1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
116 static void PlaySoundLevelActionIfLoop(int, int, int);
117 static void StopSoundLevelActionIfLoop(int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT_4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
281 stored_player[0].use_murphy_graphic = TRUE;
284 Feld[x][y] = EL_PLAYER_1;
293 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
294 int jx = player->jx, jy = player->jy;
296 player->present = TRUE;
298 if (!options.network || player->connected)
300 player->active = TRUE;
302 /* remove potentially duplicate players */
303 if (StorePlayer[jx][jy] == Feld[x][y])
304 StorePlayer[jx][jy] = 0;
306 StorePlayer[x][y] = Feld[x][y];
310 printf("Player %d activated.\n", player->element_nr);
311 printf("[Local player is %d and currently %s.]\n",
312 local_player->element_nr,
313 local_player->active ? "active" : "not active");
317 Feld[x][y] = EL_EMPTY;
318 player->jx = player->last_jx = x;
319 player->jy = player->last_jy = y;
324 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
325 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
326 else if (x > 0 && Feld[x-1][y] == EL_ACID)
327 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
329 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
330 else if (y > 0 && Feld[x][y-1] == EL_ACID)
331 Feld[x][y] = EL_ACID_POOL_BOTTOM;
332 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
333 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
341 case EL_SPACESHIP_RIGHT:
342 case EL_SPACESHIP_UP:
343 case EL_SPACESHIP_LEFT:
344 case EL_SPACESHIP_DOWN:
346 case EL_BD_BUTTERFLY_RIGHT:
347 case EL_BD_BUTTERFLY_UP:
348 case EL_BD_BUTTERFLY_LEFT:
349 case EL_BD_BUTTERFLY_DOWN:
350 case EL_BD_BUTTERFLY:
351 case EL_BD_FIREFLY_RIGHT:
352 case EL_BD_FIREFLY_UP:
353 case EL_BD_FIREFLY_LEFT:
354 case EL_BD_FIREFLY_DOWN:
356 case EL_PACMAN_RIGHT:
380 if (y == lev_fieldy - 1)
382 Feld[x][y] = EL_AMOEBA_GROWING;
383 Store[x][y] = EL_AMOEBA_WET;
387 case EL_DYNAMITE_ACTIVE:
392 local_player->lights_still_needed++;
395 case EL_SOKOBAN_FIELD_EMPTY:
396 local_player->sokobanfields_still_needed++;
400 local_player->friends_still_needed++;
405 MovDir[x][y] = 1 << RND(4);
409 Feld[x][y] = EL_EMPTY;
412 case EL_EM_KEY_1_FILE:
413 Feld[x][y] = EL_EM_KEY_1;
415 case EL_EM_KEY_2_FILE:
416 Feld[x][y] = EL_EM_KEY_2;
418 case EL_EM_KEY_3_FILE:
419 Feld[x][y] = EL_EM_KEY_3;
421 case EL_EM_KEY_4_FILE:
422 Feld[x][y] = EL_EM_KEY_4;
425 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
431 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
432 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
433 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
434 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
435 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
436 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
439 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
440 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
441 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
443 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
445 game.belt_dir[belt_nr] = belt_dir;
446 game.belt_dir_nr[belt_nr] = belt_dir_nr;
448 else /* more than one switch -- set it like the first switch */
450 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
455 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
457 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
460 case EL_LIGHT_SWITCH_ACTIVE:
462 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
470 void DrawGameDoorValues()
474 for (i=0; i<MAX_PLAYERS; i++)
476 if (stored_player[i].key[j])
477 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
478 el2edimg(EL_KEY_1 + j));
480 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
481 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
482 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
483 int2str(local_player->dynamite, 3), FONT_TEXT_2);
484 DrawText(DX + XX_SCORE, DY + YY_SCORE,
485 int2str(local_player->score, 5), FONT_TEXT_2);
486 DrawText(DX + XX_TIME, DY + YY_TIME,
487 int2str(TimeLeft, 3), FONT_TEXT_2);
492 =============================================================================
494 -----------------------------------------------------------------------------
495 initialize game engine due to level / tape version number
496 =============================================================================
499 static void InitGameEngine()
503 game.engine_version = (tape.playing ? tape.engine_version :
507 printf("level %d: level version == %06d\n", level_nr, level.game_version);
508 printf(" tape version == %06d [%s] [file: %06d]\n",
509 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
511 printf(" => game.engine_version == %06d\n", game.engine_version);
514 /* dynamically adjust player properties according to game engine version */
515 game.initial_move_delay =
516 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
517 INITIAL_MOVE_DELAY_OFF);
519 /* dynamically adjust player properties according to level information */
520 game.initial_move_delay_value =
521 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
523 /* dynamically adjust element properties according to game engine version */
525 static int ep_em_slippery_wall[] =
530 EL_EXPANDABLE_WALL_HORIZONTAL,
531 EL_EXPANDABLE_WALL_VERTICAL,
532 EL_EXPANDABLE_WALL_ANY
534 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
536 /* special EM style gems behaviour */
537 for (i=0; i<ep_em_slippery_wall_num; i++)
538 SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
539 level.em_slippery_gems);
541 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
542 SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
543 (level.em_slippery_gems &&
544 game.engine_version > VERSION_IDENT(2,0,1)));
547 /* initialize changing elements information */
548 for (i=0; i<MAX_NUM_ELEMENTS; i++)
550 changing_element[i].base_element = EL_UNDEFINED;
551 changing_element[i].next_element = EL_UNDEFINED;
552 changing_element[i].change_delay = -1;
553 changing_element[i].pre_change_function = NULL;
554 changing_element[i].change_function = NULL;
555 changing_element[i].post_change_function = NULL;
559 while (changing_element_list[i].base_element != EL_UNDEFINED)
561 struct ChangingElementInfo *ce = &changing_element_list[i];
562 int element = ce->base_element;
564 changing_element[element].base_element = ce->base_element;
565 changing_element[element].next_element = ce->next_element;
566 changing_element[element].change_delay = ce->change_delay;
567 changing_element[element].pre_change_function = ce->pre_change_function;
568 changing_element[element].change_function = ce->change_function;
569 changing_element[element].post_change_function = ce->post_change_function;
577 =============================================================================
579 -----------------------------------------------------------------------------
580 initialize and start new game
581 =============================================================================
586 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
587 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
588 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
595 #if USE_NEW_AMOEBA_CODE
596 printf("Using new amoeba code.\n");
598 printf("Using old amoeba code.\n");
603 /* don't play tapes over network */
604 network_playing = (options.network && !tape.playing);
606 for (i=0; i<MAX_PLAYERS; i++)
608 struct PlayerInfo *player = &stored_player[i];
610 player->index_nr = i;
611 player->element_nr = EL_PLAYER_1 + i;
613 player->present = FALSE;
614 player->active = FALSE;
617 player->effective_action = 0;
618 player->programmed_action = 0;
621 player->gems_still_needed = level.gems_needed;
622 player->sokobanfields_still_needed = 0;
623 player->lights_still_needed = 0;
624 player->friends_still_needed = 0;
627 player->key[j] = FALSE;
629 player->dynamite = 0;
630 player->dynabomb_count = 0;
631 player->dynabomb_size = 1;
632 player->dynabombs_left = 0;
633 player->dynabomb_xl = FALSE;
635 player->MovDir = MV_NO_MOVING;
637 player->Pushing = FALSE;
638 player->Switching = FALSE;
640 player->GfxDir = MV_NO_MOVING;
641 player->GfxAction = ACTION_DEFAULT;
643 player->StepFrame = 0;
645 player->use_murphy_graphic = FALSE;
646 player->use_disk_red_graphic = FALSE;
648 player->actual_frame_counter = 0;
650 player->last_move_dir = MV_NO_MOVING;
651 player->is_moving = FALSE;
653 player->is_moving = FALSE;
654 player->is_waiting = FALSE;
655 player->is_digging = FALSE;
656 player->is_collecting = FALSE;
658 player->move_delay = game.initial_move_delay;
659 player->move_delay_value = game.initial_move_delay_value;
661 player->push_delay = 0;
662 player->push_delay_value = 5;
664 player->snapped = FALSE;
666 player->last_jx = player->last_jy = 0;
667 player->jx = player->jy = 0;
669 player->shield_normal_time_left = 0;
670 player->shield_deadly_time_left = 0;
672 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
673 SnapField(player, 0, 0);
675 player->LevelSolved = FALSE;
676 player->GameOver = FALSE;
679 network_player_action_received = FALSE;
681 #if defined(PLATFORM_UNIX)
682 /* initial null action */
684 SendToServer_MovePlayer(MV_NO_MOVING);
692 TimeLeft = level.time;
694 ScreenMovDir = MV_NO_MOVING;
698 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
700 AllPlayersGone = FALSE;
702 game.yam_content_nr = 0;
703 game.magic_wall_active = FALSE;
704 game.magic_wall_time_left = 0;
705 game.light_time_left = 0;
706 game.timegate_time_left = 0;
707 game.switchgate_pos = 0;
708 game.balloon_dir = MV_NO_MOVING;
709 game.explosions_delayed = TRUE;
713 game.belt_dir[i] = MV_NO_MOVING;
714 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
717 for (i=0; i<MAX_NUM_AMOEBA; i++)
718 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
720 for (x=0; x<lev_fieldx; x++)
722 for (y=0; y<lev_fieldy; y++)
724 Feld[x][y] = Ur[x][y];
725 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
726 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
728 JustStopped[x][y] = 0;
730 ExplodePhase[x][y] = 0;
731 ExplodeField[x][y] = EX_NO_EXPLOSION;
734 GfxAction[x][y] = ACTION_DEFAULT;
735 GfxRandom[x][y] = INIT_GFX_RANDOM();
736 GfxElement[x][y] = EL_UNDEFINED;
740 for(y=0; y<lev_fieldy; y++)
742 for(x=0; x<lev_fieldx; x++)
744 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
746 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
748 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
751 InitField(x, y, TRUE);
757 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
758 emulate_sb ? EMU_SOKOBAN :
759 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
761 /* correct non-moving belts to start moving left */
763 if (game.belt_dir[i] == MV_NO_MOVING)
764 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
766 /* check if any connected player was not found in playfield */
767 for (i=0; i<MAX_PLAYERS; i++)
769 struct PlayerInfo *player = &stored_player[i];
771 if (player->connected && !player->present)
773 for (j=0; j<MAX_PLAYERS; j++)
775 struct PlayerInfo *some_player = &stored_player[j];
776 int jx = some_player->jx, jy = some_player->jy;
778 /* assign first free player found that is present in the playfield */
779 if (some_player->present && !some_player->connected)
781 player->present = TRUE;
782 player->active = TRUE;
783 some_player->present = FALSE;
785 StorePlayer[jx][jy] = player->element_nr;
786 player->jx = player->last_jx = jx;
787 player->jy = player->last_jy = jy;
797 /* when playing a tape, eliminate all players who do not participate */
799 for (i=0; i<MAX_PLAYERS; i++)
801 if (stored_player[i].active && !tape.player_participates[i])
803 struct PlayerInfo *player = &stored_player[i];
804 int jx = player->jx, jy = player->jy;
806 player->active = FALSE;
807 StorePlayer[jx][jy] = 0;
808 Feld[jx][jy] = EL_EMPTY;
812 else if (!options.network && !setup.team_mode) /* && !tape.playing */
814 /* when in single player mode, eliminate all but the first active player */
816 for (i=0; i<MAX_PLAYERS; i++)
818 if (stored_player[i].active)
820 for (j=i+1; j<MAX_PLAYERS; j++)
822 if (stored_player[j].active)
824 struct PlayerInfo *player = &stored_player[j];
825 int jx = player->jx, jy = player->jy;
827 player->active = FALSE;
828 StorePlayer[jx][jy] = 0;
829 Feld[jx][jy] = EL_EMPTY;
836 /* when recording the game, store which players take part in the game */
839 for (i=0; i<MAX_PLAYERS; i++)
840 if (stored_player[i].active)
841 tape.player_participates[i] = TRUE;
846 for (i=0; i<MAX_PLAYERS; i++)
848 struct PlayerInfo *player = &stored_player[i];
850 printf("Player %d: present == %d, connected == %d, active == %d.\n",
855 if (local_player == player)
856 printf("Player %d is local player.\n", i+1);
860 if (BorderElement == EL_EMPTY)
863 SBX_Right = lev_fieldx - SCR_FIELDX;
865 SBY_Lower = lev_fieldy - SCR_FIELDY;
870 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
872 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
875 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
876 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
878 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
879 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
882 scroll_y = SBY_Upper;
883 if (local_player->jx >= SBX_Left + MIDPOSX)
884 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
885 local_player->jx - MIDPOSX :
887 if (local_player->jy >= SBY_Upper + MIDPOSY)
888 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
889 local_player->jy - MIDPOSY :
892 CloseDoor(DOOR_CLOSE_1);
897 /* after drawing the level, correct some elements */
898 if (game.timegate_time_left == 0)
899 CloseAllOpenTimegates();
901 if (setup.soft_scrolling)
902 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
904 redraw_mask |= REDRAW_FROM_BACKBUFFER;
907 /* copy default game door content to main double buffer */
908 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
909 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
912 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
915 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
916 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
917 BlitBitmap(drawto, drawto,
918 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
919 getFontWidth(FONT_LEVEL_NUMBER) * 3,
920 getFontHeight(FONT_LEVEL_NUMBER) - 1,
921 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
924 DrawGameDoorValues();
928 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
929 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
930 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
934 /* copy actual game door content to door double buffer for OpenDoor() */
935 BlitBitmap(drawto, bitmap_db_door,
936 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
938 OpenDoor(DOOR_OPEN_ALL);
940 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
941 if (setup.sound_music)
945 KeyboardAutoRepeatOff();
950 printf("Player %d %sactive.\n",
951 i + 1, (stored_player[i].active ? "" : "not "));
955 void InitMovDir(int x, int y)
957 int i, element = Feld[x][y];
958 static int xy[4][2] =
965 static int direction[3][4] =
967 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
968 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
969 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
979 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
982 case EL_SPACESHIP_RIGHT:
983 case EL_SPACESHIP_UP:
984 case EL_SPACESHIP_LEFT:
985 case EL_SPACESHIP_DOWN:
986 Feld[x][y] = EL_SPACESHIP;
987 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
990 case EL_BD_BUTTERFLY_RIGHT:
991 case EL_BD_BUTTERFLY_UP:
992 case EL_BD_BUTTERFLY_LEFT:
993 case EL_BD_BUTTERFLY_DOWN:
994 Feld[x][y] = EL_BD_BUTTERFLY;
995 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
998 case EL_BD_FIREFLY_RIGHT:
999 case EL_BD_FIREFLY_UP:
1000 case EL_BD_FIREFLY_LEFT:
1001 case EL_BD_FIREFLY_DOWN:
1002 Feld[x][y] = EL_BD_FIREFLY;
1003 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1006 case EL_PACMAN_RIGHT:
1008 case EL_PACMAN_LEFT:
1009 case EL_PACMAN_DOWN:
1010 Feld[x][y] = EL_PACMAN;
1011 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1014 case EL_SP_SNIKSNAK:
1015 MovDir[x][y] = MV_UP;
1018 case EL_SP_ELECTRON:
1019 MovDir[x][y] = MV_LEFT;
1026 Feld[x][y] = EL_MOLE;
1027 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1031 MovDir[x][y] = 1 << RND(4);
1032 if (element != EL_BUG &&
1033 element != EL_SPACESHIP &&
1034 element != EL_BD_BUTTERFLY &&
1035 element != EL_BD_FIREFLY)
1040 int x1 = x + xy[i][0];
1041 int y1 = y + xy[i][1];
1043 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1045 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1047 MovDir[x][y] = direction[0][i];
1050 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1051 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1053 MovDir[x][y] = direction[1][i];
1062 void InitAmoebaNr(int x, int y)
1065 int group_nr = AmoebeNachbarNr(x, y);
1069 for (i=1; i<MAX_NUM_AMOEBA; i++)
1071 if (AmoebaCnt[i] == 0)
1079 AmoebaNr[x][y] = group_nr;
1080 AmoebaCnt[group_nr]++;
1081 AmoebaCnt2[group_nr]++;
1087 boolean raise_level = FALSE;
1089 if (local_player->MovPos)
1092 if (tape.playing && tape.auto_play)
1093 tape.auto_play_level_solved = TRUE;
1095 local_player->LevelSolved = FALSE;
1097 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1101 if (!tape.playing && setup.sound_loops)
1102 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1103 SND_CTRL_PLAY_LOOP);
1105 while (TimeLeft > 0)
1107 if (!tape.playing && !setup.sound_loops)
1108 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1109 if (TimeLeft > 0 && !(TimeLeft % 10))
1110 RaiseScore(level.score[SC_TIME_BONUS]);
1111 if (TimeLeft > 100 && !(TimeLeft % 10))
1115 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1122 if (!tape.playing && setup.sound_loops)
1123 StopSound(SND_GAME_LEVELTIME_BONUS);
1125 else if (level.time == 0) /* level without time limit */
1127 if (!tape.playing && setup.sound_loops)
1128 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1129 SND_CTRL_PLAY_LOOP);
1131 while (TimePlayed < 999)
1133 if (!tape.playing && !setup.sound_loops)
1134 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1135 if (TimePlayed < 999 && !(TimePlayed % 10))
1136 RaiseScore(level.score[SC_TIME_BONUS]);
1137 if (TimePlayed < 900 && !(TimePlayed % 10))
1141 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1148 if (!tape.playing && setup.sound_loops)
1149 StopSound(SND_GAME_LEVELTIME_BONUS);
1152 /* Hero disappears */
1153 DrawLevelField(ExitX, ExitY);
1159 CloseDoor(DOOR_CLOSE_1);
1164 SaveTape(tape.level_nr); /* Ask to save tape */
1167 if (level_nr == leveldir_current->handicap_level)
1169 leveldir_current->handicap_level++;
1170 SaveLevelSetup_SeriesInfo();
1173 if (level_editor_test_game)
1174 local_player->score = -1; /* no highscore when playing from editor */
1175 else if (level_nr < leveldir_current->last_level)
1176 raise_level = TRUE; /* advance to next level */
1178 if ((hi_pos = NewHiScore()) >= 0)
1180 game_status = HALLOFFAME;
1181 DrawHallOfFame(hi_pos);
1190 game_status = MAINMENU;
1207 LoadScore(level_nr);
1209 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1210 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1213 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1215 if (local_player->score > highscore[k].Score)
1217 /* player has made it to the hall of fame */
