1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
116 static void PlaySoundLevelActionIfLoop(int, int, int);
117 static void StopSoundLevelActionIfLoop(int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT_4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
281 stored_player[0].use_murphy_graphic = TRUE;
284 Feld[x][y] = EL_PLAYER_1;
293 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
294 int jx = player->jx, jy = player->jy;
296 player->present = TRUE;
298 if (!options.network || player->connected)
300 player->active = TRUE;
302 /* remove potentially duplicate players */
303 if (StorePlayer[jx][jy] == Feld[x][y])
304 StorePlayer[jx][jy] = 0;
306 StorePlayer[x][y] = Feld[x][y];
310 printf("Player %d activated.\n", player->element_nr);
311 printf("[Local player is %d and currently %s.]\n",
312 local_player->element_nr,
313 local_player->active ? "active" : "not active");
317 Feld[x][y] = EL_EMPTY;
318 player->jx = player->last_jx = x;
319 player->jy = player->last_jy = y;
324 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
325 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
326 else if (x > 0 && Feld[x-1][y] == EL_ACID)
327 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
329 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
330 else if (y > 0 && Feld[x][y-1] == EL_ACID)
331 Feld[x][y] = EL_ACID_POOL_BOTTOM;
332 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
333 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
341 case EL_SPACESHIP_RIGHT:
342 case EL_SPACESHIP_UP:
343 case EL_SPACESHIP_LEFT:
344 case EL_SPACESHIP_DOWN:
346 case EL_BD_BUTTERFLY_RIGHT:
347 case EL_BD_BUTTERFLY_UP:
348 case EL_BD_BUTTERFLY_LEFT:
349 case EL_BD_BUTTERFLY_DOWN:
350 case EL_BD_BUTTERFLY:
351 case EL_BD_FIREFLY_RIGHT:
352 case EL_BD_FIREFLY_UP:
353 case EL_BD_FIREFLY_LEFT:
354 case EL_BD_FIREFLY_DOWN:
356 case EL_PACMAN_RIGHT:
380 if (y == lev_fieldy - 1)
382 Feld[x][y] = EL_AMOEBA_GROWING;
383 Store[x][y] = EL_AMOEBA_WET;
387 case EL_DYNAMITE_ACTIVE:
392 local_player->lights_still_needed++;
395 case EL_SOKOBAN_FIELD_EMPTY:
396 local_player->sokobanfields_still_needed++;
400 local_player->friends_still_needed++;
405 MovDir[x][y] = 1 << RND(4);
409 Feld[x][y] = EL_EMPTY;
412 case EL_EM_KEY_1_FILE:
413 Feld[x][y] = EL_EM_KEY_1;
415 case EL_EM_KEY_2_FILE:
416 Feld[x][y] = EL_EM_KEY_2;
418 case EL_EM_KEY_3_FILE:
419 Feld[x][y] = EL_EM_KEY_3;
421 case EL_EM_KEY_4_FILE:
422 Feld[x][y] = EL_EM_KEY_4;
425 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
431 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
432 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
433 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
434 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
435 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
436 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
439 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
440 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
441 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
443 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
445 game.belt_dir[belt_nr] = belt_dir;
446 game.belt_dir_nr[belt_nr] = belt_dir_nr;
448 else /* more than one switch -- set it like the first switch */
450 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
455 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
457 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
460 case EL_LIGHT_SWITCH_ACTIVE:
462 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
470 void DrawGameDoorValues()
474 for (i=0; i<MAX_PLAYERS; i++)
476 if (stored_player[i].key[j])
477 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
478 el2edimg(EL_KEY_1 + j));
480 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
481 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
482 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
483 int2str(local_player->dynamite, 3), FONT_TEXT_2);
484 DrawText(DX + XX_SCORE, DY + YY_SCORE,
485 int2str(local_player->score, 5), FONT_TEXT_2);
486 DrawText(DX + XX_TIME, DY + YY_TIME,
487 int2str(TimeLeft, 3), FONT_TEXT_2);
492 =============================================================================
494 -----------------------------------------------------------------------------
495 initialize game engine due to level / tape version number
496 =============================================================================
499 static void InitGameEngine()
503 /* set game engine from tape file when re-playing, else from level file */
504 game.engine_version = (tape.playing ? tape.engine_version :
507 /* dynamically adjust element properties according to game engine version */
508 InitElementPropertiesEngine(game.engine_version);
511 printf("level %d: level version == %06d\n", level_nr, level.game_version);
512 printf(" tape version == %06d [%s] [file: %06d]\n",
513 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
515 printf(" => game.engine_version == %06d\n", game.engine_version);
518 /* dynamically adjust player properties according to game engine version */
519 game.initial_move_delay =
520 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
521 INITIAL_MOVE_DELAY_OFF);
523 /* dynamically adjust player properties according to level information */
524 game.initial_move_delay_value =
525 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
528 /* dynamically adjust element properties according to game engine version */
530 static int ep_em_slippery_wall[] =
535 EL_EXPANDABLE_WALL_HORIZONTAL,
536 EL_EXPANDABLE_WALL_VERTICAL,
537 EL_EXPANDABLE_WALL_ANY
539 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
541 /* special EM style gems behaviour */
542 for (i=0; i<ep_em_slippery_wall_num; i++)
543 SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
544 level.em_slippery_gems);
546 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
547 SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
548 (level.em_slippery_gems &&
549 game.engine_version > VERSION_IDENT(2,0,1)));
553 /* initialize changing elements information */
554 for (i=0; i<MAX_NUM_ELEMENTS; i++)
556 changing_element[i].base_element = EL_UNDEFINED;
557 changing_element[i].next_element = EL_UNDEFINED;
558 changing_element[i].change_delay = -1;
559 changing_element[i].pre_change_function = NULL;
560 changing_element[i].change_function = NULL;
561 changing_element[i].post_change_function = NULL;
565 while (changing_element_list[i].base_element != EL_UNDEFINED)
567 struct ChangingElementInfo *ce = &changing_element_list[i];
568 int element = ce->base_element;
570 changing_element[element].base_element = ce->base_element;
571 changing_element[element].next_element = ce->next_element;
572 changing_element[element].change_delay = ce->change_delay;
573 changing_element[element].pre_change_function = ce->pre_change_function;
574 changing_element[element].change_function = ce->change_function;
575 changing_element[element].post_change_function = ce->post_change_function;
583 =============================================================================
585 -----------------------------------------------------------------------------
586 initialize and start new game
587 =============================================================================
592 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
593 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
594 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
601 #if USE_NEW_AMOEBA_CODE
602 printf("Using new amoeba code.\n");
604 printf("Using old amoeba code.\n");
609 /* don't play tapes over network */
610 network_playing = (options.network && !tape.playing);
612 for (i=0; i<MAX_PLAYERS; i++)
614 struct PlayerInfo *player = &stored_player[i];
616 player->index_nr = i;
617 player->element_nr = EL_PLAYER_1 + i;
619 player->present = FALSE;
620 player->active = FALSE;
623 player->effective_action = 0;
624 player->programmed_action = 0;
627 player->gems_still_needed = level.gems_needed;
628 player->sokobanfields_still_needed = 0;
629 player->lights_still_needed = 0;
630 player->friends_still_needed = 0;
633 player->key[j] = FALSE;
635 player->dynamite = 0;
636 player->dynabomb_count = 0;
637 player->dynabomb_size = 1;
638 player->dynabombs_left = 0;
639 player->dynabomb_xl = FALSE;
641 player->MovDir = MV_NO_MOVING;
643 player->Pushing = FALSE;
644 player->Switching = FALSE;
646 player->GfxDir = MV_NO_MOVING;
647 player->GfxAction = ACTION_DEFAULT;
649 player->StepFrame = 0;
651 player->use_murphy_graphic = FALSE;
652 player->use_disk_red_graphic = FALSE;
654 player->actual_frame_counter = 0;
656 player->last_move_dir = MV_NO_MOVING;
657 player->is_moving = FALSE;
659 player->is_moving = FALSE;
660 player->is_waiting = FALSE;
661 player->is_digging = FALSE;
662 player->is_collecting = FALSE;
664 player->move_delay = game.initial_move_delay;
665 player->move_delay_value = game.initial_move_delay_value;
667 player->push_delay = 0;
668 player->push_delay_value = 5;
670 player->snapped = FALSE;
672 player->last_jx = player->last_jy = 0;
673 player->jx = player->jy = 0;
675 player->shield_normal_time_left = 0;
676 player->shield_deadly_time_left = 0;
678 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
679 SnapField(player, 0, 0);
681 player->LevelSolved = FALSE;
682 player->GameOver = FALSE;
685 network_player_action_received = FALSE;
687 #if defined(PLATFORM_UNIX)
688 /* initial null action */
690 SendToServer_MovePlayer(MV_NO_MOVING);
698 TimeLeft = level.time;
700 ScreenMovDir = MV_NO_MOVING;
704 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
706 AllPlayersGone = FALSE;
708 game.yam_content_nr = 0;
709 game.magic_wall_active = FALSE;
710 game.magic_wall_time_left = 0;
711 game.light_time_left = 0;
712 game.timegate_time_left = 0;
713 game.switchgate_pos = 0;
714 game.balloon_dir = MV_NO_MOVING;
715 game.explosions_delayed = TRUE;
719 game.belt_dir[i] = MV_NO_MOVING;
720 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
723 for (i=0; i<MAX_NUM_AMOEBA; i++)
724 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
726 for (x=0; x<lev_fieldx; x++)
728 for (y=0; y<lev_fieldy; y++)
730 Feld[x][y] = Ur[x][y];
731 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
732 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
734 JustStopped[x][y] = 0;
736 ExplodePhase[x][y] = 0;
737 ExplodeField[x][y] = EX_NO_EXPLOSION;
740 GfxAction[x][y] = ACTION_DEFAULT;
741 GfxRandom[x][y] = INIT_GFX_RANDOM();
742 GfxElement[x][y] = EL_UNDEFINED;
746 for(y=0; y<lev_fieldy; y++)
748 for(x=0; x<lev_fieldx; x++)
750 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
752 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
754 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
757 InitField(x, y, TRUE);
763 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
764 emulate_sb ? EMU_SOKOBAN :
765 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
767 /* correct non-moving belts to start moving left */
769 if (game.belt_dir[i] == MV_NO_MOVING)
770 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
772 /* check if any connected player was not found in playfield */
773 for (i=0; i<MAX_PLAYERS; i++)
775 struct PlayerInfo *player = &stored_player[i];
777 if (player->connected && !player->present)
779 for (j=0; j<MAX_PLAYERS; j++)
781 struct PlayerInfo *some_player = &stored_player[j];
782 int jx = some_player->jx, jy = some_player->jy;
784 /* assign first free player found that is present in the playfield */
785 if (some_player->present && !some_player->connected)
787 player->present = TRUE;
788 player->active = TRUE;
789 some_player->present = FALSE;
791 StorePlayer[jx][jy] = player->element_nr;
792 player->jx = player->last_jx = jx;
793 player->jy = player->last_jy = jy;
803 /* when playing a tape, eliminate all players who do not participate */
805 for (i=0; i<MAX_PLAYERS; i++)
807 if (stored_player[i].active && !tape.player_participates[i])
809 struct PlayerInfo *player = &stored_player[i];
810 int jx = player->jx, jy = player->jy;
812 player->active = FALSE;
813 StorePlayer[jx][jy] = 0;
814 Feld[jx][jy] = EL_EMPTY;
818 else if (!options.network && !setup.team_mode) /* && !tape.playing */
820 /* when in single player mode, eliminate all but the first active player */
822 for (i=0; i<MAX_PLAYERS; i++)
824 if (stored_player[i].active)
826 for (j=i+1; j<MAX_PLAYERS; j++)
828 if (stored_player[j].active)
830 struct PlayerInfo *player = &stored_player[j];
831 int jx = player->jx, jy = player->jy;
833 player->active = FALSE;
834 StorePlayer[jx][jy] = 0;
835 Feld[jx][jy] = EL_EMPTY;
842 /* when recording the game, store which players take part in the game */
845 for (i=0; i<MAX_PLAYERS; i++)
846 if (stored_player[i].active)
847 tape.player_participates[i] = TRUE;
852 for (i=0; i<MAX_PLAYERS; i++)
854 struct PlayerInfo *player = &stored_player[i];
856 printf("Player %d: present == %d, connected == %d, active == %d.\n",
861 if (local_player == player)
862 printf("Player %d is local player.\n", i+1);
866 if (BorderElement == EL_EMPTY)
869 SBX_Right = lev_fieldx - SCR_FIELDX;
871 SBY_Lower = lev_fieldy - SCR_FIELDY;
876 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
878 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
881 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
882 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
884 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
885 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
888 scroll_y = SBY_Upper;
889 if (local_player->jx >= SBX_Left + MIDPOSX)
890 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
891 local_player->jx - MIDPOSX :
893 if (local_player->jy >= SBY_Upper + MIDPOSY)
894 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
895 local_player->jy - MIDPOSY :
898 CloseDoor(DOOR_CLOSE_1);
903 /* after drawing the level, correct some elements */
904 if (game.timegate_time_left == 0)
905 CloseAllOpenTimegates();
907 if (setup.soft_scrolling)
908 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
910 redraw_mask |= REDRAW_FROM_BACKBUFFER;
913 /* copy default game door content to main double buffer */
914 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
915 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
918 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
921 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
922 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
923 BlitBitmap(drawto, drawto,
924 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
925 getFontWidth(FONT_LEVEL_NUMBER) * 3,
926 getFontHeight(FONT_LEVEL_NUMBER) - 1,
927 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
930 DrawGameDoorValues();
934 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
935 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
936 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
940 /* copy actual game door content to door double buffer for OpenDoor() */
941 BlitBitmap(drawto, bitmap_db_door,
942 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
944 OpenDoor(DOOR_OPEN_ALL);
946 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
947 if (setup.sound_music)
951 KeyboardAutoRepeatOff();
956 printf("Player %d %sactive.\n",
957 i + 1, (stored_player[i].active ? "" : "not "));
961 void InitMovDir(int x, int y)
963 int i, element = Feld[x][y];
964 static int xy[4][2] =
971 static int direction[3][4] =
973 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
974 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
975 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
985 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
988 case EL_SPACESHIP_RIGHT:
989 case EL_SPACESHIP_UP:
990 case EL_SPACESHIP_LEFT:
991 case EL_SPACESHIP_DOWN:
992 Feld[x][y] = EL_SPACESHIP;
993 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
996 case EL_BD_BUTTERFLY_RIGHT:
997 case EL_BD_BUTTERFLY_UP:
998 case EL_BD_BUTTERFLY_LEFT:
999 case EL_BD_BUTTERFLY_DOWN:
1000 Feld[x][y] = EL_BD_BUTTERFLY;
1001 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1004 case EL_BD_FIREFLY_RIGHT:
1005 case EL_BD_FIREFLY_UP:
1006 case EL_BD_FIREFLY_LEFT:
1007 case EL_BD_FIREFLY_DOWN:
1008 Feld[x][y] = EL_BD_FIREFLY;
1009 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1012 case EL_PACMAN_RIGHT:
1014 case EL_PACMAN_LEFT:
1015 case EL_PACMAN_DOWN:
1016 Feld[x][y] = EL_PACMAN;
1017 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1020 case EL_SP_SNIKSNAK:
1021 MovDir[x][y] = MV_UP;
1024 case EL_SP_ELECTRON:
1025 MovDir[x][y] = MV_LEFT;
1032 Feld[x][y] = EL_MOLE;
1033 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1037 MovDir[x][y] = 1 << RND(4);
1038 if (element != EL_BUG &&
1039 element != EL_SPACESHIP &&
1040 element != EL_BD_BUTTERFLY &&
1041 element != EL_BD_FIREFLY)
1046 int x1 = x + xy[i][0];
1047 int y1 = y + xy[i][1];
1049 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1051 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1053 MovDir[x][y] = direction[0][i];
1056 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1057 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1059 MovDir[x][y] = direction[1][i];
1068 void InitAmoebaNr(int x, int y)
1071 int group_nr = AmoebeNachbarNr(x, y);
1075 for (i=1; i<MAX_NUM_AMOEBA; i++)
1077 if (AmoebaCnt[i] == 0)
1085 AmoebaNr[x][y] = group_nr;
1086 AmoebaCnt[group_nr]++;
1087 AmoebaCnt2[group_nr]++;
1093 boolean raise_level = FALSE;
1095 if (local_player->MovPos)
1098 if (tape.playing && tape.auto_play)
1099 tape.auto_play_level_solved = TRUE;
1101 local_player->LevelSolved = FALSE;
