----------------------------------------------------------------------------
6758 check if diagonal input device direction results in pushing of object
6759 (by checking if the alternative direction is walkable, diggable, ...)
6760 =============================================================================
6763 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6764 int x, int y, int real_dx, int real_dy)
6766 int jx, jy, dx, dy, xx, yy;
6768 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6771 /* diagonal direction: check alternative direction */
6776 xx = jx + (dx == 0 ? real_dx : 0);
6777 yy = jy + (dy == 0 ? real_dy : 0);
6779 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6783 =============================================================================
6785 -----------------------------------------------------------------------------
6786 x, y: field next to player (non-diagonal) to try to dig to
6787 real_dx, real_dy: direction as read from input device (can be diagonal)
6788 =============================================================================
6791 int DigField(struct PlayerInfo *player,
6792 int x, int y, int real_dx, int real_dy, int mode)
6794 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6795 int jx = player->jx, jy = player->jy;
6796 int dx = x - jx, dy = y - jy;
6797 int nextx = x + dx, nexty = y + dy;
6798 int move_direction = (dx == -1 ? MV_LEFT :
6799 dx == +1 ? MV_RIGHT :
6801 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6804 if (player->MovPos == 0)
6806 player->is_digging = FALSE;
6807 player->is_collecting = FALSE;
6810 if (player->MovPos == 0) /* last pushing move finished */
6811 player->Pushing = FALSE;
6813 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6815 player->Switching = FALSE;
6816 player->push_delay = 0;
6818 return MF_NO_ACTION;
6821 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6822 return MF_NO_ACTION;
6825 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6827 if (IS_TUBE(Feld[jx][jy]) ||
6828 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6832 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6833 int tube_leave_directions[][2] =
6835 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6836 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6837 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6838 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6839 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6840 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6841 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6842 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6843 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6844 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6845 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6846 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6849 while (tube_leave_directions[i][0] != tube_element)
6852 if (tube_leave_directions[i][0] == -1) /* should not happen */
6856 if (!(tube_leave_directions[i][1] & move_direction))
6857 return MF_NO_ACTION; /* tube has no opening in this direction */
6860 element = Feld[x][y];
6862 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6863 game.engine_version >= VERSION_IDENT(2,2,0))
6864 return MF_NO_ACTION;
6868 case EL_ROBOT_WHEEL:
6869 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6872 DrawLevelField(x, y);
6873 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6877 case EL_SP_TERMINAL:
6881 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6883 for (yy=0; yy<lev_fieldy; yy++)
6885 for (xx=0; xx<lev_fieldx; xx++)
6887 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6889 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6890 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6898 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6899 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6900 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6901 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6902 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6903 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6904 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6905 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6906 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6907 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6908 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6909 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6910 if (!player->Switching)
