1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
100 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
102 (DONT_COLLIDE_WITH(e) && \
103 IS_FREE_OR_PLAYER(x, y))))
105 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
106 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
109 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
110 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 1)
112 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
118 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
120 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
122 Feld[x][y] == EL_DIAMOND))
124 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
125 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
126 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
128 #define PACMAN_CAN_ENTER_FIELD(x, y) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
130 IS_AMOEBOID(Feld[x][y])))
132 #define PIG_CAN_ENTER_FIELD(x, y) \
133 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 IS_FOOD_PIG(Feld[x][y])))
136 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
137 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
138 IS_FOOD_PENGUIN(Feld[x][y]) || \
139 Feld[x][y] == EL_EXIT_OPEN || \
140 Feld[x][y] == EL_ACID))
142 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
143 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
145 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
146 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
148 /* game button identifiers */
149 #define GAME_CTRL_ID_STOP 0
150 #define GAME_CTRL_ID_PAUSE 1
151 #define GAME_CTRL_ID_PLAY 2
152 #define SOUND_CTRL_ID_MUSIC 3
153 #define SOUND_CTRL_ID_LOOPS 4
154 #define SOUND_CTRL_ID_SIMPLE 5
156 #define NUM_GAME_BUTTONS 6
159 /* forward declaration for internal use */
161 static void InitBeltMovement(void);
162 static void CloseAllOpenTimegates(void);
163 static void CheckGravityMovement(struct PlayerInfo *);
164 static void KillHeroUnlessProtected(int, int);
166 static void CheckTriggeredElementChange(int, int);
167 static void CheckPlayerElementChange(int, int, int, int);
168 static void ChangeElementDoIt(int, int, int);
170 static void PlaySoundLevel(int, int, int);
171 static void PlaySoundLevelNearest(int, int, int);
172 static void PlaySoundLevelAction(int, int, int);
173 static void PlaySoundLevelElementAction(int, int, int, int);
174 static void PlaySoundLevelActionIfLoop(int, int, int);
175 static void StopSoundLevelActionIfLoop(int, int, int);
177 static void MapGameButtons();
178 static void HandleGameButtons(struct GadgetInfo *);
180 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
183 /* ------------------------------------------------------------------------- */
184 /* definition of elements that automatically change to other elements after */
185 /* a specified time, eventually calling a function when changing */
186 /* ------------------------------------------------------------------------- */
188 /* forward declaration for changer functions */
189 static void InitBuggyBase(int x, int y);
190 static void WarnBuggyBase(int x, int y);
192 static void InitTrap(int x, int y);
193 static void ActivateTrap(int x, int y);
194 static void ChangeActiveTrap(int x, int y);
196 static void InitRobotWheel(int x, int y);
197 static void RunRobotWheel(int x, int y);
198 static void StopRobotWheel(int x, int y);
200 static void InitTimegateWheel(int x, int y);
201 static void RunTimegateWheel(int x, int y);
203 struct ChangingElementInfo
208 void (*pre_change_function)(int x, int y);
209 void (*change_function)(int x, int y);
210 void (*post_change_function)(int x, int y);
213 static struct ChangingElementInfo changing_element_list[] =
240 EL_SWITCHGATE_OPENING,
248 EL_SWITCHGATE_CLOSING,
249 EL_SWITCHGATE_CLOSED,
281 EL_ACID_SPLASH_RIGHT,
290 EL_SP_BUGGY_BASE_ACTIVATING,
297 EL_SP_BUGGY_BASE_ACTIVATING,
298 EL_SP_BUGGY_BASE_ACTIVE,
305 EL_SP_BUGGY_BASE_ACTIVE,
329 EL_ROBOT_WHEEL_ACTIVE,
337 EL_TIMEGATE_SWITCH_ACTIVE,
355 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
356 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
358 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
359 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
360 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
361 IS_JUST_CHANGING(x, y))
362 #define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
365 void GetPlayerConfig()
367 if (!audio.sound_available)
370 if (!audio.loops_available)
371 setup.sound_loops = FALSE;
373 if (!audio.music_available)
374 setup.sound_music = FALSE;
376 if (!video.fullscreen_available)
377 setup.fullscreen = FALSE;
379 setup.sound_simple = setup.sound;
381 SetAudioMode(setup.sound);
385 static int getBeltNrFromBeltElement(int element)
387 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
388 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
389 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
392 static int getBeltNrFromBeltActiveElement(int element)
394 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
395 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
396 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
399 static int getBeltNrFromBeltSwitchElement(int element)
401 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
402 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
403 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
406 static int getBeltDirNrFromBeltSwitchElement(int element)
408 static int belt_base_element[4] =
410 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
411 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
412 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
413 EL_CONVEYOR_BELT_4_SWITCH_LEFT
416 int belt_nr = getBeltNrFromBeltSwitchElement(element);
417 int belt_dir_nr = element - belt_base_element[belt_nr];
419 return (belt_dir_nr % 3);
422 static int getBeltDirFromBeltSwitchElement(int element)
424 static int belt_move_dir[3] =
431 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
433 return belt_move_dir[belt_dir_nr];
436 static void InitField(int x, int y, boolean init_game)
438 int element = Feld[x][y];
445 if (stored_player[0].present)
447 Feld[x][y] = EL_SP_MURPHY_CLONE;
452 stored_player[0].use_murphy_graphic = TRUE;
455 Feld[x][y] = EL_PLAYER_1;
464 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
465 int jx = player->jx, jy = player->jy;
467 player->present = TRUE;
469 if (!options.network || player->connected)
471 player->active = TRUE;
473 /* remove potentially duplicate players */
474 if (StorePlayer[jx][jy] == Feld[x][y])
475 StorePlayer[jx][jy] = 0;
477 StorePlayer[x][y] = Feld[x][y];
481 printf("Player %d activated.\n", player->element_nr);
482 printf("[Local player is %d and currently %s.]\n",
483 local_player->element_nr,
484 local_player->active ? "active" : "not active");
488 Feld[x][y] = EL_EMPTY;
489 player->jx = player->last_jx = x;
490 player->jy = player->last_jy = y;
495 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
496 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
497 else if (x > 0 && Feld[x-1][y] == EL_ACID)
498 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
499 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
500 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
501 else if (y > 0 && Feld[x][y-1] == EL_ACID)
502 Feld[x][y] = EL_ACID_POOL_BOTTOM;
503 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
504 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
512 case EL_SPACESHIP_RIGHT:
513 case EL_SPACESHIP_UP:
514 case EL_SPACESHIP_LEFT:
515 case EL_SPACESHIP_DOWN:
517 case EL_BD_BUTTERFLY_RIGHT:
518 case EL_BD_BUTTERFLY_UP:
519 case EL_BD_BUTTERFLY_LEFT:
520 case EL_BD_BUTTERFLY_DOWN:
521 case EL_BD_BUTTERFLY:
522 case EL_BD_FIREFLY_RIGHT:
523 case EL_BD_FIREFLY_UP:
524 case EL_BD_FIREFLY_LEFT:
525 case EL_BD_FIREFLY_DOWN:
527 case EL_PACMAN_RIGHT:
551 if (y == lev_fieldy - 1)
553 Feld[x][y] = EL_AMOEBA_GROWING;
554 Store[x][y] = EL_AMOEBA_WET;
558 case EL_DYNAMITE_ACTIVE:
563 local_player->lights_still_needed++;
566 case EL_SOKOBAN_FIELD_EMPTY:
567 local_player->sokobanfields_still_needed++;
571 local_player->friends_still_needed++;
576 MovDir[x][y] = 1 << RND(4);
580 Feld[x][y] = EL_EMPTY;
583 case EL_EM_KEY_1_FILE:
584 Feld[x][y] = EL_EM_KEY_1;
586 case EL_EM_KEY_2_FILE:
587 Feld[x][y] = EL_EM_KEY_2;
589 case EL_EM_KEY_3_FILE:
590 Feld[x][y] = EL_EM_KEY_3;
592 case EL_EM_KEY_4_FILE:
593 Feld[x][y] = EL_EM_KEY_4;
596 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
597 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
598 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
599 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
600 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
601 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
602 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
603 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
604 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
605 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
606 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
607 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
610 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
611 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
612 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
614 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
616 game.belt_dir[belt_nr] = belt_dir;
617 game.belt_dir_nr[belt_nr] = belt_dir_nr;
619 else /* more than one switch -- set it like the first switch */
621 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
626 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
628 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
631 case EL_LIGHT_SWITCH_ACTIVE:
633 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
637 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
643 void DrawGameDoorValues()
647 for (i=0; i<MAX_PLAYERS; i++)
649 if (stored_player[i].key[j])
650 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
651 el2edimg(EL_KEY_1 + j));
653 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
654 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
655 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
656 int2str(local_player->dynamite, 3), FONT_TEXT_2);
657 DrawText(DX + XX_SCORE, DY + YY_SCORE,
658 int2str(local_player->score, 5), FONT_TEXT_2);
659 DrawText(DX + XX_TIME, DY + YY_TIME,
660 int2str(TimeLeft, 3), FONT_TEXT_2);
665 =============================================================================
667 -----------------------------------------------------------------------------
668 initialize game engine due to level / tape version number
669 =============================================================================
672 static void InitGameEngine()
676 /* set game engine from tape file when re-playing, else from level file */
677 game.engine_version = (tape.playing ? tape.engine_version :
680 /* dynamically adjust element properties according to game engine version */
681 InitElementPropertiesEngine(game.engine_version);
684 printf("level %d: level version == %06d\n", level_nr, level.game_version);
685 printf(" tape version == %06d [%s] [file: %06d]\n",
686 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
688 printf(" => game.engine_version == %06d\n", game.engine_version);
691 /* dynamically adjust player properties according to game engine version */
692 game.initial_move_delay =
693 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
694 INITIAL_MOVE_DELAY_OFF);
696 /* dynamically adjust player properties according to level information */
697 game.initial_move_delay_value =
698 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
700 /* initialize changing elements information */
701 for (i=0; i<MAX_NUM_ELEMENTS; i++)
703 changing_element[i].base_element = EL_UNDEFINED;
704 changing_element[i].next_element = EL_UNDEFINED;
705 changing_element[i].change_delay = -1;
706 changing_element[i].pre_change_function = NULL;
707 changing_element[i].change_function = NULL;
708 changing_element[i].post_change_function = NULL;
711 /* add changing elements from pre-defined list */
713 while (changing_element_list[i].base_element != EL_UNDEFINED)
715 struct ChangingElementInfo *ce = &changing_element_list[i];
716 int element = ce->base_element;
718 changing_element[element].base_element = ce->base_element;
719 changing_element[element].next_element = ce->next_element;
720 changing_element[element].change_delay = ce->change_delay;
721 changing_element[element].pre_change_function = ce->pre_change_function;
722 changing_element[element].change_function = ce->change_function;
723 changing_element[element].post_change_function = ce->post_change_function;
728 /* add changing elements from custom element configuration */
729 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
731 int element = EL_CUSTOM_START + i;
732 struct ElementChangeInfo *change = &element_info[element].change;
734 /* only add custom elements that change after fixed/random frame delay */
735 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
738 changing_element[element].base_element = element;
739 changing_element[element].next_element = change->successor;
740 changing_element[element].change_delay = (change->delay_fixed *
741 change->delay_frames);
744 /* initialize trigger events information */
745 for (i=0; i<MAX_NUM_ELEMENTS; i++)
746 trigger_events[i] = EP_BITMASK_DEFAULT;
748 /* add trigger events from element change event properties */
749 for (i=0; i<MAX_NUM_ELEMENTS; i++)
750 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
751 trigger_events[element_info[i].change.trigger] |=
752 element_info[i].change.events;
754 /* set push delay value for all non-custom elements */
755 for (i=0; i<MAX_NUM_ELEMENTS; i++)
757 if (!IS_CUSTOM_ELEMENT(i))
759 if (i == EL_SPRING ||
762 element_info[i].push_delay_fixed = 0;
763 element_info[i].push_delay_random = 0;
765 else if (i == EL_SOKOBAN_OBJECT ||
766 i == EL_SOKOBAN_FIELD_FULL ||
768 i == EL_SP_DISK_YELLOW)
770 element_info[i].push_delay_fixed = 2;
771 element_info[i].push_delay_random = 0;
775 element_info[i].push_delay_fixed = 2;
776 element_info[i].push_delay_random = 8;
784 =============================================================================
786 -----------------------------------------------------------------------------
787 initialize and start new game
788 =============================================================================
793 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
794 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
795 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
802 #if USE_NEW_AMOEBA_CODE
803 printf("Using new amoeba code.\n");
805 printf("Using old amoeba code.\n");
810 /* don't play tapes over network */
811 network_playing = (options.network && !tape.playing);
813 for (i=0; i<MAX_PLAYERS; i++)
815 struct PlayerInfo *player = &stored_player[i];
817 player->index_nr = i;
818 player->element_nr = EL_PLAYER_1 + i;
820 player->present = FALSE;
821 player->active = FALSE;
824 player->effective_action = 0;
825 player->programmed_action = 0;
828 player->gems_still_needed = level.gems_needed;
829 player->sokobanfields_still_needed = 0;
830 player->lights_still_needed = 0;
831 player->friends_still_needed = 0;
834 player->key[j] = FALSE;
836 player->dynamite = 0;
837 player->dynabomb_count = 0;
838 player->dynabomb_size = 1;
839 player->dynabombs_left = 0;
840 player->dynabomb_xl = FALSE;
842 player->MovDir = MV_NO_MOVING;
844 player->Pushing = FALSE;
845 player->Switching = FALSE;
847 player->GfxDir = MV_NO_MOVING;
848 player->GfxAction = ACTION_DEFAULT;
850 player->StepFrame = 0;
852 player->use_murphy_graphic = FALSE;
853 player->use_disk_red_graphic = FALSE;
855 player->actual_frame_counter = 0;
857 player->last_move_dir = MV_NO_MOVING;
859 player->is_moving = FALSE;
860 player->is_waiting = FALSE;
861 player->is_digging = FALSE;
862 player->is_collecting = FALSE;
864 player->move_delay = game.initial_move_delay;
865 player->move_delay_value = game.initial_move_delay_value;
867 player->push_delay = 0;
868 player->push_delay_value = 5;
870 player->snapped = FALSE;
872 player->last_jx = player->last_jy = 0;
873 player->jx = player->jy = 0;
875 player->shield_normal_time_left = 0;
876 player->shield_deadly_time_left = 0;
878 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
879 SnapField(player, 0, 0);
881 player->LevelSolved = FALSE;
882 player->GameOver = FALSE;
885 network_player_action_received = FALSE;
887 #if defined(PLATFORM_UNIX)
888 /* initial null action */
890 SendToServer_MovePlayer(MV_NO_MOVING);
898 TimeLeft = level.time;
900 ScreenMovDir = MV_NO_MOVING;
904 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
906 AllPlayersGone = FALSE;
908 game.yamyam_content_nr = 0;
909 game.magic_wall_active = FALSE;
910 game.magic_wall_time_left = 0;
911 game.light_time_left = 0;
912 game.timegate_time_left = 0;
913 game.switchgate_pos = 0;
914 game.balloon_dir = MV_NO_MOVING;
915 game.explosions_delayed = TRUE;
919 game.belt_dir[i] = MV_NO_MOVING;
920 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
923 for (i=0; i<MAX_NUM_AMOEBA; i++)
924 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
926 for (x=0; x<lev_fieldx; x++)
928 for (y=0; y<lev_fieldy; y++)
930 Feld[x][y] = Ur[x][y];
931 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
932 ChangeDelay[x][y] = 0;
933 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
935 JustStopped[x][y] = 0;
937 Pushed[x][y] = FALSE;
938 ExplodePhase[x][y] = 0;
939 ExplodeField[x][y] = EX_NO_EXPLOSION;
942 GfxAction[x][y] = ACTION_DEFAULT;
943 GfxRandom[x][y] = INIT_GFX_RANDOM();
944 GfxElement[x][y] = EL_UNDEFINED;
948 for(y=0; y<lev_fieldy; y++)
950 for(x=0; x<lev_fieldx; x++)
952 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
954 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
956 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
959 InitField(x, y, TRUE);
965 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
966 emulate_sb ? EMU_SOKOBAN :
967 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
969 /* correct non-moving belts to start moving left */
971 if (game.belt_dir[i] == MV_NO_MOVING)
972 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
974 /* check if any connected player was not found in playfield */
975 for (i=0; i<MAX_PLAYERS; i++)
977 struct PlayerInfo *player = &stored_player[i];
979 if (player->connected && !player->present)
981 for (j=0; j<MAX_PLAYERS; j++)
983 struct PlayerInfo *some_player = &stored_player[j];
984 int jx = some_player->jx, jy = some_player->jy;
986 /* assign first free player found that is present in the playfield */
987 if (some_player->present && !some_player->connected)
989 player->present = TRUE;
990 player->active = TRUE;
991 some_player->present = FALSE;
993 StorePlayer[jx][jy] = player->element_nr;
994 player->jx = player->last_jx = jx;
995 player->jy = player->last_jy = jy;
1005 /* when playing a tape, eliminate all players who do not participate */
1007 for (i=0; i<MAX_PLAYERS; i++)
1009 if (stored_player[i].active && !tape.player_participates[i])
1011 struct PlayerInfo *player = &stored_player[i];
1012 int jx = player->jx, jy = player->jy;
1014 player->active = FALSE;
1015 StorePlayer[jx][jy] = 0;
1016 Feld[jx][jy] = EL_EMPTY;
1020 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1022 /* when in single player mode, eliminate all but the first active player */
1024 for (i=0; i<MAX_PLAYERS; i++)
1026 if (stored_player[i].active)
1028 for (j=i+1; j<MAX_PLAYERS; j++)
1030 if (stored_player[j].active)
1032 struct PlayerInfo *player = &stored_player[j];
1033 int jx = player->jx, jy = player->jy;
1035 player->active = FALSE;
1036 StorePlayer[jx][jy] = 0;
1037 Feld[jx][jy] = EL_EMPTY;
1044 /* when recording the game, store which players take part in the game */
1047 for (i=0; i<MAX_PLAYERS; i++)
1048 if (stored_player[i].active)
1049 tape.player_participates[i] = TRUE;
1054 for (i=0; i<MAX_PLAYERS; i++)
1056 struct PlayerInfo *player = &stored_player[i];
1058 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1063 if (local_player == player)
1064 printf("Player %d is local player.\n", i+1);
1068 if (BorderElement == EL_EMPTY)
1071 SBX_Right = lev_fieldx - SCR_FIELDX;
