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 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
116 static void PlaySoundLevelActionIfLoop(int, int, int);
117 static void StopSoundLevelActionIfLoop(int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT_4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
281 stored_player[0].use_murphy_graphic = TRUE;
284 Feld[x][y] = EL_PLAYER_1;
293 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
294 int jx = player->jx, jy = player->jy;
296 player->present = TRUE;
298 if (!options.network || player->connected)
300 player->active = TRUE;
302 /* remove potentially duplicate players */
303 if (StorePlayer[jx][jy] == Feld[x][y])
304 StorePlayer[jx][jy] = 0;
306 StorePlayer[x][y] = Feld[x][y];
310 printf("Player %d activated.\n", player->element_nr);
311 printf("[Local player is %d and currently %s.]\n",
312 local_player->element_nr,
313 local_player->active ? "active" : "not active");
317 Feld[x][y] = EL_EMPTY;
318 player->jx = player->last_jx = x;
319 player->jy = player->last_jy = y;
324 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
325 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
326 else if (x > 0 && Feld[x-1][y] == EL_ACID)
327 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
329 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
330 else if (y > 0 && Feld[x][y-1] == EL_ACID)
331 Feld[x][y] = EL_ACID_POOL_BOTTOM;
332 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
333 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
341 case EL_SPACESHIP_RIGHT:
342 case EL_SPACESHIP_UP:
343 case EL_SPACESHIP_LEFT:
344 case EL_SPACESHIP_DOWN:
346 case EL_BD_BUTTERFLY_RIGHT:
347 case EL_BD_BUTTERFLY_UP:
348 case EL_BD_BUTTERFLY_LEFT:
349 case EL_BD_BUTTERFLY_DOWN:
350 case EL_BD_BUTTERFLY:
351 case EL_BD_FIREFLY_RIGHT:
352 case EL_BD_FIREFLY_UP:
353 case EL_BD_FIREFLY_LEFT:
354 case EL_BD_FIREFLY_DOWN:
356 case EL_PACMAN_RIGHT:
380 if (y == lev_fieldy - 1)
382 Feld[x][y] = EL_AMOEBA_GROWING;
383 Store[x][y] = EL_AMOEBA_WET;
387 case EL_DYNAMITE_ACTIVE:
392 local_player->lights_still_needed++;
395 case EL_SOKOBAN_FIELD_EMPTY:
396 local_player->sokobanfields_still_needed++;
400 local_player->friends_still_needed++;
405 MovDir[x][y] = 1 << RND(4);
409 Feld[x][y] = EL_EMPTY;
412 case EL_EM_KEY_1_FILE:
413 Feld[x][y] = EL_EM_KEY_1;
415 case EL_EM_KEY_2_FILE:
416 Feld[x][y] = EL_EM_KEY_2;
418 case EL_EM_KEY_3_FILE:
419 Feld[x][y] = EL_EM_KEY_3;
421 case EL_EM_KEY_4_FILE:
422 Feld[x][y] = EL_EM_KEY_4;
425 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
431 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
432 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
433 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
434 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
435 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
436 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
439 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
440 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
441 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
443 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
445 game.belt_dir[belt_nr] = belt_dir;
446 game.belt_dir_nr[belt_nr] = belt_dir_nr;
448 else /* more than one switch -- set it like the first switch */
450 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
455 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
457 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
460 case EL_LIGHT_SWITCH_ACTIVE:
462 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
470 void DrawGameDoorValues()
474 for (i=0; i<MAX_PLAYERS; i++)
476 if (stored_player[i].key[j])
477 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
478 el2edimg(EL_KEY_1 + j));
480 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
481 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
482 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
483 int2str(local_player->dynamite, 3), FONT_TEXT_2);
484 DrawText(DX + XX_SCORE, DY + YY_SCORE,
485 int2str(local_player->score, 5), FONT_TEXT_2);
486 DrawText(DX + XX_TIME, DY + YY_TIME,
487 int2str(TimeLeft, 3), FONT_TEXT_2);
492 =============================================================================
494 -----------------------------------------------------------------------------
495 initialize game engine due to level / tape version number
496 =============================================================================
499 static void InitGameEngine()
503 game.engine_version = (tape.playing ? tape.engine_version :
507 printf("level %d: level version == %06d\n", level_nr, level.game_version);
508 printf(" tape version == %06d [%s] [file: %06d]\n",
509 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
511 printf(" => game.engine_version == %06d\n", game.engine_version);
514 /* dynamically adjust player properties according to game engine version */
515 game.initial_move_delay =
516 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
517 INITIAL_MOVE_DELAY_OFF);
519 /* dynamically adjust player properties according to level information */
520 game.initial_move_delay_value =
521 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
523 /* dynamically adjust element properties according to game engine version */
525 static int ep_em_slippery_wall[] =
530 EL_EXPANDABLE_WALL_HORIZONTAL,
531 EL_EXPANDABLE_WALL_VERTICAL,
532 EL_EXPANDABLE_WALL_ANY
534 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
536 /* special EM style gems behaviour */
537 for (i=0; i<ep_em_slippery_wall_num; i++)
538 SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
539 level.em_slippery_gems);
541 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
542 SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
543 (level.em_slippery_gems &&
544 game.engine_version > VERSION_IDENT(2,0,1)));
547 /* initialize changing elements information */
548 for (i=0; i<MAX_NUM_ELEMENTS; i++)
550 changing_element[i].base_element = EL_UNDEFINED;
551 changing_element[i].next_element = EL_UNDEFINED;
552 changing_element[i].change_delay = -1;
553 changing_element[i].pre_change_function = NULL;
554 changing_element[i].change_function = NULL;
555 changing_element[i].post_change_function = NULL;
559 while (changing_element_list[i].base_element != EL_UNDEFINED)
561 struct ChangingElementInfo *ce = &changing_element_list[i];
562 int element = ce->base_element;
564 changing_element[element].base_element = ce->base_element;
565 changing_element[element].next_element = ce->next_element;
566 changing_element[element].change_delay = ce->change_delay;
567 changing_element[element].pre_change_function = ce->pre_change_function;
568 changing_element[element].change_function = ce->change_function;
569 changing_element[element].post_change_function = ce->post_change_function;
577 =============================================================================
579 -----------------------------------------------------------------------------
580 initialize and start new game
581 =============================================================================
586 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
587 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
588 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
595 #if USE_NEW_AMOEBA_CODE
596 printf("Using new amoeba code.\n");
598 printf("Using old amoeba code.\n");
603 /* don't play tapes over network */
604 network_playing = (options.network && !tape.playing);
606 for (i=0; i<MAX_PLAYERS; i++)
608 struct PlayerInfo *player = &stored_player[i];
610 player->index_nr = i;
611 player->element_nr = EL_PLAYER_1 + i;
613 player->present = FALSE;
614 player->active = FALSE;
617 player->effective_action = 0;
618 player->programmed_action = 0;
621 player->gems_still_needed = level.gems_needed;
622 player->sokobanfields_still_needed = 0;
623 player->lights_still_needed = 0;
624 player->friends_still_needed = 0;
627 player->key[j] = FALSE;
629 player->dynamite = 0;
630 player->dynabomb_count = 0;
631 player->dynabomb_size = 1;
632 player->dynabombs_left = 0;
633 player->dynabomb_xl = FALSE;
635 player->MovDir = MV_NO_MOVING;
637 player->Pushing = FALSE;
638 player->Switching = FALSE;
640 player->GfxDir = MV_NO_MOVING;
641 player->GfxAction = ACTION_DEFAULT;
643 player->StepFrame = 0;
645 player->use_murphy_graphic = FALSE;
646 player->use_disk_red_graphic = FALSE;
648 player->actual_frame_counter = 0;
650 player->last_move_dir = MV_NO_MOVING;
651 player->is_moving = FALSE;
653 player->is_moving = FALSE;
654 player->is_waiting = FALSE;
655 player->is_digging = FALSE;
656 player->is_collecting = FALSE;
658 player->move_delay = game.initial_move_delay;
659 player->move_delay_value = game.initial_move_delay_value;
661 player->push_delay = 0;
662 player->push_delay_value = 5;
664 player->snapped = FALSE;
666 player->last_jx = player->last_jy = 0;
667 player->jx = player->jy = 0;
669 player->shield_normal_time_left = 0;
670 player->shield_deadly_time_left = 0;
672 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
673 SnapField(player, 0, 0);
675 player->LevelSolved = FALSE;
676 player->GameOver = FALSE;
679 network_player_action_received = FALSE;
681 #if defined(PLATFORM_UNIX)
682 /* initial null action */
684 SendToServer_MovePlayer(MV_NO_MOVING);
692 TimeLeft = level.time;
694 ScreenMovDir = MV_NO_MOVING;
698 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
700 AllPlayersGone = FALSE;
702 game.yam_content_nr = 0;
703 game.magic_wall_active = FALSE;
704 game.magic_wall_time_left = 0;
705 game.light_time_left = 0;
706 game.timegate_time_left = 0;
707 game.switchgate_pos = 0;
708 game.balloon_dir = MV_NO_MOVING;
709 game.explosions_delayed = TRUE;
713 game.belt_dir[i] = MV_NO_MOVING;
714 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
717 for (i=0; i<MAX_NUM_AMOEBA; i++)
718 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
720 for (x=0; x<lev_fieldx; x++)
722 for (y=0; y<lev_fieldy; y++)
724 Feld[x][y] = Ur[x][y];
725 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
726 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
728 JustStopped[x][y] = 0;
730 ExplodePhase[x][y] = 0;
731 ExplodeField[x][y] = EX_NO_EXPLOSION;
734 GfxAction[x][y] = ACTION_DEFAULT;
735 GfxRandom[x][y] = INIT_GFX_RANDOM();
736 GfxElement[x][y] = EL_UNDEFINED;
740 for(y=0; y<lev_fieldy; y++)
742 for(x=0; x<lev_fieldx; x++)
744 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
746 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
748 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
751 InitField(x, y, TRUE);
757 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
758 emulate_sb ? EMU_SOKOBAN :
759 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
761 /* correct non-moving belts to start moving left */
763 if (game.belt_dir[i] == MV_NO_MOVING)
764 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
766 /* check if any connected player was not found in playfield */
767 for (i=0; i<MAX_PLAYERS; i++)
769 struct PlayerInfo *player = &stored_player[i];
771 if (player->connected && !player->present)
773 for (j=0; j<MAX_PLAYERS; j++)
775 struct PlayerInfo *some_player = &stored_player[j];
776 int jx = some_player->jx, jy = some_player->jy;
778 /* assign first free player found that is present in the playfield */
779 if (some_player->present && !some_player->connected)
781 player->present = TRUE;
782 player->active = TRUE;
783 some_player->present = FALSE;
785 StorePlayer[jx][jy] = player->element_nr;
786 player->jx = player->last_jx = jx;
787 player->jy = player->last_jy = jy;
797 /* when playing a tape, eliminate all players who do not participate */
799 for (i=0; i<MAX_PLAYERS; i++)
801 if (stored_player[i].active && !tape.player_participates[i])
803 struct PlayerInfo *player = &stored_player[i];
804 int jx = player->jx, jy = player->jy;
806 player->active = FALSE;
807 StorePlayer[jx][jy] = 0;
808 Feld[jx][jy] = EL_EMPTY;
812 else if (!options.network && !setup.team_mode) /* && !tape.playing */
814 /* when in single player mode, eliminate all but the first active player */
816 for (i=0; i<MAX_PLAYERS; i++)
818 if (stored_player[i].active)
820 for (j=i+1; j<MAX_PLAYERS; j++)
822 if (stored_player[j].active)
824 struct PlayerInfo *player = &stored_player[j];
825 int jx = player->jx, jy = player->jy;
827 player->active = FALSE;
828 StorePlayer[jx][jy] = 0;
829 Feld[jx][jy] = EL_EMPTY;
836 /* when recording the game, store which players take part in the game */
839 for (i=0; i<MAX_PLAYERS; i++)
840 if (stored_player[i].active)
841 tape.player_participates[i] = TRUE;
846 for (i=0; i<MAX_PLAYERS; i++)
848 struct PlayerInfo *player = &stored_player[i];
850 printf("Player %d: present == %d, connected == %d, active == %d.\n",
855 if (local_player == player)
856 printf("Player %d is local player.\n", i+1);
860 if (BorderElement == EL_EMPTY)
863 SBX_Right = lev_fieldx - SCR_FIELDX;
865 SBY_Lower = lev_fieldy - SCR_FIELDY;
870 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
872 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
875 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
876 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
878 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
879 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
882 scroll_y = SBY_Upper;
883 if (local_player->jx >= SBX_Left + MIDPOSX)
884 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
885 local_player->jx - MIDPOSX :
887 if (local_player->jy >= SBY_Upper + MIDPOSY)
888 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
889 local_player->jy - MIDPOSY :
892 CloseDoor(DOOR_CLOSE_1);
897 /* after drawing the level, correct some elements */
898 if (game.timegate_time_left == 0)
899 CloseAllOpenTimegates();
901 if (setup.soft_scrolling)
902 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
904 redraw_mask |= REDRAW_FROM_BACKBUFFER;
907 /* copy default game door content to main double buffer */
908 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
909 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
912 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
915 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
916 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
917 BlitBitmap(drawto, drawto,
918 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
919 getFontWidth(FONT_LEVEL_NUMBER) * 3,
920 getFontHeight(FONT_LEVEL_NUMBER) - 1,
921 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
924 DrawGameDoorValues();
928 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
929 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
930 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
934 /* copy actual game door content to door double buffer for OpenDoor() */
935 BlitBitmap(drawto, bitmap_db_door,
936 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
938 OpenDoor(DOOR_OPEN_ALL);
940 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
941 if (setup.sound_music)
944 KeyboardAutoRepeatOff();
949 printf("Player %d %sactive.\n",
950 i + 1, (stored_player[i].active ? "" : "not "));
954 void InitMovDir(int x, int y)
956 int i, element = Feld[x][y];
957 static int xy[4][2] =
964 static int direction[3][4] =
966 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
967 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
968 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
978 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
981 case EL_SPACESHIP_RIGHT:
982 case EL_SPACESHIP_UP:
983 case EL_SPACESHIP_LEFT:
984 case EL_SPACESHIP_DOWN:
985 Feld[x][y] = EL_SPACESHIP;
986 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
989 case EL_BD_BUTTERFLY_RIGHT:
990 case EL_BD_BUTTERFLY_UP:
991 case EL_BD_BUTTERFLY_LEFT:
992 case EL_BD_BUTTERFLY_DOWN:
993 Feld[x][y] = EL_BD_BUTTERFLY;
994 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
997 case EL_BD_FIREFLY_RIGHT:
998 case EL_BD_FIREFLY_UP:
999 case EL_BD_FIREFLY_LEFT:
1000 case EL_BD_FIREFLY_DOWN:
1001 Feld[x][y] = EL_BD_FIREFLY;
1002 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1005 case EL_PACMAN_RIGHT:
1007 case EL_PACMAN_LEFT:
1008 case EL_PACMAN_DOWN:
1009 Feld[x][y] = EL_PACMAN;
1010 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1013 case EL_SP_SNIKSNAK:
1014 MovDir[x][y] = MV_UP;
1017 case EL_SP_ELECTRON:
1018 MovDir[x][y] = MV_LEFT;
1025 Feld[x][y] = EL_MOLE;
1026 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1030 MovDir[x][y] = 1 << RND(4);
1031 if (element != EL_BUG &&
1032 element != EL_SPACESHIP &&
1033 element != EL_BD_BUTTERFLY &&
1034 element != EL_BD_FIREFLY)
1039 int x1 = x + xy[i][0];
1040 int y1 = y + xy[i][1];
1042 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1044 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1046 MovDir[x][y] = direction[0][i];
1049 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1050 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1052 MovDir[x][y] = direction[1][i];
1061 void InitAmoebaNr(int x, int y)
1064 int group_nr = AmoebeNachbarNr(x, y);
1068 for (i=1; i<MAX_NUM_AMOEBA; i++)
1070 if (AmoebaCnt[i] == 0)
1078 AmoebaNr[x][y] = group_nr;
1079 AmoebaCnt[group_nr]++;
1080 AmoebaCnt2[group_nr]++;
1086 boolean raise_level = FALSE;
1088 if (local_player->MovPos)
1091 if (tape.playing && tape.auto_play)
1092 tape.auto_play_level_solved = TRUE;
1094 local_player->LevelSolved = FALSE;
1096 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1100 if (!tape.playing && setup.sound_loops)
1101 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1102 SND_CTRL_PLAY_LOOP);
1104 while (TimeLeft > 0)
1106 if (!tape.playing && !setup.sound_loops)
1107 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1108 if (TimeLeft > 0 && !(TimeLeft % 10))
1109 RaiseScore(level.score[SC_TIME_BONUS]);
1110 if (TimeLeft > 100 && !(TimeLeft % 10))
1114 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1121 if (!tape.playing && setup.sound_loops)
1122 StopSound(SND_GAME_LEVELTIME_BONUS);
1124 else if (level.time == 0) /* level without time limit */
1126 if (!tape.playing && setup.sound_loops)
1127 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1128 SND_CTRL_PLAY_LOOP);
1130 while (TimePlayed < 999)
1132 if (!tape.playing && !setup.sound_loops)
1133 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1134 if (TimePlayed < 999 && !(TimePlayed % 10))
1135 RaiseScore(level.score[SC_TIME_BONUS]);
1136 if (TimePlayed < 900 && !(TimePlayed % 10))
1140 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1147 if (!tape.playing && setup.sound_loops)
1148 StopSound(SND_GAME_LEVELTIME_BONUS);
1151 /* Hero disappears */
1152 DrawLevelField(ExitX, ExitY);
1158 CloseDoor(DOOR_CLOSE_1);
1163 SaveTape(tape.level_nr); /* Ask to save tape */
1166 if (level_nr == leveldir_current->handicap_level)
1168 leveldir_current->handicap_level++;
1169 SaveLevelSetup_SeriesInfo();
1172 if (level_editor_test_game)
1173 local_player->score = -1; /* no highscore when playing from editor */
1174 else if (level_nr < leveldir_current->last_level)
1175 raise_level = TRUE; /* advance to next level */
1177 if ((hi_pos = NewHiScore()) >= 0)
1179 game_status = HALLOFFAME;
1180 DrawHallOfFame(hi_pos);
1189 game_status = MAINMENU;
1206 LoadScore(level_nr);
1208 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1209 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1212 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1214 if (local_player->score > highscore[k].Score)
1216 /* player has made it to the hall of fame */
1218 if (k < MAX_SCORE_ENTRIES - 1)
1220 int m = MAX_SCORE_ENTRIES - 1;
1223 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1224 if (!strcmp(setup.player_name, highscore[l].Name))
1226 if (m == k) /* player's new highscore overwrites his old one */
1232 strcpy(highscore[l].Name, highscore[l - 1].Name);
1233 highscore[l].Score = highscore[l - 1].Score;
1240 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1241 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1242 highscore[k].Score = local_player->score;
