1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
100 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
102 (DONT_COLLIDE_WITH(e) && \
103 IS_FREE_OR_PLAYER(x, y))))
105 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
106 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
109 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
110 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
112 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
118 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
120 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
122 Feld[x][y] == EL_DIAMOND))
124 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
125 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
126 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
128 #define PACMAN_CAN_ENTER_FIELD(x, y) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
130 IS_AMOEBOID(Feld[x][y])))
132 #define PIG_CAN_ENTER_FIELD(x, y) \
133 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 IS_FOOD_PIG(Feld[x][y])))
136 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
137 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
138 IS_FOOD_PENGUIN(Feld[x][y]) || \
139 Feld[x][y] == EL_EXIT_OPEN || \
140 Feld[x][y] == EL_ACID))
142 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
143 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
145 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
146 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
148 /* game button identifiers */
149 #define GAME_CTRL_ID_STOP 0
150 #define GAME_CTRL_ID_PAUSE 1
151 #define GAME_CTRL_ID_PLAY 2
152 #define SOUND_CTRL_ID_MUSIC 3
153 #define SOUND_CTRL_ID_LOOPS 4
154 #define SOUND_CTRL_ID_SIMPLE 5
156 #define NUM_GAME_BUTTONS 6
159 /* forward declaration for internal use */
161 static void InitBeltMovement(void);
162 static void CloseAllOpenTimegates(void);
163 static void CheckGravityMovement(struct PlayerInfo *);
164 static void KillHeroUnlessProtected(int, int);
166 static void CheckTriggeredElementChange(int, int);
167 static void CheckPlayerElementChange(int, int, int, int);
168 static void ChangeElementNow(int, int, int);
170 static void PlaySoundLevel(int, int, int);
171 static void PlaySoundLevelNearest(int, int, int);
172 static void PlaySoundLevelAction(int, int, int);
173 static void PlaySoundLevelElementAction(int, int, int, int);
174 static void PlaySoundLevelActionIfLoop(int, int, int);
175 static void StopSoundLevelActionIfLoop(int, int, int);
177 static void MapGameButtons();
178 static void HandleGameButtons(struct GadgetInfo *);
180 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
183 /* ------------------------------------------------------------------------- */
184 /* definition of elements that automatically change to other elements after */
185 /* a specified time, eventually calling a function when changing */
186 /* ------------------------------------------------------------------------- */
188 /* forward declaration for changer functions */
189 static void InitBuggyBase(int x, int y);
190 static void WarnBuggyBase(int x, int y);
192 static void InitTrap(int x, int y);
193 static void ActivateTrap(int x, int y);
194 static void ChangeActiveTrap(int x, int y);
196 static void InitRobotWheel(int x, int y);
197 static void RunRobotWheel(int x, int y);
198 static void StopRobotWheel(int x, int y);
200 static void InitTimegateWheel(int x, int y);
201 static void RunTimegateWheel(int x, int y);
203 struct ChangingElementInfo
208 void (*pre_change_function)(int x, int y);
209 void (*change_function)(int x, int y);
210 void (*post_change_function)(int x, int y);
213 static struct ChangingElementInfo changing_element_list[] =
240 EL_SWITCHGATE_OPENING,
248 EL_SWITCHGATE_CLOSING,
249 EL_SWITCHGATE_CLOSED,
281 EL_ACID_SPLASH_RIGHT,
290 EL_SP_BUGGY_BASE_ACTIVATING,
297 EL_SP_BUGGY_BASE_ACTIVATING,
298 EL_SP_BUGGY_BASE_ACTIVE,
305 EL_SP_BUGGY_BASE_ACTIVE,
329 EL_ROBOT_WHEEL_ACTIVE,
337 EL_TIMEGATE_SWITCH_ACTIVE,
358 int push_delay_fixed, push_delay_random;
363 { EL_BALLOON, 0, 0 },
365 { EL_SOKOBAN_OBJECT, 2, 0 },
366 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
367 { EL_SATELLITE, 2, 0 },
368 { EL_SP_DISK_YELLOW, 2, 0 },
370 { EL_UNDEFINED, 0, 0 },
381 { EL_BD_DIAMOND, 1 },
382 { EL_EMERALD_YELLOW, 1 },
383 { EL_EMERALD_RED, 1 },
384 { EL_EMERALD_PURPLE, 1 },
386 { EL_SP_INFOTRON, 1 },
393 static boolean changing_element[MAX_NUM_ELEMENTS];
394 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
396 #define IS_AUTO_CHANGING(e) (changing_element[e])
397 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
398 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
399 IS_JUST_CHANGING(x, y))
400 #define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
403 void GetPlayerConfig()
405 if (!audio.sound_available)
408 if (!audio.loops_available)
409 setup.sound_loops = FALSE;
411 if (!audio.music_available)
412 setup.sound_music = FALSE;
414 if (!video.fullscreen_available)
415 setup.fullscreen = FALSE;
417 setup.sound_simple = setup.sound;
419 SetAudioMode(setup.sound);
423 static int getBeltNrFromBeltElement(int element)
425 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
426 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
427 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
430 static int getBeltNrFromBeltActiveElement(int element)
432 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
433 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
434 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
437 static int getBeltNrFromBeltSwitchElement(int element)
439 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
440 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
441 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
444 static int getBeltDirNrFromBeltSwitchElement(int element)
446 static int belt_base_element[4] =
448 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
449 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
450 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
451 EL_CONVEYOR_BELT_4_SWITCH_LEFT
454 int belt_nr = getBeltNrFromBeltSwitchElement(element);
455 int belt_dir_nr = element - belt_base_element[belt_nr];
457 return (belt_dir_nr % 3);
460 static int getBeltDirFromBeltSwitchElement(int element)
462 static int belt_move_dir[3] =
469 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
471 return belt_move_dir[belt_dir_nr];
474 static void InitField(int x, int y, boolean init_game)
476 int element = Feld[x][y];
483 if (stored_player[0].present)
485 Feld[x][y] = EL_SP_MURPHY_CLONE;
490 stored_player[0].use_murphy_graphic = TRUE;
493 Feld[x][y] = EL_PLAYER_1;
502 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
503 int jx = player->jx, jy = player->jy;
505 player->present = TRUE;
507 if (!options.network || player->connected)
509 player->active = TRUE;
511 /* remove potentially duplicate players */
512 if (StorePlayer[jx][jy] == Feld[x][y])
513 StorePlayer[jx][jy] = 0;
515 StorePlayer[x][y] = Feld[x][y];
519 printf("Player %d activated.\n", player->element_nr);
520 printf("[Local player is %d and currently %s.]\n",
521 local_player->element_nr,
522 local_player->active ? "active" : "not active");
526 Feld[x][y] = EL_EMPTY;
527 player->jx = player->last_jx = x;
528 player->jy = player->last_jy = y;
533 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
534 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
535 else if (x > 0 && Feld[x-1][y] == EL_ACID)
536 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
537 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
538 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
539 else if (y > 0 && Feld[x][y-1] == EL_ACID)
540 Feld[x][y] = EL_ACID_POOL_BOTTOM;
541 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
542 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
550 case EL_SPACESHIP_RIGHT:
551 case EL_SPACESHIP_UP:
552 case EL_SPACESHIP_LEFT:
553 case EL_SPACESHIP_DOWN:
555 case EL_BD_BUTTERFLY_RIGHT:
556 case EL_BD_BUTTERFLY_UP:
557 case EL_BD_BUTTERFLY_LEFT:
558 case EL_BD_BUTTERFLY_DOWN:
559 case EL_BD_BUTTERFLY:
560 case EL_BD_FIREFLY_RIGHT:
561 case EL_BD_FIREFLY_UP:
562 case EL_BD_FIREFLY_LEFT:
563 case EL_BD_FIREFLY_DOWN:
565 case EL_PACMAN_RIGHT:
589 if (y == lev_fieldy - 1)
591 Feld[x][y] = EL_AMOEBA_GROWING;
592 Store[x][y] = EL_AMOEBA_WET;
596 case EL_DYNAMITE_ACTIVE:
601 local_player->lights_still_needed++;
604 case EL_SOKOBAN_FIELD_EMPTY:
605 local_player->sokobanfields_still_needed++;
609 local_player->friends_still_needed++;
614 MovDir[x][y] = 1 << RND(4);
618 Feld[x][y] = EL_EMPTY;
621 case EL_EM_KEY_1_FILE:
622 Feld[x][y] = EL_EM_KEY_1;
624 case EL_EM_KEY_2_FILE:
625 Feld[x][y] = EL_EM_KEY_2;
627 case EL_EM_KEY_3_FILE:
628 Feld[x][y] = EL_EM_KEY_3;
630 case EL_EM_KEY_4_FILE:
631 Feld[x][y] = EL_EM_KEY_4;
634 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
635 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
636 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
637 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
638 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
639 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
640 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
641 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
642 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
643 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
644 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
645 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
648 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
649 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
650 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
652 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
654 game.belt_dir[belt_nr] = belt_dir;
655 game.belt_dir_nr[belt_nr] = belt_dir_nr;
657 else /* more than one switch -- set it like the first switch */
659 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
664 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
666 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
669 case EL_LIGHT_SWITCH_ACTIVE:
671 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
675 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
681 void DrawGameDoorValues()
685 for (i=0; i<MAX_PLAYERS; i++)
687 if (stored_player[i].key[j])
688 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
689 el2edimg(EL_KEY_1 + j));
691 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
692 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
693 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
694 int2str(local_player->dynamite, 3), FONT_TEXT_2);
695 DrawText(DX + XX_SCORE, DY + YY_SCORE,
696 int2str(local_player->score, 5), FONT_TEXT_2);
697 DrawText(DX + XX_TIME, DY + YY_TIME,
698 int2str(TimeLeft, 3), FONT_TEXT_2);
703 =============================================================================
705 -----------------------------------------------------------------------------
706 initialize game engine due to level / tape version number
707 =============================================================================
710 static void InitGameEngine()
714 /* set game engine from tape file when re-playing, else from level file */
715 game.engine_version = (tape.playing ? tape.engine_version :
718 /* dynamically adjust element properties according to game engine version */
719 InitElementPropertiesEngine(game.engine_version);
722 printf("level %d: level version == %06d\n", level_nr, level.game_version);
723 printf(" tape version == %06d [%s] [file: %06d]\n",
724 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
726 printf(" => game.engine_version == %06d\n", game.engine_version);
729 /* ---------- initialize player's initial move delay --------------------- */
731 /* dynamically adjust player properties according to game engine version */
732 game.initial_move_delay =
733 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
734 INITIAL_MOVE_DELAY_OFF);
736 /* dynamically adjust player properties according to level information */
737 game.initial_move_delay_value =
738 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
740 /* ---------- initialize changing elements ------------------------------- */
742 /* initialize changing elements information */
743 for (i=0; i<MAX_NUM_ELEMENTS; i++)
746 element_info[i].change.pre_change_function = NULL;
747 element_info[i].change.change_function = NULL;
748 element_info[i].change.post_change_function = NULL;
750 if (!IS_CUSTOM_ELEMENT(i))
752 element_info[i].change.target_element = EL_EMPTY_SPACE;
753 element_info[i].change.delay_fixed = 0;
754 element_info[i].change.delay_random = 0;
755 element_info[i].change.delay_frames = 1;
758 changing_element[i] = FALSE;
760 changing_element[i].base_element = EL_UNDEFINED;
761 changing_element[i].next_element = EL_UNDEFINED;
762 changing_element[i].change_delay = -1;
763 changing_element[i].pre_change_function = NULL;
764 changing_element[i].change_function = NULL;
765 changing_element[i].post_change_function = NULL;
769 /* add changing elements from pre-defined list */
770 for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
772 int element = changing_element_list[i].element;
773 struct ChangingElementInfo *ce = &changing_element_list[i];
774 struct ElementChangeInfo *change = &element_info[element].change;
777 change->target_element = ce->target_element;
778 change->delay_fixed = ce->change_delay;
779 change->pre_change_function = ce->pre_change_function;
780 change->change_function = ce->change_function;
781 change->post_change_function = ce->post_change_function;
783 changing_element[element] = TRUE;
785 changing_element[element].base_element = ce->base_element;
786 changing_element[element].next_element = ce->next_element;
787 changing_element[element].change_delay = ce->change_delay;
788 changing_element[element].pre_change_function = ce->pre_change_function;
789 changing_element[element].change_function = ce->change_function;
790 changing_element[element].post_change_function = ce->post_change_function;
794 /* add changing elements from custom element configuration */
795 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
797 int element = EL_CUSTOM_START + i;
799 struct ElementChangeInfo *change = &element_info[element].change;
802 /* only add custom elements that change after fixed/random frame delay */
803 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
807 changing_element[element] = TRUE;
809 changing_element[element].base_element = element;
810 changing_element[element].next_element = change->target_element;
811 changing_element[element].change_delay = (change->delay_fixed *
812 change->delay_frames);
816 /* ---------- initialize trigger events ---------------------------------- */
818 /* initialize trigger events information */
819 for (i=0; i<MAX_NUM_ELEMENTS; i++)
820 trigger_events[i] = EP_BITMASK_DEFAULT;
822 /* add trigger events from element change event properties */
823 for (i=0; i<MAX_NUM_ELEMENTS; i++)
824 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
825 trigger_events[element_info[i].change.trigger] |=
826 element_info[i].change.events;
828 /* ---------- initialize push delay -------------------------------------- */
830 /* initialize push delay values to default */
831 for (i=0; i<MAX_NUM_ELEMENTS; i++)
833 if (!IS_CUSTOM_ELEMENT(i))
835 element_info[i].push_delay_fixed = 2;
836 element_info[i].push_delay_random = 8;
840 /* set push delay value for certain elements from pre-defined list */
841 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
843 int e = push_delay_list[i].element;
845 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
846 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
849 /* ---------- initialize gem count --------------------------------------- */
851 /* initialize gem count values for each element */
852 for (i=0; i<MAX_NUM_ELEMENTS; i++)
853 if (!IS_CUSTOM_ELEMENT(i))
854 element_info[i].gem_count = 0;
856 /* add gem count values for all elements from pre-defined list */
857 for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
858 element_info[gem_count_list[i].element].gem_count =
859 gem_count_list[i].gem_count;
864 =============================================================================
866 -----------------------------------------------------------------------------
867 initialize and start new game
868 =============================================================================
873 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
874 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
875 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
882 #if USE_NEW_AMOEBA_CODE
883 printf("Using new amoeba code.\n");
885 printf("Using old amoeba code.\n");
890 /* don't play tapes over network */
891 network_playing = (options.network && !tape.playing);
893 for (i=0; i<MAX_PLAYERS; i++)
895 struct PlayerInfo *player = &stored_player[i];
897 player->index_nr = i;
898 player->element_nr = EL_PLAYER_1 + i;
900 player->present = FALSE;
901 player->active = FALSE;
904 player->effective_action = 0;
905 player->programmed_action = 0;
908 player->gems_still_needed = level.gems_needed;
909 player->sokobanfields_still_needed = 0;
910 player->lights_still_needed = 0;
911 player->friends_still_needed = 0;
914 player->key[j] = FALSE;
916 player->dynamite = 0;
917 player->dynabomb_count = 0;
918 player->dynabomb_size = 1;
919 player->dynabombs_left = 0;
920 player->dynabomb_xl = FALSE;
922 player->MovDir = MV_NO_MOVING;
924 player->Pushing = FALSE;
925 player->Switching = FALSE;
927 player->GfxDir = MV_NO_MOVING;
928 player->GfxAction = ACTION_DEFAULT;
930 player->StepFrame = 0;
932 player->use_murphy_graphic = FALSE;
933 player->use_disk_red_graphic = FALSE;
935 player->actual_frame_counter = 0;
937 player->last_move_dir = MV_NO_MOVING;
939 player->is_moving = FALSE;
940 player->is_waiting = FALSE;
941 player->is_digging = FALSE;
942 player->is_collecting = FALSE;
944 player->move_delay = game.initial_move_delay;
945 player->move_delay_value = game.initial_move_delay_value;
947 player->push_delay = 0;
948 player->push_delay_value = 5;
950 player->snapped = FALSE;
952 player->last_jx = player->last_jy = 0;
953 player->jx = player->jy = 0;
955 player->shield_normal_time_left = 0;
956 player->shield_deadly_time_left = 0;
958 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
959 SnapField(player, 0, 0);
961 player->LevelSolved = FALSE;
962 player->GameOver = FALSE;
965 network_player_action_received = FALSE;
967 #if defined(PLATFORM_UNIX)
968 /* initial null action */
970 SendToServer_MovePlayer(MV_NO_MOVING);
978 TimeLeft = level.time;
980 ScreenMovDir = MV_NO_MOVING;
984 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
986 AllPlayersGone = FALSE;
988 game.yamyam_content_nr = 0;
989 game.magic_wall_active = FALSE;
990 game.magic_wall_time_left = 0;
991 game.light_time_left = 0;
992 game.timegate_time_left = 0;
993 game.switchgate_pos = 0;
994 game.balloon_dir = MV_NO_MOVING;
995 game.explosions_delayed = TRUE;
999 game.belt_dir[i] = MV_NO_MOVING;
1000 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1003 for (i=0; i<MAX_NUM_AMOEBA; i++)
1004 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1006 for (x=0; x<lev_fieldx; x++)
1008 for (y=0; y<lev_fieldy; y++)
1010 Feld[x][y] = Ur[x][y];
1011 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1012 ChangeDelay[x][y] = 0;
1013 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1015 JustStopped[x][y] = 0;
1017 Pushed[x][y] = FALSE;
1018 ExplodePhase[x][y] = 0;
1019 ExplodeField[x][y] = EX_NO_EXPLOSION;
1022 GfxAction[x][y] = ACTION_DEFAULT;
1023 GfxRandom[x][y] = INIT_GFX_RANDOM();
1024 GfxElement[x][y] = EL_UNDEFINED;
1028 for(y=0; y<lev_fieldy; y++)
1030 for(x=0; x<lev_fieldx; x++)
1032 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1034 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1036 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1039 InitField(x, y, TRUE);
1045 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1046 emulate_sb ? EMU_SOKOBAN :
1047 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1049 /* correct non-moving belts to start moving left */
1051 if (game.belt_dir[i] == MV_NO_MOVING)
1052 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1054 /* check if any connected player was not found in playfield */
1055 for (i=0; i<MAX_PLAYERS; i++)
1057 struct PlayerInfo *player = &stored_player[i];
1059 if (player->connected && !player->present)
1061 for (j=0; j<MAX_PLAYERS; j++)
1063 struct PlayerInfo *some_player = &stored_player[j];
1064 int jx = some_player->jx, jy = some_player->jy;
1066 /* assign first free player found that is present in the playfield */
1067 if (some_player->present && !some_player->connected)
1069 player->present = TRUE;
1070 player->active = TRUE;
1071 some_player->present = FALSE;
1073 StorePlayer[jx][jy] = player->element_nr;