1103 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1107 if (!tape.playing && setup.sound_loops)
1108 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1109 SND_CTRL_PLAY_LOOP);
1111 while (TimeLeft > 0)
1113 if (!tape.playing && !setup.sound_loops)
1114 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1115 if (TimeLeft > 0 && !(TimeLeft % 10))
1116 RaiseScore(level.score[SC_TIME_BONUS]);
1117 if (TimeLeft > 100 && !(TimeLeft % 10))
1121 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1128 if (!tape.playing && setup.sound_loops)
1129 StopSound(SND_GAME_LEVELTIME_BONUS);
1131 else if (level.time == 0) /* level without time limit */
1133 if (!tape.playing && setup.sound_loops)
1134 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1135 SND_CTRL_PLAY_LOOP);
1137 while (TimePlayed < 999)
1139 if (!tape.playing && !setup.sound_loops)
1140 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1141 if (TimePlayed < 999 && !(TimePlayed % 10))
1142 RaiseScore(level.score[SC_TIME_BONUS]);
1143 if (TimePlayed < 900 && !(TimePlayed % 10))
1147 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1154 if (!tape.playing && setup.sound_loops)
1155 StopSound(SND_GAME_LEVELTIME_BONUS);
1158 /* Hero disappears */
1159 DrawLevelField(ExitX, ExitY);
1165 CloseDoor(DOOR_CLOSE_1);
1170 SaveTape(tape.level_nr); /* Ask to save tape */
1173 if (level_nr == leveldir_current->handicap_level)
1175 leveldir_current->handicap_level++;
1176 SaveLevelSetup_SeriesInfo();
1179 if (level_editor_test_game)
1180 local_player->score = -1; /* no highscore when playing from editor */
1181 else if (level_nr < leveldir_current->last_level)
1182 raise_level = TRUE; /* advance to next level */
1184 if ((hi_pos = NewHiScore()) >= 0)
1186 game_status = GAME_MODE_SCORES;
1187 DrawHallOfFame(hi_pos);
1196 game_status = GAME_MODE_MAIN;
1213 LoadScore(level_nr);
1215 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1216 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1219 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1221 if (local_player->score > highscore[k].Score)
1223 /* player has made it to the hall of fame */
1225 if (k < MAX_SCORE_ENTRIES - 1)
1227 int m = MAX_SCORE_ENTRIES - 1;
1230 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1231 if (!strcmp(setup.player_name, highscore[l].Name))
1233 if (m == k) /* player's new highscore overwrites his old one */
1239 strcpy(highscore[l].Name, highscore[l - 1].Name);
1240 highscore[l].Score = highscore[l - 1].Score;
1247 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1248 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1249 highscore[k].Score = local_player->score;
1255 else if (!strncmp(setup.player_name, highscore[k].Name,
1256 MAX_PLAYER_NAME_LEN))
1257 break; /* player already there with a higher score */
1263 SaveScore(level_nr);
1268 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1270 if (player->GfxAction != action || player->GfxDir != dir)
1273 printf("Player frame reset! (%d => %d, %d => %d)\n",
1274 player->GfxAction, action, player->GfxDir, dir);
1277 player->GfxAction = action;
1278 player->GfxDir = dir;
1280 player->StepFrame = 0;
1284 static void ResetRandomAnimationValue(int x, int y)
1286 GfxRandom[x][y] = INIT_GFX_RANDOM();
1289 static void ResetGfxAnimation(int x, int y)
1292 GfxAction[x][y] = ACTION_DEFAULT;
1295 void InitMovingField(int x, int y, int direction)
1297 int element = Feld[x][y];
1298 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1299 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1301 if (!JustStopped[x][y] || direction != MovDir[x][y])
1302 ResetGfxAnimation(x, y);
1304 MovDir[newx][newy] = MovDir[x][y] = direction;
1306 if (Feld[newx][newy] == EL_EMPTY)
1307 Feld[newx][newy] = EL_BLOCKED;
1309 if (direction == MV_DOWN && CAN_FALL(element))
1310 GfxAction[x][y] = ACTION_FALLING;
1312 GfxAction[x][y] = ACTION_MOVING;
1314 GfxFrame[newx][newy] = GfxFrame[x][y];
1315 GfxAction[newx][newy] = GfxAction[x][y];
1316 GfxRandom[newx][newy] = GfxRandom[x][y];
1319 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1321 int direction = MovDir[x][y];
1322 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1323 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1329 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1331 int oldx = x, oldy = y;
1332 int direction = MovDir[x][y];
1334 if (direction == MV_LEFT)
1336 else if (direction == MV_RIGHT)
1338 else if (direction == MV_UP)
1340 else if (direction == MV_DOWN)
1343 *comes_from_x = oldx;
1344 *comes_from_y = oldy;
1347 int MovingOrBlocked2Element(int x, int y)
1349 int element = Feld[x][y];
1351 if (element == EL_BLOCKED)
1355 Blocked2Moving(x, y, &oldx, &oldy);
1356 return Feld[oldx][oldy];
1362 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1364 /* like MovingOrBlocked2Element(), but if element is moving
1365 and (x,y) is the field the moving element is just leaving,
1366 return EL_BLOCKED instead of the element value */
1367 int element = Feld[x][y];
1369 if (IS_MOVING(x, y))
1371 if (element == EL_BLOCKED)
1375 Blocked2Moving(x, y, &oldx, &oldy);
1376 return Feld[oldx][oldy];
1385 static void RemoveField(int x, int y)
1387 Feld[x][y] = EL_EMPTY;
1388 GfxElement[x][y] = EL_UNDEFINED;
1394 void RemoveMovingField(int x, int y)
1396 int oldx = x, oldy = y, newx = x, newy = y;
1398 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1401 if (IS_MOVING(x, y))
1403 Moving2Blocked(x, y, &newx, &newy);
1404 if (Feld[newx][newy] != EL_BLOCKED)
1407 else if (Feld[x][y] == EL_BLOCKED)
1409 Blocked2Moving(x, y, &oldx, &oldy);
1410 if (!IS_MOVING(oldx, oldy))
1414 if (Feld[x][y] == EL_BLOCKED &&
1415 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1416 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1417 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1418 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1419 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1421 Feld[oldx][oldy] = EL_EMPTY;
1423 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1425 Feld[newx][newy] = EL_EMPTY;
1426 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1427 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1428 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1430 DrawLevelField(oldx, oldy);
1431 DrawLevelField(newx, newy);
1434 void DrawDynamite(int x, int y)
1436 int sx = SCREENX(x), sy = SCREENY(y);
1437 int graphic = el2img(Feld[x][y]);
1440 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1443 if (IS_WALKABLE_INSIDE(Back[x][y]))
1447 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1448 else if (Store[x][y])
1449 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1451 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1454 if (Back[x][y] || Store[x][y])
1455 DrawGraphicThruMask(sx, sy, graphic, frame);
1457 DrawGraphic(sx, sy, graphic, frame);
1459 if (game.emulation == EMU_SUPAPLEX)
1460 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1461 else if (Store[x][y])
1462 DrawGraphicThruMask(sx, sy, graphic, frame);
1464 DrawGraphic(sx, sy, graphic, frame);
1468 void CheckDynamite(int x, int y)
1470 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1474 if (MovDelay[x][y] != 0)
1477 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1484 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1486 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1487 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1488 StopSound(SND_DYNAMITE_ACTIVE);
1490 StopSound(SND_DYNABOMB_ACTIVE);
1496 void Explode(int ex, int ey, int phase, int mode)
1500 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1501 int last_phase = num_phase * delay;
1502 int half_phase = (num_phase / 2) * delay;
1503 int first_phase_after_start = EX_PHASE_START + 1;
1505 if (game.explosions_delayed)
1507 ExplodeField[ex][ey] = mode;
1511 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1513 int center_element = Feld[ex][ey];
1515 /* remove things displayed in background while burning dynamite */
1516 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1519 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1521 /* put moving element to center field (and let it explode there) */
1522 center_element = MovingOrBlocked2Element(ex, ey);
1523 RemoveMovingField(ex, ey);
1524 Feld[ex][ey] = center_element;
1527 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1531 if (!IN_LEV_FIELD(x, y) ||
1532 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1533 (x != ex || y != ey)))
1536 element = Feld[x][y];
1538 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1540 element = MovingOrBlocked2Element(x, y);
1541 RemoveMovingField(x, y);
1545 if (IS_EXPLOSION_PROOF(element))
1548 if ((IS_INDESTRUCTIBLE(element) &&
1549 (game.engine_version < VERSION_IDENT(2,2,0) ||
1550 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1551 element == EL_FLAMES)
1555 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1557 if (IS_ACTIVE_BOMB(element))
1559 /* re-activate things under the bomb like gate or penguin */
1560 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1567 /* save walkable background elements while explosion on same tile */
1568 if (IS_INDESTRUCTIBLE(element))
1569 Back[x][y] = element;
1571 /* ignite explodable elements reached by other explosion */
1572 if (element == EL_EXPLOSION)
1573 element = Store2[x][y];
1575 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1577 switch(StorePlayer[ex][ey])
1580 Store[x][y] = EL_EMERALD_RED;
1583 Store[x][y] = EL_EMERALD;
1586 Store[x][y] = EL_EMERALD_PURPLE;
1590 Store[x][y] = EL_EMERALD_YELLOW;
1594 if (game.emulation == EMU_SUPAPLEX)
1595 Store[x][y] = EL_EMPTY;
1597 else if (center_element == EL_MOLE)
1598 Store[x][y] = EL_EMERALD_RED;
1599 else if (center_element == EL_PENGUIN)
1600 Store[x][y] = EL_EMERALD_PURPLE;
1601 else if (center_element == EL_BUG)
1602 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1603 else if (center_element == EL_BD_BUTTERFLY)
1604 Store[x][y] = EL_BD_DIAMOND;
1605 else if (center_element == EL_SP_ELECTRON)
1606 Store[x][y] = EL_SP_INFOTRON;
1607 else if (center_element == EL_YAMYAM)
1608 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1609 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1610 Store[x][y] = level.amoeba_content;
1611 else if (element == EL_WALL_EMERALD)
1612 Store[x][y] = EL_EMERALD;
1613 else if (element == EL_WALL_DIAMOND)
1614 Store[x][y] = EL_DIAMOND;
1615 else if (element == EL_WALL_BD_DIAMOND)
1616 Store[x][y] = EL_BD_DIAMOND;
1617 else if (element == EL_WALL_EMERALD_YELLOW)
1618 Store[x][y] = EL_EMERALD_YELLOW;
1619 else if (element == EL_WALL_EMERALD_RED)
1620 Store[x][y] = EL_EMERALD_RED;
1621 else if (element == EL_WALL_EMERALD_PURPLE)
1622 Store[x][y] = EL_EMERALD_PURPLE;
1623 else if (element == EL_WALL_PEARL)
1624 Store[x][y] = EL_PEARL;
1625 else if (element == EL_WALL_CRYSTAL)
1626 Store[x][y] = EL_CRYSTAL;
1628 Store[x][y] = EL_EMPTY;
1630 if (x != ex || y != ey ||
1631 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1632 Store2[x][y] = element;
1634 if (AmoebaNr[x][y] &&
1635 (element == EL_AMOEBA_FULL ||
1636 element == EL_BD_AMOEBA ||
1637 element == EL_AMOEBA_GROWING))
1639 AmoebaCnt[AmoebaNr[x][y]]--;
1640 AmoebaCnt2[AmoebaNr[x][y]]--;
1643 Feld[x][y] = EL_EXPLOSION;
1644 GfxElement[x][y] = EL_UNDEFINED;
1645 MovDir[x][y] = MovPos[x][y] = 0;
1647 ExplodePhase[x][y] = 1;
1651 if (center_element == EL_YAMYAM)
1652 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1663 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1665 if (phase == first_phase_after_start)
1667 int element = Store2[x][y];
1669 if (element == EL_BLACK_ORB)
1671 Feld[x][y] = Store2[x][y];
1676 else if (phase == half_phase)
1678 int element = Store2[x][y];
1680 if (IS_PLAYER(x, y))
1681 KillHeroUnlessProtected(x, y);
1682 else if (IS_EXPLOSIVE(element))
1684 Feld[x][y] = Store2[x][y];
1688 else if (element == EL_AMOEBA_TO_DIAMOND)
1689 AmoebeUmwandeln(x, y);
1692 if (phase == last_phase)
1696 element = Feld[x][y] = Store[x][y];
1697 Store[x][y] = Store2[x][y] = 0;
1699 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1700 element = Feld[x][y] = Back[x][y];
1703 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1704 InitField(x, y, FALSE);
1705 if (CAN_MOVE(element) || COULD_MOVE(element))
1707 DrawLevelField(x, y);
1709 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1710 StorePlayer[x][y] = 0;
1712 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1714 int stored = Store[x][y];
1715 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1716 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1718 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1721 DrawLevelFieldCrumbledSand(x, y);
1723 if (IS_WALKABLE_OVER(Back[x][y]))
1725 DrawLevelElement(x, y, Back[x][y]);
1726 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1728 else if (IS_WALKABLE_UNDER(Back[x][y]))
1730 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1731 DrawLevelElementThruMask(x, y, Back[x][y]);
1733 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1734 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1738 void DynaExplode(int ex, int ey)
1741 int dynabomb_size = 1;
1742 boolean dynabomb_xl = FALSE;
1743 struct PlayerInfo *player;
1744 static int xy[4][2] =
1752 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1754 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1755 dynabomb_size = player->dynabomb_size;
1756 dynabomb_xl = player->dynabomb_xl;
1757 player->dynabombs_left++;
1760 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1764 for (j=1; j<=dynabomb_size; j++)
1766 int x = ex + j * xy[i % 4][0];
1767 int y = ey + j * xy[i % 4][1];
1770 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1773 element = Feld[x][y];
1775 /* do not restart explosions of fields with active bombs */
1776 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1779 Explode(x, y, EX_PHASE_START, EX_BORDER);
1781 if (element != EL_EMPTY &&
1782 element != EL_SAND &&
1783 element != EL_EXPLOSION &&
1790 void Bang(int x, int y)
1792 int element = Feld[x][y];
1794 if (game.emulation == EMU_SUPAPLEX)
1795 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1797 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1800 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1808 case EL_BD_BUTTERFLY:
1811 case EL_DARK_YAMYAM:
1815 RaiseScoreElement(element);
1816 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1818 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1819 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1820 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1821 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1822 case EL_DYNABOMB_INCREASE_NUMBER:
1823 case EL_DYNABOMB_INCREASE_SIZE:
1824 case EL_DYNABOMB_INCREASE_POWER:
1829 case EL_LAMP_ACTIVE:
1830 if (IS_PLAYER(x, y))
1831 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1833 Explode(x, y, EX_PHASE_START, EX_CENTER);
1836 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1841 void SplashAcid(int x, int y)
1843 int element = Feld[x][y];
1845 if (element != EL_ACID_SPLASH_LEFT &&
1846 element != EL_ACID_SPLASH_RIGHT)
1848 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1850 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1851 (!IN_LEV_FIELD(x-1, y-1) ||
1852 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1853 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1855 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1856 (!IN_LEV_FIELD(x+1, y-1) ||
1857 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1858 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1862 static void InitBeltMovement()
1864 static int belt_base_element[4] =
1866 EL_CONVEYOR_BELT_1_LEFT,
1867 EL_CONVEYOR_BELT_2_LEFT,
1868 EL_CONVEYOR_BELT_3_LEFT,
1869 EL_CONVEYOR_BELT_4_LEFT
1871 static int belt_base_active_element[4] =
1873 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1874 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1875 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1876 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1881 /* set frame order for belt animation graphic according to belt direction */
1888 int element = belt_base_active_element[belt_nr] + j;
1889 int graphic = el2img(element);
1891 if (game.belt_dir[i] == MV_LEFT)
1892 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1894 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1898 for(y=0; y<lev_fieldy; y++)
1900 for(x=0; x<lev_fieldx; x++)
1902 int element = Feld[x][y];
1906 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1908 int e_belt_nr = getBeltNrFromBeltElement(element);
1911 if (e_belt_nr == belt_nr)
1913 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1915 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1923 static void ToggleBeltSwitch(int x, int y)
1925 static int belt_base_element[4] =
1927 EL_CONVEYOR_BELT_1_LEFT,
1928 EL_CONVEYOR_BELT_2_LEFT,
1929 EL_CONVEYOR_BELT_3_LEFT,
1930 EL_CONVEYOR_BELT_4_LEFT
1932 static int belt_base_active_element[4] =
1934 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1935 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1936 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1937 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1939 static int belt_base_switch_element[4] =
1941 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1942 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1943 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1944 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1946 static int belt_move_dir[4] =
