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] = 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))
1437 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1439 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1443 DrawGraphicThruMask(sx, sy, graphic, frame);
1445 DrawGraphic(sx, sy, graphic, frame);
1447 if (game.emulation == EMU_SUPAPLEX)
1448 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1449 else if (Store[x][y])
1450 DrawGraphicThruMask(sx, sy, graphic, frame);
1452 DrawGraphic(sx, sy, graphic, frame);
1456 void CheckDynamite(int x, int y)
1458 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1462 if (MovDelay[x][y] != 0)
1465 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1472 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1474 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1475 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1476 StopSound(SND_DYNAMITE_ACTIVE);
1478 StopSound(SND_DYNABOMB_ACTIVE);
1484 void Explode(int ex, int ey, int phase, int mode)
1488 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1489 int last_phase = num_phase * delay;
1490 int half_phase = (num_phase / 2) * delay;
1491 int first_phase_after_start = EX_PHASE_START + 1;
1493 if (game.explosions_delayed)
1495 ExplodeField[ex][ey] = mode;
1499 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1501 int center_element = Feld[ex][ey];
1503 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1505 /* put moving element to center field (and let it explode there) */
1506 center_element = MovingOrBlocked2Element(ex, ey);
1507 RemoveMovingField(ex, ey);
1508 Feld[ex][ey] = center_element;
1511 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1515 if (!IN_LEV_FIELD(x, y) ||
1516 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1517 (x != ex || y != ey)))
1520 element = Feld[x][y];
1522 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1524 element = MovingOrBlocked2Element(x, y);
1525 RemoveMovingField(x, y);
1529 if ((IS_INDESTRUCTIBLE(element) &&
1530 (game.engine_version < VERSION_IDENT(2,2,0) ||
1531 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1532 element == EL_FLAMES)
1535 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1539 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1541 if (IS_ACTIVE_BOMB(element))
1543 /* re-activate things under the bomb like gate or penguin */
1544 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1551 if (element == EL_EXPLOSION)
1552 element = Store2[x][y];
1555 if (IS_INDESTRUCTIBLE(Store[x][y])) /* hard element under bomb */
1556 element = Store[x][y];
1560 if (!IS_INDESTRUCTIBLE(Store[x][y]) != !IS_PFORTE(Store[x][y]))
1561 printf("\n::: %d\n", Store[x][y]);
1564 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1566 switch(StorePlayer[ex][ey])
1569 Store[x][y] = EL_EMERALD_RED;
1572 Store[x][y] = EL_EMERALD;
1575 Store[x][y] = EL_EMERALD_PURPLE;
1579 Store[x][y] = EL_EMERALD_YELLOW;
1583 if (game.emulation == EMU_SUPAPLEX)
1584 Store[x][y] = EL_EMPTY;
1586 else if (center_element == EL_MOLE)
1587 Store[x][y] = EL_EMERALD_RED;
1588 else if (center_element == EL_PENGUIN)
1589 Store[x][y] = EL_EMERALD_PURPLE;
1590 else if (center_element == EL_BUG)
1591 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1592 else if (center_element == EL_BD_BUTTERFLY)
1593 Store[x][y] = EL_BD_DIAMOND;
1594 else if (center_element == EL_SP_ELECTRON)
1595 Store[x][y] = EL_SP_INFOTRON;
1596 else if (center_element == EL_YAMYAM)
1597 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1598 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1599 Store[x][y] = level.amoeba_content;
1600 else if (element == EL_WALL_EMERALD)
1601 Store[x][y] = EL_EMERALD;
1602 else if (element == EL_WALL_DIAMOND)
1603 Store[x][y] = EL_DIAMOND;
1604 else if (element == EL_WALL_BD_DIAMOND)
1605 Store[x][y] = EL_BD_DIAMOND;
1606 else if (element == EL_WALL_EMERALD_YELLOW)
1607 Store[x][y] = EL_EMERALD_YELLOW;
1608 else if (element == EL_WALL_EMERALD_RED)
1609 Store[x][y] = EL_EMERALD_RED;
1610 else if (element == EL_WALL_EMERALD_PURPLE)
1611 Store[x][y] = EL_EMERALD_PURPLE;
1612 else if (element == EL_WALL_PEARL)
1613 Store[x][y] = EL_PEARL;
1614 else if (element == EL_WALL_CRYSTAL)
1615 Store[x][y] = EL_CRYSTAL;
1617 else if (IS_INDESTRUCTIBLE(element) && IS_ACCESSIBLE(element))
1618 Store[x][y] = element;
1620 Store[x][y] = EL_EMPTY;
1624 else if (IS_PFORTE(element))
1625 Store[x][y] = element;
1627 Store[x][y] = EL_EMPTY;
1629 else if (!IS_PFORTE(Store[x][y]))
1630 Store[x][y] = EL_EMPTY;
1635 if (x != ex || y != ey ||
1636 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1637 Store2[x][y] = element;
1639 if (AmoebaNr[x][y] &&
1640 (element == EL_AMOEBA_FULL ||
1641 element == EL_BD_AMOEBA ||
1642 element == EL_AMOEBA_GROWING))
1644 AmoebaCnt[AmoebaNr[x][y]]--;
1645 AmoebaCnt2[AmoebaNr[x][y]]--;
1648 Feld[x][y] = EL_EXPLOSION;
1649 GfxElement[x][y] = EL_UNDEFINED;
1650 MovDir[x][y] = MovPos[x][y] = 0;
1652 ExplodePhase[x][y] = 1;
1656 if (center_element == EL_YAMYAM)
1657 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1668 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1670 if (phase == first_phase_after_start)
1672 int element = Store2[x][y];
1674 if (element == EL_BLACK_ORB)
1676 Feld[x][y] = Store2[x][y];
1681 else if (phase == half_phase)
1683 int element = Store2[x][y];
1685 if (IS_PLAYER(x, y))
1686 KillHeroUnlessProtected(x, y);
1687 else if (IS_EXPLOSIVE(element))
1689 Feld[x][y] = Store2[x][y];
1693 else if (element == EL_AMOEBA_TO_DIAMOND)
1694 AmoebeUmwandeln(x, y);
1697 if (phase == last_phase)
1701 element = Feld[x][y] = Store[x][y];
1702 Store[x][y] = Store2[x][y] = 0;
1703 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1704 InitField(x, y, FALSE);
1705 if (CAN_MOVE(element) || COULD_MOVE(element))
1707 DrawLevelField(x, y);
1709 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1710 StorePlayer[x][y] = 0;
1712 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1714 int stored = Store[x][y];
1715 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1716 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1718 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1721 DrawLevelFieldCrumbledSand(x, y);
1724 if (IS_WALKABLE_OVER(Store[x][y]))
1726 DrawLevelElement(x, y, Store[x][y]);
1727 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1729 else if (IS_WALKABLE_UNDER(Store[x][y]))
1731 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1732 DrawLevelElementThruMask(x, y, Store[x][y]);
1735 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1737 if (IS_PFORTE(Store[x][y]))
1739 DrawLevelElement(x, y, Store[x][y]);
1740 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1743 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1748 void DynaExplode(int ex, int ey)
1751 int dynabomb_size = 1;
1752 boolean dynabomb_xl = FALSE;
1753 struct PlayerInfo *player;
1754 static int xy[4][2] =
1762 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1764 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1765 dynabomb_size = player->dynabomb_size;
1766 dynabomb_xl = player->dynabomb_xl;
1767 player->dynabombs_left++;
1770 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1774 for (j=1; j<=dynabomb_size; j++)
1776 int x = ex + j * xy[i % 4][0];
1777 int y = ey + j * xy[i % 4][1];
1780 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1783 element = Feld[x][y];
1785 /* do not restart explosions of fields with active bombs */
1786 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1789 Explode(x, y, EX_PHASE_START, EX_BORDER);
1791 if (element != EL_EMPTY &&
1792 element != EL_SAND &&
1793 element != EL_EXPLOSION &&
1800 void Bang(int x, int y)
1802 int element = Feld[x][y];
1804 if (game.emulation == EMU_SUPAPLEX)
1805 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1807 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1810 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1818 case EL_BD_BUTTERFLY:
1821 case EL_DARK_YAMYAM:
1825 RaiseScoreElement(element);
1826 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1828 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1829 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1830 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1831 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1832 case EL_DYNABOMB_INCREASE_NUMBER:
1833 case EL_DYNABOMB_INCREASE_SIZE:
1834 case EL_DYNABOMB_INCREASE_POWER:
1839 case EL_LAMP_ACTIVE:
1840 if (IS_PLAYER(x, y))
1841 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1843 Explode(x, y, EX_PHASE_START, EX_CENTER);
1846 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1851 void SplashAcid(int x, int y)
1853 int element = Feld[x][y];
1855 if (element != EL_ACID_SPLASH_LEFT &&
1856 element != EL_ACID_SPLASH_RIGHT)
1858 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1860 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1861 (!IN_LEV_FIELD(x-1, y-1) ||
1862 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1863 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1865 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1866 (!IN_LEV_FIELD(x+1, y-1) ||
1867 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1868 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1872 static void InitBeltMovement()
1874 static int belt_base_element[4] =
1876 EL_CONVEYOR_BELT_1_LEFT,
1877 EL_CONVEYOR_BELT_2_LEFT,
1878 EL_CONVEYOR_BELT_3_LEFT,
1879 EL_CONVEYOR_BELT_4_LEFT
1881 static int belt_base_active_element[4] =
1883 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1884 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1885 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1886 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1891 /* set frame order for belt animation graphic according to belt direction */
1898 int element = belt_base_active_element[belt_nr] + j;
1899 int graphic = el2img(element);
1901 if (game.belt_dir[i] == MV_LEFT)
1902 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1904 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1908 for(y=0; y<lev_fieldy; y++)
1910 for(x=0; x<lev_fieldx; x++)
1912 int element = Feld[x][y];
1916 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1918 int e_belt_nr = getBeltNrFromBeltElement(element);
1921 if (e_belt_nr == belt_nr)
1923 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1925 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1933 static void ToggleBeltSwitch(int x, int y)
1935 static int belt_base_element[4] =
1937 EL_CONVEYOR_BELT_1_LEFT,
1938 EL_CONVEYOR_BELT_2_LEFT,
1939 EL_CONVEYOR_BELT_3_LEFT,
1940 EL_CONVEYOR_BELT_4_LEFT
1942 static int belt_base_active_element[4] =
1944 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1945 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1946 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1947 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1949 static int belt_base_switch_element[4] =
1951 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1952 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1953 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1954 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1956 static int belt_move_dir[4] =
1964 int element = Feld[x][y];
1965 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1966 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1967 int belt_dir = belt_move_dir[belt_dir_nr];
1970 if (!IS_BELT_SWITCH(element))
1973 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1974 game.belt_dir[belt_nr] = belt_dir;
1976 if (belt_dir_nr == 3)
1979 /* set frame order for belt animation graphic according to belt direction */
1982 int element = belt_base_active_element[belt_nr] + i;
1983 int graphic = el2img(element);
1985 if (belt_dir == MV_LEFT)
1986 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1988 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1991 for (yy=0; yy<lev_fieldy; yy++)
1993 for (xx=0; xx<lev_fieldx; xx++)
1995 int element = Feld[xx][yy];
1997 if (IS_BELT_SWITCH(element))
1999 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2001 if (e_belt_nr == belt_nr)
2003 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2004 DrawLevelField(xx, yy);
2007 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2009 int e_belt_nr = getBeltNrFromBeltElement(element);
2011 if (e_belt_nr == belt_nr)
2013 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2015 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2016 DrawLevelField(xx, yy);
2019 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2021 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2023 if (e_belt_nr == belt_nr)
2025 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2027 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2028 DrawLevelField(xx, yy);
2035 static void ToggleSwitchgateSwitch(int x, int y)
2039 game.switchgate_pos = !game.switchgate_pos;
2041 for (yy=0; yy<lev_fieldy; yy++)
2043 for (xx=0; xx<lev_fieldx; xx++)
2045 int element = Feld[xx][yy];
2047 if (element == EL_SWITCHGATE_SWITCH_UP ||
2048 element == EL_SWITCHGATE_SWITCH_DOWN)
2050 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2051 DrawLevelField(xx, yy);
2053 else if (element == EL_SWITCHGATE_OPEN ||
2054 element == EL_SWITCHGATE_OPENING)
2056 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2058 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2060 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2063 else if (element == EL_SWITCHGATE_CLOSED ||
2064 element == EL_SWITCHGATE_CLOSING)
2066 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2068 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2070 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2077 static int getInvisibleActiveFromInvisibleElement(int element)
2079 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2080 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2081 EL_INVISIBLE_SAND_ACTIVE);
2084 static int getInvisibleFromInvisibleActiveElement(int element)
2086 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2087 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2091 static void RedrawAllLightSwitchesAndInvisibleElements()
2095 for (y=0; y<lev_fieldy; y++)
2097 for (x=0; x<lev_fieldx; x++)
2099 int element = Feld[x][y];
2101 if (element == EL_LIGHT_SWITCH &&
2102 game.light_time_left > 0)
2104 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2105 DrawLevelField(x, y);
2107 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2108 game.light_time_left == 0)
2110 Feld[x][y] = EL_LIGHT_SWITCH;
2111 DrawLevelField(x, y);
2113 else if (element == EL_INVISIBLE_STEELWALL ||
2114 element == EL_INVISIBLE_WALL ||
2115 element == EL_INVISIBLE_SAND)
2117 if (game.light_time_left > 0)
2118 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2120 DrawLevelField(x, y);
2122 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2123 element == EL_INVISIBLE_WALL_ACTIVE ||
2124 element == EL_INVISIBLE_SAND_ACTIVE)
2126 if (game.light_time_left == 0)
2127 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2129 DrawLevelField(x, y);
2135 static void ToggleLightSwitch(int x, int y)
2137 int element = Feld[x][y];
2139 game.light_time_left =
2140 (element == EL_LIGHT_SWITCH ?