1074 player->jx = player->last_jx = jx;
1075 player->jy = player->last_jy = jy;
1085 /* when playing a tape, eliminate all players who do not participate */
1087 for (i=0; i<MAX_PLAYERS; i++)
1089 if (stored_player[i].active && !tape.player_participates[i])
1091 struct PlayerInfo *player = &stored_player[i];
1092 int jx = player->jx, jy = player->jy;
1094 player->active = FALSE;
1095 StorePlayer[jx][jy] = 0;
1096 Feld[jx][jy] = EL_EMPTY;
1100 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1102 /* when in single player mode, eliminate all but the first active player */
1104 for (i=0; i<MAX_PLAYERS; i++)
1106 if (stored_player[i].active)
1108 for (j=i+1; j<MAX_PLAYERS; j++)
1110 if (stored_player[j].active)
1112 struct PlayerInfo *player = &stored_player[j];
1113 int jx = player->jx, jy = player->jy;
1115 player->active = FALSE;
1116 StorePlayer[jx][jy] = 0;
1117 Feld[jx][jy] = EL_EMPTY;
1124 /* when recording the game, store which players take part in the game */
1127 for (i=0; i<MAX_PLAYERS; i++)
1128 if (stored_player[i].active)
1129 tape.player_participates[i] = TRUE;
1134 for (i=0; i<MAX_PLAYERS; i++)
1136 struct PlayerInfo *player = &stored_player[i];
1138 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1143 if (local_player == player)
1144 printf("Player %d is local player.\n", i+1);
1148 if (BorderElement == EL_EMPTY)
1151 SBX_Right = lev_fieldx - SCR_FIELDX;
1153 SBY_Lower = lev_fieldy - SCR_FIELDY;
1158 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1160 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1163 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1164 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1166 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1167 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1169 scroll_x = SBX_Left;
1170 scroll_y = SBY_Upper;
1171 if (local_player->jx >= SBX_Left + MIDPOSX)
1172 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1173 local_player->jx - MIDPOSX :
1175 if (local_player->jy >= SBY_Upper + MIDPOSY)
1176 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1177 local_player->jy - MIDPOSY :
1180 CloseDoor(DOOR_CLOSE_1);
1185 /* after drawing the level, correct some elements */
1186 if (game.timegate_time_left == 0)
1187 CloseAllOpenTimegates();
1189 if (setup.soft_scrolling)
1190 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1192 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1195 /* copy default game door content to main double buffer */
1196 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1197 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1200 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1203 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1204 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1205 BlitBitmap(drawto, drawto,
1206 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1207 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1208 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1209 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1212 DrawGameDoorValues();
1216 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1217 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1218 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1222 /* copy actual game door content to door double buffer for OpenDoor() */
1223 BlitBitmap(drawto, bitmap_db_door,
1224 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1226 OpenDoor(DOOR_OPEN_ALL);
1228 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1229 if (setup.sound_music)
1230 PlayMusic(level_nr);
1232 KeyboardAutoRepeatOffUnlessAutoplay();
1237 printf("Player %d %sactive.\n",
1238 i + 1, (stored_player[i].active ? "" : "not "));
1242 void InitMovDir(int x, int y)
1244 int i, element = Feld[x][y];
1245 static int xy[4][2] =
1252 static int direction[3][4] =
1254 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1255 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1256 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1265 Feld[x][y] = EL_BUG;
1266 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1269 case EL_SPACESHIP_RIGHT:
1270 case EL_SPACESHIP_UP:
1271 case EL_SPACESHIP_LEFT:
1272 case EL_SPACESHIP_DOWN:
1273 Feld[x][y] = EL_SPACESHIP;
1274 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1277 case EL_BD_BUTTERFLY_RIGHT:
1278 case EL_BD_BUTTERFLY_UP:
1279 case EL_BD_BUTTERFLY_LEFT:
1280 case EL_BD_BUTTERFLY_DOWN:
1281 Feld[x][y] = EL_BD_BUTTERFLY;
1282 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1285 case EL_BD_FIREFLY_RIGHT:
1286 case EL_BD_FIREFLY_UP:
1287 case EL_BD_FIREFLY_LEFT:
1288 case EL_BD_FIREFLY_DOWN:
1289 Feld[x][y] = EL_BD_FIREFLY;
1290 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1293 case EL_PACMAN_RIGHT:
1295 case EL_PACMAN_LEFT:
1296 case EL_PACMAN_DOWN:
1297 Feld[x][y] = EL_PACMAN;
1298 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1301 case EL_SP_SNIKSNAK:
1302 MovDir[x][y] = MV_UP;
1305 case EL_SP_ELECTRON:
1306 MovDir[x][y] = MV_LEFT;
1313 Feld[x][y] = EL_MOLE;
1314 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1318 if (IS_CUSTOM_ELEMENT(element))
1320 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1321 MovDir[x][y] = element_info[element].move_direction_initial;
1322 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1323 element_info[element].move_pattern == MV_TURNING_LEFT ||
1324 element_info[element].move_pattern == MV_TURNING_RIGHT)
1325 MovDir[x][y] = 1 << RND(4);
1326 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1327 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1328 else if (element_info[element].move_pattern == MV_VERTICAL)
1329 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1330 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1331 MovDir[x][y] = element_info[element].move_pattern;
1332 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1333 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1337 int x1 = x + xy[i][0];
1338 int y1 = y + xy[i][1];
1340 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1342 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1343 MovDir[x][y] = direction[0][i];
1345 MovDir[x][y] = direction[1][i];
1354 MovDir[x][y] = 1 << RND(4);
1356 if (element != EL_BUG &&
1357 element != EL_SPACESHIP &&
1358 element != EL_BD_BUTTERFLY &&
1359 element != EL_BD_FIREFLY)
1364 int x1 = x + xy[i][0];
1365 int y1 = y + xy[i][1];
1367 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1369 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1371 MovDir[x][y] = direction[0][i];
1374 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1375 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1377 MovDir[x][y] = direction[1][i];
1387 void InitAmoebaNr(int x, int y)
1390 int group_nr = AmoebeNachbarNr(x, y);
1394 for (i=1; i<MAX_NUM_AMOEBA; i++)
1396 if (AmoebaCnt[i] == 0)
1404 AmoebaNr[x][y] = group_nr;
1405 AmoebaCnt[group_nr]++;
1406 AmoebaCnt2[group_nr]++;
1412 boolean raise_level = FALSE;
1414 if (local_player->MovPos)
1417 if (tape.playing && tape.auto_play)
1418 tape.auto_play_level_solved = TRUE;
1420 local_player->LevelSolved = FALSE;
1422 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1426 if (!tape.playing && setup.sound_loops)
1427 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1428 SND_CTRL_PLAY_LOOP);
1430 while (TimeLeft > 0)
1432 if (!tape.playing && !setup.sound_loops)
1433 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1434 if (TimeLeft > 0 && !(TimeLeft % 10))
1435 RaiseScore(level.score[SC_TIME_BONUS]);
1436 if (TimeLeft > 100 && !(TimeLeft % 10))
1440 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1447 if (!tape.playing && setup.sound_loops)
1448 StopSound(SND_GAME_LEVELTIME_BONUS);
1450 else if (level.time == 0) /* level without time limit */
1452 if (!tape.playing && setup.sound_loops)
1453 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1454 SND_CTRL_PLAY_LOOP);
1456 while (TimePlayed < 999)
1458 if (!tape.playing && !setup.sound_loops)
1459 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1460 if (TimePlayed < 999 && !(TimePlayed % 10))
1461 RaiseScore(level.score[SC_TIME_BONUS]);
1462 if (TimePlayed < 900 && !(TimePlayed % 10))
1466 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1473 if (!tape.playing && setup.sound_loops)
1474 StopSound(SND_GAME_LEVELTIME_BONUS);
1477 /* Hero disappears */
1478 DrawLevelField(ExitX, ExitY);
1484 CloseDoor(DOOR_CLOSE_1);
1489 SaveTape(tape.level_nr); /* Ask to save tape */
1492 if (level_nr == leveldir_current->handicap_level)
1494 leveldir_current->handicap_level++;
1495 SaveLevelSetup_SeriesInfo();
1498 if (level_editor_test_game)
1499 local_player->score = -1; /* no highscore when playing from editor */
1500 else if (level_nr < leveldir_current->last_level)
1501 raise_level = TRUE; /* advance to next level */
1503 if ((hi_pos = NewHiScore()) >= 0)
1505 game_status = GAME_MODE_SCORES;
1506 DrawHallOfFame(hi_pos);
1515 game_status = GAME_MODE_MAIN;
1532 LoadScore(level_nr);
1534 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1535 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1538 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1540 if (local_player->score > highscore[k].Score)
1542 /* player has made it to the hall of fame */
1544 if (k < MAX_SCORE_ENTRIES - 1)
1546 int m = MAX_SCORE_ENTRIES - 1;
1549 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1550 if (!strcmp(setup.player_name, highscore[l].Name))
1552 if (m == k) /* player's new highscore overwrites his old one */
1558 strcpy(highscore[l].Name, highscore[l - 1].Name);
1559 highscore[l].Score = highscore[l - 1].Score;
1566 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1567 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1568 highscore[k].Score = local_player->score;
1574 else if (!strncmp(setup.player_name, highscore[k].Name,
1575 MAX_PLAYER_NAME_LEN))
1576 break; /* player already there with a higher score */
1582 SaveScore(level_nr);
1587 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1589 if (player->GfxAction != action || player->GfxDir != dir)
1592 printf("Player frame reset! (%d => %d, %d => %d)\n",
1593 player->GfxAction, action, player->GfxDir, dir);
1596 player->GfxAction = action;
1597 player->GfxDir = dir;
1599 player->StepFrame = 0;
1603 static void ResetRandomAnimationValue(int x, int y)
1605 GfxRandom[x][y] = INIT_GFX_RANDOM();
1608 static void ResetGfxAnimation(int x, int y)
1611 GfxAction[x][y] = ACTION_DEFAULT;
1614 void InitMovingField(int x, int y, int direction)
1616 int element = Feld[x][y];
1617 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1618 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1622 if (!JustStopped[x][y] || direction != MovDir[x][y])
1623 ResetGfxAnimation(x, y);
1625 MovDir[newx][newy] = MovDir[x][y] = direction;
1627 if (Feld[newx][newy] == EL_EMPTY)
1628 Feld[newx][newy] = EL_BLOCKED;
1630 if (direction == MV_DOWN && CAN_FALL(element))
1631 GfxAction[x][y] = ACTION_FALLING;
1633 GfxAction[x][y] = ACTION_MOVING;
1635 GfxFrame[newx][newy] = GfxFrame[x][y];
1636 GfxAction[newx][newy] = GfxAction[x][y];
1637 GfxRandom[newx][newy] = GfxRandom[x][y];
1640 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1642 int direction = MovDir[x][y];
1643 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1644 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1650 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1652 int oldx = x, oldy = y;
1653 int direction = MovDir[x][y];
1655 if (direction == MV_LEFT)
1657 else if (direction == MV_RIGHT)
1659 else if (direction == MV_UP)
1661 else if (direction == MV_DOWN)
1664 *comes_from_x = oldx;
1665 *comes_from_y = oldy;
1668 int MovingOrBlocked2Element(int x, int y)
1670 int element = Feld[x][y];
1672 if (element == EL_BLOCKED)
1676 Blocked2Moving(x, y, &oldx, &oldy);
1677 return Feld[oldx][oldy];
1683 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1685 /* like MovingOrBlocked2Element(), but if element is moving
1686 and (x,y) is the field the moving element is just leaving,
1687 return EL_BLOCKED instead of the element value */
1688 int element = Feld[x][y];
1690 if (IS_MOVING(x, y))
1692 if (element == EL_BLOCKED)
1696 Blocked2Moving(x, y, &oldx, &oldy);
1697 return Feld[oldx][oldy];
1706 static void RemoveField(int x, int y)
1708 Feld[x][y] = EL_EMPTY;
1709 GfxElement[x][y] = EL_UNDEFINED;
1713 ChangeDelay[x][y] = 0;
1714 Pushed[x][y] = FALSE;
1717 void RemoveMovingField(int x, int y)
1719 int oldx = x, oldy = y, newx = x, newy = y;
1721 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1724 if (IS_MOVING(x, y))
1726 Moving2Blocked(x, y, &newx, &newy);
1727 if (Feld[newx][newy] != EL_BLOCKED)
1730 else if (Feld[x][y] == EL_BLOCKED)
1732 Blocked2Moving(x, y, &oldx, &oldy);
1733 if (!IS_MOVING(oldx, oldy))
1737 if (Feld[x][y] == EL_BLOCKED &&
1738 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1739 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1740 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1741 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1742 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1744 Feld[oldx][oldy] = EL_EMPTY;
1746 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1748 Feld[newx][newy] = EL_EMPTY;
1749 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1750 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1751 ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
1752 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1754 DrawLevelField(oldx, oldy);
1755 DrawLevelField(newx, newy);
1758 void DrawDynamite(int x, int y)
1760 int sx = SCREENX(x), sy = SCREENY(y);
1761 int graphic = el2img(Feld[x][y]);
1764 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1767 if (IS_WALKABLE_INSIDE(Back[x][y]))
1771 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1772 else if (Store[x][y])
1773 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1775 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1778 if (Back[x][y] || Store[x][y])
1779 DrawGraphicThruMask(sx, sy, graphic, frame);
1781 DrawGraphic(sx, sy, graphic, frame);
1783 if (game.emulation == EMU_SUPAPLEX)
1784 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1785 else if (Store[x][y])
1786 DrawGraphicThruMask(sx, sy, graphic, frame);
1788 DrawGraphic(sx, sy, graphic, frame);
1792 void CheckDynamite(int x, int y)
1794 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1798 if (MovDelay[x][y] != 0)
1801 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1808 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1810 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1811 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1812 StopSound(SND_DYNAMITE_ACTIVE);
1814 StopSound(SND_DYNABOMB_ACTIVE);
1820 void Explode(int ex, int ey, int phase, int mode)
1824 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1825 int last_phase = num_phase * delay;
1826 int half_phase = (num_phase / 2) * delay;
1827 int first_phase_after_start = EX_PHASE_START + 1;
1829 if (game.explosions_delayed)
1831 ExplodeField[ex][ey] = mode;
1835 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1837 int center_element = Feld[ex][ey];
1839 /* remove things displayed in background while burning dynamite */
1840 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1843 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1845 /* put moving element to center field (and let it explode there) */
1846 center_element = MovingOrBlocked2Element(ex, ey);
1847 RemoveMovingField(ex, ey);
1848 Feld[ex][ey] = center_element;
1851 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1855 if (!IN_LEV_FIELD(x, y) ||
1856 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1857 (x != ex || y != ey)))
1860 element = Feld[x][y];
1862 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1864 element = MovingOrBlocked2Element(x, y);
1865 RemoveMovingField(x, y);
1869 if (IS_EXPLOSION_PROOF(element))
1872 if ((IS_INDESTRUCTIBLE(element) &&
1873 (game.engine_version < VERSION_IDENT(2,2,0) ||
1874 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1875 element == EL_FLAMES)
1879 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1881 if (IS_ACTIVE_BOMB(element))
1883 /* re-activate things under the bomb like gate or penguin */
1884 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1891 /* save walkable background elements while explosion on same tile */
1892 if (IS_INDESTRUCTIBLE(element))
1893 Back[x][y] = element;
1895 /* ignite explodable elements reached by other explosion */
1896 if (element == EL_EXPLOSION)
1897 element = Store2[x][y];
1899 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1901 switch(StorePlayer[ex][ey])
1904 Store[x][y] = EL_EMERALD_RED;
1907 Store[x][y] = EL_EMERALD;
1910 Store[x][y] = EL_EMERALD_PURPLE;
1914 Store[x][y] = EL_EMERALD_YELLOW;
1918 if (game.emulation == EMU_SUPAPLEX)
1919 Store[x][y] = EL_EMPTY;
1921 else if (center_element == EL_MOLE)
1922 Store[x][y] = EL_EMERALD_RED;
1923 else if (center_element == EL_PENGUIN)
1924 Store[x][y] = EL_EMERALD_PURPLE;
1925 else if (center_element == EL_BUG)
1926 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1927 else if (center_element == EL_BD_BUTTERFLY)
1928 Store[x][y] = EL_BD_DIAMOND;
1929 else if (center_element == EL_SP_ELECTRON)
1930 Store[x][y] = EL_SP_INFOTRON;
1931 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1932 Store[x][y] = level.amoeba_content;
1933 else if (center_element == EL_YAMYAM)
1935 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1936 else if (IS_CUSTOM_ELEMENT(center_element))
1938 element_info[center_element].content[x - ex + 1][y - ey + 1];
1939 else if (element == EL_WALL_EMERALD)
1940 Store[x][y] = EL_EMERALD;
1941 else if (element == EL_WALL_DIAMOND)
1942 Store[x][y] = EL_DIAMOND;
1943 else if (element == EL_WALL_BD_DIAMOND)
1944 Store[x][y] = EL_BD_DIAMOND;
1945 else if (element == EL_WALL_EMERALD_YELLOW)
1946 Store[x][y] = EL_EMERALD_YELLOW;
1947 else if (element == EL_WALL_EMERALD_RED)
1948 Store[x][y] = EL_EMERALD_RED;
1949 else if (element == EL_WALL_EMERALD_PURPLE)
1950 Store[x][y] = EL_EMERALD_PURPLE;
1951 else if (element == EL_WALL_PEARL)
1952 Store[x][y] = EL_PEARL;
1953 else if (element == EL_WALL_CRYSTAL)
1954 Store[x][y] = EL_CRYSTAL;
1956 Store[x][y] = EL_EMPTY;
1958 if (x != ex || y != ey ||
1959 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1960 Store2[x][y] = element;
1962 if (AmoebaNr[x][y] &&
1963 (element == EL_AMOEBA_FULL ||
1964 element == EL_BD_AMOEBA ||
1965 element == EL_AMOEBA_GROWING))
1967 AmoebaCnt[AmoebaNr[x][y]]--;
1968 AmoebaCnt2[AmoebaNr[x][y]]--;
1971 Feld[x][y] = EL_EXPLOSION;
1973 GfxElement[x][y] = center_element;
1975 GfxElement[x][y] = EL_UNDEFINED;
1977 MovDir[x][y] = MovPos[x][y] = 0;
1979 ExplodePhase[x][y] = 1;
1983 if (center_element == EL_YAMYAM)
1984 game.yamyam_content_nr =
1985 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1996 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1998 if (phase == first_phase_after_start)
2000 int element = Store2[x][y];
2002 if (element == EL_BLACK_ORB)
2004 Feld[x][y] = Store2[x][y];
2009 else if (phase == half_phase)
2011 int element = Store2[x][y];
2013 if (IS_PLAYER(x, y))
2014 KillHeroUnlessProtected(x, y);
2015 else if (CAN_EXPLODE_BY_FIRE(element))
2017 Feld[x][y] = Store2[x][y];
2021 else if (element == EL_AMOEBA_TO_DIAMOND)
2022 AmoebeUmwandeln(x, y);
2025 if (phase == last_phase)
2029 element = Feld[x][y] = Store[x][y];
2030 Store[x][y] = Store2[x][y] = 0;
2031 GfxElement[x][y] = EL_UNDEFINED;
2033 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2034 element = Feld[x][y] = Back[x][y];
2037 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2038 InitField(x, y, FALSE);
2039 if (CAN_MOVE(element))
2041 DrawLevelField(x, y);
2043 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2044 StorePlayer[x][y] = 0;
2046 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2049 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2051 int stored = Store[x][y];
2052 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2053 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2056 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2059 DrawLevelFieldCrumbledSand(x, y);
2061 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2063 DrawLevelElement(x, y, Back[x][y]);
2064 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2066 else if (IS_WALKABLE_UNDER(Back[x][y]))
2068 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2069 DrawLevelElementThruMask(x, y, Back[x][y]);
2071 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2072 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2076 void DynaExplode(int ex, int ey)
2079 int dynabomb_size = 1;
2080 boolean dynabomb_xl = FALSE;
2081 struct PlayerInfo *player;
2082 static int xy[4][2] =
2090 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2092 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2093 dynabomb_size = player->dynabomb_size;