1219 if (k < MAX_SCORE_ENTRIES - 1)
1221 int m = MAX_SCORE_ENTRIES - 1;
1224 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1225 if (!strcmp(setup.player_name, highscore[l].Name))
1227 if (m == k) /* player's new highscore overwrites his old one */
1233 strcpy(highscore[l].Name, highscore[l - 1].Name);
1234 highscore[l].Score = highscore[l - 1].Score;
1241 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1242 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1243 highscore[k].Score = local_player->score;
1249 else if (!strncmp(setup.player_name, highscore[k].Name,
1250 MAX_PLAYER_NAME_LEN))
1251 break; /* player already there with a higher score */
1257 SaveScore(level_nr);
1262 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1264 if (player->GfxAction != action || player->GfxDir != dir)
1267 printf("Player frame reset! (%d => %d, %d => %d)\n",
1268 player->GfxAction, action, player->GfxDir, dir);
1271 player->GfxAction = action;
1272 player->GfxDir = dir;
1274 player->StepFrame = 0;
1278 static void ResetRandomAnimationValue(int x, int y)
1280 GfxRandom[x][y] = INIT_GFX_RANDOM();
1283 static void ResetGfxAnimation(int x, int y)
1286 GfxAction[x][y] = ACTION_DEFAULT;
1289 void InitMovingField(int x, int y, int direction)
1291 int element = Feld[x][y];
1292 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1293 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1295 if (!JustStopped[x][y] || direction != MovDir[x][y])
1296 ResetGfxAnimation(x, y);
1298 MovDir[newx][newy] = MovDir[x][y] = direction;
1300 if (Feld[newx][newy] == EL_EMPTY)
1301 Feld[newx][newy] = EL_BLOCKED;
1303 if (direction == MV_DOWN && CAN_FALL(element))
1304 GfxAction[x][y] = ACTION_FALLING;
1306 GfxAction[x][y] = ACTION_MOVING;
1308 GfxFrame[newx][newy] = GfxFrame[x][y];
1309 GfxAction[newx][newy] = GfxAction[x][y];
1310 GfxRandom[newx][newy] = GfxRandom[x][y];
1313 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1315 int direction = MovDir[x][y];
1316 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1317 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1323 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1325 int oldx = x, oldy = y;
1326 int direction = MovDir[x][y];
1328 if (direction == MV_LEFT)
1330 else if (direction == MV_RIGHT)
1332 else if (direction == MV_UP)
1334 else if (direction == MV_DOWN)
1337 *comes_from_x = oldx;
1338 *comes_from_y = oldy;
1341 int MovingOrBlocked2Element(int x, int y)
1343 int element = Feld[x][y];
1345 if (element == EL_BLOCKED)
1349 Blocked2Moving(x, y, &oldx, &oldy);
1350 return Feld[oldx][oldy];
1356 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1358 /* like MovingOrBlocked2Element(), but if element is moving
1359 and (x,y) is the field the moving element is just leaving,
1360 return EL_BLOCKED instead of the element value */
1361 int element = Feld[x][y];
1363 if (IS_MOVING(x, y))
1365 if (element == EL_BLOCKED)
1369 Blocked2Moving(x, y, &oldx, &oldy);
1370 return Feld[oldx][oldy];
1379 static void RemoveField(int x, int y)
1381 Feld[x][y] = EL_EMPTY;
1382 GfxElement[x][y] = EL_UNDEFINED;
1388 void RemoveMovingField(int x, int y)
1390 int oldx = x, oldy = y, newx = x, newy = y;
1392 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1395 if (IS_MOVING(x, y))
1397 Moving2Blocked(x, y, &newx, &newy);
1398 if (Feld[newx][newy] != EL_BLOCKED)
1401 else if (Feld[x][y] == EL_BLOCKED)
1403 Blocked2Moving(x, y, &oldx, &oldy);
1404 if (!IS_MOVING(oldx, oldy))
1408 if (Feld[x][y] == EL_BLOCKED &&
1409 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1410 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1411 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1412 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1413 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1415 Feld[oldx][oldy] = EL_EMPTY;
1417 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1419 Feld[newx][newy] = EL_EMPTY;
1420 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1421 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1422 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1424 DrawLevelField(oldx, oldy);
1425 DrawLevelField(newx, newy);
1428 void DrawDynamite(int x, int y)
1430 int sx = SCREENX(x), sy = SCREENY(y);
1431 int graphic = el2img(Feld[x][y]);
1434 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1437 if (IS_WALKABLE_INSIDE(Back[x][y]))
1441 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1442 else if (Store[x][y])
1443 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1445 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1448 if (Back[x][y] || Store[x][y])
1449 DrawGraphicThruMask(sx, sy, graphic, frame);
1451 DrawGraphic(sx, sy, graphic, frame);
1453 if (game.emulation == EMU_SUPAPLEX)
1454 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1455 else if (Store[x][y])
1456 DrawGraphicThruMask(sx, sy, graphic, frame);
1458 DrawGraphic(sx, sy, graphic, frame);
1462 void CheckDynamite(int x, int y)
1464 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1468 if (MovDelay[x][y] != 0)
1471 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1478 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1480 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1481 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1482 StopSound(SND_DYNAMITE_ACTIVE);
1484 StopSound(SND_DYNABOMB_ACTIVE);
1490 void Explode(int ex, int ey, int phase, int mode)
1494 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1495 int last_phase = num_phase * delay;
1496 int half_phase = (num_phase / 2) * delay;
1497 int first_phase_after_start = EX_PHASE_START + 1;
1499 if (game.explosions_delayed)
1501 ExplodeField[ex][ey] = mode;
1505 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1507 int center_element = Feld[ex][ey];
1509 /* remove things displayed in background while burning dynamite */
1510 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1513 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1515 /* put moving element to center field (and let it explode there) */
1516 center_element = MovingOrBlocked2Element(ex, ey);
1517 RemoveMovingField(ex, ey);
1518 Feld[ex][ey] = center_element;
1521 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1525 if (!IN_LEV_FIELD(x, y) ||
1526 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1527 (x != ex || y != ey)))
1530 element = Feld[x][y];
1532 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1534 element = MovingOrBlocked2Element(x, y);
1535 RemoveMovingField(x, y);
1538 if ((IS_INDESTRUCTIBLE(element) &&
1539 (game.engine_version < VERSION_IDENT(2,2,0) ||
1540 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1541 element == EL_FLAMES)
1544 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1546 if (IS_ACTIVE_BOMB(element))
1548 /* re-activate things under the bomb like gate or penguin */
1549 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1556 /* save walkable background elements while explosion on same tile */
1557 if (IS_INDESTRUCTIBLE(element))
1558 Back[x][y] = element;
1560 /* ignite explodable elements reached by other explosion */
1561 if (element == EL_EXPLOSION)
1562 element = Store2[x][y];
1564 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1566 switch(StorePlayer[ex][ey])
1569 Store[x][y] = EL_EMERALD_RED;
1572 Store[x][y] = EL_EMERALD;
1575 Store[x][y] = EL_EMERALD_PURPLE;
1579 Store[x][y] = EL_EMERALD_YELLOW;
1583 if (game.emulation == EMU_SUPAPLEX)
1584 Store[x][y] = EL_EMPTY;
1586 else if (center_element == EL_MOLE)
1587 Store[x][y] = EL_EMERALD_RED;
1588 else if (center_element == EL_PENGUIN)
1589 Store[x][y] = EL_EMERALD_PURPLE;
1590 else if (center_element == EL_BUG)
1591 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1592 else if (center_element == EL_BD_BUTTERFLY)
1593 Store[x][y] = EL_BD_DIAMOND;
1594 else if (center_element == EL_SP_ELECTRON)
1595 Store[x][y] = EL_SP_INFOTRON;
1596 else if (center_element == EL_YAMYAM)
1597 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1598 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1599 Store[x][y] = level.amoeba_content;
1600 else if (element == EL_WALL_EMERALD)
1601 Store[x][y] = EL_EMERALD;
1602 else if (element == EL_WALL_DIAMOND)
1603 Store[x][y] = EL_DIAMOND;
1604 else if (element == EL_WALL_BD_DIAMOND)
1605 Store[x][y] = EL_BD_DIAMOND;
1606 else if (element == EL_WALL_EMERALD_YELLOW)
1607 Store[x][y] = EL_EMERALD_YELLOW;
1608 else if (element == EL_WALL_EMERALD_RED)
1609 Store[x][y] = EL_EMERALD_RED;
1610 else if (element == EL_WALL_EMERALD_PURPLE)
1611 Store[x][y] = EL_EMERALD_PURPLE;
1612 else if (element == EL_WALL_PEARL)
1613 Store[x][y] = EL_PEARL;
1614 else if (element == EL_WALL_CRYSTAL)
1615 Store[x][y] = EL_CRYSTAL;
1617 Store[x][y] = EL_EMPTY;
1619 if (x != ex || y != ey ||
1620 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1621 Store2[x][y] = element;
1623 if (AmoebaNr[x][y] &&
1624 (element == EL_AMOEBA_FULL ||
1625 element == EL_BD_AMOEBA ||
1626 element == EL_AMOEBA_GROWING))
1628 AmoebaCnt[AmoebaNr[x][y]]--;
1629 AmoebaCnt2[AmoebaNr[x][y]]--;
1632 Feld[x][y] = EL_EXPLOSION;
1633 GfxElement[x][y] = EL_UNDEFINED;
1634 MovDir[x][y] = MovPos[x][y] = 0;
1636 ExplodePhase[x][y] = 1;
1640 if (center_element == EL_YAMYAM)
1641 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1652 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1654 if (phase == first_phase_after_start)
1656 int element = Store2[x][y];
1658 if (element == EL_BLACK_ORB)
1660 Feld[x][y] = Store2[x][y];
1665 else if (phase == half_phase)
1667 int element = Store2[x][y];
1669 if (IS_PLAYER(x, y))
1670 KillHeroUnlessProtected(x, y);
1671 else if (IS_EXPLOSIVE(element))
1673 Feld[x][y] = Store2[x][y];
1677 else if (element == EL_AMOEBA_TO_DIAMOND)
1678 AmoebeUmwandeln(x, y);
1681 if (phase == last_phase)
1685 element = Feld[x][y] = Store[x][y];
1686 Store[x][y] = Store2[x][y] = 0;
1688 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1689 element = Feld[x][y] = Back[x][y];
1692 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1693 InitField(x, y, FALSE);
1694 if (CAN_MOVE(element) || COULD_MOVE(element))
1696 DrawLevelField(x, y);
1698 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1699 StorePlayer[x][y] = 0;
1701 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1703 int stored = Store[x][y];
1704 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1705 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1707 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1710 DrawLevelFieldCrumbledSand(x, y);
1712 if (IS_WALKABLE_OVER(Back[x][y]))
1714 DrawLevelElement(x, y, Back[x][y]);
1715 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1717 else if (IS_WALKABLE_UNDER(Back[x][y]))
1719 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1720 DrawLevelElementThruMask(x, y, Back[x][y]);
1722 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1723 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1727 void DynaExplode(int ex, int ey)
1730 int dynabomb_size = 1;
1731 boolean dynabomb_xl = FALSE;
1732 struct PlayerInfo *player;
1733 static int xy[4][2] =
1741 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1743 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1744 dynabomb_size = player->dynabomb_size;
1745 dynabomb_xl = player->dynabomb_xl;
1746 player->dynabombs_left++;
1749 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1753 for (j=1; j<=dynabomb_size; j++)
1755 int x = ex + j * xy[i % 4][0];
1756 int y = ey + j * xy[i % 4][1];
1759 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1762 element = Feld[x][y];
1764 /* do not restart explosions of fields with active bombs */
1765 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1768 Explode(x, y, EX_PHASE_START, EX_BORDER);
1770 if (element != EL_EMPTY &&
1771 element != EL_SAND &&
1772 element != EL_EXPLOSION &&
1779 void Bang(int x, int y)
1781 int element = Feld[x][y];
1783 if (game.emulation == EMU_SUPAPLEX)
1784 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1786 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1789 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1797 case EL_BD_BUTTERFLY:
1800 case EL_DARK_YAMYAM:
1804 RaiseScoreElement(element);
1805 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1807 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1808 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1809 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1810 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1811 case EL_DYNABOMB_INCREASE_NUMBER:
1812 case EL_DYNABOMB_INCREASE_SIZE:
1813 case EL_DYNABOMB_INCREASE_POWER:
1818 case EL_LAMP_ACTIVE:
1819 if (IS_PLAYER(x, y))
1820 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1822 Explode(x, y, EX_PHASE_START, EX_CENTER);
1825 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1830 void SplashAcid(int x, int y)
1832 int element = Feld[x][y];
1834 if (element != EL_ACID_SPLASH_LEFT &&
1835 element != EL_ACID_SPLASH_RIGHT)
1837 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1839 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1840 (!IN_LEV_FIELD(x-1, y-1) ||
1841 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1842 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1844 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1845 (!IN_LEV_FIELD(x+1, y-1) ||
1846 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1847 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1851 static void InitBeltMovement()
1853 static int belt_base_element[4] =
1855 EL_CONVEYOR_BELT_1_LEFT,
1856 EL_CONVEYOR_BELT_2_LEFT,
1857 EL_CONVEYOR_BELT_3_LEFT,
1858 EL_CONVEYOR_BELT_4_LEFT
1860 static int belt_base_active_element[4] =
1862 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1863 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1864 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1865 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1870 /* set frame order for belt animation graphic according to belt direction */
1877 int element = belt_base_active_element[belt_nr] + j;
1878 int graphic = el2img(element);
1880 if (game.belt_dir[i] == MV_LEFT)
1881 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1883 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1887 for(y=0; y<lev_fieldy; y++)
1889 for(x=0; x<lev_fieldx; x++)
1891 int element = Feld[x][y];
1895 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1897 int e_belt_nr = getBeltNrFromBeltElement(element);
1900 if (e_belt_nr == belt_nr)
1902 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1904 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1912 static void ToggleBeltSwitch(int x, int y)
1914 static int belt_base_element[4] =
1916 EL_CONVEYOR_BELT_1_LEFT,
1917 EL_CONVEYOR_BELT_2_LEFT,
1918 EL_CONVEYOR_BELT_3_LEFT,
1919 EL_CONVEYOR_BELT_4_LEFT
1921 static int belt_base_active_element[4] =
1923 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1924 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1925 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1926 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1928 static int belt_base_switch_element[4] =
1930 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1931 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1932 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1933 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1935 static int belt_move_dir[4] =
1943 int element = Feld[x][y];
1944 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1945 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1946 int belt_dir = belt_move_dir[belt_dir_nr];
1949 if (!IS_BELT_SWITCH(element))
1952 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1953 game.belt_dir[belt_nr] = belt_dir;
1955 if (belt_dir_nr == 3)
1958 /* set frame order for belt animation graphic according to belt direction */
1961 int element = belt_base_active_element[belt_nr] + i;
1962 int graphic = el2img(element);
1964 if (belt_dir == MV_LEFT)
1965 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1967 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1970 for (yy=0; yy<lev_fieldy; yy++)
1972 for (xx=0; xx<lev_fieldx; xx++)
1974 int element = Feld[xx][yy];
1976 if (IS_BELT_SWITCH(element))
1978 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1980 if (e_belt_nr == belt_nr)
1982 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1983 DrawLevelField(xx, yy);
1986 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1988 int e_belt_nr = getBeltNrFromBeltElement(element);
1990 if (e_belt_nr == belt_nr)
1992 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1994 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1995 DrawLevelField(xx, yy);
1998 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2000 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2002 if (e_belt_nr == belt_nr)
2004 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2006 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2007 DrawLevelField(xx, yy);
2014 static void ToggleSwitchgateSwitch(int x, int y)
2018 game.switchgate_pos = !game.switchgate_pos;
2020 for (yy=0; yy<lev_fieldy; yy++)
2022 for (xx=0; xx<lev_fieldx; xx++)
2024 int element = Feld[xx][yy];
2026 if (element == EL_SWITCHGATE_SWITCH_UP ||
2027 element == EL_SWITCHGATE_SWITCH_DOWN)
2029 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2030 DrawLevelField(xx, yy);
2032 else if (element == EL_SWITCHGATE_OPEN ||
2033 element == EL_SWITCHGATE_OPENING)
2035 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2037 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2039 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2042 else if (element == EL_SWITCHGATE_CLOSED ||
2043 element == EL_SWITCHGATE_CLOSING)
2045 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2047 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2049 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2056 static int getInvisibleActiveFromInvisibleElement(int element)
2058 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2059 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2060 EL_INVISIBLE_SAND_ACTIVE);
2063 static int getInvisibleFromInvisibleActiveElement(int element)
2065 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2066 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2070 static void RedrawAllLightSwitchesAndInvisibleElements()
2074 for (y=0; y<lev_fieldy; y++)
2076 for (x=0; x<lev_fieldx; x++)
2078 int element = Feld[x][y];
2080 if (element == EL_LIGHT_SWITCH &&
2081 game.light_time_left > 0)
2083 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2084 DrawLevelField(x, y);
2086 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2087 game.light_time_left == 0)
2089 Feld[x][y] = EL_LIGHT_SWITCH;
2090 DrawLevelField(x, y);
2092 else if (element == EL_INVISIBLE_STEELWALL ||
2093 element == EL_INVISIBLE_WALL ||
2094 element == EL_INVISIBLE_SAND)
2096 if (game.light_time_left > 0)
2097 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2099 DrawLevelField(x, y);
2101 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2102 element == EL_INVISIBLE_WALL_ACTIVE ||
2103 element == EL_INVISIBLE_SAND_ACTIVE)
2105 if (game.light_time_left == 0)
2106 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2108 DrawLevelField(x, y);
2114 static void ToggleLightSwitch(int x, int y)
2116 int element = Feld[x][y];
2118 game.light_time_left =
2119 (element == EL_LIGHT_SWITCH ?