6912 player->Switching = TRUE;
6913 ToggleBeltSwitch(x, y);
6914 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6919 case EL_SWITCHGATE_SWITCH_UP:
6920 case EL_SWITCHGATE_SWITCH_DOWN:
6921 if (!player->Switching)
6923 player->Switching = TRUE;
6924 ToggleSwitchgateSwitch(x, y);
6925 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6930 case EL_LIGHT_SWITCH:
6931 case EL_LIGHT_SWITCH_ACTIVE:
6932 if (!player->Switching)
6934 player->Switching = TRUE;
6935 ToggleLightSwitch(x, y);
6936 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6937 SND_LIGHT_SWITCH_ACTIVATING :
6938 SND_LIGHT_SWITCH_DEACTIVATING);
6943 case EL_TIMEGATE_SWITCH:
6944 ActivateTimegateSwitch(x, y);
6945 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6950 case EL_BALLOON_SWITCH_LEFT:
6951 case EL_BALLOON_SWITCH_RIGHT:
6952 case EL_BALLOON_SWITCH_UP:
6953 case EL_BALLOON_SWITCH_DOWN:
6954 case EL_BALLOON_SWITCH_ANY:
6955 if (element == EL_BALLOON_SWITCH_ANY)
6956 game.balloon_dir = move_direction;
6958 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6959 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6960 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6961 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6963 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6968 case EL_SP_PORT_LEFT:
6969 case EL_SP_PORT_RIGHT:
6971 case EL_SP_PORT_DOWN:
6972 case EL_SP_PORT_HORIZONTAL:
6973 case EL_SP_PORT_VERTICAL:
6974 case EL_SP_PORT_ANY:
6975 case EL_SP_GRAVITY_PORT_LEFT:
6976 case EL_SP_GRAVITY_PORT_RIGHT:
6977 case EL_SP_GRAVITY_PORT_UP:
6978 case EL_SP_GRAVITY_PORT_DOWN:
6980 element != EL_SP_PORT_LEFT &&
6981 element != EL_SP_GRAVITY_PORT_LEFT &&
6982 element != EL_SP_PORT_HORIZONTAL &&
6983 element != EL_SP_PORT_ANY) ||
6985 element != EL_SP_PORT_RIGHT &&
6986 element != EL_SP_GRAVITY_PORT_RIGHT &&
6987 element != EL_SP_PORT_HORIZONTAL &&
6988 element != EL_SP_PORT_ANY) ||
6990 element != EL_SP_PORT_UP &&
6991 element != EL_SP_GRAVITY_PORT_UP &&
6992 element != EL_SP_PORT_VERTICAL &&
6993 element != EL_SP_PORT_ANY) ||
6995 element != EL_SP_PORT_DOWN &&
6996 element != EL_SP_GRAVITY_PORT_DOWN &&
6997 element != EL_SP_PORT_VERTICAL &&
6998 element != EL_SP_PORT_ANY) ||
6999 !IN_LEV_FIELD(nextx, nexty) ||
7000 !IS_FREE(nextx, nexty))
7001 return MF_NO_ACTION;
7003 /* automatically move to the next field with double speed */
7004 player->programmed_action = move_direction;
7005 DOUBLE_PLAYER_SPEED(player);
7007 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7011 case EL_TUBE_VERTICAL:
7012 case EL_TUBE_HORIZONTAL:
7013 case EL_TUBE_VERTICAL_LEFT:
7014 case EL_TUBE_VERTICAL_RIGHT:
7015 case EL_TUBE_HORIZONTAL_UP:
7016 case EL_TUBE_HORIZONTAL_DOWN:
7017 case EL_TUBE_LEFT_UP:
7018 case EL_TUBE_LEFT_DOWN:
7019 case EL_TUBE_RIGHT_UP:
7020 case EL_TUBE_RIGHT_DOWN:
7023 int tube_enter_directions[][2] =
7025 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7026 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7027 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7028 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7029 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7030 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7031 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7032 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7033 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7034 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7035 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7036 { -1, MV_NO_MOVING }
7039 while (tube_enter_directions[i][0] != element)
7042 if (tube_enter_directions[i][0] == -1) /* should not happen */
7046 if (!(tube_enter_directions[i][1] & move_direction))
7047 return MF_NO_ACTION; /* tube has no opening in this direction */
7049 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7054 Feld[x][y] = EL_LAMP_ACTIVE;
7055 local_player->lights_still_needed--;
7056 DrawLevelField(x, y);
7057 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7061 case EL_TIME_ORB_FULL:
7062 Feld[x][y] = EL_TIME_ORB_EMPTY;
7064 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7065 DrawLevelField(x, y);
7066 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7072 if (IS_WALKABLE(element))
