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 /* set game engine from tape file when re-playing, else from level file */
504 game.engine_version = (tape.playing ? tape.engine_version :
507 /* dynamically adjust element properties according to game engine version */
508 InitElementPropertiesEngine(game.engine_version);
511 printf("level %d: level version == %06d\n", level_nr, level.game_version);
512 printf(" tape version == %06d [%s] [file: %06d]\n",
513 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
515 printf(" => game.engine_version == %06d\n", game.engine_version);
518 /* dynamically adjust player properties according to game engine version */
519 game.initial_move_delay =
520 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
521 INITIAL_MOVE_DELAY_OFF);
523 /* dynamically adjust player properties according to level information */
524 game.initial_move_delay_value =
525 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
528 /* dynamically adjust element properties according to game engine version */
530 static int ep_em_slippery_wall[] =
535 EL_EXPANDABLE_WALL_HORIZONTAL,
536 EL_EXPANDABLE_WALL_VERTICAL,
537 EL_EXPANDABLE_WALL_ANY
539 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
541 /* special EM style gems behaviour */
542 for (i=0; i<ep_em_slippery_wall_num; i++)
543 SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
544 level.em_slippery_gems);
546 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
547 SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
548 (level.em_slippery_gems &&
549 game.engine_version > VERSION_IDENT(2,0,1)));
553 /* initialize changing elements information */
554 for (i=0; i<MAX_NUM_ELEMENTS; i++)
556 changing_element[i].base_element = EL_UNDEFINED;
557 changing_element[i].next_element = EL_UNDEFINED;
558 changing_element[i].change_delay = -1;
559 changing_element[i].pre_change_function = NULL;
560 changing_element[i].change_function = NULL;
561 changing_element[i].post_change_function = NULL;
565 while (changing_element_list[i].base_element != EL_UNDEFINED)
567 struct ChangingElementInfo *ce = &changing_element_list[i];
568 int element = ce->base_element;
570 changing_element[element].base_element = ce->base_element;
571 changing_element[element].next_element = ce->next_element;
572 changing_element[element].change_delay = ce->change_delay;
573 changing_element[element].pre_change_function = ce->pre_change_function;
574 changing_element[element].change_function = ce->change_function;
575 changing_element[element].post_change_function = ce->post_change_function;
583 =============================================================================
585 -----------------------------------------------------------------------------
586 initialize and start new game
587 =============================================================================
592 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
593 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
594 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
601 #if USE_NEW_AMOEBA_CODE
602 printf("Using new amoeba code.\n");
604 printf("Using old amoeba code.\n");
609 /* don't play tapes over network */
610 network_playing = (options.network && !tape.playing);
612 for (i=0; i<MAX_PLAYERS; i++)
614 struct PlayerInfo *player = &stored_player[i];
616 player->index_nr = i;
617 player->element_nr = EL_PLAYER_1 + i;
619 player->present = FALSE;
620 player->active = FALSE;
623 player->effective_action = 0;
624 player->programmed_action = 0;
627 player->gems_still_needed = level.gems_needed;
628 player->sokobanfields_still_needed = 0;
629 player->lights_still_needed = 0;
630 player->friends_still_needed = 0;
633 player->key[j] = FALSE;
635 player->dynamite = 0;
636 player->dynabomb_count = 0;
637 player->dynabomb_size = 1;
638 player->dynabombs_left = 0;
639 player->dynabomb_xl = FALSE;
641 player->MovDir = MV_NO_MOVING;
643 player->Pushing = FALSE;
644 player->Switching = FALSE;
646 player->GfxDir = MV_NO_MOVING;
647 player->GfxAction = ACTION_DEFAULT;
649 player->StepFrame = 0;
651 player->use_murphy_graphic = FALSE;
652 player->use_disk_red_graphic = FALSE;
654 player->actual_frame_counter = 0;
656 player->last_move_dir = MV_NO_MOVING;
657 player->is_moving = FALSE;
659 player->is_moving = FALSE;
660 player->is_waiting = FALSE;
661 player->is_digging = FALSE;
662 player->is_collecting = FALSE;
664 player->move_delay = game.initial_move_delay;
665 player->move_delay_value = game.initial_move_delay_value;
667 player->push_delay = 0;
668 player->push_delay_value = 5;
670 player->snapped = FALSE;
672 player->last_jx = player->last_jy = 0;
673 player->jx = player->jy = 0;
675 player->shield_normal_time_left = 0;
676 player->shield_deadly_time_left = 0;
678 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
679 SnapField(player, 0, 0);
681 player->LevelSolved = FALSE;
682 player->GameOver = FALSE;
685 network_player_action_received = FALSE;
687 #if defined(PLATFORM_UNIX)
688 /* initial null action */
690 SendToServer_MovePlayer(MV_NO_MOVING);
698 TimeLeft = level.time;
700 ScreenMovDir = MV_NO_MOVING;
704 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
706 AllPlayersGone = FALSE;
708 game.yam_content_nr = 0;
709 game.magic_wall_active = FALSE;
710 game.magic_wall_time_left = 0;
711 game.light_time_left = 0;
712 game.timegate_time_left = 0;
713 game.switchgate_pos = 0;
714 game.balloon_dir = MV_NO_MOVING;
715 game.explosions_delayed = TRUE;
719 game.belt_dir[i] = MV_NO_MOVING;
720 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
723 for (i=0; i<MAX_NUM_AMOEBA; i++)
724 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
726 for (x=0; x<lev_fieldx; x++)
728 for (y=0; y<lev_fieldy; y++)
730 Feld[x][y] = Ur[x][y];
731 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
732 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
734 JustStopped[x][y] = 0;
736 ExplodePhase[x][y] = 0;
737 ExplodeField[x][y] = EX_NO_EXPLOSION;
740 GfxAction[x][y] = ACTION_DEFAULT;
741 GfxRandom[x][y] = INIT_GFX_RANDOM();
742 GfxElement[x][y] = EL_UNDEFINED;
746 for(y=0; y<lev_fieldy; y++)
748 for(x=0; x<lev_fieldx; x++)
750 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
752 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
754 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
757 InitField(x, y, TRUE);
763 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
764 emulate_sb ? EMU_SOKOBAN :
765 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
767 /* correct non-moving belts to start moving left */
769 if (game.belt_dir[i] == MV_NO_MOVING)
770 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
772 /* check if any connected player was not found in playfield */
773 for (i=0; i<MAX_PLAYERS; i++)
775 struct PlayerInfo *player = &stored_player[i];
777 if (player->connected && !player->present)
779 for (j=0; j<MAX_PLAYERS; j++)
781 struct PlayerInfo *some_player = &stored_player[j];
782 int jx = some_player->jx, jy = some_player->jy;
784 /* assign first free player found that is present in the playfield */
785 if (some_player->present && !some_player->connected)
787 player->present = TRUE;
788 player->active = TRUE;
789 some_player->present = FALSE;
791 StorePlayer[jx][jy] = player->element_nr;
792 player->jx = player->last_jx = jx;
793 player->jy = player->last_jy = jy;
803 /* when playing a tape, eliminate all players who do not participate */
805 for (i=0; i<MAX_PLAYERS; i++)
807 if (stored_player[i].active && !tape.player_participates[i])
809 struct PlayerInfo *player = &stored_player[i];
810 int jx = player->jx, jy = player->jy;
812 player->active = FALSE;
813 StorePlayer[jx][jy] = 0;
814 Feld[jx][jy] = EL_EMPTY;
818 else if (!options.network && !setup.team_mode) /* && !tape.playing */
820 /* when in single player mode, eliminate all but the first active player */
822 for (i=0; i<MAX_PLAYERS; i++)
824 if (stored_player[i].active)
826 for (j=i+1; j<MAX_PLAYERS; j++)
828 if (stored_player[j].active)
830 struct PlayerInfo *player = &stored_player[j];
831 int jx = player->jx, jy = player->jy;
833 player->active = FALSE;
834 StorePlayer[jx][jy] = 0;
835 Feld[jx][jy] = EL_EMPTY;
842 /* when recording the game, store which players take part in the game */
845 for (i=0; i<MAX_PLAYERS; i++)
846 if (stored_player[i].active)
847 tape.player_participates[i] = TRUE;
852 for (i=0; i<MAX_PLAYERS; i++)
854 struct PlayerInfo *player = &stored_player[i];
856 printf("Player %d: present == %d, connected == %d, active == %d.\n",
861 if (local_player == player)
862 printf("Player %d is local player.\n", i+1);
866 if (BorderElement == EL_EMPTY)
869 SBX_Right = lev_fieldx - SCR_FIELDX;
871 SBY_Lower = lev_fieldy - SCR_FIELDY;
876 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
878 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
881 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
882 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
884 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
885 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
888 scroll_y = SBY_Upper;
889 if (local_player->jx >= SBX_Left + MIDPOSX)
890 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
891 local_player->jx - MIDPOSX :
893 if (local_player->jy >= SBY_Upper + MIDPOSY)
894 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
895 local_player->jy - MIDPOSY :
898 CloseDoor(DOOR_CLOSE_1);
903 /* after drawing the level, correct some elements */
904 if (game.timegate_time_left == 0)
905 CloseAllOpenTimegates();
907 if (setup.soft_scrolling)
908 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
910 redraw_mask |= REDRAW_FROM_BACKBUFFER;
913 /* copy default game door content to main double buffer */
914 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
915 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
918 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
921 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
922 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
923 BlitBitmap(drawto, drawto,
924 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
925 getFontWidth(FONT_LEVEL_NUMBER) * 3,
926 getFontHeight(FONT_LEVEL_NUMBER) - 1,
927 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
930 DrawGameDoorValues();
934 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
935 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
936 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
940 /* copy actual game door content to door double buffer for OpenDoor() */
941 BlitBitmap(drawto, bitmap_db_door,
942 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
944 OpenDoor(DOOR_OPEN_ALL);
946 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
947 if (setup.sound_music)
950 KeyboardAutoRepeatOffUnlessAutoplay();
955 printf("Player %d %sactive.\n",
956 i + 1, (stored_player[i].active ? "" : "not "));
960 void InitMovDir(int x, int y)
962 int i, element = Feld[x][y];
963 static int xy[4][2] =
970 static int direction[3][4] =
972 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
973 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
974 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
984 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
987 case EL_SPACESHIP_RIGHT:
988 case EL_SPACESHIP_UP:
989 case EL_SPACESHIP_LEFT:
990 case EL_SPACESHIP_DOWN:
991 Feld[x][y] = EL_SPACESHIP;
992 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
995 case EL_BD_BUTTERFLY_RIGHT:
996 case EL_BD_BUTTERFLY_UP:
997 case EL_BD_BUTTERFLY_LEFT:
998 case EL_BD_BUTTERFLY_DOWN:
999 Feld[x][y] = EL_BD_BUTTERFLY;
1000 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1003 case EL_BD_FIREFLY_RIGHT:
1004 case EL_BD_FIREFLY_UP:
1005 case EL_BD_FIREFLY_LEFT:
1006 case EL_BD_FIREFLY_DOWN:
1007 Feld[x][y] = EL_BD_FIREFLY;
1008 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1011 case EL_PACMAN_RIGHT:
1013 case EL_PACMAN_LEFT:
1014 case EL_PACMAN_DOWN:
1015 Feld[x][y] = EL_PACMAN;
1016 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1019 case EL_SP_SNIKSNAK:
1020 MovDir[x][y] = MV_UP;
1023 case EL_SP_ELECTRON:
1024 MovDir[x][y] = MV_LEFT;
1031 Feld[x][y] = EL_MOLE;
1032 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1036 MovDir[x][y] = 1 << RND(4);
1037 if (element != EL_BUG &&
1038 element != EL_SPACESHIP &&
1039 element != EL_BD_BUTTERFLY &&
1040 element != EL_BD_FIREFLY)
1045 int x1 = x + xy[i][0];
1046 int y1 = y + xy[i][1];
1048 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1050 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1052 MovDir[x][y] = direction[0][i];
1055 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1056 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1058 MovDir[x][y] = direction[1][i];
1067 void InitAmoebaNr(int x, int y)
1070 int group_nr = AmoebeNachbarNr(x, y);
1074 for (i=1; i<MAX_NUM_AMOEBA; i++)
1076 if (AmoebaCnt[i] == 0)
1084 AmoebaNr[x][y] = group_nr;
1085 AmoebaCnt[group_nr]++;
1086 AmoebaCnt2[group_nr]++;
1092 boolean raise_level = FALSE;
1094 if (local_player->MovPos)
1097 if (tape.playing && tape.auto_play)
1098 tape.auto_play_level_solved = TRUE;
1100 local_player->LevelSolved = FALSE;
1102 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1106 if (!tape.playing && setup.sound_loops)
1107 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1108 SND_CTRL_PLAY_LOOP);
1110 while (TimeLeft > 0)
1112 if (!tape.playing && !setup.sound_loops)
1113 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1114 if (TimeLeft > 0 && !(TimeLeft % 10))
1115 RaiseScore(level.score[SC_TIME_BONUS]);
1116 if (TimeLeft > 100 && !(TimeLeft % 10))
1120 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1127 if (!tape.playing && setup.sound_loops)
1128 StopSound(SND_GAME_LEVELTIME_BONUS);
1130 else if (level.time == 0) /* level without time limit */
1132 if (!tape.playing && setup.sound_loops)
1133 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1134 SND_CTRL_PLAY_LOOP);
1136 while (TimePlayed < 999)
1138 if (!tape.playing && !setup.sound_loops)
1139 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1140 if (TimePlayed < 999 && !(TimePlayed % 10))
1141 RaiseScore(level.score[SC_TIME_BONUS]);
1142 if (TimePlayed < 900 && !(TimePlayed % 10))
1146 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1153 if (!tape.playing && setup.sound_loops)
1154 StopSound(SND_GAME_LEVELTIME_BONUS);
1157 /* Hero disappears */
1158 DrawLevelField(ExitX, ExitY);
1164 CloseDoor(DOOR_CLOSE_1);
1169 SaveTape(tape.level_nr); /* Ask to save tape */
1172 if (level_nr == leveldir_current->handicap_level)
1174 leveldir_current->handicap_level++;
1175 SaveLevelSetup_SeriesInfo();
1178 if (level_editor_test_game)
1179 local_player->score = -1; /* no highscore when playing from editor */
1180 else if (level_nr < leveldir_current->last_level)
1181 raise_level = TRUE; /* advance to next level */
1183 if ((hi_pos = NewHiScore()) >= 0)
1185 game_status = GAME_MODE_SCORES;
1186 DrawHallOfFame(hi_pos);
1195 game_status = GAME_MODE_MAIN;
1212 LoadScore(level_nr);
1214 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1215 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1218 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1220 if (local_player->score > highscore[k].Score)
1222 /* player has made it to the hall of fame */
1224 if (k < MAX_SCORE_ENTRIES - 1)
1226 int m = MAX_SCORE_ENTRIES - 1;
1229 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1230 if (!strcmp(setup.player_name, highscore[l].Name))
1232 if (m == k) /* player's new highscore overwrites his old one */
1238 strcpy(highscore[l].Name, highscore[l - 1].Name);
1239 highscore[l].Score = highscore[l - 1].Score;
1246 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1247 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1248 highscore[k].Score = local_player->score;
1254 else if (!strncmp(setup.player_name, highscore[k].Name,
1255 MAX_PLAYER_NAME_LEN))
1256 break; /* player already there with a higher score */
1262 SaveScore(level_nr);
1267 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1269 if (player->GfxAction != action || player->GfxDir != dir)
1272 printf("Player frame reset! (%d => %d, %d => %d)\n",
1273 player->GfxAction, action, player->GfxDir, dir);
1276 player->GfxAction = action;
1277 player->GfxDir = dir;
1279 player->StepFrame = 0;
1283 static void ResetRandomAnimationValue(int x, int y)
1285 GfxRandom[x][y] = INIT_GFX_RANDOM();
1288 static void ResetGfxAnimation(int x, int y)
1291 GfxAction[x][y] = ACTION_DEFAULT;
1294 void InitMovingField(int x, int y, int direction)
1296 int element = Feld[x][y];
1297 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1298 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1300 if (!JustStopped[x][y] || direction != MovDir[x][y])
1301 ResetGfxAnimation(x, y);
1303 MovDir[newx][newy] = MovDir[x][y] = direction;
1305 if (Feld[newx][newy] == EL_EMPTY)
1306 Feld[newx][newy] = EL_BLOCKED;
1308 if (direction == MV_DOWN && CAN_FALL(element))
1309 GfxAction[x][y] = ACTION_FALLING;
1311 GfxAction[x][y] = ACTION_MOVING;
1313 GfxFrame[newx][newy] = GfxFrame[x][y];
1314 GfxAction[newx][newy] = GfxAction[x][y];
1315 GfxRandom[newx][newy] = GfxRandom[x][y];
1318 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1320 int direction = MovDir[x][y];
