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[] =
182 EL_SWITCHGATE_OPENING,
190 EL_SWITCHGATE_CLOSING,
191 EL_SWITCHGATE_CLOSED,
223 EL_ACID_SPLASH_RIGHT,
232 EL_SP_BUGGY_BASE_ACTIVATING,
239 EL_SP_BUGGY_BASE_ACTIVATING,
240 EL_SP_BUGGY_BASE_ACTIVE,
247 EL_SP_BUGGY_BASE_ACTIVE,
271 EL_ROBOT_WHEEL_ACTIVE,
279 EL_TIMEGATE_SWITCH_ACTIVE,
297 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
299 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
302 void GetPlayerConfig()
304 if (!audio.sound_available)
307 if (!audio.loops_available)
308 setup.sound_loops = FALSE;
310 if (!audio.music_available)
311 setup.sound_music = FALSE;
313 if (!video.fullscreen_available)
314 setup.fullscreen = FALSE;
316 setup.sound_simple = setup.sound;
318 SetAudioMode(setup.sound);
322 static int getBeltNrFromBeltElement(int element)
324 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
325 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
326 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
329 static int getBeltNrFromBeltActiveElement(int element)
331 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
332 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
333 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
336 static int getBeltNrFromBeltSwitchElement(int element)
338 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
339 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
340 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
343 static int getBeltDirNrFromBeltSwitchElement(int element)
345 static int belt_base_element[4] =
347 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
348 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
349 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
350 EL_CONVEYOR_BELT_4_SWITCH_LEFT
353 int belt_nr = getBeltNrFromBeltSwitchElement(element);
354 int belt_dir_nr = element - belt_base_element[belt_nr];
356 return (belt_dir_nr % 3);
359 static int getBeltDirFromBeltSwitchElement(int element)
361 static int belt_move_dir[3] =
368 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
370 return belt_move_dir[belt_dir_nr];
373 static void InitField(int x, int y, boolean init_game)
380 if (stored_player[0].present)
382 Feld[x][y] = EL_SP_MURPHY_CLONE;
387 stored_player[0].use_murphy_graphic = TRUE;
390 Feld[x][y] = EL_PLAYER_1;
399 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
400 int jx = player->jx, jy = player->jy;
402 player->present = TRUE;
404 if (!options.network || player->connected)
406 player->active = TRUE;
408 /* remove potentially duplicate players */
409 if (StorePlayer[jx][jy] == Feld[x][y])
410 StorePlayer[jx][jy] = 0;
412 StorePlayer[x][y] = Feld[x][y];
416 printf("Player %d activated.\n", player->element_nr);
417 printf("[Local player is %d and currently %s.]\n",
418 local_player->element_nr,
419 local_player->active ? "active" : "not active");
423 Feld[x][y] = EL_EMPTY;
424 player->jx = player->last_jx = x;
425 player->jy = player->last_jy = y;
430 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
431 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
432 else if (x > 0 && Feld[x-1][y] == EL_ACID)
433 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
434 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
435 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
436 else if (y > 0 && Feld[x][y-1] == EL_ACID)
437 Feld[x][y] = EL_ACID_POOL_BOTTOM;
438 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
439 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
447 case EL_SPACESHIP_RIGHT:
448 case EL_SPACESHIP_UP:
449 case EL_SPACESHIP_LEFT:
450 case EL_SPACESHIP_DOWN:
452 case EL_BD_BUTTERFLY_RIGHT:
453 case EL_BD_BUTTERFLY_UP:
454 case EL_BD_BUTTERFLY_LEFT:
455 case EL_BD_BUTTERFLY_DOWN:
456 case EL_BD_BUTTERFLY:
457 case EL_BD_FIREFLY_RIGHT:
458 case EL_BD_FIREFLY_UP:
459 case EL_BD_FIREFLY_LEFT:
460 case EL_BD_FIREFLY_DOWN:
462 case EL_PACMAN_RIGHT:
486 if (y == lev_fieldy - 1)
488 Feld[x][y] = EL_AMOEBA_GROWING;
489 Store[x][y] = EL_AMOEBA_WET;
493 case EL_DYNAMITE_ACTIVE:
498 local_player->lights_still_needed++;
501 case EL_SOKOBAN_FIELD_EMPTY:
502 local_player->sokobanfields_still_needed++;
506 local_player->friends_still_needed++;
511 MovDir[x][y] = 1 << RND(4);
515 Feld[x][y] = EL_EMPTY;
518 case EL_EM_KEY_1_FILE:
519 Feld[x][y] = EL_EM_KEY_1;
521 case EL_EM_KEY_2_FILE:
522 Feld[x][y] = EL_EM_KEY_2;
524 case EL_EM_KEY_3_FILE:
525 Feld[x][y] = EL_EM_KEY_3;
527 case EL_EM_KEY_4_FILE:
528 Feld[x][y] = EL_EM_KEY_4;
531 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
532 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
533 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
534 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
535 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
536 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
537 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
538 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
539 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
540 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
541 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
542 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
545 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
546 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
547 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
549 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
551 game.belt_dir[belt_nr] = belt_dir;
552 game.belt_dir_nr[belt_nr] = belt_dir_nr;
554 else /* more than one switch -- set it like the first switch */
556 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
561 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
563 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
566 case EL_LIGHT_SWITCH_ACTIVE:
568 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
576 void DrawGameDoorValues()
580 for (i=0; i<MAX_PLAYERS; i++)
582 if (stored_player[i].key[j])
583 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
584 el2edimg(EL_KEY_1 + j));
586 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
587 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
588 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
589 int2str(local_player->dynamite, 3), FONT_TEXT_2);
590 DrawText(DX + XX_SCORE, DY + YY_SCORE,
591 int2str(local_player->score, 5), FONT_TEXT_2);
592 DrawText(DX + XX_TIME, DY + YY_TIME,
593 int2str(TimeLeft, 3), FONT_TEXT_2);
598 =============================================================================
600 -----------------------------------------------------------------------------
601 initialize game engine due to level / tape version number
602 =============================================================================
605 static void InitGameEngine()
609 /* set game engine from tape file when re-playing, else from level file */
610 game.engine_version = (tape.playing ? tape.engine_version :
613 /* dynamically adjust element properties according to game engine version */
614 InitElementPropertiesEngine(game.engine_version);
617 printf("level %d: level version == %06d\n", level_nr, level.game_version);
618 printf(" tape version == %06d [%s] [file: %06d]\n",
619 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
621 printf(" => game.engine_version == %06d\n", game.engine_version);
624 /* dynamically adjust player properties according to game engine version */
625 game.initial_move_delay =
626 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
627 INITIAL_MOVE_DELAY_OFF);
629 /* dynamically adjust player properties according to level information */
630 game.initial_move_delay_value =
631 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
634 /* dynamically adjust element properties according to game engine version */
636 static int ep_em_slippery_wall[] =
641 EL_EXPANDABLE_WALL_HORIZONTAL,
642 EL_EXPANDABLE_WALL_VERTICAL,
643 EL_EXPANDABLE_WALL_ANY
645 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
647 /* special EM style gems behaviour */
648 for (i=0; i<ep_em_slippery_wall_num; i++)
649 SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
650 level.em_slippery_gems);
652 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
653 SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
654 (level.em_slippery_gems &&
655 game.engine_version > VERSION_IDENT(2,0,1)));
659 /* initialize changing elements information */
660 for (i=0; i<MAX_NUM_ELEMENTS; i++)
662 changing_element[i].base_element = EL_UNDEFINED;
663 changing_element[i].next_element = EL_UNDEFINED;
664 changing_element[i].change_delay = -1;
665 changing_element[i].pre_change_function = NULL;
666 changing_element[i].change_function = NULL;
667 changing_element[i].post_change_function = NULL;
670 /* add changing elements from pre-defined list */
672 while (changing_element_list[i].base_element != EL_UNDEFINED)
674 struct ChangingElementInfo *ce = &changing_element_list[i];
675 int element = ce->base_element;
677 changing_element[element].base_element = ce->base_element;
678 changing_element[element].next_element = ce->next_element;
679 changing_element[element].change_delay = ce->change_delay;
680 changing_element[element].pre_change_function = ce->pre_change_function;
681 changing_element[element].change_function = ce->change_function;
682 changing_element[element].post_change_function = ce->post_change_function;
687 /* add changing elements from custom element configuration */
688 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
690 struct CustomElementChangeInfo *change = &level.custom_element[i].change;
691 int element = EL_CUSTOM_START + i;
693 /* only add custom elements that change after fixed/random frame delay */
694 if (!IS_CHANGEABLE(element) ||
695 (!HAS_CHANGE_EVENT(element, CE_DELAY_FIXED) &&
696 !HAS_CHANGE_EVENT(element, CE_DELAY_RANDOM)))
699 changing_element[element].base_element = element;
700 changing_element[element].next_element = change->successor;
701 changing_element[i].change_delay = 0;
703 if (HAS_CHANGE_EVENT(element, CE_DELAY_FIXED))
704 changing_element[element].change_delay +=
705 change->delay_fixed * FRAMES_PER_SECOND;
707 if (HAS_CHANGE_EVENT(element, CE_DELAY_RANDOM));
708 /* random frame delay added at runtime for each element individually */
714 =============================================================================
716 -----------------------------------------------------------------------------
717 initialize and start new game
718 =============================================================================
723 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
724 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
725 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
732 #if USE_NEW_AMOEBA_CODE
733 printf("Using new amoeba code.\n");
735 printf("Using old amoeba code.\n");
740 /* don't play tapes over network */
741 network_playing = (options.network && !tape.playing);
743 for (i=0; i<MAX_PLAYERS; i++)
745 struct PlayerInfo *player = &stored_player[i];
747 player->index_nr = i;
748 player->element_nr = EL_PLAYER_1 + i;
750 player->present = FALSE;
751 player->active = FALSE;
754 player->effective_action = 0;
755 player->programmed_action = 0;
758 player->gems_still_needed = level.gems_needed;
759 player->sokobanfields_still_needed = 0;
760 player->lights_still_needed = 0;
761 player->friends_still_needed = 0;
764 player->key[j] = FALSE;
766 player->dynamite = 0;
767 player->dynabomb_count = 0;
768 player->dynabomb_size = 1;
769 player->dynabombs_left = 0;
770 player->dynabomb_xl = FALSE;
772 player->MovDir = MV_NO_MOVING;
774 player->Pushing = FALSE;
775 player->Switching = FALSE;
777 player->GfxDir = MV_NO_MOVING;
778 player->GfxAction = ACTION_DEFAULT;
780 player->StepFrame = 0;
782 player->use_murphy_graphic = FALSE;
783 player->use_disk_red_graphic = FALSE;
785 player->actual_frame_counter = 0;
787 player->last_move_dir = MV_NO_MOVING;
788 player->is_moving = FALSE;
790 player->is_moving = FALSE;
791 player->is_waiting = FALSE;
792 player->is_digging = FALSE;
793 player->is_collecting = FALSE;
795 player->move_delay = game.initial_move_delay;
796 player->move_delay_value = game.initial_move_delay_value;
798 player->push_delay = 0;
799 player->push_delay_value = 5;
801 player->snapped = FALSE;
803 player->last_jx = player->last_jy = 0;
804 player->jx = player->jy = 0;
806 player->shield_normal_time_left = 0;
807 player->shield_deadly_time_left = 0;
809 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
810 SnapField(player, 0, 0);
812 player->LevelSolved = FALSE;
813 player->GameOver = FALSE;
816 network_player_action_received = FALSE;
818 #if defined(PLATFORM_UNIX)
819 /* initial null action */
821 SendToServer_MovePlayer(MV_NO_MOVING);
829 TimeLeft = level.time;
831 ScreenMovDir = MV_NO_MOVING;
835 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
837 AllPlayersGone = FALSE;
839 game.yam_content_nr = 0;
840 game.magic_wall_active = FALSE;
841 game.magic_wall_time_left = 0;
842 game.light_time_left = 0;
843 game.timegate_time_left = 0;
844 game.switchgate_pos = 0;
845 game.balloon_dir = MV_NO_MOVING;
846 game.explosions_delayed = TRUE;
850 game.belt_dir[i] = MV_NO_MOVING;
851 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
854 for (i=0; i<MAX_NUM_AMOEBA; i++)
855 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
857 for (x=0; x<lev_fieldx; x++)
859 for (y=0; y<lev_fieldy; y++)
861 Feld[x][y] = Ur[x][y];
862 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
863 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
865 JustStopped[x][y] = 0;
867 ExplodePhase[x][y] = 0;
868 ExplodeField[x][y] = EX_NO_EXPLOSION;
871 GfxAction[x][y] = ACTION_DEFAULT;
872 GfxRandom[x][y] = INIT_GFX_RANDOM();
873 GfxElement[x][y] = EL_UNDEFINED;
877 for(y=0; y<lev_fieldy; y++)
879 for(x=0; x<lev_fieldx; x++)
881 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
883 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
885 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
888 InitField(x, y, TRUE);
894 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
895 emulate_sb ? EMU_SOKOBAN :
896 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
898 /* correct non-moving belts to start moving left */
900 if (game.belt_dir[i] == MV_NO_MOVING)
901 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
903 /* check if any connected player was not found in playfield */
904 for (i=0; i<MAX_PLAYERS; i++)
906 struct PlayerInfo *player = &stored_player[i];
908 if (player->connected && !player->present)
910 for (j=0; j<MAX_PLAYERS; j++)
912 struct PlayerInfo *some_player = &stored_player[j];
913 int jx = some_player->jx, jy = some_player->jy;
915 /* assign first free player found that is present in the playfield */
916 if (some_player->present && !some_player->connected)
918 player->present = TRUE;
919 player->active = TRUE;
920 some_player->present = FALSE;
922 StorePlayer[jx][jy] = player->element_nr;
923 player->jx = player->last_jx = jx;
924 player->jy = player->last_jy = jy;
934 /* when playing a tape, eliminate all players who do not participate */
936 for (i=0; i<MAX_PLAYERS; i++)
938 if (stored_player[i].active && !tape.player_participates[i])
940 struct PlayerInfo *player = &stored_player[i];
941 int jx = player->jx, jy = player->jy;
943 player->active = FALSE;
944 StorePlayer[jx][jy] = 0;
945 Feld[jx][jy] = EL_EMPTY;
949 else if (!options.network && !setup.team_mode) /* && !tape.playing */
951 /* when in single player mode, eliminate all but the first active player */
953 for (i=0; i<MAX_PLAYERS; i++)
955 if (stored_player[i].active)
957 for (j=i+1; j<MAX_PLAYERS; j++)
959 if (stored_player[j].active)
961 struct PlayerInfo *player = &stored_player[j];
962 int jx = player->jx, jy = player->jy;
964 player->active = FALSE;
965 StorePlayer[jx][jy] = 0;
966 Feld[jx][jy] = EL_EMPTY;
973 /* when recording the game, store which players take part in the game */
976 for (i=0; i<MAX_PLAYERS; i++)
977 if (stored_player[i].active)
978 tape.player_participates[i] = TRUE;
983 for (i=0; i<MAX_PLAYERS; i++)
985 struct PlayerInfo *player = &stored_player[i];
987 printf("Player %d: present == %d, connected == %d, active == %d.\n",
992 if (local_player == player)
993 printf("Player %d is local player.\n", i+1);
997 if (BorderElement == EL_EMPTY)
1000 SBX_Right = lev_fieldx - SCR_FIELDX;
1002 SBY_Lower = lev_fieldy - SCR_FIELDY;
1007 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1009 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1012 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1013 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1015 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1016 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1018 scroll_x = SBX_Left;
1019 scroll_y = SBY_Upper;
1020 if (local_player->jx >= SBX_Left + MIDPOSX)
1021 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1022 local_player->jx - MIDPOSX :
1024 if (local_player->jy >= SBY_Upper + MIDPOSY)
1025 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1026 local_player->jy - MIDPOSY :
1029 CloseDoor(DOOR_CLOSE_1);
1034 /* after drawing the level, correct some elements */
1035 if (game.timegate_time_left == 0)
1036 CloseAllOpenTimegates();
1038 if (setup.soft_scrolling)
1039 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1041 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1044 /* copy default game door content to main double buffer */
1045 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1046 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1049 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1052 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1053 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1054 BlitBitmap(drawto, drawto,
1055 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1056 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1057 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1058 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1061 DrawGameDoorValues();
1065 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1066 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1067 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1071 /* copy actual game door content to door double buffer for OpenDoor() */