1073 SBY_Lower = lev_fieldy - SCR_FIELDY;
1078 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1080 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1083 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1084 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1086 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1087 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1089 scroll_x = SBX_Left;
1090 scroll_y = SBY_Upper;
1091 if (local_player->jx >= SBX_Left + MIDPOSX)
1092 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1093 local_player->jx - MIDPOSX :
1095 if (local_player->jy >= SBY_Upper + MIDPOSY)
1096 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1097 local_player->jy - MIDPOSY :
1100 CloseDoor(DOOR_CLOSE_1);
1105 /* after drawing the level, correct some elements */
1106 if (game.timegate_time_left == 0)
1107 CloseAllOpenTimegates();
1109 if (setup.soft_scrolling)
1110 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1112 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1115 /* copy default game door content to main double buffer */
1116 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1117 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1120 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1123 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1124 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1125 BlitBitmap(drawto, drawto,
1126 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1127 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1128 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1129 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1132 DrawGameDoorValues();
1136 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1137 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1138 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1142 /* copy actual game door content to door double buffer for OpenDoor() */
1143 BlitBitmap(drawto, bitmap_db_door,
1144 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1146 OpenDoor(DOOR_OPEN_ALL);
1148 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1149 if (setup.sound_music)
1150 PlayMusic(level_nr);
1152 KeyboardAutoRepeatOffUnlessAutoplay();
1157 printf("Player %d %sactive.\n",
1158 i + 1, (stored_player[i].active ? "" : "not "));
1162 void InitMovDir(int x, int y)
1164 int i, element = Feld[x][y];
1165 static int xy[4][2] =
1172 static int direction[3][4] =
1174 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1175 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1176 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1185 Feld[x][y] = EL_BUG;
1186 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1189 case EL_SPACESHIP_RIGHT:
1190 case EL_SPACESHIP_UP:
1191 case EL_SPACESHIP_LEFT:
1192 case EL_SPACESHIP_DOWN:
1193 Feld[x][y] = EL_SPACESHIP;
1194 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1197 case EL_BD_BUTTERFLY_RIGHT:
1198 case EL_BD_BUTTERFLY_UP:
1199 case EL_BD_BUTTERFLY_LEFT:
1200 case EL_BD_BUTTERFLY_DOWN:
1201 Feld[x][y] = EL_BD_BUTTERFLY;
1202 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1205 case EL_BD_FIREFLY_RIGHT:
1206 case EL_BD_FIREFLY_UP:
1207 case EL_BD_FIREFLY_LEFT:
1208 case EL_BD_FIREFLY_DOWN:
1209 Feld[x][y] = EL_BD_FIREFLY;
1210 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1213 case EL_PACMAN_RIGHT:
1215 case EL_PACMAN_LEFT:
1216 case EL_PACMAN_DOWN:
1217 Feld[x][y] = EL_PACMAN;
1218 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1221 case EL_SP_SNIKSNAK:
1222 MovDir[x][y] = MV_UP;
1225 case EL_SP_ELECTRON:
1226 MovDir[x][y] = MV_LEFT;
1233 Feld[x][y] = EL_MOLE;
1234 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1238 if (IS_CUSTOM_ELEMENT(element))
1240 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1241 MovDir[x][y] = element_info[element].move_direction_initial;
1242 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
1243 MovDir[x][y] = 1 << RND(4);
1244 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1245 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1246 else if (element_info[element].move_pattern == MV_VERTICAL)
1247 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1248 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1249 MovDir[x][y] = element_info[element].move_pattern;
1250 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1251 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1255 int x1 = x + xy[i][0];
1256 int y1 = y + xy[i][1];
1258 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1260 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1261 MovDir[x][y] = direction[0][i];
1263 MovDir[x][y] = direction[1][i];
1272 MovDir[x][y] = 1 << RND(4);
1274 if (element != EL_BUG &&
1275 element != EL_SPACESHIP &&
1276 element != EL_BD_BUTTERFLY &&
1277 element != EL_BD_FIREFLY)
1282 int x1 = x + xy[i][0];
1283 int y1 = y + xy[i][1];
1285 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1287 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1289 MovDir[x][y] = direction[0][i];
1292 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1293 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1295 MovDir[x][y] = direction[1][i];
1305 void InitAmoebaNr(int x, int y)
1308 int group_nr = AmoebeNachbarNr(x, y);
1312 for (i=1; i<MAX_NUM_AMOEBA; i++)
1314 if (AmoebaCnt[i] == 0)
1322 AmoebaNr[x][y] = group_nr;
1323 AmoebaCnt[group_nr]++;
1324 AmoebaCnt2[group_nr]++;
1330 boolean raise_level = FALSE;
1332 if (local_player->MovPos)
1335 if (tape.playing && tape.auto_play)
1336 tape.auto_play_level_solved = TRUE;
1338 local_player->LevelSolved = FALSE;
1340 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1344 if (!tape.playing && setup.sound_loops)
1345 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1346 SND_CTRL_PLAY_LOOP);
1348 while (TimeLeft > 0)
1350 if (!tape.playing && !setup.sound_loops)
1351 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1352 if (TimeLeft > 0 && !(TimeLeft % 10))
1353 RaiseScore(level.score[SC_TIME_BONUS]);
1354 if (TimeLeft > 100 && !(TimeLeft % 10))
1358 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1365 if (!tape.playing && setup.sound_loops)
1366 StopSound(SND_GAME_LEVELTIME_BONUS);
1368 else if (level.time == 0) /* level without time limit */
1370 if (!tape.playing && setup.sound_loops)
1371 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1372 SND_CTRL_PLAY_LOOP);
1374 while (TimePlayed < 999)
1376 if (!tape.playing && !setup.sound_loops)
1377 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1378 if (TimePlayed < 999 && !(TimePlayed % 10))
1379 RaiseScore(level.score[SC_TIME_BONUS]);
1380 if (TimePlayed < 900 && !(TimePlayed % 10))
1384 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1391 if (!tape.playing && setup.sound_loops)
1392 StopSound(SND_GAME_LEVELTIME_BONUS);
1395 /* Hero disappears */
1396 DrawLevelField(ExitX, ExitY);
1402 CloseDoor(DOOR_CLOSE_1);
1407 SaveTape(tape.level_nr); /* Ask to save tape */
1410 if (level_nr == leveldir_current->handicap_level)
1412 leveldir_current->handicap_level++;
1413 SaveLevelSetup_SeriesInfo();
1416 if (level_editor_test_game)
1417 local_player->score = -1; /* no highscore when playing from editor */
1418 else if (level_nr < leveldir_current->last_level)
1419 raise_level = TRUE; /* advance to next level */
1421 if ((hi_pos = NewHiScore()) >= 0)
1423 game_status = GAME_MODE_SCORES;
1424 DrawHallOfFame(hi_pos);
1433 game_status = GAME_MODE_MAIN;
1450 LoadScore(level_nr);
1452 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1453 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1456 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1458 if (local_player->score > highscore[k].Score)
1460 /* player has made it to the hall of fame */
1462 if (k < MAX_SCORE_ENTRIES - 1)
1464 int m = MAX_SCORE_ENTRIES - 1;
1467 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1468 if (!strcmp(setup.player_name, highscore[l].Name))
1470 if (m == k) /* player's new highscore overwrites his old one */
1476 strcpy(highscore[l].Name, highscore[l - 1].Name);
1477 highscore[l].Score = highscore[l - 1].Score;
1484 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1485 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1486 highscore[k].Score = local_player->score;
1492 else if (!strncmp(setup.player_name, highscore[k].Name,
1493 MAX_PLAYER_NAME_LEN))
1494 break; /* player already there with a higher score */
1500 SaveScore(level_nr);
1505 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1507 if (player->GfxAction != action || player->GfxDir != dir)
1510 printf("Player frame reset! (%d => %d, %d => %d)\n",
1511 player->GfxAction, action, player->GfxDir, dir);
1514 player->GfxAction = action;
1515 player->GfxDir = dir;
1517 player->StepFrame = 0;
1521 static void ResetRandomAnimationValue(int x, int y)
1523 GfxRandom[x][y] = INIT_GFX_RANDOM();
1526 static void ResetGfxAnimation(int x, int y)
1529 GfxAction[x][y] = ACTION_DEFAULT;
1532 void InitMovingField(int x, int y, int direction)
1534 int element = Feld[x][y];
1535 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1536 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1540 if (!JustStopped[x][y] || direction != MovDir[x][y])
1541 ResetGfxAnimation(x, y);
1543 MovDir[newx][newy] = MovDir[x][y] = direction;
1545 if (Feld[newx][newy] == EL_EMPTY)
1546 Feld[newx][newy] = EL_BLOCKED;
1548 if (direction == MV_DOWN && CAN_FALL(element))
1549 GfxAction[x][y] = ACTION_FALLING;
1551 GfxAction[x][y] = ACTION_MOVING;
1553 GfxFrame[newx][newy] = GfxFrame[x][y];
1554 GfxAction[newx][newy] = GfxAction[x][y];
1555 GfxRandom[newx][newy] = GfxRandom[x][y];
1558 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1560 int direction = MovDir[x][y];
1561 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1562 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1568 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1570 int oldx = x, oldy = y;
1571 int direction = MovDir[x][y];
1573 if (direction == MV_LEFT)
1575 else if (direction == MV_RIGHT)
1577 else if (direction == MV_UP)
1579 else if (direction == MV_DOWN)
1582 *comes_from_x = oldx;
1583 *comes_from_y = oldy;
1586 int MovingOrBlocked2Element(int x, int y)
1588 int element = Feld[x][y];
1590 if (element == EL_BLOCKED)
1594 Blocked2Moving(x, y, &oldx, &oldy);
1595 return Feld[oldx][oldy];
1601 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1603 /* like MovingOrBlocked2Element(), but if element is moving
1604 and (x,y) is the field the moving element is just leaving,
1605 return EL_BLOCKED instead of the element value */
1606 int element = Feld[x][y];
1608 if (IS_MOVING(x, y))
1610 if (element == EL_BLOCKED)
1614 Blocked2Moving(x, y, &oldx, &oldy);
1615 return Feld[oldx][oldy];
1624 static void RemoveField(int x, int y)
1626 Feld[x][y] = EL_EMPTY;
1627 GfxElement[x][y] = EL_UNDEFINED;
1631 ChangeDelay[x][y] = 0;
1632 Pushed[x][y] = FALSE;
1635 void RemoveMovingField(int x, int y)
1637 int oldx = x, oldy = y, newx = x, newy = y;
1639 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1642 if (IS_MOVING(x, y))
1644 Moving2Blocked(x, y, &newx, &newy);
1645 if (Feld[newx][newy] != EL_BLOCKED)
1648 else if (Feld[x][y] == EL_BLOCKED)
1650 Blocked2Moving(x, y, &oldx, &oldy);
1651 if (!IS_MOVING(oldx, oldy))
1655 if (Feld[x][y] == EL_BLOCKED &&
1656 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1657 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1658 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1659 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1660 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1662 Feld[oldx][oldy] = EL_EMPTY;
1664 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1666 Feld[newx][newy] = EL_EMPTY;
1667 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1668 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1669 ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
1670 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1672 DrawLevelField(oldx, oldy);
1673 DrawLevelField(newx, newy);
1676 void DrawDynamite(int x, int y)
1678 int sx = SCREENX(x), sy = SCREENY(y);
1679 int graphic = el2img(Feld[x][y]);
1682 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1685 if (IS_WALKABLE_INSIDE(Back[x][y]))
1689 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1690 else if (Store[x][y])
1691 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1693 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1696 if (Back[x][y] || Store[x][y])
1697 DrawGraphicThruMask(sx, sy, graphic, frame);
1699 DrawGraphic(sx, sy, graphic, frame);
1701 if (game.emulation == EMU_SUPAPLEX)
1702 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1703 else if (Store[x][y])
1704 DrawGraphicThruMask(sx, sy, graphic, frame);
1706 DrawGraphic(sx, sy, graphic, frame);
1710 void CheckDynamite(int x, int y)
1712 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1716 if (MovDelay[x][y] != 0)
1719 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1726 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1728 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1729 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1730 StopSound(SND_DYNAMITE_ACTIVE);
1732 StopSound(SND_DYNABOMB_ACTIVE);
1738 void Explode(int ex, int ey, int phase, int mode)
1742 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1743 int last_phase = num_phase * delay;
1744 int half_phase = (num_phase / 2) * delay;
1745 int first_phase_after_start = EX_PHASE_START + 1;
1747 if (game.explosions_delayed)
1749 ExplodeField[ex][ey] = mode;
1753 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1755 int center_element = Feld[ex][ey];
1757 /* remove things displayed in background while burning dynamite */
1758 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1761 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1763 /* put moving element to center field (and let it explode there) */
1764 center_element = MovingOrBlocked2Element(ex, ey);
1765 RemoveMovingField(ex, ey);
1766 Feld[ex][ey] = center_element;
1769 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1773 if (!IN_LEV_FIELD(x, y) ||
1774 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1775 (x != ex || y != ey)))
1778 element = Feld[x][y];
1780 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1782 element = MovingOrBlocked2Element(x, y);
1783 RemoveMovingField(x, y);
1787 if (IS_EXPLOSION_PROOF(element))
1790 if ((IS_INDESTRUCTIBLE(element) &&
1791 (game.engine_version < VERSION_IDENT(2,2,0) ||
1792 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1793 element == EL_FLAMES)
1797 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1799 if (IS_ACTIVE_BOMB(element))
1801 /* re-activate things under the bomb like gate or penguin */
1802 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1809 /* save walkable background elements while explosion on same tile */
1810 if (IS_INDESTRUCTIBLE(element))
1811 Back[x][y] = element;
1813 /* ignite explodable elements reached by other explosion */
1814 if (element == EL_EXPLOSION)
1815 element = Store2[x][y];
1817 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1819 switch(StorePlayer[ex][ey])
1822 Store[x][y] = EL_EMERALD_RED;
1825 Store[x][y] = EL_EMERALD;
1828 Store[x][y] = EL_EMERALD_PURPLE;
1832 Store[x][y] = EL_EMERALD_YELLOW;
1836 if (game.emulation == EMU_SUPAPLEX)
1837 Store[x][y] = EL_EMPTY;
1839 else if (center_element == EL_MOLE)
1840 Store[x][y] = EL_EMERALD_RED;
1841 else if (center_element == EL_PENGUIN)
1842 Store[x][y] = EL_EMERALD_PURPLE;
1843 else if (center_element == EL_BUG)
1844 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1845 else if (center_element == EL_BD_BUTTERFLY)
1846 Store[x][y] = EL_BD_DIAMOND;
1847 else if (center_element == EL_SP_ELECTRON)
1848 Store[x][y] = EL_SP_INFOTRON;
1849 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1850 Store[x][y] = level.amoeba_content;
1851 else if (center_element == EL_YAMYAM)
1853 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1854 else if (IS_CUSTOM_ELEMENT(center_element))
1856 element_info[center_element].content[x - ex + 1][y - ey + 1];
1857 else if (element == EL_WALL_EMERALD)
1858 Store[x][y] = EL_EMERALD;
1859 else if (element == EL_WALL_DIAMOND)
1860 Store[x][y] = EL_DIAMOND;
1861 else if (element == EL_WALL_BD_DIAMOND)
1862 Store[x][y] = EL_BD_DIAMOND;
1863 else if (element == EL_WALL_EMERALD_YELLOW)
1864 Store[x][y] = EL_EMERALD_YELLOW;
1865 else if (element == EL_WALL_EMERALD_RED)
1866 Store[x][y] = EL_EMERALD_RED;
1867 else if (element == EL_WALL_EMERALD_PURPLE)
1868 Store[x][y] = EL_EMERALD_PURPLE;
1869 else if (element == EL_WALL_PEARL)
1870 Store[x][y] = EL_PEARL;
1871 else if (element == EL_WALL_CRYSTAL)
1872 Store[x][y] = EL_CRYSTAL;
1874 Store[x][y] = EL_EMPTY;
1876 if (x != ex || y != ey ||
1877 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1878 Store2[x][y] = element;
1880 if (AmoebaNr[x][y] &&
1881 (element == EL_AMOEBA_FULL ||
1882 element == EL_BD_AMOEBA ||
1883 element == EL_AMOEBA_GROWING))
1885 AmoebaCnt[AmoebaNr[x][y]]--;
1886 AmoebaCnt2[AmoebaNr[x][y]]--;
1889 Feld[x][y] = EL_EXPLOSION;
1891 GfxElement[x][y] = center_element;
1893 GfxElement[x][y] = EL_UNDEFINED;
1895 MovDir[x][y] = MovPos[x][y] = 0;
1897 ExplodePhase[x][y] = 1;
1901 if (center_element == EL_YAMYAM)
1902 game.yamyam_content_nr =
1903 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1914 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1916 if (phase == first_phase_after_start)
1918 int element = Store2[x][y];
1920 if (element == EL_BLACK_ORB)
1922 Feld[x][y] = Store2[x][y];
1927 else if (phase == half_phase)
1929 int element = Store2[x][y];
1931 if (IS_PLAYER(x, y))
1932 KillHeroUnlessProtected(x, y);
1933 else if (CAN_EXPLODE_BY_FIRE(element))
1935 Feld[x][y] = Store2[x][y];
1939 else if (element == EL_AMOEBA_TO_DIAMOND)
1940 AmoebeUmwandeln(x, y);
1943 if (phase == last_phase)
1947 element = Feld[x][y] = Store[x][y];
1948 Store[x][y] = Store2[x][y] = 0;
1949 GfxElement[x][y] = EL_UNDEFINED;
1951 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1952 element = Feld[x][y] = Back[x][y];
1955 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
1956 InitField(x, y, FALSE);
1957 if (CAN_MOVE(element))
1959 DrawLevelField(x, y);
1961 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1962 StorePlayer[x][y] = 0;
1964 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1967 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
1969 int stored = Store[x][y];
1970 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1971 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1974 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1977 DrawLevelFieldCrumbledSand(x, y);
1979 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1981 DrawLevelElement(x, y, Back[x][y]);
1982 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1984 else if (IS_WALKABLE_UNDER(Back[x][y]))
1986 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1987 DrawLevelElementThruMask(x, y, Back[x][y]);
1989 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1990 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1994 void DynaExplode(int ex, int ey)
1997 int dynabomb_size = 1;
1998 boolean dynabomb_xl = FALSE;
1999 struct PlayerInfo *player;
2000 static int xy[4][2] =
2008 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2010 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2011 dynabomb_size = player->dynabomb_size;
2012 dynabomb_xl = player->dynabomb_xl;
2013 player->dynabombs_left++;
2016 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2020 for (j=1; j<=dynabomb_size; j++)
2022 int x = ex + j * xy[i % 4][0];
2023 int y = ey + j * xy[i % 4][1];
2026 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2029 element = Feld[x][y];
2031 /* do not restart explosions of fields with active bombs */
2032 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2035 Explode(x, y, EX_PHASE_START, EX_BORDER);
2037 if (element != EL_EMPTY &&
2038 element != EL_SAND &&
2039 element != EL_EXPLOSION &&
2046 void Bang(int x, int y)
2048 int element = Feld[x][y];
2050 if (IS_PLAYER(x, y))
2052 struct PlayerInfo *player = PLAYERINFO(x, y);
2054 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2055 player->element_nr);
2059 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2061 if (game.emulation == EMU_SUPAPLEX)