2094 dynabomb_xl = player->dynabomb_xl;
2095 player->dynabombs_left++;
2098 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2102 for (j=1; j<=dynabomb_size; j++)
2104 int x = ex + j * xy[i % 4][0];
2105 int y = ey + j * xy[i % 4][1];
2108 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2111 element = Feld[x][y];
2113 /* do not restart explosions of fields with active bombs */
2114 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2117 Explode(x, y, EX_PHASE_START, EX_BORDER);
2119 if (element != EL_EMPTY &&
2120 element != EL_SAND &&
2121 element != EL_EXPLOSION &&
2128 void Bang(int x, int y)
2130 int element = Feld[x][y];
2132 if (IS_PLAYER(x, y))
2134 struct PlayerInfo *player = PLAYERINFO(x, y);
2136 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2137 player->element_nr);
2141 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2143 if (game.emulation == EMU_SUPAPLEX)
2144 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2146 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2150 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2158 case EL_BD_BUTTERFLY:
2161 case EL_DARK_YAMYAM:
2165 RaiseScoreElement(element);
2166 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2168 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2169 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2170 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2171 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2172 case EL_DYNABOMB_INCREASE_NUMBER:
2173 case EL_DYNABOMB_INCREASE_SIZE:
2174 case EL_DYNABOMB_INCREASE_POWER:
2179 case EL_LAMP_ACTIVE:
2180 if (IS_PLAYER(x, y))
2181 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2183 Explode(x, y, EX_PHASE_START, EX_CENTER);
2186 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2190 CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
2193 void SplashAcid(int x, int y)
2195 int element = Feld[x][y];
2197 if (element != EL_ACID_SPLASH_LEFT &&
2198 element != EL_ACID_SPLASH_RIGHT)
2200 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2202 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2203 (!IN_LEV_FIELD(x-1, y-1) ||
2204 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2205 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2207 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2208 (!IN_LEV_FIELD(x+1, y-1) ||
2209 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2210 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2214 static void InitBeltMovement()
2216 static int belt_base_element[4] =
2218 EL_CONVEYOR_BELT_1_LEFT,
2219 EL_CONVEYOR_BELT_2_LEFT,
2220 EL_CONVEYOR_BELT_3_LEFT,
2221 EL_CONVEYOR_BELT_4_LEFT
2223 static int belt_base_active_element[4] =
2225 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2226 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2227 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2228 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2233 /* set frame order for belt animation graphic according to belt direction */
2240 int element = belt_base_active_element[belt_nr] + j;
2241 int graphic = el2img(element);
2243 if (game.belt_dir[i] == MV_LEFT)
2244 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2246 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2250 for(y=0; y<lev_fieldy; y++)
2252 for(x=0; x<lev_fieldx; x++)
2254 int element = Feld[x][y];
2258 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2260 int e_belt_nr = getBeltNrFromBeltElement(element);
2263 if (e_belt_nr == belt_nr)
2265 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2267 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2275 static void ToggleBeltSwitch(int x, int y)
2277 static int belt_base_element[4] =
2279 EL_CONVEYOR_BELT_1_LEFT,
2280 EL_CONVEYOR_BELT_2_LEFT,
2281 EL_CONVEYOR_BELT_3_LEFT,
2282 EL_CONVEYOR_BELT_4_LEFT
2284 static int belt_base_active_element[4] =
2286 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2287 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2288 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2289 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2291 static int belt_base_switch_element[4] =
2293 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2294 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2295 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2296 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2298 static int belt_move_dir[4] =
2306 int element = Feld[x][y];
2307 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2308 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2309 int belt_dir = belt_move_dir[belt_dir_nr];
2312 if (!IS_BELT_SWITCH(element))
2315 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2316 game.belt_dir[belt_nr] = belt_dir;
2318 if (belt_dir_nr == 3)
2321 /* set frame order for belt animation graphic according to belt direction */
2324 int element = belt_base_active_element[belt_nr] + i;
2325 int graphic = el2img(element);
2327 if (belt_dir == MV_LEFT)
2328 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2330 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2333 for (yy=0; yy<lev_fieldy; yy++)
2335 for (xx=0; xx<lev_fieldx; xx++)
2337 int element = Feld[xx][yy];
2339 if (IS_BELT_SWITCH(element))
2341 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2343 if (e_belt_nr == belt_nr)
2345 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2346 DrawLevelField(xx, yy);
2349 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2351 int e_belt_nr = getBeltNrFromBeltElement(element);
2353 if (e_belt_nr == belt_nr)
2355 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2357 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2358 DrawLevelField(xx, yy);
2361 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2363 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2365 if (e_belt_nr == belt_nr)
2367 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2369 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2370 DrawLevelField(xx, yy);
2377 static void ToggleSwitchgateSwitch(int x, int y)
2381 game.switchgate_pos = !game.switchgate_pos;
2383 for (yy=0; yy<lev_fieldy; yy++)
2385 for (xx=0; xx<lev_fieldx; xx++)
2387 int element = Feld[xx][yy];
2389 if (element == EL_SWITCHGATE_SWITCH_UP ||
2390 element == EL_SWITCHGATE_SWITCH_DOWN)
2392 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2393 DrawLevelField(xx, yy);
2395 else if (element == EL_SWITCHGATE_OPEN ||
2396 element == EL_SWITCHGATE_OPENING)
2398 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2400 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2402 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2405 else if (element == EL_SWITCHGATE_CLOSED ||
2406 element == EL_SWITCHGATE_CLOSING)
2408 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2410 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2412 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2419 static int getInvisibleActiveFromInvisibleElement(int element)
2421 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2422 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2423 EL_INVISIBLE_SAND_ACTIVE);
2426 static int getInvisibleFromInvisibleActiveElement(int element)
2428 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2429 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2433 static void RedrawAllLightSwitchesAndInvisibleElements()
2437 for (y=0; y<lev_fieldy; y++)
2439 for (x=0; x<lev_fieldx; x++)
2441 int element = Feld[x][y];
2443 if (element == EL_LIGHT_SWITCH &&
2444 game.light_time_left > 0)
2446 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2447 DrawLevelField(x, y);
2449 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2450 game.light_time_left == 0)
2452 Feld[x][y] = EL_LIGHT_SWITCH;
2453 DrawLevelField(x, y);
2455 else if (element == EL_INVISIBLE_STEELWALL ||
2456 element == EL_INVISIBLE_WALL ||
2457 element == EL_INVISIBLE_SAND)
2459 if (game.light_time_left > 0)
2460 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2462 DrawLevelField(x, y);
2464 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2465 element == EL_INVISIBLE_WALL_ACTIVE ||
2466 element == EL_INVISIBLE_SAND_ACTIVE)
2468 if (game.light_time_left == 0)
2469 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2471 DrawLevelField(x, y);
2477 static void ToggleLightSwitch(int x, int y)
2479 int element = Feld[x][y];
2481 game.light_time_left =
2482 (element == EL_LIGHT_SWITCH ?
2483 level.time_light * FRAMES_PER_SECOND : 0);
2485 RedrawAllLightSwitchesAndInvisibleElements();
2488 static void ActivateTimegateSwitch(int x, int y)
2492 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2494 for (yy=0; yy<lev_fieldy; yy++)
2496 for (xx=0; xx<lev_fieldx; xx++)
2498 int element = Feld[xx][yy];
2500 if (element == EL_TIMEGATE_CLOSED ||
2501 element == EL_TIMEGATE_CLOSING)
2503 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2504 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2508 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2510 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2511 DrawLevelField(xx, yy);
2518 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2521 void Impact(int x, int y)
2523 boolean lastline = (y == lev_fieldy-1);
2524 boolean object_hit = FALSE;
2525 boolean impact = (lastline || object_hit);
2526 int element = Feld[x][y];
2527 int smashed = EL_UNDEFINED;
2529 if (!lastline) /* check if element below was hit */
2531 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2534 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2535 MovDir[x][y + 1] != MV_DOWN ||
2536 MovPos[x][y + 1] <= TILEY / 2));
2538 smashed = MovingOrBlocked2Element(x, y + 1);
2540 impact = (lastline || object_hit);
2543 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2551 ResetGfxAnimation(x, y);
2552 DrawLevelField(x, y);
2555 if (impact && CAN_EXPLODE_IMPACT(element))
2560 else if (impact && element == EL_PEARL)
2562 Feld[x][y] = EL_PEARL_BREAKING;
2563 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2566 else if (impact && CAN_CHANGE(element) &&
2567 HAS_CHANGE_EVENT(element, CE_IMPACT))
2569 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2571 ChangeElementNow(x, y, element);
2576 if (impact && element == EL_AMOEBA_DROP)
2578 if (object_hit && IS_PLAYER(x, y + 1))
2579 KillHeroUnlessProtected(x, y + 1);
2580 else if (object_hit && smashed == EL_PENGUIN)
2584 Feld[x][y] = EL_AMOEBA_GROWING;
2585 Store[x][y] = EL_AMOEBA_WET;
2587 ResetRandomAnimationValue(x, y);
2592 if (object_hit) /* check which object was hit */
2594 if (CAN_PASS_MAGIC_WALL(element) &&
2595 (smashed == EL_MAGIC_WALL ||
2596 smashed == EL_BD_MAGIC_WALL))
2599 int activated_magic_wall =
2600 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2601 EL_BD_MAGIC_WALL_ACTIVE);
2603 /* activate magic wall / mill */
2604 for (yy=0; yy<lev_fieldy; yy++)
2605 for (xx=0; xx<lev_fieldx; xx++)
2606 if (Feld[xx][yy] == smashed)
2607 Feld[xx][yy] = activated_magic_wall;
2609 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2610 game.magic_wall_active = TRUE;
2612 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2613 SND_MAGIC_WALL_ACTIVATING :
2614 SND_BD_MAGIC_WALL_ACTIVATING));
2617 if (IS_PLAYER(x, y + 1))
2619 if (CAN_SMASH_PLAYER(element))
2621 KillHeroUnlessProtected(x, y + 1);
2625 else if (smashed == EL_PENGUIN)
2627 if (CAN_SMASH_PLAYER(element))
2633 else if (element == EL_BD_DIAMOND)
2635 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2641 else if ((element == EL_SP_INFOTRON ||
2642 element == EL_SP_ZONK) &&
2643 (smashed == EL_SP_SNIKSNAK ||
2644 smashed == EL_SP_ELECTRON ||
2645 smashed == EL_SP_DISK_ORANGE))
2650 else if (CAN_SMASH_EVERYTHING(element))
2652 if (IS_CLASSIC_ENEMY(smashed) ||
2653 CAN_EXPLODE_SMASHED(smashed))
2658 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2660 if (smashed == EL_LAMP ||
2661 smashed == EL_LAMP_ACTIVE)
2666 else if (smashed == EL_NUT)
2668 Feld[x][y + 1] = EL_NUT_BREAKING;
2669 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2670 RaiseScoreElement(EL_NUT);
2673 else if (smashed == EL_PEARL)
2675 Feld[x][y + 1] = EL_PEARL_BREAKING;
2676 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2679 else if (smashed == EL_DIAMOND)
2681 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2682 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2685 else if (IS_BELT_SWITCH(smashed))
2687 ToggleBeltSwitch(x, y + 1);
2689 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2690 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2692 ToggleSwitchgateSwitch(x, y + 1);
2694 else if (smashed == EL_LIGHT_SWITCH ||
2695 smashed == EL_LIGHT_SWITCH_ACTIVE)
2697 ToggleLightSwitch(x, y + 1);
2699 else if (CAN_CHANGE(smashed) &&
2700 HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2702 ChangeElementNow(x, y + 1, smashed);
2708 /* play sound of magic wall / mill */
2710 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2711 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2713 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2714 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2715 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2716 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2721 /* play sound of object that hits the ground */
2722 if (lastline || object_hit)
2723 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2726 void TurnRound(int x, int y)
2738 { 0, 0 }, { 0, 0 }, { 0, 0 },
2743 int left, right, back;
2747 { MV_DOWN, MV_UP, MV_RIGHT },
2748 { MV_UP, MV_DOWN, MV_LEFT },
2750 { MV_LEFT, MV_RIGHT, MV_DOWN },
2754 { MV_RIGHT, MV_LEFT, MV_UP }
2757 int element = Feld[x][y];
2758 int old_move_dir = MovDir[x][y];
2759 int left_dir = turn[old_move_dir].left;
2760 int right_dir = turn[old_move_dir].right;
2761 int back_dir = turn[old_move_dir].back;
2763 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2764 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2765 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2766 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2768 int left_x = x + left_dx, left_y = y + left_dy;
2769 int right_x = x + right_dx, right_y = y + right_dy;
2770 int move_x = x + move_dx, move_y = y + move_dy;
2774 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2776 TestIfBadThingTouchesOtherBadThing(x, y);
2778 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2779 MovDir[x][y] = right_dir;
2780 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2781 MovDir[x][y] = left_dir;
2783 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2785 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2788 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2789 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2791 TestIfBadThingTouchesOtherBadThing(x, y);
2793 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2794 MovDir[x][y] = left_dir;
2795 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2796 MovDir[x][y] = right_dir;
2798 if ((element == EL_SPACESHIP ||
2799 element == EL_SP_SNIKSNAK ||
2800 element == EL_SP_ELECTRON)
2801 && MovDir[x][y] != old_move_dir)
2803 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2806 else if (element == EL_YAMYAM)
2808 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2809 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2811 if (can_turn_left && can_turn_right)
2812 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2813 else if (can_turn_left)
2814 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2815 else if (can_turn_right)
2816 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2818 MovDir[x][y] = back_dir;
2820 MovDelay[x][y] = 16 + 16 * RND(3);
2822 else if (element == EL_DARK_YAMYAM)
2824 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2825 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2827 if (can_turn_left && can_turn_right)
2828 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2829 else if (can_turn_left)
2830 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2831 else if (can_turn_right)
2832 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2834 MovDir[x][y] = back_dir;
2836 MovDelay[x][y] = 16 + 16 * RND(3);
2838 else if (element == EL_PACMAN)
2840 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2841 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2843 if (can_turn_left && can_turn_right)
2844 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2845 else if (can_turn_left)
2846 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2847 else if (can_turn_right)
2848 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2850 MovDir[x][y] = back_dir;
2852 MovDelay[x][y] = 6 + RND(40);
2854 else if (element == EL_PIG)
2856 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
2857 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
2858 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
2859 boolean should_turn_left, should_turn_right, should_move_on;
2861 int rnd = RND(rnd_value);
2863 should_turn_left = (can_turn_left &&
2865 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
2866 y + back_dy + left_dy)));
2867 should_turn_right = (can_turn_right &&
2869 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
2870 y + back_dy + right_dy)));
2871 should_move_on = (can_move_on &&
2874 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
2875 y + move_dy + left_dy) ||
2876 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
2877 y + move_dy + right_dy)));
2879 if (should_turn_left || should_turn_right || should_move_on)
2881 if (should_turn_left && should_turn_right && should_move_on)
2882 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
2883 rnd < 2 * rnd_value / 3 ? right_dir :
2885 else if (should_turn_left && should_turn_right)
2886 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2887 else if (should_turn_left && should_move_on)
2888 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
2889 else if (should_turn_right && should_move_on)
2890 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
2891 else if (should_turn_left)
2892 MovDir[x][y] = left_dir;
2893 else if (should_turn_right)
2894 MovDir[x][y] = right_dir;
2895 else if (should_move_on)
2896 MovDir[x][y] = old_move_dir;
2898 else if (can_move_on && rnd > rnd_value / 8)
2899 MovDir[x][y] = old_move_dir;
2900 else if (can_turn_left && can_turn_right)
2901 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2902 else if (can_turn_left && rnd > rnd_value / 8)
2903 MovDir[x][y] = left_dir;
2904 else if (can_turn_right && rnd > rnd_value/8)
2905 MovDir[x][y] = right_dir;
2907 MovDir[x][y] = back_dir;
2909 xx = x + move_xy[MovDir[x][y]].x;
2910 yy = y + move_xy[MovDir[x][y]].y;
2912 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
2913 MovDir[x][y] = old_move_dir;
2917 else if (element == EL_DRAGON)
2919 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
2920 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
2921 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
2923 int rnd = RND(rnd_value);
2925 if (can_move_on && rnd > rnd_value / 8)
2926 MovDir[x][y] = old_move_dir;
2927 else if (can_turn_left && can_turn_right)
2928 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2929 else if (can_turn_left && rnd > rnd_value / 8)
2930 MovDir[x][y] = left_dir;
2931 else if (can_turn_right && rnd > rnd_value / 8)
2932 MovDir[x][y] = right_dir;
2934 MovDir[x][y] = back_dir;
2936 xx = x + move_xy[MovDir[x][y]].x;
2937 yy = y + move_xy[MovDir[x][y]].y;
2939 if (!IS_FREE(xx, yy))
2940 MovDir[x][y] = old_move_dir;
2944 else if (element == EL_MOLE)
2946 boolean can_move_on =
2947 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
2948 IS_AMOEBOID(Feld[move_x][move_y]) ||
2949 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
2952 boolean can_turn_left =
2953 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
2954 IS_AMOEBOID(Feld[left_x][left_y])));
2956 boolean can_turn_right =
2957 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
2958 IS_AMOEBOID(Feld[right_x][right_y])));
2960 if (can_turn_left && can_turn_right)
2961 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2962 else if (can_turn_left)
2963 MovDir[x][y] = left_dir;
2965 MovDir[x][y] = right_dir;
2968 if (MovDir[x][y] != old_move_dir)
2971 else if (element == EL_BALLOON)
2973 MovDir[x][y] = game.balloon_dir;
2976 else if (element == EL_SPRING)
2978 if (MovDir[x][y] & MV_HORIZONTAL &&
2979 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
2980 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
2981 MovDir[x][y] = MV_NO_MOVING;
2985 else if (element == EL_ROBOT ||
2986 element == EL_SATELLITE ||
2987 element == EL_PENGUIN)
2989 int attr_x = -1, attr_y = -1;
3000 for (i=0; i<MAX_PLAYERS; i++)
3002 struct PlayerInfo *player = &stored_player[i];
3003 int jx = player->jx, jy = player->jy;
3005 if (!player->active)
3009 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3017 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3023 if (element == EL_PENGUIN)