2141 level.time_light * FRAMES_PER_SECOND : 0);
2143 RedrawAllLightSwitchesAndInvisibleElements();
2146 static void ActivateTimegateSwitch(int x, int y)
2150 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2152 for (yy=0; yy<lev_fieldy; yy++)
2154 for (xx=0; xx<lev_fieldx; xx++)
2156 int element = Feld[xx][yy];
2158 if (element == EL_TIMEGATE_CLOSED ||
2159 element == EL_TIMEGATE_CLOSING)
2161 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2162 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2166 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2168 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2169 DrawLevelField(xx, yy);
2176 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2179 void Impact(int x, int y)
2181 boolean lastline = (y == lev_fieldy-1);
2182 boolean object_hit = FALSE;
2183 int element = Feld[x][y];
2186 if (!lastline) /* check if element below was hit */
2188 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2191 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2192 MovDir[x][y+1] != MV_DOWN ||
2193 MovPos[x][y+1] <= TILEY / 2));
2195 smashed = MovingOrBlocked2Element(x, y+1);
2198 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2204 if (lastline || object_hit)
2206 ResetGfxAnimation(x, y);
2207 DrawLevelField(x, y);
2210 if ((element == EL_BOMB ||
2211 element == EL_SP_DISK_ORANGE ||
2212 element == EL_DX_SUPABOMB) &&
2213 (lastline || object_hit)) /* element is bomb */
2218 else if (element == EL_PEARL)
2220 Feld[x][y] = EL_PEARL_BREAKING;
2221 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2225 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2227 if (object_hit && IS_PLAYER(x, y+1))
2228 KillHeroUnlessProtected(x, y+1);
2229 else if (object_hit && smashed == EL_PENGUIN)
2233 Feld[x][y] = EL_AMOEBA_GROWING;
2234 Store[x][y] = EL_AMOEBA_WET;
2236 ResetRandomAnimationValue(x, y);
2241 if (!lastline && object_hit) /* check which object was hit */
2243 if (CAN_CHANGE(element) &&
2244 (smashed == EL_MAGIC_WALL ||
2245 smashed == EL_BD_MAGIC_WALL))
2248 int activated_magic_wall =
2249 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2250 EL_BD_MAGIC_WALL_ACTIVE);
2252 /* activate magic wall / mill */
2253 for (yy=0; yy<lev_fieldy; yy++)
2254 for (xx=0; xx<lev_fieldx; xx++)
2255 if (Feld[xx][yy] == smashed)
2256 Feld[xx][yy] = activated_magic_wall;
2258 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2259 game.magic_wall_active = TRUE;
2261 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2262 SND_MAGIC_WALL_ACTIVATING :
2263 SND_BD_MAGIC_WALL_ACTIVATING));
2266 if (IS_PLAYER(x, y + 1))
2268 KillHeroUnlessProtected(x, y+1);
2271 else if (smashed == EL_PENGUIN)
2276 else if (element == EL_BD_DIAMOND)
2278 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2284 else if ((element == EL_SP_INFOTRON ||
2285 element == EL_SP_ZONK) &&
2286 (smashed == EL_SP_SNIKSNAK ||
2287 smashed == EL_SP_ELECTRON ||
2288 smashed == EL_SP_DISK_ORANGE))
2293 else if (element == EL_ROCK ||
2294 element == EL_SP_ZONK ||
2295 element == EL_BD_ROCK)
2297 if (IS_ENEMY(smashed) ||
2298 smashed == EL_BOMB ||
2299 smashed == EL_SP_DISK_ORANGE ||
2300 smashed == EL_DX_SUPABOMB ||
2301 smashed == EL_SATELLITE ||
2302 smashed == EL_PIG ||
2303 smashed == EL_DRAGON ||
2309 else if (!IS_MOVING(x, y + 1))
2311 if (smashed == EL_LAMP ||
2312 smashed == EL_LAMP_ACTIVE)
2317 else if (smashed == EL_NUT)
2319 Feld[x][y+1] = EL_NUT_BREAKING;
2320 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2321 RaiseScoreElement(EL_NUT);
2324 else if (smashed == EL_PEARL)
2326 Feld[x][y+1] = EL_PEARL_BREAKING;
2327 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2330 else if (smashed == EL_DIAMOND)
2332 Feld[x][y+1] = EL_EMPTY;
2333 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2336 else if (IS_BELT_SWITCH(smashed))
2338 ToggleBeltSwitch(x, y+1);
2340 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2341 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2343 ToggleSwitchgateSwitch(x, y+1);
2345 else if (smashed == EL_LIGHT_SWITCH ||
2346 smashed == EL_LIGHT_SWITCH_ACTIVE)
2348 ToggleLightSwitch(x, y+1);
2354 /* play sound of magic wall / mill */
2356 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2357 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2359 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2360 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2361 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2362 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2367 /* play sound of object that hits the ground */
2368 if (lastline || object_hit)
2369 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2372 void TurnRound(int x, int y)
2384 { 0, 0 }, { 0, 0 }, { 0, 0 },
2389 int left, right, back;
2393 { MV_DOWN, MV_UP, MV_RIGHT },
2394 { MV_UP, MV_DOWN, MV_LEFT },
2396 { MV_LEFT, MV_RIGHT, MV_DOWN },
2397 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2398 { MV_RIGHT, MV_LEFT, MV_UP }
2401 int element = Feld[x][y];
2402 int old_move_dir = MovDir[x][y];
2403 int left_dir = turn[old_move_dir].left;
2404 int right_dir = turn[old_move_dir].right;
2405 int back_dir = turn[old_move_dir].back;
2407 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2408 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2409 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2410 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2412 int left_x = x + left_dx, left_y = y + left_dy;
2413 int right_x = x + right_dx, right_y = y + right_dy;
2414 int move_x = x + move_dx, move_y = y + move_dy;
2416 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2418 TestIfBadThingTouchesOtherBadThing(x, y);
2420 if (IN_LEV_FIELD(right_x, right_y) &&
2421 IS_FREE(right_x, right_y))
2422 MovDir[x][y] = right_dir;
2423 else if (!IN_LEV_FIELD(move_x, move_y) ||
2424 !IS_FREE(move_x, move_y))
2425 MovDir[x][y] = left_dir;
2427 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2429 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2432 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2433 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2435 TestIfBadThingTouchesOtherBadThing(x, y);
2437 if (IN_LEV_FIELD(left_x, left_y) &&
2438 IS_FREE(left_x, left_y))
2439 MovDir[x][y] = left_dir;
2440 else if (!IN_LEV_FIELD(move_x, move_y) ||
2441 !IS_FREE(move_x, move_y))
2442 MovDir[x][y] = right_dir;
2444 if ((element == EL_SPACESHIP ||
2445 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2446 && MovDir[x][y] != old_move_dir)
2448 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2451 else if (element == EL_YAMYAM)
2453 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2455 if (IN_LEV_FIELD(left_x, left_y) &&
2456 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2457 Feld[left_x][left_y] == EL_DIAMOND))
2458 can_turn_left = TRUE;
2459 if (IN_LEV_FIELD(right_x, right_y) &&
2460 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2461 Feld[right_x][right_y] == EL_DIAMOND))
2462 can_turn_right = TRUE;
2464 if (can_turn_left && can_turn_right)
2465 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2466 else if (can_turn_left)
2467 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2468 else if (can_turn_right)
2469 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2471 MovDir[x][y] = back_dir;
2473 MovDelay[x][y] = 16+16*RND(3);
2475 else if (element == EL_DARK_YAMYAM)
2477 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2479 if (IN_LEV_FIELD(left_x, left_y) &&
2480 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2481 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2482 can_turn_left = TRUE;
2483 if (IN_LEV_FIELD(right_x, right_y) &&
2484 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2485 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2486 can_turn_right = TRUE;
2488 if (can_turn_left && can_turn_right)
2489 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2490 else if (can_turn_left)
2491 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2492 else if (can_turn_right)
2493 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2495 MovDir[x][y] = back_dir;
2497 MovDelay[x][y] = 16+16*RND(3);
2499 else if (element == EL_PACMAN)
2501 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2503 if (IN_LEV_FIELD(left_x, left_y) &&
2504 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2505 IS_AMOEBOID(Feld[left_x][left_y])))
2506 can_turn_left = TRUE;
2507 if (IN_LEV_FIELD(right_x, right_y) &&
2508 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2509 IS_AMOEBOID(Feld[right_x][right_y])))
2510 can_turn_right = TRUE;
2512 if (can_turn_left && can_turn_right)
2513 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2514 else if (can_turn_left)
2515 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2516 else if (can_turn_right)
2517 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2519 MovDir[x][y] = back_dir;
2521 MovDelay[x][y] = 6+RND(40);
2523 else if (element == EL_PIG)
2525 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2526 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2527 boolean should_move_on = FALSE;
2529 int rnd = RND(rnd_value);
2531 if (IN_LEV_FIELD(left_x, left_y) &&
2532 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2533 can_turn_left = TRUE;
2534 if (IN_LEV_FIELD(right_x, right_y) &&
2535 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2536 can_turn_right = TRUE;
2537 if (IN_LEV_FIELD(move_x, move_y) &&
2538 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2541 if (can_turn_left &&
2543 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2544 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2545 should_turn_left = TRUE;
2546 if (can_turn_right &&
2548 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2549 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2550 should_turn_right = TRUE;
2552 (!can_turn_left || !can_turn_right ||
2553 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2554 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2555 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2556 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2557 should_move_on = TRUE;
2559 if (should_turn_left || should_turn_right || should_move_on)
2561 if (should_turn_left && should_turn_right && should_move_on)
2562 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2563 rnd < 2*rnd_value/3 ? right_dir :
2565 else if (should_turn_left && should_turn_right)
2566 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2567 else if (should_turn_left && should_move_on)
2568 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2569 else if (should_turn_right && should_move_on)
2570 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2571 else if (should_turn_left)
2572 MovDir[x][y] = left_dir;
2573 else if (should_turn_right)
2574 MovDir[x][y] = right_dir;
2575 else if (should_move_on)
2576 MovDir[x][y] = old_move_dir;
2578 else if (can_move_on && rnd > rnd_value/8)
2579 MovDir[x][y] = old_move_dir;
2580 else if (can_turn_left && can_turn_right)
2581 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2582 else if (can_turn_left && rnd > rnd_value/8)
2583 MovDir[x][y] = left_dir;
2584 else if (can_turn_right && rnd > rnd_value/8)
2585 MovDir[x][y] = right_dir;
2587 MovDir[x][y] = back_dir;
2589 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2590 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2591 MovDir[x][y] = old_move_dir;
2595 else if (element == EL_DRAGON)
2597 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2599 int rnd = RND(rnd_value);
2601 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2602 can_turn_left = TRUE;
2603 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2604 can_turn_right = TRUE;
2605 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2608 if (can_move_on && rnd > rnd_value/8)
2609 MovDir[x][y] = old_move_dir;
2610 else if (can_turn_left && can_turn_right)
2611 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2612 else if (can_turn_left && rnd > rnd_value/8)
2613 MovDir[x][y] = left_dir;
2614 else if (can_turn_right && rnd > rnd_value/8)
2615 MovDir[x][y] = right_dir;
2617 MovDir[x][y] = back_dir;
2619 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2620 MovDir[x][y] = old_move_dir;
2624 else if (element == EL_MOLE)
2626 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2628 if (IN_LEV_FIELD(move_x, move_y) &&
2629 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2630 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2635 if (IN_LEV_FIELD(left_x, left_y) &&
2636 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2637 can_turn_left = TRUE;
2638 if (IN_LEV_FIELD(right_x, right_y) &&
2639 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2640 can_turn_right = TRUE;
2642 if (can_turn_left && can_turn_right)
2643 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2644 else if (can_turn_left)
2645 MovDir[x][y] = left_dir;
2647 MovDir[x][y] = right_dir;
2650 if (MovDir[x][y] != old_move_dir)
2653 else if (element == EL_BALLOON)
2655 MovDir[x][y] = game.balloon_dir;
2658 else if (element == EL_SPRING)
2660 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2661 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2662 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2663 MovDir[x][y] = MV_NO_MOVING;
2667 else if (element == EL_ROBOT ||
2668 element == EL_SATELLITE ||
2669 element == EL_PENGUIN)
2671 int attr_x = -1, attr_y = -1;
2682 for (i=0; i<MAX_PLAYERS; i++)
2684 struct PlayerInfo *player = &stored_player[i];
2685 int jx = player->jx, jy = player->jy;
2687 if (!player->active)
2690 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2698 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2704 if (element == EL_PENGUIN)
2707 static int xy[4][2] =
2717 int ex = x + xy[i%4][0];
2718 int ey = y + xy[i%4][1];
2720 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2729 MovDir[x][y] = MV_NO_MOVING;
2731 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2733 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2735 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2737 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2739 if (element == EL_ROBOT)
2743 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2744 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2745 Moving2Blocked(x, y, &newx, &newy);
2747 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2748 MovDelay[x][y] = 8+8*!RND(3);
2750 MovDelay[x][y] = 16;
2758 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2760 boolean first_horiz = RND(2);
2761 int new_move_dir = MovDir[x][y];
2764 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2765 Moving2Blocked(x, y, &newx, &newy);
2767 if (IN_LEV_FIELD(newx, newy) &&
2768 (IS_FREE(newx, newy) ||
2769 Feld[newx][newy] == EL_ACID ||
2770 (element == EL_PENGUIN &&
2771 (Feld[newx][newy] == EL_EXIT_OPEN ||
2772 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2776 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2777 Moving2Blocked(x, y, &newx, &newy);
2779 if (IN_LEV_FIELD(newx, newy) &&
2780 (IS_FREE(newx, newy) ||
2781 Feld[newx][newy] == EL_ACID ||
2782 (element == EL_PENGUIN &&
2783 (Feld[newx][newy] == EL_EXIT_OPEN ||
2784 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2787 MovDir[x][y] = old_move_dir;
2794 static boolean JustBeingPushed(int x, int y)
2798 for (i=0; i<MAX_PLAYERS; i++)
2800 struct PlayerInfo *player = &stored_player[i];
2802 if (player->active && player->Pushing && player->MovPos)
2804 int next_jx = player->jx + (player->jx - player->last_jx);
2805 int next_jy = player->jy + (player->jy - player->last_jy);
2807 if (x == next_jx && y == next_jy)
2815 void StartMoving(int x, int y)
2817 static boolean use_spring_bug = TRUE;
2818 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2819 int element = Feld[x][y];
2824 GfxAction[x][y] = ACTION_DEFAULT;
2826 if (CAN_FALL(element) && y < lev_fieldy - 1)
2828 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2829 if (JustBeingPushed(x, y))
2832 if (element == EL_QUICKSAND_FULL)
2834 if (IS_FREE(x, y+1))
2836 InitMovingField(x, y, MV_DOWN);
2837 started_moving = TRUE;
2839 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2840 Store[x][y] = EL_ROCK;