1072 BlitBitmap(drawto, bitmap_db_door,
1073 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1075 OpenDoor(DOOR_OPEN_ALL);
1077 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1078 if (setup.sound_music)
1079 PlayMusic(level_nr);
1081 KeyboardAutoRepeatOffUnlessAutoplay();
1086 printf("Player %d %sactive.\n",
1087 i + 1, (stored_player[i].active ? "" : "not "));
1091 void InitMovDir(int x, int y)
1093 int i, element = Feld[x][y];
1094 static int xy[4][2] =
1101 static int direction[3][4] =
1103 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1104 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1105 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1114 Feld[x][y] = EL_BUG;
1115 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1118 case EL_SPACESHIP_RIGHT:
1119 case EL_SPACESHIP_UP:
1120 case EL_SPACESHIP_LEFT:
1121 case EL_SPACESHIP_DOWN:
1122 Feld[x][y] = EL_SPACESHIP;
1123 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1126 case EL_BD_BUTTERFLY_RIGHT:
1127 case EL_BD_BUTTERFLY_UP:
1128 case EL_BD_BUTTERFLY_LEFT:
1129 case EL_BD_BUTTERFLY_DOWN:
1130 Feld[x][y] = EL_BD_BUTTERFLY;
1131 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1134 case EL_BD_FIREFLY_RIGHT:
1135 case EL_BD_FIREFLY_UP:
1136 case EL_BD_FIREFLY_LEFT:
1137 case EL_BD_FIREFLY_DOWN:
1138 Feld[x][y] = EL_BD_FIREFLY;
1139 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1142 case EL_PACMAN_RIGHT:
1144 case EL_PACMAN_LEFT:
1145 case EL_PACMAN_DOWN:
1146 Feld[x][y] = EL_PACMAN;
1147 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1150 case EL_SP_SNIKSNAK:
1151 MovDir[x][y] = MV_UP;
1154 case EL_SP_ELECTRON:
1155 MovDir[x][y] = MV_LEFT;
1162 Feld[x][y] = EL_MOLE;
1163 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1167 MovDir[x][y] = 1 << RND(4);
1168 if (element != EL_BUG &&
1169 element != EL_SPACESHIP &&
1170 element != EL_BD_BUTTERFLY &&
1171 element != EL_BD_FIREFLY)
1176 int x1 = x + xy[i][0];
1177 int y1 = y + xy[i][1];
1179 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1181 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1183 MovDir[x][y] = direction[0][i];
1186 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1187 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1189 MovDir[x][y] = direction[1][i];
1198 void InitAmoebaNr(int x, int y)
1201 int group_nr = AmoebeNachbarNr(x, y);
1205 for (i=1; i<MAX_NUM_AMOEBA; i++)
1207 if (AmoebaCnt[i] == 0)
1215 AmoebaNr[x][y] = group_nr;
1216 AmoebaCnt[group_nr]++;
1217 AmoebaCnt2[group_nr]++;
1223 boolean raise_level = FALSE;
1225 if (local_player->MovPos)
1228 if (tape.playing && tape.auto_play)
1229 tape.auto_play_level_solved = TRUE;
1231 local_player->LevelSolved = FALSE;
1233 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1237 if (!tape.playing && setup.sound_loops)
1238 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1239 SND_CTRL_PLAY_LOOP);
1241 while (TimeLeft > 0)
1243 if (!tape.playing && !setup.sound_loops)
1244 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1245 if (TimeLeft > 0 && !(TimeLeft % 10))
1246 RaiseScore(level.score[SC_TIME_BONUS]);
1247 if (TimeLeft > 100 && !(TimeLeft % 10))
1251 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1258 if (!tape.playing && setup.sound_loops)
1259 StopSound(SND_GAME_LEVELTIME_BONUS);
1261 else if (level.time == 0) /* level without time limit */
1263 if (!tape.playing && setup.sound_loops)
1264 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1265 SND_CTRL_PLAY_LOOP);
1267 while (TimePlayed < 999)
1269 if (!tape.playing && !setup.sound_loops)
1270 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1271 if (TimePlayed < 999 && !(TimePlayed % 10))
1272 RaiseScore(level.score[SC_TIME_BONUS]);
1273 if (TimePlayed < 900 && !(TimePlayed % 10))
1277 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1284 if (!tape.playing && setup.sound_loops)
1285 StopSound(SND_GAME_LEVELTIME_BONUS);
1288 /* Hero disappears */
1289 DrawLevelField(ExitX, ExitY);
1295 CloseDoor(DOOR_CLOSE_1);
1300 SaveTape(tape.level_nr); /* Ask to save tape */
1303 if (level_nr == leveldir_current->handicap_level)
1305 leveldir_current->handicap_level++;
1306 SaveLevelSetup_SeriesInfo();
1309 if (level_editor_test_game)
1310 local_player->score = -1; /* no highscore when playing from editor */
1311 else if (level_nr < leveldir_current->last_level)
1312 raise_level = TRUE; /* advance to next level */
1314 if ((hi_pos = NewHiScore()) >= 0)
1316 game_status = GAME_MODE_SCORES;
1317 DrawHallOfFame(hi_pos);
1326 game_status = GAME_MODE_MAIN;
1343 LoadScore(level_nr);
1345 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1346 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1349 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1351 if (local_player->score > highscore[k].Score)
1353 /* player has made it to the hall of fame */
1355 if (k < MAX_SCORE_ENTRIES - 1)
1357 int m = MAX_SCORE_ENTRIES - 1;
1360 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1361 if (!strcmp(setup.player_name, highscore[l].Name))
1363 if (m == k) /* player's new highscore overwrites his old one */
1369 strcpy(highscore[l].Name, highscore[l - 1].Name);
1370 highscore[l].Score = highscore[l - 1].Score;
1377 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1378 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1379 highscore[k].Score = local_player->score;
1385 else if (!strncmp(setup.player_name, highscore[k].Name,
1386 MAX_PLAYER_NAME_LEN))
1387 break; /* player already there with a higher score */
1393 SaveScore(level_nr);
1398 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1400 if (player->GfxAction != action || player->GfxDir != dir)
1403 printf("Player frame reset! (%d => %d, %d => %d)\n",
1404 player->GfxAction, action, player->GfxDir, dir);
1407 player->GfxAction = action;
1408 player->GfxDir = dir;
1410 player->StepFrame = 0;
1414 static void ResetRandomAnimationValue(int x, int y)
1416 GfxRandom[x][y] = INIT_GFX_RANDOM();
1419 static void ResetGfxAnimation(int x, int y)
1422 GfxAction[x][y] = ACTION_DEFAULT;
1425 void InitMovingField(int x, int y, int direction)
1427 int element = Feld[x][y];
1428 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1429 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1431 if (!JustStopped[x][y] || direction != MovDir[x][y])
1432 ResetGfxAnimation(x, y);
1434 MovDir[newx][newy] = MovDir[x][y] = direction;
1436 if (Feld[newx][newy] == EL_EMPTY)
1437 Feld[newx][newy] = EL_BLOCKED;
1439 if (direction == MV_DOWN && CAN_FALL(element))
1440 GfxAction[x][y] = ACTION_FALLING;
1442 GfxAction[x][y] = ACTION_MOVING;
1444 GfxFrame[newx][newy] = GfxFrame[x][y];
1445 GfxAction[newx][newy] = GfxAction[x][y];
1446 GfxRandom[newx][newy] = GfxRandom[x][y];
1449 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1451 int direction = MovDir[x][y];
1452 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1453 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1459 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1461 int oldx = x, oldy = y;
1462 int direction = MovDir[x][y];
1464 if (direction == MV_LEFT)
1466 else if (direction == MV_RIGHT)
1468 else if (direction == MV_UP)
1470 else if (direction == MV_DOWN)
1473 *comes_from_x = oldx;
1474 *comes_from_y = oldy;
1477 int MovingOrBlocked2Element(int x, int y)
1479 int element = Feld[x][y];
1481 if (element == EL_BLOCKED)
1485 Blocked2Moving(x, y, &oldx, &oldy);
1486 return Feld[oldx][oldy];
1492 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1494 /* like MovingOrBlocked2Element(), but if element is moving
1495 and (x,y) is the field the moving element is just leaving,
1496 return EL_BLOCKED instead of the element value */
1497 int element = Feld[x][y];
1499 if (IS_MOVING(x, y))
1501 if (element == EL_BLOCKED)
1505 Blocked2Moving(x, y, &oldx, &oldy);
1506 return Feld[oldx][oldy];
1515 static void RemoveField(int x, int y)
1517 Feld[x][y] = EL_EMPTY;
1518 GfxElement[x][y] = EL_UNDEFINED;
1524 void RemoveMovingField(int x, int y)
1526 int oldx = x, oldy = y, newx = x, newy = y;
1528 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1531 if (IS_MOVING(x, y))
1533 Moving2Blocked(x, y, &newx, &newy);
1534 if (Feld[newx][newy] != EL_BLOCKED)
1537 else if (Feld[x][y] == EL_BLOCKED)
1539 Blocked2Moving(x, y, &oldx, &oldy);
1540 if (!IS_MOVING(oldx, oldy))
1544 if (Feld[x][y] == EL_BLOCKED &&
1545 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1546 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1547 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1548 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1549 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1551 Feld[oldx][oldy] = EL_EMPTY;
1553 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1555 Feld[newx][newy] = EL_EMPTY;
1556 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1557 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1558 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1560 DrawLevelField(oldx, oldy);
1561 DrawLevelField(newx, newy);
1564 void DrawDynamite(int x, int y)
1566 int sx = SCREENX(x), sy = SCREENY(y);
1567 int graphic = el2img(Feld[x][y]);
1570 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1573 if (IS_WALKABLE_INSIDE(Back[x][y]))
1577 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1578 else if (Store[x][y])
1579 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1581 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1584 if (Back[x][y] || Store[x][y])
1585 DrawGraphicThruMask(sx, sy, graphic, frame);
1587 DrawGraphic(sx, sy, graphic, frame);
1589 if (game.emulation == EMU_SUPAPLEX)
1590 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1591 else if (Store[x][y])
1592 DrawGraphicThruMask(sx, sy, graphic, frame);
1594 DrawGraphic(sx, sy, graphic, frame);
1598 void CheckDynamite(int x, int y)
1600 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1604 if (MovDelay[x][y] != 0)
1607 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1614 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1616 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1617 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1618 StopSound(SND_DYNAMITE_ACTIVE);
1620 StopSound(SND_DYNABOMB_ACTIVE);
1626 void Explode(int ex, int ey, int phase, int mode)
1630 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1631 int last_phase = num_phase * delay;
1632 int half_phase = (num_phase / 2) * delay;
1633 int first_phase_after_start = EX_PHASE_START + 1;
1635 if (game.explosions_delayed)
1637 ExplodeField[ex][ey] = mode;
1641 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1643 int center_element = Feld[ex][ey];
1645 /* remove things displayed in background while burning dynamite */
1646 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1649 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1651 /* put moving element to center field (and let it explode there) */
1652 center_element = MovingOrBlocked2Element(ex, ey);
1653 RemoveMovingField(ex, ey);
1654 Feld[ex][ey] = center_element;
1657 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1661 if (!IN_LEV_FIELD(x, y) ||
1662 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1663 (x != ex || y != ey)))
1666 element = Feld[x][y];
1668 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1670 element = MovingOrBlocked2Element(x, y);
1671 RemoveMovingField(x, y);
1675 if (IS_EXPLOSION_PROOF(element))
1678 if ((IS_INDESTRUCTIBLE(element) &&
1679 (game.engine_version < VERSION_IDENT(2,2,0) ||
1680 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1681 element == EL_FLAMES)
1685 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1687 if (IS_ACTIVE_BOMB(element))
1689 /* re-activate things under the bomb like gate or penguin */
1690 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1697 /* save walkable background elements while explosion on same tile */
1698 if (IS_INDESTRUCTIBLE(element))
1699 Back[x][y] = element;
1701 /* ignite explodable elements reached by other explosion */
1702 if (element == EL_EXPLOSION)
1703 element = Store2[x][y];
1705 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1707 switch(StorePlayer[ex][ey])
1710 Store[x][y] = EL_EMERALD_RED;
1713 Store[x][y] = EL_EMERALD;
1716 Store[x][y] = EL_EMERALD_PURPLE;
1720 Store[x][y] = EL_EMERALD_YELLOW;
1724 if (game.emulation == EMU_SUPAPLEX)
1725 Store[x][y] = EL_EMPTY;
1727 else if (center_element == EL_MOLE)
1728 Store[x][y] = EL_EMERALD_RED;
1729 else if (center_element == EL_PENGUIN)
1730 Store[x][y] = EL_EMERALD_PURPLE;
1731 else if (center_element == EL_BUG)
1732 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1733 else if (center_element == EL_BD_BUTTERFLY)
1734 Store[x][y] = EL_BD_DIAMOND;
1735 else if (center_element == EL_SP_ELECTRON)
1736 Store[x][y] = EL_SP_INFOTRON;
1737 else if (center_element == EL_YAMYAM)
1738 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1739 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1740 Store[x][y] = level.amoeba_content;
1741 else if (element == EL_WALL_EMERALD)
1742 Store[x][y] = EL_EMERALD;
1743 else if (element == EL_WALL_DIAMOND)
1744 Store[x][y] = EL_DIAMOND;
1745 else if (element == EL_WALL_BD_DIAMOND)
1746 Store[x][y] = EL_BD_DIAMOND;
1747 else if (element == EL_WALL_EMERALD_YELLOW)
1748 Store[x][y] = EL_EMERALD_YELLOW;
1749 else if (element == EL_WALL_EMERALD_RED)
1750 Store[x][y] = EL_EMERALD_RED;
1751 else if (element == EL_WALL_EMERALD_PURPLE)
1752 Store[x][y] = EL_EMERALD_PURPLE;
1753 else if (element == EL_WALL_PEARL)
1754 Store[x][y] = EL_PEARL;
1755 else if (element == EL_WALL_CRYSTAL)
1756 Store[x][y] = EL_CRYSTAL;
1758 Store[x][y] = EL_EMPTY;
1760 if (x != ex || y != ey ||
1761 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1762 Store2[x][y] = element;
1764 if (AmoebaNr[x][y] &&
1765 (element == EL_AMOEBA_FULL ||
1766 element == EL_BD_AMOEBA ||
1767 element == EL_AMOEBA_GROWING))
1769 AmoebaCnt[AmoebaNr[x][y]]--;
1770 AmoebaCnt2[AmoebaNr[x][y]]--;
1773 Feld[x][y] = EL_EXPLOSION;
1774 GfxElement[x][y] = EL_UNDEFINED;
1775 MovDir[x][y] = MovPos[x][y] = 0;
1777 ExplodePhase[x][y] = 1;
1781 if (center_element == EL_YAMYAM)
1782 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1793 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1795 if (phase == first_phase_after_start)
1797 int element = Store2[x][y];
1799 if (element == EL_BLACK_ORB)
1801 Feld[x][y] = Store2[x][y];
1806 else if (phase == half_phase)
1808 int element = Store2[x][y];
1810 if (IS_PLAYER(x, y))
1811 KillHeroUnlessProtected(x, y);
1812 else if (IS_CAN_EXPLODE(element))
1814 Feld[x][y] = Store2[x][y];
1818 else if (element == EL_AMOEBA_TO_DIAMOND)
1819 AmoebeUmwandeln(x, y);
1822 if (phase == last_phase)
1826 element = Feld[x][y] = Store[x][y];
1827 Store[x][y] = Store2[x][y] = 0;
1829 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1830 element = Feld[x][y] = Back[x][y];
1833 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1834 InitField(x, y, FALSE);
1835 if (CAN_MOVE(element))
1837 DrawLevelField(x, y);
1839 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1840 StorePlayer[x][y] = 0;
1842 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1844 int stored = Store[x][y];
1845 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1846 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1848 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1851 DrawLevelFieldCrumbledSand(x, y);
1853 if (IS_WALKABLE_OVER(Back[x][y]))
1855 DrawLevelElement(x, y, Back[x][y]);
1856 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1858 else if (IS_WALKABLE_UNDER(Back[x][y]))
1860 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1861 DrawLevelElementThruMask(x, y, Back[x][y]);
1863 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1864 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1868 void DynaExplode(int ex, int ey)
1871 int dynabomb_size = 1;
1872 boolean dynabomb_xl = FALSE;
1873 struct PlayerInfo *player;
1874 static int xy[4][2] =
1882 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1884 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1885 dynabomb_size = player->dynabomb_size;
1886 dynabomb_xl = player->dynabomb_xl;
1887 player->dynabombs_left++;
1890 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1894 for (j=1; j<=dynabomb_size; j++)
1896 int x = ex + j * xy[i % 4][0];
1897 int y = ey + j * xy[i % 4][1];
1900 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1903 element = Feld[x][y];
1905 /* do not restart explosions of fields with active bombs */
1906 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1909 Explode(x, y, EX_PHASE_START, EX_BORDER);
1911 if (element != EL_EMPTY &&
1912 element != EL_SAND &&
1913 element != EL_EXPLOSION &&
1920 void Bang(int x, int y)
1922 int element = Feld[x][y];
1924 if (game.emulation == EMU_SUPAPLEX)
1925 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1927 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1930 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1938 case EL_BD_BUTTERFLY:
1941 case EL_DARK_YAMYAM:
1945 RaiseScoreElement(element);
1946 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1948 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1949 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1950 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1951 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1952 case EL_DYNABOMB_INCREASE_NUMBER:
1953 case EL_DYNABOMB_INCREASE_SIZE:
1954 case EL_DYNABOMB_INCREASE_POWER:
1959 case EL_LAMP_ACTIVE:
1960 if (IS_PLAYER(x, y))
1961 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1963 Explode(x, y, EX_PHASE_START, EX_CENTER);
1966 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1971 void SplashAcid(int x, int y)
1973 int element = Feld[x][y];
1975 if (element != EL_ACID_SPLASH_LEFT &&
1976 element != EL_ACID_SPLASH_RIGHT)
1978 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1980 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1981 (!IN_LEV_FIELD(x-1, y-1) ||
1982 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1983 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1985 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1986 (!IN_LEV_FIELD(x+1, y-1) ||