1321 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1322 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1328 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1330 int oldx = x, oldy = y;
1331 int direction = MovDir[x][y];
1333 if (direction == MV_LEFT)
1335 else if (direction == MV_RIGHT)
1337 else if (direction == MV_UP)
1339 else if (direction == MV_DOWN)
1342 *comes_from_x = oldx;
1343 *comes_from_y = oldy;
1346 int MovingOrBlocked2Element(int x, int y)
1348 int element = Feld[x][y];
1350 if (element == EL_BLOCKED)
1354 Blocked2Moving(x, y, &oldx, &oldy);
1355 return Feld[oldx][oldy];
1361 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1363 /* like MovingOrBlocked2Element(), but if element is moving
1364 and (x,y) is the field the moving element is just leaving,
1365 return EL_BLOCKED instead of the element value */
1366 int element = Feld[x][y];
1368 if (IS_MOVING(x, y))
1370 if (element == EL_BLOCKED)
1374 Blocked2Moving(x, y, &oldx, &oldy);
1375 return Feld[oldx][oldy];
1384 static void RemoveField(int x, int y)
1386 Feld[x][y] = EL_EMPTY;
1387 GfxElement[x][y] = EL_UNDEFINED;
1393 void RemoveMovingField(int x, int y)
1395 int oldx = x, oldy = y, newx = x, newy = y;
1397 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1400 if (IS_MOVING(x, y))
1402 Moving2Blocked(x, y, &newx, &newy);
1403 if (Feld[newx][newy] != EL_BLOCKED)
1406 else if (Feld[x][y] == EL_BLOCKED)
1408 Blocked2Moving(x, y, &oldx, &oldy);
1409 if (!IS_MOVING(oldx, oldy))
1413 if (Feld[x][y] == EL_BLOCKED &&
1414 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1415 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1416 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1417 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1418 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1420 Feld[oldx][oldy] = EL_EMPTY;
1422 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1424 Feld[newx][newy] = EL_EMPTY;
1425 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1426 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1427 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1429 DrawLevelField(oldx, oldy);
1430 DrawLevelField(newx, newy);
1433 void DrawDynamite(int x, int y)
1435 int sx = SCREENX(x), sy = SCREENY(y);
1436 int graphic = el2img(Feld[x][y]);
1439 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1442 if (IS_WALKABLE_INSIDE(Back[x][y]))
1446 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1447 else if (Store[x][y])
1448 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1450 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1453 if (Back[x][y] || Store[x][y])
1454 DrawGraphicThruMask(sx, sy, graphic, frame);
1456 DrawGraphic(sx, sy, graphic, frame);
1458 if (game.emulation == EMU_SUPAPLEX)
1459 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1460 else if (Store[x][y])
1461 DrawGraphicThruMask(sx, sy, graphic, frame);
1463 DrawGraphic(sx, sy, graphic, frame);
1467 void CheckDynamite(int x, int y)
1469 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1473 if (MovDelay[x][y] != 0)
1476 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1483 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1485 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1486 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1487 StopSound(SND_DYNAMITE_ACTIVE);
1489 StopSound(SND_DYNABOMB_ACTIVE);
1495 void Explode(int ex, int ey, int phase, int mode)
1499 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1500 int last_phase = num_phase * delay;
1501 int half_phase = (num_phase / 2) * delay;
1502 int first_phase_after_start = EX_PHASE_START + 1;
1504 if (game.explosions_delayed)
1506 ExplodeField[ex][ey] = mode;
1510 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1512 int center_element = Feld[ex][ey];
1514 /* remove things displayed in background while burning dynamite */
1515 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1518 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1520 /* put moving element to center field (and let it explode there) */
1521 center_element = MovingOrBlocked2Element(ex, ey);
1522 RemoveMovingField(ex, ey);
1523 Feld[ex][ey] = center_element;
1526 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1530 if (!IN_LEV_FIELD(x, y) ||
1531 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1532 (x != ex || y != ey)))
1535 element = Feld[x][y];
1537 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1539 element = MovingOrBlocked2Element(x, y);
1540 RemoveMovingField(x, y);
1544 if (IS_EXPLOSION_PROOF(element))
1547 if ((IS_INDESTRUCTIBLE(element) &&
1548 (game.engine_version < VERSION_IDENT(2,2,0) ||
1549 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1550 element == EL_FLAMES)
1554 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1556 if (IS_ACTIVE_BOMB(element))
1558 /* re-activate things under the bomb like gate or penguin */
1559 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1566 /* save walkable background elements while explosion on same tile */
1567 if (IS_INDESTRUCTIBLE(element))
1568 Back[x][y] = element;
1570 /* ignite explodable elements reached by other explosion */
1571 if (element == EL_EXPLOSION)
1572 element = Store2[x][y];
1574 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1576 switch(StorePlayer[ex][ey])
1579 Store[x][y] = EL_EMERALD_RED;
1582 Store[x][y] = EL_EMERALD;
1585 Store[x][y] = EL_EMERALD_PURPLE;
1589 Store[x][y] = EL_EMERALD_YELLOW;
1593 if (game.emulation == EMU_SUPAPLEX)
1594 Store[x][y] = EL_EMPTY;
1596 else if (center_element == EL_MOLE)
1597 Store[x][y] = EL_EMERALD_RED;
1598 else if (center_element == EL_PENGUIN)
1599 Store[x][y] = EL_EMERALD_PURPLE;
1600 else if (center_element == EL_BUG)
1601 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1602 else if (center_element == EL_BD_BUTTERFLY)
1603 Store[x][y] = EL_BD_DIAMOND;
1604 else if (center_element == EL_SP_ELECTRON)
1605 Store[x][y] = EL_SP_INFOTRON;
1606 else if (center_element == EL_YAMYAM)
1607 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1608 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1609 Store[x][y] = level.amoeba_content;
1610 else if (element == EL_WALL_EMERALD)
1611 Store[x][y] = EL_EMERALD;
1612 else if (element == EL_WALL_DIAMOND)
1613 Store[x][y] = EL_DIAMOND;
1614 else if (element == EL_WALL_BD_DIAMOND)
1615 Store[x][y] = EL_BD_DIAMOND;
1616 else if (element == EL_WALL_EMERALD_YELLOW)
1617 Store[x][y] = EL_EMERALD_YELLOW;
1618 else if (element == EL_WALL_EMERALD_RED)
1619 Store[x][y] = EL_EMERALD_RED;
1620 else if (element == EL_WALL_EMERALD_PURPLE)
1621 Store[x][y] = EL_EMERALD_PURPLE;
1622 else if (element == EL_WALL_PEARL)
1623 Store[x][y] = EL_PEARL;
1624 else if (element == EL_WALL_CRYSTAL)
1625 Store[x][y] = EL_CRYSTAL;
1627 Store[x][y] = EL_EMPTY;
1629 if (x != ex || y != ey ||
1630 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1631 Store2[x][y] = element;
1633 if (AmoebaNr[x][y] &&
1634 (element == EL_AMOEBA_FULL ||
1635 element == EL_BD_AMOEBA ||
1636 element == EL_AMOEBA_GROWING))
1638 AmoebaCnt[AmoebaNr[x][y]]--;
1639 AmoebaCnt2[AmoebaNr[x][y]]--;
1642 Feld[x][y] = EL_EXPLOSION;
1643 GfxElement[x][y] = EL_UNDEFINED;
1644 MovDir[x][y] = MovPos[x][y] = 0;
1646 ExplodePhase[x][y] = 1;
1650 if (center_element == EL_YAMYAM)
1651 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1662 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1664 if (phase == first_phase_after_start)
1666 int element = Store2[x][y];
1668 if (element == EL_BLACK_ORB)
1670 Feld[x][y] = Store2[x][y];
1675 else if (phase == half_phase)
1677 int element = Store2[x][y];
1679 if (IS_PLAYER(x, y))
1680 KillHeroUnlessProtected(x, y);
1681 else if (IS_CAN_EXPLODE(element))
1683 Feld[x][y] = Store2[x][y];
1687 else if (element == EL_AMOEBA_TO_DIAMOND)
1688 AmoebeUmwandeln(x, y);
1691 if (phase == last_phase)
1695 element = Feld[x][y] = Store[x][y];
1696 Store[x][y] = Store2[x][y] = 0;
1698 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1699 element = Feld[x][y] = Back[x][y];
1702 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1703 InitField(x, y, FALSE);
1704 if (CAN_MOVE(element))
1706 DrawLevelField(x, y);
1708 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1709 StorePlayer[x][y] = 0;
1711 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1713 int stored = Store[x][y];
1714 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1715 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1717 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1720 DrawLevelFieldCrumbledSand(x, y);
1722 if (IS_WALKABLE_OVER(Back[x][y]))
1724 DrawLevelElement(x, y, Back[x][y]);
1725 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1727 else if (IS_WALKABLE_UNDER(Back[x][y]))
1729 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1730 DrawLevelElementThruMask(x, y, Back[x][y]);
1732 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1733 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1737 void DynaExplode(int ex, int ey)
1740 int dynabomb_size = 1;
1741 boolean dynabomb_xl = FALSE;
1742 struct PlayerInfo *player;
1743 static int xy[4][2] =
1751 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1753 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1754 dynabomb_size = player->dynabomb_size;
1755 dynabomb_xl = player->dynabomb_xl;
1756 player->dynabombs_left++;
1759 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1763 for (j=1; j<=dynabomb_size; j++)
1765 int x = ex + j * xy[i % 4][0];
1766 int y = ey + j * xy[i % 4][1];
1769 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1772 element = Feld[x][y];
1774 /* do not restart explosions of fields with active bombs */
1775 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1778 Explode(x, y, EX_PHASE_START, EX_BORDER);
1780 if (element != EL_EMPTY &&
1781 element != EL_SAND &&
1782 element != EL_EXPLOSION &&
1789 void Bang(int x, int y)
1791 int element = Feld[x][y];
1793 if (game.emulation == EMU_SUPAPLEX)
1794 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1796 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1799 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1807 case EL_BD_BUTTERFLY:
1810 case EL_DARK_YAMYAM:
1814 RaiseScoreElement(element);
1815 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1817 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1818 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1819 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1820 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1821 case EL_DYNABOMB_INCREASE_NUMBER:
1822 case EL_DYNABOMB_INCREASE_SIZE:
1823 case EL_DYNABOMB_INCREASE_POWER:
1828 case EL_LAMP_ACTIVE:
1829 if (IS_PLAYER(x, y))
1830 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1832 Explode(x, y, EX_PHASE_START, EX_CENTER);
1835 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1840 void SplashAcid(int x, int y)
1842 int element = Feld[x][y];
1844 if (element != EL_ACID_SPLASH_LEFT &&
1845 element != EL_ACID_SPLASH_RIGHT)
1847 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1849 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1850 (!IN_LEV_FIELD(x-1, y-1) ||
1851 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1852 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1854 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1855 (!IN_LEV_FIELD(x+1, y-1) ||
1856 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1857 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1861 static void InitBeltMovement()
1863 static int belt_base_element[4] =
1865 EL_CONVEYOR_BELT_1_LEFT,
1866 EL_CONVEYOR_BELT_2_LEFT,
1867 EL_CONVEYOR_BELT_3_LEFT,
1868 EL_CONVEYOR_BELT_4_LEFT
1870 static int belt_base_active_element[4] =
1872 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1873 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1874 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1875 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1880 /* set frame order for belt animation graphic according to belt direction */
1887 int element = belt_base_active_element[belt_nr] + j;
1888 int graphic = el2img(element);
1890 if (game.belt_dir[i] == MV_LEFT)
1891 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1893 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1897 for(y=0; y<lev_fieldy; y++)
1899 for(x=0; x<lev_fieldx; x++)
1901 int element = Feld[x][y];
1905 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1907 int e_belt_nr = getBeltNrFromBeltElement(element);
1910 if (e_belt_nr == belt_nr)
1912 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1914 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1922 static void ToggleBeltSwitch(int x, int y)
1924 static int belt_base_element[4] =
1926 EL_CONVEYOR_BELT_1_LEFT,
1927 EL_CONVEYOR_BELT_2_LEFT,
1928 EL_CONVEYOR_BELT_3_LEFT,
1929 EL_CONVEYOR_BELT_4_LEFT
1931 static int belt_base_active_element[4] =
1933 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1934 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1935 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1936 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1938 static int belt_base_switch_element[4] =
1940 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1941 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1942 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1943 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1945 static int belt_move_dir[4] =
1953 int element = Feld[x][y];
1954 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1955 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1956 int belt_dir = belt_move_dir[belt_dir_nr];
1959 if (!IS_BELT_SWITCH(element))
1962 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1963 game.belt_dir[belt_nr] = belt_dir;
1965 if (belt_dir_nr == 3)
1968 /* set frame order for belt animation graphic according to belt direction */
1971 int element = belt_base_active_element[belt_nr] + i;
1972 int graphic = el2img(element);
1974 if (belt_dir == MV_LEFT)
1975 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1977 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1980 for (yy=0; yy<lev_fieldy; yy++)
1982 for (xx=0; xx<lev_fieldx; xx++)
1984 int element = Feld[xx][yy];
1986 if (IS_BELT_SWITCH(element))
1988 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1990 if (e_belt_nr == belt_nr)
1992 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1993 DrawLevelField(xx, yy);
1996 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1998 int e_belt_nr = getBeltNrFromBeltElement(element);
2000 if (e_belt_nr == belt_nr)
2002 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2004 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2005 DrawLevelField(xx, yy);
2008 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2010 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2012 if (e_belt_nr == belt_nr)
2014 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2016 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2017 DrawLevelField(xx, yy);
2024 static void ToggleSwitchgateSwitch(int x, int y)
2028 game.switchgate_pos = !game.switchgate_pos;
2030 for (yy=0; yy<lev_fieldy; yy++)
2032 for (xx=0; xx<lev_fieldx; xx++)
2034 int element = Feld[xx][yy];
2036 if (element == EL_SWITCHGATE_SWITCH_UP ||
2037 element == EL_SWITCHGATE_SWITCH_DOWN)
2039 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2040 DrawLevelField(xx, yy);
2042 else if (element == EL_SWITCHGATE_OPEN ||
2043 element == EL_SWITCHGATE_OPENING)
2045 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2047 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2049 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2052 else if (element == EL_SWITCHGATE_CLOSED ||
2053 element == EL_SWITCHGATE_CLOSING)
2055 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2057 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2059 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2066 static int getInvisibleActiveFromInvisibleElement(int element)
2068 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2069 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2070 EL_INVISIBLE_SAND_ACTIVE);
2073 static int getInvisibleFromInvisibleActiveElement(int element)
2075 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2076 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2080 static void RedrawAllLightSwitchesAndInvisibleElements()
2084 for (y=0; y<lev_fieldy; y++)
2086 for (x=0; x<lev_fieldx; x++)
2088 int element = Feld[x][y];
2090 if (element == EL_LIGHT_SWITCH &&
2091 game.light_time_left > 0)
2093 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2094 DrawLevelField(x, y);
2096 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2097 game.light_time_left == 0)
2099 Feld[x][y] = EL_LIGHT_SWITCH;
2100 DrawLevelField(x, y);
2102 else if (element == EL_INVISIBLE_STEELWALL ||
2103 element == EL_INVISIBLE_WALL ||
2104 element == EL_INVISIBLE_SAND)
2106 if (game.light_time_left > 0)
2107 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2109 DrawLevelField(x, y);
2111 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2112 element == EL_INVISIBLE_WALL_ACTIVE ||
2113 element == EL_INVISIBLE_SAND_ACTIVE)
2115 if (game.light_time_left == 0)
2116 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2118 DrawLevelField(x, y);
2124 static void ToggleLightSwitch(int x, int y)
2126 int element = Feld[x][y];
2128 game.light_time_left =
2129 (element == EL_LIGHT_SWITCH ?