2062 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2064 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2068 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2076 case EL_BD_BUTTERFLY:
2079 case EL_DARK_YAMYAM:
2083 RaiseScoreElement(element);
2084 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2086 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2087 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2088 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2089 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2090 case EL_DYNABOMB_INCREASE_NUMBER:
2091 case EL_DYNABOMB_INCREASE_SIZE:
2092 case EL_DYNABOMB_INCREASE_POWER:
2097 case EL_LAMP_ACTIVE:
2098 if (IS_PLAYER(x, y))
2099 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2101 Explode(x, y, EX_PHASE_START, EX_CENTER);
2104 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2108 CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
2111 void SplashAcid(int x, int y)
2113 int element = Feld[x][y];
2115 if (element != EL_ACID_SPLASH_LEFT &&
2116 element != EL_ACID_SPLASH_RIGHT)
2118 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2120 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2121 (!IN_LEV_FIELD(x-1, y-1) ||
2122 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2123 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2125 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2126 (!IN_LEV_FIELD(x+1, y-1) ||
2127 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2128 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2132 static void InitBeltMovement()
2134 static int belt_base_element[4] =
2136 EL_CONVEYOR_BELT_1_LEFT,
2137 EL_CONVEYOR_BELT_2_LEFT,
2138 EL_CONVEYOR_BELT_3_LEFT,
2139 EL_CONVEYOR_BELT_4_LEFT
2141 static int belt_base_active_element[4] =
2143 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2144 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2145 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2146 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2151 /* set frame order for belt animation graphic according to belt direction */
2158 int element = belt_base_active_element[belt_nr] + j;
2159 int graphic = el2img(element);
2161 if (game.belt_dir[i] == MV_LEFT)
2162 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2164 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2168 for(y=0; y<lev_fieldy; y++)
2170 for(x=0; x<lev_fieldx; x++)
2172 int element = Feld[x][y];
2176 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2178 int e_belt_nr = getBeltNrFromBeltElement(element);
2181 if (e_belt_nr == belt_nr)
2183 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2185 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2193 static void ToggleBeltSwitch(int x, int y)
2195 static int belt_base_element[4] =
2197 EL_CONVEYOR_BELT_1_LEFT,
2198 EL_CONVEYOR_BELT_2_LEFT,
2199 EL_CONVEYOR_BELT_3_LEFT,
2200 EL_CONVEYOR_BELT_4_LEFT
2202 static int belt_base_active_element[4] =
2204 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2205 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2206 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2207 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2209 static int belt_base_switch_element[4] =
2211 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2212 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2213 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2214 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2216 static int belt_move_dir[4] =
2224 int element = Feld[x][y];
2225 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2226 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2227 int belt_dir = belt_move_dir[belt_dir_nr];
2230 if (!IS_BELT_SWITCH(element))
2233 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2234 game.belt_dir[belt_nr] = belt_dir;
2236 if (belt_dir_nr == 3)
2239 /* set frame order for belt animation graphic according to belt direction */
2242 int element = belt_base_active_element[belt_nr] + i;
2243 int graphic = el2img(element);
2245 if (belt_dir == MV_LEFT)
2246 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2248 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2251 for (yy=0; yy<lev_fieldy; yy++)
2253 for (xx=0; xx<lev_fieldx; xx++)
2255 int element = Feld[xx][yy];
2257 if (IS_BELT_SWITCH(element))
2259 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2261 if (e_belt_nr == belt_nr)
2263 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2264 DrawLevelField(xx, yy);
2267 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2269 int e_belt_nr = getBeltNrFromBeltElement(element);
2271 if (e_belt_nr == belt_nr)
2273 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2275 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2276 DrawLevelField(xx, yy);
2279 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2281 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2283 if (e_belt_nr == belt_nr)
2285 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2287 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2288 DrawLevelField(xx, yy);
2295 static void ToggleSwitchgateSwitch(int x, int y)
2299 game.switchgate_pos = !game.switchgate_pos;
2301 for (yy=0; yy<lev_fieldy; yy++)
2303 for (xx=0; xx<lev_fieldx; xx++)
2305 int element = Feld[xx][yy];
2307 if (element == EL_SWITCHGATE_SWITCH_UP ||
2308 element == EL_SWITCHGATE_SWITCH_DOWN)
2310 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2311 DrawLevelField(xx, yy);
2313 else if (element == EL_SWITCHGATE_OPEN ||
2314 element == EL_SWITCHGATE_OPENING)
2316 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2318 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2320 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2323 else if (element == EL_SWITCHGATE_CLOSED ||
2324 element == EL_SWITCHGATE_CLOSING)
2326 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2328 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2330 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2337 static int getInvisibleActiveFromInvisibleElement(int element)
2339 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2340 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2341 EL_INVISIBLE_SAND_ACTIVE);
2344 static int getInvisibleFromInvisibleActiveElement(int element)
2346 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2347 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2351 static void RedrawAllLightSwitchesAndInvisibleElements()
2355 for (y=0; y<lev_fieldy; y++)
2357 for (x=0; x<lev_fieldx; x++)
2359 int element = Feld[x][y];
2361 if (element == EL_LIGHT_SWITCH &&
2362 game.light_time_left > 0)
2364 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2365 DrawLevelField(x, y);
2367 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2368 game.light_time_left == 0)
2370 Feld[x][y] = EL_LIGHT_SWITCH;
2371 DrawLevelField(x, y);
2373 else if (element == EL_INVISIBLE_STEELWALL ||
2374 element == EL_INVISIBLE_WALL ||
2375 element == EL_INVISIBLE_SAND)
2377 if (game.light_time_left > 0)
2378 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2380 DrawLevelField(x, y);
2382 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2383 element == EL_INVISIBLE_WALL_ACTIVE ||
2384 element == EL_INVISIBLE_SAND_ACTIVE)
2386 if (game.light_time_left == 0)
2387 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2389 DrawLevelField(x, y);
2395 static void ToggleLightSwitch(int x, int y)
2397 int element = Feld[x][y];
2399 game.light_time_left =
2400 (element == EL_LIGHT_SWITCH ?
2401 level.time_light * FRAMES_PER_SECOND : 0);
2403 RedrawAllLightSwitchesAndInvisibleElements();
2406 static void ActivateTimegateSwitch(int x, int y)
2410 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2412 for (yy=0; yy<lev_fieldy; yy++)
2414 for (xx=0; xx<lev_fieldx; xx++)
2416 int element = Feld[xx][yy];
2418 if (element == EL_TIMEGATE_CLOSED ||
2419 element == EL_TIMEGATE_CLOSING)
2421 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2422 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2426 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2428 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2429 DrawLevelField(xx, yy);
2436 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2439 void Impact(int x, int y)
2441 boolean lastline = (y == lev_fieldy-1);
2442 boolean object_hit = FALSE;
2443 boolean impact = (lastline || object_hit);
2444 int element = Feld[x][y];
2445 int smashed = EL_UNDEFINED;
2447 if (!lastline) /* check if element below was hit */
2449 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2452 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2453 MovDir[x][y + 1] != MV_DOWN ||
2454 MovPos[x][y + 1] <= TILEY / 2));
2456 smashed = MovingOrBlocked2Element(x, y + 1);
2458 impact = (lastline || object_hit);
2461 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2469 ResetGfxAnimation(x, y);
2470 DrawLevelField(x, y);
2473 if (impact && CAN_EXPLODE_IMPACT(element))
2478 else if (impact && element == EL_PEARL)
2480 Feld[x][y] = EL_PEARL_BREAKING;
2481 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2484 else if (impact && CAN_CHANGE(element) &&
2485 HAS_CHANGE_EVENT(element, CE_IMPACT))
2487 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2489 ChangeElementDoIt(x, y, element_info[element].change.successor);
2494 if (impact && element == EL_AMOEBA_DROP)
2496 if (object_hit && IS_PLAYER(x, y + 1))
2497 KillHeroUnlessProtected(x, y + 1);
2498 else if (object_hit && smashed == EL_PENGUIN)
2502 Feld[x][y] = EL_AMOEBA_GROWING;
2503 Store[x][y] = EL_AMOEBA_WET;
2505 ResetRandomAnimationValue(x, y);
2510 if (object_hit) /* check which object was hit */
2512 if (CAN_PASS_MAGIC_WALL(element) &&
2513 (smashed == EL_MAGIC_WALL ||
2514 smashed == EL_BD_MAGIC_WALL))
2517 int activated_magic_wall =
2518 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2519 EL_BD_MAGIC_WALL_ACTIVE);
2521 /* activate magic wall / mill */
2522 for (yy=0; yy<lev_fieldy; yy++)
2523 for (xx=0; xx<lev_fieldx; xx++)
2524 if (Feld[xx][yy] == smashed)
2525 Feld[xx][yy] = activated_magic_wall;
2527 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2528 game.magic_wall_active = TRUE;
2530 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2531 SND_MAGIC_WALL_ACTIVATING :
2532 SND_BD_MAGIC_WALL_ACTIVATING));
2535 if (IS_PLAYER(x, y + 1))
2537 if (CAN_SMASH_PLAYER(element))
2539 KillHeroUnlessProtected(x, y + 1);
2543 else if (smashed == EL_PENGUIN)
2545 if (CAN_SMASH_PLAYER(element))
2551 else if (element == EL_BD_DIAMOND)
2553 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2559 else if ((element == EL_SP_INFOTRON ||
2560 element == EL_SP_ZONK) &&
2561 (smashed == EL_SP_SNIKSNAK ||
2562 smashed == EL_SP_ELECTRON ||
2563 smashed == EL_SP_DISK_ORANGE))
2568 else if (CAN_SMASH_EVERYTHING(element))
2570 if (IS_CLASSIC_ENEMY(smashed) ||
2571 CAN_EXPLODE_SMASHED(smashed))
2576 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2578 if (smashed == EL_LAMP ||
2579 smashed == EL_LAMP_ACTIVE)
2584 else if (smashed == EL_NUT)
2586 Feld[x][y + 1] = EL_NUT_BREAKING;
2587 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2588 RaiseScoreElement(EL_NUT);
2591 else if (smashed == EL_PEARL)
2593 Feld[x][y + 1] = EL_PEARL_BREAKING;
2594 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2597 else if (smashed == EL_DIAMOND)
2599 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2600 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2603 else if (IS_BELT_SWITCH(smashed))
2605 ToggleBeltSwitch(x, y + 1);
2607 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2608 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2610 ToggleSwitchgateSwitch(x, y + 1);
2612 else if (smashed == EL_LIGHT_SWITCH ||
2613 smashed == EL_LIGHT_SWITCH_ACTIVE)
2615 ToggleLightSwitch(x, y + 1);
2617 else if (CAN_CHANGE(smashed) &&
2618 HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2620 ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
2626 /* play sound of magic wall / mill */
2628 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2629 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2631 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2632 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2633 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2634 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2639 /* play sound of object that hits the ground */
2640 if (lastline || object_hit)
2641 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2644 void TurnRound(int x, int y)
2656 { 0, 0 }, { 0, 0 }, { 0, 0 },
2661 int left, right, back;
2665 { MV_DOWN, MV_UP, MV_RIGHT },
2666 { MV_UP, MV_DOWN, MV_LEFT },
2668 { MV_LEFT, MV_RIGHT, MV_DOWN },
2672 { MV_RIGHT, MV_LEFT, MV_UP }
2675 int element = Feld[x][y];
2676 int old_move_dir = MovDir[x][y];
2677 int left_dir = turn[old_move_dir].left;
2678 int right_dir = turn[old_move_dir].right;
2679 int back_dir = turn[old_move_dir].back;
2681 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2682 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2683 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2684 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2686 int left_x = x + left_dx, left_y = y + left_dy;
2687 int right_x = x + right_dx, right_y = y + right_dy;
2688 int move_x = x + move_dx, move_y = y + move_dy;
2692 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2694 TestIfBadThingTouchesOtherBadThing(x, y);
2696 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2697 MovDir[x][y] = right_dir;
2698 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2699 MovDir[x][y] = left_dir;
2701 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2703 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2706 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2707 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2709 TestIfBadThingTouchesOtherBadThing(x, y);
2711 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2712 MovDir[x][y] = left_dir;
2713 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2714 MovDir[x][y] = right_dir;
2716 if ((element == EL_SPACESHIP ||
2717 element == EL_SP_SNIKSNAK ||
2718 element == EL_SP_ELECTRON)
2719 && MovDir[x][y] != old_move_dir)
2721 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2724 else if (element == EL_YAMYAM)
2726 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2727 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2729 if (can_turn_left && can_turn_right)
2730 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2731 else if (can_turn_left)
2732 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2733 else if (can_turn_right)
2734 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2736 MovDir[x][y] = back_dir;
2738 MovDelay[x][y] = 16 + 16 * RND(3);
2740 else if (element == EL_DARK_YAMYAM)
2742 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2743 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2745 if (can_turn_left && can_turn_right)
2746 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2747 else if (can_turn_left)
2748 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2749 else if (can_turn_right)
2750 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2752 MovDir[x][y] = back_dir;
2754 MovDelay[x][y] = 16 + 16 * RND(3);
2756 else if (element == EL_PACMAN)
2758 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2759 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2761 if (can_turn_left && can_turn_right)
2762 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2763 else if (can_turn_left)
2764 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2765 else if (can_turn_right)
2766 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2768 MovDir[x][y] = back_dir;
2770 MovDelay[x][y] = 6 + RND(40);
2772 else if (element == EL_PIG)
2774 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
2775 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
2776 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
2777 boolean should_turn_left, should_turn_right, should_move_on;
2779 int rnd = RND(rnd_value);
2781 should_turn_left = (can_turn_left &&
2783 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
2784 y + back_dy + left_dy)));
2785 should_turn_right = (can_turn_right &&
2787 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
2788 y + back_dy + right_dy)));
2789 should_move_on = (can_move_on &&
2792 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
2793 y + move_dy + left_dy) ||
2794 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
2795 y + move_dy + right_dy)));
2797 if (should_turn_left || should_turn_right || should_move_on)
2799 if (should_turn_left && should_turn_right && should_move_on)
2800 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
2801 rnd < 2 * rnd_value / 3 ? right_dir :
2803 else if (should_turn_left && should_turn_right)
2804 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2805 else if (should_turn_left && should_move_on)
2806 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
2807 else if (should_turn_right && should_move_on)
2808 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
2809 else if (should_turn_left)
2810 MovDir[x][y] = left_dir;
2811 else if (should_turn_right)
2812 MovDir[x][y] = right_dir;
2813 else if (should_move_on)
2814 MovDir[x][y] = old_move_dir;
2816 else if (can_move_on && rnd > rnd_value / 8)
2817 MovDir[x][y] = old_move_dir;
2818 else if (can_turn_left && can_turn_right)
2819 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2820 else if (can_turn_left && rnd > rnd_value / 8)
2821 MovDir[x][y] = left_dir;
2822 else if (can_turn_right && rnd > rnd_value/8)
2823 MovDir[x][y] = right_dir;
2825 MovDir[x][y] = back_dir;
2827 xx = x + move_xy[MovDir[x][y]].x;
2828 yy = y + move_xy[MovDir[x][y]].y;
2830 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
2831 MovDir[x][y] = old_move_dir;
2835 else if (element == EL_DRAGON)
2837 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
2838 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
2839 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
2841 int rnd = RND(rnd_value);
2843 if (can_move_on && rnd > rnd_value / 8)
2844 MovDir[x][y] = old_move_dir;
2845 else if (can_turn_left && can_turn_right)
2846 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2847 else if (can_turn_left && rnd > rnd_value / 8)
2848 MovDir[x][y] = left_dir;
2849 else if (can_turn_right && rnd > rnd_value / 8)
2850 MovDir[x][y] = right_dir;
2852 MovDir[x][y] = back_dir;
2854 xx = x + move_xy[MovDir[x][y]].x;
2855 yy = y + move_xy[MovDir[x][y]].y;
2857 if (!IS_FREE(xx, yy))
2858 MovDir[x][y] = old_move_dir;
2862 else if (element == EL_MOLE)
2864 boolean can_move_on =
2865 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
2866 IS_AMOEBOID(Feld[move_x][move_y]) ||
2867 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
2870 boolean can_turn_left =
2871 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
2872 IS_AMOEBOID(Feld[left_x][left_y])));
2874 boolean can_turn_right =
2875 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
2876 IS_AMOEBOID(Feld[right_x][right_y])));
2878 if (can_turn_left && can_turn_right)
2879 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2880 else if (can_turn_left)
2881 MovDir[x][y] = left_dir;
2883 MovDir[x][y] = right_dir;
2886 if (MovDir[x][y] != old_move_dir)
2889 else if (element == EL_BALLOON)
2891 MovDir[x][y] = game.balloon_dir;
2894 else if (element == EL_SPRING)
2896 if (MovDir[x][y] & MV_HORIZONTAL &&
2897 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
2898 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
2899 MovDir[x][y] = MV_NO_MOVING;
2903 else if (element == EL_ROBOT ||
2904 element == EL_SATELLITE ||
2905 element == EL_PENGUIN)
2907 int attr_x = -1, attr_y = -1;
2918 for (i=0; i<MAX_PLAYERS; i++)
2920 struct PlayerInfo *player = &stored_player[i];
2921 int jx = player->jx, jy = player->jy;
2923 if (!player->active)
2927 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
2935 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2941 if (element == EL_PENGUIN)
2944 static int xy[4][2] =
2954 int ex = x + xy[i % 4][0];
2955 int ey = y + xy[i % 4][1];
2957 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2966 MovDir[x][y] = MV_NO_MOVING;