1987 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1988 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1992 static void InitBeltMovement()
1994 static int belt_base_element[4] =
1996 EL_CONVEYOR_BELT_1_LEFT,
1997 EL_CONVEYOR_BELT_2_LEFT,
1998 EL_CONVEYOR_BELT_3_LEFT,
1999 EL_CONVEYOR_BELT_4_LEFT
2001 static int belt_base_active_element[4] =
2003 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2004 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2005 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2006 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2011 /* set frame order for belt animation graphic according to belt direction */
2018 int element = belt_base_active_element[belt_nr] + j;
2019 int graphic = el2img(element);
2021 if (game.belt_dir[i] == MV_LEFT)
2022 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2024 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2028 for(y=0; y<lev_fieldy; y++)
2030 for(x=0; x<lev_fieldx; x++)
2032 int element = Feld[x][y];
2036 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2038 int e_belt_nr = getBeltNrFromBeltElement(element);
2041 if (e_belt_nr == belt_nr)
2043 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2045 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2053 static void ToggleBeltSwitch(int x, int y)
2055 static int belt_base_element[4] =
2057 EL_CONVEYOR_BELT_1_LEFT,
2058 EL_CONVEYOR_BELT_2_LEFT,
2059 EL_CONVEYOR_BELT_3_LEFT,
2060 EL_CONVEYOR_BELT_4_LEFT
2062 static int belt_base_active_element[4] =
2064 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2065 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2066 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2067 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2069 static int belt_base_switch_element[4] =
2071 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2072 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2073 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2074 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2076 static int belt_move_dir[4] =
2084 int element = Feld[x][y];
2085 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2086 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2087 int belt_dir = belt_move_dir[belt_dir_nr];
2090 if (!IS_BELT_SWITCH(element))
2093 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2094 game.belt_dir[belt_nr] = belt_dir;
2096 if (belt_dir_nr == 3)
2099 /* set frame order for belt animation graphic according to belt direction */
2102 int element = belt_base_active_element[belt_nr] + i;
2103 int graphic = el2img(element);
2105 if (belt_dir == MV_LEFT)
2106 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2108 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2111 for (yy=0; yy<lev_fieldy; yy++)
2113 for (xx=0; xx<lev_fieldx; xx++)
2115 int element = Feld[xx][yy];
2117 if (IS_BELT_SWITCH(element))
2119 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2121 if (e_belt_nr == belt_nr)
2123 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2124 DrawLevelField(xx, yy);
2127 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2129 int e_belt_nr = getBeltNrFromBeltElement(element);
2131 if (e_belt_nr == belt_nr)
2133 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2135 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2136 DrawLevelField(xx, yy);
2139 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2141 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2143 if (e_belt_nr == belt_nr)
2145 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2147 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2148 DrawLevelField(xx, yy);
2155 static void ToggleSwitchgateSwitch(int x, int y)
2159 game.switchgate_pos = !game.switchgate_pos;
2161 for (yy=0; yy<lev_fieldy; yy++)
2163 for (xx=0; xx<lev_fieldx; xx++)
2165 int element = Feld[xx][yy];
2167 if (element == EL_SWITCHGATE_SWITCH_UP ||
2168 element == EL_SWITCHGATE_SWITCH_DOWN)
2170 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2171 DrawLevelField(xx, yy);
2173 else if (element == EL_SWITCHGATE_OPEN ||
2174 element == EL_SWITCHGATE_OPENING)
2176 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2178 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2180 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2183 else if (element == EL_SWITCHGATE_CLOSED ||
2184 element == EL_SWITCHGATE_CLOSING)
2186 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2188 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2190 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2197 static int getInvisibleActiveFromInvisibleElement(int element)
2199 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2200 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2201 EL_INVISIBLE_SAND_ACTIVE);
2204 static int getInvisibleFromInvisibleActiveElement(int element)
2206 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2207 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2211 static void RedrawAllLightSwitchesAndInvisibleElements()
2215 for (y=0; y<lev_fieldy; y++)
2217 for (x=0; x<lev_fieldx; x++)
2219 int element = Feld[x][y];
2221 if (element == EL_LIGHT_SWITCH &&
2222 game.light_time_left > 0)
2224 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2225 DrawLevelField(x, y);
2227 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2228 game.light_time_left == 0)
2230 Feld[x][y] = EL_LIGHT_SWITCH;
2231 DrawLevelField(x, y);
2233 else if (element == EL_INVISIBLE_STEELWALL ||
2234 element == EL_INVISIBLE_WALL ||
2235 element == EL_INVISIBLE_SAND)
2237 if (game.light_time_left > 0)
2238 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2240 DrawLevelField(x, y);
2242 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2243 element == EL_INVISIBLE_WALL_ACTIVE ||
2244 element == EL_INVISIBLE_SAND_ACTIVE)
2246 if (game.light_time_left == 0)
2247 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2249 DrawLevelField(x, y);
2255 static void ToggleLightSwitch(int x, int y)
2257 int element = Feld[x][y];
2259 game.light_time_left =
2260 (element == EL_LIGHT_SWITCH ?
2261 level.time_light * FRAMES_PER_SECOND : 0);
2263 RedrawAllLightSwitchesAndInvisibleElements();
2266 static void ActivateTimegateSwitch(int x, int y)
2270 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2272 for (yy=0; yy<lev_fieldy; yy++)
2274 for (xx=0; xx<lev_fieldx; xx++)
2276 int element = Feld[xx][yy];
2278 if (element == EL_TIMEGATE_CLOSED ||
2279 element == EL_TIMEGATE_CLOSING)
2281 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2282 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2286 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2288 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2289 DrawLevelField(xx, yy);
2296 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2299 void Impact(int x, int y)
2301 boolean lastline = (y == lev_fieldy-1);
2302 boolean object_hit = FALSE;
2303 int element = Feld[x][y];
2306 if (!lastline) /* check if element below was hit */
2308 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2311 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2312 MovDir[x][y+1] != MV_DOWN ||
2313 MovPos[x][y+1] <= TILEY / 2));
2315 smashed = MovingOrBlocked2Element(x, y+1);
2318 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2324 if (lastline || object_hit)
2326 ResetGfxAnimation(x, y);
2327 DrawLevelField(x, y);
2330 if ((element == EL_BOMB ||
2331 element == EL_SP_DISK_ORANGE ||
2332 element == EL_DX_SUPABOMB) &&
2333 (lastline || object_hit)) /* element is bomb */
2338 else if (element == EL_PEARL)
2340 Feld[x][y] = EL_PEARL_BREAKING;
2341 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2345 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2347 if (object_hit && IS_PLAYER(x, y+1))
2348 KillHeroUnlessProtected(x, y+1);
2349 else if (object_hit && smashed == EL_PENGUIN)
2353 Feld[x][y] = EL_AMOEBA_GROWING;
2354 Store[x][y] = EL_AMOEBA_WET;
2356 ResetRandomAnimationValue(x, y);
2361 if (!lastline && object_hit) /* check which object was hit */
2363 if (CAN_PASS_MAGIC_WALL(element) &&
2364 (smashed == EL_MAGIC_WALL ||
2365 smashed == EL_BD_MAGIC_WALL))
2368 int activated_magic_wall =
2369 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2370 EL_BD_MAGIC_WALL_ACTIVE);
2372 /* activate magic wall / mill */
2373 for (yy=0; yy<lev_fieldy; yy++)
2374 for (xx=0; xx<lev_fieldx; xx++)
2375 if (Feld[xx][yy] == smashed)
2376 Feld[xx][yy] = activated_magic_wall;
2378 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2379 game.magic_wall_active = TRUE;
2381 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2382 SND_MAGIC_WALL_ACTIVATING :
2383 SND_BD_MAGIC_WALL_ACTIVATING));
2386 if (IS_PLAYER(x, y + 1))
2388 KillHeroUnlessProtected(x, y+1);
2391 else if (smashed == EL_PENGUIN)
2396 else if (element == EL_BD_DIAMOND)
2398 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2404 else if ((element == EL_SP_INFOTRON ||
2405 element == EL_SP_ZONK) &&
2406 (smashed == EL_SP_SNIKSNAK ||
2407 smashed == EL_SP_ELECTRON ||
2408 smashed == EL_SP_DISK_ORANGE))
2413 else if (element == EL_ROCK ||
2414 element == EL_SP_ZONK ||
2415 element == EL_BD_ROCK)
2417 if (IS_ENEMY(smashed) ||
2418 smashed == EL_BOMB ||
2419 smashed == EL_SP_DISK_ORANGE ||
2420 smashed == EL_DX_SUPABOMB ||
2421 smashed == EL_SATELLITE ||
2422 smashed == EL_PIG ||
2423 smashed == EL_DRAGON ||
2429 else if (!IS_MOVING(x, y + 1))
2431 if (smashed == EL_LAMP ||
2432 smashed == EL_LAMP_ACTIVE)
2437 else if (smashed == EL_NUT)
2439 Feld[x][y+1] = EL_NUT_BREAKING;
2440 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2441 RaiseScoreElement(EL_NUT);
2444 else if (smashed == EL_PEARL)
2446 Feld[x][y+1] = EL_PEARL_BREAKING;
2447 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2450 else if (smashed == EL_DIAMOND)
2452 Feld[x][y+1] = EL_EMPTY;
2453 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2456 else if (IS_BELT_SWITCH(smashed))
2458 ToggleBeltSwitch(x, y+1);
2460 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2461 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2463 ToggleSwitchgateSwitch(x, y+1);
2465 else if (smashed == EL_LIGHT_SWITCH ||
2466 smashed == EL_LIGHT_SWITCH_ACTIVE)
2468 ToggleLightSwitch(x, y+1);
2474 /* play sound of magic wall / mill */
2476 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2477 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2479 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2480 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2481 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2482 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2487 /* play sound of object that hits the ground */
2488 if (lastline || object_hit)
2489 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2492 void TurnRound(int x, int y)
2504 { 0, 0 }, { 0, 0 }, { 0, 0 },
2509 int left, right, back;
2513 { MV_DOWN, MV_UP, MV_RIGHT },
2514 { MV_UP, MV_DOWN, MV_LEFT },
2516 { MV_LEFT, MV_RIGHT, MV_DOWN },
2517 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2518 { MV_RIGHT, MV_LEFT, MV_UP }
2521 int element = Feld[x][y];
2522 int old_move_dir = MovDir[x][y];
2523 int left_dir = turn[old_move_dir].left;
2524 int right_dir = turn[old_move_dir].right;
2525 int back_dir = turn[old_move_dir].back;
2527 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2528 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2529 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2530 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2532 int left_x = x + left_dx, left_y = y + left_dy;
2533 int right_x = x + right_dx, right_y = y + right_dy;
2534 int move_x = x + move_dx, move_y = y + move_dy;
2536 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2538 TestIfBadThingTouchesOtherBadThing(x, y);
2540 if (IN_LEV_FIELD(right_x, right_y) &&
2541 IS_FREE(right_x, right_y))
2542 MovDir[x][y] = right_dir;
2543 else if (!IN_LEV_FIELD(move_x, move_y) ||
2544 !IS_FREE(move_x, move_y))
2545 MovDir[x][y] = left_dir;
2547 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2549 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2552 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2553 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2555 TestIfBadThingTouchesOtherBadThing(x, y);
2557 if (IN_LEV_FIELD(left_x, left_y) &&
2558 IS_FREE(left_x, left_y))
2559 MovDir[x][y] = left_dir;
2560 else if (!IN_LEV_FIELD(move_x, move_y) ||
2561 !IS_FREE(move_x, move_y))
2562 MovDir[x][y] = right_dir;
2564 if ((element == EL_SPACESHIP ||
2565 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2566 && MovDir[x][y] != old_move_dir)
2568 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2571 else if (element == EL_YAMYAM)
2573 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2575 if (IN_LEV_FIELD(left_x, left_y) &&
2576 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2577 Feld[left_x][left_y] == EL_DIAMOND))
2578 can_turn_left = TRUE;
2579 if (IN_LEV_FIELD(right_x, right_y) &&
2580 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2581 Feld[right_x][right_y] == EL_DIAMOND))
2582 can_turn_right = TRUE;
2584 if (can_turn_left && can_turn_right)
2585 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2586 else if (can_turn_left)
2587 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2588 else if (can_turn_right)
2589 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2591 MovDir[x][y] = back_dir;
2593 MovDelay[x][y] = 16+16*RND(3);
2595 else if (element == EL_DARK_YAMYAM)
2597 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2599 if (IN_LEV_FIELD(left_x, left_y) &&
2600 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2601 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2602 can_turn_left = TRUE;
2603 if (IN_LEV_FIELD(right_x, right_y) &&
2604 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2605 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2606 can_turn_right = TRUE;
2608 if (can_turn_left && can_turn_right)
2609 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2610 else if (can_turn_left)
2611 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2612 else if (can_turn_right)
2613 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2615 MovDir[x][y] = back_dir;
2617 MovDelay[x][y] = 16+16*RND(3);
2619 else if (element == EL_PACMAN)
2621 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2623 if (IN_LEV_FIELD(left_x, left_y) &&
2624 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2625 IS_AMOEBOID(Feld[left_x][left_y])))
2626 can_turn_left = TRUE;
2627 if (IN_LEV_FIELD(right_x, right_y) &&
2628 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2629 IS_AMOEBOID(Feld[right_x][right_y])))
2630 can_turn_right = TRUE;
2632 if (can_turn_left && can_turn_right)
2633 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2634 else if (can_turn_left)
2635 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2636 else if (can_turn_right)
2637 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2639 MovDir[x][y] = back_dir;
2641 MovDelay[x][y] = 6+RND(40);
2643 else if (element == EL_PIG)
2645 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2646 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2647 boolean should_move_on = FALSE;
2649 int rnd = RND(rnd_value);
2651 if (IN_LEV_FIELD(left_x, left_y) &&
2652 (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
2653 can_turn_left = TRUE;
2654 if (IN_LEV_FIELD(right_x, right_y) &&
2655 (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
2656 can_turn_right = TRUE;
2657 if (IN_LEV_FIELD(move_x, move_y) &&
2658 (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
2661 if (can_turn_left &&
2663 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2664 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2665 should_turn_left = TRUE;
2666 if (can_turn_right &&
2668 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2669 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2670 should_turn_right = TRUE;
2672 (!can_turn_left || !can_turn_right ||
2673 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2674 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2675 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2676 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2677 should_move_on = TRUE;
2679 if (should_turn_left || should_turn_right || should_move_on)
2681 if (should_turn_left && should_turn_right && should_move_on)
2682 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2683 rnd < 2*rnd_value/3 ? right_dir :
2685 else if (should_turn_left && should_turn_right)
2686 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2687 else if (should_turn_left && should_move_on)
2688 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2689 else if (should_turn_right && should_move_on)
2690 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2691 else if (should_turn_left)
2692 MovDir[x][y] = left_dir;
2693 else if (should_turn_right)
2694 MovDir[x][y] = right_dir;
2695 else if (should_move_on)
2696 MovDir[x][y] = old_move_dir;
2698 else if (can_move_on && rnd > rnd_value/8)
2699 MovDir[x][y] = old_move_dir;
2700 else if (can_turn_left && can_turn_right)
2701 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2702 else if (can_turn_left && rnd > rnd_value/8)
2703 MovDir[x][y] = left_dir;
2704 else if (can_turn_right && rnd > rnd_value/8)
2705 MovDir[x][y] = right_dir;
2707 MovDir[x][y] = back_dir;
2709 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2710 !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2711 MovDir[x][y] = old_move_dir;
2715 else if (element == EL_DRAGON)
2717 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2719 int rnd = RND(rnd_value);
2721 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2722 can_turn_left = TRUE;
2723 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2724 can_turn_right = TRUE;
2725 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2728 if (can_move_on && rnd > rnd_value/8)
2729 MovDir[x][y] = old_move_dir;
2730 else if (can_turn_left && can_turn_right)
2731 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2732 else if (can_turn_left && rnd > rnd_value/8)
2733 MovDir[x][y] = left_dir;
2734 else if (can_turn_right && rnd > rnd_value/8)
2735 MovDir[x][y] = right_dir;
2737 MovDir[x][y] = back_dir;