1954 int element = Feld[x][y];
1955 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1956 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1957 int belt_dir = belt_move_dir[belt_dir_nr];
1960 if (!IS_BELT_SWITCH(element))
1963 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1964 game.belt_dir[belt_nr] = belt_dir;
1966 if (belt_dir_nr == 3)
1969 /* set frame order for belt animation graphic according to belt direction */
1972 int element = belt_base_active_element[belt_nr] + i;
1973 int graphic = el2img(element);
1975 if (belt_dir == MV_LEFT)
1976 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1978 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1981 for (yy=0; yy<lev_fieldy; yy++)
1983 for (xx=0; xx<lev_fieldx; xx++)
1985 int element = Feld[xx][yy];
1987 if (IS_BELT_SWITCH(element))
1989 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1991 if (e_belt_nr == belt_nr)
1993 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1994 DrawLevelField(xx, yy);
1997 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1999 int e_belt_nr = getBeltNrFromBeltElement(element);
2001 if (e_belt_nr == belt_nr)
2003 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2005 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2006 DrawLevelField(xx, yy);
2009 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2011 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2013 if (e_belt_nr == belt_nr)
2015 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2017 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2018 DrawLevelField(xx, yy);
2025 static void ToggleSwitchgateSwitch(int x, int y)
2029 game.switchgate_pos = !game.switchgate_pos;
2031 for (yy=0; yy<lev_fieldy; yy++)
2033 for (xx=0; xx<lev_fieldx; xx++)
2035 int element = Feld[xx][yy];
2037 if (element == EL_SWITCHGATE_SWITCH_UP ||
2038 element == EL_SWITCHGATE_SWITCH_DOWN)
2040 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2041 DrawLevelField(xx, yy);
2043 else if (element == EL_SWITCHGATE_OPEN ||
2044 element == EL_SWITCHGATE_OPENING)
2046 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2048 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2050 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2053 else if (element == EL_SWITCHGATE_CLOSED ||
2054 element == EL_SWITCHGATE_CLOSING)
2056 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2058 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2060 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2067 static int getInvisibleActiveFromInvisibleElement(int element)
2069 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2070 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2071 EL_INVISIBLE_SAND_ACTIVE);
2074 static int getInvisibleFromInvisibleActiveElement(int element)
2076 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2077 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2081 static void RedrawAllLightSwitchesAndInvisibleElements()
2085 for (y=0; y<lev_fieldy; y++)
2087 for (x=0; x<lev_fieldx; x++)
2089 int element = Feld[x][y];
2091 if (element == EL_LIGHT_SWITCH &&
2092 game.light_time_left > 0)
2094 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2095 DrawLevelField(x, y);
2097 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2098 game.light_time_left == 0)
2100 Feld[x][y] = EL_LIGHT_SWITCH;
2101 DrawLevelField(x, y);
2103 else if (element == EL_INVISIBLE_STEELWALL ||
2104 element == EL_INVISIBLE_WALL ||
2105 element == EL_INVISIBLE_SAND)
2107 if (game.light_time_left > 0)
2108 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2110 DrawLevelField(x, y);
2112 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2113 element == EL_INVISIBLE_WALL_ACTIVE ||
2114 element == EL_INVISIBLE_SAND_ACTIVE)
2116 if (game.light_time_left == 0)
2117 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2119 DrawLevelField(x, y);
2125 static void ToggleLightSwitch(int x, int y)
2127 int element = Feld[x][y];
2129 game.light_time_left =
2130 (element == EL_LIGHT_SWITCH ?
2131 level.time_light * FRAMES_PER_SECOND : 0);
2133 RedrawAllLightSwitchesAndInvisibleElements();
2136 static void ActivateTimegateSwitch(int x, int y)
2140 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2142 for (yy=0; yy<lev_fieldy; yy++)
2144 for (xx=0; xx<lev_fieldx; xx++)
2146 int element = Feld[xx][yy];
2148 if (element == EL_TIMEGATE_CLOSED ||
2149 element == EL_TIMEGATE_CLOSING)
2151 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2152 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2156 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2158 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2159 DrawLevelField(xx, yy);
2166 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2169 void Impact(int x, int y)
2171 boolean lastline = (y == lev_fieldy-1);
2172 boolean object_hit = FALSE;
2173 int element = Feld[x][y];
2176 if (!lastline) /* check if element below was hit */
2178 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2181 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2182 MovDir[x][y+1] != MV_DOWN ||
2183 MovPos[x][y+1] <= TILEY / 2));
2185 smashed = MovingOrBlocked2Element(x, y+1);
2188 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2194 if (lastline || object_hit)
2196 ResetGfxAnimation(x, y);
2197 DrawLevelField(x, y);
2200 if ((element == EL_BOMB ||
2201 element == EL_SP_DISK_ORANGE ||
2202 element == EL_DX_SUPABOMB) &&
2203 (lastline || object_hit)) /* element is bomb */
2208 else if (element == EL_PEARL)
2210 Feld[x][y] = EL_PEARL_BREAKING;
2211 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2215 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2217 if (object_hit && IS_PLAYER(x, y+1))
2218 KillHeroUnlessProtected(x, y+1);
2219 else if (object_hit && smashed == EL_PENGUIN)
2223 Feld[x][y] = EL_AMOEBA_GROWING;
2224 Store[x][y] = EL_AMOEBA_WET;
2226 ResetRandomAnimationValue(x, y);
2231 if (!lastline && object_hit) /* check which object was hit */
2233 if (CAN_CHANGE(element) &&
2234 (smashed == EL_MAGIC_WALL ||
2235 smashed == EL_BD_MAGIC_WALL))
2238 int activated_magic_wall =
2239 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2240 EL_BD_MAGIC_WALL_ACTIVE);
2242 /* activate magic wall / mill */
2243 for (yy=0; yy<lev_fieldy; yy++)
2244 for (xx=0; xx<lev_fieldx; xx++)
2245 if (Feld[xx][yy] == smashed)
2246 Feld[xx][yy] = activated_magic_wall;
2248 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2249 game.magic_wall_active = TRUE;
2251 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2252 SND_MAGIC_WALL_ACTIVATING :
2253 SND_BD_MAGIC_WALL_ACTIVATING));
2256 if (IS_PLAYER(x, y + 1))
2258 KillHeroUnlessProtected(x, y+1);
2261 else if (smashed == EL_PENGUIN)
2266 else if (element == EL_BD_DIAMOND)
2268 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2274 else if ((element == EL_SP_INFOTRON ||
2275 element == EL_SP_ZONK) &&
2276 (smashed == EL_SP_SNIKSNAK ||
2277 smashed == EL_SP_ELECTRON ||
2278 smashed == EL_SP_DISK_ORANGE))
2283 else if (element == EL_ROCK ||
2284 element == EL_SP_ZONK ||
2285 element == EL_BD_ROCK)
2287 if (IS_ENEMY(smashed) ||
2288 smashed == EL_BOMB ||
2289 smashed == EL_SP_DISK_ORANGE ||
2290 smashed == EL_DX_SUPABOMB ||
2291 smashed == EL_SATELLITE ||
2292 smashed == EL_PIG ||
2293 smashed == EL_DRAGON ||
2299 else if (!IS_MOVING(x, y + 1))
2301 if (smashed == EL_LAMP ||
2302 smashed == EL_LAMP_ACTIVE)
2307 else if (smashed == EL_NUT)
2309 Feld[x][y+1] = EL_NUT_BREAKING;
2310 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2311 RaiseScoreElement(EL_NUT);
2314 else if (smashed == EL_PEARL)
2316 Feld[x][y+1] = EL_PEARL_BREAKING;
2317 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2320 else if (smashed == EL_DIAMOND)
2322 Feld[x][y+1] = EL_EMPTY;
2323 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2326 else if (IS_BELT_SWITCH(smashed))
2328 ToggleBeltSwitch(x, y+1);
2330 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2331 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2333 ToggleSwitchgateSwitch(x, y+1);
2335 else if (smashed == EL_LIGHT_SWITCH ||
2336 smashed == EL_LIGHT_SWITCH_ACTIVE)
2338 ToggleLightSwitch(x, y+1);
2344 /* play sound of magic wall / mill */
2346 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2347 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2349 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2350 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2351 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2352 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2357 /* play sound of object that hits the ground */
2358 if (lastline || object_hit)
2359 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2362 void TurnRound(int x, int y)
2374 { 0, 0 }, { 0, 0 }, { 0, 0 },
2379 int left, right, back;
2383 { MV_DOWN, MV_UP, MV_RIGHT },
2384 { MV_UP, MV_DOWN, MV_LEFT },
2386 { MV_LEFT, MV_RIGHT, MV_DOWN },
2387 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2388 { MV_RIGHT, MV_LEFT, MV_UP }
2391 int element = Feld[x][y];
2392 int old_move_dir = MovDir[x][y];
2393 int left_dir = turn[old_move_dir].left;
2394 int right_dir = turn[old_move_dir].right;
2395 int back_dir = turn[old_move_dir].back;
2397 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2398 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2399 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2400 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2402 int left_x = x + left_dx, left_y = y + left_dy;
2403 int right_x = x + right_dx, right_y = y + right_dy;
2404 int move_x = x + move_dx, move_y = y + move_dy;
2406 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2408 TestIfBadThingTouchesOtherBadThing(x, y);
2410 if (IN_LEV_FIELD(right_x, right_y) &&
2411 IS_FREE(right_x, right_y))
2412 MovDir[x][y] = right_dir;
2413 else if (!IN_LEV_FIELD(move_x, move_y) ||
2414 !IS_FREE(move_x, move_y))
2415 MovDir[x][y] = left_dir;
2417 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2419 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2422 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2423 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2425 TestIfBadThingTouchesOtherBadThing(x, y);
2427 if (IN_LEV_FIELD(left_x, left_y) &&
2428 IS_FREE(left_x, left_y))
2429 MovDir[x][y] = left_dir;
2430 else if (!IN_LEV_FIELD(move_x, move_y) ||
2431 !IS_FREE(move_x, move_y))
2432 MovDir[x][y] = right_dir;
2434 if ((element == EL_SPACESHIP ||
2435 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2436 && MovDir[x][y] != old_move_dir)
2438 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2441 else if (element == EL_YAMYAM)
2443 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2445 if (IN_LEV_FIELD(left_x, left_y) &&
2446 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2447 Feld[left_x][left_y] == EL_DIAMOND))
2448 can_turn_left = TRUE;
2449 if (IN_LEV_FIELD(right_x, right_y) &&
2450 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2451 Feld[right_x][right_y] == EL_DIAMOND))
2452 can_turn_right = TRUE;
2454 if (can_turn_left && can_turn_right)
2455 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2456 else if (can_turn_left)
2457 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2458 else if (can_turn_right)
2459 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2461 MovDir[x][y] = back_dir;
2463 MovDelay[x][y] = 16+16*RND(3);
2465 else if (element == EL_DARK_YAMYAM)
2467 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2469 if (IN_LEV_FIELD(left_x, left_y) &&
2470 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2471 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2472 can_turn_left = TRUE;
2473 if (IN_LEV_FIELD(right_x, right_y) &&
2474 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2475 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2476 can_turn_right = TRUE;
2478 if (can_turn_left && can_turn_right)
2479 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2480 else if (can_turn_left)
2481 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2482 else if (can_turn_right)
2483 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2485 MovDir[x][y] = back_dir;
2487 MovDelay[x][y] = 16+16*RND(3);
2489 else if (element == EL_PACMAN)
2491 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2493 if (IN_LEV_FIELD(left_x, left_y) &&
2494 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2495 IS_AMOEBOID(Feld[left_x][left_y])))
2496 can_turn_left = TRUE;
2497 if (IN_LEV_FIELD(right_x, right_y) &&
2498 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2499 IS_AMOEBOID(Feld[right_x][right_y])))
2500 can_turn_right = TRUE;
2502 if (can_turn_left && can_turn_right)
2503 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2504 else if (can_turn_left)
2505 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2506 else if (can_turn_right)
2507 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2509 MovDir[x][y] = back_dir;
2511 MovDelay[x][y] = 6+RND(40);
2513 else if (element == EL_PIG)
2515 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2516 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2517 boolean should_move_on = FALSE;
2519 int rnd = RND(rnd_value);
2521 if (IN_LEV_FIELD(left_x, left_y) &&
2522 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2523 can_turn_left = TRUE;
2524 if (IN_LEV_FIELD(right_x, right_y) &&
2525 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2526 can_turn_right = TRUE;
2527 if (IN_LEV_FIELD(move_x, move_y) &&
2528 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2531 if (can_turn_left &&
2533 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2534 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2535 should_turn_left = TRUE;
2536 if (can_turn_right &&
2538 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2539 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2540 should_turn_right = TRUE;
2542 (!can_turn_left || !can_turn_right ||
2543 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2544 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2545 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2546 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2547 should_move_on = TRUE;
2549 if (should_turn_left || should_turn_right || should_move_on)
2551 if (should_turn_left && should_turn_right && should_move_on)
2552 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2553 rnd < 2*rnd_value/3 ? right_dir :
2555 else if (should_turn_left && should_turn_right)
2556 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2557 else if (should_turn_left && should_move_on)
2558 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2559 else if (should_turn_right && should_move_on)
2560 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2561 else if (should_turn_left)
2562 MovDir[x][y] = left_dir;
2563 else if (should_turn_right)
2564 MovDir[x][y] = right_dir;
2565 else if (should_move_on)
2566 MovDir[x][y] = old_move_dir;
2568 else if (can_move_on && rnd > rnd_value/8)
2569 MovDir[x][y] = old_move_dir;
2570 else if (can_turn_left && can_turn_right)
2571 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2572 else if (can_turn_left && rnd > rnd_value/8)
2573 MovDir[x][y] = left_dir;
2574 else if (can_turn_right && rnd > rnd_value/8)
2575 MovDir[x][y] = right_dir;
2577 MovDir[x][y] = back_dir;
2579 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2580 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2581 MovDir[x][y] = old_move_dir;
2585 else if (element == EL_DRAGON)
2587 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2589 int rnd = RND(rnd_value);
2591 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2592 can_turn_left = TRUE;
2593 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2594 can_turn_right = TRUE;
2595 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2598 if (can_move_on && rnd > rnd_value/8)
2599 MovDir[x][y] = old_move_dir;
2600 else if (can_turn_left && can_turn_right)
2601 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2602 else if (can_turn_left && rnd > rnd_value/8)
2603 MovDir[x][y] = left_dir;
2604 else if (can_turn_right && rnd > rnd_value/8)
2605 MovDir[x][y] = right_dir;
2607 MovDir[x][y] = back_dir;
2609 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2610 MovDir[x][y] = old_move_dir;
2614 else if (element == EL_MOLE)
2616 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2618 if (IN_LEV_FIELD(move_x, move_y) &&
2619 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2620 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2625 if (IN_LEV_FIELD(left_x, left_y) &&
2626 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2627 can_turn_left = TRUE;
2628 if (IN_LEV_FIELD(right_x, right_y) &&
2629 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2630 can_turn_right = TRUE;
2632 if (can_turn_left && can_turn_right)
2633 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2634 else if (can_turn_left)
2635 MovDir[x][y] = left_dir;
2637 MovDir[x][y] = right_dir;
2640 if (MovDir[x][y] != old_move_dir)
2643 else if (element == EL_BALLOON)
2645 MovDir[x][y] = game.balloon_dir;
2648 else if (element == EL_SPRING)
2650 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2651 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2652 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2653 MovDir[x][y] = MV_NO_MOVING;
2657 else if (element == EL_ROBOT ||
2658 element == EL_SATELLITE ||
2659 element == EL_PENGUIN)
2661 int attr_x = -1, attr_y = -1;
2672 for (i=0; i<MAX_PLAYERS; i++)
2674 struct PlayerInfo *player = &stored_player[i];