2968 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2969 else if (attr_x > x)
2970 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2972 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2973 else if (attr_y > y)
2974 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2976 if (element == EL_ROBOT)
2980 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2981 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2982 Moving2Blocked(x, y, &newx, &newy);
2984 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2985 MovDelay[x][y] = 8 + 8 * !RND(3);
2987 MovDelay[x][y] = 16;
2989 else if (element == EL_PENGUIN)
2995 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2997 boolean first_horiz = RND(2);
2998 int new_move_dir = MovDir[x][y];
3001 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3002 Moving2Blocked(x, y, &newx, &newy);
3004 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3008 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3009 Moving2Blocked(x, y, &newx, &newy);
3011 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3014 MovDir[x][y] = old_move_dir;
3018 else /* (element == EL_SATELLITE) */
3024 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3026 boolean first_horiz = RND(2);
3027 int new_move_dir = MovDir[x][y];
3030 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3031 Moving2Blocked(x, y, &newx, &newy);
3033 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3037 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3038 Moving2Blocked(x, y, &newx, &newy);
3040 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3043 MovDir[x][y] = old_move_dir;
3048 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
3050 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3051 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3053 if (can_turn_left && can_turn_right)
3054 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3055 else if (can_turn_left)
3056 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3057 else if (can_turn_right)
3058 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3060 MovDir[x][y] = back_dir;
3062 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3064 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3065 element_info[element].move_pattern == MV_VERTICAL)
3067 if (element_info[element].move_pattern & old_move_dir)
3068 MovDir[x][y] = back_dir;
3069 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3070 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3071 else if (element_info[element].move_pattern == MV_VERTICAL)
3072 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3074 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3076 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3078 MovDir[x][y] = element_info[element].move_pattern;
3079 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3081 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3083 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3084 MovDir[x][y] = left_dir;
3085 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3086 MovDir[x][y] = right_dir;
3088 if (MovDir[x][y] != old_move_dir)
3089 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3091 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3093 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3094 MovDir[x][y] = right_dir;
3095 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3096 MovDir[x][y] = left_dir;
3098 if (MovDir[x][y] != old_move_dir)
3099 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3101 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3102 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3104 int attr_x = -1, attr_y = -1;
3107 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3118 for (i=0; i<MAX_PLAYERS; i++)
3120 struct PlayerInfo *player = &stored_player[i];
3121 int jx = player->jx, jy = player->jy;
3123 if (!player->active)
3127 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3135 MovDir[x][y] = MV_NO_MOVING;
3137 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3138 else if (attr_x > x)
3139 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3141 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3142 else if (attr_y > y)
3143 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3145 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3147 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3149 boolean first_horiz = RND(2);
3150 int new_move_dir = MovDir[x][y];
3153 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3154 Moving2Blocked(x, y, &newx, &newy);
3156 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3160 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3161 Moving2Blocked(x, y, &newx, &newy);
3163 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3166 MovDir[x][y] = old_move_dir;
3171 static boolean JustBeingPushed(int x, int y)
3175 for (i=0; i<MAX_PLAYERS; i++)
3177 struct PlayerInfo *player = &stored_player[i];
3179 if (player->active && player->Pushing && player->MovPos)
3181 int next_jx = player->jx + (player->jx - player->last_jx);
3182 int next_jy = player->jy + (player->jy - player->last_jy);
3184 if (x == next_jx && y == next_jy)
3192 void StartMoving(int x, int y)
3194 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3195 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3196 int element = Feld[x][y];
3201 GfxAction[x][y] = ACTION_DEFAULT;
3203 if (CAN_FALL(element) && y < lev_fieldy - 1)
3205 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3206 if (JustBeingPushed(x, y))
3209 if (element == EL_QUICKSAND_FULL)
3211 if (IS_FREE(x, y + 1))
3213 InitMovingField(x, y, MV_DOWN);
3214 started_moving = TRUE;
3216 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3217 Store[x][y] = EL_ROCK;
3219 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3221 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3224 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3226 if (!MovDelay[x][y])
3227 MovDelay[x][y] = TILEY + 1;
3236 Feld[x][y] = EL_QUICKSAND_EMPTY;
3237 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3238 Store[x][y + 1] = Store[x][y];
3241 PlaySoundLevelAction(x, y, ACTION_FILLING);
3243 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3247 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3248 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3250 InitMovingField(x, y, MV_DOWN);
3251 started_moving = TRUE;
3253 Feld[x][y] = EL_QUICKSAND_FILLING;
3254 Store[x][y] = element;
3256 PlaySoundLevelAction(x, y, ACTION_FILLING);
3258 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3261 else if (element == EL_MAGIC_WALL_FULL)
3263 if (IS_FREE(x, y + 1))
3265 InitMovingField(x, y, MV_DOWN);
3266 started_moving = TRUE;
3268 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3269 Store[x][y] = EL_CHANGED(Store[x][y]);
3271 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3273 if (!MovDelay[x][y])
3274 MovDelay[x][y] = TILEY/4 + 1;
3283 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3284 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3285 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3289 else if (element == EL_BD_MAGIC_WALL_FULL)
3291 if (IS_FREE(x, y + 1))
3293 InitMovingField(x, y, MV_DOWN);
3294 started_moving = TRUE;
3296 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3297 Store[x][y] = EL_CHANGED2(Store[x][y]);
3299 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3301 if (!MovDelay[x][y])
3302 MovDelay[x][y] = TILEY/4 + 1;
3311 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3312 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3313 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3317 else if (CAN_PASS_MAGIC_WALL(element) &&
3318 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3319 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3321 InitMovingField(x, y, MV_DOWN);
3322 started_moving = TRUE;
3325 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3326 EL_BD_MAGIC_WALL_FILLING);
3327 Store[x][y] = element;
3330 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3332 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3337 InitMovingField(x, y, MV_DOWN);
3338 started_moving = TRUE;
3340 Store[x][y] = EL_ACID;
3342 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3343 GfxAction[x][y + 1] = ACTION_ACTIVE;
3348 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3349 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3350 JustStopped[x][y] && !Pushed[x][y + 1])
3352 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3357 printf("::: %d\n", MovDir[x][y]);
3363 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3365 if (MovDir[x][y] == MV_NO_MOVING)
3367 InitMovingField(x, y, MV_DOWN);
3368 started_moving = TRUE;
3371 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3373 if (JustStopped[x][y]) /* prevent animation from being restarted */
3374 MovDir[x][y] = MV_DOWN;
3376 InitMovingField(x, y, MV_DOWN);
3377 started_moving = TRUE;
3379 else if (element == EL_AMOEBA_DROP)
3381 Feld[x][y] = EL_AMOEBA_GROWING;
3382 Store[x][y] = EL_AMOEBA_WET;
3384 /* Store[x][y + 1] must be zero, because:
3385 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3388 #if OLD_GAME_BEHAVIOUR
3389 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3391 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3392 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3393 element != EL_DX_SUPABOMB)
3396 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3397 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3398 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3399 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3402 boolean left = (x>0 && IS_FREE(x-1, y) &&
3403 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3404 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3405 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3409 if (left && right &&
3410 (game.emulation != EMU_BOULDERDASH &&
3411 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3412 left = !(right = RND(2));
3414 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3415 started_moving = TRUE;
3418 if (element == EL_BOMB)
3419 printf("::: SLIP DOWN [%d]\n", FrameCounter);
3423 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3425 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3426 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3427 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3428 int belt_dir = game.belt_dir[belt_nr];
3430 if ((belt_dir == MV_LEFT && left_is_free) ||
3431 (belt_dir == MV_RIGHT && right_is_free))
3433 InitMovingField(x, y, belt_dir);
3434 started_moving = TRUE;
3436 GfxAction[x][y] = ACTION_DEFAULT;
3441 /* not "else if" because of EL_SPRING */
3442 if (CAN_MOVE(element) && !started_moving)
3446 if ((element == EL_SATELLITE ||
3447 element == EL_BALLOON ||
3448 element == EL_SPRING)
3449 && JustBeingPushed(x, y))
3454 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3455 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3457 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3459 Moving2Blocked(x, y, &newx, &newy);
3460 if (Feld[newx][newy] == EL_BLOCKED)
3461 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3466 if (!MovDelay[x][y]) /* start new movement phase */
3468 /* all objects that can change their move direction after each step
3469 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3471 if (element != EL_YAMYAM &&
3472 element != EL_DARK_YAMYAM &&
3473 element != EL_PACMAN &&
3474 !(element_info[element].move_pattern & MV_ANY_DIRECTION))
3478 if (MovDelay[x][y] && (element == EL_BUG ||
3479 element == EL_SPACESHIP ||
3480 element == EL_SP_SNIKSNAK ||
3481 element == EL_SP_ELECTRON ||
3482 element == EL_MOLE))
3483 DrawLevelField(x, y);
3487 if (MovDelay[x][y]) /* wait some time before next movement */
3492 if (element == EL_YAMYAM)
3495 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3496 DrawLevelElementAnimation(x, y, element);
3500 if (MovDelay[x][y]) /* element still has to wait some time */
3503 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3504 ResetGfxAnimation(x, y);
3506 GfxAction[x][y] = ACTION_WAITING;
3509 if (element == EL_ROBOT ||
3511 element == EL_PACMAN ||
3513 element == EL_YAMYAM ||
3514 element == EL_DARK_YAMYAM)
3517 DrawLevelElementAnimation(x, y, element);
3519 DrawLevelElementAnimationIfNeeded(x, y, element);
3521 PlaySoundLevelAction(x, y, ACTION_WAITING);
3523 else if (element == EL_SP_ELECTRON)
3524 DrawLevelElementAnimationIfNeeded(x, y, element);
3525 else if (element == EL_DRAGON)
3528 int dir = MovDir[x][y];
3529 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3530 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3531 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3532 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3533 dir == MV_UP ? IMG_FLAMES_1_UP :
3534 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3535 int frame = getGraphicAnimationFrame(graphic, -1);
3537 for (i=1; i<=3; i++)
3539 int xx = x + i*dx, yy = y + i*dy;
3540 int sx = SCREENX(xx), sy = SCREENY(yy);
3541 int flame_graphic = graphic + (i - 1);
3543 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3548 int flamed = MovingOrBlocked2Element(xx, yy);
3550 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3553 RemoveMovingField(xx, yy);
3555 Feld[xx][yy] = EL_FLAMES;
3556 if (IN_SCR_FIELD(sx, sy))
3557 DrawGraphic(sx, sy, flame_graphic, frame);
3561 if (Feld[xx][yy] == EL_FLAMES)
3562 Feld[xx][yy] = EL_EMPTY;
3563 DrawLevelField(xx, yy);
3568 if (MovDelay[x][y]) /* element still has to wait some time */
3570 PlaySoundLevelAction(x, y, ACTION_WAITING);
3575 GfxAction[x][y] = ACTION_MOVING;
3578 /* now make next step */
3580 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3582 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3583 !PLAYER_PROTECTED(newx, newy))
3586 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3589 /* player killed by element which is deadly when colliding with */
3591 KillHero(PLAYERINFO(newx, newy));
3596 else if ((element == EL_PENGUIN ||
3597 element == EL_ROBOT ||
3598 element == EL_SATELLITE ||
3599 element == EL_BALLOON ||
3600 IS_CUSTOM_ELEMENT(element)) &&
3601 IN_LEV_FIELD(newx, newy) &&
3602 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3605 Store[x][y] = EL_ACID;
3607 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3609 if (Feld[newx][newy] == EL_EXIT_OPEN)
3611 Feld[x][y] = EL_EMPTY;
3612 DrawLevelField(x, y);
3614 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3615 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3616 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3618 local_player->friends_still_needed--;
3619 if (!local_player->friends_still_needed &&
3620 !local_player->GameOver && AllPlayersGone)
3621 local_player->LevelSolved = local_player->GameOver = TRUE;
3625 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3627 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3628 DrawLevelField(newx, newy);
3630 MovDir[x][y] = MV_NO_MOVING;
3632 else if (!IS_FREE(newx, newy))
3634 GfxAction[x][y] = ACTION_WAITING;
3636 if (IS_PLAYER(x, y))
3637 DrawPlayerField(x, y);
3639 DrawLevelField(x, y);
3643 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3645 if (IS_FOOD_PIG(Feld[newx][newy]))
3647 if (IS_MOVING(newx, newy))
3648 RemoveMovingField(newx, newy);
3651 Feld[newx][newy] = EL_EMPTY;
3652 DrawLevelField(newx, newy);
3655 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3657 else if (!IS_FREE(newx, newy))
3659 if (IS_PLAYER(x, y))
3660 DrawPlayerField(x, y);
3662 DrawLevelField(x, y);
3666 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3668 if (!IS_FREE(newx, newy))
3670 if (IS_PLAYER(x, y))
3671 DrawPlayerField(x, y);
3673 DrawLevelField(x, y);
3678 boolean wanna_flame = !RND(10);
3679 int dx = newx - x, dy = newy - y;
3680 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3681 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3682 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3683 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3684 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3685 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3688 IS_CLASSIC_ENEMY(element1) ||
3689 IS_CLASSIC_ENEMY(element2)) &&
3690 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3691 element1 != EL_FLAMES && element2 != EL_FLAMES)
3693 if (IS_PLAYER(x, y))
3694 DrawPlayerField(x, y);
3696 DrawLevelField(x, y);
3698 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3700 MovDelay[x][y] = 50;
3701 Feld[newx][newy] = EL_FLAMES;
3702 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3703 Feld[newx1][newy1] = EL_FLAMES;
3704 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3705 Feld[newx2][newy2] = EL_FLAMES;
3710 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3711 Feld[newx][newy] == EL_DIAMOND)
3713 if (IS_MOVING(newx, newy))
3714 RemoveMovingField(newx, newy);
3717 Feld[newx][newy] = EL_EMPTY;
3718 DrawLevelField(newx, newy);
3721 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3723 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3724 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3726 if (AmoebaNr[newx][newy])
3728 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3729 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3730 Feld[newx][newy] == EL_BD_AMOEBA)
3731 AmoebaCnt[AmoebaNr[newx][newy]]--;
3734 if (IS_MOVING(newx, newy))
3735 RemoveMovingField(newx, newy);
3738 Feld[newx][newy] = EL_EMPTY;
3739 DrawLevelField(newx, newy);
3742 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3744 else if ((element == EL_PACMAN || element == EL_MOLE)
3745 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3747 if (AmoebaNr[newx][newy])
3749 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3750 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3751 Feld[newx][newy] == EL_BD_AMOEBA)
3752 AmoebaCnt[AmoebaNr[newx][newy]]--;
3755 if (element == EL_MOLE)
3757 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3758 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3759 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3760 return; /* wait for shrinking amoeba */
3762 else /* element == EL_PACMAN */
3764 Feld[newx][newy] = EL_EMPTY;
3765 DrawLevelField(newx, newy);
3766 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3769 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3770 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3771 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3773 /* wait for shrinking amoeba to completely disappear */
3776 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3778 /* object was running against a wall */
3783 DrawLevelElementAnimation(x, y, element);
3785 if (element == EL_BUG ||
3786 element == EL_SPACESHIP ||
3787 element == EL_SP_SNIKSNAK)
3788 DrawLevelField(x, y);
3789 else if (element == EL_MOLE)
3790 DrawLevelField(x, y);
3791 else if (element == EL_BD_BUTTERFLY ||
3792 element == EL_BD_FIREFLY)
3793 DrawLevelElementAnimationIfNeeded(x, y, element);
3794 else if (element == EL_SATELLITE)
3795 DrawLevelElementAnimationIfNeeded(x, y, element);
3796 else if (element == EL_SP_ELECTRON)
3797 DrawLevelElementAnimationIfNeeded(x, y, element);
3800 if (DONT_TOUCH(element))
3801 TestIfBadThingTouchesHero(x, y);
3804 PlaySoundLevelAction(x, y, ACTION_WAITING);
3810 InitMovingField(x, y, MovDir[x][y]);
3812 PlaySoundLevelAction(x, y, ACTION_MOVING);
3816 ContinueMoving(x, y);
3819 void ContinueMoving(int x, int y)
3821 int element = Feld[x][y];
3822 int direction = MovDir[x][y];
3823 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3824 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3825 int horiz_move = (dx != 0);
3826 int newx = x + dx, newy = y + dy;
3827 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3828 struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL);
3830 boolean pushing = (player != NULL && player->Pushing && player->MovPos != 0);
3832 boolean pushing = (player != NULL && player->Pushing && player->is_moving);
3836 if (player && player->is_moving && player->MovPos == 0)
3837 printf("::: !!!\n");
3840 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3842 else if (element == EL_QUICKSAND_FILLING ||
3843 element == EL_QUICKSAND_EMPTYING)
3845 else if (element == EL_MAGIC_WALL_FILLING ||
3846 element == EL_BD_MAGIC_WALL_FILLING ||
