1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
116 static void PlaySoundLevelActionIfLoop(int, int, int);
117 static void StopSoundLevelActionIfLoop(int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
182 EL_SWITCHGATE_OPENING,
190 EL_SWITCHGATE_CLOSING,
191 EL_SWITCHGATE_CLOSED,
223 EL_ACID_SPLASH_RIGHT,
232 EL_SP_BUGGY_BASE_ACTIVATING,
239 EL_SP_BUGGY_BASE_ACTIVATING,
240 EL_SP_BUGGY_BASE_ACTIVE,
247 EL_SP_BUGGY_BASE_ACTIVE,
271 EL_ROBOT_WHEEL_ACTIVE,
279 EL_TIMEGATE_SWITCH_ACTIVE,
297 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
299 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
302 void GetPlayerConfig()
304 if (!audio.sound_available)
307 if (!audio.loops_available)
308 setup.sound_loops = FALSE;
310 if (!audio.music_available)
311 setup.sound_music = FALSE;
313 if (!video.fullscreen_available)
314 setup.fullscreen = FALSE;
316 setup.sound_simple = setup.sound;
318 SetAudioMode(setup.sound);
322 static int getBeltNrFromBeltElement(int element)
324 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
325 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
326 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
329 static int getBeltNrFromBeltActiveElement(int element)
331 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
332 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
333 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
336 static int getBeltNrFromBeltSwitchElement(int element)
338 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
339 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
340 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
343 static int getBeltDirNrFromBeltSwitchElement(int element)
345 static int belt_base_element[4] =
347 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
348 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
349 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
350 EL_CONVEYOR_BELT_4_SWITCH_LEFT
353 int belt_nr = getBeltNrFromBeltSwitchElement(element);
354 int belt_dir_nr = element - belt_base_element[belt_nr];
356 return (belt_dir_nr % 3);
359 static int getBeltDirFromBeltSwitchElement(int element)
361 static int belt_move_dir[3] =
368 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
370 return belt_move_dir[belt_dir_nr];
373 static void InitField(int x, int y, boolean init_game)
380 if (stored_player[0].present)
382 Feld[x][y] = EL_SP_MURPHY_CLONE;
387 stored_player[0].use_murphy_graphic = TRUE;
390 Feld[x][y] = EL_PLAYER_1;
399 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
400 int jx = player->jx, jy = player->jy;
402 player->present = TRUE;
404 if (!options.network || player->connected)
406 player->active = TRUE;
408 /* remove potentially duplicate players */
409 if (StorePlayer[jx][jy] == Feld[x][y])
410 StorePlayer[jx][jy] = 0;
412 StorePlayer[x][y] = Feld[x][y];
416 printf("Player %d activated.\n", player->element_nr);
417 printf("[Local player is %d and currently %s.]\n",
418 local_player->element_nr,
419 local_player->active ? "active" : "not active");
423 Feld[x][y] = EL_EMPTY;
424 player->jx = player->last_jx = x;
425 player->jy = player->last_jy = y;
430 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
431 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
432 else if (x > 0 && Feld[x-1][y] == EL_ACID)
433 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
434 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
435 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
436 else if (y > 0 && Feld[x][y-1] == EL_ACID)
437 Feld[x][y] = EL_ACID_POOL_BOTTOM;
438 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
439 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
447 case EL_SPACESHIP_RIGHT:
448 case EL_SPACESHIP_UP:
449 case EL_SPACESHIP_LEFT:
450 case EL_SPACESHIP_DOWN:
452 case EL_BD_BUTTERFLY_RIGHT:
453 case EL_BD_BUTTERFLY_UP:
454 case EL_BD_BUTTERFLY_LEFT:
455 case EL_BD_BUTTERFLY_DOWN:
456 case EL_BD_BUTTERFLY:
457 case EL_BD_FIREFLY_RIGHT:
458 case EL_BD_FIREFLY_UP:
459 case EL_BD_FIREFLY_LEFT:
460 case EL_BD_FIREFLY_DOWN:
462 case EL_PACMAN_RIGHT:
486 if (y == lev_fieldy - 1)
488 Feld[x][y] = EL_AMOEBA_GROWING;
489 Store[x][y] = EL_AMOEBA_WET;
493 case EL_DYNAMITE_ACTIVE:
498 local_player->lights_still_needed++;
501 case EL_SOKOBAN_FIELD_EMPTY:
502 local_player->sokobanfields_still_needed++;
506 local_player->friends_still_needed++;
511 MovDir[x][y] = 1 << RND(4);
515 Feld[x][y] = EL_EMPTY;
518 case EL_EM_KEY_1_FILE:
519 Feld[x][y] = EL_EM_KEY_1;
521 case EL_EM_KEY_2_FILE:
522 Feld[x][y] = EL_EM_KEY_2;
524 case EL_EM_KEY_3_FILE:
525 Feld[x][y] = EL_EM_KEY_3;
527 case EL_EM_KEY_4_FILE:
528 Feld[x][y] = EL_EM_KEY_4;
531 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
532 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
533 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
534 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
535 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
536 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
537 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
538 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
539 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
540 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
541 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
542 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
545 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
546 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
547 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
549 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
551 game.belt_dir[belt_nr] = belt_dir;
552 game.belt_dir_nr[belt_nr] = belt_dir_nr;
554 else /* more than one switch -- set it like the first switch */
556 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
561 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
563 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
566 case EL_LIGHT_SWITCH_ACTIVE:
568 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
576 void DrawGameDoorValues()
580 for (i=0; i<MAX_PLAYERS; i++)
582 if (stored_player[i].key[j])
583 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
584 el2edimg(EL_KEY_1 + j));
586 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
587 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
588 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
589 int2str(local_player->dynamite, 3), FONT_TEXT_2);
590 DrawText(DX + XX_SCORE, DY + YY_SCORE,
591 int2str(local_player->score, 5), FONT_TEXT_2);
592 DrawText(DX + XX_TIME, DY + YY_TIME,
593 int2str(TimeLeft, 3), FONT_TEXT_2);
598 =============================================================================
600 -----------------------------------------------------------------------------
601 initialize game engine due to level / tape version number
602 =============================================================================
605 static void InitGameEngine()
609 /* set game engine from tape file when re-playing, else from level file */
610 game.engine_version = (tape.playing ? tape.engine_version :
613 /* dynamically adjust element properties according to game engine version */
614 InitElementPropertiesEngine(game.engine_version);
617 printf("level %d: level version == %06d\n", level_nr, level.game_version);
618 printf(" tape version == %06d [%s] [file: %06d]\n",
619 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
621 printf(" => game.engine_version == %06d\n", game.engine_version);
624 /* dynamically adjust player properties according to game engine version */
625 game.initial_move_delay =
626 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
627 INITIAL_MOVE_DELAY_OFF);
629 /* dynamically adjust player properties according to level information */
630 game.initial_move_delay_value =
631 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
634 /* dynamically adjust element properties according to game engine version */
636 static int ep_em_slippery_wall[] =
641 EL_EXPANDABLE_WALL_HORIZONTAL,
642 EL_EXPANDABLE_WALL_VERTICAL,
643 EL_EXPANDABLE_WALL_ANY
645 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
647 /* special EM style gems behaviour */
648 for (i=0; i<ep_em_slippery_wall_num; i++)
649 SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
650 level.em_slippery_gems);
652 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
653 SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
654 (level.em_slippery_gems &&
655 game.engine_version > VERSION_IDENT(2,0,1)));
659 /* initialize changing elements information */
660 for (i=0; i<MAX_NUM_ELEMENTS; i++)
662 changing_element[i].base_element = EL_UNDEFINED;
663 changing_element[i].next_element = EL_UNDEFINED;
664 changing_element[i].change_delay = -1;
665 changing_element[i].pre_change_function = NULL;
666 changing_element[i].change_function = NULL;
667 changing_element[i].post_change_function = NULL;
670 /* add changing elements from pre-defined list */
672 while (changing_element_list[i].base_element != EL_UNDEFINED)
674 struct ChangingElementInfo *ce = &changing_element_list[i];
675 int element = ce->base_element;
677 changing_element[element].base_element = ce->base_element;
678 changing_element[element].next_element = ce->next_element;
679 changing_element[element].change_delay = ce->change_delay;
680 changing_element[element].pre_change_function = ce->pre_change_function;
681 changing_element[element].change_function = ce->change_function;
682 changing_element[element].post_change_function = ce->post_change_function;
687 /* add changing elements from custom element configuration */
688 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
690 struct CustomElementChangeInfo *change = &level.custom_element[i].change;
691 int element = EL_CUSTOM_START + i;
693 /* only add custom elements that change after fixed/random frame delay */
694 if (!IS_CHANGEABLE(element) ||
695 (!HAS_CHANGE_EVENT(element, CE_DELAY_FIXED) &&
696 !HAS_CHANGE_EVENT(element, CE_DELAY_RANDOM)))
699 changing_element[element].base_element = element;
700 changing_element[element].next_element = change->successor;
701 changing_element[element].change_delay = 0;
703 if (HAS_CHANGE_EVENT(element, CE_DELAY_FIXED))
704 changing_element[element].change_delay +=
705 change->delay_fixed * change->delay_frames;
707 if (HAS_CHANGE_EVENT(element, CE_DELAY_RANDOM));
708 /* random frame delay added at runtime for each element individually */
714 =============================================================================
716 -----------------------------------------------------------------------------
717 initialize and start new game
718 =============================================================================
723 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
724 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
725 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
732 #if USE_NEW_AMOEBA_CODE
733 printf("Using new amoeba code.\n");
735 printf("Using old amoeba code.\n");
740 /* don't play tapes over network */
741 network_playing = (options.network && !tape.playing);
743 for (i=0; i<MAX_PLAYERS; i++)
745 struct PlayerInfo *player = &stored_player[i];
747 player->index_nr = i;
748 player->element_nr = EL_PLAYER_1 + i;
750 player->present = FALSE;
751 player->active = FALSE;
754 player->effective_action = 0;
755 player->programmed_action = 0;
758 player->gems_still_needed = level.gems_needed;
759 player->sokobanfields_still_needed = 0;
760 player->lights_still_needed = 0;
761 player->friends_still_needed = 0;
764 player->key[j] = FALSE;
766 player->dynamite = 0;
767 player->dynabomb_count = 0;
768 player->dynabomb_size = 1;
769 player->dynabombs_left = 0;
770 player->dynabomb_xl = FALSE;
772 player->MovDir = MV_NO_MOVING;
774 player->Pushing = FALSE;
775 player->Switching = FALSE;
777 player->GfxDir = MV_NO_MOVING;
778 player->GfxAction = ACTION_DEFAULT;
780 player->StepFrame = 0;
782 player->use_murphy_graphic = FALSE;
783 player->use_disk_red_graphic = FALSE;
785 player->actual_frame_counter = 0;
787 player->last_move_dir = MV_NO_MOVING;
788 player->is_moving = FALSE;
790 player->is_moving = FALSE;
791 player->is_waiting = FALSE;
792 player->is_digging = FALSE;
793 player->is_collecting = FALSE;
795 player->move_delay = game.initial_move_delay;
796 player->move_delay_value = game.initial_move_delay_value;
798 player->push_delay = 0;
799 player->push_delay_value = 5;
801 player->snapped = FALSE;
803 player->last_jx = player->last_jy = 0;
804 player->jx = player->jy = 0;
806 player->shield_normal_time_left = 0;
807 player->shield_deadly_time_left = 0;
809 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
810 SnapField(player, 0, 0);
812 player->LevelSolved = FALSE;
813 player->GameOver = FALSE;
816 network_player_action_received = FALSE;
818 #if defined(PLATFORM_UNIX)
819 /* initial null action */
821 SendToServer_MovePlayer(MV_NO_MOVING);
829 TimeLeft = level.time;
831 ScreenMovDir = MV_NO_MOVING;
835 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
837 AllPlayersGone = FALSE;
839 game.yamyam_content_nr = 0;
840 game.magic_wall_active = FALSE;
841 game.magic_wall_time_left = 0;
842 game.light_time_left = 0;
843 game.timegate_time_left = 0;
844 game.switchgate_pos = 0;
845 game.balloon_dir = MV_NO_MOVING;
846 game.explosions_delayed = TRUE;
850 game.belt_dir[i] = MV_NO_MOVING;
851 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
854 for (i=0; i<MAX_NUM_AMOEBA; i++)
855 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
857 for (x=0; x<lev_fieldx; x++)
859 for (y=0; y<lev_fieldy; y++)
861 Feld[x][y] = Ur[x][y];
862 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
863 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
865 JustStopped[x][y] = 0;
867 ExplodePhase[x][y] = 0;
868 ExplodeField[x][y] = EX_NO_EXPLOSION;
871 GfxAction[x][y] = ACTION_DEFAULT;
872 GfxRandom[x][y] = INIT_GFX_RANDOM();
873 GfxElement[x][y] = EL_UNDEFINED;
877 for(y=0; y<lev_fieldy; y++)
879 for(x=0; x<lev_fieldx; x++)
881 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
883 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
885 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
888 InitField(x, y, TRUE);
894 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
895 emulate_sb ? EMU_SOKOBAN :
896 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
898 /* correct non-moving belts to start moving left */
900 if (game.belt_dir[i] == MV_NO_MOVING)
901 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
903 /* check if any connected player was not found in playfield */
904 for (i=0; i<MAX_PLAYERS; i++)
906 struct PlayerInfo *player = &stored_player[i];
908 if (player->connected && !player->present)
910 for (j=0; j<MAX_PLAYERS; j++)
912 struct PlayerInfo *some_player = &stored_player[j];
913 int jx = some_player->jx, jy = some_player->jy;
915 /* assign first free player found that is present in the playfield */
916 if (some_player->present && !some_player->connected)
918 player->present = TRUE;
919 player->active = TRUE;
920 some_player->present = FALSE;
922 StorePlayer[jx][jy] = player->element_nr;
923 player->jx = player->last_jx = jx;
924 player->jy = player->last_jy = jy;
934 /* when playing a tape, eliminate all players who do not participate */
936 for (i=0; i<MAX_PLAYERS; i++)
938 if (stored_player[i].active && !tape.player_participates[i])
940 struct PlayerInfo *player = &stored_player[i];
941 int jx = player->jx, jy = player->jy;
943 player->active = FALSE;
944 StorePlayer[jx][jy] = 0;
945 Feld[jx][jy] = EL_EMPTY;
949 else if (!options.network && !setup.team_mode) /* && !tape.playing */
951 /* when in single player mode, eliminate all but the first active player */
953 for (i=0; i<MAX_PLAYERS; i++)
955 if (stored_player[i].active)
957 for (j=i+1; j<MAX_PLAYERS; j++)
959 if (stored_player[j].active)
961 struct PlayerInfo *player = &stored_player[j];
962 int jx = player->jx, jy = player->jy;
964 player->active = FALSE;
965 StorePlayer[jx][jy] = 0;
966 Feld[jx][jy] = EL_EMPTY;
973 /* when recording the game, store which players take part in the game */
976 for (i=0; i<MAX_PLAYERS; i++)
977 if (stored_player[i].active)
978 tape.player_participates[i] = TRUE;
983 for (i=0; i<MAX_PLAYERS; i++)
985 struct PlayerInfo *player = &stored_player[i];
987 printf("Player %d: present == %d, connected == %d, active == %d.\n",
992 if (local_player == player)
993 printf("Player %d is local player.\n", i+1);
997 if (BorderElement == EL_EMPTY)
1000 SBX_Right = lev_fieldx - SCR_FIELDX;
1002 SBY_Lower = lev_fieldy - SCR_FIELDY;
1007 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1009 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1012 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1013 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1015 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1016 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1018 scroll_x = SBX_Left;
1019 scroll_y = SBY_Upper;
1020 if (local_player->jx >= SBX_Left + MIDPOSX)
1021 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1022 local_player->jx - MIDPOSX :
1024 if (local_player->jy >= SBY_Upper + MIDPOSY)
1025 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1026 local_player->jy - MIDPOSY :
1029 CloseDoor(DOOR_CLOSE_1);
1034 /* after drawing the level, correct some elements */
1035 if (game.timegate_time_left == 0)
1036 CloseAllOpenTimegates();
1038 if (setup.soft_scrolling)
1039 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1041 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1044 /* copy default game door content to main double buffer */
1045 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1046 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1049 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1052 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1053 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1054 BlitBitmap(drawto, drawto,
1055 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1056 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1057 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1058 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1061 DrawGameDoorValues();
1065 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1066 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1067 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1071 /* copy actual game door content to door double buffer for OpenDoor() */