2120 level.time_light * FRAMES_PER_SECOND : 0);
2122 RedrawAllLightSwitchesAndInvisibleElements();
2125 static void ActivateTimegateSwitch(int x, int y)
2129 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2131 for (yy=0; yy<lev_fieldy; yy++)
2133 for (xx=0; xx<lev_fieldx; xx++)
2135 int element = Feld[xx][yy];
2137 if (element == EL_TIMEGATE_CLOSED ||
2138 element == EL_TIMEGATE_CLOSING)
2140 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2141 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2145 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2147 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2148 DrawLevelField(xx, yy);
2155 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2158 void Impact(int x, int y)
2160 boolean lastline = (y == lev_fieldy-1);
2161 boolean object_hit = FALSE;
2162 int element = Feld[x][y];
2165 if (!lastline) /* check if element below was hit */
2167 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2170 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2171 MovDir[x][y+1] != MV_DOWN ||
2172 MovPos[x][y+1] <= TILEY / 2));
2174 smashed = MovingOrBlocked2Element(x, y+1);
2177 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2183 if (lastline || object_hit)
2185 ResetGfxAnimation(x, y);
2186 DrawLevelField(x, y);
2189 if ((element == EL_BOMB ||
2190 element == EL_SP_DISK_ORANGE ||
2191 element == EL_DX_SUPABOMB) &&
2192 (lastline || object_hit)) /* element is bomb */
2197 else if (element == EL_PEARL)
2199 Feld[x][y] = EL_PEARL_BREAKING;
2200 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2204 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2206 if (object_hit && IS_PLAYER(x, y+1))
2207 KillHeroUnlessProtected(x, y+1);
2208 else if (object_hit && smashed == EL_PENGUIN)
2212 Feld[x][y] = EL_AMOEBA_GROWING;
2213 Store[x][y] = EL_AMOEBA_WET;
2215 ResetRandomAnimationValue(x, y);
2220 if (!lastline && object_hit) /* check which object was hit */
2222 if (CAN_CHANGE(element) &&
2223 (smashed == EL_MAGIC_WALL ||
2224 smashed == EL_BD_MAGIC_WALL))
2227 int activated_magic_wall =
2228 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2229 EL_BD_MAGIC_WALL_ACTIVE);
2231 /* activate magic wall / mill */
2232 for (yy=0; yy<lev_fieldy; yy++)
2233 for (xx=0; xx<lev_fieldx; xx++)
2234 if (Feld[xx][yy] == smashed)
2235 Feld[xx][yy] = activated_magic_wall;
2237 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2238 game.magic_wall_active = TRUE;
2240 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2241 SND_MAGIC_WALL_ACTIVATING :
2242 SND_BD_MAGIC_WALL_ACTIVATING));
2245 if (IS_PLAYER(x, y + 1))
2247 KillHeroUnlessProtected(x, y+1);
2250 else if (smashed == EL_PENGUIN)
2255 else if (element == EL_BD_DIAMOND)
2257 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2263 else if ((element == EL_SP_INFOTRON ||
2264 element == EL_SP_ZONK) &&
2265 (smashed == EL_SP_SNIKSNAK ||
2266 smashed == EL_SP_ELECTRON ||
2267 smashed == EL_SP_DISK_ORANGE))
2272 else if (element == EL_ROCK ||
2273 element == EL_SP_ZONK ||
2274 element == EL_BD_ROCK)
2276 if (IS_ENEMY(smashed) ||
2277 smashed == EL_BOMB ||
2278 smashed == EL_SP_DISK_ORANGE ||
2279 smashed == EL_DX_SUPABOMB ||
2280 smashed == EL_SATELLITE ||
2281 smashed == EL_PIG ||
2282 smashed == EL_DRAGON ||
2288 else if (!IS_MOVING(x, y + 1))
2290 if (smashed == EL_LAMP ||
2291 smashed == EL_LAMP_ACTIVE)
2296 else if (smashed == EL_NUT)
2298 Feld[x][y+1] = EL_NUT_BREAKING;
2299 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2300 RaiseScoreElement(EL_NUT);
2303 else if (smashed == EL_PEARL)
2305 Feld[x][y+1] = EL_PEARL_BREAKING;
2306 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2309 else if (smashed == EL_DIAMOND)
2311 Feld[x][y+1] = EL_EMPTY;
2312 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2315 else if (IS_BELT_SWITCH(smashed))
2317 ToggleBeltSwitch(x, y+1);
2319 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2320 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2322 ToggleSwitchgateSwitch(x, y+1);
2324 else if (smashed == EL_LIGHT_SWITCH ||
2325 smashed == EL_LIGHT_SWITCH_ACTIVE)
2327 ToggleLightSwitch(x, y+1);
2333 /* play sound of magic wall / mill */
2335 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2336 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2338 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2339 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2340 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2341 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2346 /* play sound of object that hits the ground */
2347 if (lastline || object_hit)
2348 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2351 void TurnRound(int x, int y)
2363 { 0, 0 }, { 0, 0 }, { 0, 0 },
2368 int left, right, back;
2372 { MV_DOWN, MV_UP, MV_RIGHT },
2373 { MV_UP, MV_DOWN, MV_LEFT },
2375 { MV_LEFT, MV_RIGHT, MV_DOWN },
2376 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2377 { MV_RIGHT, MV_LEFT, MV_UP }
2380 int element = Feld[x][y];
2381 int old_move_dir = MovDir[x][y];
2382 int left_dir = turn[old_move_dir].left;
2383 int right_dir = turn[old_move_dir].right;
2384 int back_dir = turn[old_move_dir].back;
2386 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2387 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2388 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2389 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2391 int left_x = x + left_dx, left_y = y + left_dy;
2392 int right_x = x + right_dx, right_y = y + right_dy;
2393 int move_x = x + move_dx, move_y = y + move_dy;
2395 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2397 TestIfBadThingTouchesOtherBadThing(x, y);
2399 if (IN_LEV_FIELD(right_x, right_y) &&
2400 IS_FREE(right_x, right_y))
2401 MovDir[x][y] = right_dir;
2402 else if (!IN_LEV_FIELD(move_x, move_y) ||
2403 !IS_FREE(move_x, move_y))
2404 MovDir[x][y] = left_dir;
2406 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2408 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2411 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2412 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2414 TestIfBadThingTouchesOtherBadThing(x, y);
2416 if (IN_LEV_FIELD(left_x, left_y) &&
2417 IS_FREE(left_x, left_y))
2418 MovDir[x][y] = left_dir;
2419 else if (!IN_LEV_FIELD(move_x, move_y) ||
2420 !IS_FREE(move_x, move_y))
2421 MovDir[x][y] = right_dir;
2423 if ((element == EL_SPACESHIP ||
2424 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2425 && MovDir[x][y] != old_move_dir)
2427 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2430 else if (element == EL_YAMYAM)
2432 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2434 if (IN_LEV_FIELD(left_x, left_y) &&
2435 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2436 Feld[left_x][left_y] == EL_DIAMOND))
2437 can_turn_left = TRUE;
2438 if (IN_LEV_FIELD(right_x, right_y) &&
2439 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2440 Feld[right_x][right_y] == EL_DIAMOND))
2441 can_turn_right = TRUE;
2443 if (can_turn_left && can_turn_right)
2444 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2445 else if (can_turn_left)
2446 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2447 else if (can_turn_right)
2448 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2450 MovDir[x][y] = back_dir;
2452 MovDelay[x][y] = 16+16*RND(3);
2454 else if (element == EL_DARK_YAMYAM)
2456 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2458 if (IN_LEV_FIELD(left_x, left_y) &&
2459 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2460 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2461 can_turn_left = TRUE;
2462 if (IN_LEV_FIELD(right_x, right_y) &&
2463 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2464 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2465 can_turn_right = TRUE;
2467 if (can_turn_left && can_turn_right)
2468 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2469 else if (can_turn_left)
2470 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2471 else if (can_turn_right)
2472 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2474 MovDir[x][y] = back_dir;
2476 MovDelay[x][y] = 16+16*RND(3);
2478 else if (element == EL_PACMAN)
2480 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2482 if (IN_LEV_FIELD(left_x, left_y) &&
2483 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2484 IS_AMOEBOID(Feld[left_x][left_y])))
2485 can_turn_left = TRUE;
2486 if (IN_LEV_FIELD(right_x, right_y) &&
2487 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2488 IS_AMOEBOID(Feld[right_x][right_y])))
2489 can_turn_right = TRUE;
2491 if (can_turn_left && can_turn_right)
2492 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2493 else if (can_turn_left)
2494 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2495 else if (can_turn_right)
2496 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2498 MovDir[x][y] = back_dir;
2500 MovDelay[x][y] = 6+RND(40);
2502 else if (element == EL_PIG)
2504 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2505 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2506 boolean should_move_on = FALSE;
2508 int rnd = RND(rnd_value);
2510 if (IN_LEV_FIELD(left_x, left_y) &&
2511 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2512 can_turn_left = TRUE;
2513 if (IN_LEV_FIELD(right_x, right_y) &&
2514 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2515 can_turn_right = TRUE;
2516 if (IN_LEV_FIELD(move_x, move_y) &&
2517 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2520 if (can_turn_left &&
2522 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2523 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2524 should_turn_left = TRUE;
2525 if (can_turn_right &&
2527 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2528 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2529 should_turn_right = TRUE;
2531 (!can_turn_left || !can_turn_right ||
2532 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2533 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2534 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2535 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2536 should_move_on = TRUE;
2538 if (should_turn_left || should_turn_right || should_move_on)
2540 if (should_turn_left && should_turn_right && should_move_on)
2541 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2542 rnd < 2*rnd_value/3 ? right_dir :
2544 else if (should_turn_left && should_turn_right)
2545 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2546 else if (should_turn_left && should_move_on)
2547 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2548 else if (should_turn_right && should_move_on)
2549 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2550 else if (should_turn_left)
2551 MovDir[x][y] = left_dir;
2552 else if (should_turn_right)
2553 MovDir[x][y] = right_dir;
2554 else if (should_move_on)
2555 MovDir[x][y] = old_move_dir;
2557 else if (can_move_on && rnd > rnd_value/8)
2558 MovDir[x][y] = old_move_dir;
2559 else if (can_turn_left && can_turn_right)
2560 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2561 else if (can_turn_left && rnd > rnd_value/8)
2562 MovDir[x][y] = left_dir;
2563 else if (can_turn_right && rnd > rnd_value/8)
2564 MovDir[x][y] = right_dir;
2566 MovDir[x][y] = back_dir;
2568 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2569 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2570 MovDir[x][y] = old_move_dir;
2574 else if (element == EL_DRAGON)
2576 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2578 int rnd = RND(rnd_value);
2580 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2581 can_turn_left = TRUE;
2582 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2583 can_turn_right = TRUE;
2584 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2587 if (can_move_on && rnd > rnd_value/8)
2588 MovDir[x][y] = old_move_dir;
2589 else if (can_turn_left && can_turn_right)
2590 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2591 else if (can_turn_left && rnd > rnd_value/8)
2592 MovDir[x][y] = left_dir;
2593 else if (can_turn_right && rnd > rnd_value/8)
2594 MovDir[x][y] = right_dir;
2596 MovDir[x][y] = back_dir;
2598 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2599 MovDir[x][y] = old_move_dir;
2603 else if (element == EL_MOLE)
2605 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2607 if (IN_LEV_FIELD(move_x, move_y) &&
2608 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2609 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2614 if (IN_LEV_FIELD(left_x, left_y) &&
2615 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2616 can_turn_left = TRUE;
2617 if (IN_LEV_FIELD(right_x, right_y) &&
2618 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2619 can_turn_right = TRUE;
2621 if (can_turn_left && can_turn_right)
2622 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2623 else if (can_turn_left)
2624 MovDir[x][y] = left_dir;
2626 MovDir[x][y] = right_dir;
2629 if (MovDir[x][y] != old_move_dir)
2632 else if (element == EL_BALLOON)
2634 MovDir[x][y] = game.balloon_dir;
2637 else if (element == EL_SPRING)
2639 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2640 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2641 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2642 MovDir[x][y] = MV_NO_MOVING;
2646 else if (element == EL_ROBOT ||
2647 element == EL_SATELLITE ||
2648 element == EL_PENGUIN)
2650 int attr_x = -1, attr_y = -1;
2661 for (i=0; i<MAX_PLAYERS; i++)
2663 struct PlayerInfo *player = &stored_player[i];
2664 int jx = player->jx, jy = player->jy;
2666 if (!player->active)
2669 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2677 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2683 if (element == EL_PENGUIN)
2686 static int xy[4][2] =
2696 int ex = x + xy[i%4][0];
2697 int ey = y + xy[i%4][1];
2699 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2708 MovDir[x][y] = MV_NO_MOVING;
2710 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2712 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2714 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2716 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2718 if (element == EL_ROBOT)
2722 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2723 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2724 Moving2Blocked(x, y, &newx, &newy);
2726 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2727 MovDelay[x][y] = 8+8*!RND(3);
2729 MovDelay[x][y] = 16;
2737 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2739 boolean first_horiz = RND(2);
2740 int new_move_dir = MovDir[x][y];
2743 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2744 Moving2Blocked(x, y, &newx, &newy);
2746 if (IN_LEV_FIELD(newx, newy) &&
2747 (IS_FREE(newx, newy) ||
2748 Feld[newx][newy] == EL_ACID ||
2749 (element == EL_PENGUIN &&
2750 (Feld[newx][newy] == EL_EXIT_OPEN ||
2751 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2755 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2756 Moving2Blocked(x, y, &newx, &newy);
2758 if (IN_LEV_FIELD(newx, newy) &&
2759 (IS_FREE(newx, newy) ||
2760 Feld[newx][newy] == EL_ACID ||
2761 (element == EL_PENGUIN &&
2762 (Feld[newx][newy] == EL_EXIT_OPEN ||
2763 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2766 MovDir[x][y] = old_move_dir;
2773 static boolean JustBeingPushed(int x, int y)
2777 for (i=0; i<MAX_PLAYERS; i++)
2779 struct PlayerInfo *player = &stored_player[i];
2781 if (player->active && player->Pushing && player->MovPos)
2783 int next_jx = player->jx + (player->jx - player->last_jx);
2784 int next_jy = player->jy + (player->jy - player->last_jy);
2786 if (x == next_jx && y == next_jy)
2794 void StartMoving(int x, int y)
2796 static boolean use_spring_bug = TRUE;
2797 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2798 int element = Feld[x][y];
2803 GfxAction[x][y] = ACTION_DEFAULT;
2805 if (CAN_FALL(element) && y < lev_fieldy - 1)
2807 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2808 if (JustBeingPushed(x, y))
2811 if (element == EL_QUICKSAND_FULL)
2813 if (IS_FREE(x, y+1))
2815 InitMovingField(x, y, MV_DOWN);
2816 started_moving = TRUE;
2818 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2819 Store[x][y] = EL_ROCK;