3026 static int xy[4][2] =
3036 int ex = x + xy[i % 4][0];
3037 int ey = y + xy[i % 4][1];
3039 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3048 MovDir[x][y] = MV_NO_MOVING;
3050 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3051 else if (attr_x > x)
3052 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3054 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3055 else if (attr_y > y)
3056 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3058 if (element == EL_ROBOT)
3062 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3063 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3064 Moving2Blocked(x, y, &newx, &newy);
3066 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3067 MovDelay[x][y] = 8 + 8 * !RND(3);
3069 MovDelay[x][y] = 16;
3071 else if (element == EL_PENGUIN)
3077 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3079 boolean first_horiz = RND(2);
3080 int new_move_dir = MovDir[x][y];
3083 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3084 Moving2Blocked(x, y, &newx, &newy);
3086 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3090 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3091 Moving2Blocked(x, y, &newx, &newy);
3093 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3096 MovDir[x][y] = old_move_dir;
3100 else /* (element == EL_SATELLITE) */
3106 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3108 boolean first_horiz = RND(2);
3109 int new_move_dir = MovDir[x][y];
3112 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3113 Moving2Blocked(x, y, &newx, &newy);
3115 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3119 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3120 Moving2Blocked(x, y, &newx, &newy);
3122 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3125 MovDir[x][y] = old_move_dir;
3130 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3131 element_info[element].move_pattern == MV_TURNING_LEFT ||
3132 element_info[element].move_pattern == MV_TURNING_RIGHT)
3134 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3135 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3137 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3138 MovDir[x][y] = left_dir;
3139 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3140 MovDir[x][y] = right_dir;
3141 else if (can_turn_left && can_turn_right)
3142 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3143 else if (can_turn_left)
3144 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3145 else if (can_turn_right)
3146 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3148 MovDir[x][y] = back_dir;
3150 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3152 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3153 element_info[element].move_pattern == MV_VERTICAL)
3155 if (element_info[element].move_pattern & old_move_dir)
3156 MovDir[x][y] = back_dir;
3157 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3158 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3159 else if (element_info[element].move_pattern == MV_VERTICAL)
3160 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3162 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3164 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3166 MovDir[x][y] = element_info[element].move_pattern;
3167 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3169 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3171 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3172 MovDir[x][y] = left_dir;
3173 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3174 MovDir[x][y] = right_dir;
3176 if (MovDir[x][y] != old_move_dir)
3177 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3179 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3181 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3182 MovDir[x][y] = right_dir;
3183 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3184 MovDir[x][y] = left_dir;
3186 if (MovDir[x][y] != old_move_dir)
3187 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3189 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3190 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3192 int attr_x = -1, attr_y = -1;
3195 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3206 for (i=0; i<MAX_PLAYERS; i++)
3208 struct PlayerInfo *player = &stored_player[i];
3209 int jx = player->jx, jy = player->jy;
3211 if (!player->active)
3215 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3223 MovDir[x][y] = MV_NO_MOVING;
3225 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3226 else if (attr_x > x)
3227 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3229 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3230 else if (attr_y > y)
3231 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3233 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3235 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3237 boolean first_horiz = RND(2);
3238 int new_move_dir = MovDir[x][y];
3241 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3242 Moving2Blocked(x, y, &newx, &newy);
3244 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3248 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3249 Moving2Blocked(x, y, &newx, &newy);
3251 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3254 MovDir[x][y] = old_move_dir;
3259 static boolean JustBeingPushed(int x, int y)
3263 for (i=0; i<MAX_PLAYERS; i++)
3265 struct PlayerInfo *player = &stored_player[i];
3267 if (player->active && player->Pushing && player->MovPos)
3269 int next_jx = player->jx + (player->jx - player->last_jx);
3270 int next_jy = player->jy + (player->jy - player->last_jy);
3272 if (x == next_jx && y == next_jy)
3280 void StartMoving(int x, int y)
3282 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3283 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3284 int element = Feld[x][y];
3289 GfxAction[x][y] = ACTION_DEFAULT;
3291 if (CAN_FALL(element) && y < lev_fieldy - 1)
3293 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3294 if (JustBeingPushed(x, y))
3297 if (element == EL_QUICKSAND_FULL)
3299 if (IS_FREE(x, y + 1))
3301 InitMovingField(x, y, MV_DOWN);
3302 started_moving = TRUE;
3304 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3305 Store[x][y] = EL_ROCK;
3307 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3309 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3312 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3314 if (!MovDelay[x][y])
3315 MovDelay[x][y] = TILEY + 1;
3324 Feld[x][y] = EL_QUICKSAND_EMPTY;
3325 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3326 Store[x][y + 1] = Store[x][y];
3329 PlaySoundLevelAction(x, y, ACTION_FILLING);
3331 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3335 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3336 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3338 InitMovingField(x, y, MV_DOWN);
3339 started_moving = TRUE;
3341 Feld[x][y] = EL_QUICKSAND_FILLING;
3342 Store[x][y] = element;
3344 PlaySoundLevelAction(x, y, ACTION_FILLING);
3346 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3349 else if (element == EL_MAGIC_WALL_FULL)
3351 if (IS_FREE(x, y + 1))
3353 InitMovingField(x, y, MV_DOWN);
3354 started_moving = TRUE;
3356 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3357 Store[x][y] = EL_CHANGED(Store[x][y]);
3359 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3361 if (!MovDelay[x][y])
3362 MovDelay[x][y] = TILEY/4 + 1;
3371 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3372 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3373 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3377 else if (element == EL_BD_MAGIC_WALL_FULL)
3379 if (IS_FREE(x, y + 1))
3381 InitMovingField(x, y, MV_DOWN);
3382 started_moving = TRUE;
3384 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3385 Store[x][y] = EL_CHANGED2(Store[x][y]);
3387 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3389 if (!MovDelay[x][y])
3390 MovDelay[x][y] = TILEY/4 + 1;
3399 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3400 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3401 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3405 else if (CAN_PASS_MAGIC_WALL(element) &&
3406 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3407 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3409 InitMovingField(x, y, MV_DOWN);
3410 started_moving = TRUE;
3413 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3414 EL_BD_MAGIC_WALL_FILLING);
3415 Store[x][y] = element;
3418 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3420 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3425 InitMovingField(x, y, MV_DOWN);
3426 started_moving = TRUE;
3428 Store[x][y] = EL_ACID;
3430 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3431 GfxAction[x][y + 1] = ACTION_ACTIVE;
3436 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3437 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3438 JustStopped[x][y] && !Pushed[x][y + 1])
3440 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3444 /* calling "Impact()" here is not only completely unneccessary
3445 (because it already gets called from "ContinueMoving()" in
3446 all relevant situations), but also completely bullshit, because
3447 "JustStopped" also indicates a finished *horizontal* movement;
3448 we must keep this trash for backwards compatibility with older
3454 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3456 if (MovDir[x][y] == MV_NO_MOVING)
3458 InitMovingField(x, y, MV_DOWN);
3459 started_moving = TRUE;
3462 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3464 if (JustStopped[x][y]) /* prevent animation from being restarted */
3465 MovDir[x][y] = MV_DOWN;
3467 InitMovingField(x, y, MV_DOWN);
3468 started_moving = TRUE;
3470 else if (element == EL_AMOEBA_DROP)
3472 Feld[x][y] = EL_AMOEBA_GROWING;
3473 Store[x][y] = EL_AMOEBA_WET;
3475 /* Store[x][y + 1] must be zero, because:
3476 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3479 #if OLD_GAME_BEHAVIOUR
3480 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3482 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3483 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3484 element != EL_DX_SUPABOMB)
3487 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3488 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3489 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3490 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3493 boolean left = (x>0 && IS_FREE(x-1, y) &&
3494 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3495 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3496 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3500 if (left && right &&
3501 (game.emulation != EMU_BOULDERDASH &&
3502 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3503 left = !(right = RND(2));
3505 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3506 started_moving = TRUE;
3509 if (element == EL_BOMB)
3510 printf("::: SLIP DOWN [%d]\n", FrameCounter);
3514 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3516 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3517 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3518 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3519 int belt_dir = game.belt_dir[belt_nr];
3521 if ((belt_dir == MV_LEFT && left_is_free) ||
3522 (belt_dir == MV_RIGHT && right_is_free))
3524 InitMovingField(x, y, belt_dir);
3525 started_moving = TRUE;
3527 GfxAction[x][y] = ACTION_DEFAULT;
3532 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3533 if (CAN_MOVE(element) && !started_moving)
3537 if ((element == EL_SATELLITE ||
3538 element == EL_BALLOON ||
3539 element == EL_SPRING)
3540 && JustBeingPushed(x, y))
3545 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3546 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3548 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3550 Moving2Blocked(x, y, &newx, &newy);
3551 if (Feld[newx][newy] == EL_BLOCKED)
3552 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3557 if (!MovDelay[x][y]) /* start new movement phase */
3559 /* all objects that can change their move direction after each step
3560 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3562 if (element != EL_YAMYAM &&
3563 element != EL_DARK_YAMYAM &&
3564 element != EL_PACMAN &&
3565 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3566 element_info[element].move_pattern != MV_TURNING_LEFT &&
3567 element_info[element].move_pattern != MV_TURNING_RIGHT)
3571 if (MovDelay[x][y] && (element == EL_BUG ||
3572 element == EL_SPACESHIP ||
3573 element == EL_SP_SNIKSNAK ||
3574 element == EL_SP_ELECTRON ||
3575 element == EL_MOLE))
3576 DrawLevelField(x, y);
3580 if (MovDelay[x][y]) /* wait some time before next movement */
3585 if (element == EL_YAMYAM)
3588 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3589 DrawLevelElementAnimation(x, y, element);
3593 if (MovDelay[x][y]) /* element still has to wait some time */
3596 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3597 ResetGfxAnimation(x, y);
3599 GfxAction[x][y] = ACTION_WAITING;
3602 if (element == EL_ROBOT ||
3604 element == EL_PACMAN ||
3606 element == EL_YAMYAM ||
3607 element == EL_DARK_YAMYAM)
3610 DrawLevelElementAnimation(x, y, element);
3612 DrawLevelElementAnimationIfNeeded(x, y, element);
3614 PlaySoundLevelAction(x, y, ACTION_WAITING);
3616 else if (element == EL_SP_ELECTRON)
3617 DrawLevelElementAnimationIfNeeded(x, y, element);
3618 else if (element == EL_DRAGON)
3621 int dir = MovDir[x][y];
3622 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3623 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3624 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3625 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3626 dir == MV_UP ? IMG_FLAMES_1_UP :
3627 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3628 int frame = getGraphicAnimationFrame(graphic, -1);
3630 for (i=1; i<=3; i++)
3632 int xx = x + i*dx, yy = y + i*dy;
3633 int sx = SCREENX(xx), sy = SCREENY(yy);
3634 int flame_graphic = graphic + (i - 1);
3636 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3641 int flamed = MovingOrBlocked2Element(xx, yy);
3643 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3646 RemoveMovingField(xx, yy);
3648 Feld[xx][yy] = EL_FLAMES;
3649 if (IN_SCR_FIELD(sx, sy))
3650 DrawGraphic(sx, sy, flame_graphic, frame);
3654 if (Feld[xx][yy] == EL_FLAMES)
3655 Feld[xx][yy] = EL_EMPTY;
3656 DrawLevelField(xx, yy);
3661 if (MovDelay[x][y]) /* element still has to wait some time */
3663 PlaySoundLevelAction(x, y, ACTION_WAITING);
3668 GfxAction[x][y] = ACTION_MOVING;
3671 /* now make next step */
3673 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3675 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3676 !PLAYER_PROTECTED(newx, newy))
3679 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3682 /* player killed by element which is deadly when colliding with */
3684 KillHero(PLAYERINFO(newx, newy));
3689 else if ((element == EL_PENGUIN ||
3690 element == EL_ROBOT ||
3691 element == EL_SATELLITE ||
3692 element == EL_BALLOON ||
3693 IS_CUSTOM_ELEMENT(element)) &&
3694 IN_LEV_FIELD(newx, newy) &&
3695 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3698 Store[x][y] = EL_ACID;
3700 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3702 if (Feld[newx][newy] == EL_EXIT_OPEN)
3704 Feld[x][y] = EL_EMPTY;
3705 DrawLevelField(x, y);
3707 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3708 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3709 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3711 local_player->friends_still_needed--;
3712 if (!local_player->friends_still_needed &&
3713 !local_player->GameOver && AllPlayersGone)
3714 local_player->LevelSolved = local_player->GameOver = TRUE;
3718 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3720 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3721 DrawLevelField(newx, newy);
3723 MovDir[x][y] = MV_NO_MOVING;
3725 else if (!IS_FREE(newx, newy))
3727 GfxAction[x][y] = ACTION_WAITING;
3729 if (IS_PLAYER(x, y))
3730 DrawPlayerField(x, y);
3732 DrawLevelField(x, y);
3736 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3738 if (IS_FOOD_PIG(Feld[newx][newy]))
3740 if (IS_MOVING(newx, newy))
3741 RemoveMovingField(newx, newy);
3744 Feld[newx][newy] = EL_EMPTY;
3745 DrawLevelField(newx, newy);
3748 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3750 else if (!IS_FREE(newx, newy))
3752 if (IS_PLAYER(x, y))
3753 DrawPlayerField(x, y);
3755 DrawLevelField(x, y);
3759 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3761 if (!IS_FREE(newx, newy))
3763 if (IS_PLAYER(x, y))
3764 DrawPlayerField(x, y);
3766 DrawLevelField(x, y);
3771 boolean wanna_flame = !RND(10);
3772 int dx = newx - x, dy = newy - y;
3773 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3774 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3775 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3776 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3777 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3778 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3781 IS_CLASSIC_ENEMY(element1) ||
3782 IS_CLASSIC_ENEMY(element2)) &&
3783 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3784 element1 != EL_FLAMES && element2 != EL_FLAMES)
3786 if (IS_PLAYER(x, y))
3787 DrawPlayerField(x, y);
3789 DrawLevelField(x, y);
3791 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3793 MovDelay[x][y] = 50;
3794 Feld[newx][newy] = EL_FLAMES;
3795 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3796 Feld[newx1][newy1] = EL_FLAMES;
3797 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3798 Feld[newx2][newy2] = EL_FLAMES;
3803 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3804 Feld[newx][newy] == EL_DIAMOND)
3806 if (IS_MOVING(newx, newy))
3807 RemoveMovingField(newx, newy);
3810 Feld[newx][newy] = EL_EMPTY;
3811 DrawLevelField(newx, newy);
3814 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3816 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3817 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3819 if (AmoebaNr[newx][newy])
3821 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3822 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3823 Feld[newx][newy] == EL_BD_AMOEBA)
3824 AmoebaCnt[AmoebaNr[newx][newy]]--;
3827 if (IS_MOVING(newx, newy))
3828 RemoveMovingField(newx, newy);
3831 Feld[newx][newy] = EL_EMPTY;
3832 DrawLevelField(newx, newy);
3835 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3837 else if ((element == EL_PACMAN || element == EL_MOLE)
3838 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3840 if (AmoebaNr[newx][newy])
3842 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3843 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3844 Feld[newx][newy] == EL_BD_AMOEBA)
3845 AmoebaCnt[AmoebaNr[newx][newy]]--;
3848 if (element == EL_MOLE)
3850 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3851 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3852 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3853 return; /* wait for shrinking amoeba */
3855 else /* element == EL_PACMAN */
3857 Feld[newx][newy] = EL_EMPTY;
3858 DrawLevelField(newx, newy);
3859 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3862 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3863 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3864 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3866 /* wait for shrinking amoeba to completely disappear */
3869 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3871 /* object was running against a wall */
3876 DrawLevelElementAnimation(x, y, element);
3878 if (element == EL_BUG ||
3879 element == EL_SPACESHIP ||
3880 element == EL_SP_SNIKSNAK)
3881 DrawLevelField(x, y);
3882 else if (element == EL_MOLE)
3883 DrawLevelField(x, y);
3884 else if (element == EL_BD_BUTTERFLY ||
3885 element == EL_BD_FIREFLY)
3886 DrawLevelElementAnimationIfNeeded(x, y, element);
3887 else if (element == EL_SATELLITE)
3888 DrawLevelElementAnimationIfNeeded(x, y, element);
3889 else if (element == EL_SP_ELECTRON)
3890 DrawLevelElementAnimationIfNeeded(x, y, element);
3893 if (DONT_TOUCH(element))
3894 TestIfBadThingTouchesHero(x, y);
3897 PlaySoundLevelAction(x, y, ACTION_WAITING);
3903 InitMovingField(x, y, MovDir[x][y]);
3905 PlaySoundLevelAction(x, y, ACTION_MOVING);
3909 ContinueMoving(x, y);
3912 void ContinueMoving(int x, int y)
3914 int element = Feld[x][y];
3915 int direction = MovDir[x][y];
3916 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3917 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3918 int horiz_move = (dx != 0);
3919 int newx = x + dx, newy = y + dy;
3920 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3922 boolean pushed = Pushed[x][y];
3924 struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL);
3926 boolean pushing = (player != NULL && player->Pushing && player->MovPos != 0);