1072 BlitBitmap(drawto, bitmap_db_door,
1073 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1075 OpenDoor(DOOR_OPEN_ALL);
1077 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1078 if (setup.sound_music)
1079 PlayMusic(level_nr);
1081 KeyboardAutoRepeatOffUnlessAutoplay();
1086 printf("Player %d %sactive.\n",
1087 i + 1, (stored_player[i].active ? "" : "not "));
1091 void InitMovDir(int x, int y)
1093 int i, element = Feld[x][y];
1094 static int xy[4][2] =
1101 static int direction[3][4] =
1103 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1104 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1105 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1114 Feld[x][y] = EL_BUG;
1115 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1118 case EL_SPACESHIP_RIGHT:
1119 case EL_SPACESHIP_UP:
1120 case EL_SPACESHIP_LEFT:
1121 case EL_SPACESHIP_DOWN:
1122 Feld[x][y] = EL_SPACESHIP;
1123 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1126 case EL_BD_BUTTERFLY_RIGHT:
1127 case EL_BD_BUTTERFLY_UP:
1128 case EL_BD_BUTTERFLY_LEFT:
1129 case EL_BD_BUTTERFLY_DOWN:
1130 Feld[x][y] = EL_BD_BUTTERFLY;
1131 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1134 case EL_BD_FIREFLY_RIGHT:
1135 case EL_BD_FIREFLY_UP:
1136 case EL_BD_FIREFLY_LEFT:
1137 case EL_BD_FIREFLY_DOWN:
1138 Feld[x][y] = EL_BD_FIREFLY;
1139 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1142 case EL_PACMAN_RIGHT:
1144 case EL_PACMAN_LEFT:
1145 case EL_PACMAN_DOWN:
1146 Feld[x][y] = EL_PACMAN;
1147 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1150 case EL_SP_SNIKSNAK:
1151 MovDir[x][y] = MV_UP;
1154 case EL_SP_ELECTRON:
1155 MovDir[x][y] = MV_LEFT;
1162 Feld[x][y] = EL_MOLE;
1163 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1167 MovDir[x][y] = 1 << RND(4);
1168 if (element != EL_BUG &&
1169 element != EL_SPACESHIP &&
1170 element != EL_BD_BUTTERFLY &&
1171 element != EL_BD_FIREFLY)
1176 int x1 = x + xy[i][0];
1177 int y1 = y + xy[i][1];
1179 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1181 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1183 MovDir[x][y] = direction[0][i];
1186 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1187 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1189 MovDir[x][y] = direction[1][i];
1198 void InitAmoebaNr(int x, int y)
1201 int group_nr = AmoebeNachbarNr(x, y);
1205 for (i=1; i<MAX_NUM_AMOEBA; i++)
1207 if (AmoebaCnt[i] == 0)
1215 AmoebaNr[x][y] = group_nr;
1216 AmoebaCnt[group_nr]++;
1217 AmoebaCnt2[group_nr]++;
1223 boolean raise_level = FALSE;
1225 if (local_player->MovPos)
1228 if (tape.playing && tape.auto_play)
1229 tape.auto_play_level_solved = TRUE;
1231 local_player->LevelSolved = FALSE;
1233 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1237 if (!tape.playing && setup.sound_loops)
1238 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1239 SND_CTRL_PLAY_LOOP);
1241 while (TimeLeft > 0)
1243 if (!tape.playing && !setup.sound_loops)
1244 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1245 if (TimeLeft > 0 && !(TimeLeft % 10))
1246 RaiseScore(level.score[SC_TIME_BONUS]);
1247 if (TimeLeft > 100 && !(TimeLeft % 10))
1251 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1258 if (!tape.playing && setup.sound_loops)
1259 StopSound(SND_GAME_LEVELTIME_BONUS);
1261 else if (level.time == 0) /* level without time limit */
1263 if (!tape.playing && setup.sound_loops)
1264 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1265 SND_CTRL_PLAY_LOOP);
1267 while (TimePlayed < 999)
1269 if (!tape.playing && !setup.sound_loops)
1270 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1271 if (TimePlayed < 999 && !(TimePlayed % 10))
1272 RaiseScore(level.score[SC_TIME_BONUS]);
1273 if (TimePlayed < 900 && !(TimePlayed % 10))
1277 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1284 if (!tape.playing && setup.sound_loops)
1285 StopSound(SND_GAME_LEVELTIME_BONUS);
1288 /* Hero disappears */
1289 DrawLevelField(ExitX, ExitY);
1295 CloseDoor(DOOR_CLOSE_1);
1300 SaveTape(tape.level_nr); /* Ask to save tape */
1303 if (level_nr == leveldir_current->handicap_level)
1305 leveldir_current->handicap_level++;
1306 SaveLevelSetup_SeriesInfo();
1309 if (level_editor_test_game)
1310 local_player->score = -1; /* no highscore when playing from editor */
1311 else if (level_nr < leveldir_current->last_level)
1312 raise_level = TRUE; /* advance to next level */
1314 if ((hi_pos = NewHiScore()) >= 0)
1316 game_status = GAME_MODE_SCORES;
1317 DrawHallOfFame(hi_pos);
1326 game_status = GAME_MODE_MAIN;
1343 LoadScore(level_nr);
1345 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1346 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1349 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1351 if (local_player->score > highscore[k].Score)
1353 /* player has made it to the hall of fame */
1355 if (k < MAX_SCORE_ENTRIES - 1)
1357 int m = MAX_SCORE_ENTRIES - 1;
1360 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1361 if (!strcmp(setup.player_name, highscore[l].Name))
1363 if (m == k) /* player's new highscore overwrites his old one */
1369 strcpy(highscore[l].Name, highscore[l - 1].Name);
1370 highscore[l].Score = highscore[l - 1].Score;
1377 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1378 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1379 highscore[k].Score = local_player->score;
1385 else if (!strncmp(setup.player_name, highscore[k].Name,
1386 MAX_PLAYER_NAME_LEN))
1387 break; /* player already there with a higher score */
1393 SaveScore(level_nr);
1398 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1400 if (player->GfxAction != action || player->GfxDir != dir)
1403 printf("Player frame reset! (%d => %d, %d => %d)\n",
1404 player->GfxAction, action, player->GfxDir, dir);
1407 player->GfxAction = action;
1408 player->GfxDir = dir;
1410 player->StepFrame = 0;
1414 static void ResetRandomAnimationValue(int x, int y)
1416 GfxRandom[x][y] = INIT_GFX_RANDOM();
1419 static void ResetGfxAnimation(int x, int y)
1422 GfxAction[x][y] = ACTION_DEFAULT;
1425 void InitMovingField(int x, int y, int direction)
1427 int element = Feld[x][y];
1428 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1429 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1431 if (!JustStopped[x][y] || direction != MovDir[x][y])
1432 ResetGfxAnimation(x, y);
1434 MovDir[newx][newy] = MovDir[x][y] = direction;
1436 if (Feld[newx][newy] == EL_EMPTY)
1437 Feld[newx][newy] = EL_BLOCKED;
1439 if (direction == MV_DOWN && CAN_FALL(element))
1440 GfxAction[x][y] = ACTION_FALLING;
1442 GfxAction[x][y] = ACTION_MOVING;
1444 GfxFrame[newx][newy] = GfxFrame[x][y];
1445 GfxAction[newx][newy] = GfxAction[x][y];
1446 GfxRandom[newx][newy] = GfxRandom[x][y];
1449 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1451 int direction = MovDir[x][y];
1452 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1453 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1459 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1461 int oldx = x, oldy = y;
1462 int direction = MovDir[x][y];
1464 if (direction == MV_LEFT)
1466 else if (direction == MV_RIGHT)
1468 else if (direction == MV_UP)
1470 else if (direction == MV_DOWN)
1473 *comes_from_x = oldx;
1474 *comes_from_y = oldy;
1477 int MovingOrBlocked2Element(int x, int y)
1479 int element = Feld[x][y];
1481 if (element == EL_BLOCKED)
1485 Blocked2Moving(x, y, &oldx, &oldy);
1486 return Feld[oldx][oldy];
1492 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1494 /* like MovingOrBlocked2Element(), but if element is moving
1495 and (x,y) is the field the moving element is just leaving,
1496 return EL_BLOCKED instead of the element value */
1497 int element = Feld[x][y];
1499 if (IS_MOVING(x, y))
1501 if (element == EL_BLOCKED)
1505 Blocked2Moving(x, y, &oldx, &oldy);
1506 return Feld[oldx][oldy];
1515 static void RemoveField(int x, int y)
1517 Feld[x][y] = EL_EMPTY;
1518 GfxElement[x][y] = EL_UNDEFINED;
1524 void RemoveMovingField(int x, int y)
1526 int oldx = x, oldy = y, newx = x, newy = y;
1528 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1531 if (IS_MOVING(x, y))
1533 Moving2Blocked(x, y, &newx, &newy);
1534 if (Feld[newx][newy] != EL_BLOCKED)
1537 else if (Feld[x][y] == EL_BLOCKED)
1539 Blocked2Moving(x, y, &oldx, &oldy);
1540 if (!IS_MOVING(oldx, oldy))
1544 if (Feld[x][y] == EL_BLOCKED &&
1545 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1546 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1547 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1548 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1549 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1551 Feld[oldx][oldy] = EL_EMPTY;
1553 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1555 Feld[newx][newy] = EL_EMPTY;
1556 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1557 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1558 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1560 DrawLevelField(oldx, oldy);
1561 DrawLevelField(newx, newy);
1564 void DrawDynamite(int x, int y)
1566 int sx = SCREENX(x), sy = SCREENY(y);
1567 int graphic = el2img(Feld[x][y]);
1570 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1573 if (IS_WALKABLE_INSIDE(Back[x][y]))
1577 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1578 else if (Store[x][y])
1579 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1581 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1584 if (Back[x][y] || Store[x][y])
1585 DrawGraphicThruMask(sx, sy, graphic, frame);
1587 DrawGraphic(sx, sy, graphic, frame);
1589 if (game.emulation == EMU_SUPAPLEX)
1590 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1591 else if (Store[x][y])
1592 DrawGraphicThruMask(sx, sy, graphic, frame);
1594 DrawGraphic(sx, sy, graphic, frame);
1598 void CheckDynamite(int x, int y)
1600 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1604 if (MovDelay[x][y] != 0)
1607 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1614 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1616 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1617 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1618 StopSound(SND_DYNAMITE_ACTIVE);
1620 StopSound(SND_DYNABOMB_ACTIVE);
1626 void Explode(int ex, int ey, int phase, int mode)
1630 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1631 int last_phase = num_phase * delay;
1632 int half_phase = (num_phase / 2) * delay;
1633 int first_phase_after_start = EX_PHASE_START + 1;
1635 if (game.explosions_delayed)
1637 ExplodeField[ex][ey] = mode;
1641 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1643 int center_element = Feld[ex][ey];
1645 /* remove things displayed in background while burning dynamite */
1646 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1649 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1651 /* put moving element to center field (and let it explode there) */
1652 center_element = MovingOrBlocked2Element(ex, ey);
1653 RemoveMovingField(ex, ey);
1654 Feld[ex][ey] = center_element;
1657 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1661 if (!IN_LEV_FIELD(x, y) ||
1662 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1663 (x != ex || y != ey)))
1666 element = Feld[x][y];
1668 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1670 element = MovingOrBlocked2Element(x, y);
1671 RemoveMovingField(x, y);
1675 if (IS_EXPLOSION_PROOF(element))
1678 if ((IS_INDESTRUCTIBLE(element) &&
1679 (game.engine_version < VERSION_IDENT(2,2,0) ||
1680 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1681 element == EL_FLAMES)
1685 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1687 if (IS_ACTIVE_BOMB(element))
1689 /* re-activate things under the bomb like gate or penguin */
1690 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1697 /* save walkable background elements while explosion on same tile */
1698 if (IS_INDESTRUCTIBLE(element))
1699 Back[x][y] = element;
1701 /* ignite explodable elements reached by other explosion */
1702 if (element == EL_EXPLOSION)
1703 element = Store2[x][y];
1705 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1707 switch(StorePlayer[ex][ey])
1710 Store[x][y] = EL_EMERALD_RED;
1713 Store[x][y] = EL_EMERALD;
1716 Store[x][y] = EL_EMERALD_PURPLE;
1720 Store[x][y] = EL_EMERALD_YELLOW;
1724 if (game.emulation == EMU_SUPAPLEX)
1725 Store[x][y] = EL_EMPTY;
1727 else if (center_element == EL_MOLE)
1728 Store[x][y] = EL_EMERALD_RED;
1729 else if (center_element == EL_PENGUIN)
1730 Store[x][y] = EL_EMERALD_PURPLE;
1731 else if (center_element == EL_BUG)
1732 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1733 else if (center_element == EL_BD_BUTTERFLY)
1734 Store[x][y] = EL_BD_DIAMOND;
1735 else if (center_element == EL_SP_ELECTRON)
1736 Store[x][y] = EL_SP_INFOTRON;
1737 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1738 Store[x][y] = level.amoeba_content;
1739 else if (center_element == EL_YAMYAM)
1741 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1742 else if (IS_CUSTOM_ELEMENT(center_element))
1744 CUSTOM_ELEMENT_INFO(center_element).content[x - ex + 1][y - ey + 1];
1745 else if (element == EL_WALL_EMERALD)
1746 Store[x][y] = EL_EMERALD;
1747 else if (element == EL_WALL_DIAMOND)
1748 Store[x][y] = EL_DIAMOND;
1749 else if (element == EL_WALL_BD_DIAMOND)
1750 Store[x][y] = EL_BD_DIAMOND;
1751 else if (element == EL_WALL_EMERALD_YELLOW)
1752 Store[x][y] = EL_EMERALD_YELLOW;
1753 else if (element == EL_WALL_EMERALD_RED)
1754 Store[x][y] = EL_EMERALD_RED;
1755 else if (element == EL_WALL_EMERALD_PURPLE)
1756 Store[x][y] = EL_EMERALD_PURPLE;
1757 else if (element == EL_WALL_PEARL)
1758 Store[x][y] = EL_PEARL;
1759 else if (element == EL_WALL_CRYSTAL)
1760 Store[x][y] = EL_CRYSTAL;
1762 Store[x][y] = EL_EMPTY;
1764 if (x != ex || y != ey ||
1765 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1766 Store2[x][y] = element;
1768 if (AmoebaNr[x][y] &&
1769 (element == EL_AMOEBA_FULL ||
1770 element == EL_BD_AMOEBA ||
1771 element == EL_AMOEBA_GROWING))
1773 AmoebaCnt[AmoebaNr[x][y]]--;
1774 AmoebaCnt2[AmoebaNr[x][y]]--;
1777 Feld[x][y] = EL_EXPLOSION;
1778 GfxElement[x][y] = EL_UNDEFINED;
1779 MovDir[x][y] = MovPos[x][y] = 0;
1781 ExplodePhase[x][y] = 1;
1785 if (center_element == EL_YAMYAM)
1786 game.yamyam_content_nr =
1787 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1798 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1800 if (phase == first_phase_after_start)
1802 int element = Store2[x][y];
1804 if (element == EL_BLACK_ORB)
1806 Feld[x][y] = Store2[x][y];
1811 else if (phase == half_phase)
1813 int element = Store2[x][y];
1815 if (IS_PLAYER(x, y))
1816 KillHeroUnlessProtected(x, y);
1817 else if (CAN_EXPLODE(element))
1819 Feld[x][y] = Store2[x][y];
1823 else if (element == EL_AMOEBA_TO_DIAMOND)
1824 AmoebeUmwandeln(x, y);
1827 if (phase == last_phase)
1831 element = Feld[x][y] = Store[x][y];
1832 Store[x][y] = Store2[x][y] = 0;
1834 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1835 element = Feld[x][y] = Back[x][y];
1838 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1839 InitField(x, y, FALSE);
1840 if (CAN_MOVE(element))
1842 DrawLevelField(x, y);
1844 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1845 StorePlayer[x][y] = 0;
1847 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1849 int stored = Store[x][y];
1850 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1851 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1853 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1856 DrawLevelFieldCrumbledSand(x, y);
1858 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1860 DrawLevelElement(x, y, Back[x][y]);
1861 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1863 else if (IS_WALKABLE_UNDER(Back[x][y]))
1865 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1866 DrawLevelElementThruMask(x, y, Back[x][y]);
1868 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1869 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1873 void DynaExplode(int ex, int ey)
1876 int dynabomb_size = 1;
1877 boolean dynabomb_xl = FALSE;
1878 struct PlayerInfo *player;
1879 static int xy[4][2] =
1887 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1889 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1890 dynabomb_size = player->dynabomb_size;
1891 dynabomb_xl = player->dynabomb_xl;
1892 player->dynabombs_left++;
1895 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1899 for (j=1; j<=dynabomb_size; j++)
1901 int x = ex + j * xy[i % 4][0];
1902 int y = ey + j * xy[i % 4][1];
1905 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1908 element = Feld[x][y];
1910 /* do not restart explosions of fields with active bombs */
1911 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1914 Explode(x, y, EX_PHASE_START, EX_BORDER);
1916 if (element != EL_EMPTY &&
1917 element != EL_SAND &&
1918 element != EL_EXPLOSION &&
1925 void Bang(int x, int y)
1927 int element = Feld[x][y];
1929 if (game.emulation == EMU_SUPAPLEX)
1930 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1932 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1935 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1943 case EL_BD_BUTTERFLY:
1946 case EL_DARK_YAMYAM:
1950 RaiseScoreElement(element);
1951 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1953 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1954 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1955 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1956 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1957 case EL_DYNABOMB_INCREASE_NUMBER:
1958 case EL_DYNABOMB_INCREASE_SIZE:
1959 case EL_DYNABOMB_INCREASE_POWER:
1964 case EL_LAMP_ACTIVE:
1965 if (IS_PLAYER(x, y))
1966 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1968 Explode(x, y, EX_PHASE_START, EX_CENTER);
1971 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1976 void SplashAcid(int x, int y)
1978 int element = Feld[x][y];
1980 if (element != EL_ACID_SPLASH_LEFT &&
1981 element != EL_ACID_SPLASH_RIGHT)
1983 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1985 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1986 (!IN_LEV_FIELD(x-1, y-1) ||