7074 int sound_action = ACTION_WALKING;
7076 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7078 if (!player->key[element - EL_GATE_1])
7079 return MF_NO_ACTION;
7081 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7083 if (!player->key[element - EL_GATE_1_GRAY])
7084 return MF_NO_ACTION;
7086 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7088 sound_action = ACTION_PASSING; /* player is passing exit */
7090 else if (element == EL_EMPTY)
7092 sound_action = ACTION_MOVING; /* nothing to walk on */
7095 /* play sound from background or player, whatever is available */
7096 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7097 PlaySoundLevelElementAction(x, y, element, sound_action);
7099 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7103 else if (IS_PASSABLE(element))
7105 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7106 return MF_NO_ACTION;
7108 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7110 if (!player->key[element - EL_EM_GATE_1])
7111 return MF_NO_ACTION;
7113 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7115 if (!player->key[element - EL_EM_GATE_1_GRAY])
7116 return MF_NO_ACTION;
7119 /* automatically move to the next field with double speed */
7120 player->programmed_action = move_direction;
7121 DOUBLE_PLAYER_SPEED(player);
7123 PlaySoundLevelAction(x, y, ACTION_PASSING);
7127 else if (IS_DIGGABLE(element))
7131 if (mode != DF_SNAP)
7134 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7135 player->is_digging = TRUE;
7138 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7142 else if (IS_COLLECTIBLE(element))
7146 if (mode != DF_SNAP)
7148 GfxElement[x][y] = element;
7149 player->is_collecting = TRUE;
7152 if (element == EL_SPEED_PILL)
7153 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7154 else if (element == EL_EXTRA_TIME && level.time > 0)
7157 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7159 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7161 player->shield_normal_time_left += 10;
7162 if (element == EL_SHIELD_DEADLY)
7163 player->shield_deadly_time_left += 10;
7165 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7168 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7170 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7171 int2str(local_player->dynamite, 3), FONT_TEXT_2);
7173 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7175 player->dynabomb_count++;
7176 player->dynabombs_left++;
7178 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7180 player->dynabomb_size++;
7182 else if (element == EL_DYNABOMB_INCREASE_POWER)
7184 player->dynabomb_xl = TRUE;
7186 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7187 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7189 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7190 element - EL_KEY_1 : element - EL_EM_KEY_1);
7192 player->key[key_nr] = TRUE;
7194 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7195 el2edimg(EL_KEY_1 + key_nr));
7196 redraw_mask |= REDRAW_DOOR_1;
7198 else if (element_info[element].gem_count > 0)
7200 local_player->gems_still_needed -=
7201 element_info[element].gem_count;
7202 if (local_player->gems_still_needed < 0)
7203 local_player->gems_still_needed = 0;
7205 DrawText(DX_EMERALDS, DY_EMERALDS,
7206 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7209 RaiseScoreElement(element);
7210 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7212 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7216 else if (IS_PUSHABLE(element))
7218 if (mode == DF_SNAP && element != EL_BD_ROCK)
7219 return MF_NO_ACTION;
7221 if (CAN_FALL(element) && dy)
7222 return MF_NO_ACTION;
7224 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7225 !(element == EL_SPRING && use_spring_bug))
7226 return MF_NO_ACTION;
7228 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7229 return MF_NO_ACTION;
7231 if (!player->Pushing &&
7232 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7233 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7235 player->Pushing = TRUE;
7237 if (!(IN_LEV_FIELD(nextx, nexty) &&
7238 (IS_FREE(nextx, nexty) ||
7239 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7240 IS_SB_ELEMENT(element)))))
7241 return MF_NO_ACTION;
7243 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7244 return MF_NO_ACTION;