2821 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2823 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2826 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2828 if (!MovDelay[x][y])
2829 MovDelay[x][y] = TILEY + 1;
2838 Feld[x][y] = EL_QUICKSAND_EMPTY;
2839 Feld[x][y+1] = EL_QUICKSAND_FULL;
2840 Store[x][y+1] = Store[x][y];
2843 PlaySoundLevelAction(x, y, ACTION_FILLING);
2845 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2849 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2850 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2852 InitMovingField(x, y, MV_DOWN);
2853 started_moving = TRUE;
2855 Feld[x][y] = EL_QUICKSAND_FILLING;
2856 Store[x][y] = element;
2858 PlaySoundLevelAction(x, y, ACTION_FILLING);
2860 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2863 else if (element == EL_MAGIC_WALL_FULL)
2865 if (IS_FREE(x, y+1))
2867 InitMovingField(x, y, MV_DOWN);
2868 started_moving = TRUE;
2870 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2871 Store[x][y] = EL_CHANGED(Store[x][y]);
2873 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2875 if (!MovDelay[x][y])
2876 MovDelay[x][y] = TILEY/4 + 1;
2885 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2886 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2887 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2891 else if (element == EL_BD_MAGIC_WALL_FULL)
2893 if (IS_FREE(x, y+1))
2895 InitMovingField(x, y, MV_DOWN);
2896 started_moving = TRUE;
2898 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2899 Store[x][y] = EL_CHANGED2(Store[x][y]);
2901 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2903 if (!MovDelay[x][y])
2904 MovDelay[x][y] = TILEY/4 + 1;
2913 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2914 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2915 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2919 else if (CAN_CHANGE(element) &&
2920 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2921 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2923 InitMovingField(x, y, MV_DOWN);
2924 started_moving = TRUE;
2927 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2928 EL_BD_MAGIC_WALL_FILLING);
2929 Store[x][y] = element;
2932 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2934 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2939 InitMovingField(x, y, MV_DOWN);
2940 started_moving = TRUE;
2942 Store[x][y] = EL_ACID;
2944 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2945 GfxAction[x][y+1] = ACTION_ACTIVE;
2948 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2953 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2955 if (MovDir[x][y] == MV_NO_MOVING)
2957 InitMovingField(x, y, MV_DOWN);
2958 started_moving = TRUE;
2961 else if (IS_FREE(x, y+1))
2963 if (JustStopped[x][y]) /* prevent animation from being restarted */
2964 MovDir[x][y] = MV_DOWN;
2966 InitMovingField(x, y, MV_DOWN);
2967 started_moving = TRUE;
2969 else if (element == EL_AMOEBA_DROP)
2971 Feld[x][y] = EL_AMOEBA_GROWING;
2972 Store[x][y] = EL_AMOEBA_WET;
2974 /* Store[x][y+1] must be zero, because:
2975 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2978 #if OLD_GAME_BEHAVIOUR
2979 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2981 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2982 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2983 element != EL_DX_SUPABOMB)
2986 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2987 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2988 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2989 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2992 boolean left = (x>0 && IS_FREE(x-1, y) &&
2993 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2994 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2995 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2999 if (left && right &&
3000 (game.emulation != EMU_BOULDERDASH &&
3001 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3002 left = !(right = RND(2));
3004 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3005 started_moving = TRUE;
3008 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3010 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3011 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3012 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3013 int belt_dir = game.belt_dir[belt_nr];
3015 if ((belt_dir == MV_LEFT && left_is_free) ||
3016 (belt_dir == MV_RIGHT && right_is_free))
3018 InitMovingField(x, y, belt_dir);
3019 started_moving = TRUE;
3021 GfxAction[x][y] = ACTION_DEFAULT;
3026 /* not "else if" because of EL_SPRING */
3027 if (CAN_MOVE(element) && !started_moving)
3031 if ((element == EL_SATELLITE ||
3032 element == EL_BALLOON ||
3033 element == EL_SPRING)
3034 && JustBeingPushed(x, y))
3039 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3040 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3042 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3044 Moving2Blocked(x, y, &newx, &newy);
3045 if (Feld[newx][newy] == EL_BLOCKED)
3046 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3051 if (!MovDelay[x][y]) /* start new movement phase */
3053 /* all objects that can change their move direction after each step
3054 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3056 if (element != EL_YAMYAM &&
3057 element != EL_DARK_YAMYAM &&
3058 element != EL_PACMAN)
3062 if (MovDelay[x][y] && (element == EL_BUG ||
3063 element == EL_SPACESHIP ||
3064 element == EL_SP_SNIKSNAK ||
3065 element == EL_SP_ELECTRON ||
3066 element == EL_MOLE))
3067 DrawLevelField(x, y);
3071 if (MovDelay[x][y]) /* wait some time before next movement */
3075 if (element == EL_ROBOT ||
3076 element == EL_YAMYAM ||
3077 element == EL_DARK_YAMYAM)
3079 DrawLevelElementAnimationIfNeeded(x, y, element);
3080 PlaySoundLevelAction(x, y, ACTION_WAITING);
3082 else if (element == EL_SP_ELECTRON)
3083 DrawLevelElementAnimationIfNeeded(x, y, element);
3084 else if (element == EL_DRAGON)
3087 int dir = MovDir[x][y];
3088 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3089 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3090 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3091 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3092 dir == MV_UP ? IMG_FLAMES_1_UP :
3093 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3094 int frame = getGraphicAnimationFrame(graphic, -1);
3096 for (i=1; i<=3; i++)
3098 int xx = x + i*dx, yy = y + i*dy;
3099 int sx = SCREENX(xx), sy = SCREENY(yy);
3100 int flame_graphic = graphic + (i - 1);
3102 if (!IN_LEV_FIELD(xx, yy) ||
3103 IS_HISTORIC_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3108 int flamed = MovingOrBlocked2Element(xx, yy);
3110 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3113 RemoveMovingField(xx, yy);
3115 Feld[xx][yy] = EL_FLAMES;
3116 if (IN_SCR_FIELD(sx, sy))
3117 DrawGraphic(sx, sy, flame_graphic, frame);
3121 if (Feld[xx][yy] == EL_FLAMES)
3122 Feld[xx][yy] = EL_EMPTY;
3123 DrawLevelField(xx, yy);
3128 if (MovDelay[x][y]) /* element still has to wait some time */
3130 PlaySoundLevelAction(x, y, ACTION_WAITING);
3136 /* now make next step */
3138 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3140 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3141 !PLAYER_PROTECTED(newx, newy))
3145 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3148 /* enemy got the player */
3150 KillHero(PLAYERINFO(newx, newy));
3155 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3156 element == EL_SATELLITE || element == EL_BALLOON) &&
3157 IN_LEV_FIELD(newx, newy) &&
3158 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3161 Store[x][y] = EL_ACID;
3163 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3165 if (Feld[newx][newy] == EL_EXIT_OPEN)
3167 Feld[x][y] = EL_EMPTY;
3168 DrawLevelField(x, y);
3170 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3171 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3172 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3174 local_player->friends_still_needed--;
3175 if (!local_player->friends_still_needed &&
3176 !local_player->GameOver && AllPlayersGone)
3177 local_player->LevelSolved = local_player->GameOver = TRUE;
3181 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3183 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3184 DrawLevelField(newx, newy);
3186 MovDir[x][y] = MV_NO_MOVING;
3188 else if (!IS_FREE(newx, newy))
3190 if (IS_PLAYER(x, y))
3191 DrawPlayerField(x, y);
3193 DrawLevelField(x, y);
3197 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3199 if (IS_GEM(Feld[newx][newy]))
3201 if (IS_MOVING(newx, newy))
3202 RemoveMovingField(newx, newy);
3205 Feld[newx][newy] = EL_EMPTY;
3206 DrawLevelField(newx, newy);
3209 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3211 else if (!IS_FREE(newx, newy))
3213 if (IS_PLAYER(x, y))
3214 DrawPlayerField(x, y);
3216 DrawLevelField(x, y);
3220 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3222 if (!IS_FREE(newx, newy))
3224 if (IS_PLAYER(x, y))
3225 DrawPlayerField(x, y);
3227 DrawLevelField(x, y);
3232 boolean wanna_flame = !RND(10);
3233 int dx = newx - x, dy = newy - y;
3234 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3235 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3236 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3237 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3238 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3239 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3241 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3242 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3243 element1 != EL_FLAMES && element2 != EL_FLAMES)
3245 if (IS_PLAYER(x, y))
3246 DrawPlayerField(x, y);
3248 DrawLevelField(x, y);
3250 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3252 MovDelay[x][y] = 50;
3253 Feld[newx][newy] = EL_FLAMES;
3254 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3255 Feld[newx1][newy1] = EL_FLAMES;
3256 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3257 Feld[newx2][newy2] = EL_FLAMES;
3262 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3263 Feld[newx][newy] == EL_DIAMOND)
3265 if (IS_MOVING(newx, newy))
3266 RemoveMovingField(newx, newy);
3269 Feld[newx][newy] = EL_EMPTY;
3270 DrawLevelField(newx, newy);
3273 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3275 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3276 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3278 if (AmoebaNr[newx][newy])
3280 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3281 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3282 Feld[newx][newy] == EL_BD_AMOEBA)
3283 AmoebaCnt[AmoebaNr[newx][newy]]--;
3286 if (IS_MOVING(newx, newy))
3287 RemoveMovingField(newx, newy);
3290 Feld[newx][newy] = EL_EMPTY;
3291 DrawLevelField(newx, newy);
3294 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3296 else if ((element == EL_PACMAN || element == EL_MOLE)
3297 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3299 if (AmoebaNr[newx][newy])
3301 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3302 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3303 Feld[newx][newy] == EL_BD_AMOEBA)
3304 AmoebaCnt[AmoebaNr[newx][newy]]--;
3307 if (element == EL_MOLE)
3309 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3310 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3311 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3312 return; /* wait for shrinking amoeba */
3314 else /* element == EL_PACMAN */
3316 Feld[newx][newy] = EL_EMPTY;
3317 DrawLevelField(newx, newy);
3318 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3321 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3322 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3323 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3325 /* wait for shrinking amoeba to completely disappear */
3328 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3330 /* object was running against a wall */
3334 if (element == EL_BUG || element == EL_SPACESHIP ||
3335 element == EL_SP_SNIKSNAK)
3336 DrawLevelField(x, y);
3337 else if (element == EL_BUG || element == EL_SPACESHIP ||
3338 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3339 DrawLevelField(x, y);
3340 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3341 DrawLevelElementAnimationIfNeeded(x, y, element);
3342 else if (element == EL_SATELLITE)
3343 DrawLevelElementAnimationIfNeeded(x, y, element);
3344 else if (element == EL_SP_ELECTRON)
3345 DrawLevelElementAnimationIfNeeded(x, y, element);
3347 if (DONT_TOUCH(element))
3348 TestIfBadThingTouchesHero(x, y);
3350 PlaySoundLevelAction(x, y, ACTION_WAITING);
3355 InitMovingField(x, y, MovDir[x][y]);
3357 PlaySoundLevelAction(x, y, ACTION_MOVING);
3361 ContinueMoving(x, y);
3364 void ContinueMoving(int x, int y)
3366 int element = Feld[x][y];
3367 int direction = MovDir[x][y];
3368 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3369 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3370 int horiz_move = (dx != 0);
3371 int newx = x + dx, newy = y + dy;
3372 int step = (horiz_move ? dx : dy) * TILEX / 8;
3374 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3376 else if (element == EL_QUICKSAND_FILLING ||
3377 element == EL_QUICKSAND_EMPTYING)
3379 else if (element == EL_MAGIC_WALL_FILLING ||
3380 element == EL_BD_MAGIC_WALL_FILLING ||
3381 element == EL_MAGIC_WALL_EMPTYING ||
3382 element == EL_BD_MAGIC_WALL_EMPTYING)
3384 else if (CAN_FALL(element) && horiz_move &&
3385 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3387 else if (element == EL_SPRING && horiz_move)
3390 #if OLD_GAME_BEHAVIOUR
3391 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3395 MovPos[x][y] += step;
3397 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3399 Feld[x][y] = EL_EMPTY;
3400 Feld[newx][newy] = element;
3402 if (element == EL_MOLE)
3405 static int xy[4][2] =
3413 Feld[x][y] = EL_SAND;
3414 DrawLevelField(x, y);
3423 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3424 DrawLevelField(xx, yy); /* for "crumbled sand" */
3428 if (element == EL_QUICKSAND_FILLING)
3430 element = Feld[newx][newy] = get_next_element(element);
3431 Store[newx][newy] = Store[x][y];
3433 else if (element == EL_QUICKSAND_EMPTYING)
3435 Feld[x][y] = get_next_element(element);
3436 element = Feld[newx][newy] = Store[x][y];
3438 else if (element == EL_MAGIC_WALL_FILLING)
3440 element = Feld[newx][newy] = get_next_element(element);
3441 if (!game.magic_wall_active)
3442 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3443 Store[newx][newy] = Store[x][y];
3445 else if (element == EL_MAGIC_WALL_EMPTYING)
3447 Feld[x][y] = get_next_element(element);
3448 if (!game.magic_wall_active)
3449 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3450 element = Feld[newx][newy] = Store[x][y];
3452 else if (element == EL_BD_MAGIC_WALL_FILLING)
3454 element = Feld[newx][newy] = get_next_element(element);
3455 if (!game.magic_wall_active)
3456 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3457 Store[newx][newy] = Store[x][y];
3459 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3461 Feld[x][y] = get_next_element(element);
3462 if (!game.magic_wall_active)
3463 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3464 element = Feld[newx][newy] = Store[x][y];
3466 else if (element == EL_AMOEBA_DROPPING)
3468 Feld[x][y] = get_next_element(element);
3469 element = Feld[newx][newy] = Store[x][y];
3471 else if (Store[x][y] == EL_ACID)
3473 element = Feld[newx][newy] = EL_ACID;
3477 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3478 MovDelay[newx][newy] = 0;
3480 /* copy animation control values to new field */
3481 GfxFrame[newx][newy] = GfxFrame[x][y];
3482 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3483 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3485 ResetGfxAnimation(x, y); /* reset animation values for old field */
3489 if (!CAN_MOVE(element))
3490 MovDir[newx][newy] = 0;
3493 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3494 MovDir[newx][newy] = 0;
3497 if (!CAN_MOVE(element) ||
3498 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3499 MovDir[newx][newy] = 0;
3503 DrawLevelField(x, y);
3504 DrawLevelField(newx, newy);
3506 Stop[newx][newy] = TRUE;