2675 int jx = player->jx, jy = player->jy;
2677 if (!player->active)
2680 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2688 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2694 if (element == EL_PENGUIN)
2697 static int xy[4][2] =
2707 int ex = x + xy[i%4][0];
2708 int ey = y + xy[i%4][1];
2710 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2719 MovDir[x][y] = MV_NO_MOVING;
2721 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2723 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2725 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2727 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2729 if (element == EL_ROBOT)
2733 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2734 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2735 Moving2Blocked(x, y, &newx, &newy);
2737 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2738 MovDelay[x][y] = 8+8*!RND(3);
2740 MovDelay[x][y] = 16;
2748 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2750 boolean first_horiz = RND(2);
2751 int new_move_dir = MovDir[x][y];
2754 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2755 Moving2Blocked(x, y, &newx, &newy);
2757 if (IN_LEV_FIELD(newx, newy) &&
2758 (IS_FREE(newx, newy) ||
2759 Feld[newx][newy] == EL_ACID ||
2760 (element == EL_PENGUIN &&
2761 (Feld[newx][newy] == EL_EXIT_OPEN ||
2762 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2766 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2767 Moving2Blocked(x, y, &newx, &newy);
2769 if (IN_LEV_FIELD(newx, newy) &&
2770 (IS_FREE(newx, newy) ||
2771 Feld[newx][newy] == EL_ACID ||
2772 (element == EL_PENGUIN &&
2773 (Feld[newx][newy] == EL_EXIT_OPEN ||
2774 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2777 MovDir[x][y] = old_move_dir;
2784 static boolean JustBeingPushed(int x, int y)
2788 for (i=0; i<MAX_PLAYERS; i++)
2790 struct PlayerInfo *player = &stored_player[i];
2792 if (player->active && player->Pushing && player->MovPos)
2794 int next_jx = player->jx + (player->jx - player->last_jx);
2795 int next_jy = player->jy + (player->jy - player->last_jy);
2797 if (x == next_jx && y == next_jy)
2805 void StartMoving(int x, int y)
2807 static boolean use_spring_bug = TRUE;
2808 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2809 int element = Feld[x][y];
2814 GfxAction[x][y] = ACTION_DEFAULT;
2816 if (CAN_FALL(element) && y < lev_fieldy - 1)
2818 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2819 if (JustBeingPushed(x, y))
2822 if (element == EL_QUICKSAND_FULL)
2824 if (IS_FREE(x, y+1))
2826 InitMovingField(x, y, MV_DOWN);
2827 started_moving = TRUE;
2829 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2830 Store[x][y] = EL_ROCK;
2832 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2834 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2837 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2839 if (!MovDelay[x][y])
2840 MovDelay[x][y] = TILEY + 1;
2849 Feld[x][y] = EL_QUICKSAND_EMPTY;
2850 Feld[x][y+1] = EL_QUICKSAND_FULL;
2851 Store[x][y+1] = Store[x][y];
2854 PlaySoundLevelAction(x, y, ACTION_FILLING);
2856 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2860 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2861 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2863 InitMovingField(x, y, MV_DOWN);
2864 started_moving = TRUE;
2866 Feld[x][y] = EL_QUICKSAND_FILLING;
2867 Store[x][y] = element;
2869 PlaySoundLevelAction(x, y, ACTION_FILLING);
2871 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2874 else if (element == EL_MAGIC_WALL_FULL)
2876 if (IS_FREE(x, y+1))
2878 InitMovingField(x, y, MV_DOWN);
2879 started_moving = TRUE;
2881 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2882 Store[x][y] = EL_CHANGED(Store[x][y]);
2884 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2886 if (!MovDelay[x][y])
2887 MovDelay[x][y] = TILEY/4 + 1;
2896 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2897 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2898 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2902 else if (element == EL_BD_MAGIC_WALL_FULL)
2904 if (IS_FREE(x, y+1))
2906 InitMovingField(x, y, MV_DOWN);
2907 started_moving = TRUE;
2909 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2910 Store[x][y] = EL_CHANGED2(Store[x][y]);
2912 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2914 if (!MovDelay[x][y])
2915 MovDelay[x][y] = TILEY/4 + 1;
2924 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2925 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2926 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2930 else if (CAN_CHANGE(element) &&
2931 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2932 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2934 InitMovingField(x, y, MV_DOWN);
2935 started_moving = TRUE;
2938 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2939 EL_BD_MAGIC_WALL_FILLING);
2940 Store[x][y] = element;
2943 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2945 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2950 InitMovingField(x, y, MV_DOWN);
2951 started_moving = TRUE;
2953 Store[x][y] = EL_ACID;
2955 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2956 GfxAction[x][y+1] = ACTION_ACTIVE;
2959 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2964 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2966 if (MovDir[x][y] == MV_NO_MOVING)
2968 InitMovingField(x, y, MV_DOWN);
2969 started_moving = TRUE;
2972 else if (IS_FREE(x, y+1))
2974 if (JustStopped[x][y]) /* prevent animation from being restarted */
2975 MovDir[x][y] = MV_DOWN;
2977 InitMovingField(x, y, MV_DOWN);
2978 started_moving = TRUE;
2980 else if (element == EL_AMOEBA_DROP)
2982 Feld[x][y] = EL_AMOEBA_GROWING;
2983 Store[x][y] = EL_AMOEBA_WET;
2985 /* Store[x][y+1] must be zero, because:
2986 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2989 #if OLD_GAME_BEHAVIOUR
2990 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2992 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2993 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2994 element != EL_DX_SUPABOMB)
2997 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2998 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2999 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3000 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3003 boolean left = (x>0 && IS_FREE(x-1, y) &&
3004 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3005 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3006 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3010 if (left && right &&
3011 (game.emulation != EMU_BOULDERDASH &&
3012 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3013 left = !(right = RND(2));
3015 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3016 started_moving = TRUE;
3019 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3021 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3022 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3023 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3024 int belt_dir = game.belt_dir[belt_nr];
3026 if ((belt_dir == MV_LEFT && left_is_free) ||
3027 (belt_dir == MV_RIGHT && right_is_free))
3029 InitMovingField(x, y, belt_dir);
3030 started_moving = TRUE;
3032 GfxAction[x][y] = ACTION_DEFAULT;
3037 /* not "else if" because of EL_SPRING */
3038 if (CAN_MOVE(element) && !started_moving)
3042 if ((element == EL_SATELLITE ||
3043 element == EL_BALLOON ||
3044 element == EL_SPRING)
3045 && JustBeingPushed(x, y))
3050 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3051 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3053 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3055 Moving2Blocked(x, y, &newx, &newy);
3056 if (Feld[newx][newy] == EL_BLOCKED)
3057 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3062 if (!MovDelay[x][y]) /* start new movement phase */
3064 /* all objects that can change their move direction after each step
3065 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3067 if (element != EL_YAMYAM &&
3068 element != EL_DARK_YAMYAM &&
3069 element != EL_PACMAN)
3073 if (MovDelay[x][y] && (element == EL_BUG ||
3074 element == EL_SPACESHIP ||
3075 element == EL_SP_SNIKSNAK ||
3076 element == EL_SP_ELECTRON ||
3077 element == EL_MOLE))
3078 DrawLevelField(x, y);
3082 if (MovDelay[x][y]) /* wait some time before next movement */
3086 if (element == EL_ROBOT ||
3087 element == EL_YAMYAM ||
3088 element == EL_DARK_YAMYAM)
3090 DrawLevelElementAnimationIfNeeded(x, y, element);
3091 PlaySoundLevelAction(x, y, ACTION_WAITING);
3093 else if (element == EL_SP_ELECTRON)
3094 DrawLevelElementAnimationIfNeeded(x, y, element);
3095 else if (element == EL_DRAGON)
3098 int dir = MovDir[x][y];
3099 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3100 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3101 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3102 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3103 dir == MV_UP ? IMG_FLAMES_1_UP :
3104 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3105 int frame = getGraphicAnimationFrame(graphic, -1);
3107 for (i=1; i<=3; i++)
3109 int xx = x + i*dx, yy = y + i*dy;
3110 int sx = SCREENX(xx), sy = SCREENY(yy);
3111 int flame_graphic = graphic + (i - 1);
3114 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3117 if (!IN_LEV_FIELD(xx, yy) ||
3118 IS_HISTORIC_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3124 int flamed = MovingOrBlocked2Element(xx, yy);
3126 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3129 RemoveMovingField(xx, yy);
3131 Feld[xx][yy] = EL_FLAMES;
3132 if (IN_SCR_FIELD(sx, sy))
3133 DrawGraphic(sx, sy, flame_graphic, frame);
3137 if (Feld[xx][yy] == EL_FLAMES)
3138 Feld[xx][yy] = EL_EMPTY;
3139 DrawLevelField(xx, yy);
3144 if (MovDelay[x][y]) /* element still has to wait some time */
3146 PlaySoundLevelAction(x, y, ACTION_WAITING);
3152 /* now make next step */
3154 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3156 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3157 !PLAYER_PROTECTED(newx, newy))
3161 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3164 /* enemy got the player */
3166 KillHero(PLAYERINFO(newx, newy));
3171 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3172 element == EL_SATELLITE || element == EL_BALLOON) &&
3173 IN_LEV_FIELD(newx, newy) &&
3174 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3177 Store[x][y] = EL_ACID;
3179 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3181 if (Feld[newx][newy] == EL_EXIT_OPEN)
3183 Feld[x][y] = EL_EMPTY;
3184 DrawLevelField(x, y);
3186 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3187 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3188 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3190 local_player->friends_still_needed--;
3191 if (!local_player->friends_still_needed &&
3192 !local_player->GameOver && AllPlayersGone)
3193 local_player->LevelSolved = local_player->GameOver = TRUE;
3197 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3199 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3200 DrawLevelField(newx, newy);
3202 MovDir[x][y] = MV_NO_MOVING;
3204 else if (!IS_FREE(newx, newy))
3206 if (IS_PLAYER(x, y))
3207 DrawPlayerField(x, y);
3209 DrawLevelField(x, y);
3213 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3215 if (IS_GEM(Feld[newx][newy]))
3217 if (IS_MOVING(newx, newy))
3218 RemoveMovingField(newx, newy);
3221 Feld[newx][newy] = EL_EMPTY;
3222 DrawLevelField(newx, newy);
3225 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3227 else if (!IS_FREE(newx, newy))
3229 if (IS_PLAYER(x, y))
3230 DrawPlayerField(x, y);
3232 DrawLevelField(x, y);
3236 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3238 if (!IS_FREE(newx, newy))
3240 if (IS_PLAYER(x, y))
3241 DrawPlayerField(x, y);
3243 DrawLevelField(x, y);
3248 boolean wanna_flame = !RND(10);
3249 int dx = newx - x, dy = newy - y;
3250 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3251 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3252 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3253 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3254 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3255 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3257 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3258 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3259 element1 != EL_FLAMES && element2 != EL_FLAMES)
3261 if (IS_PLAYER(x, y))
3262 DrawPlayerField(x, y);
3264 DrawLevelField(x, y);
3266 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3268 MovDelay[x][y] = 50;
3269 Feld[newx][newy] = EL_FLAMES;
3270 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3271 Feld[newx1][newy1] = EL_FLAMES;
3272 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3273 Feld[newx2][newy2] = EL_FLAMES;
3278 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3279 Feld[newx][newy] == EL_DIAMOND)
3281 if (IS_MOVING(newx, newy))
3282 RemoveMovingField(newx, newy);
3285 Feld[newx][newy] = EL_EMPTY;
3286 DrawLevelField(newx, newy);
3289 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3291 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3292 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3294 if (AmoebaNr[newx][newy])
3296 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3297 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3298 Feld[newx][newy] == EL_BD_AMOEBA)
3299 AmoebaCnt[AmoebaNr[newx][newy]]--;
3302 if (IS_MOVING(newx, newy))
3303 RemoveMovingField(newx, newy);
3306 Feld[newx][newy] = EL_EMPTY;
3307 DrawLevelField(newx, newy);
3310 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3312 else if ((element == EL_PACMAN || element == EL_MOLE)
3313 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3315 if (AmoebaNr[newx][newy])
3317 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3318 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3319 Feld[newx][newy] == EL_BD_AMOEBA)
3320 AmoebaCnt[AmoebaNr[newx][newy]]--;
3323 if (element == EL_MOLE)
3325 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3326 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3327 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3328 return; /* wait for shrinking amoeba */
3330 else /* element == EL_PACMAN */
3332 Feld[newx][newy] = EL_EMPTY;
3333 DrawLevelField(newx, newy);
3334 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3337 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3338 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3339 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3341 /* wait for shrinking amoeba to completely disappear */
3344 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3346 /* object was running against a wall */
3350 if (element == EL_BUG || element == EL_SPACESHIP ||
3351 element == EL_SP_SNIKSNAK)
3352 DrawLevelField(x, y);
3353 else if (element == EL_BUG || element == EL_SPACESHIP ||
3354 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3355 DrawLevelField(x, y);
3356 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3357 DrawLevelElementAnimationIfNeeded(x, y, element);
3358 else if (element == EL_SATELLITE)
3359 DrawLevelElementAnimationIfNeeded(x, y, element);
3360 else if (element == EL_SP_ELECTRON)
3361 DrawLevelElementAnimationIfNeeded(x, y, element);
3363 if (DONT_TOUCH(element))
3364 TestIfBadThingTouchesHero(x, y);
3366 PlaySoundLevelAction(x, y, ACTION_WAITING);
3371 InitMovingField(x, y, MovDir[x][y]);
3373 PlaySoundLevelAction(x, y, ACTION_MOVING);
3377 ContinueMoving(x, y);
3380 void ContinueMoving(int x, int y)
3382 int element = Feld[x][y];
3383 int direction = MovDir[x][y];
3384 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3385 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3386 int horiz_move = (dx != 0);
3387 int newx = x + dx, newy = y + dy;
3388 int step = (horiz_move ? dx : dy) * TILEX / 8;
3390 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3392 else if (element == EL_QUICKSAND_FILLING ||
3393 element == EL_QUICKSAND_EMPTYING)
3395 else if (element == EL_MAGIC_WALL_FILLING ||
3396 element == EL_BD_MAGIC_WALL_FILLING ||
3397 element == EL_MAGIC_WALL_EMPTYING ||
3398 element == EL_BD_MAGIC_WALL_EMPTYING)
3400 else if (CAN_FALL(element) && horiz_move &&
3401 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3403 else if (element == EL_SPRING && horiz_move)
3406 #if OLD_GAME_BEHAVIOUR
3407 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3411 MovPos[x][y] += step;
3413 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3415 Feld[x][y] = EL_EMPTY;
3416 Feld[newx][newy] = element;
3418 if (element == EL_MOLE)
3421 static int xy[4][2] =
3429 Feld[x][y] = EL_SAND;
3430 DrawLevelField(x, y);
3439 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3440 DrawLevelField(xx, yy); /* for "crumbled sand" */
3444 if (element == EL_QUICKSAND_FILLING)
3446 element = Feld[newx][newy] = get_next_element(element);
3447 Store[newx][newy] = Store[x][y];
3449 else if (element == EL_QUICKSAND_EMPTYING)
3451 Feld[x][y] = get_next_element(element);
3452 element = Feld[newx][newy] = Store[x][y];
3454 else if (element == EL_MAGIC_WALL_FILLING)
3456 element = Feld[newx][newy] = get_next_element(element);
3457 if (!game.magic_wall_active)
3458 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3459 Store[newx][newy] = Store[x][y];
3461 else if (element == EL_MAGIC_WALL_EMPTYING)
3463 Feld[x][y] = get_next_element(element);
3464 if (!game.magic_wall_active)
3465 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3466 element = Feld[newx][newy] = Store[x][y];