7246 if (player->push_delay == 0) /* new pushing; restart delay */
7247 player->push_delay = FrameCounter;
7249 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7250 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7251 element != EL_SPRING && element != EL_BALLOON)
7252 return MF_NO_ACTION;
7254 if (IS_SB_ELEMENT(element))
7256 if (element == EL_SOKOBAN_FIELD_FULL)
7258 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7259 local_player->sokobanfields_still_needed++;
7262 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7264 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7265 local_player->sokobanfields_still_needed--;
7268 Feld[x][y] = EL_SOKOBAN_OBJECT;
7270 if (Back[x][y] == Back[nextx][nexty])
7271 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7272 else if (Back[x][y] != 0)
7273 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7276 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7279 if (local_player->sokobanfields_still_needed == 0 &&
7280 game.emulation == EMU_SOKOBAN)
7282 player->LevelSolved = player->GameOver = TRUE;
7283 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7287 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7289 InitMovingField(x, y, move_direction);
7291 if (mode == DF_SNAP)
7292 ContinueMoving(x, y);
7294 MovPos[x][y] = (dx != 0 ? dx : dy);
7296 Pushed[x][y] = TRUE;
7297 Pushed[nextx][nexty] = TRUE;
7299 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7300 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7302 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7303 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7309 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7310 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7313 return MF_NO_ACTION;
7316 player->push_delay = 0;
7318 if (Feld[x][y] != element) /* really digged/collected something */
7319 player->is_collecting = !player->is_digging;
7324 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7326 int jx = player->jx, jy = player->jy;
7327 int x = jx + dx, y = jy + dy;
7328 int snap_direction = (dx == -1 ? MV_LEFT :
7329 dx == +1 ? MV_RIGHT :
7331 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7333 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7336 if (!player->active || !IN_LEV_FIELD(x, y))
7344 if (player->MovPos == 0)
7345 player->Pushing = FALSE;
7347 player->snapped = FALSE;
7349 if (player->MovPos == 0)
7351 player->is_digging = FALSE;
7352 player->is_collecting = FALSE;
7358 if (player->snapped)
7361 player->MovDir = snap_direction;
7363 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7366 player->snapped = TRUE;
7367 player->is_digging = FALSE;
7368 player->is_collecting = FALSE;
7370 DrawLevelField(x, y);
7376 boolean PlaceBomb(struct PlayerInfo *player)
7378 int jx = player->jx, jy = player->jy;
7381 if (!player->active || player->MovPos)
7384 element = Feld[jx][jy];
7386 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7387 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7391 if (element != EL_EMPTY)
7395 if (element != EL_EMPTY)
7398 Store[jx][jy] = element;
7400 Back[jx][jy] = element;
7404 MovDelay[jx][jy] = 96;
7406 ResetGfxAnimation(jx, jy);
7407 ResetRandomAnimationValue(jx, jy);
7409 if (player->dynamite)
7411 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7412 EL_DYNAMITE_ACTIVE);
7415 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7417 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7420 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7422 if (game.emulation == EMU_SUPAPLEX)
7423 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7425 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7429 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7434 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7435 player->dynabombs_left--;
7437 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7438 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7440 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7446 /* ------------------------------------------------------------------------- */
7447 /* game sound playing functions */
7448 /* ------------------------------------------------------------------------- */
7450 static int *loop_sound_frame = NULL;
7451 static int *loop_sound_volume = NULL;
7453 void InitPlaySoundLevel()
7455 int num_sounds = getSoundListSize();