3928 boolean pushing = (player != NULL && player->Pushing && player->is_moving);
3933 if (player && player->is_moving && player->MovPos == 0)
3934 printf("::: !!!\n");
3937 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3939 else if (element == EL_QUICKSAND_FILLING ||
3940 element == EL_QUICKSAND_EMPTYING)
3942 else if (element == EL_MAGIC_WALL_FILLING ||
3943 element == EL_BD_MAGIC_WALL_FILLING ||
3944 element == EL_MAGIC_WALL_EMPTYING ||
3945 element == EL_BD_MAGIC_WALL_EMPTYING)
3947 else if (CAN_FALL(element) && horiz_move &&
3948 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3950 else if (element == EL_SPRING && horiz_move)
3952 else if (IS_CUSTOM_ELEMENT(element))
3953 step = SIGN(step) * element_info[element].move_stepsize;
3955 #if OLD_GAME_BEHAVIOUR
3956 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3960 MovPos[x][y] += step;
3964 if (pushed) /* special case: moving object pushed by player */
3966 if (pushing) /* special case: moving object pushed by player */
3969 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
3971 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos));
3976 if (element == EL_SPRING)
3977 printf("::: spring moves %d [%d: %d, %d, %d/%d]\n",
3980 (player?player->Pushing:-42),
3981 (player?player->is_moving:-42),
3982 (player?player->MovPos:-42),
3983 (player?player->GfxPos:-42));
3986 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3988 Feld[x][y] = EL_EMPTY;
3989 Feld[newx][newy] = element;
3990 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
3992 if (element == EL_MOLE)
3995 static int xy[4][2] =
4003 Feld[x][y] = EL_SAND;
4004 DrawLevelField(x, y);
4013 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
4014 DrawLevelField(xx, yy); /* for "crumbled sand" */
4018 if (element == EL_QUICKSAND_FILLING)
4020 element = Feld[newx][newy] = get_next_element(element);
4021 Store[newx][newy] = Store[x][y];
4023 else if (element == EL_QUICKSAND_EMPTYING)
4025 Feld[x][y] = get_next_element(element);
4026 element = Feld[newx][newy] = Store[x][y];
4028 else if (element == EL_MAGIC_WALL_FILLING)
4030 element = Feld[newx][newy] = get_next_element(element);
4031 if (!game.magic_wall_active)
4032 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4033 Store[newx][newy] = Store[x][y];
4035 else if (element == EL_MAGIC_WALL_EMPTYING)
4037 Feld[x][y] = get_next_element(element);
4038 if (!game.magic_wall_active)
4039 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4040 element = Feld[newx][newy] = Store[x][y];
4042 else if (element == EL_BD_MAGIC_WALL_FILLING)
4044 element = Feld[newx][newy] = get_next_element(element);
4045 if (!game.magic_wall_active)
4046 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4047 Store[newx][newy] = Store[x][y];
4049 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4051 Feld[x][y] = get_next_element(element);
4052 if (!game.magic_wall_active)
4053 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4054 element = Feld[newx][newy] = Store[x][y];
4056 else if (element == EL_AMOEBA_DROPPING)
4058 Feld[x][y] = get_next_element(element);
4059 element = Feld[newx][newy] = Store[x][y];
4061 else if (element == EL_SOKOBAN_OBJECT)
4064 Feld[x][y] = Back[x][y];
4066 if (Back[newx][newy])
4067 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4069 Back[x][y] = Back[newx][newy] = 0;
4071 else if (Store[x][y] == EL_ACID)
4073 element = Feld[newx][newy] = EL_ACID;
4077 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4078 MovDelay[newx][newy] = 0;
4080 /* copy element change control values to new field */
4081 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4083 /* copy animation control values to new field */
4084 GfxFrame[newx][newy] = GfxFrame[x][y];
4085 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4086 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4088 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4090 ResetGfxAnimation(x, y); /* reset animation values for old field */
4094 /* 2.1.1 (does not work correctly for spring) */
4095 if (!CAN_MOVE(element))
4096 MovDir[newx][newy] = 0;
4100 /* (does not work for falling objects that slide horizontally) */
4101 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4102 MovDir[newx][newy] = 0;
4105 if (!CAN_MOVE(element) ||
4106 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4107 MovDir[newx][newy] = 0;
4110 if (!CAN_MOVE(element) ||
4111 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4112 MovDir[newx][newy] = 0;
4118 DrawLevelField(x, y);
4119 DrawLevelField(newx, newy);
4122 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing)
4124 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4126 if (!pushed) /* special case: moving object pushed by player */
4128 JustStopped[newx][newy] = 3;
4130 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4132 TestIfBadThingTouchesHero(newx, newy);
4133 TestIfBadThingTouchesFriend(newx, newy);
4134 TestIfBadThingTouchesOtherBadThing(newx, newy);
4136 else if (element == EL_PENGUIN)
4137 TestIfFriendTouchesBadThing(newx, newy);
4140 if (CAN_FALL(element) && direction == MV_DOWN &&
4141 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4144 if (CAN_SMASH(element) && direction == MV_DOWN &&
4145 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4149 else /* still moving on */
4151 DrawLevelField(x, y);
4155 int AmoebeNachbarNr(int ax, int ay)
4158 int element = Feld[ax][ay];
4160 static int xy[4][2] =
4170 int x = ax + xy[i][0];
4171 int y = ay + xy[i][1];
4173 if (!IN_LEV_FIELD(x, y))
4176 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4177 group_nr = AmoebaNr[x][y];
4183 void AmoebenVereinigen(int ax, int ay)
4185 int i, x, y, xx, yy;
4186 int new_group_nr = AmoebaNr[ax][ay];
4187 static int xy[4][2] =
4195 if (new_group_nr == 0)
4203 if (!IN_LEV_FIELD(x, y))
4206 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4207 Feld[x][y] == EL_BD_AMOEBA ||
4208 Feld[x][y] == EL_AMOEBA_DEAD) &&
4209 AmoebaNr[x][y] != new_group_nr)
4211 int old_group_nr = AmoebaNr[x][y];
4213 if (old_group_nr == 0)
4216 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4217 AmoebaCnt[old_group_nr] = 0;
4218 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4219 AmoebaCnt2[old_group_nr] = 0;
4221 for (yy=0; yy<lev_fieldy; yy++)
4223 for (xx=0; xx<lev_fieldx; xx++)
4225 if (AmoebaNr[xx][yy] == old_group_nr)
4226 AmoebaNr[xx][yy] = new_group_nr;
4233 void AmoebeUmwandeln(int ax, int ay)
4237 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4239 int group_nr = AmoebaNr[ax][ay];
4244 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4245 printf("AmoebeUmwandeln(): This should never happen!\n");
4250 for (y=0; y<lev_fieldy; y++)
4252 for (x=0; x<lev_fieldx; x++)
4254 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4257 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4261 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4262 SND_AMOEBA_TURNING_TO_GEM :
4263 SND_AMOEBA_TURNING_TO_ROCK));
4268 static int xy[4][2] =
4281 if (!IN_LEV_FIELD(x, y))
4284 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4286 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4287 SND_AMOEBA_TURNING_TO_GEM :
4288 SND_AMOEBA_TURNING_TO_ROCK));
4295 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4298 int group_nr = AmoebaNr[ax][ay];
4299 boolean done = FALSE;
4304 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4305 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4310 for (y=0; y<lev_fieldy; y++)
4312 for (x=0; x<lev_fieldx; x++)
4314 if (AmoebaNr[x][y] == group_nr &&
4315 (Feld[x][y] == EL_AMOEBA_DEAD ||
4316 Feld[x][y] == EL_BD_AMOEBA ||
4317 Feld[x][y] == EL_AMOEBA_GROWING))
4320 Feld[x][y] = new_element;
4321 InitField(x, y, FALSE);
4322 DrawLevelField(x, y);
4329 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4330 SND_BD_AMOEBA_TURNING_TO_ROCK :
4331 SND_BD_AMOEBA_TURNING_TO_GEM));
4334 void AmoebeWaechst(int x, int y)
4336 static unsigned long sound_delay = 0;
4337 static unsigned long sound_delay_value = 0;
4339 if (!MovDelay[x][y]) /* start new growing cycle */
4343 if (DelayReached(&sound_delay, sound_delay_value))
4346 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4348 if (Store[x][y] == EL_BD_AMOEBA)
4349 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4351 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4353 sound_delay_value = 30;
4357 if (MovDelay[x][y]) /* wait some time before growing bigger */
4360 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4362 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4363 6 - MovDelay[x][y]);
4365 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4368 if (!MovDelay[x][y])
4370 Feld[x][y] = Store[x][y];
4372 DrawLevelField(x, y);
4377 void AmoebaDisappearing(int x, int y)
4379 static unsigned long sound_delay = 0;
4380 static unsigned long sound_delay_value = 0;
4382 if (!MovDelay[x][y]) /* start new shrinking cycle */
4386 if (DelayReached(&sound_delay, sound_delay_value))
4387 sound_delay_value = 30;
4390 if (MovDelay[x][y]) /* wait some time before shrinking */
4393 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4395 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4396 6 - MovDelay[x][y]);
4398 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4401 if (!MovDelay[x][y])
4403 Feld[x][y] = EL_EMPTY;
4404 DrawLevelField(x, y);
4406 /* don't let mole enter this field in this cycle;
4407 (give priority to objects falling to this field from above) */
4413 void AmoebeAbleger(int ax, int ay)
4416 int element = Feld[ax][ay];
4417 int graphic = el2img(element);
4418 int newax = ax, neway = ay;
4419 static int xy[4][2] =
4427 if (!level.amoeba_speed)
4429 Feld[ax][ay] = EL_AMOEBA_DEAD;
4430 DrawLevelField(ax, ay);
4434 if (IS_ANIMATED(graphic))
4435 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4437 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4438 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4440 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4443 if (MovDelay[ax][ay])
4447 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4450 int x = ax + xy[start][0];
4451 int y = ay + xy[start][1];
4453 if (!IN_LEV_FIELD(x, y))
4456 if (IS_FREE(x, y) ||
4457 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4463 if (newax == ax && neway == ay)
4466 else /* normal or "filled" (BD style) amoeba */
4469 boolean waiting_for_player = FALSE;
4473 int j = (start + i) % 4;
4474 int x = ax + xy[j][0];
4475 int y = ay + xy[j][1];
4477 if (!IN_LEV_FIELD(x, y))
4480 if (IS_FREE(x, y) ||
4481 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4487 else if (IS_PLAYER(x, y))
4488 waiting_for_player = TRUE;
4491 if (newax == ax && neway == ay) /* amoeba cannot grow */
4493 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4495 Feld[ax][ay] = EL_AMOEBA_DEAD;
4496 DrawLevelField(ax, ay);
4497 AmoebaCnt[AmoebaNr[ax][ay]]--;
4499 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4501 if (element == EL_AMOEBA_FULL)
4502 AmoebeUmwandeln(ax, ay);
4503 else if (element == EL_BD_AMOEBA)
4504 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4509 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4511 /* amoeba gets larger by growing in some direction */
4513 int new_group_nr = AmoebaNr[ax][ay];
4516 if (new_group_nr == 0)
4518 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4519 printf("AmoebeAbleger(): This should never happen!\n");
4524 AmoebaNr[newax][neway] = new_group_nr;
4525 AmoebaCnt[new_group_nr]++;
4526 AmoebaCnt2[new_group_nr]++;
4528 /* if amoeba touches other amoeba(s) after growing, unify them */
4529 AmoebenVereinigen(newax, neway);
4531 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4533 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4539 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4540 (neway == lev_fieldy - 1 && newax != ax))
4542 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4543 Store[newax][neway] = element;
4545 else if (neway == ay)
4547 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4549 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4551 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4556 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4557 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4558 Store[ax][ay] = EL_AMOEBA_DROP;
4559 ContinueMoving(ax, ay);
4563 DrawLevelField(newax, neway);
4566 void Life(int ax, int ay)
4569 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4571 int element = Feld[ax][ay];
4572 int graphic = el2img(element);
4573 boolean changed = FALSE;
4575 if (IS_ANIMATED(graphic))
4576 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4581 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4582 MovDelay[ax][ay] = life_time;
4584 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4587 if (MovDelay[ax][ay])
4591 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4593 int xx = ax+x1, yy = ay+y1;
4596 if (!IN_LEV_FIELD(xx, yy))
4599 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4601 int x = xx+x2, y = yy+y2;
4603 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4606 if (((Feld[x][y] == element ||
4607 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4609 (IS_FREE(x, y) && Stop[x][y]))
4613 if (xx == ax && yy == ay) /* field in the middle */
4615 if (nachbarn < life[0] || nachbarn > life[1])
4617 Feld[xx][yy] = EL_EMPTY;
4619 DrawLevelField(xx, yy);
4620 Stop[xx][yy] = TRUE;
4624 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4625 { /* free border field */
4626 if (nachbarn >= life[2] && nachbarn <= life[3])
4628 Feld[xx][yy] = element;
4629 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4631 DrawLevelField(xx, yy);
4632 Stop[xx][yy] = TRUE;
4639 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4640 SND_GAME_OF_LIFE_GROWING);
4643 static void InitRobotWheel(int x, int y)
4645 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4648 static void RunRobotWheel(int x, int y)
4650 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4653 static void StopRobotWheel(int x, int y)
4655 if (ZX == x && ZY == y)
4659 static void InitTimegateWheel(int x, int y)
4661 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4664 static void RunTimegateWheel(int x, int y)
4666 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4669 void CheckExit(int x, int y)
4671 if (local_player->gems_still_needed > 0 ||
4672 local_player->sokobanfields_still_needed > 0 ||
4673 local_player->lights_still_needed > 0)
4675 int element = Feld[x][y];
4676 int graphic = el2img(element);
4678 if (IS_ANIMATED(graphic))
4679 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4684 Feld[x][y] = EL_EXIT_OPENING;
4686 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4689 void CheckExitSP(int x, int y)
4691 if (local_player->gems_still_needed > 0)
4693 int element = Feld[x][y];
4694 int graphic = el2img(element);
4696 if (IS_ANIMATED(graphic))
4697 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4702 Feld[x][y] = EL_SP_EXIT_OPEN;
4704 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4707 static void CloseAllOpenTimegates()
4711 for (y=0; y<lev_fieldy; y++)
4713 for (x=0; x<lev_fieldx; x++)
4715 int element = Feld[x][y];
4717 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4719 Feld[x][y] = EL_TIMEGATE_CLOSING;
4721 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4723 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4730 void EdelsteinFunkeln(int x, int y)
4732 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4735 if (Feld[x][y] == EL_BD_DIAMOND)
4738 if (MovDelay[x][y] == 0) /* next animation frame */
4739 MovDelay[x][y] = 11 * !SimpleRND(500);
4741 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4745 if (setup.direct_draw && MovDelay[x][y])
4746 SetDrawtoField(DRAW_BUFFERED);
4748 DrawLevelElementAnimation(x, y, Feld[x][y]);
4750 if (MovDelay[x][y] != 0)
4752 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4753 10 - MovDelay[x][y]);
4755 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4757 if (setup.direct_draw)
4761 dest_x = FX + SCREENX(x) * TILEX;
4762 dest_y = FY + SCREENY(y) * TILEY;
4764 BlitBitmap(drawto_field, window,
4765 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4766 SetDrawtoField(DRAW_DIRECT);
4772 void MauerWaechst(int x, int y)
4776 if (!MovDelay[x][y]) /* next animation frame */
4777 MovDelay[x][y] = 3 * delay;
4779 if (MovDelay[x][y]) /* wait some time before next frame */
4783 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4785 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4786 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4788 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4791 if (!MovDelay[x][y])
4793 if (MovDir[x][y] == MV_LEFT)
4795 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4796 DrawLevelField(x - 1, y);
4798 else if (MovDir[x][y] == MV_RIGHT)
4800 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4801 DrawLevelField(x + 1, y);
4803 else if (MovDir[x][y] == MV_UP)
4805 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4806 DrawLevelField(x, y - 1);
4810 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4811 DrawLevelField(x, y + 1);
4814 Feld[x][y] = Store[x][y];
4816 MovDir[x][y] = MV_NO_MOVING;
4817 DrawLevelField(x, y);
4822 void MauerAbleger(int ax, int ay)
4824 int element = Feld[ax][ay];
4825 int graphic = el2img(element);
4826 boolean oben_frei = FALSE, unten_frei = FALSE;
4827 boolean links_frei = FALSE, rechts_frei = FALSE;
4828 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4829 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4830 boolean new_wall = FALSE;
4832 if (IS_ANIMATED(graphic))
4833 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4835 if (!MovDelay[ax][ay]) /* start building new wall */
4836 MovDelay[ax][ay] = 6;
4838 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4841 if (MovDelay[ax][ay])
4845 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4847 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4849 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4851 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4854 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4855 element == EL_EXPANDABLE_WALL_ANY)
4859 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4860 Store[ax][ay-1] = element;
4861 MovDir[ax][ay-1] = MV_UP;
4862 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4863 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4864 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4869 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4870 Store[ax][ay+1] = element;
4871 MovDir[ax][ay+1] = MV_DOWN;
4872 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4873 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4874 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4879 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4880 element == EL_EXPANDABLE_WALL_ANY ||
4881 element == EL_EXPANDABLE_WALL)
4885 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4886 Store[ax-1][ay] = element;
4887 MovDir[ax-1][ay] = MV_LEFT;
4888 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4889 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4890 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4896 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4897 Store[ax+1][ay] = element;
4898 MovDir[ax+1][ay] = MV_RIGHT;
4899 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4900 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4901 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4906 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4907 DrawLevelField(ax, ay);
4909 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4911 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4912 unten_massiv = TRUE;
4913 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4914 links_massiv = TRUE;
4915 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4916 rechts_massiv = TRUE;
4918 if (((oben_massiv && unten_massiv) ||
4919 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4920 element == EL_EXPANDABLE_WALL) &&
4921 ((links_massiv && rechts_massiv) ||
4922 element == EL_EXPANDABLE_WALL_VERTICAL))
4923 Feld[ax][ay] = EL_WALL;
4927 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4929 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4933 void CheckForDragon(int x, int y)
4936 boolean dragon_found = FALSE;
4937 static int xy[4][2] =
4949 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4951 if (IN_LEV_FIELD(xx, yy) &&
4952 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4954 if (Feld[xx][yy] == EL_DRAGON)
4955 dragon_found = TRUE;
4968 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4970 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4972 Feld[xx][yy] = EL_EMPTY;
4973 DrawLevelField(xx, yy);
4982 static void InitBuggyBase(int x, int y)
4984 int element = Feld[x][y];
4985 int activating_delay = FRAMES_PER_SECOND / 4;
4988 (element == EL_SP_BUGGY_BASE ?