1987 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1988 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1990 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1991 (!IN_LEV_FIELD(x+1, y-1) ||
1992 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1993 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1997 static void InitBeltMovement()
1999 static int belt_base_element[4] =
2001 EL_CONVEYOR_BELT_1_LEFT,
2002 EL_CONVEYOR_BELT_2_LEFT,
2003 EL_CONVEYOR_BELT_3_LEFT,
2004 EL_CONVEYOR_BELT_4_LEFT
2006 static int belt_base_active_element[4] =
2008 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2009 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2010 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2011 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2016 /* set frame order for belt animation graphic according to belt direction */
2023 int element = belt_base_active_element[belt_nr] + j;
2024 int graphic = el2img(element);
2026 if (game.belt_dir[i] == MV_LEFT)
2027 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2029 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2033 for(y=0; y<lev_fieldy; y++)
2035 for(x=0; x<lev_fieldx; x++)
2037 int element = Feld[x][y];
2041 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2043 int e_belt_nr = getBeltNrFromBeltElement(element);
2046 if (e_belt_nr == belt_nr)
2048 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2050 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2058 static void ToggleBeltSwitch(int x, int y)
2060 static int belt_base_element[4] =
2062 EL_CONVEYOR_BELT_1_LEFT,
2063 EL_CONVEYOR_BELT_2_LEFT,
2064 EL_CONVEYOR_BELT_3_LEFT,
2065 EL_CONVEYOR_BELT_4_LEFT
2067 static int belt_base_active_element[4] =
2069 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2070 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2071 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2072 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2074 static int belt_base_switch_element[4] =
2076 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2077 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2078 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2079 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2081 static int belt_move_dir[4] =
2089 int element = Feld[x][y];
2090 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2091 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2092 int belt_dir = belt_move_dir[belt_dir_nr];
2095 if (!IS_BELT_SWITCH(element))
2098 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2099 game.belt_dir[belt_nr] = belt_dir;
2101 if (belt_dir_nr == 3)
2104 /* set frame order for belt animation graphic according to belt direction */
2107 int element = belt_base_active_element[belt_nr] + i;
2108 int graphic = el2img(element);
2110 if (belt_dir == MV_LEFT)
2111 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2113 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2116 for (yy=0; yy<lev_fieldy; yy++)
2118 for (xx=0; xx<lev_fieldx; xx++)
2120 int element = Feld[xx][yy];
2122 if (IS_BELT_SWITCH(element))
2124 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2126 if (e_belt_nr == belt_nr)
2128 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2129 DrawLevelField(xx, yy);
2132 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2134 int e_belt_nr = getBeltNrFromBeltElement(element);
2136 if (e_belt_nr == belt_nr)
2138 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2140 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2141 DrawLevelField(xx, yy);
2144 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2146 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2148 if (e_belt_nr == belt_nr)
2150 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2152 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2153 DrawLevelField(xx, yy);
2160 static void ToggleSwitchgateSwitch(int x, int y)
2164 game.switchgate_pos = !game.switchgate_pos;
2166 for (yy=0; yy<lev_fieldy; yy++)
2168 for (xx=0; xx<lev_fieldx; xx++)
2170 int element = Feld[xx][yy];
2172 if (element == EL_SWITCHGATE_SWITCH_UP ||
2173 element == EL_SWITCHGATE_SWITCH_DOWN)
2175 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2176 DrawLevelField(xx, yy);
2178 else if (element == EL_SWITCHGATE_OPEN ||
2179 element == EL_SWITCHGATE_OPENING)
2181 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2183 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2185 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2188 else if (element == EL_SWITCHGATE_CLOSED ||
2189 element == EL_SWITCHGATE_CLOSING)
2191 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2193 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2195 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2202 static int getInvisibleActiveFromInvisibleElement(int element)
2204 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2205 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2206 EL_INVISIBLE_SAND_ACTIVE);
2209 static int getInvisibleFromInvisibleActiveElement(int element)
2211 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2212 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2216 static void RedrawAllLightSwitchesAndInvisibleElements()
2220 for (y=0; y<lev_fieldy; y++)
2222 for (x=0; x<lev_fieldx; x++)
2224 int element = Feld[x][y];
2226 if (element == EL_LIGHT_SWITCH &&
2227 game.light_time_left > 0)
2229 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2230 DrawLevelField(x, y);
2232 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2233 game.light_time_left == 0)
2235 Feld[x][y] = EL_LIGHT_SWITCH;
2236 DrawLevelField(x, y);
2238 else if (element == EL_INVISIBLE_STEELWALL ||
2239 element == EL_INVISIBLE_WALL ||
2240 element == EL_INVISIBLE_SAND)
2242 if (game.light_time_left > 0)
2243 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2245 DrawLevelField(x, y);
2247 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2248 element == EL_INVISIBLE_WALL_ACTIVE ||
2249 element == EL_INVISIBLE_SAND_ACTIVE)
2251 if (game.light_time_left == 0)
2252 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2254 DrawLevelField(x, y);
2260 static void ToggleLightSwitch(int x, int y)
2262 int element = Feld[x][y];
2264 game.light_time_left =
2265 (element == EL_LIGHT_SWITCH ?
2266 level.time_light * FRAMES_PER_SECOND : 0);
2268 RedrawAllLightSwitchesAndInvisibleElements();
2271 static void ActivateTimegateSwitch(int x, int y)
2275 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2277 for (yy=0; yy<lev_fieldy; yy++)
2279 for (xx=0; xx<lev_fieldx; xx++)
2281 int element = Feld[xx][yy];
2283 if (element == EL_TIMEGATE_CLOSED ||
2284 element == EL_TIMEGATE_CLOSING)
2286 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2287 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2291 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2293 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2294 DrawLevelField(xx, yy);
2301 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2304 void Impact(int x, int y)
2306 boolean lastline = (y == lev_fieldy-1);
2307 boolean object_hit = FALSE;
2308 int element = Feld[x][y];
2311 if (!lastline) /* check if element below was hit */
2313 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2316 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2317 MovDir[x][y+1] != MV_DOWN ||
2318 MovPos[x][y+1] <= TILEY / 2));
2320 smashed = MovingOrBlocked2Element(x, y+1);
2323 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2329 if (lastline || object_hit)
2331 ResetGfxAnimation(x, y);
2332 DrawLevelField(x, y);
2335 if ((element == EL_BOMB ||
2336 element == EL_SP_DISK_ORANGE ||
2337 element == EL_DX_SUPABOMB) &&
2338 (lastline || object_hit)) /* element is bomb */
2343 else if (element == EL_PEARL)
2345 Feld[x][y] = EL_PEARL_BREAKING;
2346 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2350 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2352 if (object_hit && IS_PLAYER(x, y+1))
2353 KillHeroUnlessProtected(x, y+1);
2354 else if (object_hit && smashed == EL_PENGUIN)
2358 Feld[x][y] = EL_AMOEBA_GROWING;
2359 Store[x][y] = EL_AMOEBA_WET;
2361 ResetRandomAnimationValue(x, y);
2366 if (!lastline && object_hit) /* check which object was hit */
2368 if (CAN_PASS_MAGIC_WALL(element) &&
2369 (smashed == EL_MAGIC_WALL ||
2370 smashed == EL_BD_MAGIC_WALL))
2373 int activated_magic_wall =
2374 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2375 EL_BD_MAGIC_WALL_ACTIVE);
2377 /* activate magic wall / mill */
2378 for (yy=0; yy<lev_fieldy; yy++)
2379 for (xx=0; xx<lev_fieldx; xx++)
2380 if (Feld[xx][yy] == smashed)
2381 Feld[xx][yy] = activated_magic_wall;
2383 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2384 game.magic_wall_active = TRUE;
2386 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2387 SND_MAGIC_WALL_ACTIVATING :
2388 SND_BD_MAGIC_WALL_ACTIVATING));
2391 if (IS_PLAYER(x, y + 1))
2393 KillHeroUnlessProtected(x, y+1);
2396 else if (smashed == EL_PENGUIN)
2401 else if (element == EL_BD_DIAMOND)
2403 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2409 else if ((element == EL_SP_INFOTRON ||
2410 element == EL_SP_ZONK) &&
2411 (smashed == EL_SP_SNIKSNAK ||
2412 smashed == EL_SP_ELECTRON ||
2413 smashed == EL_SP_DISK_ORANGE))
2418 else if (element == EL_ROCK ||
2419 element == EL_SP_ZONK ||
2420 element == EL_BD_ROCK)
2422 if (IS_ENEMY(smashed) ||
2423 smashed == EL_BOMB ||
2424 smashed == EL_SP_DISK_ORANGE ||
2425 smashed == EL_DX_SUPABOMB ||
2426 smashed == EL_SATELLITE ||
2427 smashed == EL_PIG ||
2428 smashed == EL_DRAGON ||
2434 else if (!IS_MOVING(x, y + 1))
2436 if (smashed == EL_LAMP ||
2437 smashed == EL_LAMP_ACTIVE)
2442 else if (smashed == EL_NUT)
2444 Feld[x][y+1] = EL_NUT_BREAKING;
2445 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2446 RaiseScoreElement(EL_NUT);
2449 else if (smashed == EL_PEARL)
2451 Feld[x][y+1] = EL_PEARL_BREAKING;
2452 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2455 else if (smashed == EL_DIAMOND)
2457 Feld[x][y+1] = EL_EMPTY;
2458 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2461 else if (IS_BELT_SWITCH(smashed))
2463 ToggleBeltSwitch(x, y+1);
2465 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2466 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2468 ToggleSwitchgateSwitch(x, y+1);
2470 else if (smashed == EL_LIGHT_SWITCH ||
2471 smashed == EL_LIGHT_SWITCH_ACTIVE)
2473 ToggleLightSwitch(x, y+1);
2479 /* play sound of magic wall / mill */
2481 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2482 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2484 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2485 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2486 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2487 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2492 /* play sound of object that hits the ground */
2493 if (lastline || object_hit)
2494 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2497 void TurnRound(int x, int y)
2509 { 0, 0 }, { 0, 0 }, { 0, 0 },
2514 int left, right, back;
2518 { MV_DOWN, MV_UP, MV_RIGHT },
2519 { MV_UP, MV_DOWN, MV_LEFT },
2521 { MV_LEFT, MV_RIGHT, MV_DOWN },
2522 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2523 { MV_RIGHT, MV_LEFT, MV_UP }
2526 int element = Feld[x][y];
2527 int old_move_dir = MovDir[x][y];
2528 int left_dir = turn[old_move_dir].left;
2529 int right_dir = turn[old_move_dir].right;
2530 int back_dir = turn[old_move_dir].back;
2532 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2533 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2534 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2535 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2537 int left_x = x + left_dx, left_y = y + left_dy;
2538 int right_x = x + right_dx, right_y = y + right_dy;
2539 int move_x = x + move_dx, move_y = y + move_dy;
2541 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2543 TestIfBadThingTouchesOtherBadThing(x, y);
2545 if (IN_LEV_FIELD(right_x, right_y) &&
2546 IS_FREE(right_x, right_y))
2547 MovDir[x][y] = right_dir;
2548 else if (!IN_LEV_FIELD(move_x, move_y) ||
2549 !IS_FREE(move_x, move_y))
2550 MovDir[x][y] = left_dir;
2552 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2554 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2557 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2558 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2560 TestIfBadThingTouchesOtherBadThing(x, y);
2562 if (IN_LEV_FIELD(left_x, left_y) &&
2563 IS_FREE(left_x, left_y))
2564 MovDir[x][y] = left_dir;
2565 else if (!IN_LEV_FIELD(move_x, move_y) ||
2566 !IS_FREE(move_x, move_y))
2567 MovDir[x][y] = right_dir;
2569 if ((element == EL_SPACESHIP ||
2570 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2571 && MovDir[x][y] != old_move_dir)
2573 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2576 else if (element == EL_YAMYAM)
2578 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2580 if (IN_LEV_FIELD(left_x, left_y) &&
2581 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2582 Feld[left_x][left_y] == EL_DIAMOND))
2583 can_turn_left = TRUE;
2584 if (IN_LEV_FIELD(right_x, right_y) &&
2585 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2586 Feld[right_x][right_y] == EL_DIAMOND))
2587 can_turn_right = TRUE;
2589 if (can_turn_left && can_turn_right)
2590 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2591 else if (can_turn_left)
2592 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2593 else if (can_turn_right)
2594 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2596 MovDir[x][y] = back_dir;
2598 MovDelay[x][y] = 16+16*RND(3);
2600 else if (element == EL_DARK_YAMYAM)
2602 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2604 if (IN_LEV_FIELD(left_x, left_y) &&
2605 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2606 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2607 can_turn_left = TRUE;
2608 if (IN_LEV_FIELD(right_x, right_y) &&
2609 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2610 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2611 can_turn_right = TRUE;
2613 if (can_turn_left && can_turn_right)
2614 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2615 else if (can_turn_left)
2616 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2617 else if (can_turn_right)
2618 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2620 MovDir[x][y] = back_dir;
2622 MovDelay[x][y] = 16+16*RND(3);
2624 else if (element == EL_PACMAN)
2626 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2628 if (IN_LEV_FIELD(left_x, left_y) &&
2629 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2630 IS_AMOEBOID(Feld[left_x][left_y])))
2631 can_turn_left = TRUE;
2632 if (IN_LEV_FIELD(right_x, right_y) &&
2633 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2634 IS_AMOEBOID(Feld[right_x][right_y])))
2635 can_turn_right = TRUE;
2637 if (can_turn_left && can_turn_right)
2638 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2639 else if (can_turn_left)
2640 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2641 else if (can_turn_right)
2642 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2644 MovDir[x][y] = back_dir;
2646 MovDelay[x][y] = 6+RND(40);
2648 else if (element == EL_PIG)
2650 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2651 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2652 boolean should_move_on = FALSE;
2654 int rnd = RND(rnd_value);
2656 if (IN_LEV_FIELD(left_x, left_y) &&
2657 (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
2658 can_turn_left = TRUE;
2659 if (IN_LEV_FIELD(right_x, right_y) &&
2660 (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
2661 can_turn_right = TRUE;
2662 if (IN_LEV_FIELD(move_x, move_y) &&
2663 (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
2666 if (can_turn_left &&
2668 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2669 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2670 should_turn_left = TRUE;
2671 if (can_turn_right &&
2673 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2674 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2675 should_turn_right = TRUE;
2677 (!can_turn_left || !can_turn_right ||
2678 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2679 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2680 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2681 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2682 should_move_on = TRUE;
2684 if (should_turn_left || should_turn_right || should_move_on)
2686 if (should_turn_left && should_turn_right && should_move_on)
2687 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2688 rnd < 2*rnd_value/3 ? right_dir :
2690 else if (should_turn_left && should_turn_right)
2691 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2692 else if (should_turn_left && should_move_on)
2693 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2694 else if (should_turn_right && should_move_on)
2695 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2696 else if (should_turn_left)
2697 MovDir[x][y] = left_dir;
2698 else if (should_turn_right)
2699 MovDir[x][y] = right_dir;
2700 else if (should_move_on)
2701 MovDir[x][y] = old_move_dir;
2703 else if (can_move_on && rnd > rnd_value/8)
2704 MovDir[x][y] = old_move_dir;
2705 else if (can_turn_left && can_turn_right)
2706 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2707 else if (can_turn_left && rnd > rnd_value/8)
2708 MovDir[x][y] = left_dir;
2709 else if (can_turn_right && rnd > rnd_value/8)
2710 MovDir[x][y] = right_dir;
2712 MovDir[x][y] = back_dir;
2714 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2715 !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2716 MovDir[x][y] = old_move_dir;
2720 else if (element == EL_DRAGON)
2722 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2724 int rnd = RND(rnd_value);
2726 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2727 can_turn_left = TRUE;
2728 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2729 can_turn_right = TRUE;
2730 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2733 if (can_move_on && rnd > rnd_value/8)
2734 MovDir[x][y] = old_move_dir;
2735 else if (can_turn_left && can_turn_right)
2736 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2737 else if (can_turn_left && rnd > rnd_value/8)
2738 MovDir[x][y] = left_dir;