3847 element == EL_MAGIC_WALL_EMPTYING ||
3848 element == EL_BD_MAGIC_WALL_EMPTYING)
3850 else if (CAN_FALL(element) && horiz_move &&
3851 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3853 else if (element == EL_SPRING && horiz_move)
3855 else if (IS_CUSTOM_ELEMENT(element))
3856 step = SIGN(step) * element_info[element].move_stepsize;
3858 #if OLD_GAME_BEHAVIOUR
3859 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3863 MovPos[x][y] += step;
3867 if (Pushed[x][y]) /* special case: moving object pushed by player */
3869 if (pushing) /* special case: moving object pushed by player */
3872 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
3874 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos));
3879 if (element == EL_SPRING)
3880 printf("::: spring moves %d [%d: %d, %d, %d/%d]\n",
3883 (player?player->Pushing:-42),
3884 (player?player->is_moving:-42),
3885 (player?player->MovPos:-42),
3886 (player?player->GfxPos:-42));
3889 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3891 Feld[x][y] = EL_EMPTY;
3892 Feld[newx][newy] = element;
3893 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
3895 if (element == EL_MOLE)
3898 static int xy[4][2] =
3906 Feld[x][y] = EL_SAND;
3907 DrawLevelField(x, y);
3916 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3917 DrawLevelField(xx, yy); /* for "crumbled sand" */
3921 if (element == EL_QUICKSAND_FILLING)
3923 element = Feld[newx][newy] = get_next_element(element);
3924 Store[newx][newy] = Store[x][y];
3926 else if (element == EL_QUICKSAND_EMPTYING)
3928 Feld[x][y] = get_next_element(element);
3929 element = Feld[newx][newy] = Store[x][y];
3931 else if (element == EL_MAGIC_WALL_FILLING)
3933 element = Feld[newx][newy] = get_next_element(element);
3934 if (!game.magic_wall_active)
3935 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3936 Store[newx][newy] = Store[x][y];
3938 else if (element == EL_MAGIC_WALL_EMPTYING)
3940 Feld[x][y] = get_next_element(element);
3941 if (!game.magic_wall_active)
3942 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3943 element = Feld[newx][newy] = Store[x][y];
3945 else if (element == EL_BD_MAGIC_WALL_FILLING)
3947 element = Feld[newx][newy] = get_next_element(element);
3948 if (!game.magic_wall_active)
3949 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3950 Store[newx][newy] = Store[x][y];
3952 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3954 Feld[x][y] = get_next_element(element);
3955 if (!game.magic_wall_active)
3956 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3957 element = Feld[newx][newy] = Store[x][y];
3959 else if (element == EL_AMOEBA_DROPPING)
3961 Feld[x][y] = get_next_element(element);
3962 element = Feld[newx][newy] = Store[x][y];
3964 else if (element == EL_SOKOBAN_OBJECT)
3967 Feld[x][y] = Back[x][y];
3969 if (Back[newx][newy])
3970 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
3972 Back[x][y] = Back[newx][newy] = 0;
3974 else if (Store[x][y] == EL_ACID)
3976 element = Feld[newx][newy] = EL_ACID;
3980 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3981 MovDelay[newx][newy] = 0;
3983 /* copy element change control values to new field */
3984 ChangeDelay[newx][newy] = ChangeDelay[x][y];
3986 /* copy animation control values to new field */
3987 GfxFrame[newx][newy] = GfxFrame[x][y];
3988 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3989 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3991 Pushed[x][y] = Pushed[newx][newy] = FALSE;
3993 ResetGfxAnimation(x, y); /* reset animation values for old field */
3997 if (!CAN_MOVE(element))
3998 MovDir[newx][newy] = 0;
4002 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4003 MovDir[newx][newy] = 0;
4005 if (!CAN_MOVE(element) ||
4006 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4007 MovDir[newx][newy] = 0;
4013 DrawLevelField(x, y);
4014 DrawLevelField(newx, newy);
4017 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing)
4019 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4023 JustStopped[newx][newy] = 3;
4025 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4027 TestIfBadThingTouchesHero(newx, newy);
4028 TestIfBadThingTouchesFriend(newx, newy);
4029 TestIfBadThingTouchesOtherBadThing(newx, newy);
4031 else if (element == EL_PENGUIN)
4032 TestIfFriendTouchesBadThing(newx, newy);
4035 if (CAN_FALL(element) && direction == MV_DOWN &&
4036 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4039 if (CAN_SMASH(element) && direction == MV_DOWN &&
4040 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4044 else /* still moving on */
4046 DrawLevelField(x, y);
4050 int AmoebeNachbarNr(int ax, int ay)
4053 int element = Feld[ax][ay];
4055 static int xy[4][2] =
4065 int x = ax + xy[i][0];
4066 int y = ay + xy[i][1];
4068 if (!IN_LEV_FIELD(x, y))
4071 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4072 group_nr = AmoebaNr[x][y];
4078 void AmoebenVereinigen(int ax, int ay)
4080 int i, x, y, xx, yy;
4081 int new_group_nr = AmoebaNr[ax][ay];
4082 static int xy[4][2] =
4090 if (new_group_nr == 0)
4098 if (!IN_LEV_FIELD(x, y))
4101 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4102 Feld[x][y] == EL_BD_AMOEBA ||
4103 Feld[x][y] == EL_AMOEBA_DEAD) &&
4104 AmoebaNr[x][y] != new_group_nr)
4106 int old_group_nr = AmoebaNr[x][y];
4108 if (old_group_nr == 0)
4111 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4112 AmoebaCnt[old_group_nr] = 0;
4113 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4114 AmoebaCnt2[old_group_nr] = 0;
4116 for (yy=0; yy<lev_fieldy; yy++)
4118 for (xx=0; xx<lev_fieldx; xx++)
4120 if (AmoebaNr[xx][yy] == old_group_nr)
4121 AmoebaNr[xx][yy] = new_group_nr;
4128 void AmoebeUmwandeln(int ax, int ay)
4132 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4134 int group_nr = AmoebaNr[ax][ay];
4139 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4140 printf("AmoebeUmwandeln(): This should never happen!\n");
4145 for (y=0; y<lev_fieldy; y++)
4147 for (x=0; x<lev_fieldx; x++)
4149 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4152 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4156 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4157 SND_AMOEBA_TURNING_TO_GEM :
4158 SND_AMOEBA_TURNING_TO_ROCK));
4163 static int xy[4][2] =
4176 if (!IN_LEV_FIELD(x, y))
4179 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4181 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4182 SND_AMOEBA_TURNING_TO_GEM :
4183 SND_AMOEBA_TURNING_TO_ROCK));
4190 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4193 int group_nr = AmoebaNr[ax][ay];
4194 boolean done = FALSE;
4199 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4200 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4205 for (y=0; y<lev_fieldy; y++)
4207 for (x=0; x<lev_fieldx; x++)
4209 if (AmoebaNr[x][y] == group_nr &&
4210 (Feld[x][y] == EL_AMOEBA_DEAD ||
4211 Feld[x][y] == EL_BD_AMOEBA ||
4212 Feld[x][y] == EL_AMOEBA_GROWING))
4215 Feld[x][y] = new_element;
4216 InitField(x, y, FALSE);
4217 DrawLevelField(x, y);
4224 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4225 SND_BD_AMOEBA_TURNING_TO_ROCK :
4226 SND_BD_AMOEBA_TURNING_TO_GEM));
4229 void AmoebeWaechst(int x, int y)
4231 static unsigned long sound_delay = 0;
4232 static unsigned long sound_delay_value = 0;
4234 if (!MovDelay[x][y]) /* start new growing cycle */
4238 if (DelayReached(&sound_delay, sound_delay_value))
4241 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4243 if (Store[x][y] == EL_BD_AMOEBA)
4244 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4246 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4248 sound_delay_value = 30;
4252 if (MovDelay[x][y]) /* wait some time before growing bigger */
4255 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4257 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4258 6 - MovDelay[x][y]);
4260 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4263 if (!MovDelay[x][y])
4265 Feld[x][y] = Store[x][y];
4267 DrawLevelField(x, y);
4272 void AmoebaDisappearing(int x, int y)
4274 static unsigned long sound_delay = 0;
4275 static unsigned long sound_delay_value = 0;
4277 if (!MovDelay[x][y]) /* start new shrinking cycle */
4281 if (DelayReached(&sound_delay, sound_delay_value))
4282 sound_delay_value = 30;
4285 if (MovDelay[x][y]) /* wait some time before shrinking */
4288 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4290 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4291 6 - MovDelay[x][y]);
4293 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4296 if (!MovDelay[x][y])
4298 Feld[x][y] = EL_EMPTY;
4299 DrawLevelField(x, y);
4301 /* don't let mole enter this field in this cycle;
4302 (give priority to objects falling to this field from above) */
4308 void AmoebeAbleger(int ax, int ay)
4311 int element = Feld[ax][ay];
4312 int graphic = el2img(element);
4313 int newax = ax, neway = ay;
4314 static int xy[4][2] =
4322 if (!level.amoeba_speed)
4324 Feld[ax][ay] = EL_AMOEBA_DEAD;
4325 DrawLevelField(ax, ay);
4329 if (IS_ANIMATED(graphic))
4330 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4332 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4333 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4335 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4338 if (MovDelay[ax][ay])
4342 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4345 int x = ax + xy[start][0];
4346 int y = ay + xy[start][1];
4348 if (!IN_LEV_FIELD(x, y))
4351 if (IS_FREE(x, y) ||
4352 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4358 if (newax == ax && neway == ay)
4361 else /* normal or "filled" (BD style) amoeba */
4364 boolean waiting_for_player = FALSE;
4368 int j = (start + i) % 4;
4369 int x = ax + xy[j][0];
4370 int y = ay + xy[j][1];
4372 if (!IN_LEV_FIELD(x, y))
4375 if (IS_FREE(x, y) ||
4376 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4382 else if (IS_PLAYER(x, y))
4383 waiting_for_player = TRUE;
4386 if (newax == ax && neway == ay) /* amoeba cannot grow */
4388 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4390 Feld[ax][ay] = EL_AMOEBA_DEAD;
4391 DrawLevelField(ax, ay);
4392 AmoebaCnt[AmoebaNr[ax][ay]]--;
4394 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4396 if (element == EL_AMOEBA_FULL)
4397 AmoebeUmwandeln(ax, ay);
4398 else if (element == EL_BD_AMOEBA)
4399 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4404 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4406 /* amoeba gets larger by growing in some direction */
4408 int new_group_nr = AmoebaNr[ax][ay];
4411 if (new_group_nr == 0)
4413 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4414 printf("AmoebeAbleger(): This should never happen!\n");
4419 AmoebaNr[newax][neway] = new_group_nr;
4420 AmoebaCnt[new_group_nr]++;
4421 AmoebaCnt2[new_group_nr]++;
4423 /* if amoeba touches other amoeba(s) after growing, unify them */
4424 AmoebenVereinigen(newax, neway);
4426 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4428 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4434 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4435 (neway == lev_fieldy - 1 && newax != ax))
4437 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4438 Store[newax][neway] = element;
4440 else if (neway == ay)
4442 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4444 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4446 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4451 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4452 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4453 Store[ax][ay] = EL_AMOEBA_DROP;
4454 ContinueMoving(ax, ay);
4458 DrawLevelField(newax, neway);
4461 void Life(int ax, int ay)
4464 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4466 int element = Feld[ax][ay];
4467 int graphic = el2img(element);
4468 boolean changed = FALSE;
4470 if (IS_ANIMATED(graphic))
4471 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4476 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4477 MovDelay[ax][ay] = life_time;
4479 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4482 if (MovDelay[ax][ay])
4486 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4488 int xx = ax+x1, yy = ay+y1;
4491 if (!IN_LEV_FIELD(xx, yy))
4494 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4496 int x = xx+x2, y = yy+y2;
4498 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4501 if (((Feld[x][y] == element ||
4502 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4504 (IS_FREE(x, y) && Stop[x][y]))
4508 if (xx == ax && yy == ay) /* field in the middle */
4510 if (nachbarn < life[0] || nachbarn > life[1])
4512 Feld[xx][yy] = EL_EMPTY;
4514 DrawLevelField(xx, yy);
4515 Stop[xx][yy] = TRUE;
4519 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4520 { /* free border field */
4521 if (nachbarn >= life[2] && nachbarn <= life[3])
4523 Feld[xx][yy] = element;
4524 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4526 DrawLevelField(xx, yy);
4527 Stop[xx][yy] = TRUE;
4534 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4535 SND_GAME_OF_LIFE_GROWING);
4538 static void InitRobotWheel(int x, int y)
4540 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4543 static void RunRobotWheel(int x, int y)
4545 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4548 static void StopRobotWheel(int x, int y)
4550 if (ZX == x && ZY == y)
4554 static void InitTimegateWheel(int x, int y)
4556 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4559 static void RunTimegateWheel(int x, int y)
4561 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4564 void CheckExit(int x, int y)
4566 if (local_player->gems_still_needed > 0 ||
4567 local_player->sokobanfields_still_needed > 0 ||
4568 local_player->lights_still_needed > 0)
4570 int element = Feld[x][y];
4571 int graphic = el2img(element);
4573 if (IS_ANIMATED(graphic))
4574 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4579 Feld[x][y] = EL_EXIT_OPENING;
4581 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4584 void CheckExitSP(int x, int y)
4586 if (local_player->gems_still_needed > 0)
4588 int element = Feld[x][y];
4589 int graphic = el2img(element);
4591 if (IS_ANIMATED(graphic))
4592 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4597 Feld[x][y] = EL_SP_EXIT_OPEN;
4599 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4602 static void CloseAllOpenTimegates()
4606 for (y=0; y<lev_fieldy; y++)
4608 for (x=0; x<lev_fieldx; x++)
4610 int element = Feld[x][y];
4612 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4614 Feld[x][y] = EL_TIMEGATE_CLOSING;
4616 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4618 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4625 void EdelsteinFunkeln(int x, int y)
4627 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4630 if (Feld[x][y] == EL_BD_DIAMOND)
4633 if (MovDelay[x][y] == 0) /* next animation frame */
4634 MovDelay[x][y] = 11 * !SimpleRND(500);
4636 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4640 if (setup.direct_draw && MovDelay[x][y])
4641 SetDrawtoField(DRAW_BUFFERED);
4643 DrawLevelElementAnimation(x, y, Feld[x][y]);
4645 if (MovDelay[x][y] != 0)
4647 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4648 10 - MovDelay[x][y]);
4650 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4652 if (setup.direct_draw)
4656 dest_x = FX + SCREENX(x) * TILEX;
4657 dest_y = FY + SCREENY(y) * TILEY;
4659 BlitBitmap(drawto_field, window,
4660 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4661 SetDrawtoField(DRAW_DIRECT);
4667 void MauerWaechst(int x, int y)
4671 if (!MovDelay[x][y]) /* next animation frame */
4672 MovDelay[x][y] = 3 * delay;
4674 if (MovDelay[x][y]) /* wait some time before next frame */
4678 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4680 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4681 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4683 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4686 if (!MovDelay[x][y])
4688 if (MovDir[x][y] == MV_LEFT)
4690 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4691 DrawLevelField(x - 1, y);
4693 else if (MovDir[x][y] == MV_RIGHT)
4695 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4696 DrawLevelField(x + 1, y);
4698 else if (MovDir[x][y] == MV_UP)
4700 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4701 DrawLevelField(x, y - 1);
4705 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4706 DrawLevelField(x, y + 1);
4709 Feld[x][y] = Store[x][y];
4711 MovDir[x][y] = MV_NO_MOVING;
4712 DrawLevelField(x, y);
4717 void MauerAbleger(int ax, int ay)
4719 int element = Feld[ax][ay];
4720 int graphic = el2img(element);
4721 boolean oben_frei = FALSE, unten_frei = FALSE;
4722 boolean links_frei = FALSE, rechts_frei = FALSE;
4723 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4724 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4725 boolean new_wall = FALSE;
4727 if (IS_ANIMATED(graphic))
4728 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4730 if (!MovDelay[ax][ay]) /* start building new wall */
4731 MovDelay[ax][ay] = 6;
4733 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4736 if (MovDelay[ax][ay])
4740 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4742 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4744 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4746 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4749 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4750 element == EL_EXPANDABLE_WALL_ANY)
4754 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4755 Store[ax][ay-1] = element;
4756 MovDir[ax][ay-1] = MV_UP;
4757 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4758 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4759 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4764 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4765 Store[ax][ay+1] = element;
4766 MovDir[ax][ay+1] = MV_DOWN;
4767 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4768 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4769 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4774 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4775 element == EL_EXPANDABLE_WALL_ANY ||
4776 element == EL_EXPANDABLE_WALL)
4780 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4781 Store[ax-1][ay] = element;
4782 MovDir[ax-1][ay] = MV_LEFT;
4783 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4784 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4785 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4791 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4792 Store[ax+1][ay] = element;
4793 MovDir[ax+1][ay] = MV_RIGHT;
4794 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4795 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4796 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4801 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4802 DrawLevelField(ax, ay);
4804 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4806 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4807 unten_massiv = TRUE;
4808 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4809 links_massiv = TRUE;
4810 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4811 rechts_massiv = TRUE;
4813 if (((oben_massiv && unten_massiv) ||
4814 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4815 element == EL_EXPANDABLE_WALL) &&
4816 ((links_massiv && rechts_massiv) ||
4817 element == EL_EXPANDABLE_WALL_VERTICAL))
4818 Feld[ax][ay] = EL_WALL;
4822 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4824 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4828 void CheckForDragon(int x, int y)
4831 boolean dragon_found = FALSE;
4832 static int xy[4][2] =
4844 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4846 if (IN_LEV_FIELD(xx, yy) &&
4847 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4849 if (Feld[xx][yy] == EL_DRAGON)
4850 dragon_found = TRUE;
4863 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4865 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4867 Feld[xx][yy] = EL_EMPTY;
4868 DrawLevelField(xx, yy);
4877 static void InitBuggyBase(int x, int y)
4879 int element = Feld[x][y];
4880 int activating_delay = FRAMES_PER_SECOND / 4;
4883 (element == EL_SP_BUGGY_BASE ?
4884 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4885 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4887 element == EL_SP_BUGGY_BASE_ACTIVE ?