4989 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4990 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4992 element == EL_SP_BUGGY_BASE_ACTIVE ?
4993 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4996 static void WarnBuggyBase(int x, int y)
4999 static int xy[4][2] =
5009 int xx = x + xy[i][0], yy = y + xy[i][1];
5011 if (IS_PLAYER(xx, yy))
5013 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5020 static void InitTrap(int x, int y)
5022 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5025 static void ActivateTrap(int x, int y)
5027 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5030 static void ChangeActiveTrap(int x, int y)
5032 int graphic = IMG_TRAP_ACTIVE;
5034 /* if new animation frame was drawn, correct crumbled sand border */
5035 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5036 DrawLevelFieldCrumbledSand(x, y);
5039 static void ChangeElementNowExt(int x, int y, int target_element)
5041 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5048 Feld[x][y] = target_element;
5050 ResetGfxAnimation(x, y);
5051 ResetRandomAnimationValue(x, y);
5053 InitField(x, y, FALSE);
5054 if (CAN_MOVE(Feld[x][y]))
5057 DrawLevelField(x, y);
5059 if (CAN_BE_CRUMBLED(Feld[x][y]))
5061 int sx = SCREENX(x), sy = SCREENY(y);
5062 static int xy[4][2] =
5073 int xx = x + xy[i][0];
5074 int yy = y + xy[i][1];
5075 int sxx = sx + xy[i][0];
5076 int syy = sy + xy[i][1];
5078 if (!IN_LEV_FIELD(xx, yy) ||
5079 !IN_SCR_FIELD(sxx, syy) ||
5080 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
5084 DrawLevelField(xx, yy);
5089 static void ChangeElementNow(int x, int y, int element)
5091 struct ElementChangeInfo *change = &element_info[element].change;
5093 CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
5095 if (change->explode)
5101 if (change->use_content)
5103 boolean complete_change = TRUE;
5104 boolean can_change[3][3];
5107 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5109 boolean half_destructible;
5110 int ex = x + xx - 1;
5111 int ey = y + yy - 1;
5114 can_change[xx][yy] = TRUE;
5116 if (ex == x && ey == y) /* do not check changing element itself */
5119 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5121 can_change[xx][yy] = FALSE; /* do not change empty borders */
5126 if (!IN_LEV_FIELD(ex, ey))
5128 can_change[xx][yy] = FALSE;
5129 complete_change = FALSE;
5136 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5138 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5139 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5140 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5142 can_change[xx][yy] = FALSE;
5143 complete_change = FALSE;
5147 if (!change->only_complete || complete_change)
5149 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5151 int ex = x + xx - 1;
5152 int ey = y + yy - 1;
5154 if (can_change[xx][yy])
5156 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5158 /* for symmetry reasons, stop newly created border elements */
5159 if (ex != x || ey != y)
5160 Stop[ex][ey] = TRUE;
5168 ChangeElementNowExt(x, y, change->target_element);
5171 static void ChangeElement(int x, int y)
5173 int element = Feld[x][y];
5174 struct ElementChangeInfo *change = &element_info[element].change;
5176 if (ChangeDelay[x][y] == 0) /* initialize element change */
5179 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5180 RND(change->delay_random * change->delay_frames)) + 1;
5182 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5184 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5186 int max_random_delay = element_info[element].change.delay_random;
5187 int delay_frames = element_info[element].change.delay_frames;
5189 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5193 ResetGfxAnimation(x, y);
5194 ResetRandomAnimationValue(x, y);
5197 if (change->pre_change_function)
5198 change->pre_change_function(x, y);
5200 if (changing_element[element].pre_change_function)
5201 changing_element[element].pre_change_function(x, y);
5205 ChangeDelay[x][y]--;
5207 if (ChangeDelay[x][y] != 0) /* continue element change */
5209 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5211 if (IS_ANIMATED(graphic))
5212 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5215 if (change->change_function)
5216 change->change_function(x, y);
5218 if (changing_element[element].change_function)
5219 changing_element[element].change_function(x, y);
5222 else /* finish element change */
5225 int next_element = changing_element[element].next_element;
5228 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5230 ChangeDelay[x][y] = 1; /* try change after next move step */
5236 ChangeElementNow(x, y, element);
5238 if (change->post_change_function)
5239 change->post_change_function(x, y);
5241 if (next_element != EL_UNDEFINED)
5242 ChangeElementNow(x, y, next_element);
5244 ChangeElementNow(x, y, element_info[element].change.target_element);
5246 if (changing_element[element].post_change_function)
5247 changing_element[element].post_change_function(x, y);
5252 static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
5256 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5259 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5261 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5262 element_info[i].change.trigger != trigger_element)
5265 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5267 if (Feld[x][y] == i)
5269 ChangeDelay[x][y] = 1;
5270 ChangeElement(x, y);
5276 static void CheckPlayerElementChange(int x, int y, int element,
5279 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5282 ChangeDelay[x][y] = 1;
5283 ChangeElement(x, y);
5286 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5288 static byte stored_player_action[MAX_PLAYERS];
5289 static int num_stored_actions = 0;
5290 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5291 int left = player_action & JOY_LEFT;
5292 int right = player_action & JOY_RIGHT;
5293 int up = player_action & JOY_UP;
5294 int down = player_action & JOY_DOWN;
5295 int button1 = player_action & JOY_BUTTON_1;
5296 int button2 = player_action & JOY_BUTTON_2;
5297 int dx = (left ? -1 : right ? 1 : 0);
5298 int dy = (up ? -1 : down ? 1 : 0);
5300 stored_player_action[player->index_nr] = 0;
5301 num_stored_actions++;
5303 if (!player->active || tape.pausing)
5309 snapped = SnapField(player, dx, dy);
5313 bombed = PlaceBomb(player);
5314 moved = MoveFigure(player, dx, dy);
5317 if (tape.single_step && tape.recording && !tape.pausing)
5319 if (button1 || (bombed && !moved))
5321 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5322 SnapField(player, 0, 0); /* stop snapping */
5326 stored_player_action[player->index_nr] = player_action;
5330 /* no actions for this player (no input at player's configured device) */
5332 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5333 SnapField(player, 0, 0);
5334 CheckGravityMovement(player);
5336 if (player->MovPos == 0)
5339 printf("Trying... Player frame reset\n");
5342 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5345 if (player->MovPos == 0) /* needed for tape.playing */
5346 player->is_moving = FALSE;
5349 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5351 TapeRecordAction(stored_player_action);
5352 num_stored_actions = 0;
5358 static unsigned long action_delay = 0;
5359 unsigned long action_delay_value;
5360 int magic_wall_x = 0, magic_wall_y = 0;
5361 int i, x, y, element, graphic;
5362 byte *recorded_player_action;
5363 byte summarized_player_action = 0;
5365 if (game_status != GAME_MODE_PLAYING)
5368 action_delay_value =
5369 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5371 if (tape.playing && tape.index_search && !tape.pausing)
5372 action_delay_value = 0;
5374 /* ---------- main game synchronization point ---------- */
5376 WaitUntilDelayReached(&action_delay, action_delay_value);
5378 if (network_playing && !network_player_action_received)
5382 printf("DEBUG: try to get network player actions in time\n");
5386 #if defined(PLATFORM_UNIX)
5387 /* last chance to get network player actions without main loop delay */
5391 if (game_status != GAME_MODE_PLAYING)
5394 if (!network_player_action_received)
5398 printf("DEBUG: failed to get network player actions in time\n");
5408 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5410 for (i=0; i<MAX_PLAYERS; i++)
5412 summarized_player_action |= stored_player[i].action;
5414 if (!network_playing)
5415 stored_player[i].effective_action = stored_player[i].action;
5418 #if defined(PLATFORM_UNIX)
5419 if (network_playing)
5420 SendToServer_MovePlayer(summarized_player_action);
5423 if (!options.network && !setup.team_mode)
5424 local_player->effective_action = summarized_player_action;
5426 for (i=0; i<MAX_PLAYERS; i++)
5428 int actual_player_action = stored_player[i].effective_action;
5430 if (stored_player[i].programmed_action)
5431 actual_player_action = stored_player[i].programmed_action;
5433 if (recorded_player_action)
5434 actual_player_action = recorded_player_action[i];
5436 PlayerActions(&stored_player[i], actual_player_action);
5437 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5440 network_player_action_received = FALSE;
5442 ScrollScreen(NULL, SCROLL_GO_ON);
5448 for (i=0; i<MAX_PLAYERS; i++)
5449 stored_player[i].Frame++;
5453 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5455 for (i=0; i<MAX_PLAYERS; i++)
5457 struct PlayerInfo *player = &stored_player[i];
5461 if (player->active && player->Pushing && player->is_moving &&
5464 ContinueMoving(x, y);
5466 /* continue moving after pushing (this is actually a bug) */
5467 if (!IS_MOVING(x, y))
5476 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5479 if (JustStopped[x][y] > 0)
5480 JustStopped[x][y]--;
5485 if (IS_BLOCKED(x, y))
5489 Blocked2Moving(x, y, &oldx, &oldy);
5490 if (!IS_MOVING(oldx, oldy))
5492 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5493 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5494 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5495 printf("GameActions(): This should never happen!\n");
5501 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5503 element = Feld[x][y];
5505 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5507 graphic = el2img(element);
5513 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5515 element = graphic = 0;
5519 if (graphic_info[graphic].anim_global_sync)
5520 GfxFrame[x][y] = FrameCounter;
5522 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5523 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5524 ResetRandomAnimationValue(x, y);
5526 SetRandomAnimationValue(x, y);
5529 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5532 if (IS_INACTIVE(element))
5534 if (IS_ANIMATED(graphic))
5535 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5541 /* this may take place after moving, so 'element' may have changed */
5542 if (IS_CHANGING(x, y))
5544 ChangeElement(x, y);
5545 element = Feld[x][y];
5546 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5550 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5555 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5557 if (element == EL_PACMAN)
5558 printf("::: %d, %d, %d\n",
5559 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5562 if (element == EL_YAMYAM)
5563 printf("::: %d, %d, %d\n",
5564 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5568 if (IS_ANIMATED(graphic) &&
5572 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5575 if (element == EL_YAMYAM)
5576 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5580 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5581 EdelsteinFunkeln(x, y);
5583 else if ((element == EL_ACID ||
5584 element == EL_EXIT_OPEN ||
5585 element == EL_SP_EXIT_OPEN ||
5586 element == EL_SP_TERMINAL ||
5587 element == EL_SP_TERMINAL_ACTIVE ||
5588 element == EL_EXTRA_TIME ||
5589 element == EL_SHIELD_NORMAL ||
5590 element == EL_SHIELD_DEADLY) &&
5591 IS_ANIMATED(graphic))
5592 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5593 else if (IS_MOVING(x, y))
5594 ContinueMoving(x, y);
5595 else if (IS_ACTIVE_BOMB(element))
5596 CheckDynamite(x, y);
5598 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5599 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5601 else if (element == EL_AMOEBA_GROWING)
5602 AmoebeWaechst(x, y);
5603 else if (element == EL_AMOEBA_SHRINKING)
5604 AmoebaDisappearing(x, y);
5606 #if !USE_NEW_AMOEBA_CODE
5607 else if (IS_AMOEBALIVE(element))
5608 AmoebeAbleger(x, y);
5611 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5613 else if (element == EL_EXIT_CLOSED)
5615 else if (element == EL_SP_EXIT_CLOSED)
5617 else if (element == EL_EXPANDABLE_WALL_GROWING)
5619 else if (element == EL_EXPANDABLE_WALL ||
5620 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5621 element == EL_EXPANDABLE_WALL_VERTICAL ||
5622 element == EL_EXPANDABLE_WALL_ANY)
5624 else if (element == EL_FLAMES)
5625 CheckForDragon(x, y);
5627 else if (IS_AUTO_CHANGING(element))
5628 ChangeElement(x, y);
5630 else if (element == EL_EXPLOSION)
5631 ; /* drawing of correct explosion animation is handled separately */
5632 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5633 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5636 /* this may take place after moving, so 'element' may have changed */
5637 if (IS_AUTO_CHANGING(Feld[x][y]))
5638 ChangeElement(x, y);
5641 if (IS_BELT_ACTIVE(element))
5642 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5644 if (game.magic_wall_active)
5646 int jx = local_player->jx, jy = local_player->jy;
5648 /* play the element sound at the position nearest to the player */
5649 if ((element == EL_MAGIC_WALL_FULL ||
5650 element == EL_MAGIC_WALL_ACTIVE ||
5651 element == EL_MAGIC_WALL_EMPTYING ||
5652 element == EL_BD_MAGIC_WALL_FULL ||
5653 element == EL_BD_MAGIC_WALL_ACTIVE ||
5654 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5655 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5663 #if USE_NEW_AMOEBA_CODE
5664 /* new experimental amoeba growth stuff */
5666 if (!(FrameCounter % 8))
5669 static unsigned long random = 1684108901;
5671 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5674 x = (random >> 10) % lev_fieldx;
5675 y = (random >> 20) % lev_fieldy;
5677 x = RND(lev_fieldx);
5678 y = RND(lev_fieldy);
5680 element = Feld[x][y];
5682 if (!IS_PLAYER(x,y) &&
5683 (element == EL_EMPTY ||
5684 element == EL_SAND ||
5685 element == EL_QUICKSAND_EMPTY ||
5686 element == EL_ACID_SPLASH_LEFT ||
5687 element == EL_ACID_SPLASH_RIGHT))
5689 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5690 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5691 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5692 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5693 Feld[x][y] = EL_AMOEBA_DROP;
5696 random = random * 129 + 1;
5702 if (game.explosions_delayed)
5705 game.explosions_delayed = FALSE;
5707 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5709 element = Feld[x][y];
5711 if (ExplodeField[x][y])
5712 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5713 else if (element == EL_EXPLOSION)
5714 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5716 ExplodeField[x][y] = EX_NO_EXPLOSION;
5719 game.explosions_delayed = TRUE;
5722 if (game.magic_wall_active)
5724 if (!(game.magic_wall_time_left % 4))
5726 int element = Feld[magic_wall_x][magic_wall_y];
5728 if (element == EL_BD_MAGIC_WALL_FULL ||
5729 element == EL_BD_MAGIC_WALL_ACTIVE ||
5730 element == EL_BD_MAGIC_WALL_EMPTYING)
5731 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5733 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5736 if (game.magic_wall_time_left > 0)
5738 game.magic_wall_time_left--;
5739 if (!game.magic_wall_time_left)
5741 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5743 element = Feld[x][y];
5745 if (element == EL_MAGIC_WALL_ACTIVE ||
5746 element == EL_MAGIC_WALL_FULL)
5748 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5749 DrawLevelField(x, y);
5751 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5752 element == EL_BD_MAGIC_WALL_FULL)
5754 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5755 DrawLevelField(x, y);
5759 game.magic_wall_active = FALSE;
5764 if (game.light_time_left > 0)
5766 game.light_time_left--;
5768 if (game.light_time_left == 0)
5769 RedrawAllLightSwitchesAndInvisibleElements();
5772 if (game.timegate_time_left > 0)
5774 game.timegate_time_left--;
5776 if (game.timegate_time_left == 0)
5777 CloseAllOpenTimegates();
5780 for (i=0; i<MAX_PLAYERS; i++)
5782 struct PlayerInfo *player = &stored_player[i];
5784 if (SHIELD_ON(player))
5786 if (player->shield_deadly_time_left)
5787 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5788 else if (player->shield_normal_time_left)
5789 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5793 if (TimeFrames >= (1000 / GameFrameDelay))
5798 for (i=0; i<MAX_PLAYERS; i++)
5800 struct PlayerInfo *player = &stored_player[i];
5802 if (SHIELD_ON(player))
5804 player->shield_normal_time_left--;
5806 if (player->shield_deadly_time_left > 0)
5807 player->shield_deadly_time_left--;
5811 if (tape.recording || tape.playing)