2842 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2844 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2847 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2849 if (!MovDelay[x][y])
2850 MovDelay[x][y] = TILEY + 1;
2859 Feld[x][y] = EL_QUICKSAND_EMPTY;
2860 Feld[x][y+1] = EL_QUICKSAND_FULL;
2861 Store[x][y+1] = Store[x][y];
2864 PlaySoundLevelAction(x, y, ACTION_FILLING);
2866 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2870 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2871 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2873 InitMovingField(x, y, MV_DOWN);
2874 started_moving = TRUE;
2876 Feld[x][y] = EL_QUICKSAND_FILLING;
2877 Store[x][y] = element;
2879 PlaySoundLevelAction(x, y, ACTION_FILLING);
2881 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2884 else if (element == EL_MAGIC_WALL_FULL)
2886 if (IS_FREE(x, y+1))
2888 InitMovingField(x, y, MV_DOWN);
2889 started_moving = TRUE;
2891 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2892 Store[x][y] = EL_CHANGED(Store[x][y]);
2894 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2896 if (!MovDelay[x][y])
2897 MovDelay[x][y] = TILEY/4 + 1;
2906 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2907 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2908 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2912 else if (element == EL_BD_MAGIC_WALL_FULL)
2914 if (IS_FREE(x, y+1))
2916 InitMovingField(x, y, MV_DOWN);
2917 started_moving = TRUE;
2919 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2920 Store[x][y] = EL_CHANGED2(Store[x][y]);
2922 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2924 if (!MovDelay[x][y])
2925 MovDelay[x][y] = TILEY/4 + 1;
2934 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2935 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2936 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2940 else if (CAN_CHANGE(element) &&
2941 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2942 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2944 InitMovingField(x, y, MV_DOWN);
2945 started_moving = TRUE;
2948 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2949 EL_BD_MAGIC_WALL_FILLING);
2950 Store[x][y] = element;
2953 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2955 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2960 InitMovingField(x, y, MV_DOWN);
2961 started_moving = TRUE;
2963 Store[x][y] = EL_ACID;
2965 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2966 GfxAction[x][y+1] = ACTION_ACTIVE;
2969 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2974 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2976 if (MovDir[x][y] == MV_NO_MOVING)
2978 InitMovingField(x, y, MV_DOWN);
2979 started_moving = TRUE;
2982 else if (IS_FREE(x, y+1))
2984 if (JustStopped[x][y]) /* prevent animation from being restarted */
2985 MovDir[x][y] = MV_DOWN;
2987 InitMovingField(x, y, MV_DOWN);
2988 started_moving = TRUE;
2990 else if (element == EL_AMOEBA_DROP)
2992 Feld[x][y] = EL_AMOEBA_GROWING;
2993 Store[x][y] = EL_AMOEBA_WET;
2995 /* Store[x][y+1] must be zero, because:
2996 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2999 #if OLD_GAME_BEHAVIOUR
3000 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3002 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3003 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3004 element != EL_DX_SUPABOMB)
3007 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3008 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3009 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3010 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3013 boolean left = (x>0 && IS_FREE(x-1, y) &&
3014 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3015 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3016 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3020 if (left && right &&
3021 (game.emulation != EMU_BOULDERDASH &&
3022 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3023 left = !(right = RND(2));
3025 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3026 started_moving = TRUE;
3029 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3031 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3032 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3033 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3034 int belt_dir = game.belt_dir[belt_nr];
3036 if ((belt_dir == MV_LEFT && left_is_free) ||
3037 (belt_dir == MV_RIGHT && right_is_free))
3039 InitMovingField(x, y, belt_dir);
3040 started_moving = TRUE;
3042 GfxAction[x][y] = ACTION_DEFAULT;
3047 /* not "else if" because of EL_SPRING */
3048 if (CAN_MOVE(element) && !started_moving)
3052 if ((element == EL_SATELLITE ||
3053 element == EL_BALLOON ||
3054 element == EL_SPRING)
3055 && JustBeingPushed(x, y))
3060 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3061 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3063 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3065 Moving2Blocked(x, y, &newx, &newy);
3066 if (Feld[newx][newy] == EL_BLOCKED)
3067 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3072 if (!MovDelay[x][y]) /* start new movement phase */
3074 /* all objects that can change their move direction after each step
3075 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3077 if (element != EL_YAMYAM &&
3078 element != EL_DARK_YAMYAM &&
3079 element != EL_PACMAN)
3083 if (MovDelay[x][y] && (element == EL_BUG ||
3084 element == EL_SPACESHIP ||
3085 element == EL_SP_SNIKSNAK ||
3086 element == EL_SP_ELECTRON ||
3087 element == EL_MOLE))
3088 DrawLevelField(x, y);
3092 if (MovDelay[x][y]) /* wait some time before next movement */
3096 if (element == EL_ROBOT ||
3097 element == EL_YAMYAM ||
3098 element == EL_DARK_YAMYAM)
3100 DrawLevelElementAnimationIfNeeded(x, y, element);
3101 PlaySoundLevelAction(x, y, ACTION_WAITING);
3103 else if (element == EL_SP_ELECTRON)
3104 DrawLevelElementAnimationIfNeeded(x, y, element);
3105 else if (element == EL_DRAGON)
3108 int dir = MovDir[x][y];
3109 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3110 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3111 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3112 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3113 dir == MV_UP ? IMG_FLAMES_1_UP :
3114 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3115 int frame = getGraphicAnimationFrame(graphic, -1);
3117 for (i=1; i<=3; i++)
3119 int xx = x + i*dx, yy = y + i*dy;
3120 int sx = SCREENX(xx), sy = SCREENY(yy);
3121 int flame_graphic = graphic + (i - 1);
3123 if (!IN_LEV_FIELD(xx, yy) ||
3124 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3129 int flamed = MovingOrBlocked2Element(xx, yy);
3131 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3134 RemoveMovingField(xx, yy);
3136 Feld[xx][yy] = EL_FLAMES;
3137 if (IN_SCR_FIELD(sx, sy))
3138 DrawGraphic(sx, sy, flame_graphic, frame);
3142 if (Feld[xx][yy] == EL_FLAMES)
3143 Feld[xx][yy] = EL_EMPTY;
3144 DrawLevelField(xx, yy);
3149 if (MovDelay[x][y]) /* element still has to wait some time */
3151 PlaySoundLevelAction(x, y, ACTION_WAITING);
3157 /* now make next step */
3159 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3161 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3162 !PLAYER_PROTECTED(newx, newy))
3166 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3169 /* enemy got the player */
3171 KillHero(PLAYERINFO(newx, newy));
3176 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3177 element == EL_SATELLITE || element == EL_BALLOON) &&
3178 IN_LEV_FIELD(newx, newy) &&
3179 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3182 Store[x][y] = EL_ACID;
3184 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3186 if (Feld[newx][newy] == EL_EXIT_OPEN)
3188 Feld[x][y] = EL_EMPTY;
3189 DrawLevelField(x, y);
3191 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3192 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3193 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3195 local_player->friends_still_needed--;
3196 if (!local_player->friends_still_needed &&
3197 !local_player->GameOver && AllPlayersGone)
3198 local_player->LevelSolved = local_player->GameOver = TRUE;
3202 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3204 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3205 DrawLevelField(newx, newy);
3207 MovDir[x][y] = MV_NO_MOVING;
3209 else if (!IS_FREE(newx, newy))
3211 if (IS_PLAYER(x, y))
3212 DrawPlayerField(x, y);
3214 DrawLevelField(x, y);
3218 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3220 if (IS_GEM(Feld[newx][newy]))
3222 if (IS_MOVING(newx, newy))
3223 RemoveMovingField(newx, newy);
3226 Feld[newx][newy] = EL_EMPTY;
3227 DrawLevelField(newx, newy);
3230 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3232 else if (!IS_FREE(newx, newy))
3234 if (IS_PLAYER(x, y))
3235 DrawPlayerField(x, y);
3237 DrawLevelField(x, y);
3241 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3243 if (!IS_FREE(newx, newy))
3245 if (IS_PLAYER(x, y))
3246 DrawPlayerField(x, y);
3248 DrawLevelField(x, y);
3253 boolean wanna_flame = !RND(10);
3254 int dx = newx - x, dy = newy - y;
3255 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3256 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3257 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3258 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3259 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3260 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3262 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3263 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3264 element1 != EL_FLAMES && element2 != EL_FLAMES)
3266 if (IS_PLAYER(x, y))
3267 DrawPlayerField(x, y);
3269 DrawLevelField(x, y);
3271 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3273 MovDelay[x][y] = 50;
3274 Feld[newx][newy] = EL_FLAMES;
3275 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3276 Feld[newx1][newy1] = EL_FLAMES;
3277 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3278 Feld[newx2][newy2] = EL_FLAMES;
3283 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3284 Feld[newx][newy] == EL_DIAMOND)
3286 if (IS_MOVING(newx, newy))
3287 RemoveMovingField(newx, newy);
3290 Feld[newx][newy] = EL_EMPTY;
3291 DrawLevelField(newx, newy);
3294 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3296 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3297 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3299 if (AmoebaNr[newx][newy])
3301 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3302 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3303 Feld[newx][newy] == EL_BD_AMOEBA)
3304 AmoebaCnt[AmoebaNr[newx][newy]]--;
3307 if (IS_MOVING(newx, newy))
3308 RemoveMovingField(newx, newy);
3311 Feld[newx][newy] = EL_EMPTY;
3312 DrawLevelField(newx, newy);
3315 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3317 else if ((element == EL_PACMAN || element == EL_MOLE)
3318 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3320 if (AmoebaNr[newx][newy])
3322 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3323 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3324 Feld[newx][newy] == EL_BD_AMOEBA)
3325 AmoebaCnt[AmoebaNr[newx][newy]]--;
3328 if (element == EL_MOLE)
3330 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3331 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3332 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3333 return; /* wait for shrinking amoeba */
3335 else /* element == EL_PACMAN */
3337 Feld[newx][newy] = EL_EMPTY;
3338 DrawLevelField(newx, newy);
3339 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3342 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3343 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3344 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3346 /* wait for shrinking amoeba to completely disappear */
3349 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3351 /* object was running against a wall */
3355 if (element == EL_BUG || element == EL_SPACESHIP ||
3356 element == EL_SP_SNIKSNAK)
3357 DrawLevelField(x, y);
3358 else if (element == EL_BUG || element == EL_SPACESHIP ||
3359 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3360 DrawLevelField(x, y);
3361 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3362 DrawLevelElementAnimationIfNeeded(x, y, element);
3363 else if (element == EL_SATELLITE)
3364 DrawLevelElementAnimationIfNeeded(x, y, element);
3365 else if (element == EL_SP_ELECTRON)
3366 DrawLevelElementAnimationIfNeeded(x, y, element);
3368 if (DONT_TOUCH(element))
3369 TestIfBadThingTouchesHero(x, y);
3371 PlaySoundLevelAction(x, y, ACTION_WAITING);
3376 InitMovingField(x, y, MovDir[x][y]);
3378 PlaySoundLevelAction(x, y, ACTION_MOVING);
3382 ContinueMoving(x, y);
3385 void ContinueMoving(int x, int y)
3387 int element = Feld[x][y];
3388 int direction = MovDir[x][y];
3389 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3390 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3391 int horiz_move = (dx != 0);
3392 int newx = x + dx, newy = y + dy;
3393 int step = (horiz_move ? dx : dy) * TILEX / 8;
3395 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3397 else if (element == EL_QUICKSAND_FILLING ||
3398 element == EL_QUICKSAND_EMPTYING)
3400 else if (element == EL_MAGIC_WALL_FILLING ||
3401 element == EL_BD_MAGIC_WALL_FILLING ||
3402 element == EL_MAGIC_WALL_EMPTYING ||
3403 element == EL_BD_MAGIC_WALL_EMPTYING)
3405 else if (CAN_FALL(element) && horiz_move &&
3406 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3408 else if (element == EL_SPRING && horiz_move)
3411 #if OLD_GAME_BEHAVIOUR
3412 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3416 MovPos[x][y] += step;
3418 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3420 Feld[x][y] = EL_EMPTY;
3421 Feld[newx][newy] = element;
3423 if (element == EL_MOLE)
3426 static int xy[4][2] =
3434 Feld[x][y] = EL_SAND;
3435 DrawLevelField(x, y);
3444 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3445 DrawLevelField(xx, yy); /* for "crumbled sand" */
3449 if (element == EL_QUICKSAND_FILLING)
3451 element = Feld[newx][newy] = get_next_element(element);
3452 Store[newx][newy] = Store[x][y];
3454 else if (element == EL_QUICKSAND_EMPTYING)
3456 Feld[x][y] = get_next_element(element);
3457 element = Feld[newx][newy] = Store[x][y];
3459 else if (element == EL_MAGIC_WALL_FILLING)
3461 element = Feld[newx][newy] = get_next_element(element);
3462 if (!game.magic_wall_active)
3463 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3464 Store[newx][newy] = Store[x][y];
3466 else if (element == EL_MAGIC_WALL_EMPTYING)
3468 Feld[x][y] = get_next_element(element);
3469 if (!game.magic_wall_active)
3470 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3471 element = Feld[newx][newy] = Store[x][y];
3473 else if (element == EL_BD_MAGIC_WALL_FILLING)
3475 element = Feld[newx][newy] = get_next_element(element);
3476 if (!game.magic_wall_active)
3477 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3478 Store[newx][newy] = Store[x][y];
3480 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3482 Feld[x][y] = get_next_element(element);
3483 if (!game.magic_wall_active)
3484 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3485 element = Feld[newx][newy] = Store[x][y];
3487 else if (element == EL_AMOEBA_DROPPING)
3489 Feld[x][y] = get_next_element(element);
3490 element = Feld[newx][newy] = Store[x][y];
3492 else if (Store[x][y] == EL_ACID)
3494 element = Feld[newx][newy] = EL_ACID;
3498 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3499 MovDelay[newx][newy] = 0;
3501 /* copy animation control values to new field */
3502 GfxFrame[newx][newy] = GfxFrame[x][y];
3503 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3504 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3506 ResetGfxAnimation(x, y); /* reset animation values for old field */
3510 if (!CAN_MOVE(element))
3511 MovDir[newx][newy] = 0;
3514 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3515 MovDir[newx][newy] = 0;
3518 if (!CAN_MOVE(element) ||
3519 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3520 MovDir[newx][newy] = 0;