2739 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2740 MovDir[x][y] = old_move_dir;
2744 else if (element == EL_MOLE)
2746 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2748 if (IN_LEV_FIELD(move_x, move_y) &&
2749 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2750 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2755 if (IN_LEV_FIELD(left_x, left_y) &&
2756 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2757 can_turn_left = TRUE;
2758 if (IN_LEV_FIELD(right_x, right_y) &&
2759 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2760 can_turn_right = TRUE;
2762 if (can_turn_left && can_turn_right)
2763 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2764 else if (can_turn_left)
2765 MovDir[x][y] = left_dir;
2767 MovDir[x][y] = right_dir;
2770 if (MovDir[x][y] != old_move_dir)
2773 else if (element == EL_BALLOON)
2775 MovDir[x][y] = game.balloon_dir;
2778 else if (element == EL_SPRING)
2780 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2781 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2782 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2783 MovDir[x][y] = MV_NO_MOVING;
2787 else if (element == EL_ROBOT ||
2788 element == EL_SATELLITE ||
2789 element == EL_PENGUIN)
2791 int attr_x = -1, attr_y = -1;
2802 for (i=0; i<MAX_PLAYERS; i++)
2804 struct PlayerInfo *player = &stored_player[i];
2805 int jx = player->jx, jy = player->jy;
2807 if (!player->active)
2810 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2818 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2824 if (element == EL_PENGUIN)
2827 static int xy[4][2] =
2837 int ex = x + xy[i%4][0];
2838 int ey = y + xy[i%4][1];
2840 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2849 MovDir[x][y] = MV_NO_MOVING;
2851 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2853 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2855 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2857 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2859 if (element == EL_ROBOT)
2863 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2864 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2865 Moving2Blocked(x, y, &newx, &newy);
2867 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2868 MovDelay[x][y] = 8+8*!RND(3);
2870 MovDelay[x][y] = 16;
2878 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2880 boolean first_horiz = RND(2);
2881 int new_move_dir = MovDir[x][y];
2884 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2885 Moving2Blocked(x, y, &newx, &newy);
2887 if (IN_LEV_FIELD(newx, newy) &&
2888 (IS_FREE(newx, newy) ||
2889 Feld[newx][newy] == EL_ACID ||
2890 (element == EL_PENGUIN &&
2891 (Feld[newx][newy] == EL_EXIT_OPEN ||
2892 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2896 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2897 Moving2Blocked(x, y, &newx, &newy);
2899 if (IN_LEV_FIELD(newx, newy) &&
2900 (IS_FREE(newx, newy) ||
2901 Feld[newx][newy] == EL_ACID ||
2902 (element == EL_PENGUIN &&
2903 (Feld[newx][newy] == EL_EXIT_OPEN ||
2904 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2907 MovDir[x][y] = old_move_dir;
2914 static boolean JustBeingPushed(int x, int y)
2918 for (i=0; i<MAX_PLAYERS; i++)
2920 struct PlayerInfo *player = &stored_player[i];
2922 if (player->active && player->Pushing && player->MovPos)
2924 int next_jx = player->jx + (player->jx - player->last_jx);
2925 int next_jy = player->jy + (player->jy - player->last_jy);
2927 if (x == next_jx && y == next_jy)
2935 void StartMoving(int x, int y)
2937 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
2938 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2939 int element = Feld[x][y];
2944 GfxAction[x][y] = ACTION_DEFAULT;
2946 if (CAN_FALL(element) && y < lev_fieldy - 1)
2948 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2949 if (JustBeingPushed(x, y))
2952 if (element == EL_QUICKSAND_FULL)
2954 if (IS_FREE(x, y+1))
2956 InitMovingField(x, y, MV_DOWN);
2957 started_moving = TRUE;
2959 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2960 Store[x][y] = EL_ROCK;
2962 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2964 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2967 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2969 if (!MovDelay[x][y])
2970 MovDelay[x][y] = TILEY + 1;
2979 Feld[x][y] = EL_QUICKSAND_EMPTY;
2980 Feld[x][y+1] = EL_QUICKSAND_FULL;
2981 Store[x][y+1] = Store[x][y];
2984 PlaySoundLevelAction(x, y, ACTION_FILLING);
2986 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2990 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2991 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2993 InitMovingField(x, y, MV_DOWN);
2994 started_moving = TRUE;
2996 Feld[x][y] = EL_QUICKSAND_FILLING;
2997 Store[x][y] = element;
2999 PlaySoundLevelAction(x, y, ACTION_FILLING);
3001 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3004 else if (element == EL_MAGIC_WALL_FULL)
3006 if (IS_FREE(x, y+1))
3008 InitMovingField(x, y, MV_DOWN);
3009 started_moving = TRUE;
3011 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3012 Store[x][y] = EL_CHANGED(Store[x][y]);
3014 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
3016 if (!MovDelay[x][y])
3017 MovDelay[x][y] = TILEY/4 + 1;
3026 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3027 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
3028 Store[x][y+1] = EL_CHANGED(Store[x][y]);
3032 else if (element == EL_BD_MAGIC_WALL_FULL)
3034 if (IS_FREE(x, y+1))
3036 InitMovingField(x, y, MV_DOWN);
3037 started_moving = TRUE;
3039 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3040 Store[x][y] = EL_CHANGED2(Store[x][y]);
3042 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
3044 if (!MovDelay[x][y])
3045 MovDelay[x][y] = TILEY/4 + 1;
3054 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3055 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
3056 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
3060 else if (CAN_PASS_MAGIC_WALL(element) &&
3061 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
3062 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
3064 InitMovingField(x, y, MV_DOWN);
3065 started_moving = TRUE;
3068 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3069 EL_BD_MAGIC_WALL_FILLING);
3070 Store[x][y] = element;
3073 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
3075 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
3080 InitMovingField(x, y, MV_DOWN);
3081 started_moving = TRUE;
3083 Store[x][y] = EL_ACID;
3085 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3086 GfxAction[x][y+1] = ACTION_ACTIVE;
3089 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
3094 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
3096 if (MovDir[x][y] == MV_NO_MOVING)
3098 InitMovingField(x, y, MV_DOWN);
3099 started_moving = TRUE;
3102 else if (IS_FREE(x, y+1))
3104 if (JustStopped[x][y]) /* prevent animation from being restarted */
3105 MovDir[x][y] = MV_DOWN;
3107 InitMovingField(x, y, MV_DOWN);
3108 started_moving = TRUE;
3110 else if (element == EL_AMOEBA_DROP)
3112 Feld[x][y] = EL_AMOEBA_GROWING;
3113 Store[x][y] = EL_AMOEBA_WET;
3115 /* Store[x][y+1] must be zero, because:
3116 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3119 #if OLD_GAME_BEHAVIOUR
3120 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3122 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3123 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3124 element != EL_DX_SUPABOMB)
3127 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3128 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3129 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3130 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3133 boolean left = (x>0 && IS_FREE(x-1, y) &&
3134 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3135 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3136 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3140 if (left && right &&
3141 (game.emulation != EMU_BOULDERDASH &&
3142 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3143 left = !(right = RND(2));
3145 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3146 started_moving = TRUE;
3149 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3151 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3152 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3153 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3154 int belt_dir = game.belt_dir[belt_nr];
3156 if ((belt_dir == MV_LEFT && left_is_free) ||
3157 (belt_dir == MV_RIGHT && right_is_free))
3159 InitMovingField(x, y, belt_dir);
3160 started_moving = TRUE;
3162 GfxAction[x][y] = ACTION_DEFAULT;
3167 /* not "else if" because of EL_SPRING */
3168 if (CAN_MOVE(element) && !started_moving)
3172 if ((element == EL_SATELLITE ||
3173 element == EL_BALLOON ||
3174 element == EL_SPRING)
3175 && JustBeingPushed(x, y))
3180 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3181 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3183 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3185 Moving2Blocked(x, y, &newx, &newy);
3186 if (Feld[newx][newy] == EL_BLOCKED)
3187 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3192 if (!MovDelay[x][y]) /* start new movement phase */
3194 /* all objects that can change their move direction after each step
3195 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3197 if (element != EL_YAMYAM &&
3198 element != EL_DARK_YAMYAM &&
3199 element != EL_PACMAN)
3203 if (MovDelay[x][y] && (element == EL_BUG ||
3204 element == EL_SPACESHIP ||
3205 element == EL_SP_SNIKSNAK ||
3206 element == EL_SP_ELECTRON ||
3207 element == EL_MOLE))
3208 DrawLevelField(x, y);
3212 if (MovDelay[x][y]) /* wait some time before next movement */
3216 if (element == EL_ROBOT ||
3217 element == EL_YAMYAM ||
3218 element == EL_DARK_YAMYAM)
3220 DrawLevelElementAnimationIfNeeded(x, y, element);
3221 PlaySoundLevelAction(x, y, ACTION_WAITING);
3223 else if (element == EL_SP_ELECTRON)
3224 DrawLevelElementAnimationIfNeeded(x, y, element);
3225 else if (element == EL_DRAGON)
3228 int dir = MovDir[x][y];
3229 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3230 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3231 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3232 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3233 dir == MV_UP ? IMG_FLAMES_1_UP :
3234 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3235 int frame = getGraphicAnimationFrame(graphic, -1);
3237 for (i=1; i<=3; i++)
3239 int xx = x + i*dx, yy = y + i*dy;
3240 int sx = SCREENX(xx), sy = SCREENY(yy);
3241 int flame_graphic = graphic + (i - 1);
3243 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3248 int flamed = MovingOrBlocked2Element(xx, yy);
3250 if (IS_ENEMY(flamed) || IS_CAN_EXPLODE(flamed))
3253 RemoveMovingField(xx, yy);
3255 Feld[xx][yy] = EL_FLAMES;
3256 if (IN_SCR_FIELD(sx, sy))
3257 DrawGraphic(sx, sy, flame_graphic, frame);
3261 if (Feld[xx][yy] == EL_FLAMES)
3262 Feld[xx][yy] = EL_EMPTY;
3263 DrawLevelField(xx, yy);
3268 if (MovDelay[x][y]) /* element still has to wait some time */
3270 PlaySoundLevelAction(x, y, ACTION_WAITING);
3276 /* now make next step */
3278 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3280 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3281 !PLAYER_PROTECTED(newx, newy))
3285 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3288 /* enemy got the player */
3290 KillHero(PLAYERINFO(newx, newy));
3295 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3296 element == EL_SATELLITE || element == EL_BALLOON) &&
3297 IN_LEV_FIELD(newx, newy) &&
3298 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3301 Store[x][y] = EL_ACID;
3303 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3305 if (Feld[newx][newy] == EL_EXIT_OPEN)
3307 Feld[x][y] = EL_EMPTY;
3308 DrawLevelField(x, y);
3310 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3311 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3312 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3314 local_player->friends_still_needed--;
3315 if (!local_player->friends_still_needed &&
3316 !local_player->GameOver && AllPlayersGone)
3317 local_player->LevelSolved = local_player->GameOver = TRUE;
3321 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3323 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3324 DrawLevelField(newx, newy);
3326 MovDir[x][y] = MV_NO_MOVING;
3328 else if (!IS_FREE(newx, newy))
3330 if (IS_PLAYER(x, y))
3331 DrawPlayerField(x, y);
3333 DrawLevelField(x, y);
3337 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3339 if (IS_FOOD_PIG(Feld[newx][newy]))
3341 if (IS_MOVING(newx, newy))
3342 RemoveMovingField(newx, newy);
3345 Feld[newx][newy] = EL_EMPTY;
3346 DrawLevelField(newx, newy);
3349 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3351 else if (!IS_FREE(newx, newy))
3353 if (IS_PLAYER(x, y))
3354 DrawPlayerField(x, y);
3356 DrawLevelField(x, y);
3360 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3362 if (!IS_FREE(newx, newy))
3364 if (IS_PLAYER(x, y))
3365 DrawPlayerField(x, y);
3367 DrawLevelField(x, y);
3372 boolean wanna_flame = !RND(10);
3373 int dx = newx - x, dy = newy - y;
3374 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3375 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3376 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3377 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3378 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3379 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3381 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3382 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3383 element1 != EL_FLAMES && element2 != EL_FLAMES)
3385 if (IS_PLAYER(x, y))
3386 DrawPlayerField(x, y);
3388 DrawLevelField(x, y);
3390 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3392 MovDelay[x][y] = 50;
3393 Feld[newx][newy] = EL_FLAMES;
3394 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3395 Feld[newx1][newy1] = EL_FLAMES;
3396 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3397 Feld[newx2][newy2] = EL_FLAMES;
3402 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3403 Feld[newx][newy] == EL_DIAMOND)
3405 if (IS_MOVING(newx, newy))
3406 RemoveMovingField(newx, newy);
3409 Feld[newx][newy] = EL_EMPTY;
3410 DrawLevelField(newx, newy);
3413 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3415 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3416 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3418 if (AmoebaNr[newx][newy])
3420 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3421 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3422 Feld[newx][newy] == EL_BD_AMOEBA)
3423 AmoebaCnt[AmoebaNr[newx][newy]]--;
3426 if (IS_MOVING(newx, newy))
3427 RemoveMovingField(newx, newy);
3430 Feld[newx][newy] = EL_EMPTY;
3431 DrawLevelField(newx, newy);
3434 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3436 else if ((element == EL_PACMAN || element == EL_MOLE)
3437 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3439 if (AmoebaNr[newx][newy])
3441 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3442 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3443 Feld[newx][newy] == EL_BD_AMOEBA)
3444 AmoebaCnt[AmoebaNr[newx][newy]]--;
3447 if (element == EL_MOLE)
3449 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3450 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3451 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3452 return; /* wait for shrinking amoeba */
3454 else /* element == EL_PACMAN */
3456 Feld[newx][newy] = EL_EMPTY;
3457 DrawLevelField(newx, newy);
3458 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3461 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3462 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3463 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3465 /* wait for shrinking amoeba to completely disappear */
3468 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3470 /* object was running against a wall */
3474 if (element == EL_BUG || element == EL_SPACESHIP ||
3475 element == EL_SP_SNIKSNAK)
3476 DrawLevelField(x, y);
3477 else if (element == EL_BUG || element == EL_SPACESHIP ||
3478 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3479 DrawLevelField(x, y);
3480 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3481 DrawLevelElementAnimationIfNeeded(x, y, element);
3482 else if (element == EL_SATELLITE)
3483 DrawLevelElementAnimationIfNeeded(x, y, element);
3484 else if (element == EL_SP_ELECTRON)
3485 DrawLevelElementAnimationIfNeeded(x, y, element);
3487 if (DONT_TOUCH(element))
3488 TestIfBadThingTouchesHero(x, y);
3490 PlaySoundLevelAction(x, y, ACTION_WAITING);
3495 InitMovingField(x, y, MovDir[x][y]);
3497 PlaySoundLevelAction(x, y, ACTION_MOVING);
3501 ContinueMoving(x, y);
3504 void ContinueMoving(int x, int y)
3506 int element = Feld[x][y];
3507 int direction = MovDir[x][y];
3508 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3509 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3510 int horiz_move = (dx != 0);
3511 int newx = x + dx, newy = y + dy;
3512 int step = (horiz_move ? dx : dy) * TILEX / 8;
3514 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3516 else if (element == EL_QUICKSAND_FILLING ||
3517 element == EL_QUICKSAND_EMPTYING)
3519 else if (element == EL_MAGIC_WALL_FILLING ||
3520 element == EL_BD_MAGIC_WALL_FILLING ||
3521 element == EL_MAGIC_WALL_EMPTYING ||
3522 element == EL_BD_MAGIC_WALL_EMPTYING)
3524 else if (CAN_FALL(element) && horiz_move &&
3525 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3527 else if (element == EL_SPRING && horiz_move)
3530 #if OLD_GAME_BEHAVIOUR
3531 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3535 MovPos[x][y] += step;
3537 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3539 Feld[x][y] = EL_EMPTY;
3540 Feld[newx][newy] = element;
3542 if (element == EL_MOLE)
3545 static int xy[4][2] =
3553 Feld[x][y] = EL_SAND;
3554 DrawLevelField(x, y);
3563 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3564 DrawLevelField(xx, yy); /* for "crumbled sand" */
3568 if (element == EL_QUICKSAND_FILLING)
3570 element = Feld[newx][newy] = get_next_element(element);
3571 Store[newx][newy] = Store[x][y];
3573 else if (element == EL_QUICKSAND_EMPTYING)