3468 else if (element == EL_BD_MAGIC_WALL_FILLING)
3470 element = Feld[newx][newy] = get_next_element(element);
3471 if (!game.magic_wall_active)
3472 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3473 Store[newx][newy] = Store[x][y];
3475 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3477 Feld[x][y] = get_next_element(element);
3478 if (!game.magic_wall_active)
3479 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3480 element = Feld[newx][newy] = Store[x][y];
3482 else if (element == EL_AMOEBA_DROPPING)
3484 Feld[x][y] = get_next_element(element);
3485 element = Feld[newx][newy] = Store[x][y];
3487 else if (Store[x][y] == EL_ACID)
3489 element = Feld[newx][newy] = EL_ACID;
3493 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3494 MovDelay[newx][newy] = 0;
3496 /* copy animation control values to new field */
3497 GfxFrame[newx][newy] = GfxFrame[x][y];
3498 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3499 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3501 ResetGfxAnimation(x, y); /* reset animation values for old field */
3505 if (!CAN_MOVE(element))
3506 MovDir[newx][newy] = 0;
3509 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3510 MovDir[newx][newy] = 0;
3513 if (!CAN_MOVE(element) ||
3514 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3515 MovDir[newx][newy] = 0;
3519 DrawLevelField(x, y);
3520 DrawLevelField(newx, newy);
3522 Stop[newx][newy] = TRUE;
3523 JustStopped[newx][newy] = 3;
3525 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3527 TestIfBadThingTouchesHero(newx, newy);
3528 TestIfBadThingTouchesFriend(newx, newy);
3529 TestIfBadThingTouchesOtherBadThing(newx, newy);
3531 else if (element == EL_PENGUIN)
3532 TestIfFriendTouchesBadThing(newx, newy);
3534 if (CAN_SMASH(element) && direction == MV_DOWN &&
3535 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3538 else /* still moving on */
3540 DrawLevelField(x, y);
3544 int AmoebeNachbarNr(int ax, int ay)
3547 int element = Feld[ax][ay];
3549 static int xy[4][2] =
3559 int x = ax + xy[i][0];
3560 int y = ay + xy[i][1];
3562 if (!IN_LEV_FIELD(x, y))
3565 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3566 group_nr = AmoebaNr[x][y];
3572 void AmoebenVereinigen(int ax, int ay)
3574 int i, x, y, xx, yy;
3575 int new_group_nr = AmoebaNr[ax][ay];
3576 static int xy[4][2] =
3584 if (new_group_nr == 0)
3592 if (!IN_LEV_FIELD(x, y))
3595 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3596 Feld[x][y] == EL_BD_AMOEBA ||
3597 Feld[x][y] == EL_AMOEBA_DEAD) &&
3598 AmoebaNr[x][y] != new_group_nr)
3600 int old_group_nr = AmoebaNr[x][y];
3602 if (old_group_nr == 0)
3605 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3606 AmoebaCnt[old_group_nr] = 0;
3607 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3608 AmoebaCnt2[old_group_nr] = 0;
3610 for (yy=0; yy<lev_fieldy; yy++)
3612 for (xx=0; xx<lev_fieldx; xx++)
3614 if (AmoebaNr[xx][yy] == old_group_nr)
3615 AmoebaNr[xx][yy] = new_group_nr;
3622 void AmoebeUmwandeln(int ax, int ay)
3626 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3628 int group_nr = AmoebaNr[ax][ay];
3633 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3634 printf("AmoebeUmwandeln(): This should never happen!\n");
3639 for (y=0; y<lev_fieldy; y++)
3641 for (x=0; x<lev_fieldx; x++)
3643 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3646 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3650 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3651 SND_AMOEBA_TURNING_TO_GEM :
3652 SND_AMOEBA_TURNING_TO_ROCK));
3657 static int xy[4][2] =
3670 if (!IN_LEV_FIELD(x, y))
3673 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3675 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3676 SND_AMOEBA_TURNING_TO_GEM :
3677 SND_AMOEBA_TURNING_TO_ROCK));
3684 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3687 int group_nr = AmoebaNr[ax][ay];
3688 boolean done = FALSE;
3693 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3694 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3699 for (y=0; y<lev_fieldy; y++)
3701 for (x=0; x<lev_fieldx; x++)
3703 if (AmoebaNr[x][y] == group_nr &&
3704 (Feld[x][y] == EL_AMOEBA_DEAD ||
3705 Feld[x][y] == EL_BD_AMOEBA ||
3706 Feld[x][y] == EL_AMOEBA_GROWING))
3709 Feld[x][y] = new_element;
3710 InitField(x, y, FALSE);
3711 DrawLevelField(x, y);
3718 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3719 SND_BD_AMOEBA_TURNING_TO_ROCK :
3720 SND_BD_AMOEBA_TURNING_TO_GEM));
3723 void AmoebeWaechst(int x, int y)
3725 static unsigned long sound_delay = 0;
3726 static unsigned long sound_delay_value = 0;
3728 if (!MovDelay[x][y]) /* start new growing cycle */
3732 if (DelayReached(&sound_delay, sound_delay_value))
3735 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3737 if (Store[x][y] == EL_BD_AMOEBA)
3738 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3740 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3742 sound_delay_value = 30;
3746 if (MovDelay[x][y]) /* wait some time before growing bigger */
3749 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3751 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3752 6 - MovDelay[x][y]);
3754 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3757 if (!MovDelay[x][y])
3759 Feld[x][y] = Store[x][y];
3761 DrawLevelField(x, y);
3766 void AmoebaDisappearing(int x, int y)
3768 static unsigned long sound_delay = 0;
3769 static unsigned long sound_delay_value = 0;
3771 if (!MovDelay[x][y]) /* start new shrinking cycle */
3775 if (DelayReached(&sound_delay, sound_delay_value))
3776 sound_delay_value = 30;
3779 if (MovDelay[x][y]) /* wait some time before shrinking */
3782 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3784 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3785 6 - MovDelay[x][y]);
3787 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3790 if (!MovDelay[x][y])
3792 Feld[x][y] = EL_EMPTY;
3793 DrawLevelField(x, y);
3795 /* don't let mole enter this field in this cycle;
3796 (give priority to objects falling to this field from above) */
3802 void AmoebeAbleger(int ax, int ay)
3805 int element = Feld[ax][ay];
3806 int graphic = el2img(element);
3807 int newax = ax, neway = ay;
3808 static int xy[4][2] =
3816 if (!level.amoeba_speed)
3818 Feld[ax][ay] = EL_AMOEBA_DEAD;
3819 DrawLevelField(ax, ay);
3823 if (IS_ANIMATED(graphic))
3824 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3826 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3827 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3829 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3832 if (MovDelay[ax][ay])
3836 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3839 int x = ax + xy[start][0];
3840 int y = ay + xy[start][1];
3842 if (!IN_LEV_FIELD(x, y))
3845 if (IS_FREE(x, y) ||
3846 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3852 if (newax == ax && neway == ay)
3855 else /* normal or "filled" (BD style) amoeba */
3858 boolean waiting_for_player = FALSE;
3862 int j = (start + i) % 4;
3863 int x = ax + xy[j][0];
3864 int y = ay + xy[j][1];
3866 if (!IN_LEV_FIELD(x, y))
3869 if (IS_FREE(x, y) ||
3870 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3876 else if (IS_PLAYER(x, y))
3877 waiting_for_player = TRUE;
3880 if (newax == ax && neway == ay) /* amoeba cannot grow */
3882 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3884 Feld[ax][ay] = EL_AMOEBA_DEAD;
3885 DrawLevelField(ax, ay);
3886 AmoebaCnt[AmoebaNr[ax][ay]]--;
3888 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3890 if (element == EL_AMOEBA_FULL)
3891 AmoebeUmwandeln(ax, ay);
3892 else if (element == EL_BD_AMOEBA)
3893 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3898 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3900 /* amoeba gets larger by growing in some direction */
3902 int new_group_nr = AmoebaNr[ax][ay];
3905 if (new_group_nr == 0)
3907 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3908 printf("AmoebeAbleger(): This should never happen!\n");
3913 AmoebaNr[newax][neway] = new_group_nr;
3914 AmoebaCnt[new_group_nr]++;
3915 AmoebaCnt2[new_group_nr]++;
3917 /* if amoeba touches other amoeba(s) after growing, unify them */
3918 AmoebenVereinigen(newax, neway);
3920 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3922 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3928 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3929 (neway == lev_fieldy - 1 && newax != ax))
3931 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3932 Store[newax][neway] = element;
3934 else if (neway == ay)
3936 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3938 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3940 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3945 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3946 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3947 Store[ax][ay] = EL_AMOEBA_DROP;
3948 ContinueMoving(ax, ay);
3952 DrawLevelField(newax, neway);
3955 void Life(int ax, int ay)
3958 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3960 int element = Feld[ax][ay];
3961 int graphic = el2img(element);
3962 boolean changed = FALSE;
3964 if (IS_ANIMATED(graphic))
3965 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3970 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3971 MovDelay[ax][ay] = life_time;
3973 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3976 if (MovDelay[ax][ay])
3980 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3982 int xx = ax+x1, yy = ay+y1;
3985 if (!IN_LEV_FIELD(xx, yy))
3988 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3990 int x = xx+x2, y = yy+y2;
3992 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3995 if (((Feld[x][y] == element ||
3996 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
3998 (IS_FREE(x, y) && Stop[x][y]))
4002 if (xx == ax && yy == ay) /* field in the middle */
4004 if (nachbarn < life[0] || nachbarn > life[1])
4006 Feld[xx][yy] = EL_EMPTY;
4008 DrawLevelField(xx, yy);
4009 Stop[xx][yy] = TRUE;
4013 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4014 { /* free border field */
4015 if (nachbarn >= life[2] && nachbarn <= life[3])
4017 Feld[xx][yy] = element;
4018 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4020 DrawLevelField(xx, yy);
4021 Stop[xx][yy] = TRUE;
4028 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4029 SND_GAME_OF_LIFE_GROWING);
4032 static void InitRobotWheel(int x, int y)
4034 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4037 static void RunRobotWheel(int x, int y)
4039 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4042 static void StopRobotWheel(int x, int y)
4044 if (ZX == x && ZY == y)
4048 static void InitTimegateWheel(int x, int y)
4050 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4053 static void RunTimegateWheel(int x, int y)
4055 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4058 void CheckExit(int x, int y)
4060 if (local_player->gems_still_needed > 0 ||
4061 local_player->sokobanfields_still_needed > 0 ||
4062 local_player->lights_still_needed > 0)
4064 int element = Feld[x][y];
4065 int graphic = el2img(element);
4067 if (IS_ANIMATED(graphic))
4068 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4073 Feld[x][y] = EL_EXIT_OPENING;
4075 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4078 void CheckExitSP(int x, int y)
4080 if (local_player->gems_still_needed > 0)
4082 int element = Feld[x][y];
4083 int graphic = el2img(element);
4085 if (IS_ANIMATED(graphic))
4086 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4091 Feld[x][y] = EL_SP_EXIT_OPEN;
4093 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4096 static void CloseAllOpenTimegates()
4100 for (y=0; y<lev_fieldy; y++)
4102 for (x=0; x<lev_fieldx; x++)
4104 int element = Feld[x][y];
4106 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4108 Feld[x][y] = EL_TIMEGATE_CLOSING;
4110 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4112 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4119 void EdelsteinFunkeln(int x, int y)
4121 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4124 if (Feld[x][y] == EL_BD_DIAMOND)
4127 if (MovDelay[x][y] == 0) /* next animation frame */
4128 MovDelay[x][y] = 11 * !SimpleRND(500);
4130 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4134 if (setup.direct_draw && MovDelay[x][y])
4135 SetDrawtoField(DRAW_BUFFERED);
4137 DrawLevelElementAnimation(x, y, Feld[x][y]);
4139 if (MovDelay[x][y] != 0)
4141 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4142 10 - MovDelay[x][y]);
4144 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4146 if (setup.direct_draw)
4150 dest_x = FX + SCREENX(x) * TILEX;
4151 dest_y = FY + SCREENY(y) * TILEY;
4153 BlitBitmap(drawto_field, window,
4154 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4155 SetDrawtoField(DRAW_DIRECT);
4161 void MauerWaechst(int x, int y)
4165 if (!MovDelay[x][y]) /* next animation frame */
4166 MovDelay[x][y] = 3 * delay;
4168 if (MovDelay[x][y]) /* wait some time before next frame */
4172 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4174 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4175 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4177 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4180 if (!MovDelay[x][y])
4182 if (MovDir[x][y] == MV_LEFT)
4184 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4185 DrawLevelField(x - 1, y);
4187 else if (MovDir[x][y] == MV_RIGHT)
4189 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4190 DrawLevelField(x + 1, y);
4192 else if (MovDir[x][y] == MV_UP)
4194 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4195 DrawLevelField(x, y - 1);
4199 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4200 DrawLevelField(x, y + 1);
4203 Feld[x][y] = Store[x][y];
4205 MovDir[x][y] = MV_NO_MOVING;
4206 DrawLevelField(x, y);
4211 void MauerAbleger(int ax, int ay)
4213 int element = Feld[ax][ay];
4214 int graphic = el2img(element);
4215 boolean oben_frei = FALSE, unten_frei = FALSE;
4216 boolean links_frei = FALSE, rechts_frei = FALSE;
4217 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4218 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4219 boolean new_wall = FALSE;
4221 if (IS_ANIMATED(graphic))
4222 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4224 if (!MovDelay[ax][ay]) /* start building new wall */
4225 MovDelay[ax][ay] = 6;
4227 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4230 if (MovDelay[ax][ay])
4234 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4236 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4238 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4240 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4243 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4244 element == EL_EXPANDABLE_WALL_ANY)
4248 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4249 Store[ax][ay-1] = element;
4250 MovDir[ax][ay-1] = MV_UP;
4251 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4252 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4253 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4258 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4259 Store[ax][ay+1] = element;
4260 MovDir[ax][ay+1] = MV_DOWN;
4261 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4262 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4263 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4268 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4269 element == EL_EXPANDABLE_WALL_ANY ||
4270 element == EL_EXPANDABLE_WALL)
4274 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4275 Store[ax-1][ay] = element;
4276 MovDir[ax-1][ay] = MV_LEFT;
4277 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4278 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4279 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4285 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4286 Store[ax+1][ay] = element;
4287 MovDir[ax+1][ay] = MV_RIGHT;
4288 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4289 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4290 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4295 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4296 DrawLevelField(ax, ay);
4298 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4300 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4301 unten_massiv = TRUE;
4302 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4303 links_massiv = TRUE;
4304 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4305 rechts_massiv = TRUE;
4307 if (((oben_massiv && unten_massiv) ||
4308 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4309 element == EL_EXPANDABLE_WALL) &&
4310 ((links_massiv && rechts_massiv) ||
4311 element == EL_EXPANDABLE_WALL_VERTICAL))
4312 Feld[ax][ay] = EL_WALL;
4316 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4318 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4322 void CheckForDragon(int x, int y)
4325 boolean dragon_found = FALSE;
4326 static int xy[4][2] =
4338 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4340 if (IN_LEV_FIELD(xx, yy) &&
4341 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4343 if (Feld[xx][yy] == EL_DRAGON)
4344 dragon_found = TRUE;
4357 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4359 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4361 Feld[xx][yy] = EL_EMPTY;
4362 DrawLevelField(xx, yy);
4371 static void InitBuggyBase(int x, int y)
4373 int element = Feld[x][y];
4374 int activating_delay = FRAMES_PER_SECOND / 4;
4377 (element == EL_SP_BUGGY_BASE ?