2130 level.time_light * FRAMES_PER_SECOND : 0);
2132 RedrawAllLightSwitchesAndInvisibleElements();
2135 static void ActivateTimegateSwitch(int x, int y)
2139 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2141 for (yy=0; yy<lev_fieldy; yy++)
2143 for (xx=0; xx<lev_fieldx; xx++)
2145 int element = Feld[xx][yy];
2147 if (element == EL_TIMEGATE_CLOSED ||
2148 element == EL_TIMEGATE_CLOSING)
2150 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2151 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2155 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2157 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2158 DrawLevelField(xx, yy);
2165 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2168 void Impact(int x, int y)
2170 boolean lastline = (y == lev_fieldy-1);
2171 boolean object_hit = FALSE;
2172 int element = Feld[x][y];
2175 if (!lastline) /* check if element below was hit */
2177 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2180 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2181 MovDir[x][y+1] != MV_DOWN ||
2182 MovPos[x][y+1] <= TILEY / 2));
2184 smashed = MovingOrBlocked2Element(x, y+1);
2187 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2193 if (lastline || object_hit)
2195 ResetGfxAnimation(x, y);
2196 DrawLevelField(x, y);
2199 if ((element == EL_BOMB ||
2200 element == EL_SP_DISK_ORANGE ||
2201 element == EL_DX_SUPABOMB) &&
2202 (lastline || object_hit)) /* element is bomb */
2207 else if (element == EL_PEARL)
2209 Feld[x][y] = EL_PEARL_BREAKING;
2210 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2214 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2216 if (object_hit && IS_PLAYER(x, y+1))
2217 KillHeroUnlessProtected(x, y+1);
2218 else if (object_hit && smashed == EL_PENGUIN)
2222 Feld[x][y] = EL_AMOEBA_GROWING;
2223 Store[x][y] = EL_AMOEBA_WET;
2225 ResetRandomAnimationValue(x, y);
2230 if (!lastline && object_hit) /* check which object was hit */
2232 if (CAN_PASS_MAGIC_WALL(element) &&
2233 (smashed == EL_MAGIC_WALL ||
2234 smashed == EL_BD_MAGIC_WALL))
2237 int activated_magic_wall =
2238 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2239 EL_BD_MAGIC_WALL_ACTIVE);
2241 /* activate magic wall / mill */
2242 for (yy=0; yy<lev_fieldy; yy++)
2243 for (xx=0; xx<lev_fieldx; xx++)
2244 if (Feld[xx][yy] == smashed)
2245 Feld[xx][yy] = activated_magic_wall;
2247 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2248 game.magic_wall_active = TRUE;
2250 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2251 SND_MAGIC_WALL_ACTIVATING :
2252 SND_BD_MAGIC_WALL_ACTIVATING));
2255 if (IS_PLAYER(x, y + 1))
2257 KillHeroUnlessProtected(x, y+1);
2260 else if (smashed == EL_PENGUIN)
2265 else if (element == EL_BD_DIAMOND)
2267 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2273 else if ((element == EL_SP_INFOTRON ||
2274 element == EL_SP_ZONK) &&
2275 (smashed == EL_SP_SNIKSNAK ||
2276 smashed == EL_SP_ELECTRON ||
2277 smashed == EL_SP_DISK_ORANGE))
2282 else if (element == EL_ROCK ||
2283 element == EL_SP_ZONK ||
2284 element == EL_BD_ROCK)
2286 if (IS_ENEMY(smashed) ||
2287 smashed == EL_BOMB ||
2288 smashed == EL_SP_DISK_ORANGE ||
2289 smashed == EL_DX_SUPABOMB ||
2290 smashed == EL_SATELLITE ||
2291 smashed == EL_PIG ||
2292 smashed == EL_DRAGON ||
2298 else if (!IS_MOVING(x, y + 1))
2300 if (smashed == EL_LAMP ||
2301 smashed == EL_LAMP_ACTIVE)
2306 else if (smashed == EL_NUT)
2308 Feld[x][y+1] = EL_NUT_BREAKING;
2309 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2310 RaiseScoreElement(EL_NUT);
2313 else if (smashed == EL_PEARL)
2315 Feld[x][y+1] = EL_PEARL_BREAKING;
2316 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2319 else if (smashed == EL_DIAMOND)
2321 Feld[x][y+1] = EL_EMPTY;
2322 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2325 else if (IS_BELT_SWITCH(smashed))
2327 ToggleBeltSwitch(x, y+1);
2329 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2330 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2332 ToggleSwitchgateSwitch(x, y+1);
2334 else if (smashed == EL_LIGHT_SWITCH ||
2335 smashed == EL_LIGHT_SWITCH_ACTIVE)
2337 ToggleLightSwitch(x, y+1);
2343 /* play sound of magic wall / mill */
2345 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2346 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2348 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2349 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2350 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2351 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2356 /* play sound of object that hits the ground */
2357 if (lastline || object_hit)
2358 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2361 void TurnRound(int x, int y)
2373 { 0, 0 }, { 0, 0 }, { 0, 0 },
2378 int left, right, back;
2382 { MV_DOWN, MV_UP, MV_RIGHT },
2383 { MV_UP, MV_DOWN, MV_LEFT },
2385 { MV_LEFT, MV_RIGHT, MV_DOWN },
2386 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2387 { MV_RIGHT, MV_LEFT, MV_UP }
2390 int element = Feld[x][y];
2391 int old_move_dir = MovDir[x][y];
2392 int left_dir = turn[old_move_dir].left;
2393 int right_dir = turn[old_move_dir].right;
2394 int back_dir = turn[old_move_dir].back;
2396 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2397 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2398 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2399 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2401 int left_x = x + left_dx, left_y = y + left_dy;
2402 int right_x = x + right_dx, right_y = y + right_dy;
2403 int move_x = x + move_dx, move_y = y + move_dy;
2405 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2407 TestIfBadThingTouchesOtherBadThing(x, y);
2409 if (IN_LEV_FIELD(right_x, right_y) &&
2410 IS_FREE(right_x, right_y))
2411 MovDir[x][y] = right_dir;
2412 else if (!IN_LEV_FIELD(move_x, move_y) ||
2413 !IS_FREE(move_x, move_y))
2414 MovDir[x][y] = left_dir;
2416 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2418 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2421 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2422 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2424 TestIfBadThingTouchesOtherBadThing(x, y);
2426 if (IN_LEV_FIELD(left_x, left_y) &&
2427 IS_FREE(left_x, left_y))
2428 MovDir[x][y] = left_dir;
2429 else if (!IN_LEV_FIELD(move_x, move_y) ||
2430 !IS_FREE(move_x, move_y))
2431 MovDir[x][y] = right_dir;
2433 if ((element == EL_SPACESHIP ||
2434 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2435 && MovDir[x][y] != old_move_dir)
2437 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2440 else if (element == EL_YAMYAM)
2442 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2444 if (IN_LEV_FIELD(left_x, left_y) &&
2445 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2446 Feld[left_x][left_y] == EL_DIAMOND))
2447 can_turn_left = TRUE;
2448 if (IN_LEV_FIELD(right_x, right_y) &&
2449 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2450 Feld[right_x][right_y] == EL_DIAMOND))
2451 can_turn_right = TRUE;
2453 if (can_turn_left && can_turn_right)
2454 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2455 else if (can_turn_left)
2456 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2457 else if (can_turn_right)
2458 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2460 MovDir[x][y] = back_dir;
2462 MovDelay[x][y] = 16+16*RND(3);
2464 else if (element == EL_DARK_YAMYAM)
2466 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2468 if (IN_LEV_FIELD(left_x, left_y) &&
2469 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2470 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2471 can_turn_left = TRUE;
2472 if (IN_LEV_FIELD(right_x, right_y) &&
2473 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2474 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2475 can_turn_right = TRUE;
2477 if (can_turn_left && can_turn_right)
2478 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2479 else if (can_turn_left)
2480 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2481 else if (can_turn_right)
2482 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2484 MovDir[x][y] = back_dir;
2486 MovDelay[x][y] = 16+16*RND(3);
2488 else if (element == EL_PACMAN)
2490 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2492 if (IN_LEV_FIELD(left_x, left_y) &&
2493 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2494 IS_AMOEBOID(Feld[left_x][left_y])))
2495 can_turn_left = TRUE;
2496 if (IN_LEV_FIELD(right_x, right_y) &&
2497 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2498 IS_AMOEBOID(Feld[right_x][right_y])))
2499 can_turn_right = TRUE;
2501 if (can_turn_left && can_turn_right)
2502 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2503 else if (can_turn_left)
2504 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2505 else if (can_turn_right)
2506 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2508 MovDir[x][y] = back_dir;
2510 MovDelay[x][y] = 6+RND(40);
2512 else if (element == EL_PIG)
2514 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2515 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2516 boolean should_move_on = FALSE;
2518 int rnd = RND(rnd_value);
2520 if (IN_LEV_FIELD(left_x, left_y) &&
2521 (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
2522 can_turn_left = TRUE;
2523 if (IN_LEV_FIELD(right_x, right_y) &&
2524 (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
2525 can_turn_right = TRUE;
2526 if (IN_LEV_FIELD(move_x, move_y) &&
2527 (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
2530 if (can_turn_left &&
2532 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2533 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2534 should_turn_left = TRUE;
2535 if (can_turn_right &&
2537 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2538 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2539 should_turn_right = TRUE;
2541 (!can_turn_left || !can_turn_right ||
2542 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2543 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2544 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2545 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2546 should_move_on = TRUE;
2548 if (should_turn_left || should_turn_right || should_move_on)
2550 if (should_turn_left && should_turn_right && should_move_on)
2551 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2552 rnd < 2*rnd_value/3 ? right_dir :
2554 else if (should_turn_left && should_turn_right)
2555 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2556 else if (should_turn_left && should_move_on)
2557 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2558 else if (should_turn_right && should_move_on)
2559 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2560 else if (should_turn_left)
2561 MovDir[x][y] = left_dir;
2562 else if (should_turn_right)
2563 MovDir[x][y] = right_dir;
2564 else if (should_move_on)
2565 MovDir[x][y] = old_move_dir;
2567 else if (can_move_on && rnd > rnd_value/8)
2568 MovDir[x][y] = old_move_dir;
2569 else if (can_turn_left && can_turn_right)
2570 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2571 else if (can_turn_left && rnd > rnd_value/8)
2572 MovDir[x][y] = left_dir;
2573 else if (can_turn_right && rnd > rnd_value/8)
2574 MovDir[x][y] = right_dir;
2576 MovDir[x][y] = back_dir;
2578 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2579 !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2580 MovDir[x][y] = old_move_dir;
2584 else if (element == EL_DRAGON)
2586 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2588 int rnd = RND(rnd_value);
2590 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2591 can_turn_left = TRUE;
2592 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2593 can_turn_right = TRUE;
2594 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2597 if (can_move_on && rnd > rnd_value/8)
2598 MovDir[x][y] = old_move_dir;
2599 else if (can_turn_left && can_turn_right)
2600 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2601 else if (can_turn_left && rnd > rnd_value/8)
2602 MovDir[x][y] = left_dir;
2603 else if (can_turn_right && rnd > rnd_value/8)
2604 MovDir[x][y] = right_dir;
2606 MovDir[x][y] = back_dir;
2608 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2609 MovDir[x][y] = old_move_dir;
2613 else if (element == EL_MOLE)
2615 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2617 if (IN_LEV_FIELD(move_x, move_y) &&
2618 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2619 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2624 if (IN_LEV_FIELD(left_x, left_y) &&
2625 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2626 can_turn_left = TRUE;
2627 if (IN_LEV_FIELD(right_x, right_y) &&
2628 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2629 can_turn_right = TRUE;
2631 if (can_turn_left && can_turn_right)
2632 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2633 else if (can_turn_left)
2634 MovDir[x][y] = left_dir;
2636 MovDir[x][y] = right_dir;
2639 if (MovDir[x][y] != old_move_dir)
2642 else if (element == EL_BALLOON)
2644 MovDir[x][y] = game.balloon_dir;
2647 else if (element == EL_SPRING)
2649 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2650 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2651 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2652 MovDir[x][y] = MV_NO_MOVING;
2656 else if (element == EL_ROBOT ||
2657 element == EL_SATELLITE ||
2658 element == EL_PENGUIN)
2660 int attr_x = -1, attr_y = -1;
2671 for (i=0; i<MAX_PLAYERS; i++)
2673 struct PlayerInfo *player = &stored_player[i];
2674 int jx = player->jx, jy = player->jy;
2676 if (!player->active)
2679 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2687 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2693 if (element == EL_PENGUIN)
2696 static int xy[4][2] =
2706 int ex = x + xy[i%4][0];
2707 int ey = y + xy[i%4][1];
2709 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2718 MovDir[x][y] = MV_NO_MOVING;
2720 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2722 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2724 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2726 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2728 if (element == EL_ROBOT)
2732 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2733 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2734 Moving2Blocked(x, y, &newx, &newy);
2736 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2737 MovDelay[x][y] = 8+8*!RND(3);
2739 MovDelay[x][y] = 16;
2747 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2749 boolean first_horiz = RND(2);
2750 int new_move_dir = MovDir[x][y];
2753 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2754 Moving2Blocked(x, y, &newx, &newy);
2756 if (IN_LEV_FIELD(newx, newy) &&
2757 (IS_FREE(newx, newy) ||
2758 Feld[newx][newy] == EL_ACID ||
2759 (element == EL_PENGUIN &&
2760 (Feld[newx][newy] == EL_EXIT_OPEN ||
2761 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2765 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2766 Moving2Blocked(x, y, &newx, &newy);
2768 if (IN_LEV_FIELD(newx, newy) &&
2769 (IS_FREE(newx, newy) ||
2770 Feld[newx][newy] == EL_ACID ||
2771 (element == EL_PENGUIN &&
2772 (Feld[newx][newy] == EL_EXIT_OPEN ||
2773 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2776 MovDir[x][y] = old_move_dir;
2783 static boolean JustBeingPushed(int x, int y)
2787 for (i=0; i<MAX_PLAYERS; i++)
2789 struct PlayerInfo *player = &stored_player[i];
2791 if (player->active && player->Pushing && player->MovPos)
2793 int next_jx = player->jx + (player->jx - player->last_jx);
2794 int next_jy = player->jy + (player->jy - player->last_jy);
2796 if (x == next_jx && y == next_jy)
2804 void StartMoving(int x, int y)
2806 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
2807 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2808 int element = Feld[x][y];
2813 GfxAction[x][y] = ACTION_DEFAULT;
2815 if (CAN_FALL(element) && y < lev_fieldy - 1)
2817 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2818 if (JustBeingPushed(x, y))
2821 if (element == EL_QUICKSAND_FULL)
2823 if (IS_FREE(x, y+1))
2825 InitMovingField(x, y, MV_DOWN);
2826 started_moving = TRUE;
2828 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2829 Store[x][y] = EL_ROCK;