3575 Feld[x][y] = get_next_element(element);
3576 element = Feld[newx][newy] = Store[x][y];
3578 else if (element == EL_MAGIC_WALL_FILLING)
3580 element = Feld[newx][newy] = get_next_element(element);
3581 if (!game.magic_wall_active)
3582 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3583 Store[newx][newy] = Store[x][y];
3585 else if (element == EL_MAGIC_WALL_EMPTYING)
3587 Feld[x][y] = get_next_element(element);
3588 if (!game.magic_wall_active)
3589 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3590 element = Feld[newx][newy] = Store[x][y];
3592 else if (element == EL_BD_MAGIC_WALL_FILLING)
3594 element = Feld[newx][newy] = get_next_element(element);
3595 if (!game.magic_wall_active)
3596 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3597 Store[newx][newy] = Store[x][y];
3599 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3601 Feld[x][y] = get_next_element(element);
3602 if (!game.magic_wall_active)
3603 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3604 element = Feld[newx][newy] = Store[x][y];
3606 else if (element == EL_AMOEBA_DROPPING)
3608 Feld[x][y] = get_next_element(element);
3609 element = Feld[newx][newy] = Store[x][y];
3611 else if (Store[x][y] == EL_ACID)
3613 element = Feld[newx][newy] = EL_ACID;
3617 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3618 MovDelay[newx][newy] = 0;
3620 /* copy animation control values to new field */
3621 GfxFrame[newx][newy] = GfxFrame[x][y];
3622 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3623 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3625 ResetGfxAnimation(x, y); /* reset animation values for old field */
3629 if (!CAN_MOVE(element))
3630 MovDir[newx][newy] = 0;
3633 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3634 MovDir[newx][newy] = 0;
3637 if (!CAN_MOVE(element) ||
3638 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3639 MovDir[newx][newy] = 0;
3643 DrawLevelField(x, y);
3644 DrawLevelField(newx, newy);
3646 Stop[newx][newy] = TRUE;
3647 JustStopped[newx][newy] = 3;
3649 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3651 TestIfBadThingTouchesHero(newx, newy);
3652 TestIfBadThingTouchesFriend(newx, newy);
3653 TestIfBadThingTouchesOtherBadThing(newx, newy);
3655 else if (element == EL_PENGUIN)
3656 TestIfFriendTouchesBadThing(newx, newy);
3658 if (CAN_SMASH(element) && direction == MV_DOWN &&
3659 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3662 else /* still moving on */
3664 DrawLevelField(x, y);
3668 int AmoebeNachbarNr(int ax, int ay)
3671 int element = Feld[ax][ay];
3673 static int xy[4][2] =
3683 int x = ax + xy[i][0];
3684 int y = ay + xy[i][1];
3686 if (!IN_LEV_FIELD(x, y))
3689 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3690 group_nr = AmoebaNr[x][y];
3696 void AmoebenVereinigen(int ax, int ay)
3698 int i, x, y, xx, yy;
3699 int new_group_nr = AmoebaNr[ax][ay];
3700 static int xy[4][2] =
3708 if (new_group_nr == 0)
3716 if (!IN_LEV_FIELD(x, y))
3719 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3720 Feld[x][y] == EL_BD_AMOEBA ||
3721 Feld[x][y] == EL_AMOEBA_DEAD) &&
3722 AmoebaNr[x][y] != new_group_nr)
3724 int old_group_nr = AmoebaNr[x][y];
3726 if (old_group_nr == 0)
3729 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3730 AmoebaCnt[old_group_nr] = 0;
3731 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3732 AmoebaCnt2[old_group_nr] = 0;
3734 for (yy=0; yy<lev_fieldy; yy++)
3736 for (xx=0; xx<lev_fieldx; xx++)
3738 if (AmoebaNr[xx][yy] == old_group_nr)
3739 AmoebaNr[xx][yy] = new_group_nr;
3746 void AmoebeUmwandeln(int ax, int ay)
3750 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3752 int group_nr = AmoebaNr[ax][ay];
3757 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3758 printf("AmoebeUmwandeln(): This should never happen!\n");
3763 for (y=0; y<lev_fieldy; y++)
3765 for (x=0; x<lev_fieldx; x++)
3767 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3770 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3774 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3775 SND_AMOEBA_TURNING_TO_GEM :
3776 SND_AMOEBA_TURNING_TO_ROCK));
3781 static int xy[4][2] =
3794 if (!IN_LEV_FIELD(x, y))
3797 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3799 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3800 SND_AMOEBA_TURNING_TO_GEM :
3801 SND_AMOEBA_TURNING_TO_ROCK));
3808 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3811 int group_nr = AmoebaNr[ax][ay];
3812 boolean done = FALSE;
3817 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3818 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3823 for (y=0; y<lev_fieldy; y++)
3825 for (x=0; x<lev_fieldx; x++)
3827 if (AmoebaNr[x][y] == group_nr &&
3828 (Feld[x][y] == EL_AMOEBA_DEAD ||
3829 Feld[x][y] == EL_BD_AMOEBA ||
3830 Feld[x][y] == EL_AMOEBA_GROWING))
3833 Feld[x][y] = new_element;
3834 InitField(x, y, FALSE);
3835 DrawLevelField(x, y);
3842 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3843 SND_BD_AMOEBA_TURNING_TO_ROCK :
3844 SND_BD_AMOEBA_TURNING_TO_GEM));
3847 void AmoebeWaechst(int x, int y)
3849 static unsigned long sound_delay = 0;
3850 static unsigned long sound_delay_value = 0;
3852 if (!MovDelay[x][y]) /* start new growing cycle */
3856 if (DelayReached(&sound_delay, sound_delay_value))
3859 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3861 if (Store[x][y] == EL_BD_AMOEBA)
3862 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3864 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3866 sound_delay_value = 30;
3870 if (MovDelay[x][y]) /* wait some time before growing bigger */
3873 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3875 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3876 6 - MovDelay[x][y]);
3878 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3881 if (!MovDelay[x][y])
3883 Feld[x][y] = Store[x][y];
3885 DrawLevelField(x, y);
3890 void AmoebaDisappearing(int x, int y)
3892 static unsigned long sound_delay = 0;
3893 static unsigned long sound_delay_value = 0;
3895 if (!MovDelay[x][y]) /* start new shrinking cycle */
3899 if (DelayReached(&sound_delay, sound_delay_value))
3900 sound_delay_value = 30;
3903 if (MovDelay[x][y]) /* wait some time before shrinking */
3906 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3908 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3909 6 - MovDelay[x][y]);
3911 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3914 if (!MovDelay[x][y])
3916 Feld[x][y] = EL_EMPTY;
3917 DrawLevelField(x, y);
3919 /* don't let mole enter this field in this cycle;
3920 (give priority to objects falling to this field from above) */
3926 void AmoebeAbleger(int ax, int ay)
3929 int element = Feld[ax][ay];
3930 int graphic = el2img(element);
3931 int newax = ax, neway = ay;
3932 static int xy[4][2] =
3940 if (!level.amoeba_speed)
3942 Feld[ax][ay] = EL_AMOEBA_DEAD;
3943 DrawLevelField(ax, ay);
3947 if (IS_ANIMATED(graphic))
3948 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3950 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3951 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3953 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3956 if (MovDelay[ax][ay])
3960 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3963 int x = ax + xy[start][0];
3964 int y = ay + xy[start][1];
3966 if (!IN_LEV_FIELD(x, y))
3969 if (IS_FREE(x, y) ||
3970 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3976 if (newax == ax && neway == ay)
3979 else /* normal or "filled" (BD style) amoeba */
3982 boolean waiting_for_player = FALSE;
3986 int j = (start + i) % 4;
3987 int x = ax + xy[j][0];
3988 int y = ay + xy[j][1];
3990 if (!IN_LEV_FIELD(x, y))
3993 if (IS_FREE(x, y) ||
3994 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4000 else if (IS_PLAYER(x, y))
4001 waiting_for_player = TRUE;
4004 if (newax == ax && neway == ay) /* amoeba cannot grow */
4006 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4008 Feld[ax][ay] = EL_AMOEBA_DEAD;
4009 DrawLevelField(ax, ay);
4010 AmoebaCnt[AmoebaNr[ax][ay]]--;
4012 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4014 if (element == EL_AMOEBA_FULL)
4015 AmoebeUmwandeln(ax, ay);
4016 else if (element == EL_BD_AMOEBA)
4017 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4022 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4024 /* amoeba gets larger by growing in some direction */
4026 int new_group_nr = AmoebaNr[ax][ay];
4029 if (new_group_nr == 0)
4031 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4032 printf("AmoebeAbleger(): This should never happen!\n");
4037 AmoebaNr[newax][neway] = new_group_nr;
4038 AmoebaCnt[new_group_nr]++;
4039 AmoebaCnt2[new_group_nr]++;
4041 /* if amoeba touches other amoeba(s) after growing, unify them */
4042 AmoebenVereinigen(newax, neway);
4044 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4046 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4052 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4053 (neway == lev_fieldy - 1 && newax != ax))
4055 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4056 Store[newax][neway] = element;
4058 else if (neway == ay)
4060 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4062 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4064 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4069 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4070 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4071 Store[ax][ay] = EL_AMOEBA_DROP;
4072 ContinueMoving(ax, ay);
4076 DrawLevelField(newax, neway);
4079 void Life(int ax, int ay)
4082 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4084 int element = Feld[ax][ay];
4085 int graphic = el2img(element);
4086 boolean changed = FALSE;
4088 if (IS_ANIMATED(graphic))
4089 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4094 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4095 MovDelay[ax][ay] = life_time;
4097 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4100 if (MovDelay[ax][ay])
4104 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4106 int xx = ax+x1, yy = ay+y1;
4109 if (!IN_LEV_FIELD(xx, yy))
4112 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4114 int x = xx+x2, y = yy+y2;
4116 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4119 if (((Feld[x][y] == element ||
4120 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4122 (IS_FREE(x, y) && Stop[x][y]))
4126 if (xx == ax && yy == ay) /* field in the middle */
4128 if (nachbarn < life[0] || nachbarn > life[1])
4130 Feld[xx][yy] = EL_EMPTY;
4132 DrawLevelField(xx, yy);
4133 Stop[xx][yy] = TRUE;
4137 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4138 { /* free border field */
4139 if (nachbarn >= life[2] && nachbarn <= life[3])
4141 Feld[xx][yy] = element;
4142 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4144 DrawLevelField(xx, yy);
4145 Stop[xx][yy] = TRUE;
4152 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4153 SND_GAME_OF_LIFE_GROWING);
4156 static void InitRobotWheel(int x, int y)
4158 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4161 static void RunRobotWheel(int x, int y)
4163 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4166 static void StopRobotWheel(int x, int y)
4168 if (ZX == x && ZY == y)
4172 static void InitTimegateWheel(int x, int y)
4174 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4177 static void RunTimegateWheel(int x, int y)
4179 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4182 void CheckExit(int x, int y)
4184 if (local_player->gems_still_needed > 0 ||
4185 local_player->sokobanfields_still_needed > 0 ||
4186 local_player->lights_still_needed > 0)
4188 int element = Feld[x][y];
4189 int graphic = el2img(element);
4191 if (IS_ANIMATED(graphic))
4192 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4197 Feld[x][y] = EL_EXIT_OPENING;
4199 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4202 void CheckExitSP(int x, int y)
4204 if (local_player->gems_still_needed > 0)
4206 int element = Feld[x][y];
4207 int graphic = el2img(element);
4209 if (IS_ANIMATED(graphic))
4210 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4215 Feld[x][y] = EL_SP_EXIT_OPEN;
4217 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4220 static void CloseAllOpenTimegates()
4224 for (y=0; y<lev_fieldy; y++)
4226 for (x=0; x<lev_fieldx; x++)
4228 int element = Feld[x][y];
4230 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4232 Feld[x][y] = EL_TIMEGATE_CLOSING;
4234 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4236 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4243 void EdelsteinFunkeln(int x, int y)
4245 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4248 if (Feld[x][y] == EL_BD_DIAMOND)
4251 if (MovDelay[x][y] == 0) /* next animation frame */
4252 MovDelay[x][y] = 11 * !SimpleRND(500);
4254 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4258 if (setup.direct_draw && MovDelay[x][y])
4259 SetDrawtoField(DRAW_BUFFERED);
4261 DrawLevelElementAnimation(x, y, Feld[x][y]);
4263 if (MovDelay[x][y] != 0)
4265 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4266 10 - MovDelay[x][y]);
4268 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4270 if (setup.direct_draw)
4274 dest_x = FX + SCREENX(x) * TILEX;
4275 dest_y = FY + SCREENY(y) * TILEY;
4277 BlitBitmap(drawto_field, window,
4278 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4279 SetDrawtoField(DRAW_DIRECT);
4285 void MauerWaechst(int x, int y)
4289 if (!MovDelay[x][y]) /* next animation frame */
4290 MovDelay[x][y] = 3 * delay;
4292 if (MovDelay[x][y]) /* wait some time before next frame */
4296 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4298 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4299 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4301 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4304 if (!MovDelay[x][y])
4306 if (MovDir[x][y] == MV_LEFT)
4308 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4309 DrawLevelField(x - 1, y);
4311 else if (MovDir[x][y] == MV_RIGHT)
4313 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4314 DrawLevelField(x + 1, y);
4316 else if (MovDir[x][y] == MV_UP)
4318 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4319 DrawLevelField(x, y - 1);
4323 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4324 DrawLevelField(x, y + 1);
4327 Feld[x][y] = Store[x][y];
4329 MovDir[x][y] = MV_NO_MOVING;
4330 DrawLevelField(x, y);
4335 void MauerAbleger(int ax, int ay)
4337 int element = Feld[ax][ay];
4338 int graphic = el2img(element);
4339 boolean oben_frei = FALSE, unten_frei = FALSE;
4340 boolean links_frei = FALSE, rechts_frei = FALSE;
4341 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4342 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4343 boolean new_wall = FALSE;
4345 if (IS_ANIMATED(graphic))
4346 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4348 if (!MovDelay[ax][ay]) /* start building new wall */
4349 MovDelay[ax][ay] = 6;
4351 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4354 if (MovDelay[ax][ay])
4358 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4360 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4362 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4364 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4367 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4368 element == EL_EXPANDABLE_WALL_ANY)
4372 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4373 Store[ax][ay-1] = element;
4374 MovDir[ax][ay-1] = MV_UP;
4375 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4376 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4377 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4382 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4383 Store[ax][ay+1] = element;
4384 MovDir[ax][ay+1] = MV_DOWN;
4385 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4386 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4387 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4392 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4393 element == EL_EXPANDABLE_WALL_ANY ||
4394 element == EL_EXPANDABLE_WALL)
4398 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4399 Store[ax-1][ay] = element;
4400 MovDir[ax-1][ay] = MV_LEFT;
4401 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4402 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4403 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4409 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4410 Store[ax+1][ay] = element;
4411 MovDir[ax+1][ay] = MV_RIGHT;
4412 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4413 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4414 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4419 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4420 DrawLevelField(ax, ay);
4422 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4424 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4425 unten_massiv = TRUE;
4426 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4427 links_massiv = TRUE;
4428 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4429 rechts_massiv = TRUE;
4431 if (((oben_massiv && unten_massiv) ||
4432 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4433 element == EL_EXPANDABLE_WALL) &&
4434 ((links_massiv && rechts_massiv) ||
4435 element == EL_EXPANDABLE_WALL_VERTICAL))
4436 Feld[ax][ay] = EL_WALL;
4440 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4442 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4446 void CheckForDragon(int x, int y)
4449 boolean dragon_found = FALSE;
4450 static int xy[4][2] =
4462 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4464 if (IN_LEV_FIELD(xx, yy) &&
4465 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4467 if (Feld[xx][yy] == EL_DRAGON)
4468 dragon_found = TRUE;
4481 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4483 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4485 Feld[xx][yy] = EL_EMPTY;
4486 DrawLevelField(xx, yy);
4495 static void InitBuggyBase(int x, int y)
4497 int element = Feld[x][y];
4498 int activating_delay = FRAMES_PER_SECOND / 4;
4501 (element == EL_SP_BUGGY_BASE ?
4502 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4503 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4505 element == EL_SP_BUGGY_BASE_ACTIVE ?