3524 DrawLevelField(x, y);
3525 DrawLevelField(newx, newy);
3527 Stop[newx][newy] = TRUE;
3528 JustStopped[newx][newy] = 3;
3530 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3532 TestIfBadThingTouchesHero(newx, newy);
3533 TestIfBadThingTouchesFriend(newx, newy);
3534 TestIfBadThingTouchesOtherBadThing(newx, newy);
3536 else if (element == EL_PENGUIN)
3537 TestIfFriendTouchesBadThing(newx, newy);
3539 if (CAN_SMASH(element) && direction == MV_DOWN &&
3540 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3543 else /* still moving on */
3545 DrawLevelField(x, y);
3549 int AmoebeNachbarNr(int ax, int ay)
3552 int element = Feld[ax][ay];
3554 static int xy[4][2] =
3564 int x = ax + xy[i][0];
3565 int y = ay + xy[i][1];
3567 if (!IN_LEV_FIELD(x, y))
3570 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3571 group_nr = AmoebaNr[x][y];
3577 void AmoebenVereinigen(int ax, int ay)
3579 int i, x, y, xx, yy;
3580 int new_group_nr = AmoebaNr[ax][ay];
3581 static int xy[4][2] =
3589 if (new_group_nr == 0)
3597 if (!IN_LEV_FIELD(x, y))
3600 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3601 Feld[x][y] == EL_BD_AMOEBA ||
3602 Feld[x][y] == EL_AMOEBA_DEAD) &&
3603 AmoebaNr[x][y] != new_group_nr)
3605 int old_group_nr = AmoebaNr[x][y];
3607 if (old_group_nr == 0)
3610 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3611 AmoebaCnt[old_group_nr] = 0;
3612 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3613 AmoebaCnt2[old_group_nr] = 0;
3615 for (yy=0; yy<lev_fieldy; yy++)
3617 for (xx=0; xx<lev_fieldx; xx++)
3619 if (AmoebaNr[xx][yy] == old_group_nr)
3620 AmoebaNr[xx][yy] = new_group_nr;
3627 void AmoebeUmwandeln(int ax, int ay)
3631 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3633 int group_nr = AmoebaNr[ax][ay];
3638 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3639 printf("AmoebeUmwandeln(): This should never happen!\n");
3644 for (y=0; y<lev_fieldy; y++)
3646 for (x=0; x<lev_fieldx; x++)
3648 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3651 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3655 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3656 SND_AMOEBA_TURNING_TO_GEM :
3657 SND_AMOEBA_TURNING_TO_ROCK));
3662 static int xy[4][2] =
3675 if (!IN_LEV_FIELD(x, y))
3678 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3680 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3681 SND_AMOEBA_TURNING_TO_GEM :
3682 SND_AMOEBA_TURNING_TO_ROCK));
3689 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3692 int group_nr = AmoebaNr[ax][ay];
3693 boolean done = FALSE;
3698 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3699 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3704 for (y=0; y<lev_fieldy; y++)
3706 for (x=0; x<lev_fieldx; x++)
3708 if (AmoebaNr[x][y] == group_nr &&
3709 (Feld[x][y] == EL_AMOEBA_DEAD ||
3710 Feld[x][y] == EL_BD_AMOEBA ||
3711 Feld[x][y] == EL_AMOEBA_GROWING))
3714 Feld[x][y] = new_element;
3715 InitField(x, y, FALSE);
3716 DrawLevelField(x, y);
3723 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3724 SND_BD_AMOEBA_TURNING_TO_ROCK :
3725 SND_BD_AMOEBA_TURNING_TO_GEM));
3728 void AmoebeWaechst(int x, int y)
3730 static unsigned long sound_delay = 0;
3731 static unsigned long sound_delay_value = 0;
3733 if (!MovDelay[x][y]) /* start new growing cycle */
3737 if (DelayReached(&sound_delay, sound_delay_value))
3740 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3742 if (Store[x][y] == EL_BD_AMOEBA)
3743 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3745 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3747 sound_delay_value = 30;
3751 if (MovDelay[x][y]) /* wait some time before growing bigger */
3754 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3756 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3757 6 - MovDelay[x][y]);
3759 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3762 if (!MovDelay[x][y])
3764 Feld[x][y] = Store[x][y];
3766 DrawLevelField(x, y);
3771 void AmoebaDisappearing(int x, int y)
3773 static unsigned long sound_delay = 0;
3774 static unsigned long sound_delay_value = 0;
3776 if (!MovDelay[x][y]) /* start new shrinking cycle */
3780 if (DelayReached(&sound_delay, sound_delay_value))
3781 sound_delay_value = 30;
3784 if (MovDelay[x][y]) /* wait some time before shrinking */
3787 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3789 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3790 6 - MovDelay[x][y]);
3792 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3795 if (!MovDelay[x][y])
3797 Feld[x][y] = EL_EMPTY;
3798 DrawLevelField(x, y);
3800 /* don't let mole enter this field in this cycle;
3801 (give priority to objects falling to this field from above) */
3807 void AmoebeAbleger(int ax, int ay)
3810 int element = Feld[ax][ay];
3811 int graphic = el2img(element);
3812 int newax = ax, neway = ay;
3813 static int xy[4][2] =
3821 if (!level.amoeba_speed)
3823 Feld[ax][ay] = EL_AMOEBA_DEAD;
3824 DrawLevelField(ax, ay);
3828 if (IS_ANIMATED(graphic))
3829 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3831 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3832 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3834 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3837 if (MovDelay[ax][ay])
3841 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3844 int x = ax + xy[start][0];
3845 int y = ay + xy[start][1];
3847 if (!IN_LEV_FIELD(x, y))
3850 if (IS_FREE(x, y) ||
3851 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3857 if (newax == ax && neway == ay)
3860 else /* normal or "filled" (BD style) amoeba */
3863 boolean waiting_for_player = FALSE;
3867 int j = (start + i) % 4;
3868 int x = ax + xy[j][0];
3869 int y = ay + xy[j][1];
3871 if (!IN_LEV_FIELD(x, y))
3874 if (IS_FREE(x, y) ||
3875 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3881 else if (IS_PLAYER(x, y))
3882 waiting_for_player = TRUE;
3885 if (newax == ax && neway == ay) /* amoeba cannot grow */
3887 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3889 Feld[ax][ay] = EL_AMOEBA_DEAD;
3890 DrawLevelField(ax, ay);
3891 AmoebaCnt[AmoebaNr[ax][ay]]--;
3893 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3895 if (element == EL_AMOEBA_FULL)
3896 AmoebeUmwandeln(ax, ay);
3897 else if (element == EL_BD_AMOEBA)
3898 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3903 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3905 /* amoeba gets larger by growing in some direction */
3907 int new_group_nr = AmoebaNr[ax][ay];
3910 if (new_group_nr == 0)
3912 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3913 printf("AmoebeAbleger(): This should never happen!\n");
3918 AmoebaNr[newax][neway] = new_group_nr;
3919 AmoebaCnt[new_group_nr]++;
3920 AmoebaCnt2[new_group_nr]++;
3922 /* if amoeba touches other amoeba(s) after growing, unify them */
3923 AmoebenVereinigen(newax, neway);
3925 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3927 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3933 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3934 (neway == lev_fieldy - 1 && newax != ax))
3936 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3937 Store[newax][neway] = element;
3939 else if (neway == ay)
3941 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3943 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3945 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3950 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3951 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3952 Store[ax][ay] = EL_AMOEBA_DROP;
3953 ContinueMoving(ax, ay);
3957 DrawLevelField(newax, neway);
3960 void Life(int ax, int ay)
3963 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3965 int element = Feld[ax][ay];
3966 int graphic = el2img(element);
3967 boolean changed = FALSE;
3969 if (IS_ANIMATED(graphic))
3970 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3975 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3976 MovDelay[ax][ay] = life_time;
3978 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3981 if (MovDelay[ax][ay])
3985 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3987 int xx = ax+x1, yy = ay+y1;
3990 if (!IN_LEV_FIELD(xx, yy))
3993 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3995 int x = xx+x2, y = yy+y2;
3997 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4000 if (((Feld[x][y] == element ||
4001 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4003 (IS_FREE(x, y) && Stop[x][y]))
4007 if (xx == ax && yy == ay) /* field in the middle */
4009 if (nachbarn < life[0] || nachbarn > life[1])
4011 Feld[xx][yy] = EL_EMPTY;
4013 DrawLevelField(xx, yy);
4014 Stop[xx][yy] = TRUE;
4018 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4019 { /* free border field */
4020 if (nachbarn >= life[2] && nachbarn <= life[3])
4022 Feld[xx][yy] = element;
4023 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4025 DrawLevelField(xx, yy);
4026 Stop[xx][yy] = TRUE;
4033 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4034 SND_GAME_OF_LIFE_GROWING);
4037 static void InitRobotWheel(int x, int y)
4039 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4042 static void RunRobotWheel(int x, int y)
4044 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4047 static void StopRobotWheel(int x, int y)
4049 if (ZX == x && ZY == y)
4053 static void InitTimegateWheel(int x, int y)
4055 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4058 static void RunTimegateWheel(int x, int y)
4060 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4063 void CheckExit(int x, int y)
4065 if (local_player->gems_still_needed > 0 ||
4066 local_player->sokobanfields_still_needed > 0 ||
4067 local_player->lights_still_needed > 0)
4069 int element = Feld[x][y];
4070 int graphic = el2img(element);
4072 if (IS_ANIMATED(graphic))
4073 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4078 Feld[x][y] = EL_EXIT_OPENING;
4080 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4083 void CheckExitSP(int x, int y)
4085 if (local_player->gems_still_needed > 0)
4087 int element = Feld[x][y];
4088 int graphic = el2img(element);
4090 if (IS_ANIMATED(graphic))
4091 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4096 Feld[x][y] = EL_SP_EXIT_OPEN;
4098 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4101 static void CloseAllOpenTimegates()
4105 for (y=0; y<lev_fieldy; y++)
4107 for (x=0; x<lev_fieldx; x++)
4109 int element = Feld[x][y];
4111 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4113 Feld[x][y] = EL_TIMEGATE_CLOSING;
4115 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4117 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4124 void EdelsteinFunkeln(int x, int y)
4126 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4129 if (Feld[x][y] == EL_BD_DIAMOND)
4132 if (MovDelay[x][y] == 0) /* next animation frame */
4133 MovDelay[x][y] = 11 * !SimpleRND(500);
4135 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4139 if (setup.direct_draw && MovDelay[x][y])
4140 SetDrawtoField(DRAW_BUFFERED);
4142 DrawLevelElementAnimation(x, y, Feld[x][y]);
4144 if (MovDelay[x][y] != 0)
4146 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4147 10 - MovDelay[x][y]);
4149 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4151 if (setup.direct_draw)
4155 dest_x = FX + SCREENX(x) * TILEX;
4156 dest_y = FY + SCREENY(y) * TILEY;
4158 BlitBitmap(drawto_field, window,
4159 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4160 SetDrawtoField(DRAW_DIRECT);
4166 void MauerWaechst(int x, int y)
4170 if (!MovDelay[x][y]) /* next animation frame */
4171 MovDelay[x][y] = 3 * delay;
4173 if (MovDelay[x][y]) /* wait some time before next frame */
4177 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4179 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4180 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4182 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4185 if (!MovDelay[x][y])
4187 if (MovDir[x][y] == MV_LEFT)
4189 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4190 DrawLevelField(x - 1, y);
4192 else if (MovDir[x][y] == MV_RIGHT)
4194 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4195 DrawLevelField(x + 1, y);
4197 else if (MovDir[x][y] == MV_UP)
4199 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4200 DrawLevelField(x, y - 1);
4204 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4205 DrawLevelField(x, y + 1);
4208 Feld[x][y] = Store[x][y];
4210 MovDir[x][y] = MV_NO_MOVING;
4211 DrawLevelField(x, y);
4216 void MauerAbleger(int ax, int ay)
4218 int element = Feld[ax][ay];
4219 int graphic = el2img(element);
4220 boolean oben_frei = FALSE, unten_frei = FALSE;
4221 boolean links_frei = FALSE, rechts_frei = FALSE;
4222 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4223 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4224 boolean new_wall = FALSE;
4226 if (IS_ANIMATED(graphic))
4227 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4229 if (!MovDelay[ax][ay]) /* start building new wall */
4230 MovDelay[ax][ay] = 6;
4232 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4235 if (MovDelay[ax][ay])
4239 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4241 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4243 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4245 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4248 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4249 element == EL_EXPANDABLE_WALL_ANY)
4253 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4254 Store[ax][ay-1] = element;
4255 MovDir[ax][ay-1] = MV_UP;
4256 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4257 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4258 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4263 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4264 Store[ax][ay+1] = element;
4265 MovDir[ax][ay+1] = MV_DOWN;
4266 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4267 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4268 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4273 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4274 element == EL_EXPANDABLE_WALL_ANY ||
4275 element == EL_EXPANDABLE_WALL)
4279 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4280 Store[ax-1][ay] = element;
4281 MovDir[ax-1][ay] = MV_LEFT;
4282 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4283 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4284 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4290 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4291 Store[ax+1][ay] = element;
4292 MovDir[ax+1][ay] = MV_RIGHT;
4293 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4294 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4295 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4300 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4301 DrawLevelField(ax, ay);
4303 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4305 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4306 unten_massiv = TRUE;
4307 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4308 links_massiv = TRUE;
4309 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4310 rechts_massiv = TRUE;
4312 if (((oben_massiv && unten_massiv) ||
4313 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4314 element == EL_EXPANDABLE_WALL) &&
4315 ((links_massiv && rechts_massiv) ||
4316 element == EL_EXPANDABLE_WALL_VERTICAL))
4317 Feld[ax][ay] = EL_WALL;
4321 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4323 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4327 void CheckForDragon(int x, int y)
4330 boolean dragon_found = FALSE;
4331 static int xy[4][2] =
4343 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4345 if (IN_LEV_FIELD(xx, yy) &&
4346 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4348 if (Feld[xx][yy] == EL_DRAGON)
4349 dragon_found = TRUE;
4362 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4364 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4366 Feld[xx][yy] = EL_EMPTY;
4367 DrawLevelField(xx, yy);
4376 static void InitBuggyBase(int x, int y)
4378 int element = Feld[x][y];
4379 int activating_delay = FRAMES_PER_SECOND / 4;
4382 (element == EL_SP_BUGGY_BASE ?