2739 else if (can_turn_right && rnd > rnd_value/8)
2740 MovDir[x][y] = right_dir;
2742 MovDir[x][y] = back_dir;
2744 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2745 MovDir[x][y] = old_move_dir;
2749 else if (element == EL_MOLE)
2751 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2753 if (IN_LEV_FIELD(move_x, move_y) &&
2754 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2755 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2760 if (IN_LEV_FIELD(left_x, left_y) &&
2761 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2762 can_turn_left = TRUE;
2763 if (IN_LEV_FIELD(right_x, right_y) &&
2764 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2765 can_turn_right = TRUE;
2767 if (can_turn_left && can_turn_right)
2768 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2769 else if (can_turn_left)
2770 MovDir[x][y] = left_dir;
2772 MovDir[x][y] = right_dir;
2775 if (MovDir[x][y] != old_move_dir)
2778 else if (element == EL_BALLOON)
2780 MovDir[x][y] = game.balloon_dir;
2783 else if (element == EL_SPRING)
2785 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2786 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2787 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2788 MovDir[x][y] = MV_NO_MOVING;
2792 else if (element == EL_ROBOT ||
2793 element == EL_SATELLITE ||
2794 element == EL_PENGUIN)
2796 int attr_x = -1, attr_y = -1;
2807 for (i=0; i<MAX_PLAYERS; i++)
2809 struct PlayerInfo *player = &stored_player[i];
2810 int jx = player->jx, jy = player->jy;
2812 if (!player->active)
2815 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2823 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2829 if (element == EL_PENGUIN)
2832 static int xy[4][2] =
2842 int ex = x + xy[i%4][0];
2843 int ey = y + xy[i%4][1];
2845 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2854 MovDir[x][y] = MV_NO_MOVING;
2856 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2858 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2860 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2862 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2864 if (element == EL_ROBOT)
2868 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2869 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2870 Moving2Blocked(x, y, &newx, &newy);
2872 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2873 MovDelay[x][y] = 8+8*!RND(3);
2875 MovDelay[x][y] = 16;
2883 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2885 boolean first_horiz = RND(2);
2886 int new_move_dir = MovDir[x][y];
2889 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2890 Moving2Blocked(x, y, &newx, &newy);
2892 if (IN_LEV_FIELD(newx, newy) &&
2893 (IS_FREE(newx, newy) ||
2894 Feld[newx][newy] == EL_ACID ||
2895 (element == EL_PENGUIN &&
2896 (Feld[newx][newy] == EL_EXIT_OPEN ||
2897 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2901 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2902 Moving2Blocked(x, y, &newx, &newy);
2904 if (IN_LEV_FIELD(newx, newy) &&
2905 (IS_FREE(newx, newy) ||
2906 Feld[newx][newy] == EL_ACID ||
2907 (element == EL_PENGUIN &&
2908 (Feld[newx][newy] == EL_EXIT_OPEN ||
2909 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2912 MovDir[x][y] = old_move_dir;
2919 static boolean JustBeingPushed(int x, int y)
2923 for (i=0; i<MAX_PLAYERS; i++)
2925 struct PlayerInfo *player = &stored_player[i];
2927 if (player->active && player->Pushing && player->MovPos)
2929 int next_jx = player->jx + (player->jx - player->last_jx);
2930 int next_jy = player->jy + (player->jy - player->last_jy);
2932 if (x == next_jx && y == next_jy)
2940 void StartMoving(int x, int y)
2942 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
2943 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2944 int element = Feld[x][y];
2949 GfxAction[x][y] = ACTION_DEFAULT;
2951 if (CAN_FALL(element) && y < lev_fieldy - 1)
2953 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2954 if (JustBeingPushed(x, y))
2957 if (element == EL_QUICKSAND_FULL)
2959 if (IS_FREE(x, y+1))
2961 InitMovingField(x, y, MV_DOWN);
2962 started_moving = TRUE;
2964 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2965 Store[x][y] = EL_ROCK;
2967 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2969 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2972 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2974 if (!MovDelay[x][y])
2975 MovDelay[x][y] = TILEY + 1;
2984 Feld[x][y] = EL_QUICKSAND_EMPTY;
2985 Feld[x][y+1] = EL_QUICKSAND_FULL;
2986 Store[x][y+1] = Store[x][y];
2989 PlaySoundLevelAction(x, y, ACTION_FILLING);
2991 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2995 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2996 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2998 InitMovingField(x, y, MV_DOWN);
2999 started_moving = TRUE;
3001 Feld[x][y] = EL_QUICKSAND_FILLING;
3002 Store[x][y] = element;
3004 PlaySoundLevelAction(x, y, ACTION_FILLING);
3006 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3009 else if (element == EL_MAGIC_WALL_FULL)
3011 if (IS_FREE(x, y+1))
3013 InitMovingField(x, y, MV_DOWN);
3014 started_moving = TRUE;
3016 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3017 Store[x][y] = EL_CHANGED(Store[x][y]);
3019 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
3021 if (!MovDelay[x][y])
3022 MovDelay[x][y] = TILEY/4 + 1;
3031 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3032 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
3033 Store[x][y+1] = EL_CHANGED(Store[x][y]);
3037 else if (element == EL_BD_MAGIC_WALL_FULL)
3039 if (IS_FREE(x, y+1))
3041 InitMovingField(x, y, MV_DOWN);
3042 started_moving = TRUE;
3044 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3045 Store[x][y] = EL_CHANGED2(Store[x][y]);
3047 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
3049 if (!MovDelay[x][y])
3050 MovDelay[x][y] = TILEY/4 + 1;
3059 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3060 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
3061 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
3065 else if (CAN_PASS_MAGIC_WALL(element) &&
3066 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
3067 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
3069 InitMovingField(x, y, MV_DOWN);
3070 started_moving = TRUE;
3073 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3074 EL_BD_MAGIC_WALL_FILLING);
3075 Store[x][y] = element;
3078 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
3080 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
3085 InitMovingField(x, y, MV_DOWN);
3086 started_moving = TRUE;
3088 Store[x][y] = EL_ACID;
3090 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3091 GfxAction[x][y+1] = ACTION_ACTIVE;
3094 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
3099 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
3101 if (MovDir[x][y] == MV_NO_MOVING)
3103 InitMovingField(x, y, MV_DOWN);
3104 started_moving = TRUE;
3107 else if (IS_FREE(x, y+1))
3109 if (JustStopped[x][y]) /* prevent animation from being restarted */
3110 MovDir[x][y] = MV_DOWN;
3112 InitMovingField(x, y, MV_DOWN);
3113 started_moving = TRUE;
3115 else if (element == EL_AMOEBA_DROP)
3117 Feld[x][y] = EL_AMOEBA_GROWING;
3118 Store[x][y] = EL_AMOEBA_WET;
3120 /* Store[x][y+1] must be zero, because:
3121 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3124 #if OLD_GAME_BEHAVIOUR
3125 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3127 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3128 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3129 element != EL_DX_SUPABOMB)
3132 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3133 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3134 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3135 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3138 boolean left = (x>0 && IS_FREE(x-1, y) &&
3139 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3140 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3141 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3145 if (left && right &&
3146 (game.emulation != EMU_BOULDERDASH &&
3147 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3148 left = !(right = RND(2));
3150 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3151 started_moving = TRUE;
3154 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3156 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3157 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3158 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3159 int belt_dir = game.belt_dir[belt_nr];
3161 if ((belt_dir == MV_LEFT && left_is_free) ||
3162 (belt_dir == MV_RIGHT && right_is_free))
3164 InitMovingField(x, y, belt_dir);
3165 started_moving = TRUE;
3167 GfxAction[x][y] = ACTION_DEFAULT;
3172 /* not "else if" because of EL_SPRING */
3173 if (CAN_MOVE(element) && !started_moving)
3177 if ((element == EL_SATELLITE ||
3178 element == EL_BALLOON ||
3179 element == EL_SPRING)
3180 && JustBeingPushed(x, y))
3185 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3186 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3188 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3190 Moving2Blocked(x, y, &newx, &newy);
3191 if (Feld[newx][newy] == EL_BLOCKED)
3192 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3197 if (!MovDelay[x][y]) /* start new movement phase */
3199 /* all objects that can change their move direction after each step
3200 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3202 if (element != EL_YAMYAM &&
3203 element != EL_DARK_YAMYAM &&
3204 element != EL_PACMAN)
3208 if (MovDelay[x][y] && (element == EL_BUG ||
3209 element == EL_SPACESHIP ||
3210 element == EL_SP_SNIKSNAK ||
3211 element == EL_SP_ELECTRON ||
3212 element == EL_MOLE))
3213 DrawLevelField(x, y);
3217 if (MovDelay[x][y]) /* wait some time before next movement */
3221 if (element == EL_ROBOT ||
3222 element == EL_YAMYAM ||
3223 element == EL_DARK_YAMYAM)
3225 DrawLevelElementAnimationIfNeeded(x, y, element);
3226 PlaySoundLevelAction(x, y, ACTION_WAITING);
3228 else if (element == EL_SP_ELECTRON)
3229 DrawLevelElementAnimationIfNeeded(x, y, element);
3230 else if (element == EL_DRAGON)
3233 int dir = MovDir[x][y];
3234 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3235 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3236 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3237 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3238 dir == MV_UP ? IMG_FLAMES_1_UP :
3239 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3240 int frame = getGraphicAnimationFrame(graphic, -1);
3242 for (i=1; i<=3; i++)
3244 int xx = x + i*dx, yy = y + i*dy;
3245 int sx = SCREENX(xx), sy = SCREENY(yy);
3246 int flame_graphic = graphic + (i - 1);
3248 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3253 int flamed = MovingOrBlocked2Element(xx, yy);
3255 if (IS_ENEMY(flamed) || CAN_EXPLODE(flamed))
3258 RemoveMovingField(xx, yy);
3260 Feld[xx][yy] = EL_FLAMES;
3261 if (IN_SCR_FIELD(sx, sy))
3262 DrawGraphic(sx, sy, flame_graphic, frame);
3266 if (Feld[xx][yy] == EL_FLAMES)
3267 Feld[xx][yy] = EL_EMPTY;
3268 DrawLevelField(xx, yy);
3273 if (MovDelay[x][y]) /* element still has to wait some time */
3275 PlaySoundLevelAction(x, y, ACTION_WAITING);
3281 /* now make next step */
3283 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3285 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3286 !PLAYER_PROTECTED(newx, newy))
3290 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3293 /* enemy got the player */
3295 KillHero(PLAYERINFO(newx, newy));
3300 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3301 element == EL_SATELLITE || element == EL_BALLOON) &&
3302 IN_LEV_FIELD(newx, newy) &&
3303 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3306 Store[x][y] = EL_ACID;
3308 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3310 if (Feld[newx][newy] == EL_EXIT_OPEN)
3312 Feld[x][y] = EL_EMPTY;
3313 DrawLevelField(x, y);
3315 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3316 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3317 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3319 local_player->friends_still_needed--;
3320 if (!local_player->friends_still_needed &&
3321 !local_player->GameOver && AllPlayersGone)
3322 local_player->LevelSolved = local_player->GameOver = TRUE;
3326 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3328 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3329 DrawLevelField(newx, newy);
3331 MovDir[x][y] = MV_NO_MOVING;
3333 else if (!IS_FREE(newx, newy))
3335 if (IS_PLAYER(x, y))
3336 DrawPlayerField(x, y);
3338 DrawLevelField(x, y);
3342 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3344 if (IS_FOOD_PIG(Feld[newx][newy]))
3346 if (IS_MOVING(newx, newy))
3347 RemoveMovingField(newx, newy);
3350 Feld[newx][newy] = EL_EMPTY;
3351 DrawLevelField(newx, newy);
3354 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3356 else if (!IS_FREE(newx, newy))
3358 if (IS_PLAYER(x, y))
3359 DrawPlayerField(x, y);
3361 DrawLevelField(x, y);
3365 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3367 if (!IS_FREE(newx, newy))
3369 if (IS_PLAYER(x, y))
3370 DrawPlayerField(x, y);
3372 DrawLevelField(x, y);
3377 boolean wanna_flame = !RND(10);
3378 int dx = newx - x, dy = newy - y;
3379 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3380 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3381 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3382 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3383 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3384 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3386 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3387 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3388 element1 != EL_FLAMES && element2 != EL_FLAMES)
3390 if (IS_PLAYER(x, y))
3391 DrawPlayerField(x, y);
3393 DrawLevelField(x, y);
3395 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3397 MovDelay[x][y] = 50;
3398 Feld[newx][newy] = EL_FLAMES;
3399 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3400 Feld[newx1][newy1] = EL_FLAMES;
3401 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3402 Feld[newx2][newy2] = EL_FLAMES;
3407 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3408 Feld[newx][newy] == EL_DIAMOND)
3410 if (IS_MOVING(newx, newy))
3411 RemoveMovingField(newx, newy);
3414 Feld[newx][newy] = EL_EMPTY;
3415 DrawLevelField(newx, newy);
3418 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3420 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3421 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3423 if (AmoebaNr[newx][newy])
3425 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3426 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3427 Feld[newx][newy] == EL_BD_AMOEBA)
3428 AmoebaCnt[AmoebaNr[newx][newy]]--;
3431 if (IS_MOVING(newx, newy))
3432 RemoveMovingField(newx, newy);
3435 Feld[newx][newy] = EL_EMPTY;
3436 DrawLevelField(newx, newy);
3439 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3441 else if ((element == EL_PACMAN || element == EL_MOLE)
3442 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3444 if (AmoebaNr[newx][newy])
3446 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3447 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3448 Feld[newx][newy] == EL_BD_AMOEBA)
3449 AmoebaCnt[AmoebaNr[newx][newy]]--;
3452 if (element == EL_MOLE)
3454 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3455 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3456 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3457 return; /* wait for shrinking amoeba */
3459 else /* element == EL_PACMAN */
3461 Feld[newx][newy] = EL_EMPTY;
3462 DrawLevelField(newx, newy);
3463 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3466 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3467 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3468 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3470 /* wait for shrinking amoeba to completely disappear */
3473 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3475 /* object was running against a wall */
3479 if (element == EL_BUG || element == EL_SPACESHIP ||
3480 element == EL_SP_SNIKSNAK)
3481 DrawLevelField(x, y);
3482 else if (element == EL_BUG || element == EL_SPACESHIP ||
3483 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3484 DrawLevelField(x, y);
3485 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3486 DrawLevelElementAnimationIfNeeded(x, y, element);
3487 else if (element == EL_SATELLITE)
3488 DrawLevelElementAnimationIfNeeded(x, y, element);
3489 else if (element == EL_SP_ELECTRON)
3490 DrawLevelElementAnimationIfNeeded(x, y, element);
3492 if (DONT_TOUCH(element))
3493 TestIfBadThingTouchesHero(x, y);
3495 PlaySoundLevelAction(x, y, ACTION_WAITING);
3500 InitMovingField(x, y, MovDir[x][y]);
3502 PlaySoundLevelAction(x, y, ACTION_MOVING);
3506 ContinueMoving(x, y);
3509 void ContinueMoving(int x, int y)
3511 int element = Feld[x][y];
3512 int direction = MovDir[x][y];
3513 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3514 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3515 int horiz_move = (dx != 0);
3516 int newx = x + dx, newy = y + dy;
3517 int step = (horiz_move ? dx : dy) * TILEX / 8;
3519 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3521 else if (element == EL_QUICKSAND_FILLING ||
3522 element == EL_QUICKSAND_EMPTYING)
3524 else if (element == EL_MAGIC_WALL_FILLING ||
3525 element == EL_BD_MAGIC_WALL_FILLING ||
3526 element == EL_MAGIC_WALL_EMPTYING ||
3527 element == EL_BD_MAGIC_WALL_EMPTYING)
3529 else if (CAN_FALL(element) && horiz_move &&
3530 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3532 else if (element == EL_SPRING && horiz_move)
3535 #if OLD_GAME_BEHAVIOUR
3536 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3540 MovPos[x][y] += step;
3542 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3544 Feld[x][y] = EL_EMPTY;
3545 Feld[newx][newy] = element;
3547 if (element == EL_MOLE)
3550 static int xy[4][2] =
3558 Feld[x][y] = EL_SAND;
3559 DrawLevelField(x, y);
3568 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3569 DrawLevelField(xx, yy); /* for "crumbled sand" */
3573 if (element == EL_QUICKSAND_FILLING)
3575 element = Feld[newx][newy] = get_next_element(element);