7457 if (loop_sound_frame != NULL)
7458 free(loop_sound_frame);
7460 if (loop_sound_volume != NULL)
7461 free(loop_sound_volume);
7463 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7464 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7467 static void PlaySoundLevel(int x, int y, int nr)
7469 int sx = SCREENX(x), sy = SCREENY(y);
7470 int volume, stereo_position;
7471 int max_distance = 8;
7472 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7474 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7475 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7478 if (!IN_LEV_FIELD(x, y) ||
7479 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7480 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7483 volume = SOUND_MAX_VOLUME;
7485 if (!IN_SCR_FIELD(sx, sy))
7487 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7488 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7490 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7493 stereo_position = (SOUND_MAX_LEFT +
7494 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7495 (SCR_FIELDX + 2 * max_distance));
7497 if (IS_LOOP_SOUND(nr))
7499 /* This assures that quieter loop sounds do not overwrite louder ones,
7500 while restarting sound volume comparison with each new game frame. */
7502 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7505 loop_sound_volume[nr] = volume;
7506 loop_sound_frame[nr] = FrameCounter;
7509 PlaySoundExt(nr, volume, stereo_position, type);
7512 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7514 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7515 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7516 y < LEVELY(BY1) ? LEVELY(BY1) :
7517 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7521 static void PlaySoundLevelAction(int x, int y, int action)
7523 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7526 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7528 int sound_effect = element_info[element].sound[action];
7530 if (sound_effect != SND_UNDEFINED)
7531 PlaySoundLevel(x, y, sound_effect);
7534 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7536 int sound_effect = element_info[Feld[x][y]].sound[action];
7538 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7539 PlaySoundLevel(x, y, sound_effect);
7542 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7544 int sound_effect = element_info[Feld[x][y]].sound[action];
7546 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7547 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7550 void RaiseScore(int value)
7552 local_player->score += value;
7553 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7556 void RaiseScoreElement(int element)
7562 case EL_EMERALD_YELLOW:
7563 case EL_EMERALD_RED:
7564 case EL_EMERALD_PURPLE:
7565 case EL_SP_INFOTRON:
7566 RaiseScore(level.score[SC_EMERALD]);
7569 RaiseScore(level.score[SC_DIAMOND]);
7572 RaiseScore(level.score[SC_CRYSTAL]);
7575 RaiseScore(level.score[SC_PEARL]);
7578 case EL_BD_BUTTERFLY:
7579 case EL_SP_ELECTRON:
7580 RaiseScore(level.score[SC_BUG]);
7584 case EL_SP_SNIKSNAK:
7585 RaiseScore(level.score[SC_SPACESHIP]);
7588 case EL_DARK_YAMYAM:
7589 RaiseScore(level.score[SC_YAMYAM]);
7592 RaiseScore(level.score[SC_ROBOT]);
7595 RaiseScore(level.score[SC_PACMAN]);
7598 RaiseScore(level.score[SC_NUT]);
7601 case EL_SP_DISK_RED:
7602 case EL_DYNABOMB_INCREASE_NUMBER:
7603 case EL_DYNABOMB_INCREASE_SIZE:
7604 case EL_DYNABOMB_INCREASE_POWER:
7605 RaiseScore(level.score[SC_DYNAMITE]);
7607 case EL_SHIELD_NORMAL:
7608 case EL_SHIELD_DEADLY:
7609 RaiseScore(level.score[SC_SHIELD]);
7612 RaiseScore(level.score[SC_TIME_BONUS]);
7618 RaiseScore(level.score[SC_KEY]);
7621 RaiseScore(element_info[element].score);
7626 void RequestQuitGame(boolean ask_if_really_quit)
7628 if (AllPlayersGone ||
7629 !ask_if_really_quit ||
7630 level_editor_test_game ||
7631 Request("Do you really want to quit the game ?",
7632 REQ_ASK | REQ_STAY_CLOSED))
7634 #if defined(PLATFORM_UNIX)
7635 if (options.network)
7636 SendToServer_StopPlaying();
7640 game_status = GAME_MODE_MAIN;
7646 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7651 /* ---------- new game button stuff ---------------------------------------- */
7653 /* graphic position values for game buttons */
7654 #define GAME_BUTTON_XSIZE 30
7655 #define GAME_BUTTON_YSIZE 30
7656 #define GAME_BUTTON_XPOS 5