2831 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2833 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2836 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2838 if (!MovDelay[x][y])
2839 MovDelay[x][y] = TILEY + 1;
2848 Feld[x][y] = EL_QUICKSAND_EMPTY;
2849 Feld[x][y+1] = EL_QUICKSAND_FULL;
2850 Store[x][y+1] = Store[x][y];
2853 PlaySoundLevelAction(x, y, ACTION_FILLING);
2855 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2859 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2860 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2862 InitMovingField(x, y, MV_DOWN);
2863 started_moving = TRUE;
2865 Feld[x][y] = EL_QUICKSAND_FILLING;
2866 Store[x][y] = element;
2868 PlaySoundLevelAction(x, y, ACTION_FILLING);
2870 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2873 else if (element == EL_MAGIC_WALL_FULL)
2875 if (IS_FREE(x, y+1))
2877 InitMovingField(x, y, MV_DOWN);
2878 started_moving = TRUE;
2880 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2881 Store[x][y] = EL_CHANGED(Store[x][y]);
2883 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2885 if (!MovDelay[x][y])
2886 MovDelay[x][y] = TILEY/4 + 1;
2895 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2896 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2897 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2901 else if (element == EL_BD_MAGIC_WALL_FULL)
2903 if (IS_FREE(x, y+1))
2905 InitMovingField(x, y, MV_DOWN);
2906 started_moving = TRUE;
2908 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2909 Store[x][y] = EL_CHANGED2(Store[x][y]);
2911 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2913 if (!MovDelay[x][y])
2914 MovDelay[x][y] = TILEY/4 + 1;
2923 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2924 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2925 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2929 else if (CAN_PASS_MAGIC_WALL(element) &&
2930 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2931 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2933 InitMovingField(x, y, MV_DOWN);
2934 started_moving = TRUE;
2937 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2938 EL_BD_MAGIC_WALL_FILLING);
2939 Store[x][y] = element;
2942 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2944 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2949 InitMovingField(x, y, MV_DOWN);
2950 started_moving = TRUE;
2952 Store[x][y] = EL_ACID;
2954 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2955 GfxAction[x][y+1] = ACTION_ACTIVE;
2958 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2963 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2965 if (MovDir[x][y] == MV_NO_MOVING)
2967 InitMovingField(x, y, MV_DOWN);
2968 started_moving = TRUE;
2971 else if (IS_FREE(x, y+1))
2973 if (JustStopped[x][y]) /* prevent animation from being restarted */
2974 MovDir[x][y] = MV_DOWN;
2976 InitMovingField(x, y, MV_DOWN);
2977 started_moving = TRUE;
2979 else if (element == EL_AMOEBA_DROP)
2981 Feld[x][y] = EL_AMOEBA_GROWING;
2982 Store[x][y] = EL_AMOEBA_WET;
2984 /* Store[x][y+1] must be zero, because:
2985 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2988 #if OLD_GAME_BEHAVIOUR
2989 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2991 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2992 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2993 element != EL_DX_SUPABOMB)
2996 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2997 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2998 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2999 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3002 boolean left = (x>0 && IS_FREE(x-1, y) &&
3003 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3004 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3005 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3009 if (left && right &&
3010 (game.emulation != EMU_BOULDERDASH &&
3011 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3012 left = !(right = RND(2));
3014 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3015 started_moving = TRUE;
3018 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3020 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3021 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3022 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3023 int belt_dir = game.belt_dir[belt_nr];
3025 if ((belt_dir == MV_LEFT && left_is_free) ||
3026 (belt_dir == MV_RIGHT && right_is_free))
3028 InitMovingField(x, y, belt_dir);
3029 started_moving = TRUE;
3031 GfxAction[x][y] = ACTION_DEFAULT;
3036 /* not "else if" because of EL_SPRING */
3037 if (CAN_MOVE(element) && !started_moving)
3041 if ((element == EL_SATELLITE ||
3042 element == EL_BALLOON ||
3043 element == EL_SPRING)
3044 && JustBeingPushed(x, y))
3049 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3050 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3052 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3054 Moving2Blocked(x, y, &newx, &newy);
3055 if (Feld[newx][newy] == EL_BLOCKED)
3056 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3061 if (!MovDelay[x][y]) /* start new movement phase */
3063 /* all objects that can change their move direction after each step
3064 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3066 if (element != EL_YAMYAM &&
3067 element != EL_DARK_YAMYAM &&
3068 element != EL_PACMAN)
3072 if (MovDelay[x][y] && (element == EL_BUG ||
3073 element == EL_SPACESHIP ||
3074 element == EL_SP_SNIKSNAK ||
3075 element == EL_SP_ELECTRON ||
3076 element == EL_MOLE))
3077 DrawLevelField(x, y);
3081 if (MovDelay[x][y]) /* wait some time before next movement */
3085 if (element == EL_ROBOT ||
3086 element == EL_YAMYAM ||
3087 element == EL_DARK_YAMYAM)
3089 DrawLevelElementAnimationIfNeeded(x, y, element);
3090 PlaySoundLevelAction(x, y, ACTION_WAITING);
3092 else if (element == EL_SP_ELECTRON)
3093 DrawLevelElementAnimationIfNeeded(x, y, element);
3094 else if (element == EL_DRAGON)
3097 int dir = MovDir[x][y];
3098 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3099 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3100 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3101 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3102 dir == MV_UP ? IMG_FLAMES_1_UP :
3103 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3104 int frame = getGraphicAnimationFrame(graphic, -1);
3106 for (i=1; i<=3; i++)
3108 int xx = x + i*dx, yy = y + i*dy;
3109 int sx = SCREENX(xx), sy = SCREENY(yy);
3110 int flame_graphic = graphic + (i - 1);
3112 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3117 int flamed = MovingOrBlocked2Element(xx, yy);
3119 if (IS_ENEMY(flamed) || IS_CAN_EXPLODE(flamed))
3122 RemoveMovingField(xx, yy);
3124 Feld[xx][yy] = EL_FLAMES;
3125 if (IN_SCR_FIELD(sx, sy))
3126 DrawGraphic(sx, sy, flame_graphic, frame);
3130 if (Feld[xx][yy] == EL_FLAMES)
3131 Feld[xx][yy] = EL_EMPTY;
3132 DrawLevelField(xx, yy);
3137 if (MovDelay[x][y]) /* element still has to wait some time */
3139 PlaySoundLevelAction(x, y, ACTION_WAITING);
3145 /* now make next step */
3147 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3149 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3150 !PLAYER_PROTECTED(newx, newy))
3154 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3157 /* enemy got the player */
3159 KillHero(PLAYERINFO(newx, newy));
3164 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3165 element == EL_SATELLITE || element == EL_BALLOON) &&
3166 IN_LEV_FIELD(newx, newy) &&
3167 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3170 Store[x][y] = EL_ACID;
3172 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3174 if (Feld[newx][newy] == EL_EXIT_OPEN)
3176 Feld[x][y] = EL_EMPTY;
3177 DrawLevelField(x, y);
3179 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3180 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3181 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3183 local_player->friends_still_needed--;
3184 if (!local_player->friends_still_needed &&
3185 !local_player->GameOver && AllPlayersGone)
3186 local_player->LevelSolved = local_player->GameOver = TRUE;
3190 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3192 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3193 DrawLevelField(newx, newy);
3195 MovDir[x][y] = MV_NO_MOVING;
3197 else if (!IS_FREE(newx, newy))
3199 if (IS_PLAYER(x, y))
3200 DrawPlayerField(x, y);
3202 DrawLevelField(x, y);
3206 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3208 if (IS_FOOD_PIG(Feld[newx][newy]))
3210 if (IS_MOVING(newx, newy))
3211 RemoveMovingField(newx, newy);
3214 Feld[newx][newy] = EL_EMPTY;
3215 DrawLevelField(newx, newy);
3218 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3220 else if (!IS_FREE(newx, newy))
3222 if (IS_PLAYER(x, y))
3223 DrawPlayerField(x, y);
3225 DrawLevelField(x, y);
3229 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3231 if (!IS_FREE(newx, newy))
3233 if (IS_PLAYER(x, y))
3234 DrawPlayerField(x, y);
3236 DrawLevelField(x, y);
3241 boolean wanna_flame = !RND(10);
3242 int dx = newx - x, dy = newy - y;
3243 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3244 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3245 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3246 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3247 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3248 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3250 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3251 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3252 element1 != EL_FLAMES && element2 != EL_FLAMES)
3254 if (IS_PLAYER(x, y))
3255 DrawPlayerField(x, y);
3257 DrawLevelField(x, y);
3259 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3261 MovDelay[x][y] = 50;
3262 Feld[newx][newy] = EL_FLAMES;
3263 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3264 Feld[newx1][newy1] = EL_FLAMES;
3265 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3266 Feld[newx2][newy2] = EL_FLAMES;
3271 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3272 Feld[newx][newy] == EL_DIAMOND)
3274 if (IS_MOVING(newx, newy))
3275 RemoveMovingField(newx, newy);
3278 Feld[newx][newy] = EL_EMPTY;
3279 DrawLevelField(newx, newy);
3282 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3284 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3285 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3287 if (AmoebaNr[newx][newy])
3289 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3290 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3291 Feld[newx][newy] == EL_BD_AMOEBA)
3292 AmoebaCnt[AmoebaNr[newx][newy]]--;
3295 if (IS_MOVING(newx, newy))
3296 RemoveMovingField(newx, newy);
3299 Feld[newx][newy] = EL_EMPTY;
3300 DrawLevelField(newx, newy);
3303 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3305 else if ((element == EL_PACMAN || element == EL_MOLE)
3306 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3308 if (AmoebaNr[newx][newy])
3310 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3311 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3312 Feld[newx][newy] == EL_BD_AMOEBA)
3313 AmoebaCnt[AmoebaNr[newx][newy]]--;
3316 if (element == EL_MOLE)
3318 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3319 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3320 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3321 return; /* wait for shrinking amoeba */
3323 else /* element == EL_PACMAN */
3325 Feld[newx][newy] = EL_EMPTY;
3326 DrawLevelField(newx, newy);
3327 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3330 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3331 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3332 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3334 /* wait for shrinking amoeba to completely disappear */
3337 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3339 /* object was running against a wall */
3343 if (element == EL_BUG || element == EL_SPACESHIP ||
3344 element == EL_SP_SNIKSNAK)
3345 DrawLevelField(x, y);
3346 else if (element == EL_BUG || element == EL_SPACESHIP ||
3347 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3348 DrawLevelField(x, y);
3349 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3350 DrawLevelElementAnimationIfNeeded(x, y, element);
3351 else if (element == EL_SATELLITE)
3352 DrawLevelElementAnimationIfNeeded(x, y, element);
3353 else if (element == EL_SP_ELECTRON)
3354 DrawLevelElementAnimationIfNeeded(x, y, element);
3356 if (DONT_TOUCH(element))
3357 TestIfBadThingTouchesHero(x, y);
3359 PlaySoundLevelAction(x, y, ACTION_WAITING);
3364 InitMovingField(x, y, MovDir[x][y]);
3366 PlaySoundLevelAction(x, y, ACTION_MOVING);
3370 ContinueMoving(x, y);
3373 void ContinueMoving(int x, int y)
3375 int element = Feld[x][y];
3376 int direction = MovDir[x][y];
3377 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3378 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3379 int horiz_move = (dx != 0);
3380 int newx = x + dx, newy = y + dy;
3381 int step = (horiz_move ? dx : dy) * TILEX / 8;
3383 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3385 else if (element == EL_QUICKSAND_FILLING ||
3386 element == EL_QUICKSAND_EMPTYING)
3388 else if (element == EL_MAGIC_WALL_FILLING ||
3389 element == EL_BD_MAGIC_WALL_FILLING ||
3390 element == EL_MAGIC_WALL_EMPTYING ||
3391 element == EL_BD_MAGIC_WALL_EMPTYING)
3393 else if (CAN_FALL(element) && horiz_move &&
3394 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3396 else if (element == EL_SPRING && horiz_move)
3399 #if OLD_GAME_BEHAVIOUR
3400 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3404 MovPos[x][y] += step;
3406 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3408 Feld[x][y] = EL_EMPTY;
3409 Feld[newx][newy] = element;
3411 if (element == EL_MOLE)
3414 static int xy[4][2] =
3422 Feld[x][y] = EL_SAND;
3423 DrawLevelField(x, y);
3432 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3433 DrawLevelField(xx, yy); /* for "crumbled sand" */
3437 if (element == EL_QUICKSAND_FILLING)
3439 element = Feld[newx][newy] = get_next_element(element);
3440 Store[newx][newy] = Store[x][y];
3442 else if (element == EL_QUICKSAND_EMPTYING)
3444 Feld[x][y] = get_next_element(element);
3445 element = Feld[newx][newy] = Store[x][y];
3447 else if (element == EL_MAGIC_WALL_FILLING)
3449 element = Feld[newx][newy] = get_next_element(element);
3450 if (!game.magic_wall_active)
3451 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3452 Store[newx][newy] = Store[x][y];
3454 else if (element == EL_MAGIC_WALL_EMPTYING)
3456 Feld[x][y] = get_next_element(element);
3457 if (!game.magic_wall_active)
3458 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3459 element = Feld[newx][newy] = Store[x][y];
3461 else if (element == EL_BD_MAGIC_WALL_FILLING)
3463 element = Feld[newx][newy] = get_next_element(element);
3464 if (!game.magic_wall_active)
3465 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3466 Store[newx][newy] = Store[x][y];
3468 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3470 Feld[x][y] = get_next_element(element);
3471 if (!game.magic_wall_active)
3472 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3473 element = Feld[newx][newy] = Store[x][y];
3475 else if (element == EL_AMOEBA_DROPPING)
3477 Feld[x][y] = get_next_element(element);
3478 element = Feld[newx][newy] = Store[x][y];
3480 else if (Store[x][y] == EL_ACID)
3482 element = Feld[newx][newy] = EL_ACID;
3486 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3487 MovDelay[newx][newy] = 0;
3489 /* copy animation control values to new field */
3490 GfxFrame[newx][newy] = GfxFrame[x][y];
3491 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3492 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3494 ResetGfxAnimation(x, y); /* reset animation values for old field */
3498 if (!CAN_MOVE(element))
3499 MovDir[newx][newy] = 0;
3502 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3503 MovDir[newx][newy] = 0;
3506 if (!CAN_MOVE(element) ||
3507 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3508 MovDir[newx][newy] = 0;
3512 DrawLevelField(x, y);
3513 DrawLevelField(newx, newy);
3515 Stop[newx][newy] = TRUE;