4378 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4379 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4381 element == EL_SP_BUGGY_BASE_ACTIVE ?
4382 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4385 static void WarnBuggyBase(int x, int y)
4388 static int xy[4][2] =
4398 int xx = x + xy[i][0], yy = y + xy[i][1];
4400 if (IS_PLAYER(xx, yy))
4402 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4409 static void InitTrap(int x, int y)
4411 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4414 static void ActivateTrap(int x, int y)
4416 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4419 static void ChangeActiveTrap(int x, int y)
4421 int graphic = IMG_TRAP_ACTIVE;
4423 /* if new animation frame was drawn, correct crumbled sand border */
4424 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4425 DrawLevelFieldCrumbledSand(x, y);
4428 static void ChangeElement(int x, int y)
4430 int element = Feld[x][y];
4432 if (MovDelay[x][y] == 0) /* initialize element change */
4434 MovDelay[x][y] = changing_element[element].change_delay + 1;
4436 ResetGfxAnimation(x, y);
4437 ResetRandomAnimationValue(x, y);
4439 if (changing_element[element].pre_change_function)
4440 changing_element[element].pre_change_function(x, y);
4445 if (MovDelay[x][y] != 0) /* continue element change */
4447 if (IS_ANIMATED(el2img(element)))
4448 DrawLevelElementAnimationIfNeeded(x, y, element);
4450 if (changing_element[element].change_function)
4451 changing_element[element].change_function(x, y);
4453 else /* finish element change */
4455 Feld[x][y] = changing_element[element].next_element;
4457 ResetGfxAnimation(x, y);
4458 ResetRandomAnimationValue(x, y);
4460 DrawLevelField(x, y);
4462 if (changing_element[element].post_change_function)
4463 changing_element[element].post_change_function(x, y);
4467 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4469 static byte stored_player_action[MAX_PLAYERS];
4470 static int num_stored_actions = 0;
4471 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4472 int left = player_action & JOY_LEFT;
4473 int right = player_action & JOY_RIGHT;
4474 int up = player_action & JOY_UP;
4475 int down = player_action & JOY_DOWN;
4476 int button1 = player_action & JOY_BUTTON_1;
4477 int button2 = player_action & JOY_BUTTON_2;
4478 int dx = (left ? -1 : right ? 1 : 0);
4479 int dy = (up ? -1 : down ? 1 : 0);
4481 stored_player_action[player->index_nr] = 0;
4482 num_stored_actions++;
4484 if (!player->active || tape.pausing)
4490 snapped = SnapField(player, dx, dy);
4494 bombed = PlaceBomb(player);
4495 moved = MoveFigure(player, dx, dy);
4498 if (tape.single_step && tape.recording && !tape.pausing)
4500 if (button1 || (bombed && !moved))
4502 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4503 SnapField(player, 0, 0); /* stop snapping */
4507 stored_player_action[player->index_nr] = player_action;
4511 /* no actions for this player (no input at player's configured device) */
4513 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4514 SnapField(player, 0, 0);
4515 CheckGravityMovement(player);
4517 if (player->MovPos == 0)
4520 printf("Trying... Player frame reset\n");
4523 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4526 if (player->MovPos == 0) /* needed for tape.playing */
4527 player->is_moving = FALSE;
4530 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4532 TapeRecordAction(stored_player_action);
4533 num_stored_actions = 0;
4539 static unsigned long action_delay = 0;
4540 unsigned long action_delay_value;
4541 int magic_wall_x = 0, magic_wall_y = 0;
4542 int i, x, y, element, graphic;
4543 byte *recorded_player_action;
4544 byte summarized_player_action = 0;
4546 if (game_status != GAME_MODE_PLAYING)
4549 action_delay_value =
4550 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4552 if (tape.playing && tape.index_search && !tape.pausing)
4553 action_delay_value = 0;
4555 /* ---------- main game synchronization point ---------- */
4557 WaitUntilDelayReached(&action_delay, action_delay_value);
4559 if (network_playing && !network_player_action_received)
4563 printf("DEBUG: try to get network player actions in time\n");
4567 #if defined(PLATFORM_UNIX)
4568 /* last chance to get network player actions without main loop delay */
4572 if (game_status != GAME_MODE_PLAYING)
4575 if (!network_player_action_received)
4579 printf("DEBUG: failed to get network player actions in time\n");
4589 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4591 for (i=0; i<MAX_PLAYERS; i++)
4593 summarized_player_action |= stored_player[i].action;
4595 if (!network_playing)
4596 stored_player[i].effective_action = stored_player[i].action;
4599 #if defined(PLATFORM_UNIX)
4600 if (network_playing)
4601 SendToServer_MovePlayer(summarized_player_action);
4604 if (!options.network && !setup.team_mode)
4605 local_player->effective_action = summarized_player_action;
4607 for (i=0; i<MAX_PLAYERS; i++)
4609 int actual_player_action = stored_player[i].effective_action;
4611 if (stored_player[i].programmed_action)
4612 actual_player_action = stored_player[i].programmed_action;
4614 if (recorded_player_action)
4615 actual_player_action = recorded_player_action[i];
4617 PlayerActions(&stored_player[i], actual_player_action);
4618 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4621 network_player_action_received = FALSE;
4623 ScrollScreen(NULL, SCROLL_GO_ON);
4629 for (i=0; i<MAX_PLAYERS; i++)
4630 stored_player[i].Frame++;
4633 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4636 if (JustStopped[x][y] > 0)
4637 JustStopped[x][y]--;
4642 if (IS_BLOCKED(x, y))
4646 Blocked2Moving(x, y, &oldx, &oldy);
4647 if (!IS_MOVING(oldx, oldy))
4649 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4650 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4651 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4652 printf("GameActions(): This should never happen!\n");
4658 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4660 element = Feld[x][y];
4661 graphic = el2img(element);
4663 if (graphic_info[graphic].anim_global_sync)
4664 GfxFrame[x][y] = FrameCounter;
4666 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4667 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4668 ResetRandomAnimationValue(x, y);
4670 SetRandomAnimationValue(x, y);
4673 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4676 if (IS_INACTIVE(element))
4678 if (IS_ANIMATED(graphic))
4679 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4684 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4688 if (IS_ANIMATED(graphic) &&
4691 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4693 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4694 EdelsteinFunkeln(x, y);
4696 else if ((element == EL_ACID ||
4697 element == EL_EXIT_OPEN ||
4698 element == EL_SP_EXIT_OPEN ||
4699 element == EL_SP_TERMINAL ||
4700 element == EL_SP_TERMINAL_ACTIVE ||
4701 element == EL_EXTRA_TIME ||
4702 element == EL_SHIELD_NORMAL ||
4703 element == EL_SHIELD_DEADLY) &&
4704 IS_ANIMATED(graphic))
4705 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4706 else if (IS_MOVING(x, y))
4707 ContinueMoving(x, y);
4708 else if (IS_ACTIVE_BOMB(element))
4709 CheckDynamite(x, y);
4711 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4712 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4714 else if (element == EL_AMOEBA_GROWING)
4715 AmoebeWaechst(x, y);
4716 else if (element == EL_AMOEBA_SHRINKING)
4717 AmoebaDisappearing(x, y);
4719 #if !USE_NEW_AMOEBA_CODE
4720 else if (IS_AMOEBALIVE(element))
4721 AmoebeAbleger(x, y);
4724 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4726 else if (element == EL_EXIT_CLOSED)
4728 else if (element == EL_SP_EXIT_CLOSED)
4730 else if (element == EL_EXPANDABLE_WALL_GROWING)
4732 else if (element == EL_EXPANDABLE_WALL ||
4733 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4734 element == EL_EXPANDABLE_WALL_VERTICAL ||
4735 element == EL_EXPANDABLE_WALL_ANY)
4737 else if (element == EL_FLAMES)
4738 CheckForDragon(x, y);
4739 else if (IS_AUTO_CHANGING(element))
4740 ChangeElement(x, y);
4741 else if (element == EL_EXPLOSION)
4742 ; /* drawing of correct explosion animation is handled separately */
4743 else if (IS_ANIMATED(graphic))
4744 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4746 if (IS_BELT_ACTIVE(element))
4747 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4749 if (game.magic_wall_active)
4751 int jx = local_player->jx, jy = local_player->jy;
4753 /* play the element sound at the position nearest to the player */
4754 if ((element == EL_MAGIC_WALL_FULL ||
4755 element == EL_MAGIC_WALL_ACTIVE ||
4756 element == EL_MAGIC_WALL_EMPTYING ||
4757 element == EL_BD_MAGIC_WALL_FULL ||
4758 element == EL_BD_MAGIC_WALL_ACTIVE ||
4759 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4760 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4768 #if USE_NEW_AMOEBA_CODE
4769 /* new experimental amoeba growth stuff */
4771 if (!(FrameCounter % 8))
4774 static unsigned long random = 1684108901;
4776 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4779 x = (random >> 10) % lev_fieldx;
4780 y = (random >> 20) % lev_fieldy;
4782 x = RND(lev_fieldx);
4783 y = RND(lev_fieldy);
4785 element = Feld[x][y];
4787 if (!IS_PLAYER(x,y) &&
4788 (element == EL_EMPTY ||
4789 element == EL_SAND ||
4790 element == EL_QUICKSAND_EMPTY ||
4791 element == EL_ACID_SPLASH_LEFT ||
4792 element == EL_ACID_SPLASH_RIGHT))
4794 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4795 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4796 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4797 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4798 Feld[x][y] = EL_AMOEBA_DROP;
4801 random = random * 129 + 1;
4807 if (game.explosions_delayed)
4810 game.explosions_delayed = FALSE;
4812 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4814 element = Feld[x][y];
4816 if (ExplodeField[x][y])
4817 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4818 else if (element == EL_EXPLOSION)
4819 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4821 ExplodeField[x][y] = EX_NO_EXPLOSION;
4824 game.explosions_delayed = TRUE;
4827 if (game.magic_wall_active)
4829 if (!(game.magic_wall_time_left % 4))
4831 int element = Feld[magic_wall_x][magic_wall_y];
4833 if (element == EL_BD_MAGIC_WALL_FULL ||
4834 element == EL_BD_MAGIC_WALL_ACTIVE ||
4835 element == EL_BD_MAGIC_WALL_EMPTYING)
4836 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4838 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4841 if (game.magic_wall_time_left > 0)
4843 game.magic_wall_time_left--;
4844 if (!game.magic_wall_time_left)
4846 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4848 element = Feld[x][y];
4850 if (element == EL_MAGIC_WALL_ACTIVE ||
4851 element == EL_MAGIC_WALL_FULL)
4853 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4854 DrawLevelField(x, y);
4856 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4857 element == EL_BD_MAGIC_WALL_FULL)
4859 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4860 DrawLevelField(x, y);
4864 game.magic_wall_active = FALSE;
4869 if (game.light_time_left > 0)
4871 game.light_time_left--;
4873 if (game.light_time_left == 0)
4874 RedrawAllLightSwitchesAndInvisibleElements();
4877 if (game.timegate_time_left > 0)
4879 game.timegate_time_left--;
4881 if (game.timegate_time_left == 0)
4882 CloseAllOpenTimegates();
4885 for (i=0; i<MAX_PLAYERS; i++)
4887 struct PlayerInfo *player = &stored_player[i];
4889 if (SHIELD_ON(player))
4891 if (player->shield_deadly_time_left)
4892 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4893 else if (player->shield_normal_time_left)
4894 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4898 if (TimeFrames >= (1000 / GameFrameDelay))
4903 for (i=0; i<MAX_PLAYERS; i++)
4905 struct PlayerInfo *player = &stored_player[i];
4907 if (SHIELD_ON(player))
4909 player->shield_normal_time_left--;
4911 if (player->shield_deadly_time_left > 0)
4912 player->shield_deadly_time_left--;
4916 if (tape.recording || tape.playing)
4917 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4923 if (TimeLeft <= 10 && setup.time_limit)
4924 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
4926 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4928 if (!TimeLeft && setup.time_limit)
4929 for (i=0; i<MAX_PLAYERS; i++)
4930 KillHero(&stored_player[i]);
4932 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4933 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4938 if (options.debug) /* calculate frames per second */
4940 static unsigned long fps_counter = 0;
4941 static int fps_frames = 0;
4942 unsigned long fps_delay_ms = Counter() - fps_counter;
4946 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4948 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4951 fps_counter = Counter();
4954 redraw_mask |= REDRAW_FPS;
4958 if (stored_player[0].jx != stored_player[0].last_jx ||
4959 stored_player[0].jy != stored_player[0].last_jy)
4960 printf("::: %d, %d, %d, %d, %d\n",
4961 stored_player[0].MovDir,
4962 stored_player[0].MovPos,
4963 stored_player[0].GfxPos,
4964 stored_player[0].Frame,
4965 stored_player[0].StepFrame);
4972 for (i=0; i<MAX_PLAYERS; i++)
4975 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
4977 stored_player[i].Frame += move_frames;
4979 if (stored_player[i].MovPos != 0)
4980 stored_player[i].StepFrame += move_frames;
4985 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4987 int min_x = x, min_y = y, max_x = x, max_y = y;
4990 for (i=0; i<MAX_PLAYERS; i++)
4992 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4994 if (!stored_player[i].active || &stored_player[i] == player)
4997 min_x = MIN(min_x, jx);
4998 min_y = MIN(min_y, jy);
4999 max_x = MAX(max_x, jx);
5000 max_y = MAX(max_y, jy);
5003 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5006 static boolean AllPlayersInVisibleScreen()
5010 for (i=0; i<MAX_PLAYERS; i++)
5012 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5014 if (!stored_player[i].active)
5017 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5024 void ScrollLevel(int dx, int dy)
5026 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5029 BlitBitmap(drawto_field, drawto_field,
5030 FX + TILEX*(dx == -1) - softscroll_offset,
5031 FY + TILEY*(dy == -1) - softscroll_offset,
5032 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5033 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5034 FX + TILEX*(dx == 1) - softscroll_offset,
5035 FY + TILEY*(dy == 1) - softscroll_offset);
5039 x = (dx == 1 ? BX1 : BX2);