4383 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4384 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4386 element == EL_SP_BUGGY_BASE_ACTIVE ?
4387 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4390 static void WarnBuggyBase(int x, int y)
4393 static int xy[4][2] =
4403 int xx = x + xy[i][0], yy = y + xy[i][1];
4405 if (IS_PLAYER(xx, yy))
4407 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4414 static void InitTrap(int x, int y)
4416 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4419 static void ActivateTrap(int x, int y)
4421 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4424 static void ChangeActiveTrap(int x, int y)
4426 int graphic = IMG_TRAP_ACTIVE;
4428 /* if new animation frame was drawn, correct crumbled sand border */
4429 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4430 DrawLevelFieldCrumbledSand(x, y);
4433 static void ChangeElement(int x, int y)
4435 int element = Feld[x][y];
4437 if (MovDelay[x][y] == 0) /* initialize element change */
4439 MovDelay[x][y] = changing_element[element].change_delay + 1;
4441 ResetGfxAnimation(x, y);
4442 ResetRandomAnimationValue(x, y);
4444 if (changing_element[element].pre_change_function)
4445 changing_element[element].pre_change_function(x, y);
4450 if (MovDelay[x][y] != 0) /* continue element change */
4452 if (IS_ANIMATED(el2img(element)))
4453 DrawLevelElementAnimationIfNeeded(x, y, element);
4455 if (changing_element[element].change_function)
4456 changing_element[element].change_function(x, y);
4458 else /* finish element change */
4460 Feld[x][y] = changing_element[element].next_element;
4462 ResetGfxAnimation(x, y);
4463 ResetRandomAnimationValue(x, y);
4465 DrawLevelField(x, y);
4467 if (changing_element[element].post_change_function)
4468 changing_element[element].post_change_function(x, y);
4472 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4474 static byte stored_player_action[MAX_PLAYERS];
4475 static int num_stored_actions = 0;
4476 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4477 int left = player_action & JOY_LEFT;
4478 int right = player_action & JOY_RIGHT;
4479 int up = player_action & JOY_UP;
4480 int down = player_action & JOY_DOWN;
4481 int button1 = player_action & JOY_BUTTON_1;
4482 int button2 = player_action & JOY_BUTTON_2;
4483 int dx = (left ? -1 : right ? 1 : 0);
4484 int dy = (up ? -1 : down ? 1 : 0);
4486 stored_player_action[player->index_nr] = 0;
4487 num_stored_actions++;
4489 if (!player->active || tape.pausing)
4495 snapped = SnapField(player, dx, dy);
4499 bombed = PlaceBomb(player);
4500 moved = MoveFigure(player, dx, dy);
4503 if (tape.single_step && tape.recording && !tape.pausing)
4505 if (button1 || (bombed && !moved))
4507 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4508 SnapField(player, 0, 0); /* stop snapping */
4512 stored_player_action[player->index_nr] = player_action;
4516 /* no actions for this player (no input at player's configured device) */
4518 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4519 SnapField(player, 0, 0);
4520 CheckGravityMovement(player);
4522 if (player->MovPos == 0)
4525 printf("Trying... Player frame reset\n");
4528 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4531 if (player->MovPos == 0) /* needed for tape.playing */
4532 player->is_moving = FALSE;
4535 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4537 TapeRecordAction(stored_player_action);
4538 num_stored_actions = 0;
4544 static unsigned long action_delay = 0;
4545 unsigned long action_delay_value;
4546 int magic_wall_x = 0, magic_wall_y = 0;
4547 int i, x, y, element, graphic;
4548 byte *recorded_player_action;
4549 byte summarized_player_action = 0;
4551 if (game_status != PLAYING)
4554 action_delay_value =
4555 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4557 if (tape.playing && tape.index_search && !tape.pausing)
4558 action_delay_value = 0;
4560 /* ---------- main game synchronization point ---------- */
4562 WaitUntilDelayReached(&action_delay, action_delay_value);
4564 if (network_playing && !network_player_action_received)
4568 printf("DEBUG: try to get network player actions in time\n");
4572 #if defined(PLATFORM_UNIX)
4573 /* last chance to get network player actions without main loop delay */
4577 if (game_status != PLAYING)
4580 if (!network_player_action_received)
4584 printf("DEBUG: failed to get network player actions in time\n");
4594 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4596 for (i=0; i<MAX_PLAYERS; i++)
4598 summarized_player_action |= stored_player[i].action;
4600 if (!network_playing)
4601 stored_player[i].effective_action = stored_player[i].action;
4604 #if defined(PLATFORM_UNIX)
4605 if (network_playing)
4606 SendToServer_MovePlayer(summarized_player_action);
4609 if (!options.network && !setup.team_mode)
4610 local_player->effective_action = summarized_player_action;
4612 for (i=0; i<MAX_PLAYERS; i++)
4614 int actual_player_action = stored_player[i].effective_action;
4616 if (stored_player[i].programmed_action)
4617 actual_player_action = stored_player[i].programmed_action;
4619 if (recorded_player_action)
4620 actual_player_action = recorded_player_action[i];
4622 PlayerActions(&stored_player[i], actual_player_action);
4623 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4626 network_player_action_received = FALSE;
4628 ScrollScreen(NULL, SCROLL_GO_ON);
4634 for (i=0; i<MAX_PLAYERS; i++)
4635 stored_player[i].Frame++;
4638 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4641 if (JustStopped[x][y] > 0)
4642 JustStopped[x][y]--;
4647 if (IS_BLOCKED(x, y))
4651 Blocked2Moving(x, y, &oldx, &oldy);
4652 if (!IS_MOVING(oldx, oldy))
4654 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4655 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4656 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4657 printf("GameActions(): This should never happen!\n");
4663 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4665 element = Feld[x][y];
4666 graphic = el2img(element);
4668 if (graphic_info[graphic].anim_global_sync)
4669 GfxFrame[x][y] = FrameCounter;
4671 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4672 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4673 ResetRandomAnimationValue(x, y);
4675 SetRandomAnimationValue(x, y);
4678 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4681 if (IS_INACTIVE(element))
4683 if (IS_ANIMATED(graphic))
4684 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4689 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4693 if (IS_ANIMATED(graphic) &&
4696 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4698 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4699 EdelsteinFunkeln(x, y);
4701 else if ((element == EL_ACID ||
4702 element == EL_EXIT_OPEN ||
4703 element == EL_SP_EXIT_OPEN ||
4704 element == EL_SP_TERMINAL ||
4705 element == EL_SP_TERMINAL_ACTIVE ||
4706 element == EL_EXTRA_TIME ||
4707 element == EL_SHIELD_NORMAL ||
4708 element == EL_SHIELD_DEADLY) &&
4709 IS_ANIMATED(graphic))
4710 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4711 else if (IS_MOVING(x, y))
4712 ContinueMoving(x, y);
4713 else if (IS_ACTIVE_BOMB(element))
4714 CheckDynamite(x, y);
4716 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4717 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4719 else if (element == EL_AMOEBA_GROWING)
4720 AmoebeWaechst(x, y);
4721 else if (element == EL_AMOEBA_SHRINKING)
4722 AmoebaDisappearing(x, y);
4724 #if !USE_NEW_AMOEBA_CODE
4725 else if (IS_AMOEBALIVE(element))
4726 AmoebeAbleger(x, y);
4729 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4731 else if (element == EL_EXIT_CLOSED)
4733 else if (element == EL_SP_EXIT_CLOSED)
4735 else if (element == EL_EXPANDABLE_WALL_GROWING)
4737 else if (element == EL_EXPANDABLE_WALL ||
4738 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4739 element == EL_EXPANDABLE_WALL_VERTICAL ||
4740 element == EL_EXPANDABLE_WALL_ANY)
4742 else if (element == EL_FLAMES)
4743 CheckForDragon(x, y);
4744 else if (IS_AUTO_CHANGING(element))
4745 ChangeElement(x, y);
4746 else if (element == EL_EXPLOSION)
4747 ; /* drawing of correct explosion animation is handled separately */
4748 else if (IS_ANIMATED(graphic))
4749 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4751 if (IS_BELT_ACTIVE(element))
4752 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4754 if (game.magic_wall_active)
4756 int jx = local_player->jx, jy = local_player->jy;
4758 /* play the element sound at the position nearest to the player */
4759 if ((element == EL_MAGIC_WALL_FULL ||
4760 element == EL_MAGIC_WALL_ACTIVE ||
4761 element == EL_MAGIC_WALL_EMPTYING ||
4762 element == EL_BD_MAGIC_WALL_FULL ||
4763 element == EL_BD_MAGIC_WALL_ACTIVE ||
4764 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4765 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4773 #if USE_NEW_AMOEBA_CODE
4774 /* new experimental amoeba growth stuff */
4776 if (!(FrameCounter % 8))
4779 static unsigned long random = 1684108901;
4781 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4784 x = (random >> 10) % lev_fieldx;
4785 y = (random >> 20) % lev_fieldy;
4787 x = RND(lev_fieldx);
4788 y = RND(lev_fieldy);
4790 element = Feld[x][y];
4792 if (!IS_PLAYER(x,y) &&
4793 (element == EL_EMPTY ||
4794 element == EL_SAND ||
4795 element == EL_QUICKSAND_EMPTY ||
4796 element == EL_ACID_SPLASH_LEFT ||
4797 element == EL_ACID_SPLASH_RIGHT))
4799 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4800 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4801 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4802 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4803 Feld[x][y] = EL_AMOEBA_DROP;
4806 random = random * 129 + 1;
4812 if (game.explosions_delayed)
4815 game.explosions_delayed = FALSE;
4817 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4819 element = Feld[x][y];
4821 if (ExplodeField[x][y])
4822 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4823 else if (element == EL_EXPLOSION)
4824 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4826 ExplodeField[x][y] = EX_NO_EXPLOSION;
4829 game.explosions_delayed = TRUE;
4832 if (game.magic_wall_active)
4834 if (!(game.magic_wall_time_left % 4))
4836 int element = Feld[magic_wall_x][magic_wall_y];
4838 if (element == EL_BD_MAGIC_WALL_FULL ||
4839 element == EL_BD_MAGIC_WALL_ACTIVE ||
4840 element == EL_BD_MAGIC_WALL_EMPTYING)
4841 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4843 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4846 if (game.magic_wall_time_left > 0)
4848 game.magic_wall_time_left--;
4849 if (!game.magic_wall_time_left)
4851 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4853 element = Feld[x][y];
4855 if (element == EL_MAGIC_WALL_ACTIVE ||
4856 element == EL_MAGIC_WALL_FULL)
4858 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4859 DrawLevelField(x, y);
4861 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4862 element == EL_BD_MAGIC_WALL_FULL)
4864 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4865 DrawLevelField(x, y);
4869 game.magic_wall_active = FALSE;
4874 if (game.light_time_left > 0)
4876 game.light_time_left--;
4878 if (game.light_time_left == 0)
4879 RedrawAllLightSwitchesAndInvisibleElements();
4882 if (game.timegate_time_left > 0)
4884 game.timegate_time_left--;
4886 if (game.timegate_time_left == 0)
4887 CloseAllOpenTimegates();
4890 for (i=0; i<MAX_PLAYERS; i++)
4892 struct PlayerInfo *player = &stored_player[i];
4894 if (SHIELD_ON(player))
4896 if (player->shield_deadly_time_left)
4897 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4898 else if (player->shield_normal_time_left)
4899 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4903 if (TimeFrames >= (1000 / GameFrameDelay))
4908 for (i=0; i<MAX_PLAYERS; i++)
4910 struct PlayerInfo *player = &stored_player[i];
4912 if (SHIELD_ON(player))
4914 player->shield_normal_time_left--;
4916 if (player->shield_deadly_time_left > 0)
4917 player->shield_deadly_time_left--;
4921 if (tape.recording || tape.playing)
4922 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4928 if (TimeLeft <= 10 && setup.time_limit)
4929 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
4931 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4933 if (!TimeLeft && setup.time_limit)
4934 for (i=0; i<MAX_PLAYERS; i++)
4935 KillHero(&stored_player[i]);
4937 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4938 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4943 if (options.debug) /* calculate frames per second */
4945 static unsigned long fps_counter = 0;
4946 static int fps_frames = 0;
4947 unsigned long fps_delay_ms = Counter() - fps_counter;
4951 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4953 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4956 fps_counter = Counter();
4959 redraw_mask |= REDRAW_FPS;
4963 if (stored_player[0].jx != stored_player[0].last_jx ||
4964 stored_player[0].jy != stored_player[0].last_jy)
4965 printf("::: %d, %d, %d, %d, %d\n",
4966 stored_player[0].MovDir,
4967 stored_player[0].MovPos,
4968 stored_player[0].GfxPos,
4969 stored_player[0].Frame,
4970 stored_player[0].StepFrame);
4977 for (i=0; i<MAX_PLAYERS; i++)
4980 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
4982 stored_player[i].Frame += move_frames;
4984 if (stored_player[i].MovPos != 0)
4985 stored_player[i].StepFrame += move_frames;
4990 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4992 int min_x = x, min_y = y, max_x = x, max_y = y;
4995 for (i=0; i<MAX_PLAYERS; i++)
4997 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4999 if (!stored_player[i].active || &stored_player[i] == player)
5002 min_x = MIN(min_x, jx);
5003 min_y = MIN(min_y, jy);
5004 max_x = MAX(max_x, jx);
5005 max_y = MAX(max_y, jy);
5008 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5011 static boolean AllPlayersInVisibleScreen()
5015 for (i=0; i<MAX_PLAYERS; i++)
5017 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5019 if (!stored_player[i].active)
5022 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5029 void ScrollLevel(int dx, int dy)