4888 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4891 static void WarnBuggyBase(int x, int y)
4894 static int xy[4][2] =
4904 int xx = x + xy[i][0], yy = y + xy[i][1];
4906 if (IS_PLAYER(xx, yy))
4908 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4915 static void InitTrap(int x, int y)
4917 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4920 static void ActivateTrap(int x, int y)
4922 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4925 static void ChangeActiveTrap(int x, int y)
4927 int graphic = IMG_TRAP_ACTIVE;
4929 /* if new animation frame was drawn, correct crumbled sand border */
4930 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4931 DrawLevelFieldCrumbledSand(x, y);
4934 static void ChangeElementDoIt(int x, int y, int element_new)
4936 CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
4939 Feld[x][y] = element_new;
4941 ResetGfxAnimation(x, y);
4942 ResetRandomAnimationValue(x, y);
4944 InitField(x, y, FALSE);
4945 if (CAN_MOVE(Feld[x][y]))
4948 DrawLevelField(x, y);
4950 if (CAN_BE_CRUMBLED(Feld[x][y]))
4952 int sx = SCREENX(x), sy = SCREENY(y);
4953 static int xy[4][2] =
4964 int xx = x + xy[i][0];
4965 int yy = y + xy[i][1];
4966 int sxx = sx + xy[i][0];
4967 int syy = sy + xy[i][1];
4969 if (!IN_LEV_FIELD(xx, yy) ||
4970 !IN_SCR_FIELD(sxx, syy) ||
4971 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
4975 DrawLevelField(xx, yy);
4980 static void ChangeElement(int x, int y)
4982 int element = Feld[x][y];
4984 if (ChangeDelay[x][y] == 0) /* initialize element change */
4986 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
4988 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
4990 int max_random_delay = element_info[element].change.delay_random;
4991 int delay_frames = element_info[element].change.delay_frames;
4993 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
4996 ResetGfxAnimation(x, y);
4997 ResetRandomAnimationValue(x, y);
4999 if (changing_element[element].pre_change_function)
5000 changing_element[element].pre_change_function(x, y);
5003 ChangeDelay[x][y]--;
5005 if (ChangeDelay[x][y] != 0) /* continue element change */
5007 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5009 if (IS_ANIMATED(graphic))
5010 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5012 if (changing_element[element].change_function)
5013 changing_element[element].change_function(x, y);
5015 else /* finish element change */
5017 int next_element = changing_element[element].next_element;
5019 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5021 ChangeDelay[x][y] = 1; /* try change after next move step */
5026 if (next_element != EL_UNDEFINED)
5027 ChangeElementDoIt(x, y, next_element);
5029 ChangeElementDoIt(x, y, element_info[element].change.successor);
5031 if (changing_element[element].post_change_function)
5032 changing_element[element].post_change_function(x, y);
5036 static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
5040 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5043 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5045 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5046 element_info[i].change.trigger != trigger_element)
5049 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5051 if (Feld[x][y] == i)
5053 ChangeDelay[x][y] = 1;
5054 ChangeElement(x, y);
5060 static void CheckPlayerElementChange(int x, int y, int element,
5063 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5067 ChangeDelay[x][y] = 1;
5068 ChangeElement(x, y);
5070 ChangeElementDoIt(x, y, element_info[element].change.successor);
5074 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5076 static byte stored_player_action[MAX_PLAYERS];
5077 static int num_stored_actions = 0;
5078 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5079 int left = player_action & JOY_LEFT;
5080 int right = player_action & JOY_RIGHT;
5081 int up = player_action & JOY_UP;
5082 int down = player_action & JOY_DOWN;
5083 int button1 = player_action & JOY_BUTTON_1;
5084 int button2 = player_action & JOY_BUTTON_2;
5085 int dx = (left ? -1 : right ? 1 : 0);
5086 int dy = (up ? -1 : down ? 1 : 0);
5088 stored_player_action[player->index_nr] = 0;
5089 num_stored_actions++;
5091 if (!player->active || tape.pausing)
5097 snapped = SnapField(player, dx, dy);
5101 bombed = PlaceBomb(player);
5102 moved = MoveFigure(player, dx, dy);
5105 if (tape.single_step && tape.recording && !tape.pausing)
5107 if (button1 || (bombed && !moved))
5109 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5110 SnapField(player, 0, 0); /* stop snapping */
5114 stored_player_action[player->index_nr] = player_action;
5118 /* no actions for this player (no input at player's configured device) */
5120 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5121 SnapField(player, 0, 0);
5122 CheckGravityMovement(player);
5124 if (player->MovPos == 0)
5127 printf("Trying... Player frame reset\n");
5130 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5133 if (player->MovPos == 0) /* needed for tape.playing */
5134 player->is_moving = FALSE;
5137 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5139 TapeRecordAction(stored_player_action);
5140 num_stored_actions = 0;
5146 static unsigned long action_delay = 0;
5147 unsigned long action_delay_value;
5148 int magic_wall_x = 0, magic_wall_y = 0;
5149 int i, x, y, element, graphic;
5150 byte *recorded_player_action;
5151 byte summarized_player_action = 0;
5153 if (game_status != GAME_MODE_PLAYING)
5156 action_delay_value =
5157 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5159 if (tape.playing && tape.index_search && !tape.pausing)
5160 action_delay_value = 0;
5162 /* ---------- main game synchronization point ---------- */
5164 WaitUntilDelayReached(&action_delay, action_delay_value);
5166 if (network_playing && !network_player_action_received)
5170 printf("DEBUG: try to get network player actions in time\n");
5174 #if defined(PLATFORM_UNIX)
5175 /* last chance to get network player actions without main loop delay */
5179 if (game_status != GAME_MODE_PLAYING)
5182 if (!network_player_action_received)
5186 printf("DEBUG: failed to get network player actions in time\n");
5196 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5198 for (i=0; i<MAX_PLAYERS; i++)
5200 summarized_player_action |= stored_player[i].action;
5202 if (!network_playing)
5203 stored_player[i].effective_action = stored_player[i].action;
5206 #if defined(PLATFORM_UNIX)
5207 if (network_playing)
5208 SendToServer_MovePlayer(summarized_player_action);
5211 if (!options.network && !setup.team_mode)
5212 local_player->effective_action = summarized_player_action;
5214 for (i=0; i<MAX_PLAYERS; i++)
5216 int actual_player_action = stored_player[i].effective_action;
5218 if (stored_player[i].programmed_action)
5219 actual_player_action = stored_player[i].programmed_action;
5221 if (recorded_player_action)
5222 actual_player_action = recorded_player_action[i];
5224 PlayerActions(&stored_player[i], actual_player_action);
5225 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5228 network_player_action_received = FALSE;
5230 ScrollScreen(NULL, SCROLL_GO_ON);
5236 for (i=0; i<MAX_PLAYERS; i++)
5237 stored_player[i].Frame++;
5241 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5243 for (i=0; i<MAX_PLAYERS; i++)
5245 struct PlayerInfo *player = &stored_player[i];
5249 if (player->active && player->Pushing && player->is_moving &&
5252 ContinueMoving(x, y);
5254 /* continue moving after pushing (this is actually a bug) */
5255 if (!IS_MOVING(x, y))
5264 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5267 if (JustStopped[x][y] > 0)
5268 JustStopped[x][y]--;
5273 if (IS_BLOCKED(x, y))
5277 Blocked2Moving(x, y, &oldx, &oldy);
5278 if (!IS_MOVING(oldx, oldy))
5280 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5281 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5282 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5283 printf("GameActions(): This should never happen!\n");
5289 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5291 element = Feld[x][y];
5293 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5295 graphic = el2img(element);
5301 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5303 element = graphic = 0;
5307 if (graphic_info[graphic].anim_global_sync)
5308 GfxFrame[x][y] = FrameCounter;
5310 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5311 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5312 ResetRandomAnimationValue(x, y);
5314 SetRandomAnimationValue(x, y);
5317 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5320 if (IS_INACTIVE(element))
5322 if (IS_ANIMATED(graphic))
5323 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5329 /* this may take place after moving, so 'element' may have changed */
5330 if (IS_CHANGING(x, y))
5332 ChangeElement(x, y);
5333 element = Feld[x][y];
5334 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5338 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5343 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5345 if (element == EL_PACMAN)
5346 printf("::: %d, %d, %d\n",
5347 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5350 if (element == EL_YAMYAM)
5351 printf("::: %d, %d, %d\n",
5352 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5356 if (IS_ANIMATED(graphic) &&
5360 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5363 if (element == EL_YAMYAM)
5364 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5368 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5369 EdelsteinFunkeln(x, y);
5371 else if ((element == EL_ACID ||
5372 element == EL_EXIT_OPEN ||
5373 element == EL_SP_EXIT_OPEN ||
5374 element == EL_SP_TERMINAL ||
5375 element == EL_SP_TERMINAL_ACTIVE ||
5376 element == EL_EXTRA_TIME ||
5377 element == EL_SHIELD_NORMAL ||
5378 element == EL_SHIELD_DEADLY) &&
5379 IS_ANIMATED(graphic))
5380 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5381 else if (IS_MOVING(x, y))
5382 ContinueMoving(x, y);
5383 else if (IS_ACTIVE_BOMB(element))
5384 CheckDynamite(x, y);
5386 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5387 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5389 else if (element == EL_AMOEBA_GROWING)
5390 AmoebeWaechst(x, y);
5391 else if (element == EL_AMOEBA_SHRINKING)
5392 AmoebaDisappearing(x, y);
5394 #if !USE_NEW_AMOEBA_CODE
5395 else if (IS_AMOEBALIVE(element))
5396 AmoebeAbleger(x, y);
5399 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5401 else if (element == EL_EXIT_CLOSED)
5403 else if (element == EL_SP_EXIT_CLOSED)
5405 else if (element == EL_EXPANDABLE_WALL_GROWING)
5407 else if (element == EL_EXPANDABLE_WALL ||
5408 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5409 element == EL_EXPANDABLE_WALL_VERTICAL ||
5410 element == EL_EXPANDABLE_WALL_ANY)
5412 else if (element == EL_FLAMES)
5413 CheckForDragon(x, y);
5415 else if (IS_AUTO_CHANGING(element))
5416 ChangeElement(x, y);
5418 else if (element == EL_EXPLOSION)
5419 ; /* drawing of correct explosion animation is handled separately */
5420 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5421 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5424 /* this may take place after moving, so 'element' may have changed */
5425 if (IS_AUTO_CHANGING(Feld[x][y]))
5426 ChangeElement(x, y);
5429 if (IS_BELT_ACTIVE(element))
5430 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5432 if (game.magic_wall_active)
5434 int jx = local_player->jx, jy = local_player->jy;
5436 /* play the element sound at the position nearest to the player */
5437 if ((element == EL_MAGIC_WALL_FULL ||
5438 element == EL_MAGIC_WALL_ACTIVE ||
5439 element == EL_MAGIC_WALL_EMPTYING ||
5440 element == EL_BD_MAGIC_WALL_FULL ||
5441 element == EL_BD_MAGIC_WALL_ACTIVE ||
5442 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5443 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5451 #if USE_NEW_AMOEBA_CODE
5452 /* new experimental amoeba growth stuff */
5454 if (!(FrameCounter % 8))
5457 static unsigned long random = 1684108901;
5459 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5462 x = (random >> 10) % lev_fieldx;
5463 y = (random >> 20) % lev_fieldy;
5465 x = RND(lev_fieldx);
5466 y = RND(lev_fieldy);
5468 element = Feld[x][y];
5470 if (!IS_PLAYER(x,y) &&
5471 (element == EL_EMPTY ||
5472 element == EL_SAND ||
5473 element == EL_QUICKSAND_EMPTY ||
5474 element == EL_ACID_SPLASH_LEFT ||
5475 element == EL_ACID_SPLASH_RIGHT))
5477 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5478 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5479 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5480 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5481 Feld[x][y] = EL_AMOEBA_DROP;
5484 random = random * 129 + 1;
5490 if (game.explosions_delayed)
5493 game.explosions_delayed = FALSE;
5495 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5497 element = Feld[x][y];
5499 if (ExplodeField[x][y])
5500 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5501 else if (element == EL_EXPLOSION)
5502 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5504 ExplodeField[x][y] = EX_NO_EXPLOSION;
5507 game.explosions_delayed = TRUE;
5510 if (game.magic_wall_active)
5512 if (!(game.magic_wall_time_left % 4))
5514 int element = Feld[magic_wall_x][magic_wall_y];
5516 if (element == EL_BD_MAGIC_WALL_FULL ||
5517 element == EL_BD_MAGIC_WALL_ACTIVE ||
5518 element == EL_BD_MAGIC_WALL_EMPTYING)
5519 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5521 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5524 if (game.magic_wall_time_left > 0)
5526 game.magic_wall_time_left--;
5527 if (!game.magic_wall_time_left)
5529 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5531 element = Feld[x][y];
5533 if (element == EL_MAGIC_WALL_ACTIVE ||
5534 element == EL_MAGIC_WALL_FULL)
5536 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5537 DrawLevelField(x, y);
5539 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5540 element == EL_BD_MAGIC_WALL_FULL)
5542 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5543 DrawLevelField(x, y);
5547 game.magic_wall_active = FALSE;
5552 if (game.light_time_left > 0)
5554 game.light_time_left--;
5556 if (game.light_time_left == 0)
5557 RedrawAllLightSwitchesAndInvisibleElements();
5560 if (game.timegate_time_left > 0)
5562 game.timegate_time_left--;
5564 if (game.timegate_time_left == 0)
5565 CloseAllOpenTimegates();
5568 for (i=0; i<MAX_PLAYERS; i++)
5570 struct PlayerInfo *player = &stored_player[i];
5572 if (SHIELD_ON(player))
5574 if (player->shield_deadly_time_left)
5575 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5576 else if (player->shield_normal_time_left)
5577 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5581 if (TimeFrames >= (1000 / GameFrameDelay))
5586 for (i=0; i<MAX_PLAYERS; i++)
5588 struct PlayerInfo *player = &stored_player[i];
5590 if (SHIELD_ON(player))
5592 player->shield_normal_time_left--;
5594 if (player->shield_deadly_time_left > 0)
5595 player->shield_deadly_time_left--;
5599 if (tape.recording || tape.playing)
5600 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5606 if (TimeLeft <= 10 && setup.time_limit)
5607 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5609 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5611 if (!TimeLeft && setup.time_limit)
5612 for (i=0; i<MAX_PLAYERS; i++)
5613 KillHero(&stored_player[i]);
5615 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5616 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5621 if (options.debug) /* calculate frames per second */
5623 static unsigned long fps_counter = 0;
5624 static int fps_frames = 0;
5625 unsigned long fps_delay_ms = Counter() - fps_counter;
5629 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5631 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5634 fps_counter = Counter();
5637 redraw_mask |= REDRAW_FPS;
5641 if (stored_player[0].jx != stored_player[0].last_jx ||
5642 stored_player[0].jy != stored_player[0].last_jy)
5643 printf("::: %d, %d, %d, %d, %d\n",
5644 stored_player[0].MovDir,
5645 stored_player[0].MovPos,
5646 stored_player[0].GfxPos,
5647 stored_player[0].Frame,
5648 stored_player[0].StepFrame);
5655 for (i=0; i<MAX_PLAYERS; i++)
5658 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5660 stored_player[i].Frame += move_frames;
5662 if (stored_player[i].MovPos != 0)
5663 stored_player[i].StepFrame += move_frames;
5668 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5670 int min_x = x, min_y = y, max_x = x, max_y = y;
5673 for (i=0; i<MAX_PLAYERS; i++)
5675 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5677 if (!stored_player[i].active || &stored_player[i] == player)
5680 min_x = MIN(min_x, jx);
5681 min_y = MIN(min_y, jy);
5682 max_x = MAX(max_x, jx);
5683 max_y = MAX(max_y, jy);
5686 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5689 static boolean AllPlayersInVisibleScreen()
5693 for (i=0; i<MAX_PLAYERS; i++)
5695 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5697 if (!stored_player[i].active)
5700 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5707 void ScrollLevel(int dx, int dy)
5709 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5712 BlitBitmap(drawto_field, drawto_field,
5713 FX + TILEX*(dx == -1) - softscroll_offset,
5714 FY + TILEY*(dy == -1) - softscroll_offset,
5715 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5716 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5717 FX + TILEX*(dx == 1) - softscroll_offset,
5718 FY + TILEY*(dy == 1) - softscroll_offset);
5722 x = (dx == 1 ? BX1 : BX2);
5723 for (y=BY1; y<=BY2; y++)
5724 DrawScreenField(x, y);
5729 y = (dy == 1 ? BY1 : BY2);
5730 for (x=BX1; x<=BX2; x++)
5731 DrawScreenField(x, y);
5734 redraw_mask |= REDRAW_FIELD;
5737 static void CheckGravityMovement(struct PlayerInfo *player)
5739 if (level.gravity && !player->programmed_action)
5741 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5742 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5744 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5745 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5746 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5747 int jx = player->jx, jy = player->jy;
5748 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5749 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5750 int new_jx = jx + dx, new_jy = jy + dy;
5751 boolean field_under_player_is_free =
5752 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5753 boolean player_is_moving_to_valid_field =
5754 (IN_LEV_FIELD(new_jx, new_jy) &&
5755 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5756 Feld[new_jx][new_jy] == EL_SAND));
5758 if (field_under_player_is_free &&
5759 !player_is_moving_to_valid_field &&
5760 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5761 player->programmed_action = MV_DOWN;
5767 -----------------------------------------------------------------------------
5768 dx, dy: direction (non-diagonal) to try to move the player to
5769 real_dx, real_dy: direction as read from input device (can be diagonal)
5772 boolean MoveFigureOneStep(struct PlayerInfo *player,
5773 int dx, int dy, int real_dx, int real_dy)
5775 int jx = player->jx, jy = player->jy;
5776 int new_jx = jx+dx, new_jy = jy+dy;
5780 if (!player->active || (!dx && !dy))
5781 return MF_NO_ACTION;
5783 player->MovDir = (dx < 0 ? MV_LEFT :
5786 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5788 if (!IN_LEV_FIELD(new_jx, new_jy))
5789 return MF_NO_ACTION;
5791 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5792 return MF_NO_ACTION;
5795 element = MovingOrBlocked2Element(new_jx, new_jy);
5797 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5800 if (DONT_RUN_INTO(element))
5802 if (element == EL_ACID && dx == 0 && dy == 1)
5805 Feld[jx][jy] = EL_PLAYER_1;
5806 InitMovingField(jx, jy, MV_DOWN);
5807 Store[jx][jy] = EL_ACID;
5808 ContinueMoving(jx, jy);
5812 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5817 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5818 if (can_move != MF_MOVING)
5821 StorePlayer[jx][jy] = 0;
5822 player->last_jx = jx;
5823 player->last_jy = jy;
5824 jx = player->jx = new_jx;
5825 jy = player->jy = new_jy;
5826 StorePlayer[jx][jy] = player->element_nr;
5829 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5831 ScrollFigure(player, SCROLL_INIT);
5836 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5838 int jx = player->jx, jy = player->jy;
5839 int old_jx = jx, old_jy = jy;
5840 int moved = MF_NO_ACTION;
5842 if (!player->active || (!dx && !dy))
5846 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5850 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5851 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5855 /* remove the last programmed player action */
5856 player->programmed_action = 0;
5860 /* should only happen if pre-1.2 tape recordings are played */
5861 /* this is only for backward compatibility */
5863 int original_move_delay_value = player->move_delay_value;
5866 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5870 /* scroll remaining steps with finest movement resolution */
5871 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5873 while (player->MovPos)
5875 ScrollFigure(player, SCROLL_GO_ON);
5876 ScrollScreen(NULL, SCROLL_GO_ON);
5882 player->move_delay_value = original_move_delay_value;
5885 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5887 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5888 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5892 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5893 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5899 if (moved & MF_MOVING && !ScreenMovPos &&
5900 (player == local_player || !options.network))
5902 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5903 int offset = (setup.scroll_delay ? 3 : 0);
5905 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5907 /* actual player has left the screen -- scroll in that direction */
5908 if (jx != old_jx) /* player has moved horizontally */
5909 scroll_x += (jx - old_jx);
5910 else /* player has moved vertically */
5911 scroll_y += (jy - old_jy);