3576 Store[newx][newy] = Store[x][y];
3578 else if (element == EL_QUICKSAND_EMPTYING)
3580 Feld[x][y] = get_next_element(element);
3581 element = Feld[newx][newy] = Store[x][y];
3583 else if (element == EL_MAGIC_WALL_FILLING)
3585 element = Feld[newx][newy] = get_next_element(element);
3586 if (!game.magic_wall_active)
3587 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3588 Store[newx][newy] = Store[x][y];
3590 else if (element == EL_MAGIC_WALL_EMPTYING)
3592 Feld[x][y] = get_next_element(element);
3593 if (!game.magic_wall_active)
3594 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3595 element = Feld[newx][newy] = Store[x][y];
3597 else if (element == EL_BD_MAGIC_WALL_FILLING)
3599 element = Feld[newx][newy] = get_next_element(element);
3600 if (!game.magic_wall_active)
3601 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3602 Store[newx][newy] = Store[x][y];
3604 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3606 Feld[x][y] = get_next_element(element);
3607 if (!game.magic_wall_active)
3608 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3609 element = Feld[newx][newy] = Store[x][y];
3611 else if (element == EL_AMOEBA_DROPPING)
3613 Feld[x][y] = get_next_element(element);
3614 element = Feld[newx][newy] = Store[x][y];
3616 else if (Store[x][y] == EL_ACID)
3618 element = Feld[newx][newy] = EL_ACID;
3622 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3623 MovDelay[newx][newy] = 0;
3625 /* copy animation control values to new field */
3626 GfxFrame[newx][newy] = GfxFrame[x][y];
3627 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3628 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3630 ResetGfxAnimation(x, y); /* reset animation values for old field */
3634 if (!CAN_MOVE(element))
3635 MovDir[newx][newy] = 0;
3638 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3639 MovDir[newx][newy] = 0;
3642 if (!CAN_MOVE(element) ||
3643 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3644 MovDir[newx][newy] = 0;
3648 DrawLevelField(x, y);
3649 DrawLevelField(newx, newy);
3651 Stop[newx][newy] = TRUE;
3652 JustStopped[newx][newy] = 3;
3654 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3656 TestIfBadThingTouchesHero(newx, newy);
3657 TestIfBadThingTouchesFriend(newx, newy);
3658 TestIfBadThingTouchesOtherBadThing(newx, newy);
3660 else if (element == EL_PENGUIN)
3661 TestIfFriendTouchesBadThing(newx, newy);
3663 if (CAN_SMASH(element) && direction == MV_DOWN &&
3664 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3667 else /* still moving on */
3669 DrawLevelField(x, y);
3673 int AmoebeNachbarNr(int ax, int ay)
3676 int element = Feld[ax][ay];
3678 static int xy[4][2] =
3688 int x = ax + xy[i][0];
3689 int y = ay + xy[i][1];
3691 if (!IN_LEV_FIELD(x, y))
3694 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3695 group_nr = AmoebaNr[x][y];
3701 void AmoebenVereinigen(int ax, int ay)
3703 int i, x, y, xx, yy;
3704 int new_group_nr = AmoebaNr[ax][ay];
3705 static int xy[4][2] =
3713 if (new_group_nr == 0)
3721 if (!IN_LEV_FIELD(x, y))
3724 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3725 Feld[x][y] == EL_BD_AMOEBA ||
3726 Feld[x][y] == EL_AMOEBA_DEAD) &&
3727 AmoebaNr[x][y] != new_group_nr)
3729 int old_group_nr = AmoebaNr[x][y];
3731 if (old_group_nr == 0)
3734 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3735 AmoebaCnt[old_group_nr] = 0;
3736 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3737 AmoebaCnt2[old_group_nr] = 0;
3739 for (yy=0; yy<lev_fieldy; yy++)
3741 for (xx=0; xx<lev_fieldx; xx++)
3743 if (AmoebaNr[xx][yy] == old_group_nr)
3744 AmoebaNr[xx][yy] = new_group_nr;
3751 void AmoebeUmwandeln(int ax, int ay)
3755 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3757 int group_nr = AmoebaNr[ax][ay];
3762 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3763 printf("AmoebeUmwandeln(): This should never happen!\n");
3768 for (y=0; y<lev_fieldy; y++)
3770 for (x=0; x<lev_fieldx; x++)
3772 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3775 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3779 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3780 SND_AMOEBA_TURNING_TO_GEM :
3781 SND_AMOEBA_TURNING_TO_ROCK));
3786 static int xy[4][2] =
3799 if (!IN_LEV_FIELD(x, y))
3802 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3804 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3805 SND_AMOEBA_TURNING_TO_GEM :
3806 SND_AMOEBA_TURNING_TO_ROCK));
3813 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3816 int group_nr = AmoebaNr[ax][ay];
3817 boolean done = FALSE;
3822 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3823 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3828 for (y=0; y<lev_fieldy; y++)
3830 for (x=0; x<lev_fieldx; x++)
3832 if (AmoebaNr[x][y] == group_nr &&
3833 (Feld[x][y] == EL_AMOEBA_DEAD ||
3834 Feld[x][y] == EL_BD_AMOEBA ||
3835 Feld[x][y] == EL_AMOEBA_GROWING))
3838 Feld[x][y] = new_element;
3839 InitField(x, y, FALSE);
3840 DrawLevelField(x, y);
3847 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3848 SND_BD_AMOEBA_TURNING_TO_ROCK :
3849 SND_BD_AMOEBA_TURNING_TO_GEM));
3852 void AmoebeWaechst(int x, int y)
3854 static unsigned long sound_delay = 0;
3855 static unsigned long sound_delay_value = 0;
3857 if (!MovDelay[x][y]) /* start new growing cycle */
3861 if (DelayReached(&sound_delay, sound_delay_value))
3864 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3866 if (Store[x][y] == EL_BD_AMOEBA)
3867 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3869 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3871 sound_delay_value = 30;
3875 if (MovDelay[x][y]) /* wait some time before growing bigger */
3878 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3880 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3881 6 - MovDelay[x][y]);
3883 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3886 if (!MovDelay[x][y])
3888 Feld[x][y] = Store[x][y];
3890 DrawLevelField(x, y);
3895 void AmoebaDisappearing(int x, int y)
3897 static unsigned long sound_delay = 0;
3898 static unsigned long sound_delay_value = 0;
3900 if (!MovDelay[x][y]) /* start new shrinking cycle */
3904 if (DelayReached(&sound_delay, sound_delay_value))
3905 sound_delay_value = 30;
3908 if (MovDelay[x][y]) /* wait some time before shrinking */
3911 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3913 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3914 6 - MovDelay[x][y]);
3916 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3919 if (!MovDelay[x][y])
3921 Feld[x][y] = EL_EMPTY;
3922 DrawLevelField(x, y);
3924 /* don't let mole enter this field in this cycle;
3925 (give priority to objects falling to this field from above) */
3931 void AmoebeAbleger(int ax, int ay)
3934 int element = Feld[ax][ay];
3935 int graphic = el2img(element);
3936 int newax = ax, neway = ay;
3937 static int xy[4][2] =
3945 if (!level.amoeba_speed)
3947 Feld[ax][ay] = EL_AMOEBA_DEAD;
3948 DrawLevelField(ax, ay);
3952 if (IS_ANIMATED(graphic))
3953 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3955 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3956 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3958 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3961 if (MovDelay[ax][ay])
3965 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3968 int x = ax + xy[start][0];
3969 int y = ay + xy[start][1];
3971 if (!IN_LEV_FIELD(x, y))
3974 if (IS_FREE(x, y) ||
3975 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3981 if (newax == ax && neway == ay)
3984 else /* normal or "filled" (BD style) amoeba */
3987 boolean waiting_for_player = FALSE;
3991 int j = (start + i) % 4;
3992 int x = ax + xy[j][0];
3993 int y = ay + xy[j][1];
3995 if (!IN_LEV_FIELD(x, y))
3998 if (IS_FREE(x, y) ||
3999 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4005 else if (IS_PLAYER(x, y))
4006 waiting_for_player = TRUE;
4009 if (newax == ax && neway == ay) /* amoeba cannot grow */
4011 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4013 Feld[ax][ay] = EL_AMOEBA_DEAD;
4014 DrawLevelField(ax, ay);
4015 AmoebaCnt[AmoebaNr[ax][ay]]--;
4017 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4019 if (element == EL_AMOEBA_FULL)
4020 AmoebeUmwandeln(ax, ay);
4021 else if (element == EL_BD_AMOEBA)
4022 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4027 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4029 /* amoeba gets larger by growing in some direction */
4031 int new_group_nr = AmoebaNr[ax][ay];
4034 if (new_group_nr == 0)
4036 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4037 printf("AmoebeAbleger(): This should never happen!\n");
4042 AmoebaNr[newax][neway] = new_group_nr;
4043 AmoebaCnt[new_group_nr]++;
4044 AmoebaCnt2[new_group_nr]++;
4046 /* if amoeba touches other amoeba(s) after growing, unify them */
4047 AmoebenVereinigen(newax, neway);
4049 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4051 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4057 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4058 (neway == lev_fieldy - 1 && newax != ax))
4060 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4061 Store[newax][neway] = element;
4063 else if (neway == ay)
4065 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4067 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4069 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4074 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4075 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4076 Store[ax][ay] = EL_AMOEBA_DROP;
4077 ContinueMoving(ax, ay);
4081 DrawLevelField(newax, neway);
4084 void Life(int ax, int ay)
4087 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4089 int element = Feld[ax][ay];
4090 int graphic = el2img(element);
4091 boolean changed = FALSE;
4093 if (IS_ANIMATED(graphic))
4094 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4099 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4100 MovDelay[ax][ay] = life_time;
4102 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4105 if (MovDelay[ax][ay])
4109 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4111 int xx = ax+x1, yy = ay+y1;
4114 if (!IN_LEV_FIELD(xx, yy))
4117 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4119 int x = xx+x2, y = yy+y2;
4121 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4124 if (((Feld[x][y] == element ||
4125 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4127 (IS_FREE(x, y) && Stop[x][y]))
4131 if (xx == ax && yy == ay) /* field in the middle */
4133 if (nachbarn < life[0] || nachbarn > life[1])
4135 Feld[xx][yy] = EL_EMPTY;
4137 DrawLevelField(xx, yy);
4138 Stop[xx][yy] = TRUE;
4142 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4143 { /* free border field */
4144 if (nachbarn >= life[2] && nachbarn <= life[3])
4146 Feld[xx][yy] = element;
4147 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4149 DrawLevelField(xx, yy);
4150 Stop[xx][yy] = TRUE;
4157 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4158 SND_GAME_OF_LIFE_GROWING);
4161 static void InitRobotWheel(int x, int y)
4163 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4166 static void RunRobotWheel(int x, int y)
4168 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4171 static void StopRobotWheel(int x, int y)
4173 if (ZX == x && ZY == y)
4177 static void InitTimegateWheel(int x, int y)
4179 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4182 static void RunTimegateWheel(int x, int y)
4184 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4187 void CheckExit(int x, int y)
4189 if (local_player->gems_still_needed > 0 ||
4190 local_player->sokobanfields_still_needed > 0 ||
4191 local_player->lights_still_needed > 0)
4193 int element = Feld[x][y];
4194 int graphic = el2img(element);
4196 if (IS_ANIMATED(graphic))
4197 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4202 Feld[x][y] = EL_EXIT_OPENING;
4204 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4207 void CheckExitSP(int x, int y)
4209 if (local_player->gems_still_needed > 0)
4211 int element = Feld[x][y];
4212 int graphic = el2img(element);
4214 if (IS_ANIMATED(graphic))
4215 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4220 Feld[x][y] = EL_SP_EXIT_OPEN;
4222 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4225 static void CloseAllOpenTimegates()
4229 for (y=0; y<lev_fieldy; y++)
4231 for (x=0; x<lev_fieldx; x++)
4233 int element = Feld[x][y];
4235 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4237 Feld[x][y] = EL_TIMEGATE_CLOSING;
4239 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4241 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4248 void EdelsteinFunkeln(int x, int y)
4250 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4253 if (Feld[x][y] == EL_BD_DIAMOND)
4256 if (MovDelay[x][y] == 0) /* next animation frame */
4257 MovDelay[x][y] = 11 * !SimpleRND(500);
4259 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4263 if (setup.direct_draw && MovDelay[x][y])
4264 SetDrawtoField(DRAW_BUFFERED);
4266 DrawLevelElementAnimation(x, y, Feld[x][y]);
4268 if (MovDelay[x][y] != 0)
4270 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4271 10 - MovDelay[x][y]);
4273 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4275 if (setup.direct_draw)
4279 dest_x = FX + SCREENX(x) * TILEX;
4280 dest_y = FY + SCREENY(y) * TILEY;
4282 BlitBitmap(drawto_field, window,
4283 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4284 SetDrawtoField(DRAW_DIRECT);
4290 void MauerWaechst(int x, int y)
4294 if (!MovDelay[x][y]) /* next animation frame */
4295 MovDelay[x][y] = 3 * delay;
4297 if (MovDelay[x][y]) /* wait some time before next frame */
4301 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4303 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4304 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4306 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4309 if (!MovDelay[x][y])
4311 if (MovDir[x][y] == MV_LEFT)
4313 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4314 DrawLevelField(x - 1, y);
4316 else if (MovDir[x][y] == MV_RIGHT)
4318 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4319 DrawLevelField(x + 1, y);
4321 else if (MovDir[x][y] == MV_UP)
4323 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4324 DrawLevelField(x, y - 1);
4328 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4329 DrawLevelField(x, y + 1);
4332 Feld[x][y] = Store[x][y];
4334 MovDir[x][y] = MV_NO_MOVING;
4335 DrawLevelField(x, y);
4340 void MauerAbleger(int ax, int ay)
4342 int element = Feld[ax][ay];
4343 int graphic = el2img(element);
4344 boolean oben_frei = FALSE, unten_frei = FALSE;
4345 boolean links_frei = FALSE, rechts_frei = FALSE;
4346 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4347 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4348 boolean new_wall = FALSE;
4350 if (IS_ANIMATED(graphic))
4351 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4353 if (!MovDelay[ax][ay]) /* start building new wall */
4354 MovDelay[ax][ay] = 6;
4356 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4359 if (MovDelay[ax][ay])
4363 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4365 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4367 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4369 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4372 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4373 element == EL_EXPANDABLE_WALL_ANY)
4377 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4378 Store[ax][ay-1] = element;
4379 MovDir[ax][ay-1] = MV_UP;
4380 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4381 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4382 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4387 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4388 Store[ax][ay+1] = element;
4389 MovDir[ax][ay+1] = MV_DOWN;
4390 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4391 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4392 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4397 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4398 element == EL_EXPANDABLE_WALL_ANY ||
4399 element == EL_EXPANDABLE_WALL)
4403 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4404 Store[ax-1][ay] = element;
4405 MovDir[ax-1][ay] = MV_LEFT;
4406 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4407 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4408 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4414 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4415 Store[ax+1][ay] = element;
4416 MovDir[ax+1][ay] = MV_RIGHT;
4417 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4418 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4419 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4424 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4425 DrawLevelField(ax, ay);
4427 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4429 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4430 unten_massiv = TRUE;
4431 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4432 links_massiv = TRUE;
4433 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4434 rechts_massiv = TRUE;
4436 if (((oben_massiv && unten_massiv) ||
4437 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4438 element == EL_EXPANDABLE_WALL) &&
4439 ((links_massiv && rechts_massiv) ||
4440 element == EL_EXPANDABLE_WALL_VERTICAL))
4441 Feld[ax][ay] = EL_WALL;
4445 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4447 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4451 void CheckForDragon(int x, int y)
4454 boolean dragon_found = FALSE;
4455 static int xy[4][2] =
4467 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4469 if (IN_LEV_FIELD(xx, yy) &&
4470 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4472 if (Feld[xx][yy] == EL_DRAGON)
4473 dragon_found = TRUE;
4486 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4488 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4490 Feld[xx][yy] = EL_EMPTY;
4491 DrawLevelField(xx, yy);
4500 static void InitBuggyBase(int x, int y)
4502 int element = Feld[x][y];
4503 int activating_delay = FRAMES_PER_SECOND / 4;
4506 (element == EL_SP_BUGGY_BASE ?
4507 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4508 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4510 element == EL_SP_BUGGY_BASE_ACTIVE ?