5031 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5034 BlitBitmap(drawto_field, drawto_field,
5035 FX + TILEX*(dx == -1) - softscroll_offset,
5036 FY + TILEY*(dy == -1) - softscroll_offset,
5037 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5038 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5039 FX + TILEX*(dx == 1) - softscroll_offset,
5040 FY + TILEY*(dy == 1) - softscroll_offset);
5044 x = (dx == 1 ? BX1 : BX2);
5045 for (y=BY1; y<=BY2; y++)
5046 DrawScreenField(x, y);
5051 y = (dy == 1 ? BY1 : BY2);
5052 for (x=BX1; x<=BX2; x++)
5053 DrawScreenField(x, y);
5056 redraw_mask |= REDRAW_FIELD;
5059 static void CheckGravityMovement(struct PlayerInfo *player)
5061 if (level.gravity && !player->programmed_action)
5063 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5064 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5066 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5067 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5068 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5069 int jx = player->jx, jy = player->jy;
5070 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5071 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5072 int new_jx = jx + dx, new_jy = jy + dy;
5073 boolean field_under_player_is_free =
5074 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5075 boolean player_is_moving_to_valid_field =
5076 (IN_LEV_FIELD(new_jx, new_jy) &&
5077 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5078 Feld[new_jx][new_jy] == EL_SAND));
5080 if (field_under_player_is_free &&
5081 !player_is_moving_to_valid_field &&
5082 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5083 player->programmed_action = MV_DOWN;
5089 -----------------------------------------------------------------------------
5090 dx, dy: direction (non-diagonal) to try to move the player to
5091 real_dx, real_dy: direction as read from input device (can be diagonal)
5094 boolean MoveFigureOneStep(struct PlayerInfo *player,
5095 int dx, int dy, int real_dx, int real_dy)
5097 int jx = player->jx, jy = player->jy;
5098 int new_jx = jx+dx, new_jy = jy+dy;
5102 if (!player->active || (!dx && !dy))
5103 return MF_NO_ACTION;
5105 player->MovDir = (dx < 0 ? MV_LEFT :
5108 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5110 if (!IN_LEV_FIELD(new_jx, new_jy))
5111 return MF_NO_ACTION;
5113 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5114 return MF_NO_ACTION;
5117 element = MovingOrBlocked2Element(new_jx, new_jy);
5119 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5122 if (DONT_GO_TO(element))
5124 if (element == EL_ACID && dx == 0 && dy == 1)
5127 Feld[jx][jy] = EL_PLAYER_1;
5128 InitMovingField(jx, jy, MV_DOWN);
5129 Store[jx][jy] = EL_ACID;
5130 ContinueMoving(jx, jy);
5134 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5139 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5140 if (can_move != MF_MOVING)
5143 StorePlayer[jx][jy] = 0;
5144 player->last_jx = jx;
5145 player->last_jy = jy;
5146 jx = player->jx = new_jx;
5147 jy = player->jy = new_jy;
5148 StorePlayer[jx][jy] = player->element_nr;
5151 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5153 ScrollFigure(player, SCROLL_INIT);
5158 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5160 int jx = player->jx, jy = player->jy;
5161 int old_jx = jx, old_jy = jy;
5162 int moved = MF_NO_ACTION;
5164 if (!player->active || (!dx && !dy))
5168 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5172 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5173 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5177 /* remove the last programmed player action */
5178 player->programmed_action = 0;
5182 /* should only happen if pre-1.2 tape recordings are played */
5183 /* this is only for backward compatibility */
5185 int original_move_delay_value = player->move_delay_value;
5188 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5192 /* scroll remaining steps with finest movement resolution */
5193 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5195 while (player->MovPos)
5197 ScrollFigure(player, SCROLL_GO_ON);
5198 ScrollScreen(NULL, SCROLL_GO_ON);
5204 player->move_delay_value = original_move_delay_value;
5207 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5209 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5210 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5214 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5215 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5221 if (moved & MF_MOVING && !ScreenMovPos &&
5222 (player == local_player || !options.network))
5224 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5225 int offset = (setup.scroll_delay ? 3 : 0);
5227 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5229 /* actual player has left the screen -- scroll in that direction */
5230 if (jx != old_jx) /* player has moved horizontally */
5231 scroll_x += (jx - old_jx);
5232 else /* player has moved vertically */
5233 scroll_y += (jy - old_jy);
5237 if (jx != old_jx) /* player has moved horizontally */
5239 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5240 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5241 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5243 /* don't scroll over playfield boundaries */
5244 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5245 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5247 /* don't scroll more than one field at a time */
5248 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5250 /* don't scroll against the player's moving direction */
5251 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5252 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5253 scroll_x = old_scroll_x;
5255 else /* player has moved vertically */
5257 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5258 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5259 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5261 /* don't scroll over playfield boundaries */
5262 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5263 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5265 /* don't scroll more than one field at a time */
5266 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5268 /* don't scroll against the player's moving direction */
5269 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5270 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5271 scroll_y = old_scroll_y;
5275 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5277 if (!options.network && !AllPlayersInVisibleScreen())
5279 scroll_x = old_scroll_x;
5280 scroll_y = old_scroll_y;
5284 ScrollScreen(player, SCROLL_INIT);
5285 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5292 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5294 if (!(moved & MF_MOVING) && !player->Pushing)
5299 player->StepFrame = 0;
5301 if (moved & MF_MOVING)
5303 if (old_jx != jx && old_jy == jy)
5304 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5305 else if (old_jx == jx && old_jy != jy)
5306 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5308 DrawLevelField(jx, jy); /* for "crumbled sand" */
5310 player->last_move_dir = player->MovDir;
5311 player->is_moving = TRUE;
5315 CheckGravityMovement(player);
5318 player->last_move_dir = MV_NO_MOVING;
5320 player->is_moving = FALSE;
5323 TestIfHeroTouchesBadThing(jx, jy);
5325 if (!player->active)
5331 void ScrollFigure(struct PlayerInfo *player, int mode)
5333 int jx = player->jx, jy = player->jy;
5334 int last_jx = player->last_jx, last_jy = player->last_jy;
5335 int move_stepsize = TILEX / player->move_delay_value;
5337 if (!player->active || !player->MovPos)
5340 if (mode == SCROLL_INIT)
5342 player->actual_frame_counter = FrameCounter;
5343 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5345 if (Feld[last_jx][last_jy] == EL_EMPTY)
5346 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5351 else if (!FrameReached(&player->actual_frame_counter, 1))
5354 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5355 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5357 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5358 Feld[last_jx][last_jy] = EL_EMPTY;
5360 /* before DrawPlayer() to draw correct player graphic for this case */
5361 if (player->MovPos == 0)
5362 CheckGravityMovement(player);
5366 if (player->MovPos == 0)
5368 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5370 /* continue with normal speed after quickly moving through gate */
5371 HALVE_PLAYER_SPEED(player);
5373 /* be able to make the next move without delay */
5374 player->move_delay = 0;
5377 player->last_jx = jx;
5378 player->last_jy = jy;
5380 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5381 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5385 if (local_player->friends_still_needed == 0 ||
5386 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5387 player->LevelSolved = player->GameOver = TRUE;
5390 if (tape.single_step && tape.recording && !tape.pausing &&
5391 !player->programmed_action)
5392 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5396 void ScrollScreen(struct PlayerInfo *player, int mode)
5398 static unsigned long screen_frame_counter = 0;
5400 if (mode == SCROLL_INIT)
5402 /* set scrolling step size according to actual player's moving speed */
5403 ScrollStepSize = TILEX / player->move_delay_value;
5405 screen_frame_counter = FrameCounter;
5406 ScreenMovDir = player->MovDir;
5407 ScreenMovPos = player->MovPos;
5408 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5411 else if (!FrameReached(&screen_frame_counter, 1))
5416 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5417 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5418 redraw_mask |= REDRAW_FIELD;
5421 ScreenMovDir = MV_NO_MOVING;
5424 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5426 int i, kill_x = -1, kill_y = -1;
5427 static int test_xy[4][2] =
5434 static int test_dir[4] =
5444 int test_x, test_y, test_move_dir, test_element;
5446 test_x = good_x + test_xy[i][0];
5447 test_y = good_y + test_xy[i][1];
5448 if (!IN_LEV_FIELD(test_x, test_y))
5452 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5455 test_element = Feld[test_x][test_y];
5457 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5460 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5461 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5463 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5464 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5472 if (kill_x != -1 || kill_y != -1)
5474 if (IS_PLAYER(good_x, good_y))
5476 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5478 if (player->shield_deadly_time_left > 0)
5479 Bang(kill_x, kill_y);
5480 else if (!PLAYER_PROTECTED(good_x, good_y))
5484 Bang(good_x, good_y);
5488 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5490 int i, kill_x = -1, kill_y = -1;
5491 int bad_element = Feld[bad_x][bad_y];
5492 static int test_xy[4][2] =
5499 static int test_dir[4] =
5507 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5512 int test_x, test_y, test_move_dir, test_element;
5514 test_x = bad_x + test_xy[i][0];
5515 test_y = bad_y + test_xy[i][1];
5516 if (!IN_LEV_FIELD(test_x, test_y))
5520 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5522 test_element = Feld[test_x][test_y];
5524 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5525 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5527 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5528 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5530 /* good thing is player or penguin that does not move away */
5531 if (IS_PLAYER(test_x, test_y))
5533 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5535 if (bad_element == EL_ROBOT && player->is_moving)
5536 continue; /* robot does not kill player if he is moving */
5542 else if (test_element == EL_PENGUIN)
5551 if (kill_x != -1 || kill_y != -1)
5553 if (IS_PLAYER(kill_x, kill_y))
5555 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5558 int dir = player->MovDir;
5559 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5560 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5562 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5563 newx != bad_x && newy != bad_y)
5564 ; /* robot does not kill player if he is moving */
5566 printf("-> %d\n", player->MovDir);
5568 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5569 newx != bad_x && newy != bad_y)
5570 ; /* robot does not kill player if he is moving */
5575 if (player->shield_deadly_time_left > 0)
5577 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5581 Bang(kill_x, kill_y);
5585 void TestIfHeroTouchesBadThing(int x, int y)
5587 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5590 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5592 TestIfGoodThingHitsBadThing(x, y, move_dir);
5595 void TestIfBadThingTouchesHero(int x, int y)
5597 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5600 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5602 TestIfBadThingHitsGoodThing(x, y, move_dir);
5605 void TestIfFriendTouchesBadThing(int x, int y)
5607 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5610 void TestIfBadThingTouchesFriend(int x, int y)
5612 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5615 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5617 int i, kill_x = bad_x, kill_y = bad_y;
5618 static int xy[4][2] =
5630 x = bad_x + xy[i][0];
5631 y = bad_y + xy[i][1];
5632 if (!IN_LEV_FIELD(x, y))
5635 element = Feld[x][y];
5636 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5637 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5645 if (kill_x != bad_x || kill_y != bad_y)
5649 void KillHero(struct PlayerInfo *player)
5651 int jx = player->jx, jy = player->jy;
5653 if (!player->active)
5657 /* remove accessible field at the player's position */
5658 Feld[jx][jy] = EL_EMPTY;
5660 if (IS_PFORTE(Feld[jx][jy]))
5661 Feld[jx][jy] = EL_EMPTY;
5664 /* deactivate shield (else Bang()/Explode() would not work right) */
5665 player->shield_normal_time_left = 0;
5666 player->shield_deadly_time_left = 0;