3516 JustStopped[newx][newy] = 3;
3518 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3520 TestIfBadThingTouchesHero(newx, newy);
3521 TestIfBadThingTouchesFriend(newx, newy);
3522 TestIfBadThingTouchesOtherBadThing(newx, newy);
3524 else if (element == EL_PENGUIN)
3525 TestIfFriendTouchesBadThing(newx, newy);
3527 if (CAN_SMASH(element) && direction == MV_DOWN &&
3528 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3531 else /* still moving on */
3533 DrawLevelField(x, y);
3537 int AmoebeNachbarNr(int ax, int ay)
3540 int element = Feld[ax][ay];
3542 static int xy[4][2] =
3552 int x = ax + xy[i][0];
3553 int y = ay + xy[i][1];
3555 if (!IN_LEV_FIELD(x, y))
3558 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3559 group_nr = AmoebaNr[x][y];
3565 void AmoebenVereinigen(int ax, int ay)
3567 int i, x, y, xx, yy;
3568 int new_group_nr = AmoebaNr[ax][ay];
3569 static int xy[4][2] =
3577 if (new_group_nr == 0)
3585 if (!IN_LEV_FIELD(x, y))
3588 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3589 Feld[x][y] == EL_BD_AMOEBA ||
3590 Feld[x][y] == EL_AMOEBA_DEAD) &&
3591 AmoebaNr[x][y] != new_group_nr)
3593 int old_group_nr = AmoebaNr[x][y];
3595 if (old_group_nr == 0)
3598 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3599 AmoebaCnt[old_group_nr] = 0;
3600 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3601 AmoebaCnt2[old_group_nr] = 0;
3603 for (yy=0; yy<lev_fieldy; yy++)
3605 for (xx=0; xx<lev_fieldx; xx++)
3607 if (AmoebaNr[xx][yy] == old_group_nr)
3608 AmoebaNr[xx][yy] = new_group_nr;
3615 void AmoebeUmwandeln(int ax, int ay)
3619 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3621 int group_nr = AmoebaNr[ax][ay];
3626 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3627 printf("AmoebeUmwandeln(): This should never happen!\n");
3632 for (y=0; y<lev_fieldy; y++)
3634 for (x=0; x<lev_fieldx; x++)
3636 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3639 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3643 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3644 SND_AMOEBA_TURNING_TO_GEM :
3645 SND_AMOEBA_TURNING_TO_ROCK));
3650 static int xy[4][2] =
3663 if (!IN_LEV_FIELD(x, y))
3666 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3668 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3669 SND_AMOEBA_TURNING_TO_GEM :
3670 SND_AMOEBA_TURNING_TO_ROCK));
3677 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3680 int group_nr = AmoebaNr[ax][ay];
3681 boolean done = FALSE;
3686 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3687 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3692 for (y=0; y<lev_fieldy; y++)
3694 for (x=0; x<lev_fieldx; x++)
3696 if (AmoebaNr[x][y] == group_nr &&
3697 (Feld[x][y] == EL_AMOEBA_DEAD ||
3698 Feld[x][y] == EL_BD_AMOEBA ||
3699 Feld[x][y] == EL_AMOEBA_GROWING))
3702 Feld[x][y] = new_element;
3703 InitField(x, y, FALSE);
3704 DrawLevelField(x, y);
3711 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3712 SND_BD_AMOEBA_TURNING_TO_ROCK :
3713 SND_BD_AMOEBA_TURNING_TO_GEM));
3716 void AmoebeWaechst(int x, int y)
3718 static unsigned long sound_delay = 0;
3719 static unsigned long sound_delay_value = 0;
3721 if (!MovDelay[x][y]) /* start new growing cycle */
3725 if (DelayReached(&sound_delay, sound_delay_value))
3728 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3730 if (Store[x][y] == EL_BD_AMOEBA)
3731 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3733 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3735 sound_delay_value = 30;
3739 if (MovDelay[x][y]) /* wait some time before growing bigger */
3742 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3744 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3745 6 - MovDelay[x][y]);
3747 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3750 if (!MovDelay[x][y])
3752 Feld[x][y] = Store[x][y];
3754 DrawLevelField(x, y);
3759 void AmoebaDisappearing(int x, int y)
3761 static unsigned long sound_delay = 0;
3762 static unsigned long sound_delay_value = 0;
3764 if (!MovDelay[x][y]) /* start new shrinking cycle */
3768 if (DelayReached(&sound_delay, sound_delay_value))
3769 sound_delay_value = 30;
3772 if (MovDelay[x][y]) /* wait some time before shrinking */
3775 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3777 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3778 6 - MovDelay[x][y]);
3780 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3783 if (!MovDelay[x][y])
3785 Feld[x][y] = EL_EMPTY;
3786 DrawLevelField(x, y);
3788 /* don't let mole enter this field in this cycle;
3789 (give priority to objects falling to this field from above) */
3795 void AmoebeAbleger(int ax, int ay)
3798 int element = Feld[ax][ay];
3799 int graphic = el2img(element);
3800 int newax = ax, neway = ay;
3801 static int xy[4][2] =
3809 if (!level.amoeba_speed)
3811 Feld[ax][ay] = EL_AMOEBA_DEAD;
3812 DrawLevelField(ax, ay);
3816 if (IS_ANIMATED(graphic))
3817 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3819 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3820 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3822 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3825 if (MovDelay[ax][ay])
3829 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3832 int x = ax + xy[start][0];
3833 int y = ay + xy[start][1];
3835 if (!IN_LEV_FIELD(x, y))
3838 if (IS_FREE(x, y) ||
3839 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3845 if (newax == ax && neway == ay)
3848 else /* normal or "filled" (BD style) amoeba */
3851 boolean waiting_for_player = FALSE;
3855 int j = (start + i) % 4;
3856 int x = ax + xy[j][0];
3857 int y = ay + xy[j][1];
3859 if (!IN_LEV_FIELD(x, y))
3862 if (IS_FREE(x, y) ||
3863 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3869 else if (IS_PLAYER(x, y))
3870 waiting_for_player = TRUE;
3873 if (newax == ax && neway == ay) /* amoeba cannot grow */
3875 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3877 Feld[ax][ay] = EL_AMOEBA_DEAD;
3878 DrawLevelField(ax, ay);
3879 AmoebaCnt[AmoebaNr[ax][ay]]--;
3881 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3883 if (element == EL_AMOEBA_FULL)
3884 AmoebeUmwandeln(ax, ay);
3885 else if (element == EL_BD_AMOEBA)
3886 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3891 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3893 /* amoeba gets larger by growing in some direction */
3895 int new_group_nr = AmoebaNr[ax][ay];
3898 if (new_group_nr == 0)
3900 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3901 printf("AmoebeAbleger(): This should never happen!\n");
3906 AmoebaNr[newax][neway] = new_group_nr;
3907 AmoebaCnt[new_group_nr]++;
3908 AmoebaCnt2[new_group_nr]++;
3910 /* if amoeba touches other amoeba(s) after growing, unify them */
3911 AmoebenVereinigen(newax, neway);
3913 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3915 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3921 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3922 (neway == lev_fieldy - 1 && newax != ax))
3924 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3925 Store[newax][neway] = element;
3927 else if (neway == ay)
3929 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3931 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3933 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3938 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3939 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3940 Store[ax][ay] = EL_AMOEBA_DROP;
3941 ContinueMoving(ax, ay);
3945 DrawLevelField(newax, neway);
3948 void Life(int ax, int ay)
3951 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3953 int element = Feld[ax][ay];
3954 int graphic = el2img(element);
3955 boolean changed = FALSE;
3957 if (IS_ANIMATED(graphic))
3958 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3963 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3964 MovDelay[ax][ay] = life_time;
3966 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3969 if (MovDelay[ax][ay])
3973 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3975 int xx = ax+x1, yy = ay+y1;
3978 if (!IN_LEV_FIELD(xx, yy))
3981 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3983 int x = xx+x2, y = yy+y2;
3985 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3988 if (((Feld[x][y] == element ||
3989 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
3991 (IS_FREE(x, y) && Stop[x][y]))
3995 if (xx == ax && yy == ay) /* field in the middle */
3997 if (nachbarn < life[0] || nachbarn > life[1])
3999 Feld[xx][yy] = EL_EMPTY;
4001 DrawLevelField(xx, yy);
4002 Stop[xx][yy] = TRUE;
4006 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4007 { /* free border field */
4008 if (nachbarn >= life[2] && nachbarn <= life[3])
4010 Feld[xx][yy] = element;
4011 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4013 DrawLevelField(xx, yy);
4014 Stop[xx][yy] = TRUE;
4021 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4022 SND_GAME_OF_LIFE_GROWING);
4025 static void InitRobotWheel(int x, int y)
4027 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4030 static void RunRobotWheel(int x, int y)
4032 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4035 static void StopRobotWheel(int x, int y)
4037 if (ZX == x && ZY == y)
4041 static void InitTimegateWheel(int x, int y)
4043 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4046 static void RunTimegateWheel(int x, int y)
4048 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4051 void CheckExit(int x, int y)
4053 if (local_player->gems_still_needed > 0 ||
4054 local_player->sokobanfields_still_needed > 0 ||
4055 local_player->lights_still_needed > 0)
4057 int element = Feld[x][y];
4058 int graphic = el2img(element);
4060 if (IS_ANIMATED(graphic))
4061 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4066 Feld[x][y] = EL_EXIT_OPENING;
4068 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4071 void CheckExitSP(int x, int y)
4073 if (local_player->gems_still_needed > 0)
4075 int element = Feld[x][y];
4076 int graphic = el2img(element);
4078 if (IS_ANIMATED(graphic))
4079 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4084 Feld[x][y] = EL_SP_EXIT_OPEN;
4086 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4089 static void CloseAllOpenTimegates()
4093 for (y=0; y<lev_fieldy; y++)
4095 for (x=0; x<lev_fieldx; x++)
4097 int element = Feld[x][y];
4099 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4101 Feld[x][y] = EL_TIMEGATE_CLOSING;
4103 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4105 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4112 void EdelsteinFunkeln(int x, int y)
4114 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4117 if (Feld[x][y] == EL_BD_DIAMOND)
4120 if (MovDelay[x][y] == 0) /* next animation frame */
4121 MovDelay[x][y] = 11 * !SimpleRND(500);
4123 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4127 if (setup.direct_draw && MovDelay[x][y])
4128 SetDrawtoField(DRAW_BUFFERED);
4130 DrawLevelElementAnimation(x, y, Feld[x][y]);
4132 if (MovDelay[x][y] != 0)
4134 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4135 10 - MovDelay[x][y]);
4137 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4139 if (setup.direct_draw)
4143 dest_x = FX + SCREENX(x) * TILEX;
4144 dest_y = FY + SCREENY(y) * TILEY;
4146 BlitBitmap(drawto_field, window,
4147 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4148 SetDrawtoField(DRAW_DIRECT);
4154 void MauerWaechst(int x, int y)
4158 if (!MovDelay[x][y]) /* next animation frame */
4159 MovDelay[x][y] = 3 * delay;
4161 if (MovDelay[x][y]) /* wait some time before next frame */
4165 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4167 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4168 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4170 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4173 if (!MovDelay[x][y])
4175 if (MovDir[x][y] == MV_LEFT)
4177 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4178 DrawLevelField(x - 1, y);
4180 else if (MovDir[x][y] == MV_RIGHT)
4182 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4183 DrawLevelField(x + 1, y);
4185 else if (MovDir[x][y] == MV_UP)
4187 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4188 DrawLevelField(x, y - 1);
4192 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4193 DrawLevelField(x, y + 1);
4196 Feld[x][y] = Store[x][y];
4198 MovDir[x][y] = MV_NO_MOVING;
4199 DrawLevelField(x, y);
4204 void MauerAbleger(int ax, int ay)
4206 int element = Feld[ax][ay];
4207 int graphic = el2img(element);
4208 boolean oben_frei = FALSE, unten_frei = FALSE;
4209 boolean links_frei = FALSE, rechts_frei = FALSE;
4210 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4211 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4212 boolean new_wall = FALSE;
4214 if (IS_ANIMATED(graphic))
4215 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4217 if (!MovDelay[ax][ay]) /* start building new wall */
4218 MovDelay[ax][ay] = 6;
4220 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4223 if (MovDelay[ax][ay])
4227 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4229 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4231 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4233 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4236 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4237 element == EL_EXPANDABLE_WALL_ANY)
4241 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4242 Store[ax][ay-1] = element;
4243 MovDir[ax][ay-1] = MV_UP;
4244 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4245 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4246 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4251 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4252 Store[ax][ay+1] = element;
4253 MovDir[ax][ay+1] = MV_DOWN;
4254 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4255 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4256 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4261 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4262 element == EL_EXPANDABLE_WALL_ANY ||
4263 element == EL_EXPANDABLE_WALL)
4267 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4268 Store[ax-1][ay] = element;
4269 MovDir[ax-1][ay] = MV_LEFT;
4270 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4271 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4272 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4278 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4279 Store[ax+1][ay] = element;
4280 MovDir[ax+1][ay] = MV_RIGHT;
4281 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4282 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4283 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4288 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4289 DrawLevelField(ax, ay);
4291 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4293 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4294 unten_massiv = TRUE;
4295 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4296 links_massiv = TRUE;
4297 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4298 rechts_massiv = TRUE;
4300 if (((oben_massiv && unten_massiv) ||
4301 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4302 element == EL_EXPANDABLE_WALL) &&
4303 ((links_massiv && rechts_massiv) ||
4304 element == EL_EXPANDABLE_WALL_VERTICAL))
4305 Feld[ax][ay] = EL_WALL;
4309 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4311 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4315 void CheckForDragon(int x, int y)
4318 boolean dragon_found = FALSE;
4319 static int xy[4][2] =
4331 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4333 if (IN_LEV_FIELD(xx, yy) &&
4334 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4336 if (Feld[xx][yy] == EL_DRAGON)
4337 dragon_found = TRUE;
4350 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4352 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4354 Feld[xx][yy] = EL_EMPTY;
4355 DrawLevelField(xx, yy);
4364 static void InitBuggyBase(int x, int y)
4366 int element = Feld[x][y];
4367 int activating_delay = FRAMES_PER_SECOND / 4;
4370 (element == EL_SP_BUGGY_BASE ?
4371 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4372 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4374 element == EL_SP_BUGGY_BASE_ACTIVE ?