1248 else if (!strncmp(setup.player_name, highscore[k].Name,
1249 MAX_PLAYER_NAME_LEN))
1250 break; /* player already there with a higher score */
1256 SaveScore(level_nr);
1261 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1263 if (player->GfxAction != action || player->GfxDir != dir)
1266 printf("Player frame reset! (%d => %d, %d => %d)\n",
1267 player->GfxAction, action, player->GfxDir, dir);
1270 player->GfxAction = action;
1271 player->GfxDir = dir;
1273 player->StepFrame = 0;
1277 static void ResetRandomAnimationValue(int x, int y)
1279 GfxRandom[x][y] = INIT_GFX_RANDOM();
1282 static void ResetGfxAnimation(int x, int y)
1285 GfxAction[x][y] = ACTION_DEFAULT;
1288 void InitMovingField(int x, int y, int direction)
1290 int element = Feld[x][y];
1291 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1292 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1294 if (!JustStopped[x][y] || direction != MovDir[x][y])
1295 ResetGfxAnimation(x, y);
1297 MovDir[newx][newy] = MovDir[x][y] = direction;
1299 if (Feld[newx][newy] == EL_EMPTY)
1300 Feld[newx][newy] = EL_BLOCKED;
1302 if (direction == MV_DOWN && CAN_FALL(element))
1303 GfxAction[x][y] = ACTION_FALLING;
1305 GfxAction[x][y] = ACTION_MOVING;
1307 GfxFrame[newx][newy] = GfxFrame[x][y];
1308 GfxAction[newx][newy] = GfxAction[x][y];
1309 GfxRandom[newx][newy] = GfxRandom[x][y];
1312 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1314 int direction = MovDir[x][y];
1315 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1316 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1322 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1324 int oldx = x, oldy = y;
1325 int direction = MovDir[x][y];
1327 if (direction == MV_LEFT)
1329 else if (direction == MV_RIGHT)
1331 else if (direction == MV_UP)
1333 else if (direction == MV_DOWN)
1336 *comes_from_x = oldx;
1337 *comes_from_y = oldy;
1340 int MovingOrBlocked2Element(int x, int y)
1342 int element = Feld[x][y];
1344 if (element == EL_BLOCKED)
1348 Blocked2Moving(x, y, &oldx, &oldy);
1349 return Feld[oldx][oldy];
1355 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1357 /* like MovingOrBlocked2Element(), but if element is moving
1358 and (x,y) is the field the moving element is just leaving,
1359 return EL_BLOCKED instead of the element value */
1360 int element = Feld[x][y];
1362 if (IS_MOVING(x, y))
1364 if (element == EL_BLOCKED)
1368 Blocked2Moving(x, y, &oldx, &oldy);
1369 return Feld[oldx][oldy];
1378 static void RemoveField(int x, int y)
1380 Feld[x][y] = EL_EMPTY;
1381 GfxElement[x][y] = EL_UNDEFINED;
1387 void RemoveMovingField(int x, int y)
1389 int oldx = x, oldy = y, newx = x, newy = y;
1391 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1394 if (IS_MOVING(x, y))
1396 Moving2Blocked(x, y, &newx, &newy);
1397 if (Feld[newx][newy] != EL_BLOCKED)
1400 else if (Feld[x][y] == EL_BLOCKED)
1402 Blocked2Moving(x, y, &oldx, &oldy);
1403 if (!IS_MOVING(oldx, oldy))
1407 if (Feld[x][y] == EL_BLOCKED &&
1408 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1409 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1410 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1411 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1412 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1414 Feld[oldx][oldy] = EL_EMPTY;
1416 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1418 Feld[newx][newy] = EL_EMPTY;
1419 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1420 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1421 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1423 DrawLevelField(oldx, oldy);
1424 DrawLevelField(newx, newy);
1427 void DrawDynamite(int x, int y)
1429 int sx = SCREENX(x), sy = SCREENY(y);
1430 int graphic = el2img(Feld[x][y]);
1433 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1436 if (IS_WALKABLE_INSIDE(Back[x][y]))
1440 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1441 else if (Store[x][y])
1442 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1444 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1447 if (Back[x][y] || Store[x][y])
1448 DrawGraphicThruMask(sx, sy, graphic, frame);
1450 DrawGraphic(sx, sy, graphic, frame);
1452 if (game.emulation == EMU_SUPAPLEX)
1453 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1454 else if (Store[x][y])
1455 DrawGraphicThruMask(sx, sy, graphic, frame);
1457 DrawGraphic(sx, sy, graphic, frame);
1461 void CheckDynamite(int x, int y)
1463 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1467 if (MovDelay[x][y] != 0)
1470 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1477 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1479 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1480 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1481 StopSound(SND_DYNAMITE_ACTIVE);
1483 StopSound(SND_DYNABOMB_ACTIVE);
1489 void Explode(int ex, int ey, int phase, int mode)
1493 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1494 int last_phase = num_phase * delay;
1495 int half_phase = (num_phase / 2) * delay;
1496 int first_phase_after_start = EX_PHASE_START + 1;
1498 if (game.explosions_delayed)
1500 ExplodeField[ex][ey] = mode;
1504 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1506 int center_element = Feld[ex][ey];
1508 /* remove things displayed in background while burning dynamite */
1509 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1512 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1514 /* put moving element to center field (and let it explode there) */
1515 center_element = MovingOrBlocked2Element(ex, ey);
1516 RemoveMovingField(ex, ey);
1517 Feld[ex][ey] = center_element;
1520 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1524 if (!IN_LEV_FIELD(x, y) ||
1525 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1526 (x != ex || y != ey)))
1529 element = Feld[x][y];
1531 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1533 element = MovingOrBlocked2Element(x, y);
1534 RemoveMovingField(x, y);
1538 if ((IS_INDESTRUCTIBLE(element) &&
1539 (game.engine_version < VERSION_IDENT(2,2,0) ||
1540 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1541 element == EL_FLAMES)
1544 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1548 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1550 if (IS_ACTIVE_BOMB(element))
1552 /* re-activate things under the bomb like gate or penguin */
1553 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1561 /* save walkable background elements while explosion on same tile */
1562 if (IS_INDESTRUCTIBLE(element))
1563 Back[x][y] = element;
1566 /* ignite explodable elements reached by other explosion */
1567 if (element == EL_EXPLOSION)
1568 element = Store2[x][y];
1571 else if (IS_INDESTRUCTIBLE(Store2[x][y])) /* hard element under bomb */
1572 element = Store2[x][y];
1576 else if (IS_INDESTRUCTIBLE(Store[x][y])) /* hard element under bomb */
1577 element = Store[x][y];
1580 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1582 switch(StorePlayer[ex][ey])
1585 Store[x][y] = EL_EMERALD_RED;
1588 Store[x][y] = EL_EMERALD;
1591 Store[x][y] = EL_EMERALD_PURPLE;
1595 Store[x][y] = EL_EMERALD_YELLOW;
1599 if (game.emulation == EMU_SUPAPLEX)
1600 Store[x][y] = EL_EMPTY;
1603 else if (IS_INDESTRUCTIBLE(Store[x][y]))
1607 else if (IS_INDESTRUCTIBLE(element))
1608 Store[x][y] = element;
1611 else if (IS_INDESTRUCTIBLE(element) && IS_ACCESSIBLE(element))
1612 Store[x][y] = element;
1614 else if (center_element == EL_MOLE)
1615 Store[x][y] = EL_EMERALD_RED;
1616 else if (center_element == EL_PENGUIN)
1617 Store[x][y] = EL_EMERALD_PURPLE;
1618 else if (center_element == EL_BUG)
1619 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1620 else if (center_element == EL_BD_BUTTERFLY)
1621 Store[x][y] = EL_BD_DIAMOND;
1622 else if (center_element == EL_SP_ELECTRON)
1623 Store[x][y] = EL_SP_INFOTRON;
1624 else if (center_element == EL_YAMYAM)
1625 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1626 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1627 Store[x][y] = level.amoeba_content;
1628 else if (element == EL_WALL_EMERALD)
1629 Store[x][y] = EL_EMERALD;
1630 else if (element == EL_WALL_DIAMOND)
1631 Store[x][y] = EL_DIAMOND;
1632 else if (element == EL_WALL_BD_DIAMOND)
1633 Store[x][y] = EL_BD_DIAMOND;
1634 else if (element == EL_WALL_EMERALD_YELLOW)
1635 Store[x][y] = EL_EMERALD_YELLOW;
1636 else if (element == EL_WALL_EMERALD_RED)
1637 Store[x][y] = EL_EMERALD_RED;
1638 else if (element == EL_WALL_EMERALD_PURPLE)
1639 Store[x][y] = EL_EMERALD_PURPLE;
1640 else if (element == EL_WALL_PEARL)
1641 Store[x][y] = EL_PEARL;
1642 else if (element == EL_WALL_CRYSTAL)
1643 Store[x][y] = EL_CRYSTAL;
1647 else if (IS_INDESTRUCTIBLE(element) && IS_ACCESSIBLE(element))
1648 Store[x][y] = element;
1650 else if (IS_INDESTRUCTIBLE(element))
1651 Store[x][y] = element;
1655 Store[x][y] = EL_EMPTY;
1659 else if (IS_PFORTE(element))
1660 Store[x][y] = element;
1662 Store[x][y] = EL_EMPTY;
1664 else if (!IS_PFORTE(Store[x][y]))
1665 Store[x][y] = EL_EMPTY;
1670 if (x != ex || y != ey ||
1671 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1672 Store2[x][y] = element;
1674 if (AmoebaNr[x][y] &&
1675 (element == EL_AMOEBA_FULL ||
1676 element == EL_BD_AMOEBA ||
1677 element == EL_AMOEBA_GROWING))
1679 AmoebaCnt[AmoebaNr[x][y]]--;
1680 AmoebaCnt2[AmoebaNr[x][y]]--;
1683 Feld[x][y] = EL_EXPLOSION;
1684 GfxElement[x][y] = EL_UNDEFINED;
1685 MovDir[x][y] = MovPos[x][y] = 0;
1687 ExplodePhase[x][y] = 1;
1691 if (center_element == EL_YAMYAM)
1692 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1703 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1705 if (phase == first_phase_after_start)
1707 int element = Store2[x][y];
1709 if (element == EL_BLACK_ORB)
1711 Feld[x][y] = Store2[x][y];
1716 else if (phase == half_phase)
1718 int element = Store2[x][y];
1720 if (IS_PLAYER(x, y))
1721 KillHeroUnlessProtected(x, y);
1722 else if (IS_EXPLOSIVE(element))
1724 Feld[x][y] = Store2[x][y];
1728 else if (element == EL_AMOEBA_TO_DIAMOND)
1729 AmoebeUmwandeln(x, y);
1732 if (phase == last_phase)
1736 element = Feld[x][y] = Store[x][y];
1737 Store[x][y] = Store2[x][y] = 0;
1740 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1741 element = Feld[x][y] = Back[x][y];
1745 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1746 InitField(x, y, FALSE);
1747 if (CAN_MOVE(element) || COULD_MOVE(element))
1749 DrawLevelField(x, y);
1751 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1752 StorePlayer[x][y] = 0;
1754 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1756 int stored = Store[x][y];
1757 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1758 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1760 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1763 DrawLevelFieldCrumbledSand(x, y);
1766 if (IS_WALKABLE_OVER(Back[x][y]))
1768 DrawLevelElement(x, y, Back[x][y]);
1769 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1771 else if (IS_WALKABLE_UNDER(Back[x][y]))
1773 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1774 DrawLevelElementThruMask(x, y, Back[x][y]);
1776 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1777 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1779 if (IS_PFORTE(Store[x][y]))
1781 DrawLevelElement(x, y, Store[x][y]);
1782 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1785 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1790 void DynaExplode(int ex, int ey)
1793 int dynabomb_size = 1;
1794 boolean dynabomb_xl = FALSE;
1795 struct PlayerInfo *player;
1796 static int xy[4][2] =
1804 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1806 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1807 dynabomb_size = player->dynabomb_size;
1808 dynabomb_xl = player->dynabomb_xl;
1809 player->dynabombs_left++;
1812 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1816 for (j=1; j<=dynabomb_size; j++)
1818 int x = ex + j * xy[i % 4][0];
1819 int y = ey + j * xy[i % 4][1];
1822 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1825 element = Feld[x][y];
1827 /* do not restart explosions of fields with active bombs */
1828 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1831 Explode(x, y, EX_PHASE_START, EX_BORDER);
1833 if (element != EL_EMPTY &&
1834 element != EL_SAND &&
1835 element != EL_EXPLOSION &&
1842 void Bang(int x, int y)
1844 int element = Feld[x][y];
1846 if (game.emulation == EMU_SUPAPLEX)
1847 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1849 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1852 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1860 case EL_BD_BUTTERFLY:
1863 case EL_DARK_YAMYAM:
1867 RaiseScoreElement(element);
1868 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1870 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1871 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1872 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1873 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1874 case EL_DYNABOMB_INCREASE_NUMBER:
1875 case EL_DYNABOMB_INCREASE_SIZE:
1876 case EL_DYNABOMB_INCREASE_POWER:
1881 case EL_LAMP_ACTIVE:
1882 if (IS_PLAYER(x, y))
1883 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1885 Explode(x, y, EX_PHASE_START, EX_CENTER);
1888 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1893 void SplashAcid(int x, int y)
1895 int element = Feld[x][y];
1897 if (element != EL_ACID_SPLASH_LEFT &&
1898 element != EL_ACID_SPLASH_RIGHT)
1900 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1902 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1903 (!IN_LEV_FIELD(x-1, y-1) ||
1904 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1905 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1907 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1908 (!IN_LEV_FIELD(x+1, y-1) ||
1909 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1910 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1914 static void InitBeltMovement()
1916 static int belt_base_element[4] =
1918 EL_CONVEYOR_BELT_1_LEFT,
1919 EL_CONVEYOR_BELT_2_LEFT,
1920 EL_CONVEYOR_BELT_3_LEFT,
1921 EL_CONVEYOR_BELT_4_LEFT
1923 static int belt_base_active_element[4] =
1925 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1926 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1927 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1928 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1933 /* set frame order for belt animation graphic according to belt direction */
1940 int element = belt_base_active_element[belt_nr] + j;
1941 int graphic = el2img(element);
1943 if (game.belt_dir[i] == MV_LEFT)
1944 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1946 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1950 for(y=0; y<lev_fieldy; y++)
1952 for(x=0; x<lev_fieldx; x++)
1954 int element = Feld[x][y];
1958 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1960 int e_belt_nr = getBeltNrFromBeltElement(element);
1963 if (e_belt_nr == belt_nr)
1965 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1967 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1975 static void ToggleBeltSwitch(int x, int y)
1977 static int belt_base_element[4] =
1979 EL_CONVEYOR_BELT_1_LEFT,
1980 EL_CONVEYOR_BELT_2_LEFT,
1981 EL_CONVEYOR_BELT_3_LEFT,
1982 EL_CONVEYOR_BELT_4_LEFT
1984 static int belt_base_active_element[4] =
1986 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1987 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1988 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1989 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1991 static int belt_base_switch_element[4] =
1993 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1994 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1995 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1996 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1998 static int belt_move_dir[4] =
2006 int element = Feld[x][y];
2007 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2008 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2009 int belt_dir = belt_move_dir[belt_dir_nr];
2012 if (!IS_BELT_SWITCH(element))
2015 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2016 game.belt_dir[belt_nr] = belt_dir;
2018 if (belt_dir_nr == 3)
2021 /* set frame order for belt animation graphic according to belt direction */
2024 int element = belt_base_active_element[belt_nr] + i;
2025 int graphic = el2img(element);
2027 if (belt_dir == MV_LEFT)
2028 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2030 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2033 for (yy=0; yy<lev_fieldy; yy++)
2035 for (xx=0; xx<lev_fieldx; xx++)
2037 int element = Feld[xx][yy];
2039 if (IS_BELT_SWITCH(element))
2041 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2043 if (e_belt_nr == belt_nr)
2045 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2046 DrawLevelField(xx, yy);
2049 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2051 int e_belt_nr = getBeltNrFromBeltElement(element);
2053 if (e_belt_nr == belt_nr)
2055 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2057 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2058 DrawLevelField(xx, yy);
2061 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2063 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2065 if (e_belt_nr == belt_nr)
2067 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2069 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2070 DrawLevelField(xx, yy);
2077 static void ToggleSwitchgateSwitch(int x, int y)
2081 game.switchgate_pos = !game.switchgate_pos;
2083 for (yy=0; yy<lev_fieldy; yy++)
2085 for (xx=0; xx<lev_fieldx; xx++)
2087 int element = Feld[xx][yy];
2089 if (element == EL_SWITCHGATE_SWITCH_UP ||
2090 element == EL_SWITCHGATE_SWITCH_DOWN)
2092 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2093 DrawLevelField(xx, yy);
2095 else if (element == EL_SWITCHGATE_OPEN ||
2096 element == EL_SWITCHGATE_OPENING)
2098 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2100 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2102 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2105 else if (element == EL_SWITCHGATE_CLOSED ||
2106 element == EL_SWITCHGATE_CLOSING)
2108 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2110 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2112 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2119 static int getInvisibleActiveFromInvisibleElement(int element)
2121 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2122 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2123 EL_INVISIBLE_SAND_ACTIVE);
2126 static int getInvisibleFromInvisibleActiveElement(int element)
2128 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2129 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2133 static void RedrawAllLightSwitchesAndInvisibleElements()
2137 for (y=0; y<lev_fieldy; y++)
2139 for (x=0; x<lev_fieldx; x++)
2141 int element = Feld[x][y];
2143 if (element == EL_LIGHT_SWITCH &&
2144 game.light_time_left > 0)
2146 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2147 DrawLevelField(x, y);
2149 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2150 game.light_time_left == 0)
2152 Feld[x][y] = EL_LIGHT_SWITCH;
2153 DrawLevelField(x, y);
2155 else if (element == EL_INVISIBLE_STEELWALL ||
2156 element == EL_INVISIBLE_WALL ||
2157 element == EL_INVISIBLE_SAND)
2159 if (game.light_time_left > 0)
2160 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2162 DrawLevelField(x, y);
2164 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2165 element == EL_INVISIBLE_WALL_ACTIVE ||
2166 element == EL_INVISIBLE_SAND_ACTIVE)
2168 if (game.light_time_left == 0)
2169 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2171 DrawLevelField(x, y);
2177 static void ToggleLightSwitch(int x, int y)
2179 int element = Feld[x][y];
2181 game.light_time_left =
2182 (element == EL_LIGHT_SWITCH ?