5672 static void KillHeroUnlessProtected(int x, int y)
5674 if (!PLAYER_PROTECTED(x, y))
5675 KillHero(PLAYERINFO(x, y));
5678 void BuryHero(struct PlayerInfo *player)
5680 int jx = player->jx, jy = player->jy;
5682 if (!player->active)
5685 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5686 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5688 player->GameOver = TRUE;
5692 void RemoveHero(struct PlayerInfo *player)
5694 int jx = player->jx, jy = player->jy;
5695 int i, found = FALSE;
5697 player->present = FALSE;
5698 player->active = FALSE;
5700 if (!ExplodeField[jx][jy])
5701 StorePlayer[jx][jy] = 0;
5703 for (i=0; i<MAX_PLAYERS; i++)
5704 if (stored_player[i].active)
5708 AllPlayersGone = TRUE;
5716 checkDiagonalPushing()
5717 -----------------------------------------------------------------------------
5718 check if diagonal input device direction results in pushing of object
5721 static boolean checkDiagonalPushing(int x, int y, int real_dx, int real_dy)
5728 -----------------------------------------------------------------------------
5729 x, y: field next to player (non-diagonal) to try to dig to
5730 real_dx, real_dy: direction as read from input device (can be diagonal)
5733 int DigField(struct PlayerInfo *player,
5734 int x, int y, int real_dx, int real_dy, int mode)
5736 int jx = player->jx, jy = player->jy;
5737 int dx = x - jx, dy = y - jy;
5738 int move_direction = (dx == -1 ? MV_LEFT :
5739 dx == +1 ? MV_RIGHT :
5741 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5744 if (player->MovPos == 0)
5746 player->is_digging = FALSE;
5747 player->is_collecting = FALSE;
5750 if (player->MovPos == 0)
5751 player->Pushing = FALSE;
5753 if (mode == DF_NO_PUSH)
5755 player->Switching = FALSE;
5756 player->push_delay = 0;
5757 return MF_NO_ACTION;
5760 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5761 return MF_NO_ACTION;
5763 if (IS_TUBE(Feld[jx][jy]))
5766 int tube_leave_directions[][2] =
5768 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5769 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5770 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5771 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5772 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5773 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5774 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5775 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5776 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5777 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5778 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5779 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5782 while (tube_leave_directions[i][0] != Feld[jx][jy])
5785 if (tube_leave_directions[i][0] == -1) /* should not happen */
5789 if (!(tube_leave_directions[i][1] & move_direction))
5790 return MF_NO_ACTION; /* tube has no opening in this direction */
5793 element = Feld[x][y];
5799 case EL_INVISIBLE_SAND:
5800 case EL_INVISIBLE_SAND_ACTIVE:
5803 case EL_SP_BUGGY_BASE:
5804 case EL_SP_BUGGY_BASE_ACTIVATING:
5807 if (mode != DF_SNAP && element != EL_EMPTY)
5809 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5810 player->is_digging = TRUE;
5813 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5818 case EL_EMERALD_YELLOW:
5819 case EL_EMERALD_RED:
5820 case EL_EMERALD_PURPLE:
5822 case EL_SP_INFOTRON:
5827 if (mode != DF_SNAP)
5829 GfxElement[x][y] = element;
5830 player->is_collecting = TRUE;
5833 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5834 element == EL_PEARL ? 5 :
5835 element == EL_CRYSTAL ? 8 : 1);
5836 if (local_player->gems_still_needed < 0)
5837 local_player->gems_still_needed = 0;
5838 RaiseScoreElement(element);
5839 DrawText(DX_EMERALDS, DY_EMERALDS,
5840 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5841 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5846 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5847 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5851 Feld[x][y] = EL_EMPTY;
5852 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5860 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5862 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
5865 case EL_SHIELD_NORMAL:
5867 player->shield_normal_time_left += 10;
5868 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5871 case EL_SHIELD_DEADLY:
5873 player->shield_normal_time_left += 10;
5874 player->shield_deadly_time_left += 10;
5875 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5879 case EL_SP_DISK_RED:
5882 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5883 RaiseScoreElement(EL_DYNAMITE);
5884 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5886 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5889 case EL_DYNABOMB_INCREASE_NUMBER:
5891 player->dynabomb_count++;
5892 player->dynabombs_left++;
5893 RaiseScoreElement(EL_DYNAMITE);
5894 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5897 case EL_DYNABOMB_INCREASE_SIZE:
5899 player->dynabomb_size++;
5900 RaiseScoreElement(EL_DYNAMITE);
5901 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5904 case EL_DYNABOMB_INCREASE_POWER:
5906 player->dynabomb_xl = TRUE;
5907 RaiseScoreElement(EL_DYNAMITE);
5908 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5916 int key_nr = element - EL_KEY_1;
5917 int graphic = el2edimg(element);
5920 player->key[key_nr] = TRUE;
5921 RaiseScoreElement(element);
5922 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5924 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5926 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5935 int key_nr = element - EL_EM_KEY_1;
5936 int graphic = el2edimg(EL_KEY_1 + key_nr);
5939 player->key[key_nr] = TRUE;
5940 RaiseScoreElement(element);
5941 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5943 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5945 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5949 case EL_ROBOT_WHEEL:
5950 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5953 DrawLevelField(x, y);
5954 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5958 case EL_SP_TERMINAL:
5962 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5964 for (yy=0; yy<lev_fieldy; yy++)
5966 for (xx=0; xx<lev_fieldx; xx++)
5968 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5970 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5971 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5979 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
5980 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
5981 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
5982 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
5983 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
5984 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
5985 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
5986 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
5987 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
5988 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
5989 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
5990 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
5991 if (!player->Switching)
5993 player->Switching = TRUE;
5994 ToggleBeltSwitch(x, y);
5995 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6000 case EL_SWITCHGATE_SWITCH_UP:
6001 case EL_SWITCHGATE_SWITCH_DOWN:
6002 if (!player->Switching)
6004 player->Switching = TRUE;
6005 ToggleSwitchgateSwitch(x, y);
6006 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6011 case EL_LIGHT_SWITCH:
6012 case EL_LIGHT_SWITCH_ACTIVE:
6013 if (!player->Switching)
6015 player->Switching = TRUE;
6016 ToggleLightSwitch(x, y);
6017 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6018 SND_LIGHT_SWITCH_ACTIVATING :
6019 SND_LIGHT_SWITCH_DEACTIVATING);
6024 case EL_TIMEGATE_SWITCH:
6025 ActivateTimegateSwitch(x, y);
6026 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6031 case EL_BALLOON_SWITCH_LEFT:
6032 case EL_BALLOON_SWITCH_RIGHT:
6033 case EL_BALLOON_SWITCH_UP:
6034 case EL_BALLOON_SWITCH_DOWN:
6035 case EL_BALLOON_SWITCH_ANY:
6036 if (element == EL_BALLOON_SWITCH_ANY)
6037 game.balloon_dir = move_direction;
6039 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6040 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6041 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6042 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6044 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6049 /* the following elements cannot be pushed by "snapping" */
6052 case EL_DX_SUPABOMB:
6054 case EL_TIME_ORB_EMPTY:
6056 case EL_SP_DISK_ORANGE:
6058 if (mode == DF_SNAP)
6059 return MF_NO_ACTION;
6061 /* no "break" -- fall through to next case */
6063 /* the following elements can be pushed by "snapping" */
6066 return MF_NO_ACTION;
6068 player->Pushing = TRUE;
6070 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6071 return MF_NO_ACTION;
6075 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6076 return MF_NO_ACTION;
6079 if (player->push_delay == 0)
6080 player->push_delay = FrameCounter;
6082 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6084 element != EL_SPRING)
6085 return MF_NO_ACTION;
6087 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6088 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6089 element != EL_SPRING)
6090 return MF_NO_ACTION;
6093 if (mode == DF_SNAP)
6095 InitMovingField(x, y, move_direction);
6096 ContinueMoving(x, y);
6101 Feld[x + dx][y + dy] = element;
6104 if (element == EL_SPRING)
6106 Feld[x + dx][y + dy] = EL_SPRING;
6107 MovDir[x + dx][y + dy] = move_direction;
6110 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6112 DrawLevelField(x + dx, y + dy);
6113 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6120 if (!player->key[element - EL_GATE_1])
6121 return MF_NO_ACTION;
6124 case EL_GATE_1_GRAY:
6125 case EL_GATE_2_GRAY:
6126 case EL_GATE_3_GRAY:
6127 case EL_GATE_4_GRAY:
6128 if (!player->key[element - EL_GATE_1_GRAY])
6129 return MF_NO_ACTION;
6136 if (!player->key[element - EL_EM_GATE_1])
6137 return MF_NO_ACTION;
6138 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6139 return MF_NO_ACTION;
6141 /* automatically move to the next field with double speed */
6142 player->programmed_action = move_direction;
6143 DOUBLE_PLAYER_SPEED(player);
6145 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6148 case EL_EM_GATE_1_GRAY:
6149 case EL_EM_GATE_2_GRAY:
6150 case EL_EM_GATE_3_GRAY:
6151 case EL_EM_GATE_4_GRAY:
6152 if (!player->key[element - EL_EM_GATE_1_GRAY])
6153 return MF_NO_ACTION;
6154 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6155 return MF_NO_ACTION;
6157 /* automatically move to the next field with double speed */
6158 player->programmed_action = move_direction;
6159 DOUBLE_PLAYER_SPEED(player);
6162 PlaySoundLevelAction(x, y, ACTION_PASSING);
6164 PlaySoundLevel(x, y, SND_GATE_PASSING);
6168 case EL_SWITCHGATE_OPEN:
6169 case EL_TIMEGATE_OPEN:
6170 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6171 return MF_NO_ACTION;
6173 /* automatically move to the next field with double speed */
6174 player->programmed_action = move_direction;
6175 DOUBLE_PLAYER_SPEED(player);
6177 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6180 case EL_SP_PORT_LEFT:
6181 case EL_SP_PORT_RIGHT:
6183 case EL_SP_PORT_DOWN:
6184 case EL_SP_PORT_HORIZONTAL:
6185 case EL_SP_PORT_VERTICAL:
6186 case EL_SP_PORT_ANY:
6187 case EL_SP_GRAVITY_PORT_LEFT:
6188 case EL_SP_GRAVITY_PORT_RIGHT:
6189 case EL_SP_GRAVITY_PORT_UP:
6190 case EL_SP_GRAVITY_PORT_DOWN:
6192 element != EL_SP_PORT_LEFT &&
6193 element != EL_SP_GRAVITY_PORT_LEFT &&
6194 element != EL_SP_PORT_HORIZONTAL &&
6195 element != EL_SP_PORT_ANY) ||
6197 element != EL_SP_PORT_RIGHT &&
6198 element != EL_SP_GRAVITY_PORT_RIGHT &&
6199 element != EL_SP_PORT_HORIZONTAL &&
6200 element != EL_SP_PORT_ANY) ||
6202 element != EL_SP_PORT_UP &&
6203 element != EL_SP_GRAVITY_PORT_UP &&
6204 element != EL_SP_PORT_VERTICAL &&
6205 element != EL_SP_PORT_ANY) ||
6207 element != EL_SP_PORT_DOWN &&
6208 element != EL_SP_GRAVITY_PORT_DOWN &&
6209 element != EL_SP_PORT_VERTICAL &&
6210 element != EL_SP_PORT_ANY) ||
6211 !IN_LEV_FIELD(x + dx, y + dy) ||
6212 !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 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6223 case EL_TUBE_VERTICAL:
6224 case EL_TUBE_HORIZONTAL:
6225 case EL_TUBE_VERTICAL_LEFT:
6226 case EL_TUBE_VERTICAL_RIGHT:
6227 case EL_TUBE_HORIZONTAL_UP:
6228 case EL_TUBE_HORIZONTAL_DOWN:
6229 case EL_TUBE_LEFT_UP:
6230 case EL_TUBE_LEFT_DOWN:
6231 case EL_TUBE_RIGHT_UP:
6232 case EL_TUBE_RIGHT_DOWN:
6235 int tube_enter_directions[][2] =
6237 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6238 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6239 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6240 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6241 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6242 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6243 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6244 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6245 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6246 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6247 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6248 { -1, MV_NO_MOVING }
6251 while (tube_enter_directions[i][0] != element)
6254 if (tube_enter_directions[i][0] == -1) /* should not happen */
6258 if (!(tube_enter_directions[i][1] & move_direction))
6259 return MF_NO_ACTION; /* tube has no opening in this direction */
6261 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6265 case EL_EXIT_CLOSED:
6266 case EL_SP_EXIT_CLOSED:
6267 case EL_EXIT_OPENING:
6268 return MF_NO_ACTION;
6272 case EL_SP_EXIT_OPEN:
6273 if (mode == DF_SNAP)
6274 return MF_NO_ACTION;
6276 if (element == EL_EXIT_OPEN)
6277 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6279 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6284 Feld[x][y] = EL_LAMP_ACTIVE;
6285 local_player->lights_still_needed--;
6286 DrawLevelField(x, y);