3507 JustStopped[newx][newy] = 3;
3509 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3511 TestIfBadThingTouchesHero(newx, newy);
3512 TestIfBadThingTouchesFriend(newx, newy);
3513 TestIfBadThingTouchesOtherBadThing(newx, newy);
3515 else if (element == EL_PENGUIN)
3516 TestIfFriendTouchesBadThing(newx, newy);
3518 if (CAN_SMASH(element) && direction == MV_DOWN &&
3519 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3522 else /* still moving on */
3524 DrawLevelField(x, y);
3528 int AmoebeNachbarNr(int ax, int ay)
3531 int element = Feld[ax][ay];
3533 static int xy[4][2] =
3543 int x = ax + xy[i][0];
3544 int y = ay + xy[i][1];
3546 if (!IN_LEV_FIELD(x, y))
3549 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3550 group_nr = AmoebaNr[x][y];
3556 void AmoebenVereinigen(int ax, int ay)
3558 int i, x, y, xx, yy;
3559 int new_group_nr = AmoebaNr[ax][ay];
3560 static int xy[4][2] =
3568 if (new_group_nr == 0)
3576 if (!IN_LEV_FIELD(x, y))
3579 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3580 Feld[x][y] == EL_BD_AMOEBA ||
3581 Feld[x][y] == EL_AMOEBA_DEAD) &&
3582 AmoebaNr[x][y] != new_group_nr)
3584 int old_group_nr = AmoebaNr[x][y];
3586 if (old_group_nr == 0)
3589 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3590 AmoebaCnt[old_group_nr] = 0;
3591 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3592 AmoebaCnt2[old_group_nr] = 0;
3594 for (yy=0; yy<lev_fieldy; yy++)
3596 for (xx=0; xx<lev_fieldx; xx++)
3598 if (AmoebaNr[xx][yy] == old_group_nr)
3599 AmoebaNr[xx][yy] = new_group_nr;
3606 void AmoebeUmwandeln(int ax, int ay)
3610 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3612 int group_nr = AmoebaNr[ax][ay];
3617 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3618 printf("AmoebeUmwandeln(): This should never happen!\n");
3623 for (y=0; y<lev_fieldy; y++)
3625 for (x=0; x<lev_fieldx; x++)
3627 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3630 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3634 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3635 SND_AMOEBA_TURNING_TO_GEM :
3636 SND_AMOEBA_TURNING_TO_ROCK));
3641 static int xy[4][2] =
3654 if (!IN_LEV_FIELD(x, y))
3657 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3659 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3660 SND_AMOEBA_TURNING_TO_GEM :
3661 SND_AMOEBA_TURNING_TO_ROCK));
3668 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3671 int group_nr = AmoebaNr[ax][ay];
3672 boolean done = FALSE;
3677 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3678 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3683 for (y=0; y<lev_fieldy; y++)
3685 for (x=0; x<lev_fieldx; x++)
3687 if (AmoebaNr[x][y] == group_nr &&
3688 (Feld[x][y] == EL_AMOEBA_DEAD ||
3689 Feld[x][y] == EL_BD_AMOEBA ||
3690 Feld[x][y] == EL_AMOEBA_GROWING))
3693 Feld[x][y] = new_element;
3694 InitField(x, y, FALSE);
3695 DrawLevelField(x, y);
3702 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3703 SND_BD_AMOEBA_TURNING_TO_ROCK :
3704 SND_BD_AMOEBA_TURNING_TO_GEM));
3707 void AmoebeWaechst(int x, int y)
3709 static unsigned long sound_delay = 0;
3710 static unsigned long sound_delay_value = 0;
3712 if (!MovDelay[x][y]) /* start new growing cycle */
3716 if (DelayReached(&sound_delay, sound_delay_value))
3719 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3721 if (Store[x][y] == EL_BD_AMOEBA)
3722 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3724 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3726 sound_delay_value = 30;
3730 if (MovDelay[x][y]) /* wait some time before growing bigger */
3733 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3735 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3736 6 - MovDelay[x][y]);
3738 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3741 if (!MovDelay[x][y])
3743 Feld[x][y] = Store[x][y];
3745 DrawLevelField(x, y);
3750 void AmoebaDisappearing(int x, int y)
3752 static unsigned long sound_delay = 0;
3753 static unsigned long sound_delay_value = 0;
3755 if (!MovDelay[x][y]) /* start new shrinking cycle */
3759 if (DelayReached(&sound_delay, sound_delay_value))
3760 sound_delay_value = 30;
3763 if (MovDelay[x][y]) /* wait some time before shrinking */
3766 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3768 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3769 6 - MovDelay[x][y]);
3771 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3774 if (!MovDelay[x][y])
3776 Feld[x][y] = EL_EMPTY;
3777 DrawLevelField(x, y);
3779 /* don't let mole enter this field in this cycle;
3780 (give priority to objects falling to this field from above) */
3786 void AmoebeAbleger(int ax, int ay)
3789 int element = Feld[ax][ay];
3790 int graphic = el2img(element);
3791 int newax = ax, neway = ay;
3792 static int xy[4][2] =
3800 if (!level.amoeba_speed)
3802 Feld[ax][ay] = EL_AMOEBA_DEAD;
3803 DrawLevelField(ax, ay);
3807 if (IS_ANIMATED(graphic))
3808 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3810 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3811 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3813 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3816 if (MovDelay[ax][ay])
3820 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3823 int x = ax + xy[start][0];
3824 int y = ay + xy[start][1];
3826 if (!IN_LEV_FIELD(x, y))
3829 if (IS_FREE(x, y) ||
3830 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3836 if (newax == ax && neway == ay)
3839 else /* normal or "filled" (BD style) amoeba */
3842 boolean waiting_for_player = FALSE;
3846 int j = (start + i) % 4;
3847 int x = ax + xy[j][0];
3848 int y = ay + xy[j][1];
3850 if (!IN_LEV_FIELD(x, y))
3853 if (IS_FREE(x, y) ||
3854 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3860 else if (IS_PLAYER(x, y))
3861 waiting_for_player = TRUE;
3864 if (newax == ax && neway == ay) /* amoeba cannot grow */
3866 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3868 Feld[ax][ay] = EL_AMOEBA_DEAD;
3869 DrawLevelField(ax, ay);
3870 AmoebaCnt[AmoebaNr[ax][ay]]--;
3872 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3874 if (element == EL_AMOEBA_FULL)
3875 AmoebeUmwandeln(ax, ay);
3876 else if (element == EL_BD_AMOEBA)
3877 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3882 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3884 /* amoeba gets larger by growing in some direction */
3886 int new_group_nr = AmoebaNr[ax][ay];
3889 if (new_group_nr == 0)
3891 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3892 printf("AmoebeAbleger(): This should never happen!\n");
3897 AmoebaNr[newax][neway] = new_group_nr;
3898 AmoebaCnt[new_group_nr]++;
3899 AmoebaCnt2[new_group_nr]++;
3901 /* if amoeba touches other amoeba(s) after growing, unify them */
3902 AmoebenVereinigen(newax, neway);
3904 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3906 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3912 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3913 (neway == lev_fieldy - 1 && newax != ax))
3915 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3916 Store[newax][neway] = element;
3918 else if (neway == ay)
3920 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3922 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3924 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3929 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3930 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3931 Store[ax][ay] = EL_AMOEBA_DROP;
3932 ContinueMoving(ax, ay);
3936 DrawLevelField(newax, neway);
3939 void Life(int ax, int ay)
3942 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3944 int element = Feld[ax][ay];
3945 int graphic = el2img(element);
3946 boolean changed = FALSE;
3948 if (IS_ANIMATED(graphic))
3949 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3954 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3955 MovDelay[ax][ay] = life_time;
3957 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3960 if (MovDelay[ax][ay])
3964 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3966 int xx = ax+x1, yy = ay+y1;
3969 if (!IN_LEV_FIELD(xx, yy))
3972 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3974 int x = xx+x2, y = yy+y2;
3976 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3979 if (((Feld[x][y] == element ||
3980 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
3982 (IS_FREE(x, y) && Stop[x][y]))
3986 if (xx == ax && yy == ay) /* field in the middle */
3988 if (nachbarn < life[0] || nachbarn > life[1])
3990 Feld[xx][yy] = EL_EMPTY;
3992 DrawLevelField(xx, yy);
3993 Stop[xx][yy] = TRUE;
3997 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3998 { /* free border field */
3999 if (nachbarn >= life[2] && nachbarn <= life[3])
4001 Feld[xx][yy] = element;
4002 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4004 DrawLevelField(xx, yy);
4005 Stop[xx][yy] = TRUE;
4012 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4013 SND_GAME_OF_LIFE_GROWING);
4016 static void InitRobotWheel(int x, int y)
4018 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4021 static void RunRobotWheel(int x, int y)
4023 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4026 static void StopRobotWheel(int x, int y)
4028 if (ZX == x && ZY == y)
4032 static void InitTimegateWheel(int x, int y)
4034 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4037 static void RunTimegateWheel(int x, int y)
4039 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4042 void CheckExit(int x, int y)
4044 if (local_player->gems_still_needed > 0 ||
4045 local_player->sokobanfields_still_needed > 0 ||
4046 local_player->lights_still_needed > 0)
4048 int element = Feld[x][y];
4049 int graphic = el2img(element);
4051 if (IS_ANIMATED(graphic))
4052 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4057 Feld[x][y] = EL_EXIT_OPENING;
4059 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4062 void CheckExitSP(int x, int y)
4064 if (local_player->gems_still_needed > 0)
4066 int element = Feld[x][y];
4067 int graphic = el2img(element);
4069 if (IS_ANIMATED(graphic))
4070 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4075 Feld[x][y] = EL_SP_EXIT_OPEN;
4077 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4080 static void CloseAllOpenTimegates()
4084 for (y=0; y<lev_fieldy; y++)
4086 for (x=0; x<lev_fieldx; x++)
4088 int element = Feld[x][y];
4090 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4092 Feld[x][y] = EL_TIMEGATE_CLOSING;
4094 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4096 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4103 void EdelsteinFunkeln(int x, int y)
4105 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4108 if (Feld[x][y] == EL_BD_DIAMOND)
4111 if (MovDelay[x][y] == 0) /* next animation frame */
4112 MovDelay[x][y] = 11 * !SimpleRND(500);
4114 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4118 if (setup.direct_draw && MovDelay[x][y])
4119 SetDrawtoField(DRAW_BUFFERED);
4121 DrawLevelElementAnimation(x, y, Feld[x][y]);
4123 if (MovDelay[x][y] != 0)
4125 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4126 10 - MovDelay[x][y]);
4128 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4130 if (setup.direct_draw)
4134 dest_x = FX + SCREENX(x) * TILEX;
4135 dest_y = FY + SCREENY(y) * TILEY;
4137 BlitBitmap(drawto_field, window,
4138 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4139 SetDrawtoField(DRAW_DIRECT);
4145 void MauerWaechst(int x, int y)
4149 if (!MovDelay[x][y]) /* next animation frame */
4150 MovDelay[x][y] = 3 * delay;
4152 if (MovDelay[x][y]) /* wait some time before next frame */
4156 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4158 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4159 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4161 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4164 if (!MovDelay[x][y])
4166 if (MovDir[x][y] == MV_LEFT)
4168 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4169 DrawLevelField(x - 1, y);
4171 else if (MovDir[x][y] == MV_RIGHT)
4173 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4174 DrawLevelField(x + 1, y);
4176 else if (MovDir[x][y] == MV_UP)
4178 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4179 DrawLevelField(x, y - 1);
4183 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4184 DrawLevelField(x, y + 1);
4187 Feld[x][y] = Store[x][y];
4189 MovDir[x][y] = MV_NO_MOVING;
4190 DrawLevelField(x, y);
4195 void MauerAbleger(int ax, int ay)
4197 int element = Feld[ax][ay];
4198 int graphic = el2img(element);
4199 boolean oben_frei = FALSE, unten_frei = FALSE;
4200 boolean links_frei = FALSE, rechts_frei = FALSE;
4201 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4202 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4203 boolean new_wall = FALSE;
4205 if (IS_ANIMATED(graphic))
4206 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4208 if (!MovDelay[ax][ay]) /* start building new wall */
4209 MovDelay[ax][ay] = 6;
4211 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4214 if (MovDelay[ax][ay])
4218 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4220 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4222 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4224 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4227 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4228 element == EL_EXPANDABLE_WALL_ANY)
4232 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4233 Store[ax][ay-1] = element;
4234 MovDir[ax][ay-1] = MV_UP;
4235 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4236 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4237 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4242 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4243 Store[ax][ay+1] = element;
4244 MovDir[ax][ay+1] = MV_DOWN;
4245 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4246 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4247 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4252 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4253 element == EL_EXPANDABLE_WALL_ANY ||
4254 element == EL_EXPANDABLE_WALL)
4258 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4259 Store[ax-1][ay] = element;
4260 MovDir[ax-1][ay] = MV_LEFT;
4261 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4262 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4263 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4269 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4270 Store[ax+1][ay] = element;
4271 MovDir[ax+1][ay] = MV_RIGHT;
4272 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4273 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4274 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4279 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4280 DrawLevelField(ax, ay);
4282 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4284 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4285 unten_massiv = TRUE;
4286 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4287 links_massiv = TRUE;
4288 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4289 rechts_massiv = TRUE;
4291 if (((oben_massiv && unten_massiv) ||
4292 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4293 element == EL_EXPANDABLE_WALL) &&
4294 ((links_massiv && rechts_massiv) ||
4295 element == EL_EXPANDABLE_WALL_VERTICAL))
4296 Feld[ax][ay] = EL_WALL;
4300 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4302 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4306 void CheckForDragon(int x, int y)
4309 boolean dragon_found = FALSE;
4310 static int xy[4][2] =
4322 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4324 if (IN_LEV_FIELD(xx, yy) &&
4325 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4327 if (Feld[xx][yy] == EL_DRAGON)
4328 dragon_found = TRUE;
4341 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4343 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4345 Feld[xx][yy] = EL_EMPTY;
4346 DrawLevelField(xx, yy);
4355 static void InitBuggyBase(int x, int y)
4357 int element = Feld[x][y];
4358 int activating_delay = FRAMES_PER_SECOND / 4;
4361 (element == EL_SP_BUGGY_BASE ?
4362 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4363 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4365 element == EL_SP_BUGGY_BASE_ACTIVE ?