4506 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4509 static void WarnBuggyBase(int x, int y)
4512 static int xy[4][2] =
4522 int xx = x + xy[i][0], yy = y + xy[i][1];
4524 if (IS_PLAYER(xx, yy))
4526 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4533 static void InitTrap(int x, int y)
4535 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4538 static void ActivateTrap(int x, int y)
4540 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4543 static void ChangeActiveTrap(int x, int y)
4545 int graphic = IMG_TRAP_ACTIVE;
4547 /* if new animation frame was drawn, correct crumbled sand border */
4548 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4549 DrawLevelFieldCrumbledSand(x, y);
4552 static void ChangeElement(int x, int y)
4554 int element = Feld[x][y];
4556 if (IS_MOVING(x, y)) /* never change moving elements */
4559 if (MovDelay[x][y] == 0) /* initialize element change */
4561 MovDelay[x][y] = changing_element[element].change_delay + 1;
4563 if (IS_CUSTOM_ELEMENT(element) &&
4564 HAS_CHANGE_EVENT(element, CE_DELAY_RANDOM))
4566 int i = element - EL_CUSTOM_START;
4567 int max_random_delay = level.custom_element[i].change.delay_random;
4569 MovDelay[x][y] += RND(max_random_delay * FRAMES_PER_SECOND);
4572 ResetGfxAnimation(x, y);
4573 ResetRandomAnimationValue(x, y);
4575 if (changing_element[element].pre_change_function)
4576 changing_element[element].pre_change_function(x, y);
4581 if (MovDelay[x][y] != 0) /* continue element change */
4583 if (IS_ANIMATED(el2img(element)))
4584 DrawLevelElementAnimationIfNeeded(x, y, element);
4586 if (changing_element[element].change_function)
4587 changing_element[element].change_function(x, y);
4589 else /* finish element change */
4591 Feld[x][y] = changing_element[element].next_element;
4593 ResetGfxAnimation(x, y);
4594 ResetRandomAnimationValue(x, y);
4596 DrawLevelField(x, y);
4598 if (changing_element[element].post_change_function)
4599 changing_element[element].post_change_function(x, y);
4603 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4605 static byte stored_player_action[MAX_PLAYERS];
4606 static int num_stored_actions = 0;
4607 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4608 int left = player_action & JOY_LEFT;
4609 int right = player_action & JOY_RIGHT;
4610 int up = player_action & JOY_UP;
4611 int down = player_action & JOY_DOWN;
4612 int button1 = player_action & JOY_BUTTON_1;
4613 int button2 = player_action & JOY_BUTTON_2;
4614 int dx = (left ? -1 : right ? 1 : 0);
4615 int dy = (up ? -1 : down ? 1 : 0);
4617 stored_player_action[player->index_nr] = 0;
4618 num_stored_actions++;
4620 if (!player->active || tape.pausing)
4626 snapped = SnapField(player, dx, dy);
4630 bombed = PlaceBomb(player);
4631 moved = MoveFigure(player, dx, dy);
4634 if (tape.single_step && tape.recording && !tape.pausing)
4636 if (button1 || (bombed && !moved))
4638 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4639 SnapField(player, 0, 0); /* stop snapping */
4643 stored_player_action[player->index_nr] = player_action;
4647 /* no actions for this player (no input at player's configured device) */
4649 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4650 SnapField(player, 0, 0);
4651 CheckGravityMovement(player);
4653 if (player->MovPos == 0)
4656 printf("Trying... Player frame reset\n");
4659 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4662 if (player->MovPos == 0) /* needed for tape.playing */
4663 player->is_moving = FALSE;
4666 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4668 TapeRecordAction(stored_player_action);
4669 num_stored_actions = 0;
4675 static unsigned long action_delay = 0;
4676 unsigned long action_delay_value;
4677 int magic_wall_x = 0, magic_wall_y = 0;
4678 int i, x, y, element, graphic;
4679 byte *recorded_player_action;
4680 byte summarized_player_action = 0;
4682 if (game_status != GAME_MODE_PLAYING)
4685 action_delay_value =
4686 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4688 if (tape.playing && tape.index_search && !tape.pausing)
4689 action_delay_value = 0;
4691 /* ---------- main game synchronization point ---------- */
4693 WaitUntilDelayReached(&action_delay, action_delay_value);
4695 if (network_playing && !network_player_action_received)
4699 printf("DEBUG: try to get network player actions in time\n");
4703 #if defined(PLATFORM_UNIX)
4704 /* last chance to get network player actions without main loop delay */
4708 if (game_status != GAME_MODE_PLAYING)
4711 if (!network_player_action_received)
4715 printf("DEBUG: failed to get network player actions in time\n");
4725 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4727 for (i=0; i<MAX_PLAYERS; i++)
4729 summarized_player_action |= stored_player[i].action;
4731 if (!network_playing)
4732 stored_player[i].effective_action = stored_player[i].action;
4735 #if defined(PLATFORM_UNIX)
4736 if (network_playing)
4737 SendToServer_MovePlayer(summarized_player_action);
4740 if (!options.network && !setup.team_mode)
4741 local_player->effective_action = summarized_player_action;
4743 for (i=0; i<MAX_PLAYERS; i++)
4745 int actual_player_action = stored_player[i].effective_action;
4747 if (stored_player[i].programmed_action)
4748 actual_player_action = stored_player[i].programmed_action;
4750 if (recorded_player_action)
4751 actual_player_action = recorded_player_action[i];
4753 PlayerActions(&stored_player[i], actual_player_action);
4754 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4757 network_player_action_received = FALSE;
4759 ScrollScreen(NULL, SCROLL_GO_ON);
4765 for (i=0; i<MAX_PLAYERS; i++)
4766 stored_player[i].Frame++;
4769 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4772 if (JustStopped[x][y] > 0)
4773 JustStopped[x][y]--;
4778 if (IS_BLOCKED(x, y))
4782 Blocked2Moving(x, y, &oldx, &oldy);
4783 if (!IS_MOVING(oldx, oldy))
4785 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4786 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4787 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4788 printf("GameActions(): This should never happen!\n");
4794 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4796 element = Feld[x][y];
4797 graphic = el2img(element);
4799 if (graphic_info[graphic].anim_global_sync)
4800 GfxFrame[x][y] = FrameCounter;
4802 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4803 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4804 ResetRandomAnimationValue(x, y);
4806 SetRandomAnimationValue(x, y);
4809 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4812 if (IS_INACTIVE(element))
4814 if (IS_ANIMATED(graphic))
4815 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4820 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4824 if (IS_ANIMATED(graphic) &&
4827 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4829 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4830 EdelsteinFunkeln(x, y);
4832 else if ((element == EL_ACID ||
4833 element == EL_EXIT_OPEN ||
4834 element == EL_SP_EXIT_OPEN ||
4835 element == EL_SP_TERMINAL ||
4836 element == EL_SP_TERMINAL_ACTIVE ||
4837 element == EL_EXTRA_TIME ||
4838 element == EL_SHIELD_NORMAL ||
4839 element == EL_SHIELD_DEADLY) &&
4840 IS_ANIMATED(graphic))
4841 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4842 else if (IS_MOVING(x, y))
4843 ContinueMoving(x, y);
4844 else if (IS_ACTIVE_BOMB(element))
4845 CheckDynamite(x, y);
4847 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4848 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4850 else if (element == EL_AMOEBA_GROWING)
4851 AmoebeWaechst(x, y);
4852 else if (element == EL_AMOEBA_SHRINKING)
4853 AmoebaDisappearing(x, y);
4855 #if !USE_NEW_AMOEBA_CODE
4856 else if (IS_AMOEBALIVE(element))
4857 AmoebeAbleger(x, y);
4860 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4862 else if (element == EL_EXIT_CLOSED)
4864 else if (element == EL_SP_EXIT_CLOSED)
4866 else if (element == EL_EXPANDABLE_WALL_GROWING)
4868 else if (element == EL_EXPANDABLE_WALL ||
4869 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4870 element == EL_EXPANDABLE_WALL_VERTICAL ||
4871 element == EL_EXPANDABLE_WALL_ANY)
4873 else if (element == EL_FLAMES)
4874 CheckForDragon(x, y);
4876 else if (IS_AUTO_CHANGING(element))
4877 ChangeElement(x, y);
4879 else if (element == EL_EXPLOSION)
4880 ; /* drawing of correct explosion animation is handled separately */
4881 else if (IS_ANIMATED(graphic))
4882 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4885 if (IS_AUTO_CHANGING(element))
4886 ChangeElement(x, y);
4889 if (IS_BELT_ACTIVE(element))
4890 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4892 if (game.magic_wall_active)
4894 int jx = local_player->jx, jy = local_player->jy;
4896 /* play the element sound at the position nearest to the player */
4897 if ((element == EL_MAGIC_WALL_FULL ||
4898 element == EL_MAGIC_WALL_ACTIVE ||
4899 element == EL_MAGIC_WALL_EMPTYING ||
4900 element == EL_BD_MAGIC_WALL_FULL ||
4901 element == EL_BD_MAGIC_WALL_ACTIVE ||
4902 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4903 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4911 #if USE_NEW_AMOEBA_CODE
4912 /* new experimental amoeba growth stuff */
4914 if (!(FrameCounter % 8))
4917 static unsigned long random = 1684108901;
4919 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4922 x = (random >> 10) % lev_fieldx;
4923 y = (random >> 20) % lev_fieldy;
4925 x = RND(lev_fieldx);
4926 y = RND(lev_fieldy);
4928 element = Feld[x][y];
4930 if (!IS_PLAYER(x,y) &&
4931 (element == EL_EMPTY ||
4932 element == EL_SAND ||
4933 element == EL_QUICKSAND_EMPTY ||
4934 element == EL_ACID_SPLASH_LEFT ||
4935 element == EL_ACID_SPLASH_RIGHT))
4937 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4938 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4939 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4940 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4941 Feld[x][y] = EL_AMOEBA_DROP;
4944 random = random * 129 + 1;
4950 if (game.explosions_delayed)
4953 game.explosions_delayed = FALSE;
4955 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4957 element = Feld[x][y];
4959 if (ExplodeField[x][y])
4960 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4961 else if (element == EL_EXPLOSION)
4962 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4964 ExplodeField[x][y] = EX_NO_EXPLOSION;
4967 game.explosions_delayed = TRUE;
4970 if (game.magic_wall_active)
4972 if (!(game.magic_wall_time_left % 4))
4974 int element = Feld[magic_wall_x][magic_wall_y];
4976 if (element == EL_BD_MAGIC_WALL_FULL ||
4977 element == EL_BD_MAGIC_WALL_ACTIVE ||
4978 element == EL_BD_MAGIC_WALL_EMPTYING)
4979 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4981 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4984 if (game.magic_wall_time_left > 0)
4986 game.magic_wall_time_left--;
4987 if (!game.magic_wall_time_left)
4989 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4991 element = Feld[x][y];
4993 if (element == EL_MAGIC_WALL_ACTIVE ||
4994 element == EL_MAGIC_WALL_FULL)
4996 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4997 DrawLevelField(x, y);
4999 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5000 element == EL_BD_MAGIC_WALL_FULL)
5002 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5003 DrawLevelField(x, y);
5007 game.magic_wall_active = FALSE;
5012 if (game.light_time_left > 0)
5014 game.light_time_left--;
5016 if (game.light_time_left == 0)
5017 RedrawAllLightSwitchesAndInvisibleElements();
5020 if (game.timegate_time_left > 0)
5022 game.timegate_time_left--;
5024 if (game.timegate_time_left == 0)
5025 CloseAllOpenTimegates();
5028 for (i=0; i<MAX_PLAYERS; i++)
5030 struct PlayerInfo *player = &stored_player[i];
5032 if (SHIELD_ON(player))
5034 if (player->shield_deadly_time_left)
5035 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5036 else if (player->shield_normal_time_left)
5037 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5041 if (TimeFrames >= (1000 / GameFrameDelay))
5046 for (i=0; i<MAX_PLAYERS; i++)
5048 struct PlayerInfo *player = &stored_player[i];
5050 if (SHIELD_ON(player))
5052 player->shield_normal_time_left--;
5054 if (player->shield_deadly_time_left > 0)
5055 player->shield_deadly_time_left--;
5059 if (tape.recording || tape.playing)
5060 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5066 if (TimeLeft <= 10 && setup.time_limit)
5067 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5069 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5071 if (!TimeLeft && setup.time_limit)
5072 for (i=0; i<MAX_PLAYERS; i++)
5073 KillHero(&stored_player[i]);
5075 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5076 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5081 if (options.debug) /* calculate frames per second */
5083 static unsigned long fps_counter = 0;
5084 static int fps_frames = 0;
5085 unsigned long fps_delay_ms = Counter() - fps_counter;
5089 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5091 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5094 fps_counter = Counter();
5097 redraw_mask |= REDRAW_FPS;
5101 if (stored_player[0].jx != stored_player[0].last_jx ||
5102 stored_player[0].jy != stored_player[0].last_jy)
5103 printf("::: %d, %d, %d, %d, %d\n",
5104 stored_player[0].MovDir,
5105 stored_player[0].MovPos,
5106 stored_player[0].GfxPos,
5107 stored_player[0].Frame,
5108 stored_player[0].StepFrame);
5115 for (i=0; i<MAX_PLAYERS; i++)
5118 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5120 stored_player[i].Frame += move_frames;
5122 if (stored_player[i].MovPos != 0)
5123 stored_player[i].StepFrame += move_frames;
5128 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5130 int min_x = x, min_y = y, max_x = x, max_y = y;
5133 for (i=0; i<MAX_PLAYERS; i++)
5135 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5137 if (!stored_player[i].active || &stored_player[i] == player)
5140 min_x = MIN(min_x, jx);
5141 min_y = MIN(min_y, jy);
5142 max_x = MAX(max_x, jx);
5143 max_y = MAX(max_y, jy);
5146 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5149 static boolean AllPlayersInVisibleScreen()
5153 for (i=0; i<MAX_PLAYERS; i++)
5155 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5157 if (!stored_player[i].active)
5160 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5167 void ScrollLevel(int dx, int dy)
5169 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5172 BlitBitmap(drawto_field, drawto_field,
5173 FX + TILEX*(dx == -1) - softscroll_offset,
5174 FY + TILEY*(dy == -1) - softscroll_offset,
5175 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5176 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5177 FX + TILEX*(dx == 1) - softscroll_offset,
5178 FY + TILEY*(dy == 1) - softscroll_offset);
5182 x = (dx == 1 ? BX1 : BX2);
5183 for (y=BY1; y<=BY2; y++)
5184 DrawScreenField(x, y);
5189 y = (dy == 1 ? BY1 : BY2);
5190 for (x=BX1; x<=BX2; x++)
5191 DrawScreenField(x, y);
5194 redraw_mask |= REDRAW_FIELD;
5197 static void CheckGravityMovement(struct PlayerInfo *player)
5199 if (level.gravity && !player->programmed_action)
5201 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5202 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5204 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5205 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5206 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5207 int jx = player->jx, jy = player->jy;
5208 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5209 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5210 int new_jx = jx + dx, new_jy = jy + dy;
5211 boolean field_under_player_is_free =
5212 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5213 boolean player_is_moving_to_valid_field =
5214 (IN_LEV_FIELD(new_jx, new_jy) &&
5215 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5216 Feld[new_jx][new_jy] == EL_SAND));
5218 if (field_under_player_is_free &&
5219 !player_is_moving_to_valid_field &&
5220 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5221 player->programmed_action = MV_DOWN;
5227 -----------------------------------------------------------------------------
5228 dx, dy: direction (non-diagonal) to try to move the player to
5229 real_dx, real_dy: direction as read from input device (can be diagonal)
5232 boolean MoveFigureOneStep(struct PlayerInfo *player,
5233 int dx, int dy, int real_dx, int real_dy)
5235 int jx = player->jx, jy = player->jy;
5236 int new_jx = jx+dx, new_jy = jy+dy;
5240 if (!player->active || (!dx && !dy))
5241 return MF_NO_ACTION;
5243 player->MovDir = (dx < 0 ? MV_LEFT :
5246 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5248 if (!IN_LEV_FIELD(new_jx, new_jy))
5249 return MF_NO_ACTION;
5251 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5252 return MF_NO_ACTION;
5255 element = MovingOrBlocked2Element(new_jx, new_jy);
5257 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5260 if (DONT_GO_TO(element))
5262 if (element == EL_ACID && dx == 0 && dy == 1)
5265 Feld[jx][jy] = EL_PLAYER_1;
5266 InitMovingField(jx, jy, MV_DOWN);
5267 Store[jx][jy] = EL_ACID;
5268 ContinueMoving(jx, jy);
5272 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5277 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5278 if (can_move != MF_MOVING)
5281 StorePlayer[jx][jy] = 0;
5282 player->last_jx = jx;
5283 player->last_jy = jy;
5284 jx = player->jx = new_jx;
5285 jy = player->jy = new_jy;
5286 StorePlayer[jx][jy] = player->element_nr;
5289 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5291 ScrollFigure(player, SCROLL_INIT);
5296 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5298 int jx = player->jx, jy = player->jy;
5299 int old_jx = jx, old_jy = jy;
5300 int moved = MF_NO_ACTION;
5302 if (!player->active || (!dx && !dy))
5306 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5310 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5311 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5315 /* remove the last programmed player action */
5316 player->programmed_action = 0;
5320 /* should only happen if pre-1.2 tape recordings are played */
5321 /* this is only for backward compatibility */
5323 int original_move_delay_value = player->move_delay_value;
5326 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5330 /* scroll remaining steps with finest movement resolution */
5331 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5333 while (player->MovPos)
5335 ScrollFigure(player, SCROLL_GO_ON);
5336 ScrollScreen(NULL, SCROLL_GO_ON);
5342 player->move_delay_value = original_move_delay_value;
5345 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5347 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5348 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5352 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5353 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5359 if (moved & MF_MOVING && !ScreenMovPos &&
5360 (player == local_player || !options.network))
5362 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5363 int offset = (setup.scroll_delay ? 3 : 0);
5365 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5367 /* actual player has left the screen -- scroll in that direction */
5368 if (jx != old_jx) /* player has moved horizontally */
5369 scroll_x += (jx - old_jx);