5812 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5818 if (TimeLeft <= 10 && setup.time_limit)
5819 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5821 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5823 if (!TimeLeft && setup.time_limit)
5824 for (i=0; i<MAX_PLAYERS; i++)
5825 KillHero(&stored_player[i]);
5827 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5828 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5833 if (options.debug) /* calculate frames per second */
5835 static unsigned long fps_counter = 0;
5836 static int fps_frames = 0;
5837 unsigned long fps_delay_ms = Counter() - fps_counter;
5841 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5843 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5846 fps_counter = Counter();
5849 redraw_mask |= REDRAW_FPS;
5853 if (stored_player[0].jx != stored_player[0].last_jx ||
5854 stored_player[0].jy != stored_player[0].last_jy)
5855 printf("::: %d, %d, %d, %d, %d\n",
5856 stored_player[0].MovDir,
5857 stored_player[0].MovPos,
5858 stored_player[0].GfxPos,
5859 stored_player[0].Frame,
5860 stored_player[0].StepFrame);
5867 for (i=0; i<MAX_PLAYERS; i++)
5870 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5872 stored_player[i].Frame += move_frames;
5874 if (stored_player[i].MovPos != 0)
5875 stored_player[i].StepFrame += move_frames;
5880 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5882 int min_x = x, min_y = y, max_x = x, max_y = y;
5885 for (i=0; i<MAX_PLAYERS; i++)
5887 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5889 if (!stored_player[i].active || &stored_player[i] == player)
5892 min_x = MIN(min_x, jx);
5893 min_y = MIN(min_y, jy);
5894 max_x = MAX(max_x, jx);
5895 max_y = MAX(max_y, jy);
5898 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5901 static boolean AllPlayersInVisibleScreen()
5905 for (i=0; i<MAX_PLAYERS; i++)
5907 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5909 if (!stored_player[i].active)
5912 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5919 void ScrollLevel(int dx, int dy)
5921 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5924 BlitBitmap(drawto_field, drawto_field,
5925 FX + TILEX*(dx == -1) - softscroll_offset,
5926 FY + TILEY*(dy == -1) - softscroll_offset,
5927 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5928 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5929 FX + TILEX*(dx == 1) - softscroll_offset,
5930 FY + TILEY*(dy == 1) - softscroll_offset);
5934 x = (dx == 1 ? BX1 : BX2);
5935 for (y=BY1; y<=BY2; y++)
5936 DrawScreenField(x, y);
5941 y = (dy == 1 ? BY1 : BY2);
5942 for (x=BX1; x<=BX2; x++)
5943 DrawScreenField(x, y);
5946 redraw_mask |= REDRAW_FIELD;
5949 static void CheckGravityMovement(struct PlayerInfo *player)
5951 if (level.gravity && !player->programmed_action)
5953 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5954 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5956 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5957 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5958 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5959 int jx = player->jx, jy = player->jy;
5960 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5961 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5962 int new_jx = jx + dx, new_jy = jy + dy;
5963 boolean field_under_player_is_free =
5964 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5965 boolean player_is_moving_to_valid_field =
5966 (IN_LEV_FIELD(new_jx, new_jy) &&
5967 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5968 Feld[new_jx][new_jy] == EL_SAND));
5970 if (field_under_player_is_free &&
5971 !player_is_moving_to_valid_field &&
5972 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5973 player->programmed_action = MV_DOWN;
5979 -----------------------------------------------------------------------------
5980 dx, dy: direction (non-diagonal) to try to move the player to
5981 real_dx, real_dy: direction as read from input device (can be diagonal)
5984 boolean MoveFigureOneStep(struct PlayerInfo *player,
5985 int dx, int dy, int real_dx, int real_dy)
5987 int jx = player->jx, jy = player->jy;
5988 int new_jx = jx+dx, new_jy = jy+dy;
5992 if (!player->active || (!dx && !dy))
5993 return MF_NO_ACTION;
5995 player->MovDir = (dx < 0 ? MV_LEFT :
5998 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6000 if (!IN_LEV_FIELD(new_jx, new_jy))
6001 return MF_NO_ACTION;
6003 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6004 return MF_NO_ACTION;
6007 element = MovingOrBlocked2Element(new_jx, new_jy);
6009 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6012 if (DONT_RUN_INTO(element))
6014 if (element == EL_ACID && dx == 0 && dy == 1)
6017 Feld[jx][jy] = EL_PLAYER_1;
6018 InitMovingField(jx, jy, MV_DOWN);
6019 Store[jx][jy] = EL_ACID;
6020 ContinueMoving(jx, jy);
6024 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6029 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6030 if (can_move != MF_MOVING)
6033 StorePlayer[jx][jy] = 0;
6034 player->last_jx = jx;
6035 player->last_jy = jy;
6036 jx = player->jx = new_jx;
6037 jy = player->jy = new_jy;
6038 StorePlayer[jx][jy] = player->element_nr;
6041 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6043 ScrollFigure(player, SCROLL_INIT);
6048 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6050 int jx = player->jx, jy = player->jy;
6051 int old_jx = jx, old_jy = jy;
6052 int moved = MF_NO_ACTION;
6054 if (!player->active || (!dx && !dy))
6058 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6062 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6063 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6067 /* remove the last programmed player action */
6068 player->programmed_action = 0;
6072 /* should only happen if pre-1.2 tape recordings are played */
6073 /* this is only for backward compatibility */
6075 int original_move_delay_value = player->move_delay_value;
6078 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6082 /* scroll remaining steps with finest movement resolution */
6083 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6085 while (player->MovPos)
6087 ScrollFigure(player, SCROLL_GO_ON);
6088 ScrollScreen(NULL, SCROLL_GO_ON);
6094 player->move_delay_value = original_move_delay_value;
6097 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6099 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6100 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6104 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6105 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6111 if (moved & MF_MOVING && !ScreenMovPos &&
6112 (player == local_player || !options.network))
6114 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6115 int offset = (setup.scroll_delay ? 3 : 0);
6117 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6119 /* actual player has left the screen -- scroll in that direction */
6120 if (jx != old_jx) /* player has moved horizontally */
6121 scroll_x += (jx - old_jx);
6122 else /* player has moved vertically */
6123 scroll_y += (jy - old_jy);
6127 if (jx != old_jx) /* player has moved horizontally */
6129 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6130 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6131 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6133 /* don't scroll over playfield boundaries */
6134 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6135 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6137 /* don't scroll more than one field at a time */
6138 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6140 /* don't scroll against the player's moving direction */
6141 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6142 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6143 scroll_x = old_scroll_x;
6145 else /* player has moved vertically */
6147 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6148 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6149 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6151 /* don't scroll over playfield boundaries */
6152 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6153 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6155 /* don't scroll more than one field at a time */
6156 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6158 /* don't scroll against the player's moving direction */
6159 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6160 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6161 scroll_y = old_scroll_y;
6165 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6167 if (!options.network && !AllPlayersInVisibleScreen())
6169 scroll_x = old_scroll_x;
6170 scroll_y = old_scroll_y;
6174 ScrollScreen(player, SCROLL_INIT);
6175 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6182 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6184 if (!(moved & MF_MOVING) && !player->Pushing)
6189 player->StepFrame = 0;
6191 if (moved & MF_MOVING)
6193 if (old_jx != jx && old_jy == jy)
6194 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6195 else if (old_jx == jx && old_jy != jy)
6196 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6198 DrawLevelField(jx, jy); /* for "crumbled sand" */
6200 player->last_move_dir = player->MovDir;
6201 player->is_moving = TRUE;
6205 CheckGravityMovement(player);
6208 player->last_move_dir = MV_NO_MOVING;
6210 player->is_moving = FALSE;
6213 TestIfHeroTouchesBadThing(jx, jy);
6215 if (!player->active)
6221 void ScrollFigure(struct PlayerInfo *player, int mode)
6223 int jx = player->jx, jy = player->jy;
6224 int last_jx = player->last_jx, last_jy = player->last_jy;
6225 int move_stepsize = TILEX / player->move_delay_value;
6227 if (!player->active || !player->MovPos)
6230 if (mode == SCROLL_INIT)
6232 player->actual_frame_counter = FrameCounter;
6233 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6235 if (Feld[last_jx][last_jy] == EL_EMPTY)
6236 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6241 else if (!FrameReached(&player->actual_frame_counter, 1))
6244 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6245 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6247 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6248 Feld[last_jx][last_jy] = EL_EMPTY;
6250 /* before DrawPlayer() to draw correct player graphic for this case */
6251 if (player->MovPos == 0)
6252 CheckGravityMovement(player);
6256 if (player->MovPos == 0)
6258 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6260 /* continue with normal speed after quickly moving through gate */
6261 HALVE_PLAYER_SPEED(player);
6263 /* be able to make the next move without delay */
6264 player->move_delay = 0;
6267 player->last_jx = jx;
6268 player->last_jy = jy;
6270 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6271 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6275 if (local_player->friends_still_needed == 0 ||
6276 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6277 player->LevelSolved = player->GameOver = TRUE;
6280 if (tape.single_step && tape.recording && !tape.pausing &&
6281 !player->programmed_action)
6282 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6286 void ScrollScreen(struct PlayerInfo *player, int mode)
6288 static unsigned long screen_frame_counter = 0;
6290 if (mode == SCROLL_INIT)
6292 /* set scrolling step size according to actual player's moving speed */
6293 ScrollStepSize = TILEX / player->move_delay_value;
6295 screen_frame_counter = FrameCounter;
6296 ScreenMovDir = player->MovDir;
6297 ScreenMovPos = player->MovPos;
6298 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6301 else if (!FrameReached(&screen_frame_counter, 1))
6306 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6307 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6308 redraw_mask |= REDRAW_FIELD;
6311 ScreenMovDir = MV_NO_MOVING;
6314 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6316 int i, kill_x = -1, kill_y = -1;
6317 static int test_xy[4][2] =
6324 static int test_dir[4] =
6334 int test_x, test_y, test_move_dir, test_element;
6336 test_x = good_x + test_xy[i][0];
6337 test_y = good_y + test_xy[i][1];
6338 if (!IN_LEV_FIELD(test_x, test_y))
6342 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6345 test_element = Feld[test_x][test_y];
6347 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6350 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6351 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6353 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6354 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6362 if (kill_x != -1 || kill_y != -1)
6364 if (IS_PLAYER(good_x, good_y))
6366 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6368 if (player->shield_deadly_time_left > 0)
6369 Bang(kill_x, kill_y);
6370 else if (!PLAYER_PROTECTED(good_x, good_y))
6374 Bang(good_x, good_y);
6378 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6380 int i, kill_x = -1, kill_y = -1;
6381 int bad_element = Feld[bad_x][bad_y];
6382 static int test_xy[4][2] =
6389 static int test_dir[4] =
6397 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6402 int test_x, test_y, test_move_dir, test_element;
6404 test_x = bad_x + test_xy[i][0];
6405 test_y = bad_y + test_xy[i][1];
6406 if (!IN_LEV_FIELD(test_x, test_y))
6410 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6412 test_element = Feld[test_x][test_y];
6414 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6415 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6417 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6418 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6420 /* good thing is player or penguin that does not move away */
6421 if (IS_PLAYER(test_x, test_y))
6423 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6425 if (bad_element == EL_ROBOT && player->is_moving)
6426 continue; /* robot does not kill player if he is moving */
6432 else if (test_element == EL_PENGUIN)
6441 if (kill_x != -1 || kill_y != -1)
6443 if (IS_PLAYER(kill_x, kill_y))
6445 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6448 int dir = player->MovDir;
6449 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6450 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6452 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6453 newx != bad_x && newy != bad_y)
6454 ; /* robot does not kill player if he is moving */
6456 printf("-> %d\n", player->MovDir);
6458 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6459 newx != bad_x && newy != bad_y)
6460 ; /* robot does not kill player if he is moving */
6465 if (player->shield_deadly_time_left > 0)
6467 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6471 Bang(kill_x, kill_y);
6475 void TestIfHeroTouchesBadThing(int x, int y)
6477 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6480 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6482 TestIfGoodThingHitsBadThing(x, y, move_dir);
6485 void TestIfBadThingTouchesHero(int x, int y)
6487 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6490 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6492 TestIfBadThingHitsGoodThing(x, y, move_dir);
6495 void TestIfFriendTouchesBadThing(int x, int y)
6497 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6500 void TestIfBadThingTouchesFriend(int x, int y)
6502 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6505 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6507 int i, kill_x = bad_x, kill_y = bad_y;
6508 static int xy[4][2] =
6520 x = bad_x + xy[i][0];
6521 y = bad_y + xy[i][1];
6522 if (!IN_LEV_FIELD(x, y))
6525 element = Feld[x][y];
6526 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6527 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6535 if (kill_x != bad_x || kill_y != bad_y)
6539 void KillHero(struct PlayerInfo *player)
6541 int jx = player->jx, jy = player->jy;
6543 if (!player->active)
6546 /* remove accessible field at the player's position */
6547 Feld[jx][jy] = EL_EMPTY;
6549 /* deactivate shield (else Bang()/Explode() would not work right) */
6550 player->shield_normal_time_left = 0;
6551 player->shield_deadly_time_left = 0;
6557 static void KillHeroUnlessProtected(int x, int y)
6559 if (!PLAYER_PROTECTED(x, y))
6560 KillHero(PLAYERINFO(x, y));
6563 void BuryHero(struct PlayerInfo *player)
6565 int jx = player->jx, jy = player->jy;
6567 if (!player->active)
6571 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6573 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6575 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6577 player->GameOver = TRUE;
6581 void RemoveHero(struct PlayerInfo *player)
6583 int jx = player->jx, jy = player->jy;
6584 int i, found = FALSE;
6586 player->present = FALSE;
6587 player->active = FALSE;
6589 if (!ExplodeField[jx][jy])
6590 StorePlayer[jx][jy] = 0;
6592 for (i=0; i<MAX_PLAYERS; i++)
6593 if (stored_player[i].active)
6597 AllPlayersGone = TRUE;
6604 =============================================================================
6605 checkDiagonalPushing()
6606 -----------------------------------------------------------------------------
6607 check if diagonal input device direction results in pushing of object
6608 (by checking if the alternative direction is walkable, diggable, ...)