2183 level.time_light * FRAMES_PER_SECOND : 0);
2185 RedrawAllLightSwitchesAndInvisibleElements();
2188 static void ActivateTimegateSwitch(int x, int y)
2192 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2194 for (yy=0; yy<lev_fieldy; yy++)
2196 for (xx=0; xx<lev_fieldx; xx++)
2198 int element = Feld[xx][yy];
2200 if (element == EL_TIMEGATE_CLOSED ||
2201 element == EL_TIMEGATE_CLOSING)
2203 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2204 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2208 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2210 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2211 DrawLevelField(xx, yy);
2218 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2221 void Impact(int x, int y)
2223 boolean lastline = (y == lev_fieldy-1);
2224 boolean object_hit = FALSE;
2225 int element = Feld[x][y];
2228 if (!lastline) /* check if element below was hit */
2230 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2233 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2234 MovDir[x][y+1] != MV_DOWN ||
2235 MovPos[x][y+1] <= TILEY / 2));
2237 smashed = MovingOrBlocked2Element(x, y+1);
2240 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2246 if (lastline || object_hit)
2248 ResetGfxAnimation(x, y);
2249 DrawLevelField(x, y);
2252 if ((element == EL_BOMB ||
2253 element == EL_SP_DISK_ORANGE ||
2254 element == EL_DX_SUPABOMB) &&
2255 (lastline || object_hit)) /* element is bomb */
2260 else if (element == EL_PEARL)
2262 Feld[x][y] = EL_PEARL_BREAKING;
2263 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2267 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2269 if (object_hit && IS_PLAYER(x, y+1))
2270 KillHeroUnlessProtected(x, y+1);
2271 else if (object_hit && smashed == EL_PENGUIN)
2275 Feld[x][y] = EL_AMOEBA_GROWING;
2276 Store[x][y] = EL_AMOEBA_WET;
2278 ResetRandomAnimationValue(x, y);
2283 if (!lastline && object_hit) /* check which object was hit */
2285 if (CAN_CHANGE(element) &&
2286 (smashed == EL_MAGIC_WALL ||
2287 smashed == EL_BD_MAGIC_WALL))
2290 int activated_magic_wall =
2291 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2292 EL_BD_MAGIC_WALL_ACTIVE);
2294 /* activate magic wall / mill */
2295 for (yy=0; yy<lev_fieldy; yy++)
2296 for (xx=0; xx<lev_fieldx; xx++)
2297 if (Feld[xx][yy] == smashed)
2298 Feld[xx][yy] = activated_magic_wall;
2300 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2301 game.magic_wall_active = TRUE;
2303 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2304 SND_MAGIC_WALL_ACTIVATING :
2305 SND_BD_MAGIC_WALL_ACTIVATING));
2308 if (IS_PLAYER(x, y + 1))
2310 KillHeroUnlessProtected(x, y+1);
2313 else if (smashed == EL_PENGUIN)
2318 else if (element == EL_BD_DIAMOND)
2320 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2326 else if ((element == EL_SP_INFOTRON ||
2327 element == EL_SP_ZONK) &&
2328 (smashed == EL_SP_SNIKSNAK ||
2329 smashed == EL_SP_ELECTRON ||
2330 smashed == EL_SP_DISK_ORANGE))
2335 else if (element == EL_ROCK ||
2336 element == EL_SP_ZONK ||
2337 element == EL_BD_ROCK)
2339 if (IS_ENEMY(smashed) ||
2340 smashed == EL_BOMB ||
2341 smashed == EL_SP_DISK_ORANGE ||
2342 smashed == EL_DX_SUPABOMB ||
2343 smashed == EL_SATELLITE ||
2344 smashed == EL_PIG ||
2345 smashed == EL_DRAGON ||
2351 else if (!IS_MOVING(x, y + 1))
2353 if (smashed == EL_LAMP ||
2354 smashed == EL_LAMP_ACTIVE)
2359 else if (smashed == EL_NUT)
2361 Feld[x][y+1] = EL_NUT_BREAKING;
2362 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2363 RaiseScoreElement(EL_NUT);
2366 else if (smashed == EL_PEARL)
2368 Feld[x][y+1] = EL_PEARL_BREAKING;
2369 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2372 else if (smashed == EL_DIAMOND)
2374 Feld[x][y+1] = EL_EMPTY;
2375 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2378 else if (IS_BELT_SWITCH(smashed))
2380 ToggleBeltSwitch(x, y+1);
2382 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2383 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2385 ToggleSwitchgateSwitch(x, y+1);
2387 else if (smashed == EL_LIGHT_SWITCH ||
2388 smashed == EL_LIGHT_SWITCH_ACTIVE)
2390 ToggleLightSwitch(x, y+1);
2396 /* play sound of magic wall / mill */
2398 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2399 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2401 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2402 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2403 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2404 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2409 /* play sound of object that hits the ground */
2410 if (lastline || object_hit)
2411 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2414 void TurnRound(int x, int y)
2426 { 0, 0 }, { 0, 0 }, { 0, 0 },
2431 int left, right, back;
2435 { MV_DOWN, MV_UP, MV_RIGHT },
2436 { MV_UP, MV_DOWN, MV_LEFT },
2438 { MV_LEFT, MV_RIGHT, MV_DOWN },
2439 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2440 { MV_RIGHT, MV_LEFT, MV_UP }
2443 int element = Feld[x][y];
2444 int old_move_dir = MovDir[x][y];
2445 int left_dir = turn[old_move_dir].left;
2446 int right_dir = turn[old_move_dir].right;
2447 int back_dir = turn[old_move_dir].back;
2449 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2450 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2451 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2452 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2454 int left_x = x + left_dx, left_y = y + left_dy;
2455 int right_x = x + right_dx, right_y = y + right_dy;
2456 int move_x = x + move_dx, move_y = y + move_dy;
2458 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2460 TestIfBadThingTouchesOtherBadThing(x, y);
2462 if (IN_LEV_FIELD(right_x, right_y) &&
2463 IS_FREE(right_x, right_y))
2464 MovDir[x][y] = right_dir;
2465 else if (!IN_LEV_FIELD(move_x, move_y) ||
2466 !IS_FREE(move_x, move_y))
2467 MovDir[x][y] = left_dir;
2469 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2471 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2474 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2475 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2477 TestIfBadThingTouchesOtherBadThing(x, y);
2479 if (IN_LEV_FIELD(left_x, left_y) &&
2480 IS_FREE(left_x, left_y))
2481 MovDir[x][y] = left_dir;
2482 else if (!IN_LEV_FIELD(move_x, move_y) ||
2483 !IS_FREE(move_x, move_y))
2484 MovDir[x][y] = right_dir;
2486 if ((element == EL_SPACESHIP ||
2487 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2488 && MovDir[x][y] != old_move_dir)
2490 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2493 else if (element == EL_YAMYAM)
2495 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2497 if (IN_LEV_FIELD(left_x, left_y) &&
2498 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2499 Feld[left_x][left_y] == EL_DIAMOND))
2500 can_turn_left = TRUE;
2501 if (IN_LEV_FIELD(right_x, right_y) &&
2502 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2503 Feld[right_x][right_y] == EL_DIAMOND))
2504 can_turn_right = TRUE;
2506 if (can_turn_left && can_turn_right)
2507 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2508 else if (can_turn_left)
2509 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2510 else if (can_turn_right)
2511 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2513 MovDir[x][y] = back_dir;
2515 MovDelay[x][y] = 16+16*RND(3);
2517 else if (element == EL_DARK_YAMYAM)
2519 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2521 if (IN_LEV_FIELD(left_x, left_y) &&
2522 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2523 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2524 can_turn_left = TRUE;
2525 if (IN_LEV_FIELD(right_x, right_y) &&
2526 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2527 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2528 can_turn_right = TRUE;
2530 if (can_turn_left && can_turn_right)
2531 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2532 else if (can_turn_left)
2533 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2534 else if (can_turn_right)
2535 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2537 MovDir[x][y] = back_dir;
2539 MovDelay[x][y] = 16+16*RND(3);
2541 else if (element == EL_PACMAN)
2543 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2545 if (IN_LEV_FIELD(left_x, left_y) &&
2546 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2547 IS_AMOEBOID(Feld[left_x][left_y])))
2548 can_turn_left = TRUE;
2549 if (IN_LEV_FIELD(right_x, right_y) &&
2550 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2551 IS_AMOEBOID(Feld[right_x][right_y])))
2552 can_turn_right = TRUE;
2554 if (can_turn_left && can_turn_right)
2555 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2556 else if (can_turn_left)
2557 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2558 else if (can_turn_right)
2559 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2561 MovDir[x][y] = back_dir;
2563 MovDelay[x][y] = 6+RND(40);
2565 else if (element == EL_PIG)
2567 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2568 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2569 boolean should_move_on = FALSE;
2571 int rnd = RND(rnd_value);
2573 if (IN_LEV_FIELD(left_x, left_y) &&
2574 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2575 can_turn_left = TRUE;
2576 if (IN_LEV_FIELD(right_x, right_y) &&
2577 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2578 can_turn_right = TRUE;
2579 if (IN_LEV_FIELD(move_x, move_y) &&
2580 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2583 if (can_turn_left &&
2585 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2586 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2587 should_turn_left = TRUE;
2588 if (can_turn_right &&
2590 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2591 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2592 should_turn_right = TRUE;
2594 (!can_turn_left || !can_turn_right ||
2595 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2596 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2597 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2598 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2599 should_move_on = TRUE;
2601 if (should_turn_left || should_turn_right || should_move_on)
2603 if (should_turn_left && should_turn_right && should_move_on)
2604 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2605 rnd < 2*rnd_value/3 ? right_dir :
2607 else if (should_turn_left && should_turn_right)
2608 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2609 else if (should_turn_left && should_move_on)
2610 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2611 else if (should_turn_right && should_move_on)
2612 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2613 else if (should_turn_left)
2614 MovDir[x][y] = left_dir;
2615 else if (should_turn_right)
2616 MovDir[x][y] = right_dir;
2617 else if (should_move_on)
2618 MovDir[x][y] = old_move_dir;
2620 else if (can_move_on && rnd > rnd_value/8)
2621 MovDir[x][y] = old_move_dir;
2622 else if (can_turn_left && can_turn_right)
2623 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2624 else if (can_turn_left && rnd > rnd_value/8)
2625 MovDir[x][y] = left_dir;
2626 else if (can_turn_right && rnd > rnd_value/8)
2627 MovDir[x][y] = right_dir;
2629 MovDir[x][y] = back_dir;
2631 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2632 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2633 MovDir[x][y] = old_move_dir;
2637 else if (element == EL_DRAGON)
2639 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2641 int rnd = RND(rnd_value);
2643 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2644 can_turn_left = TRUE;
2645 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2646 can_turn_right = TRUE;
2647 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2650 if (can_move_on && rnd > rnd_value/8)
2651 MovDir[x][y] = old_move_dir;
2652 else if (can_turn_left && can_turn_right)
2653 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2654 else if (can_turn_left && rnd > rnd_value/8)
2655 MovDir[x][y] = left_dir;
2656 else if (can_turn_right && rnd > rnd_value/8)
2657 MovDir[x][y] = right_dir;
2659 MovDir[x][y] = back_dir;
2661 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2662 MovDir[x][y] = old_move_dir;
2666 else if (element == EL_MOLE)
2668 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2670 if (IN_LEV_FIELD(move_x, move_y) &&
2671 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2672 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2677 if (IN_LEV_FIELD(left_x, left_y) &&
2678 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2679 can_turn_left = TRUE;
2680 if (IN_LEV_FIELD(right_x, right_y) &&
2681 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2682 can_turn_right = TRUE;
2684 if (can_turn_left && can_turn_right)
2685 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2686 else if (can_turn_left)
2687 MovDir[x][y] = left_dir;
2689 MovDir[x][y] = right_dir;
2692 if (MovDir[x][y] != old_move_dir)
2695 else if (element == EL_BALLOON)
2697 MovDir[x][y] = game.balloon_dir;
2700 else if (element == EL_SPRING)
2702 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2703 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2704 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2705 MovDir[x][y] = MV_NO_MOVING;
2709 else if (element == EL_ROBOT ||
2710 element == EL_SATELLITE ||
2711 element == EL_PENGUIN)
2713 int attr_x = -1, attr_y = -1;
2724 for (i=0; i<MAX_PLAYERS; i++)
2726 struct PlayerInfo *player = &stored_player[i];
2727 int jx = player->jx, jy = player->jy;
2729 if (!player->active)
2732 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2740 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2746 if (element == EL_PENGUIN)
2749 static int xy[4][2] =
2759 int ex = x + xy[i%4][0];
2760 int ey = y + xy[i%4][1];
2762 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2771 MovDir[x][y] = MV_NO_MOVING;
2773 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2775 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2777 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2779 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2781 if (element == EL_ROBOT)
2785 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2786 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2787 Moving2Blocked(x, y, &newx, &newy);
2789 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2790 MovDelay[x][y] = 8+8*!RND(3);
2792 MovDelay[x][y] = 16;
2800 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2802 boolean first_horiz = RND(2);
2803 int new_move_dir = MovDir[x][y];
2806 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2807 Moving2Blocked(x, y, &newx, &newy);
2809 if (IN_LEV_FIELD(newx, newy) &&
2810 (IS_FREE(newx, newy) ||
2811 Feld[newx][newy] == EL_ACID ||
2812 (element == EL_PENGUIN &&
2813 (Feld[newx][newy] == EL_EXIT_OPEN ||
2814 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2818 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2819 Moving2Blocked(x, y, &newx, &newy);
2821 if (IN_LEV_FIELD(newx, newy) &&
2822 (IS_FREE(newx, newy) ||
2823 Feld[newx][newy] == EL_ACID ||
2824 (element == EL_PENGUIN &&
2825 (Feld[newx][newy] == EL_EXIT_OPEN ||
2826 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2829 MovDir[x][y] = old_move_dir;
2836 static boolean JustBeingPushed(int x, int y)
2840 for (i=0; i<MAX_PLAYERS; i++)
2842 struct PlayerInfo *player = &stored_player[i];
2844 if (player->active && player->Pushing && player->MovPos)
2846 int next_jx = player->jx + (player->jx - player->last_jx);
2847 int next_jy = player->jy + (player->jy - player->last_jy);
2849 if (x == next_jx && y == next_jy)
2857 void StartMoving(int x, int y)
2859 static boolean use_spring_bug = TRUE;
2860 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2861 int element = Feld[x][y];
2866 GfxAction[x][y] = ACTION_DEFAULT;
2868 if (CAN_FALL(element) && y < lev_fieldy - 1)
2870 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2871 if (JustBeingPushed(x, y))
2874 if (element == EL_QUICKSAND_FULL)
2876 if (IS_FREE(x, y+1))
2878 InitMovingField(x, y, MV_DOWN);
2879 started_moving = TRUE;
2881 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2882 Store[x][y] = EL_ROCK;