5040 for (y=BY1; y<=BY2; y++)
5041 DrawScreenField(x, y);
5046 y = (dy == 1 ? BY1 : BY2);
5047 for (x=BX1; x<=BX2; x++)
5048 DrawScreenField(x, y);
5051 redraw_mask |= REDRAW_FIELD;
5054 static void CheckGravityMovement(struct PlayerInfo *player)
5056 if (level.gravity && !player->programmed_action)
5058 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5059 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5061 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5062 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5063 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5064 int jx = player->jx, jy = player->jy;
5065 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5066 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5067 int new_jx = jx + dx, new_jy = jy + dy;
5068 boolean field_under_player_is_free =
5069 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5070 boolean player_is_moving_to_valid_field =
5071 (IN_LEV_FIELD(new_jx, new_jy) &&
5072 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5073 Feld[new_jx][new_jy] == EL_SAND));
5075 if (field_under_player_is_free &&
5076 !player_is_moving_to_valid_field &&
5077 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5078 player->programmed_action = MV_DOWN;
5084 -----------------------------------------------------------------------------
5085 dx, dy: direction (non-diagonal) to try to move the player to
5086 real_dx, real_dy: direction as read from input device (can be diagonal)
5089 boolean MoveFigureOneStep(struct PlayerInfo *player,
5090 int dx, int dy, int real_dx, int real_dy)
5092 int jx = player->jx, jy = player->jy;
5093 int new_jx = jx+dx, new_jy = jy+dy;
5097 if (!player->active || (!dx && !dy))
5098 return MF_NO_ACTION;
5100 player->MovDir = (dx < 0 ? MV_LEFT :
5103 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5105 if (!IN_LEV_FIELD(new_jx, new_jy))
5106 return MF_NO_ACTION;
5108 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5109 return MF_NO_ACTION;
5112 element = MovingOrBlocked2Element(new_jx, new_jy);
5114 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5117 if (DONT_GO_TO(element))
5119 if (element == EL_ACID && dx == 0 && dy == 1)
5122 Feld[jx][jy] = EL_PLAYER_1;
5123 InitMovingField(jx, jy, MV_DOWN);
5124 Store[jx][jy] = EL_ACID;
5125 ContinueMoving(jx, jy);
5129 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5134 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5135 if (can_move != MF_MOVING)
5138 StorePlayer[jx][jy] = 0;
5139 player->last_jx = jx;
5140 player->last_jy = jy;
5141 jx = player->jx = new_jx;
5142 jy = player->jy = new_jy;
5143 StorePlayer[jx][jy] = player->element_nr;
5146 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5148 ScrollFigure(player, SCROLL_INIT);
5153 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5155 int jx = player->jx, jy = player->jy;
5156 int old_jx = jx, old_jy = jy;
5157 int moved = MF_NO_ACTION;
5159 if (!player->active || (!dx && !dy))
5163 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5167 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5168 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5172 /* remove the last programmed player action */
5173 player->programmed_action = 0;
5177 /* should only happen if pre-1.2 tape recordings are played */
5178 /* this is only for backward compatibility */
5180 int original_move_delay_value = player->move_delay_value;
5183 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5187 /* scroll remaining steps with finest movement resolution */
5188 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5190 while (player->MovPos)
5192 ScrollFigure(player, SCROLL_GO_ON);
5193 ScrollScreen(NULL, SCROLL_GO_ON);
5199 player->move_delay_value = original_move_delay_value;
5202 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5204 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5205 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5209 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5210 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5216 if (moved & MF_MOVING && !ScreenMovPos &&
5217 (player == local_player || !options.network))
5219 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5220 int offset = (setup.scroll_delay ? 3 : 0);
5222 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5224 /* actual player has left the screen -- scroll in that direction */
5225 if (jx != old_jx) /* player has moved horizontally */
5226 scroll_x += (jx - old_jx);
5227 else /* player has moved vertically */
5228 scroll_y += (jy - old_jy);
5232 if (jx != old_jx) /* player has moved horizontally */
5234 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5235 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5236 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5238 /* don't scroll over playfield boundaries */
5239 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5240 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5242 /* don't scroll more than one field at a time */
5243 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5245 /* don't scroll against the player's moving direction */
5246 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5247 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5248 scroll_x = old_scroll_x;
5250 else /* player has moved vertically */
5252 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5253 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5254 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5256 /* don't scroll over playfield boundaries */
5257 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5258 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5260 /* don't scroll more than one field at a time */
5261 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5263 /* don't scroll against the player's moving direction */
5264 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5265 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5266 scroll_y = old_scroll_y;
5270 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5272 if (!options.network && !AllPlayersInVisibleScreen())
5274 scroll_x = old_scroll_x;
5275 scroll_y = old_scroll_y;
5279 ScrollScreen(player, SCROLL_INIT);
5280 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5287 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5289 if (!(moved & MF_MOVING) && !player->Pushing)
5294 player->StepFrame = 0;
5296 if (moved & MF_MOVING)
5298 if (old_jx != jx && old_jy == jy)
5299 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5300 else if (old_jx == jx && old_jy != jy)
5301 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5303 DrawLevelField(jx, jy); /* for "crumbled sand" */
5305 player->last_move_dir = player->MovDir;
5306 player->is_moving = TRUE;
5310 CheckGravityMovement(player);
5313 player->last_move_dir = MV_NO_MOVING;
5315 player->is_moving = FALSE;
5318 TestIfHeroTouchesBadThing(jx, jy);
5320 if (!player->active)
5326 void ScrollFigure(struct PlayerInfo *player, int mode)
5328 int jx = player->jx, jy = player->jy;
5329 int last_jx = player->last_jx, last_jy = player->last_jy;
5330 int move_stepsize = TILEX / player->move_delay_value;
5332 if (!player->active || !player->MovPos)
5335 if (mode == SCROLL_INIT)
5337 player->actual_frame_counter = FrameCounter;
5338 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5340 if (Feld[last_jx][last_jy] == EL_EMPTY)
5341 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5346 else if (!FrameReached(&player->actual_frame_counter, 1))
5349 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5350 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5352 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5353 Feld[last_jx][last_jy] = EL_EMPTY;
5355 /* before DrawPlayer() to draw correct player graphic for this case */
5356 if (player->MovPos == 0)
5357 CheckGravityMovement(player);
5361 if (player->MovPos == 0)
5363 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5365 /* continue with normal speed after quickly moving through gate */
5366 HALVE_PLAYER_SPEED(player);
5368 /* be able to make the next move without delay */
5369 player->move_delay = 0;
5372 player->last_jx = jx;
5373 player->last_jy = jy;
5375 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5376 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5380 if (local_player->friends_still_needed == 0 ||
5381 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5382 player->LevelSolved = player->GameOver = TRUE;
5385 if (tape.single_step && tape.recording && !tape.pausing &&
5386 !player->programmed_action)
5387 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5391 void ScrollScreen(struct PlayerInfo *player, int mode)
5393 static unsigned long screen_frame_counter = 0;
5395 if (mode == SCROLL_INIT)
5397 /* set scrolling step size according to actual player's moving speed */
5398 ScrollStepSize = TILEX / player->move_delay_value;
5400 screen_frame_counter = FrameCounter;
5401 ScreenMovDir = player->MovDir;
5402 ScreenMovPos = player->MovPos;
5403 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5406 else if (!FrameReached(&screen_frame_counter, 1))
5411 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5412 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5413 redraw_mask |= REDRAW_FIELD;
5416 ScreenMovDir = MV_NO_MOVING;
5419 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5421 int i, kill_x = -1, kill_y = -1;
5422 static int test_xy[4][2] =
5429 static int test_dir[4] =
5439 int test_x, test_y, test_move_dir, test_element;
5441 test_x = good_x + test_xy[i][0];
5442 test_y = good_y + test_xy[i][1];
5443 if (!IN_LEV_FIELD(test_x, test_y))
5447 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5450 test_element = Feld[test_x][test_y];
5452 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5455 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5456 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5458 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5459 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5467 if (kill_x != -1 || kill_y != -1)
5469 if (IS_PLAYER(good_x, good_y))
5471 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5473 if (player->shield_deadly_time_left > 0)
5474 Bang(kill_x, kill_y);
5475 else if (!PLAYER_PROTECTED(good_x, good_y))
5479 Bang(good_x, good_y);
5483 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5485 int i, kill_x = -1, kill_y = -1;
5486 int bad_element = Feld[bad_x][bad_y];
5487 static int test_xy[4][2] =
5494 static int test_dir[4] =
5502 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5507 int test_x, test_y, test_move_dir, test_element;
5509 test_x = bad_x + test_xy[i][0];
5510 test_y = bad_y + test_xy[i][1];
5511 if (!IN_LEV_FIELD(test_x, test_y))
5515 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5517 test_element = Feld[test_x][test_y];
5519 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5520 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5522 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5523 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5525 /* good thing is player or penguin that does not move away */
5526 if (IS_PLAYER(test_x, test_y))
5528 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5530 if (bad_element == EL_ROBOT && player->is_moving)
5531 continue; /* robot does not kill player if he is moving */
5537 else if (test_element == EL_PENGUIN)
5546 if (kill_x != -1 || kill_y != -1)
5548 if (IS_PLAYER(kill_x, kill_y))
5550 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5553 int dir = player->MovDir;
5554 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5555 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5557 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5558 newx != bad_x && newy != bad_y)
5559 ; /* robot does not kill player if he is moving */
5561 printf("-> %d\n", player->MovDir);
5563 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5564 newx != bad_x && newy != bad_y)
5565 ; /* robot does not kill player if he is moving */
5570 if (player->shield_deadly_time_left > 0)
5572 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5576 Bang(kill_x, kill_y);
5580 void TestIfHeroTouchesBadThing(int x, int y)
5582 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5585 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5587 TestIfGoodThingHitsBadThing(x, y, move_dir);
5590 void TestIfBadThingTouchesHero(int x, int y)
5592 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5595 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5597 TestIfBadThingHitsGoodThing(x, y, move_dir);
5600 void TestIfFriendTouchesBadThing(int x, int y)
5602 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5605 void TestIfBadThingTouchesFriend(int x, int y)
5607 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5610 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5612 int i, kill_x = bad_x, kill_y = bad_y;
5613 static int xy[4][2] =
5625 x = bad_x + xy[i][0];
5626 y = bad_y + xy[i][1];
5627 if (!IN_LEV_FIELD(x, y))
5630 element = Feld[x][y];
5631 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5632 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5640 if (kill_x != bad_x || kill_y != bad_y)
5644 void KillHero(struct PlayerInfo *player)
5646 int jx = player->jx, jy = player->jy;
5648 if (!player->active)
5651 /* remove accessible field at the player's position */
5652 Feld[jx][jy] = EL_EMPTY;
5654 /* deactivate shield (else Bang()/Explode() would not work right) */
5655 player->shield_normal_time_left = 0;
5656 player->shield_deadly_time_left = 0;
5662 static void KillHeroUnlessProtected(int x, int y)
5664 if (!PLAYER_PROTECTED(x, y))
5665 KillHero(PLAYERINFO(x, y));
5668 void BuryHero(struct PlayerInfo *player)
5670 int jx = player->jx, jy = player->jy;
5672 if (!player->active)
5675 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5676 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5678 player->GameOver = TRUE;
5682 void RemoveHero(struct PlayerInfo *player)
5684 int jx = player->jx, jy = player->jy;
5685 int i, found = FALSE;
5687 player->present = FALSE;
5688 player->active = FALSE;
5690 if (!ExplodeField[jx][jy])
5691 StorePlayer[jx][jy] = 0;
5693 for (i=0; i<MAX_PLAYERS; i++)
5694 if (stored_player[i].active)
5698 AllPlayersGone = TRUE;
5705 checkDiagonalPushing()
5706 -----------------------------------------------------------------------------
5707 check if diagonal input device direction results in pushing of object
5708 (by checking if the alternative direction is walkable, diggable, ...)