5915 if (jx != old_jx) /* player has moved horizontally */
5917 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5918 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5919 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5921 /* don't scroll over playfield boundaries */
5922 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5923 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5925 /* don't scroll more than one field at a time */
5926 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5928 /* don't scroll against the player's moving direction */
5929 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5930 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5931 scroll_x = old_scroll_x;
5933 else /* player has moved vertically */
5935 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5936 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5937 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5939 /* don't scroll over playfield boundaries */
5940 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5941 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5943 /* don't scroll more than one field at a time */
5944 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5946 /* don't scroll against the player's moving direction */
5947 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5948 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5949 scroll_y = old_scroll_y;
5953 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5955 if (!options.network && !AllPlayersInVisibleScreen())
5957 scroll_x = old_scroll_x;
5958 scroll_y = old_scroll_y;
5962 ScrollScreen(player, SCROLL_INIT);
5963 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5970 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5972 if (!(moved & MF_MOVING) && !player->Pushing)
5977 player->StepFrame = 0;
5979 if (moved & MF_MOVING)
5981 if (old_jx != jx && old_jy == jy)
5982 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5983 else if (old_jx == jx && old_jy != jy)
5984 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5986 DrawLevelField(jx, jy); /* for "crumbled sand" */
5988 player->last_move_dir = player->MovDir;
5989 player->is_moving = TRUE;
5993 CheckGravityMovement(player);
5996 player->last_move_dir = MV_NO_MOVING;
5998 player->is_moving = FALSE;
6001 TestIfHeroTouchesBadThing(jx, jy);
6003 if (!player->active)
6009 void ScrollFigure(struct PlayerInfo *player, int mode)
6011 int jx = player->jx, jy = player->jy;
6012 int last_jx = player->last_jx, last_jy = player->last_jy;
6013 int move_stepsize = TILEX / player->move_delay_value;
6015 if (!player->active || !player->MovPos)
6018 if (mode == SCROLL_INIT)
6020 player->actual_frame_counter = FrameCounter;
6021 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6023 if (Feld[last_jx][last_jy] == EL_EMPTY)
6024 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6029 else if (!FrameReached(&player->actual_frame_counter, 1))
6032 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6033 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6035 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6036 Feld[last_jx][last_jy] = EL_EMPTY;
6038 /* before DrawPlayer() to draw correct player graphic for this case */
6039 if (player->MovPos == 0)
6040 CheckGravityMovement(player);
6044 if (player->MovPos == 0)
6046 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6048 /* continue with normal speed after quickly moving through gate */
6049 HALVE_PLAYER_SPEED(player);
6051 /* be able to make the next move without delay */
6052 player->move_delay = 0;
6055 player->last_jx = jx;
6056 player->last_jy = jy;
6058 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6059 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6063 if (local_player->friends_still_needed == 0 ||
6064 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6065 player->LevelSolved = player->GameOver = TRUE;
6068 if (tape.single_step && tape.recording && !tape.pausing &&
6069 !player->programmed_action)
6070 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6074 void ScrollScreen(struct PlayerInfo *player, int mode)
6076 static unsigned long screen_frame_counter = 0;
6078 if (mode == SCROLL_INIT)
6080 /* set scrolling step size according to actual player's moving speed */
6081 ScrollStepSize = TILEX / player->move_delay_value;
6083 screen_frame_counter = FrameCounter;
6084 ScreenMovDir = player->MovDir;
6085 ScreenMovPos = player->MovPos;
6086 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6089 else if (!FrameReached(&screen_frame_counter, 1))
6094 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6095 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6096 redraw_mask |= REDRAW_FIELD;
6099 ScreenMovDir = MV_NO_MOVING;
6102 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6104 int i, kill_x = -1, kill_y = -1;
6105 static int test_xy[4][2] =
6112 static int test_dir[4] =
6122 int test_x, test_y, test_move_dir, test_element;
6124 test_x = good_x + test_xy[i][0];
6125 test_y = good_y + test_xy[i][1];
6126 if (!IN_LEV_FIELD(test_x, test_y))
6130 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6133 test_element = Feld[test_x][test_y];
6135 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6138 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6139 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6141 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6142 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6150 if (kill_x != -1 || kill_y != -1)
6152 if (IS_PLAYER(good_x, good_y))
6154 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6156 if (player->shield_deadly_time_left > 0)
6157 Bang(kill_x, kill_y);
6158 else if (!PLAYER_PROTECTED(good_x, good_y))
6162 Bang(good_x, good_y);
6166 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6168 int i, kill_x = -1, kill_y = -1;
6169 int bad_element = Feld[bad_x][bad_y];
6170 static int test_xy[4][2] =
6177 static int test_dir[4] =
6185 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6190 int test_x, test_y, test_move_dir, test_element;
6192 test_x = bad_x + test_xy[i][0];
6193 test_y = bad_y + test_xy[i][1];
6194 if (!IN_LEV_FIELD(test_x, test_y))
6198 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6200 test_element = Feld[test_x][test_y];
6202 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6203 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6205 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6206 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6208 /* good thing is player or penguin that does not move away */
6209 if (IS_PLAYER(test_x, test_y))
6211 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6213 if (bad_element == EL_ROBOT && player->is_moving)
6214 continue; /* robot does not kill player if he is moving */
6220 else if (test_element == EL_PENGUIN)
6229 if (kill_x != -1 || kill_y != -1)
6231 if (IS_PLAYER(kill_x, kill_y))
6233 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6236 int dir = player->MovDir;
6237 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6238 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6240 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6241 newx != bad_x && newy != bad_y)
6242 ; /* robot does not kill player if he is moving */
6244 printf("-> %d\n", player->MovDir);
6246 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6247 newx != bad_x && newy != bad_y)
6248 ; /* robot does not kill player if he is moving */
6253 if (player->shield_deadly_time_left > 0)
6255 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6259 Bang(kill_x, kill_y);
6263 void TestIfHeroTouchesBadThing(int x, int y)
6265 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6268 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6270 TestIfGoodThingHitsBadThing(x, y, move_dir);
6273 void TestIfBadThingTouchesHero(int x, int y)
6275 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6278 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6280 TestIfBadThingHitsGoodThing(x, y, move_dir);
6283 void TestIfFriendTouchesBadThing(int x, int y)
6285 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6288 void TestIfBadThingTouchesFriend(int x, int y)
6290 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6293 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6295 int i, kill_x = bad_x, kill_y = bad_y;
6296 static int xy[4][2] =
6308 x = bad_x + xy[i][0];
6309 y = bad_y + xy[i][1];
6310 if (!IN_LEV_FIELD(x, y))
6313 element = Feld[x][y];
6314 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6315 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6323 if (kill_x != bad_x || kill_y != bad_y)
6327 void KillHero(struct PlayerInfo *player)
6329 int jx = player->jx, jy = player->jy;
6331 if (!player->active)
6334 /* remove accessible field at the player's position */
6335 Feld[jx][jy] = EL_EMPTY;
6337 /* deactivate shield (else Bang()/Explode() would not work right) */
6338 player->shield_normal_time_left = 0;
6339 player->shield_deadly_time_left = 0;
6345 static void KillHeroUnlessProtected(int x, int y)
6347 if (!PLAYER_PROTECTED(x, y))
6348 KillHero(PLAYERINFO(x, y));
6351 void BuryHero(struct PlayerInfo *player)
6353 int jx = player->jx, jy = player->jy;
6355 if (!player->active)
6359 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6361 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6363 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6365 player->GameOver = TRUE;
6369 void RemoveHero(struct PlayerInfo *player)
6371 int jx = player->jx, jy = player->jy;
6372 int i, found = FALSE;
6374 player->present = FALSE;
6375 player->active = FALSE;
6377 if (!ExplodeField[jx][jy])
6378 StorePlayer[jx][jy] = 0;
6380 for (i=0; i<MAX_PLAYERS; i++)
6381 if (stored_player[i].active)
6385 AllPlayersGone = TRUE;
6392 checkDiagonalPushing()
6393 -----------------------------------------------------------------------------
6394 check if diagonal input device direction results in pushing of object
6395 (by checking if the alternative direction is walkable, diggable, ...)
6398 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6399 int x, int y, int real_dx, int real_dy)
6401 int jx, jy, dx, dy, xx, yy;
6403 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6406 /* diagonal direction: check alternative direction */
6411 xx = jx + (dx == 0 ? real_dx : 0);
6412 yy = jy + (dy == 0 ? real_dy : 0);
6414 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6419 -----------------------------------------------------------------------------
6420 x, y: field next to player (non-diagonal) to try to dig to
6421 real_dx, real_dy: direction as read from input device (can be diagonal)
6424 int DigField(struct PlayerInfo *player,
6425 int x, int y, int real_dx, int real_dy, int mode)
6427 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6428 int jx = player->jx, jy = player->jy;
6429 int dx = x - jx, dy = y - jy;
6430 int move_direction = (dx == -1 ? MV_LEFT :
6431 dx == +1 ? MV_RIGHT :
6433 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6436 if (player->MovPos == 0)
6438 player->is_digging = FALSE;
6439 player->is_collecting = FALSE;
6442 if (player->MovPos == 0) /* last pushing move finished */
6443 player->Pushing = FALSE;
6445 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6447 player->Switching = FALSE;
6448 player->push_delay = 0;
6450 return MF_NO_ACTION;
6453 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6456 if (FrameCounter == 437)
6457 printf("::: ---> IS_MOVING %d\n", MovDir[x][y]);
6460 return MF_NO_ACTION;
6464 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6466 if (IS_TUBE(Feld[jx][jy]) ||
6467 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6471 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6472 int tube_leave_directions[][2] =
6474 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6475 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6476 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6477 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6478 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6479 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6480 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6481 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6482 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6483 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6484 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6485 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6488 while (tube_leave_directions[i][0] != tube_element)
6491 if (tube_leave_directions[i][0] == -1) /* should not happen */
6495 if (!(tube_leave_directions[i][1] & move_direction))
6496 return MF_NO_ACTION; /* tube has no opening in this direction */
6499 element = Feld[x][y];
6502 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6503 game.engine_version >= VERSION_IDENT(2,2,0))
6504 return MF_NO_ACTION;
6511 PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
6517 case EL_INVISIBLE_SAND:
6518 case EL_INVISIBLE_SAND_ACTIVE:
6521 case EL_SP_BUGGY_BASE:
6522 case EL_SP_BUGGY_BASE_ACTIVATING:
6525 if (mode != DF_SNAP && element != EL_EMPTY)
6527 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6528 player->is_digging = TRUE;
6531 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6537 case EL_EMERALD_YELLOW:
6538 case EL_EMERALD_RED:
6539 case EL_EMERALD_PURPLE:
6541 case EL_SP_INFOTRON:
6546 if (mode != DF_SNAP)
6548 GfxElement[x][y] = element;
6549 player->is_collecting = TRUE;
6552 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6553 element == EL_PEARL ? 5 :
6554 element == EL_CRYSTAL ? 8 : 1);
6555 if (local_player->gems_still_needed < 0)
6556 local_player->gems_still_needed = 0;
6557 RaiseScoreElement(element);
6558 DrawText(DX_EMERALDS, DY_EMERALDS,
6559 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6560 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6561 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6566 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6568 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6570 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6572 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6577 Feld[x][y] = EL_EMPTY;
6579 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6581 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6583 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6592 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6595 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6597 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6599 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6602 case EL_SHIELD_NORMAL:
6604 player->shield_normal_time_left += 10;
6606 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6608 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6610 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6613 case EL_SHIELD_DEADLY:
6615 player->shield_normal_time_left += 10;
6616 player->shield_deadly_time_left += 10;
6618 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6620 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6622 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6626 case EL_SP_DISK_RED:
6629 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6630 RaiseScoreElement(EL_DYNAMITE);
6631 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6633 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6634 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6637 case EL_DYNABOMB_INCREASE_NUMBER:
6639 player->dynabomb_count++;
6640 player->dynabombs_left++;
6641 RaiseScoreElement(EL_DYNAMITE);
6643 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6645 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6647 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6650 case EL_DYNABOMB_INCREASE_SIZE:
6652 player->dynabomb_size++;
6653 RaiseScoreElement(EL_DYNAMITE);
6655 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6657 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6659 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6662 case EL_DYNABOMB_INCREASE_POWER:
6664 player->dynabomb_xl = TRUE;
6665 RaiseScoreElement(EL_DYNAMITE);
6667 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6669 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6671 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6679 int key_nr = element - EL_KEY_1;
6680 int graphic = el2edimg(element);
6683 player->key[key_nr] = TRUE;
6684 RaiseScoreElement(element);
6685 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6687 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6690 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6692 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6694 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6703 int key_nr = element - EL_EM_KEY_1;
6704 int graphic = el2edimg(EL_KEY_1 + key_nr);
6707 player->key[key_nr] = TRUE;
6708 RaiseScoreElement(element);
6709 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6711 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6714 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6716 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6718 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6722 case EL_ROBOT_WHEEL:
6723 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6726 DrawLevelField(x, y);
6727 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6731 case EL_SP_TERMINAL:
6735 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6737 for (yy=0; yy<lev_fieldy; yy++)
6739 for (xx=0; xx<lev_fieldx; xx++)
6741 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6743 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6744 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6752 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6753 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6754 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6755 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6756 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6757 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6758 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6759 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6760 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6761 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6762 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6763 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6764 if (!player->Switching)
6766 player->Switching = TRUE;
6767 ToggleBeltSwitch(x, y);
6768 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6773 case EL_SWITCHGATE_SWITCH_UP:
6774 case EL_SWITCHGATE_SWITCH_DOWN:
6775 if (!player->Switching)
6777 player->Switching = TRUE;
6778 ToggleSwitchgateSwitch(x, y);
6779 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6784 case EL_LIGHT_SWITCH:
6785 case EL_LIGHT_SWITCH_ACTIVE:
6786 if (!player->Switching)
6788 player->Switching = TRUE;
6789 ToggleLightSwitch(x, y);
6790 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6791 SND_LIGHT_SWITCH_ACTIVATING :
6792 SND_LIGHT_SWITCH_DEACTIVATING);
6797 case EL_TIMEGATE_SWITCH:
6798 ActivateTimegateSwitch(x, y);
6799 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6804 case EL_BALLOON_SWITCH_LEFT:
6805 case EL_BALLOON_SWITCH_RIGHT:
6806 case EL_BALLOON_SWITCH_UP:
6807 case EL_BALLOON_SWITCH_DOWN:
6808 case EL_BALLOON_SWITCH_ANY:
6809 if (element == EL_BALLOON_SWITCH_ANY)
6810 game.balloon_dir = move_direction;
6812 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6813 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6814 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6815 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6817 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6824 /* the following elements cannot be pushed by "snapping" */
6827 case EL_DX_SUPABOMB:
6829 case EL_TIME_ORB_EMPTY:
6831 case EL_SP_DISK_ORANGE:
6833 if (mode == DF_SNAP)
6834 return MF_NO_ACTION;
6836 /* no "break" -- fall through to next case */
6838 /* the following elements can be pushed by "snapping" */
6841 return MF_NO_ACTION;
6843 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
6844 !(element == EL_SPRING && use_spring_bug))
6845 return MF_NO_ACTION;
6847 player->Pushing = TRUE;
6850 if (element == EL_ROCK)
6851 printf("::: wanna push [%d] [%d]\n",
6852 FrameCounter, player->push_delay_value);
6855 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6856 return MF_NO_ACTION;
6858 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6859 return MF_NO_ACTION;
6862 if (player->push_delay == 0)
6863 player->push_delay = FrameCounter;
6866 printf("want push... %d [%d]\n", FrameCounter, player->push_delay_value);
6870 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6872 element != EL_SPRING)
6873 return MF_NO_ACTION;
6875 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6876 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6877 element != EL_SPRING)
6878 return MF_NO_ACTION;
6881 if (mode == DF_SNAP)
6883 InitMovingField(x, y, move_direction);
6884 ContinueMoving(x, y);
6889 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
6891 dy < 0 ? MV_UP : MV_DOWN));
6892 MovPos[x][y] = (dx != 0 ? dx : dy);
6895 Feld[x + dx][y + dy] = element;
6900 printf("pushing %d/%d ... %d [%d]\n", dx, dy,
6901 FrameCounter, player->push_delay_value);
6905 if (element == EL_SPRING)
6907 Feld[x + dx][y + dy] = EL_SPRING;
6908 MovDir[x + dx][y + dy] = move_direction;
6912 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6914 DrawLevelField(x + dx, y + dy);
6915 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6917 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
6927 if (!player->key[element - EL_GATE_1])
6928 return MF_NO_ACTION;
6931 case EL_GATE_1_GRAY:
6932 case EL_GATE_2_GRAY:
6933 case EL_GATE_3_GRAY:
6934 case EL_GATE_4_GRAY:
6935 if (!player->key[element - EL_GATE_1_GRAY])
6936 return MF_NO_ACTION;
6943 if (!player->key[element - EL_EM_GATE_1])
6944 return MF_NO_ACTION;
6945 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6946 return MF_NO_ACTION;
6948 /* automatically move to the next field with double speed */