2884 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2886 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2889 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2891 if (!MovDelay[x][y])
2892 MovDelay[x][y] = TILEY + 1;
2901 Feld[x][y] = EL_QUICKSAND_EMPTY;
2902 Feld[x][y+1] = EL_QUICKSAND_FULL;
2903 Store[x][y+1] = Store[x][y];
2906 PlaySoundLevelAction(x, y, ACTION_FILLING);
2908 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2912 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2913 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2915 InitMovingField(x, y, MV_DOWN);
2916 started_moving = TRUE;
2918 Feld[x][y] = EL_QUICKSAND_FILLING;
2919 Store[x][y] = element;
2921 PlaySoundLevelAction(x, y, ACTION_FILLING);
2923 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2926 else if (element == EL_MAGIC_WALL_FULL)
2928 if (IS_FREE(x, y+1))
2930 InitMovingField(x, y, MV_DOWN);
2931 started_moving = TRUE;
2933 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2934 Store[x][y] = EL_CHANGED(Store[x][y]);
2936 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2938 if (!MovDelay[x][y])
2939 MovDelay[x][y] = TILEY/4 + 1;
2948 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2949 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2950 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2954 else if (element == EL_BD_MAGIC_WALL_FULL)
2956 if (IS_FREE(x, y+1))
2958 InitMovingField(x, y, MV_DOWN);
2959 started_moving = TRUE;
2961 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2962 Store[x][y] = EL_CHANGED2(Store[x][y]);
2964 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2966 if (!MovDelay[x][y])
2967 MovDelay[x][y] = TILEY/4 + 1;
2976 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2977 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2978 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2982 else if (CAN_CHANGE(element) &&
2983 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2984 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2986 InitMovingField(x, y, MV_DOWN);
2987 started_moving = TRUE;
2990 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2991 EL_BD_MAGIC_WALL_FILLING);
2992 Store[x][y] = element;
2995 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2997 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
3002 InitMovingField(x, y, MV_DOWN);
3003 started_moving = TRUE;
3005 Store[x][y] = EL_ACID;
3007 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3008 GfxAction[x][y+1] = ACTION_ACTIVE;
3011 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
3016 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
3018 if (MovDir[x][y] == MV_NO_MOVING)
3020 InitMovingField(x, y, MV_DOWN);
3021 started_moving = TRUE;
3024 else if (IS_FREE(x, y+1))
3026 if (JustStopped[x][y]) /* prevent animation from being restarted */
3027 MovDir[x][y] = MV_DOWN;
3029 InitMovingField(x, y, MV_DOWN);
3030 started_moving = TRUE;
3032 else if (element == EL_AMOEBA_DROP)
3034 Feld[x][y] = EL_AMOEBA_GROWING;
3035 Store[x][y] = EL_AMOEBA_WET;
3037 /* Store[x][y+1] must be zero, because:
3038 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3041 #if OLD_GAME_BEHAVIOUR
3042 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3044 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3045 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3046 element != EL_DX_SUPABOMB)
3049 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3050 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3051 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3052 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3055 boolean left = (x>0 && IS_FREE(x-1, y) &&
3056 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3057 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3058 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3062 if (left && right &&
3063 (game.emulation != EMU_BOULDERDASH &&
3064 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3065 left = !(right = RND(2));
3067 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3068 started_moving = TRUE;
3071 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3073 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3074 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3075 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3076 int belt_dir = game.belt_dir[belt_nr];
3078 if ((belt_dir == MV_LEFT && left_is_free) ||
3079 (belt_dir == MV_RIGHT && right_is_free))
3081 InitMovingField(x, y, belt_dir);
3082 started_moving = TRUE;
3084 GfxAction[x][y] = ACTION_DEFAULT;
3089 /* not "else if" because of EL_SPRING */
3090 if (CAN_MOVE(element) && !started_moving)
3094 if ((element == EL_SATELLITE ||
3095 element == EL_BALLOON ||
3096 element == EL_SPRING)
3097 && JustBeingPushed(x, y))
3102 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3103 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3105 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3107 Moving2Blocked(x, y, &newx, &newy);
3108 if (Feld[newx][newy] == EL_BLOCKED)
3109 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3114 if (!MovDelay[x][y]) /* start new movement phase */
3116 /* all objects that can change their move direction after each step
3117 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3119 if (element != EL_YAMYAM &&
3120 element != EL_DARK_YAMYAM &&
3121 element != EL_PACMAN)
3125 if (MovDelay[x][y] && (element == EL_BUG ||
3126 element == EL_SPACESHIP ||
3127 element == EL_SP_SNIKSNAK ||
3128 element == EL_SP_ELECTRON ||
3129 element == EL_MOLE))
3130 DrawLevelField(x, y);
3134 if (MovDelay[x][y]) /* wait some time before next movement */
3138 if (element == EL_ROBOT ||
3139 element == EL_YAMYAM ||
3140 element == EL_DARK_YAMYAM)
3142 DrawLevelElementAnimationIfNeeded(x, y, element);
3143 PlaySoundLevelAction(x, y, ACTION_WAITING);
3145 else if (element == EL_SP_ELECTRON)
3146 DrawLevelElementAnimationIfNeeded(x, y, element);
3147 else if (element == EL_DRAGON)
3150 int dir = MovDir[x][y];
3151 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3152 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3153 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3154 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3155 dir == MV_UP ? IMG_FLAMES_1_UP :
3156 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3157 int frame = getGraphicAnimationFrame(graphic, -1);
3159 for (i=1; i<=3; i++)
3161 int xx = x + i*dx, yy = y + i*dy;
3162 int sx = SCREENX(xx), sy = SCREENY(yy);
3163 int flame_graphic = graphic + (i - 1);
3165 if (!IN_LEV_FIELD(xx, yy) ||
3166 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3171 int flamed = MovingOrBlocked2Element(xx, yy);
3173 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3176 RemoveMovingField(xx, yy);
3178 Feld[xx][yy] = EL_FLAMES;
3179 if (IN_SCR_FIELD(sx, sy))
3180 DrawGraphic(sx, sy, flame_graphic, frame);
3184 if (Feld[xx][yy] == EL_FLAMES)
3185 Feld[xx][yy] = EL_EMPTY;
3186 DrawLevelField(xx, yy);
3191 if (MovDelay[x][y]) /* element still has to wait some time */
3193 PlaySoundLevelAction(x, y, ACTION_WAITING);
3199 /* now make next step */
3201 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3203 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3204 !PLAYER_PROTECTED(newx, newy))
3208 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3211 /* enemy got the player */
3213 KillHero(PLAYERINFO(newx, newy));
3218 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3219 element == EL_SATELLITE || element == EL_BALLOON) &&
3220 IN_LEV_FIELD(newx, newy) &&
3221 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3224 Store[x][y] = EL_ACID;
3226 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3228 if (Feld[newx][newy] == EL_EXIT_OPEN)
3230 Feld[x][y] = EL_EMPTY;
3231 DrawLevelField(x, y);
3233 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3234 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3235 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3237 local_player->friends_still_needed--;
3238 if (!local_player->friends_still_needed &&
3239 !local_player->GameOver && AllPlayersGone)
3240 local_player->LevelSolved = local_player->GameOver = TRUE;
3244 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3246 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3247 DrawLevelField(newx, newy);
3249 MovDir[x][y] = MV_NO_MOVING;
3251 else if (!IS_FREE(newx, newy))
3253 if (IS_PLAYER(x, y))
3254 DrawPlayerField(x, y);
3256 DrawLevelField(x, y);
3260 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3262 if (IS_GEM(Feld[newx][newy]))
3264 if (IS_MOVING(newx, newy))
3265 RemoveMovingField(newx, newy);
3268 Feld[newx][newy] = EL_EMPTY;
3269 DrawLevelField(newx, newy);
3272 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3274 else if (!IS_FREE(newx, newy))
3276 if (IS_PLAYER(x, y))
3277 DrawPlayerField(x, y);
3279 DrawLevelField(x, y);
3283 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3285 if (!IS_FREE(newx, newy))
3287 if (IS_PLAYER(x, y))
3288 DrawPlayerField(x, y);
3290 DrawLevelField(x, y);
3295 boolean wanna_flame = !RND(10);
3296 int dx = newx - x, dy = newy - y;
3297 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3298 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3299 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3300 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3301 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3302 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3304 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3305 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3306 element1 != EL_FLAMES && element2 != EL_FLAMES)
3308 if (IS_PLAYER(x, y))
3309 DrawPlayerField(x, y);
3311 DrawLevelField(x, y);
3313 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3315 MovDelay[x][y] = 50;
3316 Feld[newx][newy] = EL_FLAMES;
3317 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3318 Feld[newx1][newy1] = EL_FLAMES;
3319 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3320 Feld[newx2][newy2] = EL_FLAMES;
3325 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3326 Feld[newx][newy] == EL_DIAMOND)
3328 if (IS_MOVING(newx, newy))
3329 RemoveMovingField(newx, newy);
3332 Feld[newx][newy] = EL_EMPTY;
3333 DrawLevelField(newx, newy);
3336 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3338 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3339 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3341 if (AmoebaNr[newx][newy])
3343 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3344 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3345 Feld[newx][newy] == EL_BD_AMOEBA)
3346 AmoebaCnt[AmoebaNr[newx][newy]]--;
3349 if (IS_MOVING(newx, newy))
3350 RemoveMovingField(newx, newy);
3353 Feld[newx][newy] = EL_EMPTY;
3354 DrawLevelField(newx, newy);
3357 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3359 else if ((element == EL_PACMAN || element == EL_MOLE)
3360 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3362 if (AmoebaNr[newx][newy])
3364 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3365 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3366 Feld[newx][newy] == EL_BD_AMOEBA)
3367 AmoebaCnt[AmoebaNr[newx][newy]]--;
3370 if (element == EL_MOLE)
3372 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3373 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3374 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3375 return; /* wait for shrinking amoeba */
3377 else /* element == EL_PACMAN */
3379 Feld[newx][newy] = EL_EMPTY;
3380 DrawLevelField(newx, newy);
3381 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3384 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3385 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3386 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3388 /* wait for shrinking amoeba to completely disappear */
3391 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3393 /* object was running against a wall */
3397 if (element == EL_BUG || element == EL_SPACESHIP ||
3398 element == EL_SP_SNIKSNAK)
3399 DrawLevelField(x, y);
3400 else if (element == EL_BUG || element == EL_SPACESHIP ||
3401 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3402 DrawLevelField(x, y);
3403 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3404 DrawLevelElementAnimationIfNeeded(x, y, element);
3405 else if (element == EL_SATELLITE)
3406 DrawLevelElementAnimationIfNeeded(x, y, element);
3407 else if (element == EL_SP_ELECTRON)
3408 DrawLevelElementAnimationIfNeeded(x, y, element);
3410 if (DONT_TOUCH(element))
3411 TestIfBadThingTouchesHero(x, y);
3413 PlaySoundLevelAction(x, y, ACTION_WAITING);
3418 InitMovingField(x, y, MovDir[x][y]);
3420 PlaySoundLevelAction(x, y, ACTION_MOVING);
3424 ContinueMoving(x, y);
3427 void ContinueMoving(int x, int y)
3429 int element = Feld[x][y];
3430 int direction = MovDir[x][y];
3431 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3432 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3433 int horiz_move = (dx != 0);
3434 int newx = x + dx, newy = y + dy;
3435 int step = (horiz_move ? dx : dy) * TILEX / 8;
3437 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3439 else if (element == EL_QUICKSAND_FILLING ||
3440 element == EL_QUICKSAND_EMPTYING)
3442 else if (element == EL_MAGIC_WALL_FILLING ||
3443 element == EL_BD_MAGIC_WALL_FILLING ||
3444 element == EL_MAGIC_WALL_EMPTYING ||
3445 element == EL_BD_MAGIC_WALL_EMPTYING)
3447 else if (CAN_FALL(element) && horiz_move &&
3448 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3450 else if (element == EL_SPRING && horiz_move)
3453 #if OLD_GAME_BEHAVIOUR
3454 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3458 MovPos[x][y] += step;
3460 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3462 Feld[x][y] = EL_EMPTY;
3463 Feld[newx][newy] = element;
3465 if (element == EL_MOLE)
3468 static int xy[4][2] =
3476 Feld[x][y] = EL_SAND;
3477 DrawLevelField(x, y);
3486 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3487 DrawLevelField(xx, yy); /* for "crumbled sand" */
3491 if (element == EL_QUICKSAND_FILLING)
3493 element = Feld[newx][newy] = get_next_element(element);
3494 Store[newx][newy] = Store[x][y];
3496 else if (element == EL_QUICKSAND_EMPTYING)
3498 Feld[x][y] = get_next_element(element);
3499 element = Feld[newx][newy] = Store[x][y];
3501 else if (element == EL_MAGIC_WALL_FILLING)
3503 element = Feld[newx][newy] = get_next_element(element);
3504 if (!game.magic_wall_active)
3505 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3506 Store[newx][newy] = Store[x][y];
3508 else if (element == EL_MAGIC_WALL_EMPTYING)
3510 Feld[x][y] = get_next_element(element);
3511 if (!game.magic_wall_active)
3512 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3513 element = Feld[newx][newy] = Store[x][y];
3515 else if (element == EL_BD_MAGIC_WALL_FILLING)
3517 element = Feld[newx][newy] = get_next_element(element);
3518 if (!game.magic_wall_active)
3519 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3520 Store[newx][newy] = Store[x][y];
3522 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3524 Feld[x][y] = get_next_element(element);
3525 if (!game.magic_wall_active)
3526 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3527 element = Feld[newx][newy] = Store[x][y];
3529 else if (element == EL_AMOEBA_DROPPING)
3531 Feld[x][y] = get_next_element(element);
3532 element = Feld[newx][newy] = Store[x][y];
3534 else if (Store[x][y] == EL_ACID)
3536 element = Feld[newx][newy] = EL_ACID;
3540 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3541 MovDelay[newx][newy] = 0;
3543 /* copy animation control values to new field */
3544 GfxFrame[newx][newy] = GfxFrame[x][y];
3545 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3546 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3548 ResetGfxAnimation(x, y); /* reset animation values for old field */
3552 if (!CAN_MOVE(element))
3553 MovDir[newx][newy] = 0;
3556 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3557 MovDir[newx][newy] = 0;
3560 if (!CAN_MOVE(element) ||
3561 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3562 MovDir[newx][newy] = 0;
3566 DrawLevelField(x, y);
3567 DrawLevelField(newx, newy);
3569 Stop[newx][newy] = TRUE;