4375 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4378 static void WarnBuggyBase(int x, int y)
4381 static int xy[4][2] =
4391 int xx = x + xy[i][0], yy = y + xy[i][1];
4393 if (IS_PLAYER(xx, yy))
4395 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4402 static void InitTrap(int x, int y)
4404 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4407 static void ActivateTrap(int x, int y)
4409 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4412 static void ChangeActiveTrap(int x, int y)
4414 int graphic = IMG_TRAP_ACTIVE;
4416 /* if new animation frame was drawn, correct crumbled sand border */
4417 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4418 DrawLevelFieldCrumbledSand(x, y);
4421 static void ChangeElement(int x, int y)
4423 int element = Feld[x][y];
4425 if (MovDelay[x][y] == 0) /* initialize element change */
4427 MovDelay[x][y] = changing_element[element].change_delay + 1;
4429 ResetGfxAnimation(x, y);
4430 ResetRandomAnimationValue(x, y);
4432 if (changing_element[element].pre_change_function)
4433 changing_element[element].pre_change_function(x, y);
4438 if (MovDelay[x][y] != 0) /* continue element change */
4440 if (IS_ANIMATED(el2img(element)))
4441 DrawLevelElementAnimationIfNeeded(x, y, element);
4443 if (changing_element[element].change_function)
4444 changing_element[element].change_function(x, y);
4446 else /* finish element change */
4448 Feld[x][y] = changing_element[element].next_element;
4450 ResetGfxAnimation(x, y);
4451 ResetRandomAnimationValue(x, y);
4453 DrawLevelField(x, y);
4455 if (changing_element[element].post_change_function)
4456 changing_element[element].post_change_function(x, y);
4460 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4462 static byte stored_player_action[MAX_PLAYERS];
4463 static int num_stored_actions = 0;
4464 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4465 int left = player_action & JOY_LEFT;
4466 int right = player_action & JOY_RIGHT;
4467 int up = player_action & JOY_UP;
4468 int down = player_action & JOY_DOWN;
4469 int button1 = player_action & JOY_BUTTON_1;
4470 int button2 = player_action & JOY_BUTTON_2;
4471 int dx = (left ? -1 : right ? 1 : 0);
4472 int dy = (up ? -1 : down ? 1 : 0);
4474 stored_player_action[player->index_nr] = 0;
4475 num_stored_actions++;
4477 if (!player->active || tape.pausing)
4483 snapped = SnapField(player, dx, dy);
4487 bombed = PlaceBomb(player);
4488 moved = MoveFigure(player, dx, dy);
4491 if (tape.single_step && tape.recording && !tape.pausing)
4493 if (button1 || (bombed && !moved))
4495 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4496 SnapField(player, 0, 0); /* stop snapping */
4500 stored_player_action[player->index_nr] = player_action;
4504 /* no actions for this player (no input at player's configured device) */
4506 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4507 SnapField(player, 0, 0);
4508 CheckGravityMovement(player);
4510 if (player->MovPos == 0)
4513 printf("Trying... Player frame reset\n");
4516 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4519 if (player->MovPos == 0) /* needed for tape.playing */
4520 player->is_moving = FALSE;
4523 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4525 TapeRecordAction(stored_player_action);
4526 num_stored_actions = 0;
4532 static unsigned long action_delay = 0;
4533 unsigned long action_delay_value;
4534 int magic_wall_x = 0, magic_wall_y = 0;
4535 int i, x, y, element, graphic;
4536 byte *recorded_player_action;
4537 byte summarized_player_action = 0;
4539 if (game_status != GAME_MODE_PLAYING)
4542 action_delay_value =
4543 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4545 if (tape.playing && tape.index_search && !tape.pausing)
4546 action_delay_value = 0;
4548 /* ---------- main game synchronization point ---------- */
4550 WaitUntilDelayReached(&action_delay, action_delay_value);
4552 if (network_playing && !network_player_action_received)
4556 printf("DEBUG: try to get network player actions in time\n");
4560 #if defined(PLATFORM_UNIX)
4561 /* last chance to get network player actions without main loop delay */
4565 if (game_status != GAME_MODE_PLAYING)
4568 if (!network_player_action_received)
4572 printf("DEBUG: failed to get network player actions in time\n");
4582 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4584 for (i=0; i<MAX_PLAYERS; i++)
4586 summarized_player_action |= stored_player[i].action;
4588 if (!network_playing)
4589 stored_player[i].effective_action = stored_player[i].action;
4592 #if defined(PLATFORM_UNIX)
4593 if (network_playing)
4594 SendToServer_MovePlayer(summarized_player_action);
4597 if (!options.network && !setup.team_mode)
4598 local_player->effective_action = summarized_player_action;
4600 for (i=0; i<MAX_PLAYERS; i++)
4602 int actual_player_action = stored_player[i].effective_action;
4604 if (stored_player[i].programmed_action)
4605 actual_player_action = stored_player[i].programmed_action;
4607 if (recorded_player_action)
4608 actual_player_action = recorded_player_action[i];
4610 PlayerActions(&stored_player[i], actual_player_action);
4611 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4614 network_player_action_received = FALSE;
4616 ScrollScreen(NULL, SCROLL_GO_ON);
4622 for (i=0; i<MAX_PLAYERS; i++)
4623 stored_player[i].Frame++;
4626 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4629 if (JustStopped[x][y] > 0)
4630 JustStopped[x][y]--;
4635 if (IS_BLOCKED(x, y))
4639 Blocked2Moving(x, y, &oldx, &oldy);
4640 if (!IS_MOVING(oldx, oldy))
4642 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4643 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4644 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4645 printf("GameActions(): This should never happen!\n");
4651 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4653 element = Feld[x][y];
4654 graphic = el2img(element);
4656 if (graphic_info[graphic].anim_global_sync)
4657 GfxFrame[x][y] = FrameCounter;
4659 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4660 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4661 ResetRandomAnimationValue(x, y);
4663 SetRandomAnimationValue(x, y);
4666 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4669 if (IS_INACTIVE(element))
4671 if (IS_ANIMATED(graphic))
4672 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4677 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4681 if (IS_ANIMATED(graphic) &&
4684 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4686 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4687 EdelsteinFunkeln(x, y);
4689 else if ((element == EL_ACID ||
4690 element == EL_EXIT_OPEN ||
4691 element == EL_SP_EXIT_OPEN ||
4692 element == EL_SP_TERMINAL ||
4693 element == EL_SP_TERMINAL_ACTIVE ||
4694 element == EL_EXTRA_TIME ||
4695 element == EL_SHIELD_NORMAL ||
4696 element == EL_SHIELD_DEADLY) &&
4697 IS_ANIMATED(graphic))
4698 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4699 else if (IS_MOVING(x, y))
4700 ContinueMoving(x, y);
4701 else if (IS_ACTIVE_BOMB(element))
4702 CheckDynamite(x, y);
4704 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4705 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4707 else if (element == EL_AMOEBA_GROWING)
4708 AmoebeWaechst(x, y);
4709 else if (element == EL_AMOEBA_SHRINKING)
4710 AmoebaDisappearing(x, y);
4712 #if !USE_NEW_AMOEBA_CODE
4713 else if (IS_AMOEBALIVE(element))
4714 AmoebeAbleger(x, y);
4717 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4719 else if (element == EL_EXIT_CLOSED)
4721 else if (element == EL_SP_EXIT_CLOSED)
4723 else if (element == EL_EXPANDABLE_WALL_GROWING)
4725 else if (element == EL_EXPANDABLE_WALL ||
4726 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4727 element == EL_EXPANDABLE_WALL_VERTICAL ||
4728 element == EL_EXPANDABLE_WALL_ANY)
4730 else if (element == EL_FLAMES)
4731 CheckForDragon(x, y);
4732 else if (IS_AUTO_CHANGING(element))
4733 ChangeElement(x, y);
4734 else if (element == EL_EXPLOSION)
4735 ; /* drawing of correct explosion animation is handled separately */
4736 else if (IS_ANIMATED(graphic))
4737 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4739 if (IS_BELT_ACTIVE(element))
4740 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4742 if (game.magic_wall_active)
4744 int jx = local_player->jx, jy = local_player->jy;
4746 /* play the element sound at the position nearest to the player */
4747 if ((element == EL_MAGIC_WALL_FULL ||
4748 element == EL_MAGIC_WALL_ACTIVE ||
4749 element == EL_MAGIC_WALL_EMPTYING ||
4750 element == EL_BD_MAGIC_WALL_FULL ||
4751 element == EL_BD_MAGIC_WALL_ACTIVE ||
4752 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4753 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4761 #if USE_NEW_AMOEBA_CODE
4762 /* new experimental amoeba growth stuff */
4764 if (!(FrameCounter % 8))
4767 static unsigned long random = 1684108901;
4769 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4772 x = (random >> 10) % lev_fieldx;
4773 y = (random >> 20) % lev_fieldy;
4775 x = RND(lev_fieldx);
4776 y = RND(lev_fieldy);
4778 element = Feld[x][y];
4780 if (!IS_PLAYER(x,y) &&
4781 (element == EL_EMPTY ||
4782 element == EL_SAND ||
4783 element == EL_QUICKSAND_EMPTY ||
4784 element == EL_ACID_SPLASH_LEFT ||
4785 element == EL_ACID_SPLASH_RIGHT))
4787 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4788 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4789 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4790 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4791 Feld[x][y] = EL_AMOEBA_DROP;
4794 random = random * 129 + 1;
4800 if (game.explosions_delayed)
4803 game.explosions_delayed = FALSE;
4805 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4807 element = Feld[x][y];
4809 if (ExplodeField[x][y])
4810 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4811 else if (element == EL_EXPLOSION)
4812 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4814 ExplodeField[x][y] = EX_NO_EXPLOSION;
4817 game.explosions_delayed = TRUE;
4820 if (game.magic_wall_active)
4822 if (!(game.magic_wall_time_left % 4))
4824 int element = Feld[magic_wall_x][magic_wall_y];
4826 if (element == EL_BD_MAGIC_WALL_FULL ||
4827 element == EL_BD_MAGIC_WALL_ACTIVE ||
4828 element == EL_BD_MAGIC_WALL_EMPTYING)
4829 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4831 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4834 if (game.magic_wall_time_left > 0)
4836 game.magic_wall_time_left--;
4837 if (!game.magic_wall_time_left)
4839 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4841 element = Feld[x][y];
4843 if (element == EL_MAGIC_WALL_ACTIVE ||
4844 element == EL_MAGIC_WALL_FULL)
4846 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4847 DrawLevelField(x, y);
4849 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4850 element == EL_BD_MAGIC_WALL_FULL)
4852 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4853 DrawLevelField(x, y);
4857 game.magic_wall_active = FALSE;
4862 if (game.light_time_left > 0)
4864 game.light_time_left--;
4866 if (game.light_time_left == 0)
4867 RedrawAllLightSwitchesAndInvisibleElements();
4870 if (game.timegate_time_left > 0)
4872 game.timegate_time_left--;
4874 if (game.timegate_time_left == 0)
4875 CloseAllOpenTimegates();
4878 for (i=0; i<MAX_PLAYERS; i++)
4880 struct PlayerInfo *player = &stored_player[i];
4882 if (SHIELD_ON(player))
4884 if (player->shield_deadly_time_left)
4885 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4886 else if (player->shield_normal_time_left)
4887 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4891 if (TimeFrames >= (1000 / GameFrameDelay))
4896 for (i=0; i<MAX_PLAYERS; i++)
4898 struct PlayerInfo *player = &stored_player[i];
4900 if (SHIELD_ON(player))
4902 player->shield_normal_time_left--;
4904 if (player->shield_deadly_time_left > 0)
4905 player->shield_deadly_time_left--;
4909 if (tape.recording || tape.playing)
4910 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4916 if (TimeLeft <= 10 && setup.time_limit)
4917 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
4919 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4921 if (!TimeLeft && setup.time_limit)
4922 for (i=0; i<MAX_PLAYERS; i++)
4923 KillHero(&stored_player[i]);
4925 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4926 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4931 if (options.debug) /* calculate frames per second */
4933 static unsigned long fps_counter = 0;
4934 static int fps_frames = 0;
4935 unsigned long fps_delay_ms = Counter() - fps_counter;
4939 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4941 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4944 fps_counter = Counter();
4947 redraw_mask |= REDRAW_FPS;
4951 if (stored_player[0].jx != stored_player[0].last_jx ||
4952 stored_player[0].jy != stored_player[0].last_jy)
4953 printf("::: %d, %d, %d, %d, %d\n",
4954 stored_player[0].MovDir,
4955 stored_player[0].MovPos,
4956 stored_player[0].GfxPos,
4957 stored_player[0].Frame,
4958 stored_player[0].StepFrame);
4965 for (i=0; i<MAX_PLAYERS; i++)
4968 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
4970 stored_player[i].Frame += move_frames;
4972 if (stored_player[i].MovPos != 0)
4973 stored_player[i].StepFrame += move_frames;
4978 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4980 int min_x = x, min_y = y, max_x = x, max_y = y;
4983 for (i=0; i<MAX_PLAYERS; i++)
4985 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4987 if (!stored_player[i].active || &stored_player[i] == player)
4990 min_x = MIN(min_x, jx);
4991 min_y = MIN(min_y, jy);
4992 max_x = MAX(max_x, jx);
4993 max_y = MAX(max_y, jy);
4996 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4999 static boolean AllPlayersInVisibleScreen()
5003 for (i=0; i<MAX_PLAYERS; i++)
5005 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5007 if (!stored_player[i].active)
5010 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5017 void ScrollLevel(int dx, int dy)
5019 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5022 BlitBitmap(drawto_field, drawto_field,
5023 FX + TILEX*(dx == -1) - softscroll_offset,
5024 FY + TILEY*(dy == -1) - softscroll_offset,
5025 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5026 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5027 FX + TILEX*(dx == 1) - softscroll_offset,
5028 FY + TILEY*(dy == 1) - softscroll_offset);
5032 x = (dx == 1 ? BX1 : BX2);
5033 for (y=BY1; y<=BY2; y++)
5034 DrawScreenField(x, y);
5039 y = (dy == 1 ? BY1 : BY2);
5040 for (x=BX1; x<=BX2; x++)
5041 DrawScreenField(x, y);
5044 redraw_mask |= REDRAW_FIELD;
5047 static void CheckGravityMovement(struct PlayerInfo *player)
5049 if (level.gravity && !player->programmed_action)
5051 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5052 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5054 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5055 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5056 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5057 int jx = player->jx, jy = player->jy;
5058 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5059 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5060 int new_jx = jx + dx, new_jy = jy + dy;
5061 boolean field_under_player_is_free =
5062 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5063 boolean player_is_moving_to_valid_field =
5064 (IN_LEV_FIELD(new_jx, new_jy) &&
5065 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5066 Feld[new_jx][new_jy] == EL_SAND));
5068 if (field_under_player_is_free &&
5069 !player_is_moving_to_valid_field &&
5070 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5071 player->programmed_action = MV_DOWN;
5077 -----------------------------------------------------------------------------
5078 dx, dy: direction (non-diagonal) to try to move the player to
5079 real_dx, real_dy: direction as read from input device (can be diagonal)
5082 boolean MoveFigureOneStep(struct PlayerInfo *player,
5083 int dx, int dy, int real_dx, int real_dy)
5085 int jx = player->jx, jy = player->jy;
5086 int new_jx = jx+dx, new_jy = jy+dy;
5090 if (!player->active || (!dx && !dy))
5091 return MF_NO_ACTION;
5093 player->MovDir = (dx < 0 ? MV_LEFT :
5096 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5098 if (!IN_LEV_FIELD(new_jx, new_jy))
5099 return MF_NO_ACTION;
5101 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5102 return MF_NO_ACTION;
5105 element = MovingOrBlocked2Element(new_jx, new_jy);
5107 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5110 if (DONT_GO_TO(element))
5112 if (element == EL_ACID && dx == 0 && dy == 1)
5115 Feld[jx][jy] = EL_PLAYER_1;
5116 InitMovingField(jx, jy, MV_DOWN);
5117 Store[jx][jy] = EL_ACID;
5118 ContinueMoving(jx, jy);
5122 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5127 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5128 if (can_move != MF_MOVING)
5131 StorePlayer[jx][jy] = 0;
5132 player->last_jx = jx;
5133 player->last_jy = jy;
5134 jx = player->jx = new_jx;
5135 jy = player->jy = new_jy;
5136 StorePlayer[jx][jy] = player->element_nr;
5139 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5141 ScrollFigure(player, SCROLL_INIT);
5146 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5148 int jx = player->jx, jy = player->jy;
5149 int old_jx = jx, old_jy = jy;
5150 int moved = MF_NO_ACTION;
5152 if (!player->active || (!dx && !dy))
5157 static boolean done = FALSE;
5158 static old_count = -1;
5160 if (FrameCounter < old_count)
5163 if (FrameCounter < 100)
5165 printf("::: wanna move [%d] [%d]\n",
5166 FrameCounter, player->push_delay_value);
5168 old_count = FrameCounter;
5174 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5178 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5179 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5183 /* remove the last programmed player action */
5184 player->programmed_action = 0;
5188 /* should only happen if pre-1.2 tape recordings are played */
5189 /* this is only for backward compatibility */
5191 int original_move_delay_value = player->move_delay_value;
5194 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5198 /* scroll remaining steps with finest movement resolution */
5199 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5201 while (player->MovPos)
5203 ScrollFigure(player, SCROLL_GO_ON);
5204 ScrollScreen(NULL, SCROLL_GO_ON);
5210 player->move_delay_value = original_move_delay_value;
5213 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5215 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5216 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5220 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5221 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5227 if (moved & MF_MOVING && !ScreenMovPos &&
5228 (player == local_player || !options.network))
5230 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5231 int offset = (setup.scroll_delay ? 3 : 0);
5233 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5235 /* actual player has left the screen -- scroll in that direction */