7657 #define GAME_BUTTON_YPOS 215
7658 #define SOUND_BUTTON_XPOS 5
7659 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7661 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7662 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7663 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7664 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7665 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7666 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7673 } gamebutton_info[NUM_GAME_BUTTONS] =
7676 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7681 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7686 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7691 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7692 SOUND_CTRL_ID_MUSIC,
7693 "background music on/off"
7696 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7697 SOUND_CTRL_ID_LOOPS,
7698 "sound loops on/off"
7701 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7702 SOUND_CTRL_ID_SIMPLE,
7703 "normal sounds on/off"
7707 void CreateGameButtons()
7711 for (i=0; i<NUM_GAME_BUTTONS; i++)
7713 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7714 struct GadgetInfo *gi;
7717 unsigned long event_mask;
7718 int gd_xoffset, gd_yoffset;
7719 int gd_x1, gd_x2, gd_y1, gd_y2;
7722 gd_xoffset = gamebutton_info[i].x;
7723 gd_yoffset = gamebutton_info[i].y;
7724 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7725 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7727 if (id == GAME_CTRL_ID_STOP ||
7728 id == GAME_CTRL_ID_PAUSE ||
7729 id == GAME_CTRL_ID_PLAY)
7731 button_type = GD_TYPE_NORMAL_BUTTON;
7733 event_mask = GD_EVENT_RELEASED;
7734 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7735 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7739 button_type = GD_TYPE_CHECK_BUTTON;
7741 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7742 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7743 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7744 event_mask = GD_EVENT_PRESSED;
7745 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7746 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7749 gi = CreateGadget(GDI_CUSTOM_ID, id,
7750 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7751 GDI_X, DX + gd_xoffset,
7752 GDI_Y, DY + gd_yoffset,
7753 GDI_WIDTH, GAME_BUTTON_XSIZE,
7754 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7755 GDI_TYPE, button_type,
7756 GDI_STATE, GD_BUTTON_UNPRESSED,
7757 GDI_CHECKED, checked,
7758 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7759 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7760 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7761 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7762 GDI_EVENT_MASK, event_mask,
7763 GDI_CALLBACK_ACTION, HandleGameButtons,
7767 Error(ERR_EXIT, "cannot create gadget");
7769 game_gadget[id] = gi;
7773 void FreeGameButtons()
7777 for (i=0; i<NUM_GAME_BUTTONS; i++)
7778 FreeGadget(game_gadget[i]);
7781 static void MapGameButtons()
7785 for (i=0; i<NUM_GAME_BUTTONS; i++)
7786 MapGadget(game_gadget[i]);
7789 void UnmapGameButtons()
7793 for (i=0; i<NUM_GAME_BUTTONS; i++)
7794 UnmapGadget(game_gadget[i]);
7797 static void HandleGameButtons(struct GadgetInfo *gi)
7799 int id = gi->custom_id;
7801 if (game_status != GAME_MODE_PLAYING)
7806 case GAME_CTRL_ID_STOP:
7807 RequestQuitGame(TRUE);
7810 case GAME_CTRL_ID_PAUSE:
7811 if (options.network)
7813 #if defined(PLATFORM_UNIX)
7815 SendToServer_ContinuePlaying();
7817 SendToServer_PausePlaying();
7821 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7824 case GAME_CTRL_ID_PLAY:
7827 #if defined(PLATFORM_UNIX)
7828 if (options.network)
7829 SendToServer_ContinuePlaying();
7833 tape.pausing = FALSE;
7834 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7839 case SOUND_CTRL_ID_MUSIC:
7840 if (setup.sound_music)
7842 setup.sound_music = FALSE;
7845 else if (audio.music_available)
7847 setup.sound = setup.sound_music = TRUE;
7848 PlayMusic(level_nr);
7852 case SOUND_CTRL_ID_LOOPS:
7853 if (setup.sound_loops)
7854 setup.sound_loops = FALSE;
7855 else if (audio.loops_available)
7856 setup.sound = setup.sound_loops = TRUE;
7859 case SOUND_CTRL_ID_SIMPLE:
7860 if (setup.sound_simple)
7861 setup.sound_simple = FALSE;
7862 else if (audio.sound_available)
7863 setup.sound = setup.sound_simple = TRUE;