3570 JustStopped[newx][newy] = 3;
3572 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3574 TestIfBadThingTouchesHero(newx, newy);
3575 TestIfBadThingTouchesFriend(newx, newy);
3576 TestIfBadThingTouchesOtherBadThing(newx, newy);
3578 else if (element == EL_PENGUIN)
3579 TestIfFriendTouchesBadThing(newx, newy);
3581 if (CAN_SMASH(element) && direction == MV_DOWN &&
3582 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3585 else /* still moving on */
3587 DrawLevelField(x, y);
3591 int AmoebeNachbarNr(int ax, int ay)
3594 int element = Feld[ax][ay];
3596 static int xy[4][2] =
3606 int x = ax + xy[i][0];
3607 int y = ay + xy[i][1];
3609 if (!IN_LEV_FIELD(x, y))
3612 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3613 group_nr = AmoebaNr[x][y];
3619 void AmoebenVereinigen(int ax, int ay)
3621 int i, x, y, xx, yy;
3622 int new_group_nr = AmoebaNr[ax][ay];
3623 static int xy[4][2] =
3631 if (new_group_nr == 0)
3639 if (!IN_LEV_FIELD(x, y))
3642 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3643 Feld[x][y] == EL_BD_AMOEBA ||
3644 Feld[x][y] == EL_AMOEBA_DEAD) &&
3645 AmoebaNr[x][y] != new_group_nr)
3647 int old_group_nr = AmoebaNr[x][y];
3649 if (old_group_nr == 0)
3652 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3653 AmoebaCnt[old_group_nr] = 0;
3654 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3655 AmoebaCnt2[old_group_nr] = 0;
3657 for (yy=0; yy<lev_fieldy; yy++)
3659 for (xx=0; xx<lev_fieldx; xx++)
3661 if (AmoebaNr[xx][yy] == old_group_nr)
3662 AmoebaNr[xx][yy] = new_group_nr;
3669 void AmoebeUmwandeln(int ax, int ay)
3673 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3675 int group_nr = AmoebaNr[ax][ay];
3680 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3681 printf("AmoebeUmwandeln(): This should never happen!\n");
3686 for (y=0; y<lev_fieldy; y++)
3688 for (x=0; x<lev_fieldx; x++)
3690 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3693 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3697 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3698 SND_AMOEBA_TURNING_TO_GEM :
3699 SND_AMOEBA_TURNING_TO_ROCK));
3704 static int xy[4][2] =
3717 if (!IN_LEV_FIELD(x, y))
3720 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3722 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3723 SND_AMOEBA_TURNING_TO_GEM :
3724 SND_AMOEBA_TURNING_TO_ROCK));
3731 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3734 int group_nr = AmoebaNr[ax][ay];
3735 boolean done = FALSE;
3740 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3741 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3746 for (y=0; y<lev_fieldy; y++)
3748 for (x=0; x<lev_fieldx; x++)
3750 if (AmoebaNr[x][y] == group_nr &&
3751 (Feld[x][y] == EL_AMOEBA_DEAD ||
3752 Feld[x][y] == EL_BD_AMOEBA ||
3753 Feld[x][y] == EL_AMOEBA_GROWING))
3756 Feld[x][y] = new_element;
3757 InitField(x, y, FALSE);
3758 DrawLevelField(x, y);
3765 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3766 SND_BD_AMOEBA_TURNING_TO_ROCK :
3767 SND_BD_AMOEBA_TURNING_TO_GEM));
3770 void AmoebeWaechst(int x, int y)
3772 static unsigned long sound_delay = 0;
3773 static unsigned long sound_delay_value = 0;
3775 if (!MovDelay[x][y]) /* start new growing cycle */
3779 if (DelayReached(&sound_delay, sound_delay_value))
3782 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3784 if (Store[x][y] == EL_BD_AMOEBA)
3785 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3787 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3789 sound_delay_value = 30;
3793 if (MovDelay[x][y]) /* wait some time before growing bigger */
3796 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3798 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3799 6 - MovDelay[x][y]);
3801 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3804 if (!MovDelay[x][y])
3806 Feld[x][y] = Store[x][y];
3808 DrawLevelField(x, y);
3813 void AmoebaDisappearing(int x, int y)
3815 static unsigned long sound_delay = 0;
3816 static unsigned long sound_delay_value = 0;
3818 if (!MovDelay[x][y]) /* start new shrinking cycle */
3822 if (DelayReached(&sound_delay, sound_delay_value))
3823 sound_delay_value = 30;
3826 if (MovDelay[x][y]) /* wait some time before shrinking */
3829 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3831 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3832 6 - MovDelay[x][y]);
3834 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3837 if (!MovDelay[x][y])
3839 Feld[x][y] = EL_EMPTY;
3840 DrawLevelField(x, y);
3842 /* don't let mole enter this field in this cycle;
3843 (give priority to objects falling to this field from above) */
3849 void AmoebeAbleger(int ax, int ay)
3852 int element = Feld[ax][ay];
3853 int graphic = el2img(element);
3854 int newax = ax, neway = ay;
3855 static int xy[4][2] =
3863 if (!level.amoeba_speed)
3865 Feld[ax][ay] = EL_AMOEBA_DEAD;
3866 DrawLevelField(ax, ay);
3870 if (IS_ANIMATED(graphic))
3871 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3873 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3874 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3876 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3879 if (MovDelay[ax][ay])
3883 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3886 int x = ax + xy[start][0];
3887 int y = ay + xy[start][1];
3889 if (!IN_LEV_FIELD(x, y))
3892 if (IS_FREE(x, y) ||
3893 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3899 if (newax == ax && neway == ay)
3902 else /* normal or "filled" (BD style) amoeba */
3905 boolean waiting_for_player = FALSE;
3909 int j = (start + i) % 4;
3910 int x = ax + xy[j][0];
3911 int y = ay + xy[j][1];
3913 if (!IN_LEV_FIELD(x, y))
3916 if (IS_FREE(x, y) ||
3917 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3923 else if (IS_PLAYER(x, y))
3924 waiting_for_player = TRUE;
3927 if (newax == ax && neway == ay) /* amoeba cannot grow */
3929 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3931 Feld[ax][ay] = EL_AMOEBA_DEAD;
3932 DrawLevelField(ax, ay);
3933 AmoebaCnt[AmoebaNr[ax][ay]]--;
3935 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3937 if (element == EL_AMOEBA_FULL)
3938 AmoebeUmwandeln(ax, ay);
3939 else if (element == EL_BD_AMOEBA)
3940 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3945 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3947 /* amoeba gets larger by growing in some direction */
3949 int new_group_nr = AmoebaNr[ax][ay];
3952 if (new_group_nr == 0)
3954 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3955 printf("AmoebeAbleger(): This should never happen!\n");
3960 AmoebaNr[newax][neway] = new_group_nr;
3961 AmoebaCnt[new_group_nr]++;
3962 AmoebaCnt2[new_group_nr]++;
3964 /* if amoeba touches other amoeba(s) after growing, unify them */
3965 AmoebenVereinigen(newax, neway);
3967 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3969 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3975 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3976 (neway == lev_fieldy - 1 && newax != ax))
3978 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3979 Store[newax][neway] = element;
3981 else if (neway == ay)
3983 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3985 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3987 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3992 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3993 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3994 Store[ax][ay] = EL_AMOEBA_DROP;
3995 ContinueMoving(ax, ay);
3999 DrawLevelField(newax, neway);
4002 void Life(int ax, int ay)
4005 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4007 int element = Feld[ax][ay];
4008 int graphic = el2img(element);
4009 boolean changed = FALSE;
4011 if (IS_ANIMATED(graphic))
4012 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4017 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4018 MovDelay[ax][ay] = life_time;
4020 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4023 if (MovDelay[ax][ay])
4027 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4029 int xx = ax+x1, yy = ay+y1;
4032 if (!IN_LEV_FIELD(xx, yy))
4035 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4037 int x = xx+x2, y = yy+y2;
4039 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4042 if (((Feld[x][y] == element ||
4043 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4045 (IS_FREE(x, y) && Stop[x][y]))
4049 if (xx == ax && yy == ay) /* field in the middle */
4051 if (nachbarn < life[0] || nachbarn > life[1])
4053 Feld[xx][yy] = EL_EMPTY;
4055 DrawLevelField(xx, yy);
4056 Stop[xx][yy] = TRUE;
4060 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4061 { /* free border field */
4062 if (nachbarn >= life[2] && nachbarn <= life[3])
4064 Feld[xx][yy] = element;
4065 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4067 DrawLevelField(xx, yy);
4068 Stop[xx][yy] = TRUE;
4075 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4076 SND_GAME_OF_LIFE_GROWING);
4079 static void InitRobotWheel(int x, int y)
4081 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4084 static void RunRobotWheel(int x, int y)
4086 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4089 static void StopRobotWheel(int x, int y)
4091 if (ZX == x && ZY == y)
4095 static void InitTimegateWheel(int x, int y)
4097 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4100 static void RunTimegateWheel(int x, int y)
4102 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4105 void CheckExit(int x, int y)
4107 if (local_player->gems_still_needed > 0 ||
4108 local_player->sokobanfields_still_needed > 0 ||
4109 local_player->lights_still_needed > 0)
4111 int element = Feld[x][y];
4112 int graphic = el2img(element);
4114 if (IS_ANIMATED(graphic))
4115 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4120 Feld[x][y] = EL_EXIT_OPENING;
4122 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4125 void CheckExitSP(int x, int y)
4127 if (local_player->gems_still_needed > 0)
4129 int element = Feld[x][y];
4130 int graphic = el2img(element);
4132 if (IS_ANIMATED(graphic))
4133 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4138 Feld[x][y] = EL_SP_EXIT_OPEN;
4140 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4143 static void CloseAllOpenTimegates()
4147 for (y=0; y<lev_fieldy; y++)
4149 for (x=0; x<lev_fieldx; x++)
4151 int element = Feld[x][y];
4153 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4155 Feld[x][y] = EL_TIMEGATE_CLOSING;
4157 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4159 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4166 void EdelsteinFunkeln(int x, int y)
4168 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4171 if (Feld[x][y] == EL_BD_DIAMOND)
4174 if (MovDelay[x][y] == 0) /* next animation frame */
4175 MovDelay[x][y] = 11 * !SimpleRND(500);
4177 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4181 if (setup.direct_draw && MovDelay[x][y])
4182 SetDrawtoField(DRAW_BUFFERED);
4184 DrawLevelElementAnimation(x, y, Feld[x][y]);
4186 if (MovDelay[x][y] != 0)
4188 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4189 10 - MovDelay[x][y]);
4191 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4193 if (setup.direct_draw)
4197 dest_x = FX + SCREENX(x) * TILEX;
4198 dest_y = FY + SCREENY(y) * TILEY;
4200 BlitBitmap(drawto_field, window,
4201 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4202 SetDrawtoField(DRAW_DIRECT);
4208 void MauerWaechst(int x, int y)
4212 if (!MovDelay[x][y]) /* next animation frame */
4213 MovDelay[x][y] = 3 * delay;
4215 if (MovDelay[x][y]) /* wait some time before next frame */
4219 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4221 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4222 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4224 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4227 if (!MovDelay[x][y])
4229 if (MovDir[x][y] == MV_LEFT)
4231 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4232 DrawLevelField(x - 1, y);
4234 else if (MovDir[x][y] == MV_RIGHT)
4236 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4237 DrawLevelField(x + 1, y);
4239 else if (MovDir[x][y] == MV_UP)
4241 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4242 DrawLevelField(x, y - 1);
4246 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4247 DrawLevelField(x, y + 1);
4250 Feld[x][y] = Store[x][y];
4252 MovDir[x][y] = MV_NO_MOVING;
4253 DrawLevelField(x, y);
4258 void MauerAbleger(int ax, int ay)
4260 int element = Feld[ax][ay];
4261 int graphic = el2img(element);
4262 boolean oben_frei = FALSE, unten_frei = FALSE;
4263 boolean links_frei = FALSE, rechts_frei = FALSE;
4264 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4265 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4266 boolean new_wall = FALSE;
4268 if (IS_ANIMATED(graphic))
4269 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4271 if (!MovDelay[ax][ay]) /* start building new wall */
4272 MovDelay[ax][ay] = 6;
4274 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4277 if (MovDelay[ax][ay])
4281 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4283 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4285 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4287 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4290 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4291 element == EL_EXPANDABLE_WALL_ANY)
4295 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4296 Store[ax][ay-1] = element;
4297 MovDir[ax][ay-1] = MV_UP;
4298 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4299 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4300 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4305 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4306 Store[ax][ay+1] = element;
4307 MovDir[ax][ay+1] = MV_DOWN;
4308 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4309 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4310 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4315 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4316 element == EL_EXPANDABLE_WALL_ANY ||
4317 element == EL_EXPANDABLE_WALL)
4321 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4322 Store[ax-1][ay] = element;
4323 MovDir[ax-1][ay] = MV_LEFT;
4324 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4325 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4326 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4332 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4333 Store[ax+1][ay] = element;
4334 MovDir[ax+1][ay] = MV_RIGHT;
4335 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4336 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4337 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4342 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4343 DrawLevelField(ax, ay);
4345 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4347 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4348 unten_massiv = TRUE;
4349 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4350 links_massiv = TRUE;
4351 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4352 rechts_massiv = TRUE;
4354 if (((oben_massiv && unten_massiv) ||
4355 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4356 element == EL_EXPANDABLE_WALL) &&
4357 ((links_massiv && rechts_massiv) ||
4358 element == EL_EXPANDABLE_WALL_VERTICAL))
4359 Feld[ax][ay] = EL_WALL;
4363 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4365 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4369 void CheckForDragon(int x, int y)
4372 boolean dragon_found = FALSE;
4373 static int xy[4][2] =
4385 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4387 if (IN_LEV_FIELD(xx, yy) &&
4388 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4390 if (Feld[xx][yy] == EL_DRAGON)
4391 dragon_found = TRUE;
4404 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4406 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4408 Feld[xx][yy] = EL_EMPTY;
4409 DrawLevelField(xx, yy);
4418 static void InitBuggyBase(int x, int y)
4420 int element = Feld[x][y];
4421 int activating_delay = FRAMES_PER_SECOND / 4;
4424 (element == EL_SP_BUGGY_BASE ?
4425 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4426 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4428 element == EL_SP_BUGGY_BASE_ACTIVE ?