4511 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4514 static void WarnBuggyBase(int x, int y)
4517 static int xy[4][2] =
4527 int xx = x + xy[i][0], yy = y + xy[i][1];
4529 if (IS_PLAYER(xx, yy))
4531 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4538 static void InitTrap(int x, int y)
4540 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4543 static void ActivateTrap(int x, int y)
4545 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4548 static void ChangeActiveTrap(int x, int y)
4550 int graphic = IMG_TRAP_ACTIVE;
4552 /* if new animation frame was drawn, correct crumbled sand border */
4553 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4554 DrawLevelFieldCrumbledSand(x, y);
4557 static void ChangeElement(int x, int y)
4559 int element = Feld[x][y];
4561 if (IS_MOVING(x, y)) /* never change a running system :-) */
4564 if (MovDelay[x][y] == 0) /* initialize element change */
4566 MovDelay[x][y] = changing_element[element].change_delay + 1;
4568 if (IS_CUSTOM_ELEMENT(element) &&
4569 HAS_CHANGE_EVENT(element, CE_DELAY_RANDOM))
4571 int i = element - EL_CUSTOM_START;
4572 int max_random_delay = level.custom_element[i].change.delay_random;
4573 int delay_frames = level.custom_element[i].change.delay_frames;
4575 MovDelay[x][y] += RND(max_random_delay * delay_frames);
4578 ResetGfxAnimation(x, y);
4579 ResetRandomAnimationValue(x, y);
4581 if (changing_element[element].pre_change_function)
4582 changing_element[element].pre_change_function(x, y);
4587 if (MovDelay[x][y] != 0) /* continue element change */
4589 if (IS_ANIMATED(el2img(element)))
4590 DrawLevelElementAnimationIfNeeded(x, y, element);
4592 if (changing_element[element].change_function)
4593 changing_element[element].change_function(x, y);
4595 else /* finish element change */
4597 Feld[x][y] = changing_element[element].next_element;
4599 ResetGfxAnimation(x, y);
4600 ResetRandomAnimationValue(x, y);
4603 InitField(x, y, FALSE);
4604 if (CAN_MOVE(element))
4607 DrawLevelField(x, y);
4609 if (changing_element[element].post_change_function)
4610 changing_element[element].post_change_function(x, y);
4614 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4616 static byte stored_player_action[MAX_PLAYERS];
4617 static int num_stored_actions = 0;
4618 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4619 int left = player_action & JOY_LEFT;
4620 int right = player_action & JOY_RIGHT;
4621 int up = player_action & JOY_UP;
4622 int down = player_action & JOY_DOWN;
4623 int button1 = player_action & JOY_BUTTON_1;
4624 int button2 = player_action & JOY_BUTTON_2;
4625 int dx = (left ? -1 : right ? 1 : 0);
4626 int dy = (up ? -1 : down ? 1 : 0);
4628 stored_player_action[player->index_nr] = 0;
4629 num_stored_actions++;
4631 if (!player->active || tape.pausing)
4637 snapped = SnapField(player, dx, dy);
4641 bombed = PlaceBomb(player);
4642 moved = MoveFigure(player, dx, dy);
4645 if (tape.single_step && tape.recording && !tape.pausing)
4647 if (button1 || (bombed && !moved))
4649 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4650 SnapField(player, 0, 0); /* stop snapping */
4654 stored_player_action[player->index_nr] = player_action;
4658 /* no actions for this player (no input at player's configured device) */
4660 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4661 SnapField(player, 0, 0);
4662 CheckGravityMovement(player);
4664 if (player->MovPos == 0)
4667 printf("Trying... Player frame reset\n");
4670 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4673 if (player->MovPos == 0) /* needed for tape.playing */
4674 player->is_moving = FALSE;
4677 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4679 TapeRecordAction(stored_player_action);
4680 num_stored_actions = 0;
4686 static unsigned long action_delay = 0;
4687 unsigned long action_delay_value;
4688 int magic_wall_x = 0, magic_wall_y = 0;
4689 int i, x, y, element, graphic;
4690 byte *recorded_player_action;
4691 byte summarized_player_action = 0;
4693 if (game_status != GAME_MODE_PLAYING)
4696 action_delay_value =
4697 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4699 if (tape.playing && tape.index_search && !tape.pausing)
4700 action_delay_value = 0;
4702 /* ---------- main game synchronization point ---------- */
4704 WaitUntilDelayReached(&action_delay, action_delay_value);
4706 if (network_playing && !network_player_action_received)
4710 printf("DEBUG: try to get network player actions in time\n");
4714 #if defined(PLATFORM_UNIX)
4715 /* last chance to get network player actions without main loop delay */
4719 if (game_status != GAME_MODE_PLAYING)
4722 if (!network_player_action_received)
4726 printf("DEBUG: failed to get network player actions in time\n");
4736 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4738 for (i=0; i<MAX_PLAYERS; i++)
4740 summarized_player_action |= stored_player[i].action;
4742 if (!network_playing)
4743 stored_player[i].effective_action = stored_player[i].action;
4746 #if defined(PLATFORM_UNIX)
4747 if (network_playing)
4748 SendToServer_MovePlayer(summarized_player_action);
4751 if (!options.network && !setup.team_mode)
4752 local_player->effective_action = summarized_player_action;
4754 for (i=0; i<MAX_PLAYERS; i++)
4756 int actual_player_action = stored_player[i].effective_action;
4758 if (stored_player[i].programmed_action)
4759 actual_player_action = stored_player[i].programmed_action;
4761 if (recorded_player_action)
4762 actual_player_action = recorded_player_action[i];
4764 PlayerActions(&stored_player[i], actual_player_action);
4765 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4768 network_player_action_received = FALSE;
4770 ScrollScreen(NULL, SCROLL_GO_ON);
4776 for (i=0; i<MAX_PLAYERS; i++)
4777 stored_player[i].Frame++;
4780 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4783 if (JustStopped[x][y] > 0)
4784 JustStopped[x][y]--;
4789 if (IS_BLOCKED(x, y))
4793 Blocked2Moving(x, y, &oldx, &oldy);
4794 if (!IS_MOVING(oldx, oldy))
4796 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4797 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4798 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4799 printf("GameActions(): This should never happen!\n");
4805 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4807 element = Feld[x][y];
4808 graphic = el2img(element);
4813 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
4815 element = graphic = 0;
4819 if (graphic_info[graphic].anim_global_sync)
4820 GfxFrame[x][y] = FrameCounter;
4822 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4823 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4824 ResetRandomAnimationValue(x, y);
4826 SetRandomAnimationValue(x, y);
4829 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4832 if (IS_INACTIVE(element))
4834 if (IS_ANIMATED(graphic))
4835 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4840 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4844 if (IS_ANIMATED(graphic) &&
4847 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4849 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4850 EdelsteinFunkeln(x, y);
4852 else if ((element == EL_ACID ||
4853 element == EL_EXIT_OPEN ||
4854 element == EL_SP_EXIT_OPEN ||
4855 element == EL_SP_TERMINAL ||
4856 element == EL_SP_TERMINAL_ACTIVE ||
4857 element == EL_EXTRA_TIME ||
4858 element == EL_SHIELD_NORMAL ||
4859 element == EL_SHIELD_DEADLY) &&
4860 IS_ANIMATED(graphic))
4861 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4862 else if (IS_MOVING(x, y))
4863 ContinueMoving(x, y);
4864 else if (IS_ACTIVE_BOMB(element))
4865 CheckDynamite(x, y);
4867 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4868 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4870 else if (element == EL_AMOEBA_GROWING)
4871 AmoebeWaechst(x, y);
4872 else if (element == EL_AMOEBA_SHRINKING)
4873 AmoebaDisappearing(x, y);
4875 #if !USE_NEW_AMOEBA_CODE
4876 else if (IS_AMOEBALIVE(element))
4877 AmoebeAbleger(x, y);
4880 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4882 else if (element == EL_EXIT_CLOSED)
4884 else if (element == EL_SP_EXIT_CLOSED)
4886 else if (element == EL_EXPANDABLE_WALL_GROWING)
4888 else if (element == EL_EXPANDABLE_WALL ||
4889 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4890 element == EL_EXPANDABLE_WALL_VERTICAL ||
4891 element == EL_EXPANDABLE_WALL_ANY)
4893 else if (element == EL_FLAMES)
4894 CheckForDragon(x, y);
4896 else if (IS_AUTO_CHANGING(element))
4897 ChangeElement(x, y);
4899 else if (element == EL_EXPLOSION)
4900 ; /* drawing of correct explosion animation is handled separately */
4901 else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element))
4902 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4905 /* this may take place after moving, therefore element may have changed */
4906 if (IS_AUTO_CHANGING(Feld[x][y]))
4907 ChangeElement(x, y);
4910 if (IS_BELT_ACTIVE(element))
4911 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4913 if (game.magic_wall_active)
4915 int jx = local_player->jx, jy = local_player->jy;
4917 /* play the element sound at the position nearest to the player */
4918 if ((element == EL_MAGIC_WALL_FULL ||
4919 element == EL_MAGIC_WALL_ACTIVE ||
4920 element == EL_MAGIC_WALL_EMPTYING ||
4921 element == EL_BD_MAGIC_WALL_FULL ||
4922 element == EL_BD_MAGIC_WALL_ACTIVE ||
4923 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4924 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4932 #if USE_NEW_AMOEBA_CODE
4933 /* new experimental amoeba growth stuff */
4935 if (!(FrameCounter % 8))
4938 static unsigned long random = 1684108901;
4940 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4943 x = (random >> 10) % lev_fieldx;
4944 y = (random >> 20) % lev_fieldy;
4946 x = RND(lev_fieldx);
4947 y = RND(lev_fieldy);
4949 element = Feld[x][y];
4951 if (!IS_PLAYER(x,y) &&
4952 (element == EL_EMPTY ||
4953 element == EL_SAND ||
4954 element == EL_QUICKSAND_EMPTY ||
4955 element == EL_ACID_SPLASH_LEFT ||
4956 element == EL_ACID_SPLASH_RIGHT))
4958 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4959 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4960 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4961 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4962 Feld[x][y] = EL_AMOEBA_DROP;
4965 random = random * 129 + 1;
4971 if (game.explosions_delayed)
4974 game.explosions_delayed = FALSE;
4976 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4978 element = Feld[x][y];
4980 if (ExplodeField[x][y])
4981 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4982 else if (element == EL_EXPLOSION)
4983 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4985 ExplodeField[x][y] = EX_NO_EXPLOSION;
4988 game.explosions_delayed = TRUE;
4991 if (game.magic_wall_active)
4993 if (!(game.magic_wall_time_left % 4))
4995 int element = Feld[magic_wall_x][magic_wall_y];
4997 if (element == EL_BD_MAGIC_WALL_FULL ||
4998 element == EL_BD_MAGIC_WALL_ACTIVE ||
4999 element == EL_BD_MAGIC_WALL_EMPTYING)
5000 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5002 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5005 if (game.magic_wall_time_left > 0)
5007 game.magic_wall_time_left--;
5008 if (!game.magic_wall_time_left)
5010 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5012 element = Feld[x][y];
5014 if (element == EL_MAGIC_WALL_ACTIVE ||
5015 element == EL_MAGIC_WALL_FULL)
5017 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5018 DrawLevelField(x, y);
5020 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5021 element == EL_BD_MAGIC_WALL_FULL)
5023 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5024 DrawLevelField(x, y);
5028 game.magic_wall_active = FALSE;
5033 if (game.light_time_left > 0)
5035 game.light_time_left--;
5037 if (game.light_time_left == 0)
5038 RedrawAllLightSwitchesAndInvisibleElements();
5041 if (game.timegate_time_left > 0)
5043 game.timegate_time_left--;
5045 if (game.timegate_time_left == 0)
5046 CloseAllOpenTimegates();
5049 for (i=0; i<MAX_PLAYERS; i++)
5051 struct PlayerInfo *player = &stored_player[i];
5053 if (SHIELD_ON(player))
5055 if (player->shield_deadly_time_left)
5056 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5057 else if (player->shield_normal_time_left)
5058 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5062 if (TimeFrames >= (1000 / GameFrameDelay))
5067 for (i=0; i<MAX_PLAYERS; i++)
5069 struct PlayerInfo *player = &stored_player[i];
5071 if (SHIELD_ON(player))
5073 player->shield_normal_time_left--;
5075 if (player->shield_deadly_time_left > 0)
5076 player->shield_deadly_time_left--;
5080 if (tape.recording || tape.playing)
5081 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5087 if (TimeLeft <= 10 && setup.time_limit)
5088 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5090 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5092 if (!TimeLeft && setup.time_limit)
5093 for (i=0; i<MAX_PLAYERS; i++)
5094 KillHero(&stored_player[i]);
5096 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5097 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5102 if (options.debug) /* calculate frames per second */
5104 static unsigned long fps_counter = 0;
5105 static int fps_frames = 0;
5106 unsigned long fps_delay_ms = Counter() - fps_counter;
5110 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5112 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5115 fps_counter = Counter();
5118 redraw_mask |= REDRAW_FPS;
5122 if (stored_player[0].jx != stored_player[0].last_jx ||
5123 stored_player[0].jy != stored_player[0].last_jy)
5124 printf("::: %d, %d, %d, %d, %d\n",
5125 stored_player[0].MovDir,
5126 stored_player[0].MovPos,
5127 stored_player[0].GfxPos,
5128 stored_player[0].Frame,
5129 stored_player[0].StepFrame);
5136 for (i=0; i<MAX_PLAYERS; i++)
5139 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5141 stored_player[i].Frame += move_frames;
5143 if (stored_player[i].MovPos != 0)
5144 stored_player[i].StepFrame += move_frames;
5149 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5151 int min_x = x, min_y = y, max_x = x, max_y = y;
5154 for (i=0; i<MAX_PLAYERS; i++)
5156 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5158 if (!stored_player[i].active || &stored_player[i] == player)
5161 min_x = MIN(min_x, jx);
5162 min_y = MIN(min_y, jy);
5163 max_x = MAX(max_x, jx);
5164 max_y = MAX(max_y, jy);
5167 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5170 static boolean AllPlayersInVisibleScreen()
5174 for (i=0; i<MAX_PLAYERS; i++)
5176 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5178 if (!stored_player[i].active)
5181 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5188 void ScrollLevel(int dx, int dy)
5190 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5193 BlitBitmap(drawto_field, drawto_field,
5194 FX + TILEX*(dx == -1) - softscroll_offset,
5195 FY + TILEY*(dy == -1) - softscroll_offset,
5196 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5197 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5198 FX + TILEX*(dx == 1) - softscroll_offset,
5199 FY + TILEY*(dy == 1) - softscroll_offset);
5203 x = (dx == 1 ? BX1 : BX2);
5204 for (y=BY1; y<=BY2; y++)
5205 DrawScreenField(x, y);
5210 y = (dy == 1 ? BY1 : BY2);
5211 for (x=BX1; x<=BX2; x++)
5212 DrawScreenField(x, y);
5215 redraw_mask |= REDRAW_FIELD;
5218 static void CheckGravityMovement(struct PlayerInfo *player)
5220 if (level.gravity && !player->programmed_action)
5222 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5223 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5225 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5226 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5227 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5228 int jx = player->jx, jy = player->jy;
5229 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5230 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5231 int new_jx = jx + dx, new_jy = jy + dy;
5232 boolean field_under_player_is_free =
5233 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5234 boolean player_is_moving_to_valid_field =
5235 (IN_LEV_FIELD(new_jx, new_jy) &&
5236 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5237 Feld[new_jx][new_jy] == EL_SAND));
5239 if (field_under_player_is_free &&
5240 !player_is_moving_to_valid_field &&
5241 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5242 player->programmed_action = MV_DOWN;
5248 -----------------------------------------------------------------------------
5249 dx, dy: direction (non-diagonal) to try to move the player to
5250 real_dx, real_dy: direction as read from input device (can be diagonal)
5253 boolean MoveFigureOneStep(struct PlayerInfo *player,
5254 int dx, int dy, int real_dx, int real_dy)
5256 int jx = player->jx, jy = player->jy;
5257 int new_jx = jx+dx, new_jy = jy+dy;
5261 if (!player->active || (!dx && !dy))
5262 return MF_NO_ACTION;
5264 player->MovDir = (dx < 0 ? MV_LEFT :
5267 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5269 if (!IN_LEV_FIELD(new_jx, new_jy))
5270 return MF_NO_ACTION;
5272 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5273 return MF_NO_ACTION;
5276 element = MovingOrBlocked2Element(new_jx, new_jy);
5278 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5281 if (DONT_GO_TO(element))
5283 if (element == EL_ACID && dx == 0 && dy == 1)
5286 Feld[jx][jy] = EL_PLAYER_1;
5287 InitMovingField(jx, jy, MV_DOWN);
5288 Store[jx][jy] = EL_ACID;
5289 ContinueMoving(jx, jy);
5293 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5298 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5299 if (can_move != MF_MOVING)
5302 StorePlayer[jx][jy] = 0;
5303 player->last_jx = jx;
5304 player->last_jy = jy;
5305 jx = player->jx = new_jx;
5306 jy = player->jy = new_jy;
5307 StorePlayer[jx][jy] = player->element_nr;
5310 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5312 ScrollFigure(player, SCROLL_INIT);
5317 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5319 int jx = player->jx, jy = player->jy;
5320 int old_jx = jx, old_jy = jy;
5321 int moved = MF_NO_ACTION;
5323 if (!player->active || (!dx && !dy))
5327 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5331 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5332 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5336 /* remove the last programmed player action */
5337 player->programmed_action = 0;
5341 /* should only happen if pre-1.2 tape recordings are played */
5342 /* this is only for backward compatibility */
5344 int original_move_delay_value = player->move_delay_value;
5347 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5351 /* scroll remaining steps with finest movement resolution */
5352 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5354 while (player->MovPos)
5356 ScrollFigure(player, SCROLL_GO_ON);
5357 ScrollScreen(NULL, SCROLL_GO_ON);
5363 player->move_delay_value = original_move_delay_value;
5366 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5368 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5369 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5373 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5374 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5380 if (moved & MF_MOVING && !ScreenMovPos &&
5381 (player == local_player || !options.network))
5383 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5384 int offset = (setup.scroll_delay ? 3 : 0);
5386 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5388 /* actual player has left the screen -- scroll in that direction */