4366 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4369 static void WarnBuggyBase(int x, int y)
4372 static int xy[4][2] =
4382 int xx = x + xy[i][0], yy = y + xy[i][1];
4384 if (IS_PLAYER(xx, yy))
4386 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4393 static void InitTrap(int x, int y)
4395 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4398 static void ActivateTrap(int x, int y)
4400 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4403 static void ChangeActiveTrap(int x, int y)
4405 int graphic = IMG_TRAP_ACTIVE;
4407 /* if new animation frame was drawn, correct crumbled sand border */
4408 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4409 DrawLevelFieldCrumbledSand(x, y);
4412 static void ChangeElement(int x, int y)
4414 int element = Feld[x][y];
4416 if (MovDelay[x][y] == 0) /* initialize element change */
4418 MovDelay[x][y] = changing_element[element].change_delay + 1;
4420 ResetGfxAnimation(x, y);
4421 ResetRandomAnimationValue(x, y);
4423 if (changing_element[element].pre_change_function)
4424 changing_element[element].pre_change_function(x, y);
4429 if (MovDelay[x][y] != 0) /* continue element change */
4431 if (IS_ANIMATED(el2img(element)))
4432 DrawLevelElementAnimationIfNeeded(x, y, element);
4434 if (changing_element[element].change_function)
4435 changing_element[element].change_function(x, y);
4437 else /* finish element change */
4439 Feld[x][y] = changing_element[element].next_element;
4441 ResetGfxAnimation(x, y);
4442 ResetRandomAnimationValue(x, y);
4444 DrawLevelField(x, y);
4446 if (changing_element[element].post_change_function)
4447 changing_element[element].post_change_function(x, y);
4451 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4453 static byte stored_player_action[MAX_PLAYERS];
4454 static int num_stored_actions = 0;
4455 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4456 int left = player_action & JOY_LEFT;
4457 int right = player_action & JOY_RIGHT;
4458 int up = player_action & JOY_UP;
4459 int down = player_action & JOY_DOWN;
4460 int button1 = player_action & JOY_BUTTON_1;
4461 int button2 = player_action & JOY_BUTTON_2;
4462 int dx = (left ? -1 : right ? 1 : 0);
4463 int dy = (up ? -1 : down ? 1 : 0);
4465 stored_player_action[player->index_nr] = 0;
4466 num_stored_actions++;
4468 if (!player->active || tape.pausing)
4474 snapped = SnapField(player, dx, dy);
4478 bombed = PlaceBomb(player);
4479 moved = MoveFigure(player, dx, dy);
4482 if (tape.single_step && tape.recording && !tape.pausing)
4484 if (button1 || (bombed && !moved))
4486 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4487 SnapField(player, 0, 0); /* stop snapping */
4491 stored_player_action[player->index_nr] = player_action;
4495 /* no actions for this player (no input at player's configured device) */
4497 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4498 SnapField(player, 0, 0);
4499 CheckGravityMovement(player);
4501 if (player->MovPos == 0)
4504 printf("Trying... Player frame reset\n");
4507 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4510 if (player->MovPos == 0) /* needed for tape.playing */
4511 player->is_moving = FALSE;
4514 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4516 TapeRecordAction(stored_player_action);
4517 num_stored_actions = 0;
4523 static unsigned long action_delay = 0;
4524 unsigned long action_delay_value;
4525 int magic_wall_x = 0, magic_wall_y = 0;
4526 int i, x, y, element, graphic;
4527 byte *recorded_player_action;
4528 byte summarized_player_action = 0;
4530 if (game_status != PLAYING)
4533 action_delay_value =
4534 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4536 if (tape.playing && tape.index_search && !tape.pausing)
4537 action_delay_value = 0;
4539 /* ---------- main game synchronization point ---------- */
4541 WaitUntilDelayReached(&action_delay, action_delay_value);
4543 if (network_playing && !network_player_action_received)
4547 printf("DEBUG: try to get network player actions in time\n");
4551 #if defined(PLATFORM_UNIX)
4552 /* last chance to get network player actions without main loop delay */
4556 if (game_status != PLAYING)
4559 if (!network_player_action_received)
4563 printf("DEBUG: failed to get network player actions in time\n");
4573 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4575 for (i=0; i<MAX_PLAYERS; i++)
4577 summarized_player_action |= stored_player[i].action;
4579 if (!network_playing)
4580 stored_player[i].effective_action = stored_player[i].action;
4583 #if defined(PLATFORM_UNIX)
4584 if (network_playing)
4585 SendToServer_MovePlayer(summarized_player_action);
4588 if (!options.network && !setup.team_mode)
4589 local_player->effective_action = summarized_player_action;
4591 for (i=0; i<MAX_PLAYERS; i++)
4593 int actual_player_action = stored_player[i].effective_action;
4595 if (stored_player[i].programmed_action)
4596 actual_player_action = stored_player[i].programmed_action;
4598 if (recorded_player_action)
4599 actual_player_action = recorded_player_action[i];
4601 PlayerActions(&stored_player[i], actual_player_action);
4602 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4605 network_player_action_received = FALSE;
4607 ScrollScreen(NULL, SCROLL_GO_ON);
4613 for (i=0; i<MAX_PLAYERS; i++)
4614 stored_player[i].Frame++;
4617 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4620 if (JustStopped[x][y] > 0)
4621 JustStopped[x][y]--;
4626 if (IS_BLOCKED(x, y))
4630 Blocked2Moving(x, y, &oldx, &oldy);
4631 if (!IS_MOVING(oldx, oldy))
4633 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4634 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4635 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4636 printf("GameActions(): This should never happen!\n");
4642 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4644 element = Feld[x][y];
4645 graphic = el2img(element);
4647 if (graphic_info[graphic].anim_global_sync)
4648 GfxFrame[x][y] = FrameCounter;
4650 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4651 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4652 ResetRandomAnimationValue(x, y);
4654 SetRandomAnimationValue(x, y);
4657 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4660 if (IS_INACTIVE(element))
4662 if (IS_ANIMATED(graphic))
4663 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4668 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4672 if (IS_ANIMATED(graphic) &&
4675 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4677 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4678 EdelsteinFunkeln(x, y);
4680 else if ((element == EL_ACID ||
4681 element == EL_EXIT_OPEN ||
4682 element == EL_SP_EXIT_OPEN ||
4683 element == EL_SP_TERMINAL ||
4684 element == EL_SP_TERMINAL_ACTIVE ||
4685 element == EL_EXTRA_TIME ||
4686 element == EL_SHIELD_NORMAL ||
4687 element == EL_SHIELD_DEADLY) &&
4688 IS_ANIMATED(graphic))
4689 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4690 else if (IS_MOVING(x, y))
4691 ContinueMoving(x, y);
4692 else if (IS_ACTIVE_BOMB(element))
4693 CheckDynamite(x, y);
4695 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4696 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4698 else if (element == EL_AMOEBA_GROWING)
4699 AmoebeWaechst(x, y);
4700 else if (element == EL_AMOEBA_SHRINKING)
4701 AmoebaDisappearing(x, y);
4703 #if !USE_NEW_AMOEBA_CODE
4704 else if (IS_AMOEBALIVE(element))
4705 AmoebeAbleger(x, y);
4708 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4710 else if (element == EL_EXIT_CLOSED)
4712 else if (element == EL_SP_EXIT_CLOSED)
4714 else if (element == EL_EXPANDABLE_WALL_GROWING)
4716 else if (element == EL_EXPANDABLE_WALL ||
4717 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4718 element == EL_EXPANDABLE_WALL_VERTICAL ||
4719 element == EL_EXPANDABLE_WALL_ANY)
4721 else if (element == EL_FLAMES)
4722 CheckForDragon(x, y);
4723 else if (IS_AUTO_CHANGING(element))
4724 ChangeElement(x, y);
4725 else if (element == EL_EXPLOSION)
4726 ; /* drawing of correct explosion animation is handled separately */
4727 else if (IS_ANIMATED(graphic))
4728 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4730 if (IS_BELT_ACTIVE(element))
4731 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4733 if (game.magic_wall_active)
4735 int jx = local_player->jx, jy = local_player->jy;
4737 /* play the element sound at the position nearest to the player */
4738 if ((element == EL_MAGIC_WALL_FULL ||
4739 element == EL_MAGIC_WALL_ACTIVE ||
4740 element == EL_MAGIC_WALL_EMPTYING ||
4741 element == EL_BD_MAGIC_WALL_FULL ||
4742 element == EL_BD_MAGIC_WALL_ACTIVE ||
4743 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4744 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4752 #if USE_NEW_AMOEBA_CODE
4753 /* new experimental amoeba growth stuff */
4755 if (!(FrameCounter % 8))
4758 static unsigned long random = 1684108901;
4760 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4763 x = (random >> 10) % lev_fieldx;
4764 y = (random >> 20) % lev_fieldy;
4766 x = RND(lev_fieldx);
4767 y = RND(lev_fieldy);
4769 element = Feld[x][y];
4771 if (!IS_PLAYER(x,y) &&
4772 (element == EL_EMPTY ||
4773 element == EL_SAND ||
4774 element == EL_QUICKSAND_EMPTY ||
4775 element == EL_ACID_SPLASH_LEFT ||
4776 element == EL_ACID_SPLASH_RIGHT))
4778 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4779 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4780 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4781 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4782 Feld[x][y] = EL_AMOEBA_DROP;
4785 random = random * 129 + 1;
4791 if (game.explosions_delayed)
4794 game.explosions_delayed = FALSE;
4796 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4798 element = Feld[x][y];
4800 if (ExplodeField[x][y])
4801 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4802 else if (element == EL_EXPLOSION)
4803 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4805 ExplodeField[x][y] = EX_NO_EXPLOSION;
4808 game.explosions_delayed = TRUE;
4811 if (game.magic_wall_active)
4813 if (!(game.magic_wall_time_left % 4))
4815 int element = Feld[magic_wall_x][magic_wall_y];
4817 if (element == EL_BD_MAGIC_WALL_FULL ||
4818 element == EL_BD_MAGIC_WALL_ACTIVE ||
4819 element == EL_BD_MAGIC_WALL_EMPTYING)
4820 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4822 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4825 if (game.magic_wall_time_left > 0)
4827 game.magic_wall_time_left--;
4828 if (!game.magic_wall_time_left)
4830 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4832 element = Feld[x][y];
4834 if (element == EL_MAGIC_WALL_ACTIVE ||
4835 element == EL_MAGIC_WALL_FULL)
4837 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4838 DrawLevelField(x, y);
4840 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4841 element == EL_BD_MAGIC_WALL_FULL)
4843 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4844 DrawLevelField(x, y);
4848 game.magic_wall_active = FALSE;
4853 if (game.light_time_left > 0)
4855 game.light_time_left--;
4857 if (game.light_time_left == 0)
4858 RedrawAllLightSwitchesAndInvisibleElements();
4861 if (game.timegate_time_left > 0)
4863 game.timegate_time_left--;
4865 if (game.timegate_time_left == 0)
4866 CloseAllOpenTimegates();
4869 for (i=0; i<MAX_PLAYERS; i++)
4871 struct PlayerInfo *player = &stored_player[i];
4873 if (SHIELD_ON(player))
4875 if (player->shield_deadly_time_left)
4876 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4877 else if (player->shield_normal_time_left)
4878 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4882 if (TimeFrames >= (1000 / GameFrameDelay))
4887 for (i=0; i<MAX_PLAYERS; i++)
4889 struct PlayerInfo *player = &stored_player[i];
4891 if (SHIELD_ON(player))
4893 player->shield_normal_time_left--;
4895 if (player->shield_deadly_time_left > 0)
4896 player->shield_deadly_time_left--;
4900 if (tape.recording || tape.playing)
4901 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4907 if (TimeLeft <= 10 && setup.time_limit)
4908 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
4910 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4912 if (!TimeLeft && setup.time_limit)
4913 for (i=0; i<MAX_PLAYERS; i++)
4914 KillHero(&stored_player[i]);
4916 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4917 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4922 if (options.debug) /* calculate frames per second */
4924 static unsigned long fps_counter = 0;
4925 static int fps_frames = 0;
4926 unsigned long fps_delay_ms = Counter() - fps_counter;
4930 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4932 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4935 fps_counter = Counter();
4938 redraw_mask |= REDRAW_FPS;
4942 if (stored_player[0].jx != stored_player[0].last_jx ||
4943 stored_player[0].jy != stored_player[0].last_jy)
4944 printf("::: %d, %d, %d, %d, %d\n",
4945 stored_player[0].MovDir,
4946 stored_player[0].MovPos,
4947 stored_player[0].GfxPos,
4948 stored_player[0].Frame,
4949 stored_player[0].StepFrame);
4956 for (i=0; i<MAX_PLAYERS; i++)
4959 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
4961 stored_player[i].Frame += move_frames;
4963 if (stored_player[i].MovPos != 0)
4964 stored_player[i].StepFrame += move_frames;
4969 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4971 int min_x = x, min_y = y, max_x = x, max_y = y;
4974 for (i=0; i<MAX_PLAYERS; i++)
4976 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4978 if (!stored_player[i].active || &stored_player[i] == player)
4981 min_x = MIN(min_x, jx);
4982 min_y = MIN(min_y, jy);
4983 max_x = MAX(max_x, jx);
4984 max_y = MAX(max_y, jy);
4987 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4990 static boolean AllPlayersInVisibleScreen()
4994 for (i=0; i<MAX_PLAYERS; i++)
4996 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4998 if (!stored_player[i].active)
5001 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5008 void ScrollLevel(int dx, int dy)
5010 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5013 BlitBitmap(drawto_field, drawto_field,
5014 FX + TILEX*(dx == -1) - softscroll_offset,
5015 FY + TILEY*(dy == -1) - softscroll_offset,
5016 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5017 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5018 FX + TILEX*(dx == 1) - softscroll_offset,
5019 FY + TILEY*(dy == 1) - softscroll_offset);
5023 x = (dx == 1 ? BX1 : BX2);
5024 for (y=BY1; y<=BY2; y++)
5025 DrawScreenField(x, y);
5030 y = (dy == 1 ? BY1 : BY2);
5031 for (x=BX1; x<=BX2; x++)
5032 DrawScreenField(x, y);
5035 redraw_mask |= REDRAW_FIELD;
5038 static void CheckGravityMovement(struct PlayerInfo *player)
5040 if (level.gravity && !player->programmed_action)
5042 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5043 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5045 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5046 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5047 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5048 int jx = player->jx, jy = player->jy;
5049 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5050 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5051 int new_jx = jx + dx, new_jy = jy + dy;
5052 boolean field_under_player_is_free =
5053 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5054 boolean player_is_moving_to_valid_field =
5055 (IN_LEV_FIELD(new_jx, new_jy) &&
5056 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5057 Feld[new_jx][new_jy] == EL_SAND));
5059 if (field_under_player_is_free &&
5060 !player_is_moving_to_valid_field &&
5061 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5062 player->programmed_action = MV_DOWN;
5068 -----------------------------------------------------------------------------
5069 dx, dy: direction (non-diagonal) to try to move the player to
5070 real_dx, real_dy: direction as read from input device (can be diagonal)
5073 boolean MoveFigureOneStep(struct PlayerInfo *player,
5074 int dx, int dy, int real_dx, int real_dy)
5076 int jx = player->jx, jy = player->jy;
5077 int new_jx = jx+dx, new_jy = jy+dy;
5081 if (!player->active || (!dx && !dy))
5082 return MF_NO_ACTION;
5084 player->MovDir = (dx < 0 ? MV_LEFT :
5087 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5089 if (!IN_LEV_FIELD(new_jx, new_jy))
5090 return MF_NO_ACTION;
5092 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5093 return MF_NO_ACTION;
5096 element = MovingOrBlocked2Element(new_jx, new_jy);
5098 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5101 if (DONT_GO_TO(element))
5103 if (element == EL_ACID && dx == 0 && dy == 1)
5106 Feld[jx][jy] = EL_PLAYER_1;
5107 InitMovingField(jx, jy, MV_DOWN);
5108 Store[jx][jy] = EL_ACID;
5109 ContinueMoving(jx, jy);
5113 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5118 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5119 if (can_move != MF_MOVING)
5122 StorePlayer[jx][jy] = 0;
5123 player->last_jx = jx;
5124 player->last_jy = jy;
5125 jx = player->jx = new_jx;
5126 jy = player->jy = new_jy;
5127 StorePlayer[jx][jy] = player->element_nr;
5130 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5132 ScrollFigure(player, SCROLL_INIT);
5137 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5139 int jx = player->jx, jy = player->jy;
5140 int old_jx = jx, old_jy = jy;
5141 int moved = MF_NO_ACTION;
5143 if (!player->active || (!dx && !dy))
5147 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5151 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5152 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5156 /* remove the last programmed player action */
5157 player->programmed_action = 0;
5161 /* should only happen if pre-1.2 tape recordings are played */
5162 /* this is only for backward compatibility */
5164 int original_move_delay_value = player->move_delay_value;
5167 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5171 /* scroll remaining steps with finest movement resolution */
5172 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5174 while (player->MovPos)
5176 ScrollFigure(player, SCROLL_GO_ON);
5177 ScrollScreen(NULL, SCROLL_GO_ON);
5183 player->move_delay_value = original_move_delay_value;
5186 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5188 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5189 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5193 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5194 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5200 if (moved & MF_MOVING && !ScreenMovPos &&
5201 (player == local_player || !options.network))
5203 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5204 int offset = (setup.scroll_delay ? 3 : 0);
5206 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5208 /* actual player has left the screen -- scroll in that direction */
5209 if (jx != old_jx) /* player has moved horizontally */
5210 scroll_x += (jx - old_jx);
5211 else /* player has moved vertically */
5212 scroll_y += (jy - old_jy);
5216 if (jx != old_jx) /* player has moved horizontally */
5218 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5219 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5220 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5222 /* don't scroll over playfield boundaries */