4429 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4432 static void WarnBuggyBase(int x, int y)
4435 static int xy[4][2] =
4445 int xx = x + xy[i][0], yy = y + xy[i][1];
4447 if (IS_PLAYER(xx, yy))
4449 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4456 static void InitTrap(int x, int y)
4458 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4461 static void ActivateTrap(int x, int y)
4463 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4466 static void ChangeActiveTrap(int x, int y)
4468 int graphic = IMG_TRAP_ACTIVE;
4470 /* if new animation frame was drawn, correct crumbled sand border */
4471 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4472 DrawLevelFieldCrumbledSand(x, y);
4475 static void ChangeElement(int x, int y)
4477 int element = Feld[x][y];
4479 if (MovDelay[x][y] == 0) /* initialize element change */
4481 MovDelay[x][y] = changing_element[element].change_delay + 1;
4483 ResetGfxAnimation(x, y);
4484 ResetRandomAnimationValue(x, y);
4486 if (changing_element[element].pre_change_function)
4487 changing_element[element].pre_change_function(x, y);
4492 if (MovDelay[x][y] != 0) /* continue element change */
4494 if (IS_ANIMATED(el2img(element)))
4495 DrawLevelElementAnimationIfNeeded(x, y, element);
4497 if (changing_element[element].change_function)
4498 changing_element[element].change_function(x, y);
4500 else /* finish element change */
4502 Feld[x][y] = changing_element[element].next_element;
4504 ResetGfxAnimation(x, y);
4505 ResetRandomAnimationValue(x, y);
4507 DrawLevelField(x, y);
4509 if (changing_element[element].post_change_function)
4510 changing_element[element].post_change_function(x, y);
4514 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4516 static byte stored_player_action[MAX_PLAYERS];
4517 static int num_stored_actions = 0;
4518 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4519 int left = player_action & JOY_LEFT;
4520 int right = player_action & JOY_RIGHT;
4521 int up = player_action & JOY_UP;
4522 int down = player_action & JOY_DOWN;
4523 int button1 = player_action & JOY_BUTTON_1;
4524 int button2 = player_action & JOY_BUTTON_2;
4525 int dx = (left ? -1 : right ? 1 : 0);
4526 int dy = (up ? -1 : down ? 1 : 0);
4528 stored_player_action[player->index_nr] = 0;
4529 num_stored_actions++;
4531 if (!player->active || tape.pausing)
4537 snapped = SnapField(player, dx, dy);
4541 bombed = PlaceBomb(player);
4542 moved = MoveFigure(player, dx, dy);
4545 if (tape.single_step && tape.recording && !tape.pausing)
4547 if (button1 || (bombed && !moved))
4549 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4550 SnapField(player, 0, 0); /* stop snapping */
4554 stored_player_action[player->index_nr] = player_action;
4558 /* no actions for this player (no input at player's configured device) */
4560 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4561 SnapField(player, 0, 0);
4562 CheckGravityMovement(player);
4564 if (player->MovPos == 0)
4567 printf("Trying... Player frame reset\n");
4570 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4573 if (player->MovPos == 0) /* needed for tape.playing */
4574 player->is_moving = FALSE;
4577 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4579 TapeRecordAction(stored_player_action);
4580 num_stored_actions = 0;
4586 static unsigned long action_delay = 0;
4587 unsigned long action_delay_value;
4588 int magic_wall_x = 0, magic_wall_y = 0;
4589 int i, x, y, element, graphic;
4590 byte *recorded_player_action;
4591 byte summarized_player_action = 0;
4593 if (game_status != PLAYING)
4596 action_delay_value =
4597 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4599 if (tape.playing && tape.index_search && !tape.pausing)
4600 action_delay_value = 0;
4602 /* ---------- main game synchronization point ---------- */
4604 WaitUntilDelayReached(&action_delay, action_delay_value);
4606 if (network_playing && !network_player_action_received)
4610 printf("DEBUG: try to get network player actions in time\n");
4614 #if defined(PLATFORM_UNIX)
4615 /* last chance to get network player actions without main loop delay */
4619 if (game_status != PLAYING)
4622 if (!network_player_action_received)
4626 printf("DEBUG: failed to get network player actions in time\n");
4636 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4638 for (i=0; i<MAX_PLAYERS; i++)
4640 summarized_player_action |= stored_player[i].action;
4642 if (!network_playing)
4643 stored_player[i].effective_action = stored_player[i].action;
4646 #if defined(PLATFORM_UNIX)
4647 if (network_playing)
4648 SendToServer_MovePlayer(summarized_player_action);
4651 if (!options.network && !setup.team_mode)
4652 local_player->effective_action = summarized_player_action;
4654 for (i=0; i<MAX_PLAYERS; i++)
4656 int actual_player_action = stored_player[i].effective_action;
4658 if (stored_player[i].programmed_action)
4659 actual_player_action = stored_player[i].programmed_action;
4661 if (recorded_player_action)
4662 actual_player_action = recorded_player_action[i];
4664 PlayerActions(&stored_player[i], actual_player_action);
4665 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4668 network_player_action_received = FALSE;
4670 ScrollScreen(NULL, SCROLL_GO_ON);
4676 for (i=0; i<MAX_PLAYERS; i++)
4677 stored_player[i].Frame++;
4680 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4683 if (JustStopped[x][y] > 0)
4684 JustStopped[x][y]--;
4689 if (IS_BLOCKED(x, y))
4693 Blocked2Moving(x, y, &oldx, &oldy);
4694 if (!IS_MOVING(oldx, oldy))
4696 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4697 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4698 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4699 printf("GameActions(): This should never happen!\n");
4705 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4707 element = Feld[x][y];
4708 graphic = el2img(element);
4710 if (graphic_info[graphic].anim_global_sync)
4711 GfxFrame[x][y] = FrameCounter;
4713 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4714 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4715 ResetRandomAnimationValue(x, y);
4717 SetRandomAnimationValue(x, y);
4720 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4723 if (IS_INACTIVE(element))
4725 if (IS_ANIMATED(graphic))
4726 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4731 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4735 if (IS_ANIMATED(graphic) &&
4738 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4740 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4741 EdelsteinFunkeln(x, y);
4743 else if ((element == EL_ACID ||
4744 element == EL_EXIT_OPEN ||
4745 element == EL_SP_EXIT_OPEN ||
4746 element == EL_SP_TERMINAL ||
4747 element == EL_SP_TERMINAL_ACTIVE ||
4748 element == EL_EXTRA_TIME ||
4749 element == EL_SHIELD_NORMAL ||
4750 element == EL_SHIELD_DEADLY) &&
4751 IS_ANIMATED(graphic))
4752 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4753 else if (IS_MOVING(x, y))
4754 ContinueMoving(x, y);
4755 else if (IS_ACTIVE_BOMB(element))
4756 CheckDynamite(x, y);
4758 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4759 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4761 else if (element == EL_AMOEBA_GROWING)
4762 AmoebeWaechst(x, y);
4763 else if (element == EL_AMOEBA_SHRINKING)
4764 AmoebaDisappearing(x, y);
4766 #if !USE_NEW_AMOEBA_CODE
4767 else if (IS_AMOEBALIVE(element))
4768 AmoebeAbleger(x, y);
4771 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4773 else if (element == EL_EXIT_CLOSED)
4775 else if (element == EL_SP_EXIT_CLOSED)
4777 else if (element == EL_EXPANDABLE_WALL_GROWING)
4779 else if (element == EL_EXPANDABLE_WALL ||
4780 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4781 element == EL_EXPANDABLE_WALL_VERTICAL ||
4782 element == EL_EXPANDABLE_WALL_ANY)
4784 else if (element == EL_FLAMES)
4785 CheckForDragon(x, y);
4786 else if (IS_AUTO_CHANGING(element))
4787 ChangeElement(x, y);
4788 else if (element == EL_EXPLOSION)
4789 ; /* drawing of correct explosion animation is handled separately */
4790 else if (IS_ANIMATED(graphic))
4791 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4793 if (IS_BELT_ACTIVE(element))
4794 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4796 if (game.magic_wall_active)
4798 int jx = local_player->jx, jy = local_player->jy;
4800 /* play the element sound at the position nearest to the player */
4801 if ((element == EL_MAGIC_WALL_FULL ||
4802 element == EL_MAGIC_WALL_ACTIVE ||
4803 element == EL_MAGIC_WALL_EMPTYING ||
4804 element == EL_BD_MAGIC_WALL_FULL ||
4805 element == EL_BD_MAGIC_WALL_ACTIVE ||
4806 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4807 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4815 #if USE_NEW_AMOEBA_CODE
4816 /* new experimental amoeba growth stuff */
4818 if (!(FrameCounter % 8))
4821 static unsigned long random = 1684108901;
4823 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4826 x = (random >> 10) % lev_fieldx;
4827 y = (random >> 20) % lev_fieldy;
4829 x = RND(lev_fieldx);
4830 y = RND(lev_fieldy);
4832 element = Feld[x][y];
4834 if (!IS_PLAYER(x,y) &&
4835 (element == EL_EMPTY ||
4836 element == EL_SAND ||
4837 element == EL_QUICKSAND_EMPTY ||
4838 element == EL_ACID_SPLASH_LEFT ||
4839 element == EL_ACID_SPLASH_RIGHT))
4841 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4842 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4843 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4844 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4845 Feld[x][y] = EL_AMOEBA_DROP;
4848 random = random * 129 + 1;
4854 if (game.explosions_delayed)
4857 game.explosions_delayed = FALSE;
4859 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4861 element = Feld[x][y];
4863 if (ExplodeField[x][y])
4864 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4865 else if (element == EL_EXPLOSION)
4866 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4868 ExplodeField[x][y] = EX_NO_EXPLOSION;
4871 game.explosions_delayed = TRUE;
4874 if (game.magic_wall_active)
4876 if (!(game.magic_wall_time_left % 4))
4878 int element = Feld[magic_wall_x][magic_wall_y];
4880 if (element == EL_BD_MAGIC_WALL_FULL ||
4881 element == EL_BD_MAGIC_WALL_ACTIVE ||
4882 element == EL_BD_MAGIC_WALL_EMPTYING)
4883 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4885 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4888 if (game.magic_wall_time_left > 0)
4890 game.magic_wall_time_left--;
4891 if (!game.magic_wall_time_left)
4893 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4895 element = Feld[x][y];
4897 if (element == EL_MAGIC_WALL_ACTIVE ||
4898 element == EL_MAGIC_WALL_FULL)
4900 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4901 DrawLevelField(x, y);
4903 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4904 element == EL_BD_MAGIC_WALL_FULL)
4906 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4907 DrawLevelField(x, y);
4911 game.magic_wall_active = FALSE;
4916 if (game.light_time_left > 0)
4918 game.light_time_left--;
4920 if (game.light_time_left == 0)
4921 RedrawAllLightSwitchesAndInvisibleElements();
4924 if (game.timegate_time_left > 0)
4926 game.timegate_time_left--;
4928 if (game.timegate_time_left == 0)
4929 CloseAllOpenTimegates();
4932 for (i=0; i<MAX_PLAYERS; i++)
4934 struct PlayerInfo *player = &stored_player[i];
4936 if (SHIELD_ON(player))
4938 if (player->shield_deadly_time_left)
4939 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4940 else if (player->shield_normal_time_left)
4941 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4945 if (TimeFrames >= (1000 / GameFrameDelay))
4950 for (i=0; i<MAX_PLAYERS; i++)
4952 struct PlayerInfo *player = &stored_player[i];
4954 if (SHIELD_ON(player))
4956 player->shield_normal_time_left--;
4958 if (player->shield_deadly_time_left > 0)
4959 player->shield_deadly_time_left--;
4963 if (tape.recording || tape.playing)
4964 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4970 if (TimeLeft <= 10 && setup.time_limit)
4971 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
4973 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4975 if (!TimeLeft && setup.time_limit)
4976 for (i=0; i<MAX_PLAYERS; i++)
4977 KillHero(&stored_player[i]);
4979 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4980 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4985 if (options.debug) /* calculate frames per second */
4987 static unsigned long fps_counter = 0;
4988 static int fps_frames = 0;
4989 unsigned long fps_delay_ms = Counter() - fps_counter;
4993 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4995 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4998 fps_counter = Counter();
5001 redraw_mask |= REDRAW_FPS;
5005 if (stored_player[0].jx != stored_player[0].last_jx ||
5006 stored_player[0].jy != stored_player[0].last_jy)
5007 printf("::: %d, %d, %d, %d, %d\n",
5008 stored_player[0].MovDir,
5009 stored_player[0].MovPos,
5010 stored_player[0].GfxPos,
5011 stored_player[0].Frame,
5012 stored_player[0].StepFrame);
5019 for (i=0; i<MAX_PLAYERS; i++)
5022 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5024 stored_player[i].Frame += move_frames;
5026 if (stored_player[i].MovPos != 0)
5027 stored_player[i].StepFrame += move_frames;
5032 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5034 int min_x = x, min_y = y, max_x = x, max_y = y;
5037 for (i=0; i<MAX_PLAYERS; i++)
5039 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5041 if (!stored_player[i].active || &stored_player[i] == player)
5044 min_x = MIN(min_x, jx);
5045 min_y = MIN(min_y, jy);
5046 max_x = MAX(max_x, jx);
5047 max_y = MAX(max_y, jy);
5050 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5053 static boolean AllPlayersInVisibleScreen()
5057 for (i=0; i<MAX_PLAYERS; i++)
5059 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5061 if (!stored_player[i].active)
5064 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5071 void ScrollLevel(int dx, int dy)
5073 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5076 BlitBitmap(drawto_field, drawto_field,
5077 FX + TILEX*(dx == -1) - softscroll_offset,
5078 FY + TILEY*(dy == -1) - softscroll_offset,
5079 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5080 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5081 FX + TILEX*(dx == 1) - softscroll_offset,
5082 FY + TILEY*(dy == 1) - softscroll_offset);
5086 x = (dx == 1 ? BX1 : BX2);
5087 for (y=BY1; y<=BY2; y++)
5088 DrawScreenField(x, y);
5093 y = (dy == 1 ? BY1 : BY2);
5094 for (x=BX1; x<=BX2; x++)
5095 DrawScreenField(x, y);
5098 redraw_mask |= REDRAW_FIELD;
5101 static void CheckGravityMovement(struct PlayerInfo *player)
5103 if (level.gravity && !player->programmed_action)
5105 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5106 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5108 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5109 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5110 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5111 int jx = player->jx, jy = player->jy;
5112 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5113 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5114 int new_jx = jx + dx, new_jy = jy + dy;
5115 boolean field_under_player_is_free =
5116 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5117 boolean player_is_moving_to_valid_field =
5118 (IN_LEV_FIELD(new_jx, new_jy) &&
5119 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5120 Feld[new_jx][new_jy] == EL_SAND));
5122 if (field_under_player_is_free &&
5123 !player_is_moving_to_valid_field &&
5124 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5125 player->programmed_action = MV_DOWN;
5131 -----------------------------------------------------------------------------
5132 dx, dy: direction (non-diagonal) to try to move the player to
5133 real_dx, real_dy: direction as read from input device (can be diagonal)
5136 boolean MoveFigureOneStep(struct PlayerInfo *player,
5137 int dx, int dy, int real_dx, int real_dy)
5139 int jx = player->jx, jy = player->jy;
5140 int new_jx = jx+dx, new_jy = jy+dy;
5144 if (!player->active || (!dx && !dy))
5145 return MF_NO_ACTION;
5147 player->MovDir = (dx < 0 ? MV_LEFT :
5150 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5152 if (!IN_LEV_FIELD(new_jx, new_jy))
5153 return MF_NO_ACTION;
5155 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5156 return MF_NO_ACTION;
5159 element = MovingOrBlocked2Element(new_jx, new_jy);
5161 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5164 if (DONT_GO_TO(element))
5166 if (element == EL_ACID && dx == 0 && dy == 1)
5169 Feld[jx][jy] = EL_PLAYER_1;
5170 InitMovingField(jx, jy, MV_DOWN);
5171 Store[jx][jy] = EL_ACID;
5172 ContinueMoving(jx, jy);
5176 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5181 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5182 if (can_move != MF_MOVING)
5185 StorePlayer[jx][jy] = 0;
5186 player->last_jx = jx;
5187 player->last_jy = jy;
5188 jx = player->jx = new_jx;
5189 jy = player->jy = new_jy;
5190 StorePlayer[jx][jy] = player->element_nr;
5193 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5195 ScrollFigure(player, SCROLL_INIT);
5200 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5202 int jx = player->jx, jy = player->jy;
5203 int old_jx = jx, old_jy = jy;
5204 int moved = MF_NO_ACTION;
5206 if (!player->active || (!dx && !dy))
5210 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5214 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5215 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5219 /* remove the last programmed player action */
5220 player->programmed_action = 0;
5224 /* should only happen if pre-1.2 tape recordings are played */
5225 /* this is only for backward compatibility */
5227 int original_move_delay_value = player->move_delay_value;
5230 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5234 /* scroll remaining steps with finest movement resolution */
5235 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5237 while (player->MovPos)
5239 ScrollFigure(player, SCROLL_GO_ON);
5240 ScrollScreen(NULL, SCROLL_GO_ON);
5246 player->move_delay_value = original_move_delay_value;
5249 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5251 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5252 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5256 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5257 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5263 if (moved & MF_MOVING && !ScreenMovPos &&
5264 (player == local_player || !options.network))
5266 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5267 int offset = (setup.scroll_delay ? 3 : 0);
5269 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5271 /* actual player has left the screen -- scroll in that direction */