5236 if (jx != old_jx) /* player has moved horizontally */
5237 scroll_x += (jx - old_jx);
5238 else /* player has moved vertically */
5239 scroll_y += (jy - old_jy);
5243 if (jx != old_jx) /* player has moved horizontally */
5245 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5246 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5247 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5249 /* don't scroll over playfield boundaries */
5250 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5251 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5253 /* don't scroll more than one field at a time */
5254 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5256 /* don't scroll against the player's moving direction */
5257 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5258 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5259 scroll_x = old_scroll_x;
5261 else /* player has moved vertically */
5263 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5264 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5265 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5267 /* don't scroll over playfield boundaries */
5268 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5269 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5271 /* don't scroll more than one field at a time */
5272 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5274 /* don't scroll against the player's moving direction */
5275 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5276 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5277 scroll_y = old_scroll_y;
5281 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5283 if (!options.network && !AllPlayersInVisibleScreen())
5285 scroll_x = old_scroll_x;
5286 scroll_y = old_scroll_y;
5290 ScrollScreen(player, SCROLL_INIT);
5291 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5298 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5300 if (!(moved & MF_MOVING) && !player->Pushing)
5305 player->StepFrame = 0;
5307 if (moved & MF_MOVING)
5309 if (old_jx != jx && old_jy == jy)
5310 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5311 else if (old_jx == jx && old_jy != jy)
5312 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5314 DrawLevelField(jx, jy); /* for "crumbled sand" */
5316 player->last_move_dir = player->MovDir;
5317 player->is_moving = TRUE;
5321 CheckGravityMovement(player);
5324 player->last_move_dir = MV_NO_MOVING;
5326 player->is_moving = FALSE;
5329 TestIfHeroTouchesBadThing(jx, jy);
5331 if (!player->active)
5337 void ScrollFigure(struct PlayerInfo *player, int mode)
5339 int jx = player->jx, jy = player->jy;
5340 int last_jx = player->last_jx, last_jy = player->last_jy;
5341 int move_stepsize = TILEX / player->move_delay_value;
5343 if (!player->active || !player->MovPos)
5346 if (mode == SCROLL_INIT)
5348 player->actual_frame_counter = FrameCounter;
5349 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5351 if (Feld[last_jx][last_jy] == EL_EMPTY)
5352 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5357 else if (!FrameReached(&player->actual_frame_counter, 1))
5360 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5361 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5363 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5364 Feld[last_jx][last_jy] = EL_EMPTY;
5366 /* before DrawPlayer() to draw correct player graphic for this case */
5367 if (player->MovPos == 0)
5368 CheckGravityMovement(player);
5372 if (player->MovPos == 0)
5374 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5376 /* continue with normal speed after quickly moving through gate */
5377 HALVE_PLAYER_SPEED(player);
5379 /* be able to make the next move without delay */
5380 player->move_delay = 0;
5383 player->last_jx = jx;
5384 player->last_jy = jy;
5386 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5387 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5391 if (local_player->friends_still_needed == 0 ||
5392 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5393 player->LevelSolved = player->GameOver = TRUE;
5396 if (tape.single_step && tape.recording && !tape.pausing &&
5397 !player->programmed_action)
5398 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5402 void ScrollScreen(struct PlayerInfo *player, int mode)
5404 static unsigned long screen_frame_counter = 0;
5406 if (mode == SCROLL_INIT)
5408 /* set scrolling step size according to actual player's moving speed */
5409 ScrollStepSize = TILEX / player->move_delay_value;
5411 screen_frame_counter = FrameCounter;
5412 ScreenMovDir = player->MovDir;
5413 ScreenMovPos = player->MovPos;
5414 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5417 else if (!FrameReached(&screen_frame_counter, 1))
5422 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5423 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5424 redraw_mask |= REDRAW_FIELD;
5427 ScreenMovDir = MV_NO_MOVING;
5430 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5432 int i, kill_x = -1, kill_y = -1;
5433 static int test_xy[4][2] =
5440 static int test_dir[4] =
5450 int test_x, test_y, test_move_dir, test_element;
5452 test_x = good_x + test_xy[i][0];
5453 test_y = good_y + test_xy[i][1];
5454 if (!IN_LEV_FIELD(test_x, test_y))
5458 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5461 test_element = Feld[test_x][test_y];
5463 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5466 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5467 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5469 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5470 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5478 if (kill_x != -1 || kill_y != -1)
5480 if (IS_PLAYER(good_x, good_y))
5482 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5484 if (player->shield_deadly_time_left > 0)
5485 Bang(kill_x, kill_y);
5486 else if (!PLAYER_PROTECTED(good_x, good_y))
5490 Bang(good_x, good_y);
5494 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5496 int i, kill_x = -1, kill_y = -1;
5497 int bad_element = Feld[bad_x][bad_y];
5498 static int test_xy[4][2] =
5505 static int test_dir[4] =
5513 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5518 int test_x, test_y, test_move_dir, test_element;
5520 test_x = bad_x + test_xy[i][0];
5521 test_y = bad_y + test_xy[i][1];
5522 if (!IN_LEV_FIELD(test_x, test_y))
5526 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5528 test_element = Feld[test_x][test_y];
5530 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5531 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5533 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5534 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5536 /* good thing is player or penguin that does not move away */
5537 if (IS_PLAYER(test_x, test_y))
5539 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5541 if (bad_element == EL_ROBOT && player->is_moving)
5542 continue; /* robot does not kill player if he is moving */
5548 else if (test_element == EL_PENGUIN)
5557 if (kill_x != -1 || kill_y != -1)
5559 if (IS_PLAYER(kill_x, kill_y))
5561 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5564 int dir = player->MovDir;
5565 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5566 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5568 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5569 newx != bad_x && newy != bad_y)
5570 ; /* robot does not kill player if he is moving */
5572 printf("-> %d\n", player->MovDir);
5574 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5575 newx != bad_x && newy != bad_y)
5576 ; /* robot does not kill player if he is moving */
5581 if (player->shield_deadly_time_left > 0)
5583 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5587 Bang(kill_x, kill_y);
5591 void TestIfHeroTouchesBadThing(int x, int y)
5593 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5596 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5598 TestIfGoodThingHitsBadThing(x, y, move_dir);
5601 void TestIfBadThingTouchesHero(int x, int y)
5603 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5606 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5608 TestIfBadThingHitsGoodThing(x, y, move_dir);
5611 void TestIfFriendTouchesBadThing(int x, int y)
5613 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5616 void TestIfBadThingTouchesFriend(int x, int y)
5618 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5621 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5623 int i, kill_x = bad_x, kill_y = bad_y;
5624 static int xy[4][2] =
5636 x = bad_x + xy[i][0];
5637 y = bad_y + xy[i][1];
5638 if (!IN_LEV_FIELD(x, y))
5641 element = Feld[x][y];
5642 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5643 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5651 if (kill_x != bad_x || kill_y != bad_y)
5655 void KillHero(struct PlayerInfo *player)
5657 int jx = player->jx, jy = player->jy;
5659 if (!player->active)
5662 /* remove accessible field at the player's position */
5663 Feld[jx][jy] = EL_EMPTY;
5665 /* deactivate shield (else Bang()/Explode() would not work right) */
5666 player->shield_normal_time_left = 0;
5667 player->shield_deadly_time_left = 0;
5673 static void KillHeroUnlessProtected(int x, int y)
5675 if (!PLAYER_PROTECTED(x, y))
5676 KillHero(PLAYERINFO(x, y));
5679 void BuryHero(struct PlayerInfo *player)
5681 int jx = player->jx, jy = player->jy;
5683 if (!player->active)
5686 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5687 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5689 player->GameOver = TRUE;
5693 void RemoveHero(struct PlayerInfo *player)
5695 int jx = player->jx, jy = player->jy;
5696 int i, found = FALSE;
5698 player->present = FALSE;
5699 player->active = FALSE;
5701 if (!ExplodeField[jx][jy])
5702 StorePlayer[jx][jy] = 0;
5704 for (i=0; i<MAX_PLAYERS; i++)
5705 if (stored_player[i].active)
5709 AllPlayersGone = TRUE;
5716 checkDiagonalPushing()
5717 -----------------------------------------------------------------------------
5718 check if diagonal input device direction results in pushing of object
5719 (by checking if the alternative direction is walkable, diggable, ...)
5722 static boolean checkDiagonalPushing(struct PlayerInfo *player,
5723 int x, int y, int real_dx, int real_dy)
5725 int jx, jy, dx, dy, xx, yy;
5727 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
5730 /* diagonal direction: check alternative direction */
5735 xx = jx + (dx == 0 ? real_dx : 0);
5736 yy = jy + (dy == 0 ? real_dy : 0);
5738 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
5743 -----------------------------------------------------------------------------
5744 x, y: field next to player (non-diagonal) to try to dig to
5745 real_dx, real_dy: direction as read from input device (can be diagonal)
5748 int DigField(struct PlayerInfo *player,
5749 int x, int y, int real_dx, int real_dy, int mode)
5751 int jx = player->jx, jy = player->jy;
5752 int dx = x - jx, dy = y - jy;
5753 int move_direction = (dx == -1 ? MV_LEFT :
5754 dx == +1 ? MV_RIGHT :
5756 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5761 static boolean done = FALSE;
5763 if (FrameCounter < 10)
5770 printf("::: wanna move left [%d] [%d]\n",
5771 FrameCounter, player->push_delay_value);
5777 if (player->MovPos == 0)
5779 player->is_digging = FALSE;
5780 player->is_collecting = FALSE;
5783 if (player->MovPos == 0)
5784 player->Pushing = FALSE;
5786 if (mode == DF_NO_PUSH)
5788 player->Switching = FALSE;
5789 player->push_delay = 0;
5790 return MF_NO_ACTION;
5793 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5794 return MF_NO_ACTION;
5797 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
5799 if (IS_TUBE(Feld[jx][jy]) ||
5800 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
5804 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
5805 int tube_leave_directions[][2] =
5807 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5808 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5809 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5810 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5811 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5812 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5813 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5814 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5815 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5816 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5817 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5818 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5821 while (tube_leave_directions[i][0] != tube_element)
5824 if (tube_leave_directions[i][0] == -1) /* should not happen */
5828 if (!(tube_leave_directions[i][1] & move_direction))
5829 return MF_NO_ACTION; /* tube has no opening in this direction */
5832 element = Feld[x][y];
5838 case EL_INVISIBLE_SAND:
5839 case EL_INVISIBLE_SAND_ACTIVE:
5842 case EL_SP_BUGGY_BASE:
5843 case EL_SP_BUGGY_BASE_ACTIVATING:
5846 if (mode != DF_SNAP && element != EL_EMPTY)
5848 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5849 player->is_digging = TRUE;
5852 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5857 case EL_EMERALD_YELLOW:
5858 case EL_EMERALD_RED:
5859 case EL_EMERALD_PURPLE:
5861 case EL_SP_INFOTRON:
5866 if (mode != DF_SNAP)
5868 GfxElement[x][y] = element;
5869 player->is_collecting = TRUE;
5872 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5873 element == EL_PEARL ? 5 :
5874 element == EL_CRYSTAL ? 8 : 1);
5875 if (local_player->gems_still_needed < 0)
5876 local_player->gems_still_needed = 0;
5877 RaiseScoreElement(element);
5878 DrawText(DX_EMERALDS, DY_EMERALDS,
5879 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5880 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5885 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5886 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5890 Feld[x][y] = EL_EMPTY;
5891 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5899 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5901 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
5904 case EL_SHIELD_NORMAL:
5906 player->shield_normal_time_left += 10;
5907 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5910 case EL_SHIELD_DEADLY:
5912 player->shield_normal_time_left += 10;
5913 player->shield_deadly_time_left += 10;
5914 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5918 case EL_SP_DISK_RED:
5921 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5922 RaiseScoreElement(EL_DYNAMITE);
5923 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5925 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5928 case EL_DYNABOMB_INCREASE_NUMBER:
5930 player->dynabomb_count++;
5931 player->dynabombs_left++;
5932 RaiseScoreElement(EL_DYNAMITE);
5933 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5936 case EL_DYNABOMB_INCREASE_SIZE:
5938 player->dynabomb_size++;
5939 RaiseScoreElement(EL_DYNAMITE);
5940 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5943 case EL_DYNABOMB_INCREASE_POWER:
5945 player->dynabomb_xl = TRUE;
5946 RaiseScoreElement(EL_DYNAMITE);
5947 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5955 int key_nr = element - EL_KEY_1;
5956 int graphic = el2edimg(element);
5959 player->key[key_nr] = TRUE;
5960 RaiseScoreElement(element);
5961 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5963 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5965 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5974 int key_nr = element - EL_EM_KEY_1;
5975 int graphic = el2edimg(EL_KEY_1 + key_nr);
5978 player->key[key_nr] = TRUE;
5979 RaiseScoreElement(element);
5980 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5982 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5984 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5988 case EL_ROBOT_WHEEL:
5989 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5992 DrawLevelField(x, y);
5993 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5997 case EL_SP_TERMINAL:
6001 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6003 for (yy=0; yy<lev_fieldy; yy++)
6005 for (xx=0; xx<lev_fieldx; xx++)
6007 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6009 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6010 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6018 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6019 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6020 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6021 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6022 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6023 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6024 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6025 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6026 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6027 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6028 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6029 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6030 if (!player->Switching)
6032 player->Switching = TRUE;
6033 ToggleBeltSwitch(x, y);
6034 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6039 case EL_SWITCHGATE_SWITCH_UP:
6040 case EL_SWITCHGATE_SWITCH_DOWN:
6041 if (!player->Switching)
6043 player->Switching = TRUE;
6044 ToggleSwitchgateSwitch(x, y);
6045 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6050 case EL_LIGHT_SWITCH:
6051 case EL_LIGHT_SWITCH_ACTIVE:
6052 if (!player->Switching)
6054 player->Switching = TRUE;
6055 ToggleLightSwitch(x, y);
6056 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6057 SND_LIGHT_SWITCH_ACTIVATING :
6058 SND_LIGHT_SWITCH_DEACTIVATING);
6063 case EL_TIMEGATE_SWITCH:
6064 ActivateTimegateSwitch(x, y);
6065 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6070 case EL_BALLOON_SWITCH_LEFT:
6071 case EL_BALLOON_SWITCH_RIGHT:
6072 case EL_BALLOON_SWITCH_UP:
6073 case EL_BALLOON_SWITCH_DOWN:
6074 case EL_BALLOON_SWITCH_ANY:
6075 if (element == EL_BALLOON_SWITCH_ANY)
6076 game.balloon_dir = move_direction;
6078 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6079 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6080 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6081 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6083 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6088 /* the following elements cannot be pushed by "snapping" */
6091 case EL_DX_SUPABOMB:
6093 case EL_TIME_ORB_EMPTY:
6095 case EL_SP_DISK_ORANGE:
6097 if (mode == DF_SNAP)
6098 return MF_NO_ACTION;
6100 /* no "break" -- fall through to next case */
6102 /* the following elements can be pushed by "snapping" */
6105 return MF_NO_ACTION;
6107 player->Pushing = TRUE;
6110 if (element == EL_ROCK)
6111 printf("::: wanna push [%d] [%d]\n",
6112 FrameCounter, player->push_delay_value);
6115 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6116 return MF_NO_ACTION;
6118 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6119 return MF_NO_ACTION;
6121 if (player->push_delay == 0)
6122 player->push_delay = FrameCounter;