5370 else /* player has moved vertically */
5371 scroll_y += (jy - old_jy);
5375 if (jx != old_jx) /* player has moved horizontally */
5377 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5378 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5379 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5381 /* don't scroll over playfield boundaries */
5382 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5383 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5385 /* don't scroll more than one field at a time */
5386 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5388 /* don't scroll against the player's moving direction */
5389 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5390 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5391 scroll_x = old_scroll_x;
5393 else /* player has moved vertically */
5395 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5396 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5397 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5399 /* don't scroll over playfield boundaries */
5400 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5401 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5403 /* don't scroll more than one field at a time */
5404 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5406 /* don't scroll against the player's moving direction */
5407 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5408 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5409 scroll_y = old_scroll_y;
5413 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5415 if (!options.network && !AllPlayersInVisibleScreen())
5417 scroll_x = old_scroll_x;
5418 scroll_y = old_scroll_y;
5422 ScrollScreen(player, SCROLL_INIT);
5423 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5430 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5432 if (!(moved & MF_MOVING) && !player->Pushing)
5437 player->StepFrame = 0;
5439 if (moved & MF_MOVING)
5441 if (old_jx != jx && old_jy == jy)
5442 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5443 else if (old_jx == jx && old_jy != jy)
5444 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5446 DrawLevelField(jx, jy); /* for "crumbled sand" */
5448 player->last_move_dir = player->MovDir;
5449 player->is_moving = TRUE;
5453 CheckGravityMovement(player);
5456 player->last_move_dir = MV_NO_MOVING;
5458 player->is_moving = FALSE;
5461 TestIfHeroTouchesBadThing(jx, jy);
5463 if (!player->active)
5469 void ScrollFigure(struct PlayerInfo *player, int mode)
5471 int jx = player->jx, jy = player->jy;
5472 int last_jx = player->last_jx, last_jy = player->last_jy;
5473 int move_stepsize = TILEX / player->move_delay_value;
5475 if (!player->active || !player->MovPos)
5478 if (mode == SCROLL_INIT)
5480 player->actual_frame_counter = FrameCounter;
5481 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5483 if (Feld[last_jx][last_jy] == EL_EMPTY)
5484 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5489 else if (!FrameReached(&player->actual_frame_counter, 1))
5492 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5493 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5495 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5496 Feld[last_jx][last_jy] = EL_EMPTY;
5498 /* before DrawPlayer() to draw correct player graphic for this case */
5499 if (player->MovPos == 0)
5500 CheckGravityMovement(player);
5504 if (player->MovPos == 0)
5506 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5508 /* continue with normal speed after quickly moving through gate */
5509 HALVE_PLAYER_SPEED(player);
5511 /* be able to make the next move without delay */
5512 player->move_delay = 0;
5515 player->last_jx = jx;
5516 player->last_jy = jy;
5518 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5519 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5523 if (local_player->friends_still_needed == 0 ||
5524 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5525 player->LevelSolved = player->GameOver = TRUE;
5528 if (tape.single_step && tape.recording && !tape.pausing &&
5529 !player->programmed_action)
5530 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5534 void ScrollScreen(struct PlayerInfo *player, int mode)
5536 static unsigned long screen_frame_counter = 0;
5538 if (mode == SCROLL_INIT)
5540 /* set scrolling step size according to actual player's moving speed */
5541 ScrollStepSize = TILEX / player->move_delay_value;
5543 screen_frame_counter = FrameCounter;
5544 ScreenMovDir = player->MovDir;
5545 ScreenMovPos = player->MovPos;
5546 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5549 else if (!FrameReached(&screen_frame_counter, 1))
5554 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5555 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5556 redraw_mask |= REDRAW_FIELD;
5559 ScreenMovDir = MV_NO_MOVING;
5562 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5564 int i, kill_x = -1, kill_y = -1;
5565 static int test_xy[4][2] =
5572 static int test_dir[4] =
5582 int test_x, test_y, test_move_dir, test_element;
5584 test_x = good_x + test_xy[i][0];
5585 test_y = good_y + test_xy[i][1];
5586 if (!IN_LEV_FIELD(test_x, test_y))
5590 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5593 test_element = Feld[test_x][test_y];
5595 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5598 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5599 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5601 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5602 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5610 if (kill_x != -1 || kill_y != -1)
5612 if (IS_PLAYER(good_x, good_y))
5614 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5616 if (player->shield_deadly_time_left > 0)
5617 Bang(kill_x, kill_y);
5618 else if (!PLAYER_PROTECTED(good_x, good_y))
5622 Bang(good_x, good_y);
5626 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5628 int i, kill_x = -1, kill_y = -1;
5629 int bad_element = Feld[bad_x][bad_y];
5630 static int test_xy[4][2] =
5637 static int test_dir[4] =
5645 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5650 int test_x, test_y, test_move_dir, test_element;
5652 test_x = bad_x + test_xy[i][0];
5653 test_y = bad_y + test_xy[i][1];
5654 if (!IN_LEV_FIELD(test_x, test_y))
5658 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5660 test_element = Feld[test_x][test_y];
5662 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5663 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5665 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5666 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5668 /* good thing is player or penguin that does not move away */
5669 if (IS_PLAYER(test_x, test_y))
5671 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5673 if (bad_element == EL_ROBOT && player->is_moving)
5674 continue; /* robot does not kill player if he is moving */
5680 else if (test_element == EL_PENGUIN)
5689 if (kill_x != -1 || kill_y != -1)
5691 if (IS_PLAYER(kill_x, kill_y))
5693 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5696 int dir = player->MovDir;
5697 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5698 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5700 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5701 newx != bad_x && newy != bad_y)
5702 ; /* robot does not kill player if he is moving */
5704 printf("-> %d\n", player->MovDir);
5706 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5707 newx != bad_x && newy != bad_y)
5708 ; /* robot does not kill player if he is moving */
5713 if (player->shield_deadly_time_left > 0)
5715 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5719 Bang(kill_x, kill_y);
5723 void TestIfHeroTouchesBadThing(int x, int y)
5725 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5728 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5730 TestIfGoodThingHitsBadThing(x, y, move_dir);
5733 void TestIfBadThingTouchesHero(int x, int y)
5735 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5738 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5740 TestIfBadThingHitsGoodThing(x, y, move_dir);
5743 void TestIfFriendTouchesBadThing(int x, int y)
5745 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5748 void TestIfBadThingTouchesFriend(int x, int y)
5750 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5753 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5755 int i, kill_x = bad_x, kill_y = bad_y;
5756 static int xy[4][2] =
5768 x = bad_x + xy[i][0];
5769 y = bad_y + xy[i][1];
5770 if (!IN_LEV_FIELD(x, y))
5773 element = Feld[x][y];
5774 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5775 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5783 if (kill_x != bad_x || kill_y != bad_y)
5787 void KillHero(struct PlayerInfo *player)
5789 int jx = player->jx, jy = player->jy;
5791 if (!player->active)
5794 /* remove accessible field at the player's position */
5795 Feld[jx][jy] = EL_EMPTY;
5797 /* deactivate shield (else Bang()/Explode() would not work right) */
5798 player->shield_normal_time_left = 0;
5799 player->shield_deadly_time_left = 0;
5805 static void KillHeroUnlessProtected(int x, int y)
5807 if (!PLAYER_PROTECTED(x, y))
5808 KillHero(PLAYERINFO(x, y));
5811 void BuryHero(struct PlayerInfo *player)
5813 int jx = player->jx, jy = player->jy;
5815 if (!player->active)
5818 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5819 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5821 player->GameOver = TRUE;
5825 void RemoveHero(struct PlayerInfo *player)
5827 int jx = player->jx, jy = player->jy;
5828 int i, found = FALSE;
5830 player->present = FALSE;
5831 player->active = FALSE;
5833 if (!ExplodeField[jx][jy])
5834 StorePlayer[jx][jy] = 0;
5836 for (i=0; i<MAX_PLAYERS; i++)
5837 if (stored_player[i].active)
5841 AllPlayersGone = TRUE;
5848 checkDiagonalPushing()
5849 -----------------------------------------------------------------------------
5850 check if diagonal input device direction results in pushing of object
5851 (by checking if the alternative direction is walkable, diggable, ...)
5854 static boolean checkDiagonalPushing(struct PlayerInfo *player,
5855 int x, int y, int real_dx, int real_dy)
5857 int jx, jy, dx, dy, xx, yy;
5859 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
5862 /* diagonal direction: check alternative direction */
5867 xx = jx + (dx == 0 ? real_dx : 0);
5868 yy = jy + (dy == 0 ? real_dy : 0);
5870 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
5875 -----------------------------------------------------------------------------
5876 x, y: field next to player (non-diagonal) to try to dig to
5877 real_dx, real_dy: direction as read from input device (can be diagonal)
5880 int DigField(struct PlayerInfo *player,
5881 int x, int y, int real_dx, int real_dy, int mode)
5883 int jx = player->jx, jy = player->jy;
5884 int dx = x - jx, dy = y - jy;
5885 int move_direction = (dx == -1 ? MV_LEFT :
5886 dx == +1 ? MV_RIGHT :
5888 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5891 if (player->MovPos == 0)
5893 player->is_digging = FALSE;
5894 player->is_collecting = FALSE;
5897 if (player->MovPos == 0)
5898 player->Pushing = FALSE;
5900 if (mode == DF_NO_PUSH)
5902 player->Switching = FALSE;
5903 player->push_delay = 0;
5905 return MF_NO_ACTION;
5908 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5909 return MF_NO_ACTION;
5912 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
5914 if (IS_TUBE(Feld[jx][jy]) ||
5915 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
5919 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
5920 int tube_leave_directions[][2] =
5922 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5923 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5924 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5925 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5926 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5927 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5928 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5929 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5930 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5931 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5932 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5933 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5936 while (tube_leave_directions[i][0] != tube_element)
5939 if (tube_leave_directions[i][0] == -1) /* should not happen */
5943 if (!(tube_leave_directions[i][1] & move_direction))
5944 return MF_NO_ACTION; /* tube has no opening in this direction */
5947 element = Feld[x][y];
5950 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
5951 game.engine_version >= VERSION_IDENT(2,2,0))
5952 return MF_NO_ACTION;
5959 case EL_INVISIBLE_SAND:
5960 case EL_INVISIBLE_SAND_ACTIVE:
5963 case EL_SP_BUGGY_BASE:
5964 case EL_SP_BUGGY_BASE_ACTIVATING:
5967 if (mode != DF_SNAP && element != EL_EMPTY)
5969 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5970 player->is_digging = TRUE;
5973 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5978 case EL_EMERALD_YELLOW:
5979 case EL_EMERALD_RED:
5980 case EL_EMERALD_PURPLE:
5982 case EL_SP_INFOTRON:
5987 if (mode != DF_SNAP)
5989 GfxElement[x][y] = element;
5990 player->is_collecting = TRUE;
5993 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5994 element == EL_PEARL ? 5 :
5995 element == EL_CRYSTAL ? 8 : 1);
5996 if (local_player->gems_still_needed < 0)
5997 local_player->gems_still_needed = 0;
5998 RaiseScoreElement(element);
5999 DrawText(DX_EMERALDS, DY_EMERALDS,
6000 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6001 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6006 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6007 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6011 Feld[x][y] = EL_EMPTY;
6012 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6020 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6022 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6025 case EL_SHIELD_NORMAL:
6027 player->shield_normal_time_left += 10;
6028 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6031 case EL_SHIELD_DEADLY:
6033 player->shield_normal_time_left += 10;
6034 player->shield_deadly_time_left += 10;
6035 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6039 case EL_SP_DISK_RED:
6042 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6043 RaiseScoreElement(EL_DYNAMITE);
6044 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6046 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6049 case EL_DYNABOMB_INCREASE_NUMBER:
6051 player->dynabomb_count++;
6052 player->dynabombs_left++;
6053 RaiseScoreElement(EL_DYNAMITE);
6054 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6057 case EL_DYNABOMB_INCREASE_SIZE:
6059 player->dynabomb_size++;
6060 RaiseScoreElement(EL_DYNAMITE);
6061 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6064 case EL_DYNABOMB_INCREASE_POWER:
6066 player->dynabomb_xl = TRUE;
6067 RaiseScoreElement(EL_DYNAMITE);
6068 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6076 int key_nr = element - EL_KEY_1;
6077 int graphic = el2edimg(element);
6080 player->key[key_nr] = TRUE;
6081 RaiseScoreElement(element);
6082 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6084 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6086 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6095 int key_nr = element - EL_EM_KEY_1;
6096 int graphic = el2edimg(EL_KEY_1 + key_nr);
6099 player->key[key_nr] = TRUE;
6100 RaiseScoreElement(element);
6101 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6103 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6105 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6109 case EL_ROBOT_WHEEL:
6110 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6113 DrawLevelField(x, y);
6114 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6118 case EL_SP_TERMINAL:
6122 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6124 for (yy=0; yy<lev_fieldy; yy++)
6126 for (xx=0; xx<lev_fieldx; xx++)
6128 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6130 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6131 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6139 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6140 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6141 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6142 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6143 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6144 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6145 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6146 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6147 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6148 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6149 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6150 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6151 if (!player->Switching)
6153 player->Switching = TRUE;
6154 ToggleBeltSwitch(x, y);
6155 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6160 case EL_SWITCHGATE_SWITCH_UP:
6161 case EL_SWITCHGATE_SWITCH_DOWN:
6162 if (!player->Switching)
6164 player->Switching = TRUE;
6165 ToggleSwitchgateSwitch(x, y);
6166 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6171 case EL_LIGHT_SWITCH:
6172 case EL_LIGHT_SWITCH_ACTIVE:
6173 if (!player->Switching)
6175 player->Switching = TRUE;
6176 ToggleLightSwitch(x, y);
6177 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6178 SND_LIGHT_SWITCH_ACTIVATING :
6179 SND_LIGHT_SWITCH_DEACTIVATING);
6184 case EL_TIMEGATE_SWITCH:
6185 ActivateTimegateSwitch(x, y);
6186 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6191 case EL_BALLOON_SWITCH_LEFT:
6192 case EL_BALLOON_SWITCH_RIGHT:
6193 case EL_BALLOON_SWITCH_UP:
6194 case EL_BALLOON_SWITCH_DOWN:
6195 case EL_BALLOON_SWITCH_ANY:
6196 if (element == EL_BALLOON_SWITCH_ANY)
6197 game.balloon_dir = move_direction;
6199 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6200 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6201 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6202 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6204 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6209 /* the following elements cannot be pushed by "snapping" */
6212 case EL_DX_SUPABOMB:
6214 case EL_TIME_ORB_EMPTY:
6216 case EL_SP_DISK_ORANGE:
6218 if (mode == DF_SNAP)
6219 return MF_NO_ACTION;
6221 /* no "break" -- fall through to next case */
6223 /* the following elements can be pushed by "snapping" */
6226 return MF_NO_ACTION;
6228 player->Pushing = TRUE;
6231 if (element == EL_ROCK)
6232 printf("::: wanna push [%d] [%d]\n",
6233 FrameCounter, player->push_delay_value);
6236 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6237 return MF_NO_ACTION;
6239 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6240 return MF_NO_ACTION;
6242 if (player->push_delay == 0)
6243 player->push_delay = FrameCounter;
6245 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6247 element != EL_SPRING)
6248 return MF_NO_ACTION;
6250 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6251 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6252 element != EL_SPRING)
6253 return MF_NO_ACTION;
6256 if (mode == DF_SNAP)