5272 if (jx != old_jx) /* player has moved horizontally */
5273 scroll_x += (jx - old_jx);
5274 else /* player has moved vertically */
5275 scroll_y += (jy - old_jy);
5279 if (jx != old_jx) /* player has moved horizontally */
5281 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5282 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5283 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5285 /* don't scroll over playfield boundaries */
5286 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5287 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5289 /* don't scroll more than one field at a time */
5290 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5292 /* don't scroll against the player's moving direction */
5293 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5294 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5295 scroll_x = old_scroll_x;
5297 else /* player has moved vertically */
5299 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5300 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5301 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5303 /* don't scroll over playfield boundaries */
5304 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5305 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5307 /* don't scroll more than one field at a time */
5308 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5310 /* don't scroll against the player's moving direction */
5311 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5312 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5313 scroll_y = old_scroll_y;
5317 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5319 if (!options.network && !AllPlayersInVisibleScreen())
5321 scroll_x = old_scroll_x;
5322 scroll_y = old_scroll_y;
5326 ScrollScreen(player, SCROLL_INIT);
5327 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5334 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5336 if (!(moved & MF_MOVING) && !player->Pushing)
5341 player->StepFrame = 0;
5343 if (moved & MF_MOVING)
5345 if (old_jx != jx && old_jy == jy)
5346 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5347 else if (old_jx == jx && old_jy != jy)
5348 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5350 DrawLevelField(jx, jy); /* for "crumbled sand" */
5352 player->last_move_dir = player->MovDir;
5353 player->is_moving = TRUE;
5357 CheckGravityMovement(player);
5360 player->last_move_dir = MV_NO_MOVING;
5362 player->is_moving = FALSE;
5365 TestIfHeroTouchesBadThing(jx, jy);
5367 if (!player->active)
5373 void ScrollFigure(struct PlayerInfo *player, int mode)
5375 int jx = player->jx, jy = player->jy;
5376 int last_jx = player->last_jx, last_jy = player->last_jy;
5377 int move_stepsize = TILEX / player->move_delay_value;
5379 if (!player->active || !player->MovPos)
5382 if (mode == SCROLL_INIT)
5384 player->actual_frame_counter = FrameCounter;
5385 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5387 if (Feld[last_jx][last_jy] == EL_EMPTY)
5388 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5393 else if (!FrameReached(&player->actual_frame_counter, 1))
5396 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5397 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5399 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5400 Feld[last_jx][last_jy] = EL_EMPTY;
5402 /* before DrawPlayer() to draw correct player graphic for this case */
5403 if (player->MovPos == 0)
5404 CheckGravityMovement(player);
5408 if (player->MovPos == 0)
5410 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5412 /* continue with normal speed after quickly moving through gate */
5413 HALVE_PLAYER_SPEED(player);
5415 /* be able to make the next move without delay */
5416 player->move_delay = 0;
5419 player->last_jx = jx;
5420 player->last_jy = jy;
5422 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5423 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5427 if (local_player->friends_still_needed == 0 ||
5428 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5429 player->LevelSolved = player->GameOver = TRUE;
5432 if (tape.single_step && tape.recording && !tape.pausing &&
5433 !player->programmed_action)
5434 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5438 void ScrollScreen(struct PlayerInfo *player, int mode)
5440 static unsigned long screen_frame_counter = 0;
5442 if (mode == SCROLL_INIT)
5444 /* set scrolling step size according to actual player's moving speed */
5445 ScrollStepSize = TILEX / player->move_delay_value;
5447 screen_frame_counter = FrameCounter;
5448 ScreenMovDir = player->MovDir;
5449 ScreenMovPos = player->MovPos;
5450 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5453 else if (!FrameReached(&screen_frame_counter, 1))
5458 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5459 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5460 redraw_mask |= REDRAW_FIELD;
5463 ScreenMovDir = MV_NO_MOVING;
5466 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5468 int i, kill_x = -1, kill_y = -1;
5469 static int test_xy[4][2] =
5476 static int test_dir[4] =
5486 int test_x, test_y, test_move_dir, test_element;
5488 test_x = good_x + test_xy[i][0];
5489 test_y = good_y + test_xy[i][1];
5490 if (!IN_LEV_FIELD(test_x, test_y))
5494 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5497 test_element = Feld[test_x][test_y];
5499 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5502 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5503 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5505 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5506 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5514 if (kill_x != -1 || kill_y != -1)
5516 if (IS_PLAYER(good_x, good_y))
5518 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5520 if (player->shield_deadly_time_left > 0)
5521 Bang(kill_x, kill_y);
5522 else if (!PLAYER_PROTECTED(good_x, good_y))
5526 Bang(good_x, good_y);
5530 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5532 int i, kill_x = -1, kill_y = -1;
5533 int bad_element = Feld[bad_x][bad_y];
5534 static int test_xy[4][2] =
5541 static int test_dir[4] =
5549 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5554 int test_x, test_y, test_move_dir, test_element;
5556 test_x = bad_x + test_xy[i][0];
5557 test_y = bad_y + test_xy[i][1];
5558 if (!IN_LEV_FIELD(test_x, test_y))
5562 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5564 test_element = Feld[test_x][test_y];
5566 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5567 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5569 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5570 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5572 /* good thing is player or penguin that does not move away */
5573 if (IS_PLAYER(test_x, test_y))
5575 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5577 if (bad_element == EL_ROBOT && player->is_moving)
5578 continue; /* robot does not kill player if he is moving */
5584 else if (test_element == EL_PENGUIN)
5593 if (kill_x != -1 || kill_y != -1)
5595 if (IS_PLAYER(kill_x, kill_y))
5597 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5600 int dir = player->MovDir;
5601 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5602 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5604 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5605 newx != bad_x && newy != bad_y)
5606 ; /* robot does not kill player if he is moving */
5608 printf("-> %d\n", player->MovDir);
5610 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5611 newx != bad_x && newy != bad_y)
5612 ; /* robot does not kill player if he is moving */
5617 if (player->shield_deadly_time_left > 0)
5619 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5623 Bang(kill_x, kill_y);
5627 void TestIfHeroTouchesBadThing(int x, int y)
5629 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5632 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5634 TestIfGoodThingHitsBadThing(x, y, move_dir);
5637 void TestIfBadThingTouchesHero(int x, int y)
5639 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5642 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5644 TestIfBadThingHitsGoodThing(x, y, move_dir);
5647 void TestIfFriendTouchesBadThing(int x, int y)
5649 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5652 void TestIfBadThingTouchesFriend(int x, int y)
5654 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5657 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5659 int i, kill_x = bad_x, kill_y = bad_y;
5660 static int xy[4][2] =
5672 x = bad_x + xy[i][0];
5673 y = bad_y + xy[i][1];
5674 if (!IN_LEV_FIELD(x, y))
5677 element = Feld[x][y];
5678 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5679 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5687 if (kill_x != bad_x || kill_y != bad_y)
5691 void KillHero(struct PlayerInfo *player)
5693 int jx = player->jx, jy = player->jy;
5695 if (!player->active)
5699 /* remove accessible field at the player's position */
5700 Feld[jx][jy] = EL_EMPTY;
5702 if (IS_PFORTE(Feld[jx][jy]))
5703 Feld[jx][jy] = EL_EMPTY;
5706 /* deactivate shield (else Bang()/Explode() would not work right) */
5707 player->shield_normal_time_left = 0;
5708 player->shield_deadly_time_left = 0;
5714 static void KillHeroUnlessProtected(int x, int y)
5716 if (!PLAYER_PROTECTED(x, y))
5717 KillHero(PLAYERINFO(x, y));
5720 void BuryHero(struct PlayerInfo *player)
5722 int jx = player->jx, jy = player->jy;
5724 if (!player->active)
5727 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5728 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5730 player->GameOver = TRUE;
5734 void RemoveHero(struct PlayerInfo *player)
5736 int jx = player->jx, jy = player->jy;
5737 int i, found = FALSE;
5739 player->present = FALSE;
5740 player->active = FALSE;
5742 if (!ExplodeField[jx][jy])
5743 StorePlayer[jx][jy] = 0;
5745 for (i=0; i<MAX_PLAYERS; i++)
5746 if (stored_player[i].active)
5750 AllPlayersGone = TRUE;
5758 checkDiagonalPushing()
5759 -----------------------------------------------------------------------------
5760 check if diagonal input device direction results in pushing of object
5763 static boolean checkDiagonalPushing(int x, int y, int real_dx, int real_dy)
5770 -----------------------------------------------------------------------------
5771 x, y: field next to player (non-diagonal) to try to dig to
5772 real_dx, real_dy: direction as read from input device (can be diagonal)
5775 int DigField(struct PlayerInfo *player,
5776 int x, int y, int real_dx, int real_dy, int mode)
5778 int jx = player->jx, jy = player->jy;
5779 int dx = x - jx, dy = y - jy;
5780 int move_direction = (dx == -1 ? MV_LEFT :
5781 dx == +1 ? MV_RIGHT :
5783 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5786 if (player->MovPos == 0)
5788 player->is_digging = FALSE;
5789 player->is_collecting = FALSE;
5792 if (player->MovPos == 0)
5793 player->Pushing = FALSE;
5795 if (mode == DF_NO_PUSH)
5797 player->Switching = FALSE;
5798 player->push_delay = 0;
5799 return MF_NO_ACTION;
5802 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5803 return MF_NO_ACTION;
5805 if (IS_TUBE(Feld[jx][jy]))
5808 int tube_leave_directions[][2] =
5810 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5811 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5812 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5813 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5814 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5815 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5816 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5817 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5818 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5819 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5820 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5821 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5824 while (tube_leave_directions[i][0] != Feld[jx][jy])
5827 if (tube_leave_directions[i][0] == -1) /* should not happen */
5831 if (!(tube_leave_directions[i][1] & move_direction))
5832 return MF_NO_ACTION; /* tube has no opening in this direction */
5835 element = Feld[x][y];
5841 case EL_INVISIBLE_SAND:
5842 case EL_INVISIBLE_SAND_ACTIVE:
5845 case EL_SP_BUGGY_BASE:
5846 case EL_SP_BUGGY_BASE_ACTIVATING:
5849 if (mode != DF_SNAP && element != EL_EMPTY)
5851 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5852 player->is_digging = TRUE;
5855 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5860 case EL_EMERALD_YELLOW:
5861 case EL_EMERALD_RED:
5862 case EL_EMERALD_PURPLE:
5864 case EL_SP_INFOTRON:
5869 if (mode != DF_SNAP)
5871 GfxElement[x][y] = element;
5872 player->is_collecting = TRUE;
5875 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5876 element == EL_PEARL ? 5 :
5877 element == EL_CRYSTAL ? 8 : 1);
5878 if (local_player->gems_still_needed < 0)
5879 local_player->gems_still_needed = 0;
5880 RaiseScoreElement(element);
5881 DrawText(DX_EMERALDS, DY_EMERALDS,
5882 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5883 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5888 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5889 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5893 Feld[x][y] = EL_EMPTY;
5894 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5902 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5904 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
5907 case EL_SHIELD_NORMAL:
5909 player->shield_normal_time_left += 10;
5910 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5913 case EL_SHIELD_DEADLY:
5915 player->shield_normal_time_left += 10;
5916 player->shield_deadly_time_left += 10;
5917 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5921 case EL_SP_DISK_RED:
5924 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5925 RaiseScoreElement(EL_DYNAMITE);
5926 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5928 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5931 case EL_DYNABOMB_INCREASE_NUMBER:
5933 player->dynabomb_count++;
5934 player->dynabombs_left++;
5935 RaiseScoreElement(EL_DYNAMITE);
5936 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5939 case EL_DYNABOMB_INCREASE_SIZE:
5941 player->dynabomb_size++;
5942 RaiseScoreElement(EL_DYNAMITE);
5943 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5946 case EL_DYNABOMB_INCREASE_POWER:
5948 player->dynabomb_xl = TRUE;
5949 RaiseScoreElement(EL_DYNAMITE);
5950 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5958 int key_nr = element - EL_KEY_1;
5959 int graphic = el2edimg(element);
5962 player->key[key_nr] = TRUE;
5963 RaiseScoreElement(element);
5964 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5966 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5968 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5977 int key_nr = element - EL_EM_KEY_1;
5978 int graphic = el2edimg(EL_KEY_1 + key_nr);
5981 player->key[key_nr] = TRUE;
5982 RaiseScoreElement(element);
5983 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5985 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5987 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5991 case EL_ROBOT_WHEEL:
5992 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5995 DrawLevelField(x, y);
5996 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6000 case EL_SP_TERMINAL:
6004 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6006 for (yy=0; yy<lev_fieldy; yy++)
6008 for (xx=0; xx<lev_fieldx; xx++)
6010 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6012 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6013 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6021 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6022 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6023 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6024 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6025 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6026 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6027 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6028 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6029 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6030 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6031 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6032 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6033 if (!player->Switching)
6035 player->Switching = TRUE;
6036 ToggleBeltSwitch(x, y);
6037 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6042 case EL_SWITCHGATE_SWITCH_UP:
6043 case EL_SWITCHGATE_SWITCH_DOWN:
6044 if (!player->Switching)
6046 player->Switching = TRUE;
6047 ToggleSwitchgateSwitch(x, y);
6048 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6053 case EL_LIGHT_SWITCH:
6054 case EL_LIGHT_SWITCH_ACTIVE:
6055 if (!player->Switching)
6057 player->Switching = TRUE;
6058 ToggleLightSwitch(x, y);
6059 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6060 SND_LIGHT_SWITCH_ACTIVATING :
6061 SND_LIGHT_SWITCH_DEACTIVATING);
6066 case EL_TIMEGATE_SWITCH:
6067 ActivateTimegateSwitch(x, y);
6068 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6073 case EL_BALLOON_SWITCH_LEFT:
6074 case EL_BALLOON_SWITCH_RIGHT:
6075 case EL_BALLOON_SWITCH_UP:
6076 case EL_BALLOON_SWITCH_DOWN:
6077 case EL_BALLOON_SWITCH_ANY:
6078 if (element == EL_BALLOON_SWITCH_ANY)
6079 game.balloon_dir = move_direction;
6081 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6082 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6083 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6084 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6086 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6091 /* the following elements cannot be pushed by "snapping" */
6094 case EL_DX_SUPABOMB:
6096 case EL_TIME_ORB_EMPTY:
6098 case EL_SP_DISK_ORANGE:
6100 if (mode == DF_SNAP)
6101 return MF_NO_ACTION;
6103 /* no "break" -- fall through to next case */
6105 /* the following elements can be pushed by "snapping" */
6108 return MF_NO_ACTION;
6110 player->Pushing = TRUE;
6112 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6113 return MF_NO_ACTION;
6117 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6118 return MF_NO_ACTION;
6121 if (player->push_delay == 0)
6122 player->push_delay = FrameCounter;
6124 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6126 element != EL_SPRING)
6127 return MF_NO_ACTION;
6129 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6130 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6131 element != EL_SPRING)
6132 return MF_NO_ACTION;
6135 if (mode == DF_SNAP)
6137 InitMovingField(x, y, move_direction);
6138 ContinueMoving(x, y);
6143 Feld[x + dx][y + dy] = element;
6146 if (element == EL_SPRING)
6148 Feld[x + dx][y + dy] = EL_SPRING;
6149 MovDir[x + dx][y + dy] = move_direction;