6949 player->programmed_action = move_direction;
6950 DOUBLE_PLAYER_SPEED(player);
6952 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6955 case EL_EM_GATE_1_GRAY:
6956 case EL_EM_GATE_2_GRAY:
6957 case EL_EM_GATE_3_GRAY:
6958 case EL_EM_GATE_4_GRAY:
6959 if (!player->key[element - EL_EM_GATE_1_GRAY])
6960 return MF_NO_ACTION;
6961 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6962 return MF_NO_ACTION;
6964 /* automatically move to the next field with double speed */
6965 player->programmed_action = move_direction;
6966 DOUBLE_PLAYER_SPEED(player);
6969 PlaySoundLevelAction(x, y, ACTION_PASSING);
6971 PlaySoundLevel(x, y, SND_GATE_PASSING);
6975 case EL_SWITCHGATE_OPEN:
6976 case EL_TIMEGATE_OPEN:
6977 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6978 return MF_NO_ACTION;
6980 /* automatically move to the next field with double speed */
6981 player->programmed_action = move_direction;
6982 DOUBLE_PLAYER_SPEED(player);
6984 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6987 case EL_SP_PORT_LEFT:
6988 case EL_SP_PORT_RIGHT:
6990 case EL_SP_PORT_DOWN:
6991 case EL_SP_PORT_HORIZONTAL:
6992 case EL_SP_PORT_VERTICAL:
6993 case EL_SP_PORT_ANY:
6994 case EL_SP_GRAVITY_PORT_LEFT:
6995 case EL_SP_GRAVITY_PORT_RIGHT:
6996 case EL_SP_GRAVITY_PORT_UP:
6997 case EL_SP_GRAVITY_PORT_DOWN:
6999 element != EL_SP_PORT_LEFT &&
7000 element != EL_SP_GRAVITY_PORT_LEFT &&
7001 element != EL_SP_PORT_HORIZONTAL &&
7002 element != EL_SP_PORT_ANY) ||
7004 element != EL_SP_PORT_RIGHT &&
7005 element != EL_SP_GRAVITY_PORT_RIGHT &&
7006 element != EL_SP_PORT_HORIZONTAL &&
7007 element != EL_SP_PORT_ANY) ||
7009 element != EL_SP_PORT_UP &&
7010 element != EL_SP_GRAVITY_PORT_UP &&
7011 element != EL_SP_PORT_VERTICAL &&
7012 element != EL_SP_PORT_ANY) ||
7014 element != EL_SP_PORT_DOWN &&
7015 element != EL_SP_GRAVITY_PORT_DOWN &&
7016 element != EL_SP_PORT_VERTICAL &&
7017 element != EL_SP_PORT_ANY) ||
7018 !IN_LEV_FIELD(x + dx, y + dy) ||
7019 !IS_FREE(x + dx, y + dy))
7020 return MF_NO_ACTION;
7022 /* automatically move to the next field with double speed */
7023 player->programmed_action = move_direction;
7024 DOUBLE_PLAYER_SPEED(player);
7026 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7030 case EL_TUBE_VERTICAL:
7031 case EL_TUBE_HORIZONTAL:
7032 case EL_TUBE_VERTICAL_LEFT:
7033 case EL_TUBE_VERTICAL_RIGHT:
7034 case EL_TUBE_HORIZONTAL_UP:
7035 case EL_TUBE_HORIZONTAL_DOWN:
7036 case EL_TUBE_LEFT_UP:
7037 case EL_TUBE_LEFT_DOWN:
7038 case EL_TUBE_RIGHT_UP:
7039 case EL_TUBE_RIGHT_DOWN:
7042 int tube_enter_directions[][2] =
7044 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7045 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7046 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7047 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7048 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7049 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7050 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7051 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7052 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7053 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7054 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7055 { -1, MV_NO_MOVING }
7058 while (tube_enter_directions[i][0] != element)
7061 if (tube_enter_directions[i][0] == -1) /* should not happen */
7065 if (!(tube_enter_directions[i][1] & move_direction))
7066 return MF_NO_ACTION; /* tube has no opening in this direction */
7068 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
7072 case EL_EXIT_CLOSED:
7073 case EL_SP_EXIT_CLOSED:
7074 case EL_EXIT_OPENING:
7075 return MF_NO_ACTION;
7079 case EL_SP_EXIT_OPEN:
7080 if (mode == DF_SNAP)
7081 return MF_NO_ACTION;
7083 if (element == EL_EXIT_OPEN)
7084 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
7086 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
7091 Feld[x][y] = EL_LAMP_ACTIVE;
7092 local_player->lights_still_needed--;
7093 DrawLevelField(x, y);
7094 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7098 case EL_TIME_ORB_FULL:
7099 Feld[x][y] = EL_TIME_ORB_EMPTY;
7101 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7102 DrawLevelField(x, y);
7103 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7110 case EL_SOKOBAN_FIELD_EMPTY:
7114 case EL_SOKOBAN_OBJECT:
7115 case EL_SOKOBAN_FIELD_FULL:
7117 case EL_SP_DISK_YELLOW:
7119 if (mode == DF_SNAP)
7120 return MF_NO_ACTION;
7122 player->Pushing = TRUE;
7124 if (!IN_LEV_FIELD(x+dx, y+dy)
7125 || (!IS_FREE(x+dx, y+dy)
7126 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
7127 || !IS_SB_ELEMENT(element))))
7128 return MF_NO_ACTION;
7130 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7131 return MF_NO_ACTION;
7133 if (player->push_delay == 0)
7134 player->push_delay = FrameCounter;
7136 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7137 !tape.playing && element != EL_BALLOON)
7138 return MF_NO_ACTION;
7140 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7141 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7142 element != EL_BALLOON)
7143 return MF_NO_ACTION;
7146 if (IS_SB_ELEMENT(element))
7149 if (element == EL_SOKOBAN_FIELD_FULL)
7151 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7152 local_player->sokobanfields_still_needed++;
7155 if (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY)
7157 Back[x + dx][y + dy] = EL_SOKOBAN_FIELD_EMPTY;
7158 local_player->sokobanfields_still_needed--;
7161 Feld[x][y] = EL_SOKOBAN_OBJECT;
7163 if (Back[x][y] == Back[x + dx][y + dy])
7164 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7165 else if (Back[x][y] != 0)
7166 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7169 PlaySoundLevelElementAction(x + dx, y + dy, EL_SOKOBAN_FIELD_EMPTY,
7172 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
7174 dy < 0 ? MV_UP : MV_DOWN));
7175 MovPos[x][y] = (dx != 0 ? dx : dy);
7178 printf("::: %s -> %s [%s -> %s]\n",
7179 element_info[Feld[x][y]].token_name,
7180 element_info[Feld[x + dx][y + dy]].token_name,
7181 element_info[Back[x][y]].token_name,
7182 element_info[Back[x + dx][y + dy]].token_name);
7186 if (element == EL_SOKOBAN_FIELD_FULL)
7188 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7189 local_player->sokobanfields_still_needed++;
7194 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
7196 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
7197 local_player->sokobanfields_still_needed--;
7198 if (element == EL_SOKOBAN_OBJECT)
7200 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
7202 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
7206 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7208 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7213 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
7214 if (element == EL_SOKOBAN_FIELD_FULL)
7216 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
7218 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
7222 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7224 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7232 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
7234 dy < 0 ? MV_UP : MV_DOWN));
7235 MovPos[x][y] = (dx != 0 ? dx : dy);
7238 Feld[x + dx][y + dy] = element;
7240 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7243 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
7245 DrawLevelField(x, y);
7246 DrawLevelField(x + dx, y + dy);
7248 if (IS_SB_ELEMENT(element) &&
7249 local_player->sokobanfields_still_needed == 0 &&
7250 game.emulation == EMU_SOKOBAN)
7252 player->LevelSolved = player->GameOver = TRUE;
7253 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7256 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7269 if (IS_WALKABLE(element))
7271 PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
7274 else if (IS_DIGGABLE(element))
7278 if (mode != DF_SNAP)
7281 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7282 player->is_digging = TRUE;
7285 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7289 else if (IS_COLLECTIBLE(element))
7293 if (mode != DF_SNAP)
7295 GfxElement[x][y] = element;
7296 player->is_collecting = TRUE;
7299 RaiseScoreElement(element);
7301 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7303 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
7307 else if (IS_PUSHABLE(element))
7309 if (mode == DF_SNAP && element != EL_BD_ROCK)
7310 return MF_NO_ACTION;
7312 if (CAN_FALL(element) && dy)
7313 return MF_NO_ACTION;
7315 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7316 !(element == EL_SPRING && use_spring_bug))
7317 return MF_NO_ACTION;
7319 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7320 return MF_NO_ACTION;
7322 if (!player->Pushing &&
7323 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7324 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7326 player->Pushing = TRUE;
7328 if (!(IN_LEV_FIELD(x + dx, y + dy) &&
7329 (IS_FREE(x + dx, y + dy) ||
7330 (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY &&
7331 IS_SB_ELEMENT(element)))))
7332 return MF_NO_ACTION;
7334 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7335 return MF_NO_ACTION;
7337 if (player->push_delay == 0) /* new pushing; restart delay */
7338 player->push_delay = FrameCounter;
7340 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7341 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7342 element != EL_SPRING && element != EL_BALLOON)
7343 return MF_NO_ACTION;
7345 if (IS_SB_ELEMENT(element))
7347 if (element == EL_SOKOBAN_FIELD_FULL)
7349 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7350 local_player->sokobanfields_still_needed++;
7353 if (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY)
7355 Back[x + dx][y + dy] = EL_SOKOBAN_FIELD_EMPTY;
7356 local_player->sokobanfields_still_needed--;
7359 Feld[x][y] = EL_SOKOBAN_OBJECT;
7361 if (Back[x][y] == Back[x + dx][y + dy])
7362 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7363 else if (Back[x][y] != 0)
7364 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7367 PlaySoundLevelElementAction(x + dx, y + dy, EL_SOKOBAN_FIELD_EMPTY,
7370 if (local_player->sokobanfields_still_needed == 0 &&
7371 game.emulation == EMU_SOKOBAN)
7373 player->LevelSolved = player->GameOver = TRUE;
7374 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7378 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7380 InitMovingField(x, y, move_direction);
7382 if (mode == DF_SNAP)
7383 ContinueMoving(x, y);
7385 MovPos[x][y] = (dx != 0 ? dx : dy);
7387 Pushed[x][y] = TRUE;
7388 Pushed[x + dx][y + dy] = TRUE;
7390 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7391 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7393 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7394 CheckPlayerElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7400 CheckPlayerElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7403 return MF_NO_ACTION;
7406 player->push_delay = 0;
7408 if (Feld[x][y] != element) /* really digged/collected something */
7409 player->is_collecting = !player->is_digging;
7414 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7416 int jx = player->jx, jy = player->jy;
7417 int x = jx + dx, y = jy + dy;
7419 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7422 if (!player->active || !IN_LEV_FIELD(x, y))
7430 if (player->MovPos == 0)
7431 player->Pushing = FALSE;
7433 player->snapped = FALSE;
7435 if (player->MovPos == 0)
7437 player->is_digging = FALSE;
7438 player->is_collecting = FALSE;
7444 if (player->snapped)
7447 player->MovDir = (dx < 0 ? MV_LEFT :
7450 dy > 0 ? MV_DOWN : MV_NO_MOVING);
7452 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7455 player->snapped = TRUE;
7456 player->is_digging = FALSE;
7457 player->is_collecting = FALSE;
7459 DrawLevelField(x, y);
7465 boolean PlaceBomb(struct PlayerInfo *player)
7467 int jx = player->jx, jy = player->jy;
7470 if (!player->active || player->MovPos)
7473 element = Feld[jx][jy];
7475 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7476 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7480 if (element != EL_EMPTY)
7484 if (element != EL_EMPTY)
7487 Store[jx][jy] = element;
7489 Back[jx][jy] = element;
7493 MovDelay[jx][jy] = 96;
7495 ResetGfxAnimation(jx, jy);
7496 ResetRandomAnimationValue(jx, jy);
7498 if (player->dynamite)
7500 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7501 EL_DYNAMITE_ACTIVE);
7504 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7506 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7509 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7511 if (game.emulation == EMU_SUPAPLEX)
7512 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7514 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7518 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7523 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7524 player->dynabombs_left--;
7526 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7527 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7529 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7535 /* ------------------------------------------------------------------------- */
7536 /* game sound playing functions */
7537 /* ------------------------------------------------------------------------- */
7539 static int *loop_sound_frame = NULL;
7540 static int *loop_sound_volume = NULL;
7542 void InitPlaySoundLevel()
7544 int num_sounds = getSoundListSize();
7546 if (loop_sound_frame != NULL)
7547 free(loop_sound_frame);
7549 if (loop_sound_volume != NULL)
7550 free(loop_sound_volume);
7552 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7553 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7556 static void PlaySoundLevel(int x, int y, int nr)
7558 int sx = SCREENX(x), sy = SCREENY(y);
7559 int volume, stereo_position;
7560 int max_distance = 8;
7561 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7563 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7564 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7567 if (!IN_LEV_FIELD(x, y) ||
7568 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7569 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7572 volume = SOUND_MAX_VOLUME;
7574 if (!IN_SCR_FIELD(sx, sy))
7576 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7577 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7579 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7582 stereo_position = (SOUND_MAX_LEFT +
7583 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7584 (SCR_FIELDX + 2 * max_distance));
7586 if (IS_LOOP_SOUND(nr))
7588 /* This assures that quieter loop sounds do not overwrite louder ones,
7589 while restarting sound volume comparison with each new game frame. */
7591 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7594 loop_sound_volume[nr] = volume;
7595 loop_sound_frame[nr] = FrameCounter;
7598 PlaySoundExt(nr, volume, stereo_position, type);
7601 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7603 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7604 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7605 y < LEVELY(BY1) ? LEVELY(BY1) :
7606 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7610 static void PlaySoundLevelAction(int x, int y, int action)
7612 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7615 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7617 int sound_effect = element_info[element].sound[action];
7619 if (sound_effect != SND_UNDEFINED)
7620 PlaySoundLevel(x, y, sound_effect);
7623 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7625 int sound_effect = element_info[Feld[x][y]].sound[action];
7627 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7628 PlaySoundLevel(x, y, sound_effect);
7631 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7633 int sound_effect = element_info[Feld[x][y]].sound[action];
7635 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7636 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7639 void RaiseScore(int value)
7641 local_player->score += value;
7642 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7645 void RaiseScoreElement(int element)
7651 case EL_EMERALD_YELLOW:
7652 case EL_EMERALD_RED:
7653 case EL_EMERALD_PURPLE:
7654 case EL_SP_INFOTRON:
7655 RaiseScore(level.score[SC_EMERALD]);
7658 RaiseScore(level.score[SC_DIAMOND]);
7661 RaiseScore(level.score[SC_CRYSTAL]);
7664 RaiseScore(level.score[SC_PEARL]);
7667 case EL_BD_BUTTERFLY:
7668 case EL_SP_ELECTRON:
7669 RaiseScore(level.score[SC_BUG]);
7673 case EL_SP_SNIKSNAK:
7674 RaiseScore(level.score[SC_SPACESHIP]);
7677 case EL_DARK_YAMYAM:
7678 RaiseScore(level.score[SC_YAMYAM]);
7681 RaiseScore(level.score[SC_ROBOT]);
7684 RaiseScore(level.score[SC_PACMAN]);
7687 RaiseScore(level.score[SC_NUT]);
7690 case EL_DYNABOMB_INCREASE_NUMBER:
7691 case EL_DYNABOMB_INCREASE_SIZE:
7692 case EL_DYNABOMB_INCREASE_POWER:
7693 RaiseScore(level.score[SC_DYNAMITE]);
7695 case EL_SHIELD_NORMAL:
7696 case EL_SHIELD_DEADLY:
7697 RaiseScore(level.score[SC_SHIELD]);
7700 RaiseScore(level.score[SC_TIME_BONUS]);
7706 RaiseScore(level.score[SC_KEY]);
7709 RaiseScore(element_info[element].score);
7714 void RequestQuitGame(boolean ask_if_really_quit)
7716 if (AllPlayersGone ||
7717 !ask_if_really_quit ||
7718 level_editor_test_game ||
7719 Request("Do you really want to quit the game ?",
7720 REQ_ASK | REQ_STAY_CLOSED))
7722 #if defined(PLATFORM_UNIX)
7723 if (options.network)
7724 SendToServer_StopPlaying();
7728 game_status = GAME_MODE_MAIN;
7734 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7739 /* ---------- new game button stuff ---------------------------------------- */
7741 /* graphic position values for game buttons */
7742 #define GAME_BUTTON_XSIZE 30
7743 #define GAME_BUTTON_YSIZE 30
7744 #define GAME_BUTTON_XPOS 5
7745 #define GAME_BUTTON_YPOS 215
7746 #define SOUND_BUTTON_XPOS 5
7747 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7749 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7750 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7751 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7752 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7753 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7754 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7761 } gamebutton_info[NUM_GAME_BUTTONS] =
7764 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7769 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7774 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7779 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7780 SOUND_CTRL_ID_MUSIC,
7781 "background music on/off"
7784 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7785 SOUND_CTRL_ID_LOOPS,
7786 "sound loops on/off"
7789 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7790 SOUND_CTRL_ID_SIMPLE,
7791 "normal sounds on/off"
7795 void CreateGameButtons()
7799 for (i=0; i<NUM_GAME_BUTTONS; i++)
7801 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7802 struct GadgetInfo *gi;
7805 unsigned long event_mask;
7806 int gd_xoffset, gd_yoffset;
7807 int gd_x1, gd_x2, gd_y1, gd_y2;
7810 gd_xoffset = gamebutton_info[i].x;
7811 gd_yoffset = gamebutton_info[i].y;
7812 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7813 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7815 if (id == GAME_CTRL_ID_STOP ||
7816 id == GAME_CTRL_ID_PAUSE ||
7817 id == GAME_CTRL_ID_PLAY)
7819 button_type = GD_TYPE_NORMAL_BUTTON;
7821 event_mask = GD_EVENT_RELEASED;
7822 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7823 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7827 button_type = GD_TYPE_CHECK_BUTTON;
7829 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7830 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7831 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7832 event_mask = GD_EVENT_PRESSED;
7833 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7834 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7837 gi = CreateGadget(GDI_CUSTOM_ID, id,
7838 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7839 GDI_X, DX + gd_xoffset,
7840 GDI_Y, DY + gd_yoffset,
7841 GDI_WIDTH, GAME_BUTTON_XSIZE,
7842 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7843 GDI_TYPE, button_type,
7844 GDI_STATE, GD_BUTTON_UNPRESSED,
7845 GDI_CHECKED, checked,
7846 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7847 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7848 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7849 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7850 GDI_EVENT_MASK, event_mask,
7851 GDI_CALLBACK_ACTION, HandleGameButtons,
7855 Error(ERR_EXIT, "cannot create gadget");
7857 game_gadget[id] = gi;
7861 void FreeGameButtons()
7865 for (i=0; i<NUM_GAME_BUTTONS; i++)
7866 FreeGadget(game_gadget[i]);
7869 static void MapGameButtons()
7873 for (i=0; i<NUM_GAME_BUTTONS; i++)
7874 MapGadget(game_gadget[i]);
7877 void UnmapGameButtons()
7881 for (i=0; i<NUM_GAME_BUTTONS; i++)
7882 UnmapGadget(game_gadget[i]);
7885 static void HandleGameButtons(struct GadgetInfo *gi)
7887 int id = gi->custom_id;
7889 if (game_status != GAME_MODE_PLAYING)
7894 case GAME_CTRL_ID_STOP:
7895 RequestQuitGame(TRUE);
7898 case GAME_CTRL_ID_PAUSE:
7899 if (options.network)
7901 #if defined(PLATFORM_UNIX)
7903 SendToServer_ContinuePlaying();
7905 SendToServer_PausePlaying();
7909 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7912 case GAME_CTRL_ID_PLAY:
7915 #if defined(PLATFORM_UNIX)
7916 if (options.network)
7917 SendToServer_ContinuePlaying();
7921 tape.pausing = FALSE;
7922 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7927 case SOUND_CTRL_ID_MUSIC:
7928 if (setup.sound_music)
7930 setup.sound_music = FALSE;
7933 else if (audio.music_available)
7935 setup.sound = setup.sound_music = TRUE;
7936 PlayMusic(level_nr);
7940 case SOUND_CTRL_ID_LOOPS:
7941 if (setup.sound_loops)
7942 setup.sound_loops = FALSE;
7943 else if (audio.loops_available)
7944 setup.sound = setup.sound_loops = TRUE;
7947 case SOUND_CTRL_ID_SIMPLE:
7948 if (setup.sound_simple)
7949 setup.sound_simple = FALSE;
7950 else if (audio.sound_available)
7951 setup.sound = setup.sound_simple = TRUE;