5389 if (jx != old_jx) /* player has moved horizontally */
5390 scroll_x += (jx - old_jx);
5391 else /* player has moved vertically */
5392 scroll_y += (jy - old_jy);
5396 if (jx != old_jx) /* player has moved horizontally */
5398 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5399 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5400 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5402 /* don't scroll over playfield boundaries */
5403 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5404 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5406 /* don't scroll more than one field at a time */
5407 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5409 /* don't scroll against the player's moving direction */
5410 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5411 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5412 scroll_x = old_scroll_x;
5414 else /* player has moved vertically */
5416 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5417 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5418 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5420 /* don't scroll over playfield boundaries */
5421 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5422 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5424 /* don't scroll more than one field at a time */
5425 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5427 /* don't scroll against the player's moving direction */
5428 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5429 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5430 scroll_y = old_scroll_y;
5434 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5436 if (!options.network && !AllPlayersInVisibleScreen())
5438 scroll_x = old_scroll_x;
5439 scroll_y = old_scroll_y;
5443 ScrollScreen(player, SCROLL_INIT);
5444 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5451 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5453 if (!(moved & MF_MOVING) && !player->Pushing)
5458 player->StepFrame = 0;
5460 if (moved & MF_MOVING)
5462 if (old_jx != jx && old_jy == jy)
5463 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5464 else if (old_jx == jx && old_jy != jy)
5465 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5467 DrawLevelField(jx, jy); /* for "crumbled sand" */
5469 player->last_move_dir = player->MovDir;
5470 player->is_moving = TRUE;
5474 CheckGravityMovement(player);
5477 player->last_move_dir = MV_NO_MOVING;
5479 player->is_moving = FALSE;
5482 TestIfHeroTouchesBadThing(jx, jy);
5484 if (!player->active)
5490 void ScrollFigure(struct PlayerInfo *player, int mode)
5492 int jx = player->jx, jy = player->jy;
5493 int last_jx = player->last_jx, last_jy = player->last_jy;
5494 int move_stepsize = TILEX / player->move_delay_value;
5496 if (!player->active || !player->MovPos)
5499 if (mode == SCROLL_INIT)
5501 player->actual_frame_counter = FrameCounter;
5502 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5504 if (Feld[last_jx][last_jy] == EL_EMPTY)
5505 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5510 else if (!FrameReached(&player->actual_frame_counter, 1))
5513 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5514 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5516 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5517 Feld[last_jx][last_jy] = EL_EMPTY;
5519 /* before DrawPlayer() to draw correct player graphic for this case */
5520 if (player->MovPos == 0)
5521 CheckGravityMovement(player);
5525 if (player->MovPos == 0)
5527 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5529 /* continue with normal speed after quickly moving through gate */
5530 HALVE_PLAYER_SPEED(player);
5532 /* be able to make the next move without delay */
5533 player->move_delay = 0;
5536 player->last_jx = jx;
5537 player->last_jy = jy;
5539 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5540 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5544 if (local_player->friends_still_needed == 0 ||
5545 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5546 player->LevelSolved = player->GameOver = TRUE;
5549 if (tape.single_step && tape.recording && !tape.pausing &&
5550 !player->programmed_action)
5551 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5555 void ScrollScreen(struct PlayerInfo *player, int mode)
5557 static unsigned long screen_frame_counter = 0;
5559 if (mode == SCROLL_INIT)
5561 /* set scrolling step size according to actual player's moving speed */
5562 ScrollStepSize = TILEX / player->move_delay_value;
5564 screen_frame_counter = FrameCounter;
5565 ScreenMovDir = player->MovDir;
5566 ScreenMovPos = player->MovPos;
5567 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5570 else if (!FrameReached(&screen_frame_counter, 1))
5575 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5576 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5577 redraw_mask |= REDRAW_FIELD;
5580 ScreenMovDir = MV_NO_MOVING;
5583 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5585 int i, kill_x = -1, kill_y = -1;
5586 static int test_xy[4][2] =
5593 static int test_dir[4] =
5603 int test_x, test_y, test_move_dir, test_element;
5605 test_x = good_x + test_xy[i][0];
5606 test_y = good_y + test_xy[i][1];
5607 if (!IN_LEV_FIELD(test_x, test_y))
5611 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5614 test_element = Feld[test_x][test_y];
5616 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5619 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5620 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5622 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5623 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5631 if (kill_x != -1 || kill_y != -1)
5633 if (IS_PLAYER(good_x, good_y))
5635 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5637 if (player->shield_deadly_time_left > 0)
5638 Bang(kill_x, kill_y);
5639 else if (!PLAYER_PROTECTED(good_x, good_y))
5643 Bang(good_x, good_y);
5647 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5649 int i, kill_x = -1, kill_y = -1;
5650 int bad_element = Feld[bad_x][bad_y];
5651 static int test_xy[4][2] =
5658 static int test_dir[4] =
5666 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5671 int test_x, test_y, test_move_dir, test_element;
5673 test_x = bad_x + test_xy[i][0];
5674 test_y = bad_y + test_xy[i][1];
5675 if (!IN_LEV_FIELD(test_x, test_y))
5679 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5681 test_element = Feld[test_x][test_y];
5683 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5684 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5686 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5687 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5689 /* good thing is player or penguin that does not move away */
5690 if (IS_PLAYER(test_x, test_y))
5692 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5694 if (bad_element == EL_ROBOT && player->is_moving)
5695 continue; /* robot does not kill player if he is moving */
5701 else if (test_element == EL_PENGUIN)
5710 if (kill_x != -1 || kill_y != -1)
5712 if (IS_PLAYER(kill_x, kill_y))
5714 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5717 int dir = player->MovDir;
5718 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5719 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5721 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5722 newx != bad_x && newy != bad_y)
5723 ; /* robot does not kill player if he is moving */
5725 printf("-> %d\n", player->MovDir);
5727 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5728 newx != bad_x && newy != bad_y)
5729 ; /* robot does not kill player if he is moving */
5734 if (player->shield_deadly_time_left > 0)
5736 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5740 Bang(kill_x, kill_y);
5744 void TestIfHeroTouchesBadThing(int x, int y)
5746 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5749 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5751 TestIfGoodThingHitsBadThing(x, y, move_dir);
5754 void TestIfBadThingTouchesHero(int x, int y)
5756 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5759 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5761 TestIfBadThingHitsGoodThing(x, y, move_dir);
5764 void TestIfFriendTouchesBadThing(int x, int y)
5766 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5769 void TestIfBadThingTouchesFriend(int x, int y)
5771 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5774 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5776 int i, kill_x = bad_x, kill_y = bad_y;
5777 static int xy[4][2] =
5789 x = bad_x + xy[i][0];
5790 y = bad_y + xy[i][1];
5791 if (!IN_LEV_FIELD(x, y))
5794 element = Feld[x][y];
5795 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5796 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5804 if (kill_x != bad_x || kill_y != bad_y)
5808 void KillHero(struct PlayerInfo *player)
5810 int jx = player->jx, jy = player->jy;
5812 if (!player->active)
5815 /* remove accessible field at the player's position */
5816 Feld[jx][jy] = EL_EMPTY;
5818 /* deactivate shield (else Bang()/Explode() would not work right) */
5819 player->shield_normal_time_left = 0;
5820 player->shield_deadly_time_left = 0;
5826 static void KillHeroUnlessProtected(int x, int y)
5828 if (!PLAYER_PROTECTED(x, y))
5829 KillHero(PLAYERINFO(x, y));
5832 void BuryHero(struct PlayerInfo *player)
5834 int jx = player->jx, jy = player->jy;
5836 if (!player->active)
5839 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5840 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5842 player->GameOver = TRUE;
5846 void RemoveHero(struct PlayerInfo *player)
5848 int jx = player->jx, jy = player->jy;
5849 int i, found = FALSE;
5851 player->present = FALSE;
5852 player->active = FALSE;
5854 if (!ExplodeField[jx][jy])
5855 StorePlayer[jx][jy] = 0;
5857 for (i=0; i<MAX_PLAYERS; i++)
5858 if (stored_player[i].active)
5862 AllPlayersGone = TRUE;
5869 checkDiagonalPushing()
5870 -----------------------------------------------------------------------------
5871 check if diagonal input device direction results in pushing of object
5872 (by checking if the alternative direction is walkable, diggable, ...)
5875 static boolean checkDiagonalPushing(struct PlayerInfo *player,
5876 int x, int y, int real_dx, int real_dy)
5878 int jx, jy, dx, dy, xx, yy;
5880 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
5883 /* diagonal direction: check alternative direction */
5888 xx = jx + (dx == 0 ? real_dx : 0);
5889 yy = jy + (dy == 0 ? real_dy : 0);
5891 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
5896 -----------------------------------------------------------------------------
5897 x, y: field next to player (non-diagonal) to try to dig to
5898 real_dx, real_dy: direction as read from input device (can be diagonal)
5901 int DigField(struct PlayerInfo *player,
5902 int x, int y, int real_dx, int real_dy, int mode)
5904 int jx = player->jx, jy = player->jy;
5905 int dx = x - jx, dy = y - jy;
5906 int move_direction = (dx == -1 ? MV_LEFT :
5907 dx == +1 ? MV_RIGHT :
5909 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5912 if (player->MovPos == 0)
5914 player->is_digging = FALSE;
5915 player->is_collecting = FALSE;
5918 if (player->MovPos == 0)
5919 player->Pushing = FALSE;
5921 if (mode == DF_NO_PUSH)
5923 player->Switching = FALSE;
5924 player->push_delay = 0;
5926 return MF_NO_ACTION;
5929 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5930 return MF_NO_ACTION;
5933 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
5935 if (IS_TUBE(Feld[jx][jy]) ||
5936 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
5940 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
5941 int tube_leave_directions[][2] =
5943 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5944 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5945 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5946 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5947 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5948 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5949 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5950 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5951 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5952 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5953 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5954 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5957 while (tube_leave_directions[i][0] != tube_element)
5960 if (tube_leave_directions[i][0] == -1) /* should not happen */
5964 if (!(tube_leave_directions[i][1] & move_direction))
5965 return MF_NO_ACTION; /* tube has no opening in this direction */
5968 element = Feld[x][y];
5971 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
5972 game.engine_version >= VERSION_IDENT(2,2,0))
5973 return MF_NO_ACTION;
5980 case EL_INVISIBLE_SAND:
5981 case EL_INVISIBLE_SAND_ACTIVE:
5984 case EL_SP_BUGGY_BASE:
5985 case EL_SP_BUGGY_BASE_ACTIVATING:
5988 if (mode != DF_SNAP && element != EL_EMPTY)
5990 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5991 player->is_digging = TRUE;
5994 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5999 case EL_EMERALD_YELLOW:
6000 case EL_EMERALD_RED:
6001 case EL_EMERALD_PURPLE:
6003 case EL_SP_INFOTRON:
6008 if (mode != DF_SNAP)
6010 GfxElement[x][y] = element;
6011 player->is_collecting = TRUE;
6014 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6015 element == EL_PEARL ? 5 :
6016 element == EL_CRYSTAL ? 8 : 1);
6017 if (local_player->gems_still_needed < 0)
6018 local_player->gems_still_needed = 0;
6019 RaiseScoreElement(element);
6020 DrawText(DX_EMERALDS, DY_EMERALDS,
6021 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6022 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6027 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6028 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6032 Feld[x][y] = EL_EMPTY;
6033 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6041 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6043 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6046 case EL_SHIELD_NORMAL:
6048 player->shield_normal_time_left += 10;
6049 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6052 case EL_SHIELD_DEADLY:
6054 player->shield_normal_time_left += 10;
6055 player->shield_deadly_time_left += 10;
6056 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6060 case EL_SP_DISK_RED:
6063 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6064 RaiseScoreElement(EL_DYNAMITE);
6065 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6067 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6070 case EL_DYNABOMB_INCREASE_NUMBER:
6072 player->dynabomb_count++;
6073 player->dynabombs_left++;
6074 RaiseScoreElement(EL_DYNAMITE);
6075 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6078 case EL_DYNABOMB_INCREASE_SIZE:
6080 player->dynabomb_size++;
6081 RaiseScoreElement(EL_DYNAMITE);
6082 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6085 case EL_DYNABOMB_INCREASE_POWER:
6087 player->dynabomb_xl = TRUE;
6088 RaiseScoreElement(EL_DYNAMITE);
6089 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6097 int key_nr = element - EL_KEY_1;
6098 int graphic = el2edimg(element);
6101 player->key[key_nr] = TRUE;
6102 RaiseScoreElement(element);
6103 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6105 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6107 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6116 int key_nr = element - EL_EM_KEY_1;
6117 int graphic = el2edimg(EL_KEY_1 + key_nr);
6120 player->key[key_nr] = TRUE;
6121 RaiseScoreElement(element);
6122 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6124 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6126 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6130 case EL_ROBOT_WHEEL:
6131 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6134 DrawLevelField(x, y);
6135 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6139 case EL_SP_TERMINAL:
6143 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6145 for (yy=0; yy<lev_fieldy; yy++)
6147 for (xx=0; xx<lev_fieldx; xx++)
6149 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6151 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6152 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6160 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6161 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6162 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6163 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6164 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6165 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6166 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6167 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6168 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6169 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6170 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6171 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6172 if (!player->Switching)
6174 player->Switching = TRUE;
6175 ToggleBeltSwitch(x, y);
6176 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6181 case EL_SWITCHGATE_SWITCH_UP:
6182 case EL_SWITCHGATE_SWITCH_DOWN:
6183 if (!player->Switching)
6185 player->Switching = TRUE;
6186 ToggleSwitchgateSwitch(x, y);
6187 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6192 case EL_LIGHT_SWITCH:
6193 case EL_LIGHT_SWITCH_ACTIVE:
6194 if (!player->Switching)
6196 player->Switching = TRUE;
6197 ToggleLightSwitch(x, y);
6198 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6199 SND_LIGHT_SWITCH_ACTIVATING :
6200 SND_LIGHT_SWITCH_DEACTIVATING);
6205 case EL_TIMEGATE_SWITCH:
6206 ActivateTimegateSwitch(x, y);
6207 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6212 case EL_BALLOON_SWITCH_LEFT:
6213 case EL_BALLOON_SWITCH_RIGHT:
6214 case EL_BALLOON_SWITCH_UP:
6215 case EL_BALLOON_SWITCH_DOWN:
6216 case EL_BALLOON_SWITCH_ANY:
6217 if (element == EL_BALLOON_SWITCH_ANY)
6218 game.balloon_dir = move_direction;
6220 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6221 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6222 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6223 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6225 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6230 /* the following elements cannot be pushed by "snapping" */
6233 case EL_DX_SUPABOMB:
6235 case EL_TIME_ORB_EMPTY:
6237 case EL_SP_DISK_ORANGE:
6239 if (mode == DF_SNAP)
6240 return MF_NO_ACTION;
6242 /* no "break" -- fall through to next case */
6244 /* the following elements can be pushed by "snapping" */
6247 return MF_NO_ACTION;
6249 player->Pushing = TRUE;
6252 if (element == EL_ROCK)
6253 printf("::: wanna push [%d] [%d]\n",
6254 FrameCounter, player->push_delay_value);
6257 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6258 return MF_NO_ACTION;
6260 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6261 return MF_NO_ACTION;
6263 if (player->push_delay == 0)
6264 player->push_delay = FrameCounter;
6266 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6268 element != EL_SPRING)
6269 return MF_NO_ACTION;
6271 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6272 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6273 element != EL_SPRING)
6274 return MF_NO_ACTION;
6277 if (mode == DF_SNAP)
6279 InitMovingField(x, y, move_direction);
6280 ContinueMoving(x, y);
6285 Feld[x + dx][y + dy] = element;
6288 if (element == EL_SPRING)
6290 Feld[x + dx][y + dy] = EL_SPRING;