5223 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5224 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5226 /* don't scroll more than one field at a time */
5227 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5229 /* don't scroll against the player's moving direction */
5230 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5231 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5232 scroll_x = old_scroll_x;
5234 else /* player has moved vertically */
5236 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5237 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5238 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5240 /* don't scroll over playfield boundaries */
5241 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5242 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5244 /* don't scroll more than one field at a time */
5245 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5247 /* don't scroll against the player's moving direction */
5248 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5249 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5250 scroll_y = old_scroll_y;
5254 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5256 if (!options.network && !AllPlayersInVisibleScreen())
5258 scroll_x = old_scroll_x;
5259 scroll_y = old_scroll_y;
5263 ScrollScreen(player, SCROLL_INIT);
5264 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5271 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5273 if (!(moved & MF_MOVING) && !player->Pushing)
5278 player->StepFrame = 0;
5280 if (moved & MF_MOVING)
5282 if (old_jx != jx && old_jy == jy)
5283 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5284 else if (old_jx == jx && old_jy != jy)
5285 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5287 DrawLevelField(jx, jy); /* for "crumbled sand" */
5289 player->last_move_dir = player->MovDir;
5290 player->is_moving = TRUE;
5294 CheckGravityMovement(player);
5297 player->last_move_dir = MV_NO_MOVING;
5299 player->is_moving = FALSE;
5302 TestIfHeroTouchesBadThing(jx, jy);
5304 if (!player->active)
5310 void ScrollFigure(struct PlayerInfo *player, int mode)
5312 int jx = player->jx, jy = player->jy;
5313 int last_jx = player->last_jx, last_jy = player->last_jy;
5314 int move_stepsize = TILEX / player->move_delay_value;
5316 if (!player->active || !player->MovPos)
5319 if (mode == SCROLL_INIT)
5321 player->actual_frame_counter = FrameCounter;
5322 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5324 if (Feld[last_jx][last_jy] == EL_EMPTY)
5325 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5330 else if (!FrameReached(&player->actual_frame_counter, 1))
5333 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5334 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5336 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5337 Feld[last_jx][last_jy] = EL_EMPTY;
5339 /* before DrawPlayer() to draw correct player graphic for this case */
5340 if (player->MovPos == 0)
5341 CheckGravityMovement(player);
5345 if (player->MovPos == 0)
5347 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5349 /* continue with normal speed after quickly moving through gate */
5350 HALVE_PLAYER_SPEED(player);
5352 /* be able to make the next move without delay */
5353 player->move_delay = 0;
5356 player->last_jx = jx;
5357 player->last_jy = jy;
5359 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5360 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5364 if (local_player->friends_still_needed == 0 ||
5365 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5366 player->LevelSolved = player->GameOver = TRUE;
5369 if (tape.single_step && tape.recording && !tape.pausing &&
5370 !player->programmed_action)
5371 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5375 void ScrollScreen(struct PlayerInfo *player, int mode)
5377 static unsigned long screen_frame_counter = 0;
5379 if (mode == SCROLL_INIT)
5381 /* set scrolling step size according to actual player's moving speed */
5382 ScrollStepSize = TILEX / player->move_delay_value;
5384 screen_frame_counter = FrameCounter;
5385 ScreenMovDir = player->MovDir;
5386 ScreenMovPos = player->MovPos;
5387 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5390 else if (!FrameReached(&screen_frame_counter, 1))
5395 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5396 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5397 redraw_mask |= REDRAW_FIELD;
5400 ScreenMovDir = MV_NO_MOVING;
5403 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5405 int i, kill_x = -1, kill_y = -1;
5406 static int test_xy[4][2] =
5413 static int test_dir[4] =
5423 int test_x, test_y, test_move_dir, test_element;
5425 test_x = good_x + test_xy[i][0];
5426 test_y = good_y + test_xy[i][1];
5427 if (!IN_LEV_FIELD(test_x, test_y))
5431 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5434 test_element = Feld[test_x][test_y];
5436 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5439 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5440 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5442 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5443 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5451 if (kill_x != -1 || kill_y != -1)
5453 if (IS_PLAYER(good_x, good_y))
5455 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5457 if (player->shield_deadly_time_left > 0)
5458 Bang(kill_x, kill_y);
5459 else if (!PLAYER_PROTECTED(good_x, good_y))
5463 Bang(good_x, good_y);
5467 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5469 int i, kill_x = -1, kill_y = -1;
5470 int bad_element = Feld[bad_x][bad_y];
5471 static int test_xy[4][2] =
5478 static int test_dir[4] =
5486 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5491 int test_x, test_y, test_move_dir, test_element;
5493 test_x = bad_x + test_xy[i][0];
5494 test_y = bad_y + test_xy[i][1];
5495 if (!IN_LEV_FIELD(test_x, test_y))
5499 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5501 test_element = Feld[test_x][test_y];
5503 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5504 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5506 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5507 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5509 /* good thing is player or penguin that does not move away */
5510 if (IS_PLAYER(test_x, test_y))
5512 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5514 if (bad_element == EL_ROBOT && player->is_moving)
5515 continue; /* robot does not kill player if he is moving */
5521 else if (test_element == EL_PENGUIN)
5530 if (kill_x != -1 || kill_y != -1)
5532 if (IS_PLAYER(kill_x, kill_y))
5534 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5537 int dir = player->MovDir;
5538 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5539 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5541 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5542 newx != bad_x && newy != bad_y)
5543 ; /* robot does not kill player if he is moving */
5545 printf("-> %d\n", player->MovDir);
5547 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5548 newx != bad_x && newy != bad_y)
5549 ; /* robot does not kill player if he is moving */
5554 if (player->shield_deadly_time_left > 0)
5556 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5560 Bang(kill_x, kill_y);
5564 void TestIfHeroTouchesBadThing(int x, int y)
5566 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5569 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5571 TestIfGoodThingHitsBadThing(x, y, move_dir);
5574 void TestIfBadThingTouchesHero(int x, int y)
5576 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5579 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5581 TestIfBadThingHitsGoodThing(x, y, move_dir);
5584 void TestIfFriendTouchesBadThing(int x, int y)
5586 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5589 void TestIfBadThingTouchesFriend(int x, int y)
5591 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5594 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5596 int i, kill_x = bad_x, kill_y = bad_y;
5597 static int xy[4][2] =
5609 x = bad_x + xy[i][0];
5610 y = bad_y + xy[i][1];
5611 if (!IN_LEV_FIELD(x, y))
5614 element = Feld[x][y];
5615 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5616 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5624 if (kill_x != bad_x || kill_y != bad_y)
5628 void KillHero(struct PlayerInfo *player)
5630 int jx = player->jx, jy = player->jy;
5632 if (!player->active)
5635 /* remove accessible field at the player's position */
5636 Feld[jx][jy] = EL_EMPTY;
5638 /* deactivate shield (else Bang()/Explode() would not work right) */
5639 player->shield_normal_time_left = 0;
5640 player->shield_deadly_time_left = 0;
5646 static void KillHeroUnlessProtected(int x, int y)
5648 if (!PLAYER_PROTECTED(x, y))
5649 KillHero(PLAYERINFO(x, y));
5652 void BuryHero(struct PlayerInfo *player)
5654 int jx = player->jx, jy = player->jy;
5656 if (!player->active)
5659 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5660 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5662 player->GameOver = TRUE;
5666 void RemoveHero(struct PlayerInfo *player)
5668 int jx = player->jx, jy = player->jy;
5669 int i, found = FALSE;
5671 player->present = FALSE;
5672 player->active = FALSE;
5674 if (!ExplodeField[jx][jy])
5675 StorePlayer[jx][jy] = 0;
5677 for (i=0; i<MAX_PLAYERS; i++)
5678 if (stored_player[i].active)
5682 AllPlayersGone = TRUE;
5689 checkDiagonalPushing()
5690 -----------------------------------------------------------------------------
5691 check if diagonal input device direction results in pushing of object
5692 (by checking if the alternative direction is walkable, diggable, ...)
5695 static boolean checkDiagonalPushing(struct PlayerInfo *player,
5696 int x, int y, int real_dx, int real_dy)
5698 int jx = player->jx, jy = player->jy;
5699 int dx = x - jx, dy = y - jy;
5701 if (real_dx && real_dy) /* diagonal direction input => do check */
5703 /* diagonal direction: check alternative direction */
5704 int xx = jx + (dx == 0 ? real_dx : 0);
5705 int yy = jy + (dy == 0 ? real_dy : 0);
5707 if (IN_LEV_FIELD(xx, yy))
5709 int element = Feld[xx][yy];
5712 if (IS_HISTORIC_SOLID(element) !=
5713 (!(IS_WALKABLE(element) ||
5714 IS_DIGGABLE(element) ||
5715 IS_COLLECTIBLE(element))))
5716 printf("::: %d ['%s'] [%d, %d]\n",
5718 element_info[element].token_name,
5719 game.engine_version, tape.engine_version);
5722 if (game.engine_version < VERSION_IDENT(2,2,0))
5723 return IS_HISTORIC_SOLID(element);
5725 return !(IS_WALKABLE(element) ||
5726 IS_DIGGABLE(element) ||
5727 IS_COLLECTIBLE(element));
5731 return TRUE; /* no diagonal direction input => push object */
5736 -----------------------------------------------------------------------------
5737 x, y: field next to player (non-diagonal) to try to dig to
5738 real_dx, real_dy: direction as read from input device (can be diagonal)
5741 int DigField(struct PlayerInfo *player,
5742 int x, int y, int real_dx, int real_dy, int mode)
5744 int jx = player->jx, jy = player->jy;
5745 int dx = x - jx, dy = y - jy;
5746 int move_direction = (dx == -1 ? MV_LEFT :
5747 dx == +1 ? MV_RIGHT :
5749 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5752 if (player->MovPos == 0)
5754 player->is_digging = FALSE;
5755 player->is_collecting = FALSE;
5758 if (player->MovPos == 0)
5759 player->Pushing = FALSE;
5761 if (mode == DF_NO_PUSH)
5763 player->Switching = FALSE;
5764 player->push_delay = 0;
5765 return MF_NO_ACTION;
5768 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5769 return MF_NO_ACTION;
5772 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
5774 if (IS_TUBE(Feld[jx][jy]) ||
5775 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
5779 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
5780 int tube_leave_directions[][2] =
5782 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5783 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5784 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5785 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5786 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5787 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5788 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5789 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5790 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5791 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5792 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5793 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5796 while (tube_leave_directions[i][0] != tube_element)
5799 if (tube_leave_directions[i][0] == -1) /* should not happen */
5803 if (!(tube_leave_directions[i][1] & move_direction))
5804 return MF_NO_ACTION; /* tube has no opening in this direction */
5807 element = Feld[x][y];
5813 case EL_INVISIBLE_SAND:
5814 case EL_INVISIBLE_SAND_ACTIVE:
5817 case EL_SP_BUGGY_BASE:
5818 case EL_SP_BUGGY_BASE_ACTIVATING:
5821 if (mode != DF_SNAP && element != EL_EMPTY)
5823 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5824 player->is_digging = TRUE;
5827 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5832 case EL_EMERALD_YELLOW:
5833 case EL_EMERALD_RED:
5834 case EL_EMERALD_PURPLE:
5836 case EL_SP_INFOTRON:
5841 if (mode != DF_SNAP)
5843 GfxElement[x][y] = element;
5844 player->is_collecting = TRUE;
5847 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5848 element == EL_PEARL ? 5 :
5849 element == EL_CRYSTAL ? 8 : 1);
5850 if (local_player->gems_still_needed < 0)
5851 local_player->gems_still_needed = 0;
5852 RaiseScoreElement(element);
5853 DrawText(DX_EMERALDS, DY_EMERALDS,
5854 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5855 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5860 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5861 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5865 Feld[x][y] = EL_EMPTY;
5866 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5874 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5876 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
5879 case EL_SHIELD_NORMAL:
5881 player->shield_normal_time_left += 10;
5882 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5885 case EL_SHIELD_DEADLY:
5887 player->shield_normal_time_left += 10;
5888 player->shield_deadly_time_left += 10;
5889 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5893 case EL_SP_DISK_RED:
5896 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5897 RaiseScoreElement(EL_DYNAMITE);
5898 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5900 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5903 case EL_DYNABOMB_INCREASE_NUMBER:
5905 player->dynabomb_count++;
5906 player->dynabombs_left++;
5907 RaiseScoreElement(EL_DYNAMITE);
5908 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5911 case EL_DYNABOMB_INCREASE_SIZE:
5913 player->dynabomb_size++;
5914 RaiseScoreElement(EL_DYNAMITE);
5915 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5918 case EL_DYNABOMB_INCREASE_POWER:
5920 player->dynabomb_xl = TRUE;
5921 RaiseScoreElement(EL_DYNAMITE);
5922 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5930 int key_nr = element - EL_KEY_1;
5931 int graphic = el2edimg(element);
5934 player->key[key_nr] = TRUE;
5935 RaiseScoreElement(element);
5936 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5938 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5940 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5949 int key_nr = element - EL_EM_KEY_1;
5950 int graphic = el2edimg(EL_KEY_1 + key_nr);
5953 player->key[key_nr] = TRUE;
5954 RaiseScoreElement(element);
5955 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5957 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5959 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5963 case EL_ROBOT_WHEEL:
5964 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5967 DrawLevelField(x, y);
5968 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5972 case EL_SP_TERMINAL:
5976 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5978 for (yy=0; yy<lev_fieldy; yy++)
5980 for (xx=0; xx<lev_fieldx; xx++)
5982 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5984 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5985 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5993 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
5994 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
5995 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
5996 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
5997 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
5998 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
5999 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6000 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6001 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6002 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6003 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6004 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6005 if (!player->Switching)
6007 player->Switching = TRUE;
6008 ToggleBeltSwitch(x, y);
6009 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6014 case EL_SWITCHGATE_SWITCH_UP:
6015 case EL_SWITCHGATE_SWITCH_DOWN:
6016 if (!player->Switching)
6018 player->Switching = TRUE;
6019 ToggleSwitchgateSwitch(x, y);
6020 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6025 case EL_LIGHT_SWITCH:
6026 case EL_LIGHT_SWITCH_ACTIVE:
6027 if (!player->Switching)
6029 player->Switching = TRUE;
6030 ToggleLightSwitch(x, y);
6031 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6032 SND_LIGHT_SWITCH_ACTIVATING :
6033 SND_LIGHT_SWITCH_DEACTIVATING);
6038 case EL_TIMEGATE_SWITCH:
6039 ActivateTimegateSwitch(x, y);
6040 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6045 case EL_BALLOON_SWITCH_LEFT:
6046 case EL_BALLOON_SWITCH_RIGHT:
6047 case EL_BALLOON_SWITCH_UP:
6048 case EL_BALLOON_SWITCH_DOWN:
6049 case EL_BALLOON_SWITCH_ANY:
6050 if (element == EL_BALLOON_SWITCH_ANY)
6051 game.balloon_dir = move_direction;
6053 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6054 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6055 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6056 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6058 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6063 /* the following elements cannot be pushed by "snapping" */
6066 case EL_DX_SUPABOMB:
6068 case EL_TIME_ORB_EMPTY:
6070 case EL_SP_DISK_ORANGE:
6072 if (mode == DF_SNAP)
6073 return MF_NO_ACTION;
6075 /* no "break" -- fall through to next case */
6077 /* the following elements can be pushed by "snapping" */
6080 return MF_NO_ACTION;
6082 player->Pushing = TRUE;
6084 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6085 return MF_NO_ACTION;
6088 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6089 return MF_NO_ACTION;
6093 if (IN_LEV_FIELD(jx, jy+real_dy) &&
6094 !IS_HISTORIC_SOLID(Feld[jx][jy+real_dy]))
6095 return MF_NO_ACTION;
6099 if (player->push_delay == 0)
6100 player->push_delay = FrameCounter;
6102 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6104 element != EL_SPRING)
6105 return MF_NO_ACTION;
6107 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6108 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6109 element != EL_SPRING)
6110 return MF_NO_ACTION;
6113 if (mode == DF_SNAP)