6287 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6291 case EL_TIME_ORB_FULL:
6292 Feld[x][y] = EL_TIME_ORB_EMPTY;
6294 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6295 DrawLevelField(x, y);
6296 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6300 case EL_SOKOBAN_FIELD_EMPTY:
6303 case EL_SOKOBAN_OBJECT:
6304 case EL_SOKOBAN_FIELD_FULL:
6306 case EL_SP_DISK_YELLOW:
6308 if (mode == DF_SNAP)
6309 return MF_NO_ACTION;
6311 player->Pushing = TRUE;
6313 if (!IN_LEV_FIELD(x+dx, y+dy)
6314 || (!IS_FREE(x+dx, y+dy)
6315 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6316 || !IS_SB_ELEMENT(element))))
6317 return MF_NO_ACTION;
6321 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6322 return MF_NO_ACTION;
6324 else if (dy && real_dx)
6326 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6327 return MF_NO_ACTION;
6330 if (player->push_delay == 0)
6331 player->push_delay = FrameCounter;
6333 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6334 !tape.playing && element != EL_BALLOON)
6335 return MF_NO_ACTION;
6337 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6338 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6339 element != EL_BALLOON)
6340 return MF_NO_ACTION;
6343 if (IS_SB_ELEMENT(element))
6345 if (element == EL_SOKOBAN_FIELD_FULL)
6347 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6348 local_player->sokobanfields_still_needed++;
6353 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6355 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6356 local_player->sokobanfields_still_needed--;
6357 if (element == EL_SOKOBAN_OBJECT)
6359 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6361 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6365 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6367 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6372 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6373 if (element == EL_SOKOBAN_FIELD_FULL)
6375 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6377 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6381 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6383 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6390 Feld[x+dx][y+dy] = element;
6391 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6394 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6396 DrawLevelField(x, y);
6397 DrawLevelField(x + dx, y + dy);
6399 if (IS_SB_ELEMENT(element) &&
6400 local_player->sokobanfields_still_needed == 0 &&
6401 game.emulation == EMU_SOKOBAN)
6403 player->LevelSolved = player->GameOver = TRUE;
6404 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6415 if (IS_PUSHABLE(element))
6417 if (mode == DF_SNAP)
6418 return MF_NO_ACTION;
6420 if (CAN_FALL(element) && dy)
6421 return MF_NO_ACTION;
6423 player->Pushing = TRUE;
6425 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6426 return MF_NO_ACTION;
6430 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6431 return MF_NO_ACTION;
6433 else if (dy && real_dx)
6435 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6436 return MF_NO_ACTION;
6439 if (player->push_delay == 0)
6440 player->push_delay = FrameCounter;
6442 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6443 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6444 return MF_NO_ACTION;
6447 Feld[x + dx][y + dy] = element;
6449 player->push_delay_value = 2 + RND(8);
6451 DrawLevelField(x + dx, y + dy);
6452 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6457 return MF_NO_ACTION;
6460 player->push_delay = 0;
6462 if (Feld[x][y] != element) /* really digged/collected something */
6463 player->is_collecting = !player->is_digging;
6468 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6470 int jx = player->jx, jy = player->jy;
6471 int x = jx + dx, y = jy + dy;
6473 if (!player->active || !IN_LEV_FIELD(x, y))
6481 if (player->MovPos == 0)
6482 player->Pushing = FALSE;
6484 player->snapped = FALSE;
6486 if (player->MovPos == 0)
6488 player->is_digging = FALSE;
6489 player->is_collecting = FALSE;
6495 if (player->snapped)
6498 player->MovDir = (dx < 0 ? MV_LEFT :
6501 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6503 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6506 player->snapped = TRUE;
6507 player->is_digging = FALSE;
6508 player->is_collecting = FALSE;
6510 DrawLevelField(x, y);
6516 boolean PlaceBomb(struct PlayerInfo *player)
6518 int jx = player->jx, jy = player->jy;
6521 if (!player->active || player->MovPos)
6524 element = Feld[jx][jy];
6526 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6527 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6530 if (element != EL_EMPTY)
6531 Store[jx][jy] = element;
6533 MovDelay[jx][jy] = 96;
6535 ResetGfxAnimation(jx, jy);
6536 ResetRandomAnimationValue(jx, jy);
6538 if (player->dynamite)
6540 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6541 EL_DYNAMITE_ACTIVE);
6544 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6546 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6549 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6551 if (game.emulation == EMU_SUPAPLEX)
6552 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6554 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6558 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6563 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6564 player->dynabombs_left--;
6566 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6567 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6569 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6575 /* ------------------------------------------------------------------------- */
6576 /* game sound playing functions */
6577 /* ------------------------------------------------------------------------- */
6579 static int *loop_sound_frame = NULL;
6580 static int *loop_sound_volume = NULL;
6582 void InitPlaySoundLevel()
6584 int num_sounds = getSoundListSize();
6586 if (loop_sound_frame != NULL)
6587 free(loop_sound_frame);
6589 if (loop_sound_volume != NULL)
6590 free(loop_sound_volume);
6592 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6593 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6596 static void PlaySoundLevel(int x, int y, int nr)
6598 int sx = SCREENX(x), sy = SCREENY(y);
6599 int volume, stereo_position;
6600 int max_distance = 8;
6601 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6603 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6604 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6607 if (!IN_LEV_FIELD(x, y) ||
6608 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6609 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6612 volume = SOUND_MAX_VOLUME;
6614 if (!IN_SCR_FIELD(sx, sy))
6616 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6617 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6619 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6622 stereo_position = (SOUND_MAX_LEFT +
6623 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6624 (SCR_FIELDX + 2 * max_distance));
6626 if (IS_LOOP_SOUND(nr))
6628 /* This assures that quieter loop sounds do not overwrite louder ones,
6629 while restarting sound volume comparison with each new game frame. */
6631 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6634 loop_sound_volume[nr] = volume;
6635 loop_sound_frame[nr] = FrameCounter;
6638 PlaySoundExt(nr, volume, stereo_position, type);
6641 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6643 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6644 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6645 y < LEVELY(BY1) ? LEVELY(BY1) :
6646 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6650 static void PlaySoundLevelAction(int x, int y, int action)
6652 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6655 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6657 int sound_effect = element_info[element].sound[action];
6659 if (sound_effect != SND_UNDEFINED)
6660 PlaySoundLevel(x, y, sound_effect);
6663 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6665 int sound_effect = element_info[Feld[x][y]].sound[action];
6667 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6668 PlaySoundLevel(x, y, sound_effect);
6671 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6673 int sound_effect = element_info[Feld[x][y]].sound[action];
6675 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6676 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6679 void RaiseScore(int value)
6681 local_player->score += value;
6682 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6685 void RaiseScoreElement(int element)
6691 case EL_EMERALD_YELLOW:
6692 case EL_EMERALD_RED:
6693 case EL_EMERALD_PURPLE:
6694 RaiseScore(level.score[SC_EMERALD]);
6697 RaiseScore(level.score[SC_DIAMOND]);
6700 case EL_BD_BUTTERFLY:
6701 RaiseScore(level.score[SC_BUG]);
6705 RaiseScore(level.score[SC_SPACESHIP]);
6708 case EL_DARK_YAMYAM:
6709 RaiseScore(level.score[SC_YAMYAM]);
6712 RaiseScore(level.score[SC_ROBOT]);
6715 RaiseScore(level.score[SC_PACMAN]);
6718 RaiseScore(level.score[SC_NUT]);
6721 RaiseScore(level.score[SC_DYNAMITE]);
6727 RaiseScore(level.score[SC_KEY]);
6734 void RequestQuitGame(boolean ask_if_really_quit)
6736 if (AllPlayersGone ||
6737 !ask_if_really_quit ||
6738 level_editor_test_game ||
6739 Request("Do you really want to quit the game ?",
6740 REQ_ASK | REQ_STAY_CLOSED))
6742 #if defined(PLATFORM_UNIX)
6743 if (options.network)
6744 SendToServer_StopPlaying();
6748 game_status = MAINMENU;
6754 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6759 /* ---------- new game button stuff ---------------------------------------- */
6761 /* graphic position values for game buttons */
6762 #define GAME_BUTTON_XSIZE 30
6763 #define GAME_BUTTON_YSIZE 30
6764 #define GAME_BUTTON_XPOS 5
6765 #define GAME_BUTTON_YPOS 215
6766 #define SOUND_BUTTON_XPOS 5
6767 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6769 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6770 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6771 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6772 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6773 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6774 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6781 } gamebutton_info[NUM_GAME_BUTTONS] =
6784 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6789 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6794 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6799 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6800 SOUND_CTRL_ID_MUSIC,
6801 "background music on/off"
6804 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6805 SOUND_CTRL_ID_LOOPS,
6806 "sound loops on/off"
6809 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6810 SOUND_CTRL_ID_SIMPLE,
6811 "normal sounds on/off"
6815 void CreateGameButtons()
6819 for (i=0; i<NUM_GAME_BUTTONS; i++)
6821 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6822 struct GadgetInfo *gi;
6825 unsigned long event_mask;
6826 int gd_xoffset, gd_yoffset;
6827 int gd_x1, gd_x2, gd_y1, gd_y2;
6830 gd_xoffset = gamebutton_info[i].x;
6831 gd_yoffset = gamebutton_info[i].y;
6832 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6833 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6835 if (id == GAME_CTRL_ID_STOP ||
6836 id == GAME_CTRL_ID_PAUSE ||
6837 id == GAME_CTRL_ID_PLAY)
6839 button_type = GD_TYPE_NORMAL_BUTTON;
6841 event_mask = GD_EVENT_RELEASED;
6842 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6843 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6847 button_type = GD_TYPE_CHECK_BUTTON;
6849 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6850 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6851 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6852 event_mask = GD_EVENT_PRESSED;
6853 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6854 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6857 gi = CreateGadget(GDI_CUSTOM_ID, id,
6858 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6859 GDI_X, DX + gd_xoffset,
6860 GDI_Y, DY + gd_yoffset,
6861 GDI_WIDTH, GAME_BUTTON_XSIZE,
6862 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6863 GDI_TYPE, button_type,
6864 GDI_STATE, GD_BUTTON_UNPRESSED,
6865 GDI_CHECKED, checked,
6866 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6867 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6868 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6869 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6870 GDI_EVENT_MASK, event_mask,
6871 GDI_CALLBACK_ACTION, HandleGameButtons,
6875 Error(ERR_EXIT, "cannot create gadget");
6877 game_gadget[id] = gi;
6881 void FreeGameButtons()
6885 for (i=0; i<NUM_GAME_BUTTONS; i++)
6886 FreeGadget(game_gadget[i]);
6889 static void MapGameButtons()
6893 for (i=0; i<NUM_GAME_BUTTONS; i++)
6894 MapGadget(game_gadget[i]);
6897 void UnmapGameButtons()
6901 for (i=0; i<NUM_GAME_BUTTONS; i++)
6902 UnmapGadget(game_gadget[i]);
6905 static void HandleGameButtons(struct GadgetInfo *gi)
6907 int id = gi->custom_id;
6909 if (game_status != PLAYING)
6914 case GAME_CTRL_ID_STOP:
6915 RequestQuitGame(TRUE);
6918 case GAME_CTRL_ID_PAUSE:
6919 if (options.network)
6921 #if defined(PLATFORM_UNIX)
6923 SendToServer_ContinuePlaying();
6925 SendToServer_PausePlaying();
6929 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6932 case GAME_CTRL_ID_PLAY:
6935 #if defined(PLATFORM_UNIX)
6936 if (options.network)
6937 SendToServer_ContinuePlaying();
6941 tape.pausing = FALSE;
6942 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6947 case SOUND_CTRL_ID_MUSIC:
6948 if (setup.sound_music)
6950 setup.sound_music = FALSE;
6953 else if (audio.music_available)
6955 setup.sound = setup.sound_music = TRUE;
6956 PlayMusic(level_nr);
6960 case SOUND_CTRL_ID_LOOPS:
6961 if (setup.sound_loops)
6962 setup.sound_loops = FALSE;
6963 else if (audio.loops_available)
6964 setup.sound = setup.sound_loops = TRUE;
6967 case SOUND_CTRL_ID_SIMPLE:
6968 if (setup.sound_simple)
6969 setup.sound_simple = FALSE;
6970 else if (audio.sound_available)
6971 setup.sound = setup.sound_simple = TRUE;