6258 InitMovingField(x, y, move_direction);
6259 ContinueMoving(x, y);
6264 Feld[x + dx][y + dy] = element;
6267 if (element == EL_SPRING)
6269 Feld[x + dx][y + dy] = EL_SPRING;
6270 MovDir[x + dx][y + dy] = move_direction;
6273 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6275 DrawLevelField(x + dx, y + dy);
6276 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6283 if (!player->key[element - EL_GATE_1])
6284 return MF_NO_ACTION;
6287 case EL_GATE_1_GRAY:
6288 case EL_GATE_2_GRAY:
6289 case EL_GATE_3_GRAY:
6290 case EL_GATE_4_GRAY:
6291 if (!player->key[element - EL_GATE_1_GRAY])
6292 return MF_NO_ACTION;
6299 if (!player->key[element - EL_EM_GATE_1])
6300 return MF_NO_ACTION;
6301 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6302 return MF_NO_ACTION;
6304 /* automatically move to the next field with double speed */
6305 player->programmed_action = move_direction;
6306 DOUBLE_PLAYER_SPEED(player);
6308 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6311 case EL_EM_GATE_1_GRAY:
6312 case EL_EM_GATE_2_GRAY:
6313 case EL_EM_GATE_3_GRAY:
6314 case EL_EM_GATE_4_GRAY:
6315 if (!player->key[element - EL_EM_GATE_1_GRAY])
6316 return MF_NO_ACTION;
6317 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6318 return MF_NO_ACTION;
6320 /* automatically move to the next field with double speed */
6321 player->programmed_action = move_direction;
6322 DOUBLE_PLAYER_SPEED(player);
6325 PlaySoundLevelAction(x, y, ACTION_PASSING);
6327 PlaySoundLevel(x, y, SND_GATE_PASSING);
6331 case EL_SWITCHGATE_OPEN:
6332 case EL_TIMEGATE_OPEN:
6333 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6334 return MF_NO_ACTION;
6336 /* automatically move to the next field with double speed */
6337 player->programmed_action = move_direction;
6338 DOUBLE_PLAYER_SPEED(player);
6340 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6343 case EL_SP_PORT_LEFT:
6344 case EL_SP_PORT_RIGHT:
6346 case EL_SP_PORT_DOWN:
6347 case EL_SP_PORT_HORIZONTAL:
6348 case EL_SP_PORT_VERTICAL:
6349 case EL_SP_PORT_ANY:
6350 case EL_SP_GRAVITY_PORT_LEFT:
6351 case EL_SP_GRAVITY_PORT_RIGHT:
6352 case EL_SP_GRAVITY_PORT_UP:
6353 case EL_SP_GRAVITY_PORT_DOWN:
6355 element != EL_SP_PORT_LEFT &&
6356 element != EL_SP_GRAVITY_PORT_LEFT &&
6357 element != EL_SP_PORT_HORIZONTAL &&
6358 element != EL_SP_PORT_ANY) ||
6360 element != EL_SP_PORT_RIGHT &&
6361 element != EL_SP_GRAVITY_PORT_RIGHT &&
6362 element != EL_SP_PORT_HORIZONTAL &&
6363 element != EL_SP_PORT_ANY) ||
6365 element != EL_SP_PORT_UP &&
6366 element != EL_SP_GRAVITY_PORT_UP &&
6367 element != EL_SP_PORT_VERTICAL &&
6368 element != EL_SP_PORT_ANY) ||
6370 element != EL_SP_PORT_DOWN &&
6371 element != EL_SP_GRAVITY_PORT_DOWN &&
6372 element != EL_SP_PORT_VERTICAL &&
6373 element != EL_SP_PORT_ANY) ||
6374 !IN_LEV_FIELD(x + dx, y + dy) ||
6375 !IS_FREE(x + dx, y + dy))
6376 return MF_NO_ACTION;
6378 /* automatically move to the next field with double speed */
6379 player->programmed_action = move_direction;
6380 DOUBLE_PLAYER_SPEED(player);
6382 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6386 case EL_TUBE_VERTICAL:
6387 case EL_TUBE_HORIZONTAL:
6388 case EL_TUBE_VERTICAL_LEFT:
6389 case EL_TUBE_VERTICAL_RIGHT:
6390 case EL_TUBE_HORIZONTAL_UP:
6391 case EL_TUBE_HORIZONTAL_DOWN:
6392 case EL_TUBE_LEFT_UP:
6393 case EL_TUBE_LEFT_DOWN:
6394 case EL_TUBE_RIGHT_UP:
6395 case EL_TUBE_RIGHT_DOWN:
6398 int tube_enter_directions[][2] =
6400 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6401 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6402 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6403 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6404 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6405 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6406 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6407 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6408 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6409 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6410 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6411 { -1, MV_NO_MOVING }
6414 while (tube_enter_directions[i][0] != element)
6417 if (tube_enter_directions[i][0] == -1) /* should not happen */
6421 if (!(tube_enter_directions[i][1] & move_direction))
6422 return MF_NO_ACTION; /* tube has no opening in this direction */
6424 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6428 case EL_EXIT_CLOSED:
6429 case EL_SP_EXIT_CLOSED:
6430 case EL_EXIT_OPENING:
6431 return MF_NO_ACTION;
6435 case EL_SP_EXIT_OPEN:
6436 if (mode == DF_SNAP)
6437 return MF_NO_ACTION;
6439 if (element == EL_EXIT_OPEN)
6440 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6442 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6447 Feld[x][y] = EL_LAMP_ACTIVE;
6448 local_player->lights_still_needed--;
6449 DrawLevelField(x, y);
6450 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6454 case EL_TIME_ORB_FULL:
6455 Feld[x][y] = EL_TIME_ORB_EMPTY;
6457 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6458 DrawLevelField(x, y);
6459 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6463 case EL_SOKOBAN_FIELD_EMPTY:
6466 case EL_SOKOBAN_OBJECT:
6467 case EL_SOKOBAN_FIELD_FULL:
6469 case EL_SP_DISK_YELLOW:
6471 if (mode == DF_SNAP)
6472 return MF_NO_ACTION;
6474 player->Pushing = TRUE;
6476 if (!IN_LEV_FIELD(x+dx, y+dy)
6477 || (!IS_FREE(x+dx, y+dy)
6478 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6479 || !IS_SB_ELEMENT(element))))
6480 return MF_NO_ACTION;
6482 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6483 return MF_NO_ACTION;
6485 if (player->push_delay == 0)
6486 player->push_delay = FrameCounter;
6488 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6489 !tape.playing && element != EL_BALLOON)
6490 return MF_NO_ACTION;
6492 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6493 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6494 element != EL_BALLOON)
6495 return MF_NO_ACTION;
6498 if (IS_SB_ELEMENT(element))
6500 if (element == EL_SOKOBAN_FIELD_FULL)
6502 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6503 local_player->sokobanfields_still_needed++;
6508 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6510 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6511 local_player->sokobanfields_still_needed--;
6512 if (element == EL_SOKOBAN_OBJECT)
6514 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6516 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6520 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6522 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6527 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6528 if (element == EL_SOKOBAN_FIELD_FULL)
6530 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6532 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6536 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6538 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6545 Feld[x+dx][y+dy] = element;
6546 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6549 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6551 DrawLevelField(x, y);
6552 DrawLevelField(x + dx, y + dy);
6554 if (IS_SB_ELEMENT(element) &&
6555 local_player->sokobanfields_still_needed == 0 &&
6556 game.emulation == EMU_SOKOBAN)
6558 player->LevelSolved = player->GameOver = TRUE;
6559 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6571 if (IS_WALKABLE(element))
6575 else if (IS_DIGGABLE(element))
6579 if (mode != DF_SNAP)
6581 GfxElement[x][y] = element;
6582 player->is_digging = TRUE;
6585 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6589 else if (IS_COLLECTIBLE(element))
6593 if (mode != DF_SNAP)
6595 GfxElement[x][y] = element;
6596 player->is_collecting = TRUE;
6599 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6603 else if (IS_PUSHABLE(element))
6605 if (mode == DF_SNAP)
6606 return MF_NO_ACTION;
6608 if (CAN_FALL(element) && dy)
6609 return MF_NO_ACTION;
6611 player->Pushing = TRUE;
6613 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6614 return MF_NO_ACTION;
6616 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6617 return MF_NO_ACTION;
6619 if (player->push_delay == 0)
6620 player->push_delay = FrameCounter;
6622 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6623 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6624 return MF_NO_ACTION;
6627 Feld[x + dx][y + dy] = element;
6629 player->push_delay_value = 2 + RND(8);
6631 DrawLevelField(x + dx, y + dy);
6632 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6637 return MF_NO_ACTION;
6640 player->push_delay = 0;
6642 if (Feld[x][y] != element) /* really digged/collected something */
6643 player->is_collecting = !player->is_digging;
6648 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6650 int jx = player->jx, jy = player->jy;
6651 int x = jx + dx, y = jy + dy;
6653 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
6656 if (!player->active || !IN_LEV_FIELD(x, y))
6664 if (player->MovPos == 0)
6665 player->Pushing = FALSE;
6667 player->snapped = FALSE;
6669 if (player->MovPos == 0)
6671 player->is_digging = FALSE;
6672 player->is_collecting = FALSE;
6678 if (player->snapped)
6681 player->MovDir = (dx < 0 ? MV_LEFT :
6684 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6686 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
6689 player->snapped = TRUE;
6690 player->is_digging = FALSE;
6691 player->is_collecting = FALSE;
6693 DrawLevelField(x, y);
6699 boolean PlaceBomb(struct PlayerInfo *player)
6701 int jx = player->jx, jy = player->jy;
6704 if (!player->active || player->MovPos)
6707 element = Feld[jx][jy];
6709 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6710 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6714 if (element != EL_EMPTY)
6718 if (element != EL_EMPTY)
6721 Store[jx][jy] = element;
6723 Back[jx][jy] = element;
6727 MovDelay[jx][jy] = 96;
6729 ResetGfxAnimation(jx, jy);
6730 ResetRandomAnimationValue(jx, jy);
6732 if (player->dynamite)
6734 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6735 EL_DYNAMITE_ACTIVE);
6738 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6740 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6743 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6745 if (game.emulation == EMU_SUPAPLEX)
6746 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6748 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6752 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6757 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6758 player->dynabombs_left--;
6760 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6761 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6763 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6769 /* ------------------------------------------------------------------------- */
6770 /* game sound playing functions */
6771 /* ------------------------------------------------------------------------- */
6773 static int *loop_sound_frame = NULL;
6774 static int *loop_sound_volume = NULL;
6776 void InitPlaySoundLevel()
6778 int num_sounds = getSoundListSize();
6780 if (loop_sound_frame != NULL)
6781 free(loop_sound_frame);
6783 if (loop_sound_volume != NULL)
6784 free(loop_sound_volume);
6786 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6787 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6790 static void PlaySoundLevel(int x, int y, int nr)
6792 int sx = SCREENX(x), sy = SCREENY(y);
6793 int volume, stereo_position;
6794 int max_distance = 8;
6795 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6797 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6798 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6801 if (!IN_LEV_FIELD(x, y) ||
6802 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6803 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6806 volume = SOUND_MAX_VOLUME;
6808 if (!IN_SCR_FIELD(sx, sy))
6810 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6811 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6813 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6816 stereo_position = (SOUND_MAX_LEFT +
6817 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6818 (SCR_FIELDX + 2 * max_distance));
6820 if (IS_LOOP_SOUND(nr))
6822 /* This assures that quieter loop sounds do not overwrite louder ones,
6823 while restarting sound volume comparison with each new game frame. */
6825 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6828 loop_sound_volume[nr] = volume;
6829 loop_sound_frame[nr] = FrameCounter;
6832 PlaySoundExt(nr, volume, stereo_position, type);
6835 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6837 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6838 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6839 y < LEVELY(BY1) ? LEVELY(BY1) :
6840 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6844 static void PlaySoundLevelAction(int x, int y, int action)
6846 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6849 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6851 int sound_effect = element_info[element].sound[action];
6853 if (sound_effect != SND_UNDEFINED)
6854 PlaySoundLevel(x, y, sound_effect);
6857 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6859 int sound_effect = element_info[Feld[x][y]].sound[action];
6861 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6862 PlaySoundLevel(x, y, sound_effect);
6865 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6867 int sound_effect = element_info[Feld[x][y]].sound[action];
6869 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6870 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6873 void RaiseScore(int value)
6875 local_player->score += value;
6876 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6879 void RaiseScoreElement(int element)
6885 case EL_EMERALD_YELLOW:
6886 case EL_EMERALD_RED:
6887 case EL_EMERALD_PURPLE:
6888 RaiseScore(level.score[SC_EMERALD]);
6891 RaiseScore(level.score[SC_DIAMOND]);
6894 case EL_BD_BUTTERFLY:
6895 RaiseScore(level.score[SC_BUG]);
6899 RaiseScore(level.score[SC_SPACESHIP]);
6902 case EL_DARK_YAMYAM:
6903 RaiseScore(level.score[SC_YAMYAM]);
6906 RaiseScore(level.score[SC_ROBOT]);
6909 RaiseScore(level.score[SC_PACMAN]);
6912 RaiseScore(level.score[SC_NUT]);
6915 RaiseScore(level.score[SC_DYNAMITE]);
6921 RaiseScore(level.score[SC_KEY]);
6928 void RequestQuitGame(boolean ask_if_really_quit)
6930 if (AllPlayersGone ||
6931 !ask_if_really_quit ||
6932 level_editor_test_game ||
6933 Request("Do you really want to quit the game ?",
6934 REQ_ASK | REQ_STAY_CLOSED))
6936 #if defined(PLATFORM_UNIX)
6937 if (options.network)
6938 SendToServer_StopPlaying();
6942 game_status = GAME_MODE_MAIN;
6948 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6953 /* ---------- new game button stuff ---------------------------------------- */
6955 /* graphic position values for game buttons */
6956 #define GAME_BUTTON_XSIZE 30
6957 #define GAME_BUTTON_YSIZE 30
6958 #define GAME_BUTTON_XPOS 5
6959 #define GAME_BUTTON_YPOS 215
6960 #define SOUND_BUTTON_XPOS 5
6961 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6963 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6964 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6965 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6966 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6967 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6968 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6975 } gamebutton_info[NUM_GAME_BUTTONS] =
6978 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6983 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6988 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6993 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6994 SOUND_CTRL_ID_MUSIC,
6995 "background music on/off"
6998 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6999 SOUND_CTRL_ID_LOOPS,
7000 "sound loops on/off"
7003 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7004 SOUND_CTRL_ID_SIMPLE,
7005 "normal sounds on/off"
7009 void CreateGameButtons()
7013 for (i=0; i<NUM_GAME_BUTTONS; i++)
7015 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7016 struct GadgetInfo *gi;
7019 unsigned long event_mask;
7020 int gd_xoffset, gd_yoffset;
7021 int gd_x1, gd_x2, gd_y1, gd_y2;
7024 gd_xoffset = gamebutton_info[i].x;
7025 gd_yoffset = gamebutton_info[i].y;
7026 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7027 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7029 if (id == GAME_CTRL_ID_STOP ||
7030 id == GAME_CTRL_ID_PAUSE ||
7031 id == GAME_CTRL_ID_PLAY)
7033 button_type = GD_TYPE_NORMAL_BUTTON;
7035 event_mask = GD_EVENT_RELEASED;
7036 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7037 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7041 button_type = GD_TYPE_CHECK_BUTTON;
7043 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7044 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7045 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7046 event_mask = GD_EVENT_PRESSED;
7047 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7048 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7051 gi = CreateGadget(GDI_CUSTOM_ID, id,
7052 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7053 GDI_X, DX + gd_xoffset,
7054 GDI_Y, DY + gd_yoffset,
7055 GDI_WIDTH, GAME_BUTTON_XSIZE,
7056 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7057 GDI_TYPE, button_type,
7058 GDI_STATE, GD_BUTTON_UNPRESSED,
7059 GDI_CHECKED, checked,
7060 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7061 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7062 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7063 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7064 GDI_EVENT_MASK, event_mask,
7065 GDI_CALLBACK_ACTION, HandleGameButtons,
7069 Error(ERR_EXIT, "cannot create gadget");
7071 game_gadget[id] = gi;
7075 void FreeGameButtons()
7079 for (i=0; i<NUM_GAME_BUTTONS; i++)
7080 FreeGadget(game_gadget[i]);
7083 static void MapGameButtons()
7087 for (i=0; i<NUM_GAME_BUTTONS; i++)
7088 MapGadget(game_gadget[i]);
7091 void UnmapGameButtons()
7095 for (i=0; i<NUM_GAME_BUTTONS; i++)
7096 UnmapGadget(game_gadget[i]);
7099 static void HandleGameButtons(struct GadgetInfo *gi)
7101 int id = gi->custom_id;
7103 if (game_status != GAME_MODE_PLAYING)
7108 case GAME_CTRL_ID_STOP:
7109 RequestQuitGame(TRUE);
7112 case GAME_CTRL_ID_PAUSE:
7113 if (options.network)
7115 #if defined(PLATFORM_UNIX)
7117 SendToServer_ContinuePlaying();
7119 SendToServer_PausePlaying();
7123 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7126 case GAME_CTRL_ID_PLAY:
7129 #if defined(PLATFORM_UNIX)
7130 if (options.network)
7131 SendToServer_ContinuePlaying();
7135 tape.pausing = FALSE;
7136 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7141 case SOUND_CTRL_ID_MUSIC:
7142 if (setup.sound_music)
7144 setup.sound_music = FALSE;
7147 else if (audio.music_available)
7149 setup.sound = setup.sound_music = TRUE;
7150 PlayMusic(level_nr);
7154 case SOUND_CTRL_ID_LOOPS:
7155 if (setup.sound_loops)
7156 setup.sound_loops = FALSE;
7157 else if (audio.loops_available)
7158 setup.sound = setup.sound_loops = TRUE;
7161 case SOUND_CTRL_ID_SIMPLE:
7162 if (setup.sound_simple)
7163 setup.sound_simple = FALSE;
7164 else if (audio.sound_available)
7165 setup.sound = setup.sound_simple = TRUE;