6115 InitMovingField(x, y, move_direction);
6116 ContinueMoving(x, y);
6121 Feld[x + dx][y + dy] = element;
6124 if (element == EL_SPRING)
6126 Feld[x + dx][y + dy] = EL_SPRING;
6127 MovDir[x + dx][y + dy] = move_direction;
6130 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6132 DrawLevelField(x + dx, y + dy);
6133 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6140 if (!player->key[element - EL_GATE_1])
6141 return MF_NO_ACTION;
6144 case EL_GATE_1_GRAY:
6145 case EL_GATE_2_GRAY:
6146 case EL_GATE_3_GRAY:
6147 case EL_GATE_4_GRAY:
6148 if (!player->key[element - EL_GATE_1_GRAY])
6149 return MF_NO_ACTION;
6156 if (!player->key[element - EL_EM_GATE_1])
6157 return MF_NO_ACTION;
6158 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6159 return MF_NO_ACTION;
6161 /* automatically move to the next field with double speed */
6162 player->programmed_action = move_direction;
6163 DOUBLE_PLAYER_SPEED(player);
6165 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6168 case EL_EM_GATE_1_GRAY:
6169 case EL_EM_GATE_2_GRAY:
6170 case EL_EM_GATE_3_GRAY:
6171 case EL_EM_GATE_4_GRAY:
6172 if (!player->key[element - EL_EM_GATE_1_GRAY])
6173 return MF_NO_ACTION;
6174 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6175 return MF_NO_ACTION;
6177 /* automatically move to the next field with double speed */
6178 player->programmed_action = move_direction;
6179 DOUBLE_PLAYER_SPEED(player);
6182 PlaySoundLevelAction(x, y, ACTION_PASSING);
6184 PlaySoundLevel(x, y, SND_GATE_PASSING);
6188 case EL_SWITCHGATE_OPEN:
6189 case EL_TIMEGATE_OPEN:
6190 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6191 return MF_NO_ACTION;
6193 /* automatically move to the next field with double speed */
6194 player->programmed_action = move_direction;
6195 DOUBLE_PLAYER_SPEED(player);
6197 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6200 case EL_SP_PORT_LEFT:
6201 case EL_SP_PORT_RIGHT:
6203 case EL_SP_PORT_DOWN:
6204 case EL_SP_PORT_HORIZONTAL:
6205 case EL_SP_PORT_VERTICAL:
6206 case EL_SP_PORT_ANY:
6207 case EL_SP_GRAVITY_PORT_LEFT:
6208 case EL_SP_GRAVITY_PORT_RIGHT:
6209 case EL_SP_GRAVITY_PORT_UP:
6210 case EL_SP_GRAVITY_PORT_DOWN:
6212 element != EL_SP_PORT_LEFT &&
6213 element != EL_SP_GRAVITY_PORT_LEFT &&
6214 element != EL_SP_PORT_HORIZONTAL &&
6215 element != EL_SP_PORT_ANY) ||
6217 element != EL_SP_PORT_RIGHT &&
6218 element != EL_SP_GRAVITY_PORT_RIGHT &&
6219 element != EL_SP_PORT_HORIZONTAL &&
6220 element != EL_SP_PORT_ANY) ||
6222 element != EL_SP_PORT_UP &&
6223 element != EL_SP_GRAVITY_PORT_UP &&
6224 element != EL_SP_PORT_VERTICAL &&
6225 element != EL_SP_PORT_ANY) ||
6227 element != EL_SP_PORT_DOWN &&
6228 element != EL_SP_GRAVITY_PORT_DOWN &&
6229 element != EL_SP_PORT_VERTICAL &&
6230 element != EL_SP_PORT_ANY) ||
6231 !IN_LEV_FIELD(x + dx, y + dy) ||
6232 !IS_FREE(x + dx, y + dy))
6233 return MF_NO_ACTION;
6235 /* automatically move to the next field with double speed */
6236 player->programmed_action = move_direction;
6237 DOUBLE_PLAYER_SPEED(player);
6239 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6243 case EL_TUBE_VERTICAL:
6244 case EL_TUBE_HORIZONTAL:
6245 case EL_TUBE_VERTICAL_LEFT:
6246 case EL_TUBE_VERTICAL_RIGHT:
6247 case EL_TUBE_HORIZONTAL_UP:
6248 case EL_TUBE_HORIZONTAL_DOWN:
6249 case EL_TUBE_LEFT_UP:
6250 case EL_TUBE_LEFT_DOWN:
6251 case EL_TUBE_RIGHT_UP:
6252 case EL_TUBE_RIGHT_DOWN:
6255 int tube_enter_directions[][2] =
6257 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6258 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6259 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6260 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6261 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6262 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6263 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6264 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6265 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6266 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6267 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6268 { -1, MV_NO_MOVING }
6271 while (tube_enter_directions[i][0] != element)
6274 if (tube_enter_directions[i][0] == -1) /* should not happen */
6278 if (!(tube_enter_directions[i][1] & move_direction))
6279 return MF_NO_ACTION; /* tube has no opening in this direction */
6281 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6285 case EL_EXIT_CLOSED:
6286 case EL_SP_EXIT_CLOSED:
6287 case EL_EXIT_OPENING:
6288 return MF_NO_ACTION;
6292 case EL_SP_EXIT_OPEN:
6293 if (mode == DF_SNAP)
6294 return MF_NO_ACTION;
6296 if (element == EL_EXIT_OPEN)
6297 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6299 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6304 Feld[x][y] = EL_LAMP_ACTIVE;
6305 local_player->lights_still_needed--;
6306 DrawLevelField(x, y);
6307 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6311 case EL_TIME_ORB_FULL:
6312 Feld[x][y] = EL_TIME_ORB_EMPTY;
6314 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6315 DrawLevelField(x, y);
6316 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6320 case EL_SOKOBAN_FIELD_EMPTY:
6323 case EL_SOKOBAN_OBJECT:
6324 case EL_SOKOBAN_FIELD_FULL:
6326 case EL_SP_DISK_YELLOW:
6328 if (mode == DF_SNAP)
6329 return MF_NO_ACTION;
6331 player->Pushing = TRUE;
6333 if (!IN_LEV_FIELD(x+dx, y+dy)
6334 || (!IS_FREE(x+dx, y+dy)
6335 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6336 || !IS_SB_ELEMENT(element))))
6337 return MF_NO_ACTION;
6340 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6341 return MF_NO_ACTION;
6345 if (IN_LEV_FIELD(jx, jy+real_dy) &&
6346 !IS_HISTORIC_SOLID(Feld[jx][jy+real_dy]))
6347 return MF_NO_ACTION;
6349 else if (dy && real_dx)
6351 if (IN_LEV_FIELD(jx+real_dx, jy) &&
6352 !IS_HISTORIC_SOLID(Feld[jx+real_dx][jy]))
6353 return MF_NO_ACTION;
6357 if (player->push_delay == 0)
6358 player->push_delay = FrameCounter;
6360 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6361 !tape.playing && element != EL_BALLOON)
6362 return MF_NO_ACTION;
6364 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6365 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6366 element != EL_BALLOON)
6367 return MF_NO_ACTION;
6370 if (IS_SB_ELEMENT(element))
6372 if (element == EL_SOKOBAN_FIELD_FULL)
6374 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6375 local_player->sokobanfields_still_needed++;
6380 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6382 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6383 local_player->sokobanfields_still_needed--;
6384 if (element == EL_SOKOBAN_OBJECT)
6386 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6388 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6392 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6394 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6399 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6400 if (element == EL_SOKOBAN_FIELD_FULL)
6402 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6404 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6408 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6410 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6417 Feld[x+dx][y+dy] = element;
6418 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6421 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6423 DrawLevelField(x, y);
6424 DrawLevelField(x + dx, y + dy);
6426 if (IS_SB_ELEMENT(element) &&
6427 local_player->sokobanfields_still_needed == 0 &&
6428 game.emulation == EMU_SOKOBAN)
6430 player->LevelSolved = player->GameOver = TRUE;
6431 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6442 if (IS_PUSHABLE(element))
6444 if (mode == DF_SNAP)
6445 return MF_NO_ACTION;
6447 if (CAN_FALL(element) && dy)
6448 return MF_NO_ACTION;
6450 player->Pushing = TRUE;
6452 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6453 return MF_NO_ACTION;
6456 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6457 return MF_NO_ACTION;
6461 if (IN_LEV_FIELD(jx, jy+real_dy) &&
6462 !IS_HISTORIC_SOLID(Feld[jx][jy+real_dy]))
6463 return MF_NO_ACTION;
6465 else if (dy && real_dx)
6467 if (IN_LEV_FIELD(jx+real_dx, jy) &&
6468 !IS_HISTORIC_SOLID(Feld[jx+real_dx][jy]))
6469 return MF_NO_ACTION;
6473 if (player->push_delay == 0)
6474 player->push_delay = FrameCounter;
6476 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6477 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6478 return MF_NO_ACTION;
6481 Feld[x + dx][y + dy] = element;
6483 player->push_delay_value = 2 + RND(8);
6485 DrawLevelField(x + dx, y + dy);
6486 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6491 return MF_NO_ACTION;
6494 player->push_delay = 0;
6496 if (Feld[x][y] != element) /* really digged/collected something */
6497 player->is_collecting = !player->is_digging;
6502 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6504 int jx = player->jx, jy = player->jy;
6505 int x = jx + dx, y = jy + dy;
6507 if (!player->active || !IN_LEV_FIELD(x, y))
6515 if (player->MovPos == 0)
6516 player->Pushing = FALSE;
6518 player->snapped = FALSE;
6520 if (player->MovPos == 0)
6522 player->is_digging = FALSE;
6523 player->is_collecting = FALSE;
6529 if (player->snapped)
6532 player->MovDir = (dx < 0 ? MV_LEFT :
6535 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6537 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6540 player->snapped = TRUE;
6541 player->is_digging = FALSE;
6542 player->is_collecting = FALSE;
6544 DrawLevelField(x, y);
6550 boolean PlaceBomb(struct PlayerInfo *player)
6552 int jx = player->jx, jy = player->jy;
6555 if (!player->active || player->MovPos)
6558 element = Feld[jx][jy];
6560 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6561 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6565 if (element != EL_EMPTY)
6569 if (element != EL_EMPTY)
6572 Store[jx][jy] = element;
6574 Back[jx][jy] = element;
6578 MovDelay[jx][jy] = 96;
6580 ResetGfxAnimation(jx, jy);
6581 ResetRandomAnimationValue(jx, jy);
6583 if (player->dynamite)
6585 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6586 EL_DYNAMITE_ACTIVE);
6589 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6591 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6594 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6596 if (game.emulation == EMU_SUPAPLEX)
6597 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6599 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6603 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6608 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6609 player->dynabombs_left--;
6611 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6612 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6614 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6620 /* ------------------------------------------------------------------------- */
6621 /* game sound playing functions */
6622 /* ------------------------------------------------------------------------- */
6624 static int *loop_sound_frame = NULL;
6625 static int *loop_sound_volume = NULL;
6627 void InitPlaySoundLevel()
6629 int num_sounds = getSoundListSize();
6631 if (loop_sound_frame != NULL)
6632 free(loop_sound_frame);
6634 if (loop_sound_volume != NULL)
6635 free(loop_sound_volume);
6637 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6638 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6641 static void PlaySoundLevel(int x, int y, int nr)
6643 int sx = SCREENX(x), sy = SCREENY(y);
6644 int volume, stereo_position;
6645 int max_distance = 8;
6646 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6648 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6649 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6652 if (!IN_LEV_FIELD(x, y) ||
6653 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6654 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6657 volume = SOUND_MAX_VOLUME;
6659 if (!IN_SCR_FIELD(sx, sy))
6661 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6662 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6664 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6667 stereo_position = (SOUND_MAX_LEFT +
6668 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6669 (SCR_FIELDX + 2 * max_distance));
6671 if (IS_LOOP_SOUND(nr))
6673 /* This assures that quieter loop sounds do not overwrite louder ones,
6674 while restarting sound volume comparison with each new game frame. */
6676 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6679 loop_sound_volume[nr] = volume;
6680 loop_sound_frame[nr] = FrameCounter;
6683 PlaySoundExt(nr, volume, stereo_position, type);
6686 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6688 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6689 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6690 y < LEVELY(BY1) ? LEVELY(BY1) :
6691 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6695 static void PlaySoundLevelAction(int x, int y, int action)
6697 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6700 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6702 int sound_effect = element_info[element].sound[action];
6704 if (sound_effect != SND_UNDEFINED)
6705 PlaySoundLevel(x, y, sound_effect);
6708 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6710 int sound_effect = element_info[Feld[x][y]].sound[action];
6712 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6713 PlaySoundLevel(x, y, sound_effect);
6716 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6718 int sound_effect = element_info[Feld[x][y]].sound[action];
6720 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6721 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6724 void RaiseScore(int value)
6726 local_player->score += value;
6727 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6730 void RaiseScoreElement(int element)
6736 case EL_EMERALD_YELLOW:
6737 case EL_EMERALD_RED:
6738 case EL_EMERALD_PURPLE:
6739 RaiseScore(level.score[SC_EMERALD]);
6742 RaiseScore(level.score[SC_DIAMOND]);
6745 case EL_BD_BUTTERFLY:
6746 RaiseScore(level.score[SC_BUG]);
6750 RaiseScore(level.score[SC_SPACESHIP]);
6753 case EL_DARK_YAMYAM:
6754 RaiseScore(level.score[SC_YAMYAM]);
6757 RaiseScore(level.score[SC_ROBOT]);
6760 RaiseScore(level.score[SC_PACMAN]);
6763 RaiseScore(level.score[SC_NUT]);
6766 RaiseScore(level.score[SC_DYNAMITE]);
6772 RaiseScore(level.score[SC_KEY]);
6779 void RequestQuitGame(boolean ask_if_really_quit)
6781 if (AllPlayersGone ||
6782 !ask_if_really_quit ||
6783 level_editor_test_game ||
6784 Request("Do you really want to quit the game ?",
6785 REQ_ASK | REQ_STAY_CLOSED))
6787 #if defined(PLATFORM_UNIX)
6788 if (options.network)
6789 SendToServer_StopPlaying();
6793 game_status = MAINMENU;
6799 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6804 /* ---------- new game button stuff ---------------------------------------- */
6806 /* graphic position values for game buttons */
6807 #define GAME_BUTTON_XSIZE 30
6808 #define GAME_BUTTON_YSIZE 30
6809 #define GAME_BUTTON_XPOS 5
6810 #define GAME_BUTTON_YPOS 215
6811 #define SOUND_BUTTON_XPOS 5
6812 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6814 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6815 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6816 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6817 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6818 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6819 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6826 } gamebutton_info[NUM_GAME_BUTTONS] =
6829 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6834 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6839 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6844 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6845 SOUND_CTRL_ID_MUSIC,
6846 "background music on/off"
6849 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6850 SOUND_CTRL_ID_LOOPS,
6851 "sound loops on/off"
6854 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6855 SOUND_CTRL_ID_SIMPLE,
6856 "normal sounds on/off"
6860 void CreateGameButtons()
6864 for (i=0; i<NUM_GAME_BUTTONS; i++)
6866 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6867 struct GadgetInfo *gi;
6870 unsigned long event_mask;
6871 int gd_xoffset, gd_yoffset;
6872 int gd_x1, gd_x2, gd_y1, gd_y2;
6875 gd_xoffset = gamebutton_info[i].x;
6876 gd_yoffset = gamebutton_info[i].y;
6877 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6878 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6880 if (id == GAME_CTRL_ID_STOP ||
6881 id == GAME_CTRL_ID_PAUSE ||
6882 id == GAME_CTRL_ID_PLAY)
6884 button_type = GD_TYPE_NORMAL_BUTTON;
6886 event_mask = GD_EVENT_RELEASED;
6887 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6888 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6892 button_type = GD_TYPE_CHECK_BUTTON;
6894 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6895 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6896 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6897 event_mask = GD_EVENT_PRESSED;
6898 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6899 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6902 gi = CreateGadget(GDI_CUSTOM_ID, id,
6903 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6904 GDI_X, DX + gd_xoffset,
6905 GDI_Y, DY + gd_yoffset,
6906 GDI_WIDTH, GAME_BUTTON_XSIZE,
6907 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6908 GDI_TYPE, button_type,
6909 GDI_STATE, GD_BUTTON_UNPRESSED,
6910 GDI_CHECKED, checked,
6911 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6912 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6913 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6914 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6915 GDI_EVENT_MASK, event_mask,
6916 GDI_CALLBACK_ACTION, HandleGameButtons,
6920 Error(ERR_EXIT, "cannot create gadget");
6922 game_gadget[id] = gi;
6926 void FreeGameButtons()
6930 for (i=0; i<NUM_GAME_BUTTONS; i++)
6931 FreeGadget(game_gadget[i]);
6934 static void MapGameButtons()
6938 for (i=0; i<NUM_GAME_BUTTONS; i++)
6939 MapGadget(game_gadget[i]);
6942 void UnmapGameButtons()
6946 for (i=0; i<NUM_GAME_BUTTONS; i++)
6947 UnmapGadget(game_gadget[i]);
6950 static void HandleGameButtons(struct GadgetInfo *gi)
6952 int id = gi->custom_id;
6954 if (game_status != PLAYING)
6959 case GAME_CTRL_ID_STOP:
6960 RequestQuitGame(TRUE);
6963 case GAME_CTRL_ID_PAUSE:
6964 if (options.network)
6966 #if defined(PLATFORM_UNIX)
6968 SendToServer_ContinuePlaying();
6970 SendToServer_PausePlaying();
6974 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6977 case GAME_CTRL_ID_PLAY:
6980 #if defined(PLATFORM_UNIX)
6981 if (options.network)
6982 SendToServer_ContinuePlaying();
6986 tape.pausing = FALSE;
6987 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6992 case SOUND_CTRL_ID_MUSIC:
6993 if (setup.sound_music)
6995 setup.sound_music = FALSE;
6998 else if (audio.music_available)
7000 setup.sound = setup.sound_music = TRUE;
7001 PlayMusic(level_nr);
7005 case SOUND_CTRL_ID_LOOPS:
7006 if (setup.sound_loops)
7007 setup.sound_loops = FALSE;
7008 else if (audio.loops_available)
7009 setup.sound = setup.sound_loops = TRUE;
7012 case SOUND_CTRL_ID_SIMPLE:
7013 if (setup.sound_simple)
7014 setup.sound_simple = FALSE;
7015 else if (audio.sound_available)
7016 setup.sound = setup.sound_simple = TRUE;