6291 MovDir[x + dx][y + dy] = move_direction;
6294 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6296 DrawLevelField(x + dx, y + dy);
6297 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6304 if (!player->key[element - EL_GATE_1])
6305 return MF_NO_ACTION;
6308 case EL_GATE_1_GRAY:
6309 case EL_GATE_2_GRAY:
6310 case EL_GATE_3_GRAY:
6311 case EL_GATE_4_GRAY:
6312 if (!player->key[element - EL_GATE_1_GRAY])
6313 return MF_NO_ACTION;
6320 if (!player->key[element - EL_EM_GATE_1])
6321 return MF_NO_ACTION;
6322 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6323 return MF_NO_ACTION;
6325 /* automatically move to the next field with double speed */
6326 player->programmed_action = move_direction;
6327 DOUBLE_PLAYER_SPEED(player);
6329 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6332 case EL_EM_GATE_1_GRAY:
6333 case EL_EM_GATE_2_GRAY:
6334 case EL_EM_GATE_3_GRAY:
6335 case EL_EM_GATE_4_GRAY:
6336 if (!player->key[element - EL_EM_GATE_1_GRAY])
6337 return MF_NO_ACTION;
6338 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6339 return MF_NO_ACTION;
6341 /* automatically move to the next field with double speed */
6342 player->programmed_action = move_direction;
6343 DOUBLE_PLAYER_SPEED(player);
6346 PlaySoundLevelAction(x, y, ACTION_PASSING);
6348 PlaySoundLevel(x, y, SND_GATE_PASSING);
6352 case EL_SWITCHGATE_OPEN:
6353 case EL_TIMEGATE_OPEN:
6354 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6355 return MF_NO_ACTION;
6357 /* automatically move to the next field with double speed */
6358 player->programmed_action = move_direction;
6359 DOUBLE_PLAYER_SPEED(player);
6361 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6364 case EL_SP_PORT_LEFT:
6365 case EL_SP_PORT_RIGHT:
6367 case EL_SP_PORT_DOWN:
6368 case EL_SP_PORT_HORIZONTAL:
6369 case EL_SP_PORT_VERTICAL:
6370 case EL_SP_PORT_ANY:
6371 case EL_SP_GRAVITY_PORT_LEFT:
6372 case EL_SP_GRAVITY_PORT_RIGHT:
6373 case EL_SP_GRAVITY_PORT_UP:
6374 case EL_SP_GRAVITY_PORT_DOWN:
6376 element != EL_SP_PORT_LEFT &&
6377 element != EL_SP_GRAVITY_PORT_LEFT &&
6378 element != EL_SP_PORT_HORIZONTAL &&
6379 element != EL_SP_PORT_ANY) ||
6381 element != EL_SP_PORT_RIGHT &&
6382 element != EL_SP_GRAVITY_PORT_RIGHT &&
6383 element != EL_SP_PORT_HORIZONTAL &&
6384 element != EL_SP_PORT_ANY) ||
6386 element != EL_SP_PORT_UP &&
6387 element != EL_SP_GRAVITY_PORT_UP &&
6388 element != EL_SP_PORT_VERTICAL &&
6389 element != EL_SP_PORT_ANY) ||
6391 element != EL_SP_PORT_DOWN &&
6392 element != EL_SP_GRAVITY_PORT_DOWN &&
6393 element != EL_SP_PORT_VERTICAL &&
6394 element != EL_SP_PORT_ANY) ||
6395 !IN_LEV_FIELD(x + dx, y + dy) ||
6396 !IS_FREE(x + dx, y + dy))
6397 return MF_NO_ACTION;
6399 /* automatically move to the next field with double speed */
6400 player->programmed_action = move_direction;
6401 DOUBLE_PLAYER_SPEED(player);
6403 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6407 case EL_TUBE_VERTICAL:
6408 case EL_TUBE_HORIZONTAL:
6409 case EL_TUBE_VERTICAL_LEFT:
6410 case EL_TUBE_VERTICAL_RIGHT:
6411 case EL_TUBE_HORIZONTAL_UP:
6412 case EL_TUBE_HORIZONTAL_DOWN:
6413 case EL_TUBE_LEFT_UP:
6414 case EL_TUBE_LEFT_DOWN:
6415 case EL_TUBE_RIGHT_UP:
6416 case EL_TUBE_RIGHT_DOWN:
6419 int tube_enter_directions[][2] =
6421 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6422 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6423 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6424 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6425 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6426 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6427 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6428 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6429 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6430 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6431 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6432 { -1, MV_NO_MOVING }
6435 while (tube_enter_directions[i][0] != element)
6438 if (tube_enter_directions[i][0] == -1) /* should not happen */
6442 if (!(tube_enter_directions[i][1] & move_direction))
6443 return MF_NO_ACTION; /* tube has no opening in this direction */
6445 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6449 case EL_EXIT_CLOSED:
6450 case EL_SP_EXIT_CLOSED:
6451 case EL_EXIT_OPENING:
6452 return MF_NO_ACTION;
6456 case EL_SP_EXIT_OPEN:
6457 if (mode == DF_SNAP)
6458 return MF_NO_ACTION;
6460 if (element == EL_EXIT_OPEN)
6461 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6463 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6468 Feld[x][y] = EL_LAMP_ACTIVE;
6469 local_player->lights_still_needed--;
6470 DrawLevelField(x, y);
6471 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6475 case EL_TIME_ORB_FULL:
6476 Feld[x][y] = EL_TIME_ORB_EMPTY;
6478 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6479 DrawLevelField(x, y);
6480 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6484 case EL_SOKOBAN_FIELD_EMPTY:
6487 case EL_SOKOBAN_OBJECT:
6488 case EL_SOKOBAN_FIELD_FULL:
6490 case EL_SP_DISK_YELLOW:
6492 if (mode == DF_SNAP)
6493 return MF_NO_ACTION;
6495 player->Pushing = TRUE;
6497 if (!IN_LEV_FIELD(x+dx, y+dy)
6498 || (!IS_FREE(x+dx, y+dy)
6499 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6500 || !IS_SB_ELEMENT(element))))
6501 return MF_NO_ACTION;
6503 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6504 return MF_NO_ACTION;
6506 if (player->push_delay == 0)
6507 player->push_delay = FrameCounter;
6509 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6510 !tape.playing && element != EL_BALLOON)
6511 return MF_NO_ACTION;
6513 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6514 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6515 element != EL_BALLOON)
6516 return MF_NO_ACTION;
6519 if (IS_SB_ELEMENT(element))
6521 if (element == EL_SOKOBAN_FIELD_FULL)
6523 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6524 local_player->sokobanfields_still_needed++;
6529 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6531 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6532 local_player->sokobanfields_still_needed--;
6533 if (element == EL_SOKOBAN_OBJECT)
6535 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6537 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6541 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6543 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6548 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6549 if (element == EL_SOKOBAN_FIELD_FULL)
6551 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6553 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6557 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6559 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6566 Feld[x+dx][y+dy] = element;
6567 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6570 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6572 DrawLevelField(x, y);
6573 DrawLevelField(x + dx, y + dy);
6575 if (IS_SB_ELEMENT(element) &&
6576 local_player->sokobanfields_still_needed == 0 &&
6577 game.emulation == EMU_SOKOBAN)
6579 player->LevelSolved = player->GameOver = TRUE;
6580 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6592 if (IS_WALKABLE(element))
6596 else if (IS_DIGGABLE(element))
6600 if (mode != DF_SNAP)
6603 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
6604 player->is_digging = TRUE;
6607 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6611 else if (IS_COLLECTIBLE(element))
6615 if (mode != DF_SNAP)
6617 GfxElement[x][y] = element;
6618 player->is_collecting = TRUE;
6621 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6625 else if (IS_PUSHABLE(element))
6627 if (mode == DF_SNAP)
6628 return MF_NO_ACTION;
6630 if (CAN_FALL(element) && dy)
6631 return MF_NO_ACTION;
6633 player->Pushing = TRUE;
6635 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6636 return MF_NO_ACTION;
6638 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6639 return MF_NO_ACTION;
6641 if (player->push_delay == 0)
6642 player->push_delay = FrameCounter;
6644 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6645 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6646 return MF_NO_ACTION;
6649 Feld[x + dx][y + dy] = element;
6651 player->push_delay_value = 2 + RND(8);
6653 DrawLevelField(x + dx, y + dy);
6654 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6659 return MF_NO_ACTION;
6662 player->push_delay = 0;
6664 if (Feld[x][y] != element) /* really digged/collected something */
6665 player->is_collecting = !player->is_digging;
6670 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6672 int jx = player->jx, jy = player->jy;
6673 int x = jx + dx, y = jy + dy;
6675 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
6678 if (!player->active || !IN_LEV_FIELD(x, y))
6686 if (player->MovPos == 0)
6687 player->Pushing = FALSE;
6689 player->snapped = FALSE;
6691 if (player->MovPos == 0)
6693 player->is_digging = FALSE;
6694 player->is_collecting = FALSE;
6700 if (player->snapped)
6703 player->MovDir = (dx < 0 ? MV_LEFT :
6706 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6708 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
6711 player->snapped = TRUE;
6712 player->is_digging = FALSE;
6713 player->is_collecting = FALSE;
6715 DrawLevelField(x, y);
6721 boolean PlaceBomb(struct PlayerInfo *player)
6723 int jx = player->jx, jy = player->jy;
6726 if (!player->active || player->MovPos)
6729 element = Feld[jx][jy];
6731 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6732 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6736 if (element != EL_EMPTY)
6740 if (element != EL_EMPTY)
6743 Store[jx][jy] = element;
6745 Back[jx][jy] = element;
6749 MovDelay[jx][jy] = 96;
6751 ResetGfxAnimation(jx, jy);
6752 ResetRandomAnimationValue(jx, jy);
6754 if (player->dynamite)
6756 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6757 EL_DYNAMITE_ACTIVE);
6760 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6762 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6765 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6767 if (game.emulation == EMU_SUPAPLEX)
6768 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6770 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6774 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6779 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6780 player->dynabombs_left--;
6782 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6783 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6785 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6791 /* ------------------------------------------------------------------------- */
6792 /* game sound playing functions */
6793 /* ------------------------------------------------------------------------- */
6795 static int *loop_sound_frame = NULL;
6796 static int *loop_sound_volume = NULL;
6798 void InitPlaySoundLevel()
6800 int num_sounds = getSoundListSize();
6802 if (loop_sound_frame != NULL)
6803 free(loop_sound_frame);
6805 if (loop_sound_volume != NULL)
6806 free(loop_sound_volume);
6808 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6809 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6812 static void PlaySoundLevel(int x, int y, int nr)
6814 int sx = SCREENX(x), sy = SCREENY(y);
6815 int volume, stereo_position;
6816 int max_distance = 8;
6817 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6819 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6820 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6823 if (!IN_LEV_FIELD(x, y) ||
6824 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6825 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6828 volume = SOUND_MAX_VOLUME;
6830 if (!IN_SCR_FIELD(sx, sy))
6832 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6833 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6835 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6838 stereo_position = (SOUND_MAX_LEFT +
6839 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6840 (SCR_FIELDX + 2 * max_distance));
6842 if (IS_LOOP_SOUND(nr))
6844 /* This assures that quieter loop sounds do not overwrite louder ones,
6845 while restarting sound volume comparison with each new game frame. */
6847 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6850 loop_sound_volume[nr] = volume;
6851 loop_sound_frame[nr] = FrameCounter;
6854 PlaySoundExt(nr, volume, stereo_position, type);
6857 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6859 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6860 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6861 y < LEVELY(BY1) ? LEVELY(BY1) :
6862 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6866 static void PlaySoundLevelAction(int x, int y, int action)
6868 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6871 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6873 int sound_effect = element_info[element].sound[action];
6875 if (sound_effect != SND_UNDEFINED)
6876 PlaySoundLevel(x, y, sound_effect);
6879 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6881 int sound_effect = element_info[Feld[x][y]].sound[action];
6883 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6884 PlaySoundLevel(x, y, sound_effect);
6887 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6889 int sound_effect = element_info[Feld[x][y]].sound[action];
6891 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6892 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6895 void RaiseScore(int value)
6897 local_player->score += value;
6898 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6901 void RaiseScoreElement(int element)
6907 case EL_EMERALD_YELLOW:
6908 case EL_EMERALD_RED:
6909 case EL_EMERALD_PURPLE:
6910 case EL_SP_INFOTRON:
6911 RaiseScore(level.score[SC_EMERALD]);
6914 RaiseScore(level.score[SC_DIAMOND]);
6917 RaiseScore(level.score[SC_CRYSTAL]);
6920 RaiseScore(level.score[SC_PEARL]);
6923 case EL_BD_BUTTERFLY:
6924 case EL_SP_ELECTRON:
6925 RaiseScore(level.score[SC_BUG]);
6929 case EL_SP_SNIKSNAK:
6930 RaiseScore(level.score[SC_SPACESHIP]);
6933 case EL_DARK_YAMYAM:
6934 RaiseScore(level.score[SC_YAMYAM]);
6937 RaiseScore(level.score[SC_ROBOT]);
6940 RaiseScore(level.score[SC_PACMAN]);
6943 RaiseScore(level.score[SC_NUT]);
6946 case EL_DYNABOMB_INCREASE_NUMBER:
6947 case EL_DYNABOMB_INCREASE_SIZE:
6948 case EL_DYNABOMB_INCREASE_POWER:
6949 RaiseScore(level.score[SC_DYNAMITE]);
6951 case EL_SHIELD_NORMAL:
6952 case EL_SHIELD_DEADLY:
6953 RaiseScore(level.score[SC_SHIELD]);
6956 RaiseScore(level.score[SC_TIME_BONUS]);
6962 RaiseScore(level.score[SC_KEY]);
6969 void RequestQuitGame(boolean ask_if_really_quit)
6971 if (AllPlayersGone ||
6972 !ask_if_really_quit ||
6973 level_editor_test_game ||
6974 Request("Do you really want to quit the game ?",
6975 REQ_ASK | REQ_STAY_CLOSED))
6977 #if defined(PLATFORM_UNIX)
6978 if (options.network)
6979 SendToServer_StopPlaying();
6983 game_status = GAME_MODE_MAIN;
6989 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6994 /* ---------- new game button stuff ---------------------------------------- */
6996 /* graphic position values for game buttons */
6997 #define GAME_BUTTON_XSIZE 30
6998 #define GAME_BUTTON_YSIZE 30
6999 #define GAME_BUTTON_XPOS 5
7000 #define GAME_BUTTON_YPOS 215
7001 #define SOUND_BUTTON_XPOS 5
7002 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7004 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7005 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7006 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7007 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7008 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7009 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7016 } gamebutton_info[NUM_GAME_BUTTONS] =
7019 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7024 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7029 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7034 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7035 SOUND_CTRL_ID_MUSIC,
7036 "background music on/off"
7039 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7040 SOUND_CTRL_ID_LOOPS,
7041 "sound loops on/off"
7044 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7045 SOUND_CTRL_ID_SIMPLE,
7046 "normal sounds on/off"
7050 void CreateGameButtons()
7054 for (i=0; i<NUM_GAME_BUTTONS; i++)
7056 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7057 struct GadgetInfo *gi;
7060 unsigned long event_mask;
7061 int gd_xoffset, gd_yoffset;
7062 int gd_x1, gd_x2, gd_y1, gd_y2;
7065 gd_xoffset = gamebutton_info[i].x;
7066 gd_yoffset = gamebutton_info[i].y;
7067 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7068 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7070 if (id == GAME_CTRL_ID_STOP ||
7071 id == GAME_CTRL_ID_PAUSE ||
7072 id == GAME_CTRL_ID_PLAY)
7074 button_type = GD_TYPE_NORMAL_BUTTON;
7076 event_mask = GD_EVENT_RELEASED;
7077 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7078 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7082 button_type = GD_TYPE_CHECK_BUTTON;
7084 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7085 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7086 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7087 event_mask = GD_EVENT_PRESSED;
7088 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7089 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7092 gi = CreateGadget(GDI_CUSTOM_ID, id,
7093 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7094 GDI_X, DX + gd_xoffset,
7095 GDI_Y, DY + gd_yoffset,
7096 GDI_WIDTH, GAME_BUTTON_XSIZE,
7097 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7098 GDI_TYPE, button_type,
7099 GDI_STATE, GD_BUTTON_UNPRESSED,
7100 GDI_CHECKED, checked,
7101 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7102 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7103 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7104 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7105 GDI_EVENT_MASK, event_mask,
7106 GDI_CALLBACK_ACTION, HandleGameButtons,
7110 Error(ERR_EXIT, "cannot create gadget");
7112 game_gadget[id] = gi;
7116 void FreeGameButtons()
7120 for (i=0; i<NUM_GAME_BUTTONS; i++)
7121 FreeGadget(game_gadget[i]);
7124 static void MapGameButtons()
7128 for (i=0; i<NUM_GAME_BUTTONS; i++)
7129 MapGadget(game_gadget[i]);
7132 void UnmapGameButtons()
7136 for (i=0; i<NUM_GAME_BUTTONS; i++)
7137 UnmapGadget(game_gadget[i]);
7140 static void HandleGameButtons(struct GadgetInfo *gi)
7142 int id = gi->custom_id;
7144 if (game_status != GAME_MODE_PLAYING)
7149 case GAME_CTRL_ID_STOP:
7150 RequestQuitGame(TRUE);
7153 case GAME_CTRL_ID_PAUSE:
7154 if (options.network)
7156 #if defined(PLATFORM_UNIX)
7158 SendToServer_ContinuePlaying();
7160 SendToServer_PausePlaying();
7164 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7167 case GAME_CTRL_ID_PLAY:
7170 #if defined(PLATFORM_UNIX)
7171 if (options.network)
7172 SendToServer_ContinuePlaying();
7176 tape.pausing = FALSE;
7177 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7182 case SOUND_CTRL_ID_MUSIC:
7183 if (setup.sound_music)
7185 setup.sound_music = FALSE;
7188 else if (audio.music_available)
7190 setup.sound = setup.sound_music = TRUE;
7191 PlayMusic(level_nr);
7195 case SOUND_CTRL_ID_LOOPS:
7196 if (setup.sound_loops)
7197 setup.sound_loops = FALSE;
7198 else if (audio.loops_available)
7199 setup.sound = setup.sound_loops = TRUE;
7202 case SOUND_CTRL_ID_SIMPLE:
7203 if (setup.sound_simple)
7204 setup.sound_simple = FALSE;
7205 else if (audio.sound_available)
7206 setup.sound = setup.sound_simple = TRUE;