6124 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6126 element != EL_SPRING)
6127 return MF_NO_ACTION;
6129 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6130 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6131 element != EL_SPRING)
6132 return MF_NO_ACTION;
6135 if (mode == DF_SNAP)
6137 InitMovingField(x, y, move_direction);
6138 ContinueMoving(x, y);
6143 Feld[x + dx][y + dy] = element;
6146 if (element == EL_SPRING)
6148 Feld[x + dx][y + dy] = EL_SPRING;
6149 MovDir[x + dx][y + dy] = move_direction;
6152 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6154 DrawLevelField(x + dx, y + dy);
6155 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6162 if (!player->key[element - EL_GATE_1])
6163 return MF_NO_ACTION;
6166 case EL_GATE_1_GRAY:
6167 case EL_GATE_2_GRAY:
6168 case EL_GATE_3_GRAY:
6169 case EL_GATE_4_GRAY:
6170 if (!player->key[element - EL_GATE_1_GRAY])
6171 return MF_NO_ACTION;
6178 if (!player->key[element - EL_EM_GATE_1])
6179 return MF_NO_ACTION;
6180 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6181 return MF_NO_ACTION;
6183 /* automatically move to the next field with double speed */
6184 player->programmed_action = move_direction;
6185 DOUBLE_PLAYER_SPEED(player);
6187 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6190 case EL_EM_GATE_1_GRAY:
6191 case EL_EM_GATE_2_GRAY:
6192 case EL_EM_GATE_3_GRAY:
6193 case EL_EM_GATE_4_GRAY:
6194 if (!player->key[element - EL_EM_GATE_1_GRAY])
6195 return MF_NO_ACTION;
6196 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6197 return MF_NO_ACTION;
6199 /* automatically move to the next field with double speed */
6200 player->programmed_action = move_direction;
6201 DOUBLE_PLAYER_SPEED(player);
6204 PlaySoundLevelAction(x, y, ACTION_PASSING);
6206 PlaySoundLevel(x, y, SND_GATE_PASSING);
6210 case EL_SWITCHGATE_OPEN:
6211 case EL_TIMEGATE_OPEN:
6212 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6213 return MF_NO_ACTION;
6215 /* automatically move to the next field with double speed */
6216 player->programmed_action = move_direction;
6217 DOUBLE_PLAYER_SPEED(player);
6219 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6222 case EL_SP_PORT_LEFT:
6223 case EL_SP_PORT_RIGHT:
6225 case EL_SP_PORT_DOWN:
6226 case EL_SP_PORT_HORIZONTAL:
6227 case EL_SP_PORT_VERTICAL:
6228 case EL_SP_PORT_ANY:
6229 case EL_SP_GRAVITY_PORT_LEFT:
6230 case EL_SP_GRAVITY_PORT_RIGHT:
6231 case EL_SP_GRAVITY_PORT_UP:
6232 case EL_SP_GRAVITY_PORT_DOWN:
6234 element != EL_SP_PORT_LEFT &&
6235 element != EL_SP_GRAVITY_PORT_LEFT &&
6236 element != EL_SP_PORT_HORIZONTAL &&
6237 element != EL_SP_PORT_ANY) ||
6239 element != EL_SP_PORT_RIGHT &&
6240 element != EL_SP_GRAVITY_PORT_RIGHT &&
6241 element != EL_SP_PORT_HORIZONTAL &&
6242 element != EL_SP_PORT_ANY) ||
6244 element != EL_SP_PORT_UP &&
6245 element != EL_SP_GRAVITY_PORT_UP &&
6246 element != EL_SP_PORT_VERTICAL &&
6247 element != EL_SP_PORT_ANY) ||
6249 element != EL_SP_PORT_DOWN &&
6250 element != EL_SP_GRAVITY_PORT_DOWN &&
6251 element != EL_SP_PORT_VERTICAL &&
6252 element != EL_SP_PORT_ANY) ||
6253 !IN_LEV_FIELD(x + dx, y + dy) ||
6254 !IS_FREE(x + dx, y + dy))
6255 return MF_NO_ACTION;
6257 /* automatically move to the next field with double speed */
6258 player->programmed_action = move_direction;
6259 DOUBLE_PLAYER_SPEED(player);
6261 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6265 case EL_TUBE_VERTICAL:
6266 case EL_TUBE_HORIZONTAL:
6267 case EL_TUBE_VERTICAL_LEFT:
6268 case EL_TUBE_VERTICAL_RIGHT:
6269 case EL_TUBE_HORIZONTAL_UP:
6270 case EL_TUBE_HORIZONTAL_DOWN:
6271 case EL_TUBE_LEFT_UP:
6272 case EL_TUBE_LEFT_DOWN:
6273 case EL_TUBE_RIGHT_UP:
6274 case EL_TUBE_RIGHT_DOWN:
6277 int tube_enter_directions[][2] =
6279 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6280 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6281 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6282 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6283 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6284 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6285 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6286 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6287 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6288 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6289 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6290 { -1, MV_NO_MOVING }
6293 while (tube_enter_directions[i][0] != element)
6296 if (tube_enter_directions[i][0] == -1) /* should not happen */
6300 if (!(tube_enter_directions[i][1] & move_direction))
6301 return MF_NO_ACTION; /* tube has no opening in this direction */
6303 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6307 case EL_EXIT_CLOSED:
6308 case EL_SP_EXIT_CLOSED:
6309 case EL_EXIT_OPENING:
6310 return MF_NO_ACTION;
6314 case EL_SP_EXIT_OPEN:
6315 if (mode == DF_SNAP)
6316 return MF_NO_ACTION;
6318 if (element == EL_EXIT_OPEN)
6319 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6321 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6326 Feld[x][y] = EL_LAMP_ACTIVE;
6327 local_player->lights_still_needed--;
6328 DrawLevelField(x, y);
6329 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6333 case EL_TIME_ORB_FULL:
6334 Feld[x][y] = EL_TIME_ORB_EMPTY;
6336 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6337 DrawLevelField(x, y);
6338 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6342 case EL_SOKOBAN_FIELD_EMPTY:
6345 case EL_SOKOBAN_OBJECT:
6346 case EL_SOKOBAN_FIELD_FULL:
6348 case EL_SP_DISK_YELLOW:
6350 if (mode == DF_SNAP)
6351 return MF_NO_ACTION;
6353 player->Pushing = TRUE;
6355 if (!IN_LEV_FIELD(x+dx, y+dy)
6356 || (!IS_FREE(x+dx, y+dy)
6357 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6358 || !IS_SB_ELEMENT(element))))
6359 return MF_NO_ACTION;
6361 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6362 return MF_NO_ACTION;
6364 if (player->push_delay == 0)
6365 player->push_delay = FrameCounter;
6367 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6368 !tape.playing && element != EL_BALLOON)
6369 return MF_NO_ACTION;
6371 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6372 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6373 element != EL_BALLOON)
6374 return MF_NO_ACTION;
6377 if (IS_SB_ELEMENT(element))
6379 if (element == EL_SOKOBAN_FIELD_FULL)
6381 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6382 local_player->sokobanfields_still_needed++;
6387 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6389 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6390 local_player->sokobanfields_still_needed--;
6391 if (element == EL_SOKOBAN_OBJECT)
6393 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6395 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6399 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6401 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6406 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6407 if (element == EL_SOKOBAN_FIELD_FULL)
6409 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6411 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6415 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6417 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6424 Feld[x+dx][y+dy] = element;
6425 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6428 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6430 DrawLevelField(x, y);
6431 DrawLevelField(x + dx, y + dy);
6433 if (IS_SB_ELEMENT(element) &&
6434 local_player->sokobanfields_still_needed == 0 &&
6435 game.emulation == EMU_SOKOBAN)
6437 player->LevelSolved = player->GameOver = TRUE;
6438 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6449 if (IS_PUSHABLE(element))
6451 if (mode == DF_SNAP)
6452 return MF_NO_ACTION;
6454 if (CAN_FALL(element) && dy)
6455 return MF_NO_ACTION;
6457 player->Pushing = TRUE;
6459 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6460 return MF_NO_ACTION;
6462 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6463 return MF_NO_ACTION;
6465 if (player->push_delay == 0)
6466 player->push_delay = FrameCounter;
6468 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6469 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6470 return MF_NO_ACTION;
6473 Feld[x + dx][y + dy] = element;
6475 player->push_delay_value = 2 + RND(8);
6477 DrawLevelField(x + dx, y + dy);
6478 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6483 return MF_NO_ACTION;
6486 player->push_delay = 0;
6488 if (Feld[x][y] != element) /* really digged/collected something */
6489 player->is_collecting = !player->is_digging;
6494 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6496 int jx = player->jx, jy = player->jy;
6497 int x = jx + dx, y = jy + dy;
6499 if (!player->active || !IN_LEV_FIELD(x, y))
6507 if (player->MovPos == 0)
6508 player->Pushing = FALSE;
6510 player->snapped = FALSE;
6512 if (player->MovPos == 0)
6514 player->is_digging = FALSE;
6515 player->is_collecting = FALSE;
6521 if (player->snapped)
6524 player->MovDir = (dx < 0 ? MV_LEFT :
6527 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6529 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6532 player->snapped = TRUE;
6533 player->is_digging = FALSE;
6534 player->is_collecting = FALSE;
6536 DrawLevelField(x, y);
6542 boolean PlaceBomb(struct PlayerInfo *player)
6544 int jx = player->jx, jy = player->jy;
6547 if (!player->active || player->MovPos)
6550 element = Feld[jx][jy];
6552 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6553 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6557 if (element != EL_EMPTY)
6561 if (element != EL_EMPTY)
6564 Store[jx][jy] = element;
6566 Back[jx][jy] = element;
6570 MovDelay[jx][jy] = 96;
6572 ResetGfxAnimation(jx, jy);
6573 ResetRandomAnimationValue(jx, jy);
6575 if (player->dynamite)
6577 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6578 EL_DYNAMITE_ACTIVE);
6581 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6583 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6586 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6588 if (game.emulation == EMU_SUPAPLEX)
6589 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6591 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6595 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6600 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6601 player->dynabombs_left--;
6603 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6604 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6606 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6612 /* ------------------------------------------------------------------------- */
6613 /* game sound playing functions */
6614 /* ------------------------------------------------------------------------- */
6616 static int *loop_sound_frame = NULL;
6617 static int *loop_sound_volume = NULL;
6619 void InitPlaySoundLevel()
6621 int num_sounds = getSoundListSize();
6623 if (loop_sound_frame != NULL)
6624 free(loop_sound_frame);
6626 if (loop_sound_volume != NULL)
6627 free(loop_sound_volume);
6629 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6630 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6633 static void PlaySoundLevel(int x, int y, int nr)
6635 int sx = SCREENX(x), sy = SCREENY(y);
6636 int volume, stereo_position;
6637 int max_distance = 8;
6638 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6640 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6641 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6644 if (!IN_LEV_FIELD(x, y) ||
6645 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6646 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6649 volume = SOUND_MAX_VOLUME;
6651 if (!IN_SCR_FIELD(sx, sy))
6653 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6654 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6656 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6659 stereo_position = (SOUND_MAX_LEFT +
6660 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6661 (SCR_FIELDX + 2 * max_distance));
6663 if (IS_LOOP_SOUND(nr))
6665 /* This assures that quieter loop sounds do not overwrite louder ones,
6666 while restarting sound volume comparison with each new game frame. */
6668 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6671 loop_sound_volume[nr] = volume;
6672 loop_sound_frame[nr] = FrameCounter;
6675 PlaySoundExt(nr, volume, stereo_position, type);
6678 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6680 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6681 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6682 y < LEVELY(BY1) ? LEVELY(BY1) :
6683 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6687 static void PlaySoundLevelAction(int x, int y, int action)
6689 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6692 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6694 int sound_effect = element_info[element].sound[action];
6696 if (sound_effect != SND_UNDEFINED)
6697 PlaySoundLevel(x, y, sound_effect);
6700 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6702 int sound_effect = element_info[Feld[x][y]].sound[action];
6704 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6705 PlaySoundLevel(x, y, sound_effect);
6708 static void StopSoundLevelActionIfLoop(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 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6716 void RaiseScore(int value)
6718 local_player->score += value;
6719 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6722 void RaiseScoreElement(int element)
6728 case EL_EMERALD_YELLOW:
6729 case EL_EMERALD_RED:
6730 case EL_EMERALD_PURPLE:
6731 RaiseScore(level.score[SC_EMERALD]);
6734 RaiseScore(level.score[SC_DIAMOND]);
6737 case EL_BD_BUTTERFLY:
6738 RaiseScore(level.score[SC_BUG]);
6742 RaiseScore(level.score[SC_SPACESHIP]);
6745 case EL_DARK_YAMYAM:
6746 RaiseScore(level.score[SC_YAMYAM]);
6749 RaiseScore(level.score[SC_ROBOT]);
6752 RaiseScore(level.score[SC_PACMAN]);
6755 RaiseScore(level.score[SC_NUT]);
6758 RaiseScore(level.score[SC_DYNAMITE]);
6764 RaiseScore(level.score[SC_KEY]);
6771 void RequestQuitGame(boolean ask_if_really_quit)
6773 if (AllPlayersGone ||
6774 !ask_if_really_quit ||
6775 level_editor_test_game ||
6776 Request("Do you really want to quit the game ?",
6777 REQ_ASK | REQ_STAY_CLOSED))
6779 #if defined(PLATFORM_UNIX)
6780 if (options.network)
6781 SendToServer_StopPlaying();
6785 game_status = GAME_MODE_MAIN;
6791 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6796 /* ---------- new game button stuff ---------------------------------------- */
6798 /* graphic position values for game buttons */
6799 #define GAME_BUTTON_XSIZE 30
6800 #define GAME_BUTTON_YSIZE 30
6801 #define GAME_BUTTON_XPOS 5
6802 #define GAME_BUTTON_YPOS 215
6803 #define SOUND_BUTTON_XPOS 5
6804 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6806 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6807 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6808 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6809 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6810 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6811 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6818 } gamebutton_info[NUM_GAME_BUTTONS] =
6821 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6826 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6831 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6836 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6837 SOUND_CTRL_ID_MUSIC,
6838 "background music on/off"
6841 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6842 SOUND_CTRL_ID_LOOPS,
6843 "sound loops on/off"
6846 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6847 SOUND_CTRL_ID_SIMPLE,
6848 "normal sounds on/off"
6852 void CreateGameButtons()
6856 for (i=0; i<NUM_GAME_BUTTONS; i++)
6858 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6859 struct GadgetInfo *gi;
6862 unsigned long event_mask;
6863 int gd_xoffset, gd_yoffset;
6864 int gd_x1, gd_x2, gd_y1, gd_y2;
6867 gd_xoffset = gamebutton_info[i].x;
6868 gd_yoffset = gamebutton_info[i].y;
6869 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6870 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6872 if (id == GAME_CTRL_ID_STOP ||
6873 id == GAME_CTRL_ID_PAUSE ||
6874 id == GAME_CTRL_ID_PLAY)
6876 button_type = GD_TYPE_NORMAL_BUTTON;
6878 event_mask = GD_EVENT_RELEASED;
6879 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6880 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6884 button_type = GD_TYPE_CHECK_BUTTON;
6886 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6887 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6888 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6889 event_mask = GD_EVENT_PRESSED;
6890 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6891 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6894 gi = CreateGadget(GDI_CUSTOM_ID, id,
6895 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6896 GDI_X, DX + gd_xoffset,
6897 GDI_Y, DY + gd_yoffset,
6898 GDI_WIDTH, GAME_BUTTON_XSIZE,
6899 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6900 GDI_TYPE, button_type,
6901 GDI_STATE, GD_BUTTON_UNPRESSED,
6902 GDI_CHECKED, checked,
6903 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6904 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6905 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6906 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6907 GDI_EVENT_MASK, event_mask,
6908 GDI_CALLBACK_ACTION, HandleGameButtons,
6912 Error(ERR_EXIT, "cannot create gadget");
6914 game_gadget[id] = gi;
6918 void FreeGameButtons()
6922 for (i=0; i<NUM_GAME_BUTTONS; i++)
6923 FreeGadget(game_gadget[i]);
6926 static void MapGameButtons()
6930 for (i=0; i<NUM_GAME_BUTTONS; i++)
6931 MapGadget(game_gadget[i]);
6934 void UnmapGameButtons()
6938 for (i=0; i<NUM_GAME_BUTTONS; i++)
6939 UnmapGadget(game_gadget[i]);
6942 static void HandleGameButtons(struct GadgetInfo *gi)
6944 int id = gi->custom_id;
6946 if (game_status != GAME_MODE_PLAYING)
6951 case GAME_CTRL_ID_STOP:
6952 RequestQuitGame(TRUE);
6955 case GAME_CTRL_ID_PAUSE:
6956 if (options.network)
6958 #if defined(PLATFORM_UNIX)
6960 SendToServer_ContinuePlaying();
6962 SendToServer_PausePlaying();
6966 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6969 case GAME_CTRL_ID_PLAY:
6972 #if defined(PLATFORM_UNIX)
6973 if (options.network)
6974 SendToServer_ContinuePlaying();
6978 tape.pausing = FALSE;
6979 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6984 case SOUND_CTRL_ID_MUSIC:
6985 if (setup.sound_music)
6987 setup.sound_music = FALSE;
6990 else if (audio.music_available)
6992 setup.sound = setup.sound_music = TRUE;
6993 PlayMusic(level_nr);
6997 case SOUND_CTRL_ID_LOOPS:
6998 if (setup.sound_loops)
6999 setup.sound_loops = FALSE;
7000 else if (audio.loops_available)
7001 setup.sound = setup.sound_loops = TRUE;
7004 case SOUND_CTRL_ID_SIMPLE:
7005 if (setup.sound_simple)
7006 setup.sound_simple = FALSE;
7007 else if (audio.sound_available)
7008 setup.sound = setup.sound_simple = TRUE;