6609 =============================================================================
6612 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6613 int x, int y, int real_dx, int real_dy)
6615 int jx, jy, dx, dy, xx, yy;
6617 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6620 /* diagonal direction: check alternative direction */
6625 xx = jx + (dx == 0 ? real_dx : 0);
6626 yy = jy + (dy == 0 ? real_dy : 0);
6628 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6632 =============================================================================
6634 -----------------------------------------------------------------------------
6635 x, y: field next to player (non-diagonal) to try to dig to
6636 real_dx, real_dy: direction as read from input device (can be diagonal)
6637 =============================================================================
6640 int DigField(struct PlayerInfo *player,
6641 int x, int y, int real_dx, int real_dy, int mode)
6643 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6644 int jx = player->jx, jy = player->jy;
6645 int dx = x - jx, dy = y - jy;
6646 int nextx = x + dx, nexty = y + dy;
6647 int move_direction = (dx == -1 ? MV_LEFT :
6648 dx == +1 ? MV_RIGHT :
6650 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6653 if (player->MovPos == 0)
6655 player->is_digging = FALSE;
6656 player->is_collecting = FALSE;
6659 if (player->MovPos == 0) /* last pushing move finished */
6660 player->Pushing = FALSE;
6662 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6664 player->Switching = FALSE;
6665 player->push_delay = 0;
6667 return MF_NO_ACTION;
6670 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6671 return MF_NO_ACTION;
6674 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6676 if (IS_TUBE(Feld[jx][jy]) ||
6677 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6681 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6682 int tube_leave_directions[][2] =
6684 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6685 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6686 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6687 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6688 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6689 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6690 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6691 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6692 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6693 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6694 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6695 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6698 while (tube_leave_directions[i][0] != tube_element)
6701 if (tube_leave_directions[i][0] == -1) /* should not happen */
6705 if (!(tube_leave_directions[i][1] & move_direction))
6706 return MF_NO_ACTION; /* tube has no opening in this direction */
6709 element = Feld[x][y];
6711 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6712 game.engine_version >= VERSION_IDENT(2,2,0))
6713 return MF_NO_ACTION;
6717 case EL_ROBOT_WHEEL:
6718 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6721 DrawLevelField(x, y);
6722 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6726 case EL_SP_TERMINAL:
6730 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6732 for (yy=0; yy<lev_fieldy; yy++)
6734 for (xx=0; xx<lev_fieldx; xx++)
6736 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6738 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6739 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6747 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6748 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6749 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6750 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6751 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6752 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6753 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6754 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6755 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6756 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6757 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6758 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6759 if (!player->Switching)
6761 player->Switching = TRUE;
6762 ToggleBeltSwitch(x, y);
6763 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6768 case EL_SWITCHGATE_SWITCH_UP:
6769 case EL_SWITCHGATE_SWITCH_DOWN:
6770 if (!player->Switching)
6772 player->Switching = TRUE;
6773 ToggleSwitchgateSwitch(x, y);
6774 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6779 case EL_LIGHT_SWITCH:
6780 case EL_LIGHT_SWITCH_ACTIVE:
6781 if (!player->Switching)
6783 player->Switching = TRUE;
6784 ToggleLightSwitch(x, y);
6785 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6786 SND_LIGHT_SWITCH_ACTIVATING :
6787 SND_LIGHT_SWITCH_DEACTIVATING);
6792 case EL_TIMEGATE_SWITCH:
6793 ActivateTimegateSwitch(x, y);
6794 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6799 case EL_BALLOON_SWITCH_LEFT:
6800 case EL_BALLOON_SWITCH_RIGHT:
6801 case EL_BALLOON_SWITCH_UP:
6802 case EL_BALLOON_SWITCH_DOWN:
6803 case EL_BALLOON_SWITCH_ANY:
6804 if (element == EL_BALLOON_SWITCH_ANY)
6805 game.balloon_dir = move_direction;
6807 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6808 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6809 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6810 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6812 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6817 case EL_SP_PORT_LEFT:
6818 case EL_SP_PORT_RIGHT:
6820 case EL_SP_PORT_DOWN:
6821 case EL_SP_PORT_HORIZONTAL:
6822 case EL_SP_PORT_VERTICAL:
6823 case EL_SP_PORT_ANY:
6824 case EL_SP_GRAVITY_PORT_LEFT:
6825 case EL_SP_GRAVITY_PORT_RIGHT:
6826 case EL_SP_GRAVITY_PORT_UP:
6827 case EL_SP_GRAVITY_PORT_DOWN:
6829 element != EL_SP_PORT_LEFT &&
6830 element != EL_SP_GRAVITY_PORT_LEFT &&
6831 element != EL_SP_PORT_HORIZONTAL &&
6832 element != EL_SP_PORT_ANY) ||
6834 element != EL_SP_PORT_RIGHT &&
6835 element != EL_SP_GRAVITY_PORT_RIGHT &&
6836 element != EL_SP_PORT_HORIZONTAL &&
6837 element != EL_SP_PORT_ANY) ||
6839 element != EL_SP_PORT_UP &&
6840 element != EL_SP_GRAVITY_PORT_UP &&
6841 element != EL_SP_PORT_VERTICAL &&
6842 element != EL_SP_PORT_ANY) ||
6844 element != EL_SP_PORT_DOWN &&
6845 element != EL_SP_GRAVITY_PORT_DOWN &&
6846 element != EL_SP_PORT_VERTICAL &&
6847 element != EL_SP_PORT_ANY) ||
6848 !IN_LEV_FIELD(nextx, nexty) ||
6849 !IS_FREE(nextx, nexty))
6850 return MF_NO_ACTION;
6852 /* automatically move to the next field with double speed */
6853 player->programmed_action = move_direction;
6854 DOUBLE_PLAYER_SPEED(player);
6856 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6860 case EL_TUBE_VERTICAL:
6861 case EL_TUBE_HORIZONTAL:
6862 case EL_TUBE_VERTICAL_LEFT:
6863 case EL_TUBE_VERTICAL_RIGHT:
6864 case EL_TUBE_HORIZONTAL_UP:
6865 case EL_TUBE_HORIZONTAL_DOWN:
6866 case EL_TUBE_LEFT_UP:
6867 case EL_TUBE_LEFT_DOWN:
6868 case EL_TUBE_RIGHT_UP:
6869 case EL_TUBE_RIGHT_DOWN:
6872 int tube_enter_directions[][2] =
6874 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6875 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6876 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6877 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6878 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6879 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6880 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6881 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6882 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6883 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6884 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6885 { -1, MV_NO_MOVING }
6888 while (tube_enter_directions[i][0] != element)
6891 if (tube_enter_directions[i][0] == -1) /* should not happen */
6895 if (!(tube_enter_directions[i][1] & move_direction))
6896 return MF_NO_ACTION; /* tube has no opening in this direction */
6898 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
6903 Feld[x][y] = EL_LAMP_ACTIVE;
6904 local_player->lights_still_needed--;
6905 DrawLevelField(x, y);
6906 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6910 case EL_TIME_ORB_FULL:
6911 Feld[x][y] = EL_TIME_ORB_EMPTY;
6913 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6914 DrawLevelField(x, y);
6915 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6921 if (IS_WALKABLE(element))
6923 int sound_action = ACTION_WALKING;
6925 if (element >= EL_GATE_1 && element <= EL_GATE_4)
6927 if (!player->key[element - EL_GATE_1])
6928 return MF_NO_ACTION;
6930 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
6932 if (!player->key[element - EL_GATE_1_GRAY])
6933 return MF_NO_ACTION;
6935 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
6937 sound_action = ACTION_PASSING; /* player is passing exit */
6939 else if (element == EL_EMPTY)
6941 sound_action = ACTION_MOVING; /* nothing to walk on */
6944 /* play sound from background or player, whatever is available */
6945 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
6946 PlaySoundLevelElementAction(x, y, element, sound_action);
6948 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
6952 else if (IS_PASSABLE(element))
6954 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
6955 return MF_NO_ACTION;
6957 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
6959 if (!player->key[element - EL_EM_GATE_1])
6960 return MF_NO_ACTION;
6962 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
6964 if (!player->key[element - EL_EM_GATE_1_GRAY])
6965 return MF_NO_ACTION;
6968 /* automatically move to the next field with double speed */
6969 player->programmed_action = move_direction;
6970 DOUBLE_PLAYER_SPEED(player);
6972 PlaySoundLevelAction(x, y, ACTION_PASSING);
6976 else if (IS_DIGGABLE(element))
6980 if (mode != DF_SNAP)
6983 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
6984 player->is_digging = TRUE;
6987 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6991 else if (IS_COLLECTIBLE(element))
6995 if (mode != DF_SNAP)
6997 GfxElement[x][y] = element;
6998 player->is_collecting = TRUE;
7001 if (element == EL_SPEED_PILL)
7002 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7003 else if (element == EL_EXTRA_TIME && level.time > 0)
7006 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7008 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7010 player->shield_normal_time_left += 10;
7011 if (element == EL_SHIELD_DEADLY)
7012 player->shield_deadly_time_left += 10;
7014 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7017 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7019 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7020 int2str(local_player->dynamite, 3), FONT_TEXT_2);
7022 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7024 player->dynabomb_count++;
7025 player->dynabombs_left++;
7027 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7029 player->dynabomb_size++;
7031 else if (element == EL_DYNABOMB_INCREASE_POWER)
7033 player->dynabomb_xl = TRUE;
7035 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7036 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7038 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7039 element - EL_KEY_1 : element - EL_EM_KEY_1);
7041 player->key[key_nr] = TRUE;
7043 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7044 el2edimg(EL_KEY_1 + key_nr));
7045 redraw_mask |= REDRAW_DOOR_1;
7047 else if (element_info[element].gem_count > 0)
7049 local_player->gems_still_needed -=
7050 element_info[element].gem_count;
7051 if (local_player->gems_still_needed < 0)
7052 local_player->gems_still_needed = 0;
7054 DrawText(DX_EMERALDS, DY_EMERALDS,
7055 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7058 RaiseScoreElement(element);
7059 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7061 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
7065 else if (IS_PUSHABLE(element))
7067 if (mode == DF_SNAP && element != EL_BD_ROCK)
7068 return MF_NO_ACTION;
7070 if (CAN_FALL(element) && dy)
7071 return MF_NO_ACTION;
7073 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7074 !(element == EL_SPRING && use_spring_bug))
7075 return MF_NO_ACTION;
7077 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7078 return MF_NO_ACTION;
7080 if (!player->Pushing &&
7081 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7082 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7084 player->Pushing = TRUE;
7086 if (!(IN_LEV_FIELD(nextx, nexty) &&
7087 (IS_FREE(nextx, nexty) ||
7088 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7089 IS_SB_ELEMENT(element)))))
7090 return MF_NO_ACTION;
7092 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7093 return MF_NO_ACTION;
7095 if (player->push_delay == 0) /* new pushing; restart delay */
7096 player->push_delay = FrameCounter;
7098 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7099 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7100 element != EL_SPRING && element != EL_BALLOON)
7101 return MF_NO_ACTION;
7103 if (IS_SB_ELEMENT(element))
7105 if (element == EL_SOKOBAN_FIELD_FULL)
7107 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7108 local_player->sokobanfields_still_needed++;
7111 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7113 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7114 local_player->sokobanfields_still_needed--;
7117 Feld[x][y] = EL_SOKOBAN_OBJECT;
7119 if (Back[x][y] == Back[nextx][nexty])
7120 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7121 else if (Back[x][y] != 0)
7122 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7125 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7128 if (local_player->sokobanfields_still_needed == 0 &&
7129 game.emulation == EMU_SOKOBAN)
7131 player->LevelSolved = player->GameOver = TRUE;
7132 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7136 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7138 InitMovingField(x, y, move_direction);
7140 if (mode == DF_SNAP)
7141 ContinueMoving(x, y);
7143 MovPos[x][y] = (dx != 0 ? dx : dy);
7145 Pushed[x][y] = TRUE;
7146 Pushed[nextx][nexty] = TRUE;
7148 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7149 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7151 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7152 CheckPlayerElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7158 CheckPlayerElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7161 return MF_NO_ACTION;
7164 player->push_delay = 0;
7166 if (Feld[x][y] != element) /* really digged/collected something */
7167 player->is_collecting = !player->is_digging;
7172 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7174 int jx = player->jx, jy = player->jy;
7175 int x = jx + dx, y = jy + dy;
7176 int snap_direction = (dx == -1 ? MV_LEFT :
7177 dx == +1 ? MV_RIGHT :
7179 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7181 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7184 if (!player->active || !IN_LEV_FIELD(x, y))
7192 if (player->MovPos == 0)
7193 player->Pushing = FALSE;
7195 player->snapped = FALSE;
7197 if (player->MovPos == 0)
7199 player->is_digging = FALSE;
7200 player->is_collecting = FALSE;
7206 if (player->snapped)
7209 player->MovDir = snap_direction;
7211 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7214 player->snapped = TRUE;
7215 player->is_digging = FALSE;
7216 player->is_collecting = FALSE;
7218 DrawLevelField(x, y);
7224 boolean PlaceBomb(struct PlayerInfo *player)
7226 int jx = player->jx, jy = player->jy;
7229 if (!player->active || player->MovPos)
7232 element = Feld[jx][jy];
7234 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7235 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7239 if (element != EL_EMPTY)
7243 if (element != EL_EMPTY)
7246 Store[jx][jy] = element;
7248 Back[jx][jy] = element;
7252 MovDelay[jx][jy] = 96;
7254 ResetGfxAnimation(jx, jy);
7255 ResetRandomAnimationValue(jx, jy);
7257 if (player->dynamite)
7259 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7260 EL_DYNAMITE_ACTIVE);
7263 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7265 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7268 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7270 if (game.emulation == EMU_SUPAPLEX)
7271 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7273 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7277 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7282 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7283 player->dynabombs_left--;
7285 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7286 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7288 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7294 /* ------------------------------------------------------------------------- */
7295 /* game sound playing functions */
7296 /* ------------------------------------------------------------------------- */
7298 static int *loop_sound_frame = NULL;
7299 static int *loop_sound_volume = NULL;
7301 void InitPlaySoundLevel()
7303 int num_sounds = getSoundListSize();
7305 if (loop_sound_frame != NULL)
7306 free(loop_sound_frame);
7308 if (loop_sound_volume != NULL)
7309 free(loop_sound_volume);
7311 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7312 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7315 static void PlaySoundLevel(int x, int y, int nr)
7317 int sx = SCREENX(x), sy = SCREENY(y);
7318 int volume, stereo_position;
7319 int max_distance = 8;
7320 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7322 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7323 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7326 if (!IN_LEV_FIELD(x, y) ||
7327 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7328 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7331 volume = SOUND_MAX_VOLUME;
7333 if (!IN_SCR_FIELD(sx, sy))
7335 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7336 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7338 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7341 stereo_position = (SOUND_MAX_LEFT +
7342 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7343 (SCR_FIELDX + 2 * max_distance));
7345 if (IS_LOOP_SOUND(nr))
7347 /* This assures that quieter loop sounds do not overwrite louder ones,
7348 while restarting sound volume comparison with each new game frame. */
7350 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7353 loop_sound_volume[nr] = volume;
7354 loop_sound_frame[nr] = FrameCounter;
7357 PlaySoundExt(nr, volume, stereo_position, type);
7360 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7362 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7363 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7364 y < LEVELY(BY1) ? LEVELY(BY1) :
7365 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7369 static void PlaySoundLevelAction(int x, int y, int action)
7371 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7374 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7376 int sound_effect = element_info[element].sound[action];
7378 if (sound_effect != SND_UNDEFINED)
7379 PlaySoundLevel(x, y, sound_effect);
7382 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7384 int sound_effect = element_info[Feld[x][y]].sound[action];
7386 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7387 PlaySoundLevel(x, y, sound_effect);
7390 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7392 int sound_effect = element_info[Feld[x][y]].sound[action];
7394 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7395 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7398 void RaiseScore(int value)
7400 local_player->score += value;
7401 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7404 void RaiseScoreElement(int element)
7410 case EL_EMERALD_YELLOW:
7411 case EL_EMERALD_RED:
7412 case EL_EMERALD_PURPLE:
7413 case EL_SP_INFOTRON:
7414 RaiseScore(level.score[SC_EMERALD]);
7417 RaiseScore(level.score[SC_DIAMOND]);
7420 RaiseScore(level.score[SC_CRYSTAL]);
7423 RaiseScore(level.score[SC_PEARL]);
7426 case EL_BD_BUTTERFLY:
7427 case EL_SP_ELECTRON:
7428 RaiseScore(level.score[SC_BUG]);
7432 case EL_SP_SNIKSNAK:
7433 RaiseScore(level.score[SC_SPACESHIP]);
7436 case EL_DARK_YAMYAM:
7437 RaiseScore(level.score[SC_YAMYAM]);
7440 RaiseScore(level.score[SC_ROBOT]);
7443 RaiseScore(level.score[SC_PACMAN]);
7446 RaiseScore(level.score[SC_NUT]);
7449 case EL_SP_DISK_RED:
7450 case EL_DYNABOMB_INCREASE_NUMBER:
7451 case EL_DYNABOMB_INCREASE_SIZE:
7452 case EL_DYNABOMB_INCREASE_POWER:
7453 RaiseScore(level.score[SC_DYNAMITE]);
7455 case EL_SHIELD_NORMAL:
7456 case EL_SHIELD_DEADLY:
7457 RaiseScore(level.score[SC_SHIELD]);
7460 RaiseScore(level.score[SC_TIME_BONUS]);
7466 RaiseScore(level.score[SC_KEY]);
7469 RaiseScore(element_info[element].score);
7474 void RequestQuitGame(boolean ask_if_really_quit)
7476 if (AllPlayersGone ||
7477 !ask_if_really_quit ||
7478 level_editor_test_game ||
7479 Request("Do you really want to quit the game ?",
7480 REQ_ASK | REQ_STAY_CLOSED))
7482 #if defined(PLATFORM_UNIX)
7483 if (options.network)
7484 SendToServer_StopPlaying();
7488 game_status = GAME_MODE_MAIN;
7494 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7499 /* ---------- new game button stuff ---------------------------------------- */
7501 /* graphic position values for game buttons */
7502 #define GAME_BUTTON_XSIZE 30
7503 #define GAME_BUTTON_YSIZE 30
7504 #define GAME_BUTTON_XPOS 5
7505 #define GAME_BUTTON_YPOS 215
7506 #define SOUND_BUTTON_XPOS 5
7507 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7509 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7510 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7511 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7512 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7513 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7514 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7521 } gamebutton_info[NUM_GAME_BUTTONS] =
7524 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7529 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7534 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7539 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7540 SOUND_CTRL_ID_MUSIC,
7541 "background music on/off"
7544 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7545 SOUND_CTRL_ID_LOOPS,
7546 "sound loops on/off"
7549 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7550 SOUND_CTRL_ID_SIMPLE,
7551 "normal sounds on/off"
7555 void CreateGameButtons()
7559 for (i=0; i<NUM_GAME_BUTTONS; i++)
7561 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7562 struct GadgetInfo *gi;
7565 unsigned long event_mask;
7566 int gd_xoffset, gd_yoffset;
7567 int gd_x1, gd_x2, gd_y1, gd_y2;
7570 gd_xoffset = gamebutton_info[i].x;
7571 gd_yoffset = gamebutton_info[i].y;
7572 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7573 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7575 if (id == GAME_CTRL_ID_STOP ||
7576 id == GAME_CTRL_ID_PAUSE ||
7577 id == GAME_CTRL_ID_PLAY)
7579 button_type = GD_TYPE_NORMAL_BUTTON;
7581 event_mask = GD_EVENT_RELEASED;
7582 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7583 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7587 button_type = GD_TYPE_CHECK_BUTTON;
7589 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7590 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7591 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7592 event_mask = GD_EVENT_PRESSED;
7593 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7594 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7597 gi = CreateGadget(GDI_CUSTOM_ID, id,
7598 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7599 GDI_X, DX + gd_xoffset,
7600 GDI_Y, DY + gd_yoffset,
7601 GDI_WIDTH, GAME_BUTTON_XSIZE,
7602 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7603 GDI_TYPE, button_type,
7604 GDI_STATE, GD_BUTTON_UNPRESSED,
7605 GDI_CHECKED, checked,
7606 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7607 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7608 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7609 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7610 GDI_EVENT_MASK, event_mask,
7611 GDI_CALLBACK_ACTION, HandleGameButtons,
7615 Error(ERR_EXIT, "cannot create gadget");
7617 game_gadget[id] = gi;
7621 void FreeGameButtons()
7625 for (i=0; i<NUM_GAME_BUTTONS; i++)
7626 FreeGadget(game_gadget[i]);
7629 static void MapGameButtons()
7633 for (i=0; i<NUM_GAME_BUTTONS; i++)
7634 MapGadget(game_gadget[i]);
7637 void UnmapGameButtons()
7641 for (i=0; i<NUM_GAME_BUTTONS; i++)
7642 UnmapGadget(game_gadget[i]);
7645 static void HandleGameButtons(struct GadgetInfo *gi)
7647 int id = gi->custom_id;
7649 if (game_status != GAME_MODE_PLAYING)
7654 case GAME_CTRL_ID_STOP:
7655 RequestQuitGame(TRUE);
7658 case GAME_CTRL_ID_PAUSE:
7659 if (options.network)
7661 #if defined(PLATFORM_UNIX)
7663 SendToServer_ContinuePlaying();
7665 SendToServer_PausePlaying();
7669 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7672 case GAME_CTRL_ID_PLAY:
7675 #if defined(PLATFORM_UNIX)
7676 if (options.network)
7677 SendToServer_ContinuePlaying();
7681 tape.pausing = FALSE;
7682 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7687 case SOUND_CTRL_ID_MUSIC:
7688 if (setup.sound_music)
7690 setup.sound_music = FALSE;
7693 else if (audio.music_available)
7695 setup.sound = setup.sound_music = TRUE;
7696 PlayMusic(level_nr);
7700 case SOUND_CTRL_ID_LOOPS:
7701 if (setup.sound_loops)
7702 setup.sound_loops = FALSE;
7703 else if (audio.loops_available)
7704 setup.sound = setup.sound_loops = TRUE;
7707 case SOUND_CTRL_ID_SIMPLE:
7708 if (setup.sound_simple)
7709 setup.sound_simple = FALSE;
7710 else if (audio.sound_available)
7711 setup.sound = setup.sound_simple = TRUE;