6152 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6154 DrawLevelField(x + dx, y + dy);
6155 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6162 if (!player->key[element - EL_GATE_1])
6163 return MF_NO_ACTION;
6166 case EL_GATE_1_GRAY:
6167 case EL_GATE_2_GRAY:
6168 case EL_GATE_3_GRAY:
6169 case EL_GATE_4_GRAY:
6170 if (!player->key[element - EL_GATE_1_GRAY])
6171 return MF_NO_ACTION;
6178 if (!player->key[element - EL_EM_GATE_1])
6179 return MF_NO_ACTION;
6180 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6181 return MF_NO_ACTION;
6183 /* automatically move to the next field with double speed */
6184 player->programmed_action = move_direction;
6185 DOUBLE_PLAYER_SPEED(player);
6187 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6190 case EL_EM_GATE_1_GRAY:
6191 case EL_EM_GATE_2_GRAY:
6192 case EL_EM_GATE_3_GRAY:
6193 case EL_EM_GATE_4_GRAY:
6194 if (!player->key[element - EL_EM_GATE_1_GRAY])
6195 return MF_NO_ACTION;
6196 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6197 return MF_NO_ACTION;
6199 /* automatically move to the next field with double speed */
6200 player->programmed_action = move_direction;
6201 DOUBLE_PLAYER_SPEED(player);
6204 PlaySoundLevelAction(x, y, ACTION_PASSING);
6206 PlaySoundLevel(x, y, SND_GATE_PASSING);
6210 case EL_SWITCHGATE_OPEN:
6211 case EL_TIMEGATE_OPEN:
6212 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6213 return MF_NO_ACTION;
6215 /* automatically move to the next field with double speed */
6216 player->programmed_action = move_direction;
6217 DOUBLE_PLAYER_SPEED(player);
6219 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6222 case EL_SP_PORT_LEFT:
6223 case EL_SP_PORT_RIGHT:
6225 case EL_SP_PORT_DOWN:
6226 case EL_SP_PORT_HORIZONTAL:
6227 case EL_SP_PORT_VERTICAL:
6228 case EL_SP_PORT_ANY:
6229 case EL_SP_GRAVITY_PORT_LEFT:
6230 case EL_SP_GRAVITY_PORT_RIGHT:
6231 case EL_SP_GRAVITY_PORT_UP:
6232 case EL_SP_GRAVITY_PORT_DOWN:
6234 element != EL_SP_PORT_LEFT &&
6235 element != EL_SP_GRAVITY_PORT_LEFT &&
6236 element != EL_SP_PORT_HORIZONTAL &&
6237 element != EL_SP_PORT_ANY) ||
6239 element != EL_SP_PORT_RIGHT &&
6240 element != EL_SP_GRAVITY_PORT_RIGHT &&
6241 element != EL_SP_PORT_HORIZONTAL &&
6242 element != EL_SP_PORT_ANY) ||
6244 element != EL_SP_PORT_UP &&
6245 element != EL_SP_GRAVITY_PORT_UP &&
6246 element != EL_SP_PORT_VERTICAL &&
6247 element != EL_SP_PORT_ANY) ||
6249 element != EL_SP_PORT_DOWN &&
6250 element != EL_SP_GRAVITY_PORT_DOWN &&
6251 element != EL_SP_PORT_VERTICAL &&
6252 element != EL_SP_PORT_ANY) ||
6253 !IN_LEV_FIELD(x + dx, y + dy) ||
6254 !IS_FREE(x + dx, y + dy))
6255 return MF_NO_ACTION;
6257 /* automatically move to the next field with double speed */
6258 player->programmed_action = move_direction;
6259 DOUBLE_PLAYER_SPEED(player);
6261 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6265 case EL_TUBE_VERTICAL:
6266 case EL_TUBE_HORIZONTAL:
6267 case EL_TUBE_VERTICAL_LEFT:
6268 case EL_TUBE_VERTICAL_RIGHT:
6269 case EL_TUBE_HORIZONTAL_UP:
6270 case EL_TUBE_HORIZONTAL_DOWN:
6271 case EL_TUBE_LEFT_UP:
6272 case EL_TUBE_LEFT_DOWN:
6273 case EL_TUBE_RIGHT_UP:
6274 case EL_TUBE_RIGHT_DOWN:
6277 int tube_enter_directions[][2] =
6279 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6280 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6281 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6282 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6283 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6284 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6285 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6286 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6287 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6288 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6289 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6290 { -1, MV_NO_MOVING }
6293 while (tube_enter_directions[i][0] != element)
6296 if (tube_enter_directions[i][0] == -1) /* should not happen */
6300 if (!(tube_enter_directions[i][1] & move_direction))
6301 return MF_NO_ACTION; /* tube has no opening in this direction */
6303 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6307 case EL_EXIT_CLOSED:
6308 case EL_SP_EXIT_CLOSED:
6309 case EL_EXIT_OPENING:
6310 return MF_NO_ACTION;
6314 case EL_SP_EXIT_OPEN:
6315 if (mode == DF_SNAP)
6316 return MF_NO_ACTION;
6318 if (element == EL_EXIT_OPEN)
6319 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6321 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6326 Feld[x][y] = EL_LAMP_ACTIVE;
6327 local_player->lights_still_needed--;
6328 DrawLevelField(x, y);
6329 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6333 case EL_TIME_ORB_FULL:
6334 Feld[x][y] = EL_TIME_ORB_EMPTY;
6336 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6337 DrawLevelField(x, y);
6338 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6342 case EL_SOKOBAN_FIELD_EMPTY:
6345 case EL_SOKOBAN_OBJECT:
6346 case EL_SOKOBAN_FIELD_FULL:
6348 case EL_SP_DISK_YELLOW:
6350 if (mode == DF_SNAP)
6351 return MF_NO_ACTION;
6353 player->Pushing = TRUE;
6355 if (!IN_LEV_FIELD(x+dx, y+dy)
6356 || (!IS_FREE(x+dx, y+dy)
6357 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6358 || !IS_SB_ELEMENT(element))))
6359 return MF_NO_ACTION;
6363 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6364 return MF_NO_ACTION;
6366 else if (dy && real_dx)
6368 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6369 return MF_NO_ACTION;
6372 if (player->push_delay == 0)
6373 player->push_delay = FrameCounter;
6375 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6376 !tape.playing && element != EL_BALLOON)
6377 return MF_NO_ACTION;
6379 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6380 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6381 element != EL_BALLOON)
6382 return MF_NO_ACTION;
6385 if (IS_SB_ELEMENT(element))
6387 if (element == EL_SOKOBAN_FIELD_FULL)
6389 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6390 local_player->sokobanfields_still_needed++;
6395 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6397 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6398 local_player->sokobanfields_still_needed--;
6399 if (element == EL_SOKOBAN_OBJECT)
6401 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6403 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6407 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6409 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6414 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6415 if (element == EL_SOKOBAN_FIELD_FULL)
6417 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6419 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6423 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6425 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6432 Feld[x+dx][y+dy] = element;
6433 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6436 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6438 DrawLevelField(x, y);
6439 DrawLevelField(x + dx, y + dy);
6441 if (IS_SB_ELEMENT(element) &&
6442 local_player->sokobanfields_still_needed == 0 &&
6443 game.emulation == EMU_SOKOBAN)
6445 player->LevelSolved = player->GameOver = TRUE;
6446 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6457 if (IS_PUSHABLE(element))
6459 if (mode == DF_SNAP)
6460 return MF_NO_ACTION;
6462 if (CAN_FALL(element) && dy)
6463 return MF_NO_ACTION;
6465 player->Pushing = TRUE;
6467 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6468 return MF_NO_ACTION;
6472 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6473 return MF_NO_ACTION;
6475 else if (dy && real_dx)
6477 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6478 return MF_NO_ACTION;
6481 if (player->push_delay == 0)
6482 player->push_delay = FrameCounter;
6484 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6485 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6486 return MF_NO_ACTION;
6489 Feld[x + dx][y + dy] = element;
6491 player->push_delay_value = 2 + RND(8);
6493 DrawLevelField(x + dx, y + dy);
6494 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6499 return MF_NO_ACTION;
6502 player->push_delay = 0;
6504 if (Feld[x][y] != element) /* really digged/collected something */
6505 player->is_collecting = !player->is_digging;
6510 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6512 int jx = player->jx, jy = player->jy;
6513 int x = jx + dx, y = jy + dy;
6515 if (!player->active || !IN_LEV_FIELD(x, y))
6523 if (player->MovPos == 0)
6524 player->Pushing = FALSE;
6526 player->snapped = FALSE;
6528 if (player->MovPos == 0)
6530 player->is_digging = FALSE;
6531 player->is_collecting = FALSE;
6537 if (player->snapped)
6540 player->MovDir = (dx < 0 ? MV_LEFT :
6543 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6545 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6548 player->snapped = TRUE;
6549 player->is_digging = FALSE;
6550 player->is_collecting = FALSE;
6552 DrawLevelField(x, y);
6558 boolean PlaceBomb(struct PlayerInfo *player)
6560 int jx = player->jx, jy = player->jy;
6563 if (!player->active || player->MovPos)
6566 element = Feld[jx][jy];
6568 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6569 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6572 if (element != EL_EMPTY)
6575 Store[jx][jy] = element;
6577 Back[jx][jy] = element;
6581 MovDelay[jx][jy] = 96;
6583 ResetGfxAnimation(jx, jy);
6584 ResetRandomAnimationValue(jx, jy);
6586 if (player->dynamite)
6588 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6589 EL_DYNAMITE_ACTIVE);
6592 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6594 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6597 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6599 if (game.emulation == EMU_SUPAPLEX)
6600 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6602 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6606 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6611 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6612 player->dynabombs_left--;
6614 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6615 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6617 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6623 /* ------------------------------------------------------------------------- */
6624 /* game sound playing functions */
6625 /* ------------------------------------------------------------------------- */
6627 static int *loop_sound_frame = NULL;
6628 static int *loop_sound_volume = NULL;
6630 void InitPlaySoundLevel()
6632 int num_sounds = getSoundListSize();
6634 if (loop_sound_frame != NULL)
6635 free(loop_sound_frame);
6637 if (loop_sound_volume != NULL)
6638 free(loop_sound_volume);
6640 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6641 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6644 static void PlaySoundLevel(int x, int y, int nr)
6646 int sx = SCREENX(x), sy = SCREENY(y);
6647 int volume, stereo_position;
6648 int max_distance = 8;
6649 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6651 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6652 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6655 if (!IN_LEV_FIELD(x, y) ||
6656 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6657 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6660 volume = SOUND_MAX_VOLUME;
6662 if (!IN_SCR_FIELD(sx, sy))
6664 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6665 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6667 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6670 stereo_position = (SOUND_MAX_LEFT +
6671 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6672 (SCR_FIELDX + 2 * max_distance));
6674 if (IS_LOOP_SOUND(nr))
6676 /* This assures that quieter loop sounds do not overwrite louder ones,
6677 while restarting sound volume comparison with each new game frame. */
6679 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6682 loop_sound_volume[nr] = volume;
6683 loop_sound_frame[nr] = FrameCounter;
6686 PlaySoundExt(nr, volume, stereo_position, type);
6689 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6691 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6692 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6693 y < LEVELY(BY1) ? LEVELY(BY1) :
6694 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6698 static void PlaySoundLevelAction(int x, int y, int action)
6700 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6703 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6705 int sound_effect = element_info[element].sound[action];
6707 if (sound_effect != SND_UNDEFINED)
6708 PlaySoundLevel(x, y, sound_effect);
6711 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6713 int sound_effect = element_info[Feld[x][y]].sound[action];
6715 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6716 PlaySoundLevel(x, y, sound_effect);
6719 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6721 int sound_effect = element_info[Feld[x][y]].sound[action];
6723 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6724 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6727 void RaiseScore(int value)
6729 local_player->score += value;
6730 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6733 void RaiseScoreElement(int element)
6739 case EL_EMERALD_YELLOW:
6740 case EL_EMERALD_RED:
6741 case EL_EMERALD_PURPLE:
6742 RaiseScore(level.score[SC_EMERALD]);
6745 RaiseScore(level.score[SC_DIAMOND]);
6748 case EL_BD_BUTTERFLY:
6749 RaiseScore(level.score[SC_BUG]);
6753 RaiseScore(level.score[SC_SPACESHIP]);
6756 case EL_DARK_YAMYAM:
6757 RaiseScore(level.score[SC_YAMYAM]);
6760 RaiseScore(level.score[SC_ROBOT]);
6763 RaiseScore(level.score[SC_PACMAN]);
6766 RaiseScore(level.score[SC_NUT]);
6769 RaiseScore(level.score[SC_DYNAMITE]);
6775 RaiseScore(level.score[SC_KEY]);
6782 void RequestQuitGame(boolean ask_if_really_quit)
6784 if (AllPlayersGone ||
6785 !ask_if_really_quit ||
6786 level_editor_test_game ||
6787 Request("Do you really want to quit the game ?",
6788 REQ_ASK | REQ_STAY_CLOSED))
6790 #if defined(PLATFORM_UNIX)
6791 if (options.network)
6792 SendToServer_StopPlaying();
6796 game_status = MAINMENU;
6802 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6807 /* ---------- new game button stuff ---------------------------------------- */
6809 /* graphic position values for game buttons */
6810 #define GAME_BUTTON_XSIZE 30
6811 #define GAME_BUTTON_YSIZE 30
6812 #define GAME_BUTTON_XPOS 5
6813 #define GAME_BUTTON_YPOS 215
6814 #define SOUND_BUTTON_XPOS 5
6815 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6817 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6818 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6819 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6820 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6821 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6822 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6829 } gamebutton_info[NUM_GAME_BUTTONS] =
6832 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6837 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6842 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6847 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6848 SOUND_CTRL_ID_MUSIC,
6849 "background music on/off"
6852 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6853 SOUND_CTRL_ID_LOOPS,
6854 "sound loops on/off"
6857 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6858 SOUND_CTRL_ID_SIMPLE,
6859 "normal sounds on/off"
6863 void CreateGameButtons()
6867 for (i=0; i<NUM_GAME_BUTTONS; i++)
6869 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6870 struct GadgetInfo *gi;
6873 unsigned long event_mask;
6874 int gd_xoffset, gd_yoffset;
6875 int gd_x1, gd_x2, gd_y1, gd_y2;
6878 gd_xoffset = gamebutton_info[i].x;
6879 gd_yoffset = gamebutton_info[i].y;
6880 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6881 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6883 if (id == GAME_CTRL_ID_STOP ||
6884 id == GAME_CTRL_ID_PAUSE ||
6885 id == GAME_CTRL_ID_PLAY)
6887 button_type = GD_TYPE_NORMAL_BUTTON;
6889 event_mask = GD_EVENT_RELEASED;
6890 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6891 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6895 button_type = GD_TYPE_CHECK_BUTTON;
6897 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6898 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6899 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6900 event_mask = GD_EVENT_PRESSED;
6901 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6902 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6905 gi = CreateGadget(GDI_CUSTOM_ID, id,
6906 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6907 GDI_X, DX + gd_xoffset,
6908 GDI_Y, DY + gd_yoffset,
6909 GDI_WIDTH, GAME_BUTTON_XSIZE,
6910 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6911 GDI_TYPE, button_type,
6912 GDI_STATE, GD_BUTTON_UNPRESSED,
6913 GDI_CHECKED, checked,
6914 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6915 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6916 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6917 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6918 GDI_EVENT_MASK, event_mask,
6919 GDI_CALLBACK_ACTION, HandleGameButtons,
6923 Error(ERR_EXIT, "cannot create gadget");
6925 game_gadget[id] = gi;
6929 void FreeGameButtons()
6933 for (i=0; i<NUM_GAME_BUTTONS; i++)
6934 FreeGadget(game_gadget[i]);
6937 static void MapGameButtons()
6941 for (i=0; i<NUM_GAME_BUTTONS; i++)
6942 MapGadget(game_gadget[i]);
6945 void UnmapGameButtons()
6949 for (i=0; i<NUM_GAME_BUTTONS; i++)
6950 UnmapGadget(game_gadget[i]);
6953 static void HandleGameButtons(struct GadgetInfo *gi)
6955 int id = gi->custom_id;
6957 if (game_status != PLAYING)
6962 case GAME_CTRL_ID_STOP:
6963 RequestQuitGame(TRUE);
6966 case GAME_CTRL_ID_PAUSE:
6967 if (options.network)
6969 #if defined(PLATFORM_UNIX)
6971 SendToServer_ContinuePlaying();
6973 SendToServer_PausePlaying();
6977 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6980 case GAME_CTRL_ID_PLAY:
6983 #if defined(PLATFORM_UNIX)
6984 if (options.network)
6985 SendToServer_ContinuePlaying();
6989 tape.pausing = FALSE;
6990 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6995 case SOUND_CTRL_ID_MUSIC:
6996 if (setup.sound_music)
6998 setup.sound_music = FALSE;
7001 else if (audio.music_available)
7003 setup.sound = setup.sound_music = TRUE;
7004 PlayMusic(level_nr);
7008 case SOUND_CTRL_ID_LOOPS:
7009 if (setup.sound_loops)
7010 setup.sound_loops = FALSE;
7011 else if (audio.loops_available)
7012 setup.sound = setup.sound_loops = TRUE;
7015 case SOUND_CTRL_ID_SIMPLE:
7016 if (setup.sound_simple)
7017 setup.sound_simple = FALSE;
7018 else if (audio.sound_available)
7019 setup.sound = setup.sound_simple = TRUE;