5711 static boolean checkDiagonalPushing(struct PlayerInfo *player,
5712 int x, int y, int real_dx, int real_dy)
5715 int jx, jy, dx, dy, xx, yy;
5717 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
5720 /* diagonal direction: check alternative direction */
5725 xx = jx + (dx == 0 ? real_dx : 0);
5726 yy = jy + (dy == 0 ? real_dy : 0);
5728 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID(Feld[xx][yy]));
5731 if (real_dx && real_dy) /* diagonal direction input => do check */
5733 /* diagonal direction: check alternative direction */
5734 int jx = player->jx, jy = player->jy;
5735 int dx = x - jx, dy = y - jy;
5736 int xx = jx + (dx == 0 ? real_dx : 0);
5737 int yy = jy + (dy == 0 ? real_dy : 0);
5739 if (IN_LEV_FIELD(xx, yy))
5741 int element = Feld[xx][yy];
5743 if (game.engine_version < VERSION_IDENT(2,2,0))
5744 return IS_HISTORIC_SOLID(element);
5746 return !(IS_WALKABLE(element) ||
5747 IS_DIGGABLE(element) ||
5748 IS_COLLECTIBLE(element));
5752 return TRUE; /* no diagonal direction input => push object */
5758 -----------------------------------------------------------------------------
5759 x, y: field next to player (non-diagonal) to try to dig to
5760 real_dx, real_dy: direction as read from input device (can be diagonal)
5763 int DigField(struct PlayerInfo *player,
5764 int x, int y, int real_dx, int real_dy, int mode)
5766 int jx = player->jx, jy = player->jy;
5767 int dx = x - jx, dy = y - jy;
5768 int move_direction = (dx == -1 ? MV_LEFT :
5769 dx == +1 ? MV_RIGHT :
5771 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5774 if (player->MovPos == 0)
5776 player->is_digging = FALSE;
5777 player->is_collecting = FALSE;
5780 if (player->MovPos == 0)
5781 player->Pushing = FALSE;
5783 if (mode == DF_NO_PUSH)
5785 player->Switching = FALSE;
5786 player->push_delay = 0;
5787 return MF_NO_ACTION;
5790 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5791 return MF_NO_ACTION;
5794 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
5796 if (IS_TUBE(Feld[jx][jy]) ||
5797 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
5801 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
5802 int tube_leave_directions[][2] =
5804 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5805 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5806 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5807 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5808 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5809 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5810 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5811 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5812 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5813 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5814 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5815 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5818 while (tube_leave_directions[i][0] != tube_element)
5821 if (tube_leave_directions[i][0] == -1) /* should not happen */
5825 if (!(tube_leave_directions[i][1] & move_direction))
5826 return MF_NO_ACTION; /* tube has no opening in this direction */
5829 element = Feld[x][y];
5835 case EL_INVISIBLE_SAND:
5836 case EL_INVISIBLE_SAND_ACTIVE:
5839 case EL_SP_BUGGY_BASE:
5840 case EL_SP_BUGGY_BASE_ACTIVATING:
5843 if (mode != DF_SNAP && element != EL_EMPTY)
5845 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5846 player->is_digging = TRUE;
5849 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5854 case EL_EMERALD_YELLOW:
5855 case EL_EMERALD_RED:
5856 case EL_EMERALD_PURPLE:
5858 case EL_SP_INFOTRON:
5863 if (mode != DF_SNAP)
5865 GfxElement[x][y] = element;
5866 player->is_collecting = TRUE;
5869 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5870 element == EL_PEARL ? 5 :
5871 element == EL_CRYSTAL ? 8 : 1);
5872 if (local_player->gems_still_needed < 0)
5873 local_player->gems_still_needed = 0;
5874 RaiseScoreElement(element);
5875 DrawText(DX_EMERALDS, DY_EMERALDS,
5876 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5877 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5882 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5883 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5887 Feld[x][y] = EL_EMPTY;
5888 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5896 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5898 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
5901 case EL_SHIELD_NORMAL:
5903 player->shield_normal_time_left += 10;
5904 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5907 case EL_SHIELD_DEADLY:
5909 player->shield_normal_time_left += 10;
5910 player->shield_deadly_time_left += 10;
5911 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5915 case EL_SP_DISK_RED:
5918 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5919 RaiseScoreElement(EL_DYNAMITE);
5920 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5922 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5925 case EL_DYNABOMB_INCREASE_NUMBER:
5927 player->dynabomb_count++;
5928 player->dynabombs_left++;
5929 RaiseScoreElement(EL_DYNAMITE);
5930 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5933 case EL_DYNABOMB_INCREASE_SIZE:
5935 player->dynabomb_size++;
5936 RaiseScoreElement(EL_DYNAMITE);
5937 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5940 case EL_DYNABOMB_INCREASE_POWER:
5942 player->dynabomb_xl = TRUE;
5943 RaiseScoreElement(EL_DYNAMITE);
5944 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5952 int key_nr = element - EL_KEY_1;
5953 int graphic = el2edimg(element);
5956 player->key[key_nr] = TRUE;
5957 RaiseScoreElement(element);
5958 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5960 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5962 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5971 int key_nr = element - EL_EM_KEY_1;
5972 int graphic = el2edimg(EL_KEY_1 + key_nr);
5975 player->key[key_nr] = TRUE;
5976 RaiseScoreElement(element);
5977 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5979 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5981 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5985 case EL_ROBOT_WHEEL:
5986 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5989 DrawLevelField(x, y);
5990 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5994 case EL_SP_TERMINAL:
5998 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6000 for (yy=0; yy<lev_fieldy; yy++)
6002 for (xx=0; xx<lev_fieldx; xx++)
6004 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6006 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6007 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6015 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6016 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6017 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6018 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6019 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6020 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6021 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6022 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6023 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6024 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6025 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6026 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6027 if (!player->Switching)
6029 player->Switching = TRUE;
6030 ToggleBeltSwitch(x, y);
6031 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6036 case EL_SWITCHGATE_SWITCH_UP:
6037 case EL_SWITCHGATE_SWITCH_DOWN:
6038 if (!player->Switching)
6040 player->Switching = TRUE;
6041 ToggleSwitchgateSwitch(x, y);
6042 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6047 case EL_LIGHT_SWITCH:
6048 case EL_LIGHT_SWITCH_ACTIVE:
6049 if (!player->Switching)
6051 player->Switching = TRUE;
6052 ToggleLightSwitch(x, y);
6053 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6054 SND_LIGHT_SWITCH_ACTIVATING :
6055 SND_LIGHT_SWITCH_DEACTIVATING);
6060 case EL_TIMEGATE_SWITCH:
6061 ActivateTimegateSwitch(x, y);
6062 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6067 case EL_BALLOON_SWITCH_LEFT:
6068 case EL_BALLOON_SWITCH_RIGHT:
6069 case EL_BALLOON_SWITCH_UP:
6070 case EL_BALLOON_SWITCH_DOWN:
6071 case EL_BALLOON_SWITCH_ANY:
6072 if (element == EL_BALLOON_SWITCH_ANY)
6073 game.balloon_dir = move_direction;
6075 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6076 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6077 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6078 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6080 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6085 /* the following elements cannot be pushed by "snapping" */
6088 case EL_DX_SUPABOMB:
6090 case EL_TIME_ORB_EMPTY:
6092 case EL_SP_DISK_ORANGE:
6094 if (mode == DF_SNAP)
6095 return MF_NO_ACTION;
6097 /* no "break" -- fall through to next case */
6099 /* the following elements can be pushed by "snapping" */
6102 return MF_NO_ACTION;
6104 player->Pushing = TRUE;
6106 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6107 return MF_NO_ACTION;
6110 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6111 return MF_NO_ACTION;
6115 if (IN_LEV_FIELD(jx, jy+real_dy) &&
6116 !IS_HISTORIC_SOLID(Feld[jx][jy+real_dy]))
6117 return MF_NO_ACTION;
6121 if (player->push_delay == 0)
6122 player->push_delay = FrameCounter;
6124 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6126 element != EL_SPRING)
6127 return MF_NO_ACTION;
6129 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6130 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6131 element != EL_SPRING)
6132 return MF_NO_ACTION;
6135 if (mode == DF_SNAP)
6137 InitMovingField(x, y, move_direction);
6138 ContinueMoving(x, y);
6143 Feld[x + dx][y + dy] = element;
6146 if (element == EL_SPRING)
6148 Feld[x + dx][y + dy] = EL_SPRING;
6149 MovDir[x + dx][y + dy] = move_direction;
6152 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6154 DrawLevelField(x + dx, y + dy);
6155 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6162 if (!player->key[element - EL_GATE_1])
6163 return MF_NO_ACTION;
6166 case EL_GATE_1_GRAY:
6167 case EL_GATE_2_GRAY:
6168 case EL_GATE_3_GRAY:
6169 case EL_GATE_4_GRAY:
6170 if (!player->key[element - EL_GATE_1_GRAY])
6171 return MF_NO_ACTION;
6178 if (!player->key[element - EL_EM_GATE_1])
6179 return MF_NO_ACTION;
6180 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6181 return MF_NO_ACTION;
6183 /* automatically move to the next field with double speed */
6184 player->programmed_action = move_direction;
6185 DOUBLE_PLAYER_SPEED(player);
6187 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6190 case EL_EM_GATE_1_GRAY:
6191 case EL_EM_GATE_2_GRAY:
6192 case EL_EM_GATE_3_GRAY:
6193 case EL_EM_GATE_4_GRAY:
6194 if (!player->key[element - EL_EM_GATE_1_GRAY])
6195 return MF_NO_ACTION;
6196 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6197 return MF_NO_ACTION;
6199 /* automatically move to the next field with double speed */
6200 player->programmed_action = move_direction;
6201 DOUBLE_PLAYER_SPEED(player);
6204 PlaySoundLevelAction(x, y, ACTION_PASSING);
6206 PlaySoundLevel(x, y, SND_GATE_PASSING);
6210 case EL_SWITCHGATE_OPEN:
6211 case EL_TIMEGATE_OPEN:
6212 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6213 return MF_NO_ACTION;
6215 /* automatically move to the next field with double speed */
6216 player->programmed_action = move_direction;
6217 DOUBLE_PLAYER_SPEED(player);
6219 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6222 case EL_SP_PORT_LEFT:
6223 case EL_SP_PORT_RIGHT:
6225 case EL_SP_PORT_DOWN:
6226 case EL_SP_PORT_HORIZONTAL:
6227 case EL_SP_PORT_VERTICAL:
6228 case EL_SP_PORT_ANY:
6229 case EL_SP_GRAVITY_PORT_LEFT:
6230 case EL_SP_GRAVITY_PORT_RIGHT:
6231 case EL_SP_GRAVITY_PORT_UP:
6232 case EL_SP_GRAVITY_PORT_DOWN:
6234 element != EL_SP_PORT_LEFT &&
6235 element != EL_SP_GRAVITY_PORT_LEFT &&
6236 element != EL_SP_PORT_HORIZONTAL &&
6237 element != EL_SP_PORT_ANY) ||
6239 element != EL_SP_PORT_RIGHT &&
6240 element != EL_SP_GRAVITY_PORT_RIGHT &&
6241 element != EL_SP_PORT_HORIZONTAL &&
6242 element != EL_SP_PORT_ANY) ||
6244 element != EL_SP_PORT_UP &&
6245 element != EL_SP_GRAVITY_PORT_UP &&
6246 element != EL_SP_PORT_VERTICAL &&
6247 element != EL_SP_PORT_ANY) ||
6249 element != EL_SP_PORT_DOWN &&
6250 element != EL_SP_GRAVITY_PORT_DOWN &&
6251 element != EL_SP_PORT_VERTICAL &&
6252 element != EL_SP_PORT_ANY) ||
6253 !IN_LEV_FIELD(x + dx, y + dy) ||
6254 !IS_FREE(x + dx, y + dy))
6255 return MF_NO_ACTION;
6257 /* automatically move to the next field with double speed */
6258 player->programmed_action = move_direction;
6259 DOUBLE_PLAYER_SPEED(player);
6261 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6265 case EL_TUBE_VERTICAL:
6266 case EL_TUBE_HORIZONTAL:
6267 case EL_TUBE_VERTICAL_LEFT:
6268 case EL_TUBE_VERTICAL_RIGHT:
6269 case EL_TUBE_HORIZONTAL_UP:
6270 case EL_TUBE_HORIZONTAL_DOWN:
6271 case EL_TUBE_LEFT_UP:
6272 case EL_TUBE_LEFT_DOWN:
6273 case EL_TUBE_RIGHT_UP:
6274 case EL_TUBE_RIGHT_DOWN:
6277 int tube_enter_directions[][2] =
6279 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6280 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6281 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6282 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6283 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6284 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6285 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6286 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6287 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6288 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6289 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6290 { -1, MV_NO_MOVING }
6293 while (tube_enter_directions[i][0] != element)
6296 if (tube_enter_directions[i][0] == -1) /* should not happen */
6300 if (!(tube_enter_directions[i][1] & move_direction))
6301 return MF_NO_ACTION; /* tube has no opening in this direction */
6303 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6307 case EL_EXIT_CLOSED:
6308 case EL_SP_EXIT_CLOSED:
6309 case EL_EXIT_OPENING:
6310 return MF_NO_ACTION;
6314 case EL_SP_EXIT_OPEN:
6315 if (mode == DF_SNAP)
6316 return MF_NO_ACTION;
6318 if (element == EL_EXIT_OPEN)
6319 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6321 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6326 Feld[x][y] = EL_LAMP_ACTIVE;
6327 local_player->lights_still_needed--;
6328 DrawLevelField(x, y);
6329 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6333 case EL_TIME_ORB_FULL:
6334 Feld[x][y] = EL_TIME_ORB_EMPTY;
6336 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6337 DrawLevelField(x, y);
6338 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6342 case EL_SOKOBAN_FIELD_EMPTY:
6345 case EL_SOKOBAN_OBJECT:
6346 case EL_SOKOBAN_FIELD_FULL:
6348 case EL_SP_DISK_YELLOW:
6350 if (mode == DF_SNAP)
6351 return MF_NO_ACTION;
6353 player->Pushing = TRUE;
6355 if (!IN_LEV_FIELD(x+dx, y+dy)
6356 || (!IS_FREE(x+dx, y+dy)
6357 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6358 || !IS_SB_ELEMENT(element))))
6359 return MF_NO_ACTION;
6362 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6363 return MF_NO_ACTION;
6367 if (IN_LEV_FIELD(jx, jy+real_dy) &&
6368 !IS_HISTORIC_SOLID(Feld[jx][jy+real_dy]))
6369 return MF_NO_ACTION;
6371 else if (dy && real_dx)
6373 if (IN_LEV_FIELD(jx+real_dx, jy) &&
6374 !IS_HISTORIC_SOLID(Feld[jx+real_dx][jy]))
6375 return MF_NO_ACTION;
6379 if (player->push_delay == 0)
6380 player->push_delay = FrameCounter;
6382 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6383 !tape.playing && element != EL_BALLOON)
6384 return MF_NO_ACTION;
6386 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6387 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6388 element != EL_BALLOON)
6389 return MF_NO_ACTION;
6392 if (IS_SB_ELEMENT(element))
6394 if (element == EL_SOKOBAN_FIELD_FULL)
6396 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6397 local_player->sokobanfields_still_needed++;
6402 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6404 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6405 local_player->sokobanfields_still_needed--;
6406 if (element == EL_SOKOBAN_OBJECT)
6408 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6410 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6414 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6416 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6421 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6422 if (element == EL_SOKOBAN_FIELD_FULL)
6424 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6426 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6430 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6432 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6439 Feld[x+dx][y+dy] = element;
6440 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6443 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6445 DrawLevelField(x, y);
6446 DrawLevelField(x + dx, y + dy);
6448 if (IS_SB_ELEMENT(element) &&
6449 local_player->sokobanfields_still_needed == 0 &&
6450 game.emulation == EMU_SOKOBAN)
6452 player->LevelSolved = player->GameOver = TRUE;
6453 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6464 if (IS_PUSHABLE(element))
6466 if (mode == DF_SNAP)
6467 return MF_NO_ACTION;
6469 if (CAN_FALL(element) && dy)
6470 return MF_NO_ACTION;
6472 player->Pushing = TRUE;
6474 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6475 return MF_NO_ACTION;
6478 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6479 return MF_NO_ACTION;
6483 if (IN_LEV_FIELD(jx, jy+real_dy) &&
6484 !IS_HISTORIC_SOLID(Feld[jx][jy+real_dy]))
6485 return MF_NO_ACTION;
6487 else if (dy && real_dx)
6489 if (IN_LEV_FIELD(jx+real_dx, jy) &&
6490 !IS_HISTORIC_SOLID(Feld[jx+real_dx][jy]))
6491 return MF_NO_ACTION;
6495 if (player->push_delay == 0)
6496 player->push_delay = FrameCounter;
6498 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6499 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6500 return MF_NO_ACTION;
6503 Feld[x + dx][y + dy] = element;
6505 player->push_delay_value = 2 + RND(8);
6507 DrawLevelField(x + dx, y + dy);
6508 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6513 return MF_NO_ACTION;
6516 player->push_delay = 0;
6518 if (Feld[x][y] != element) /* really digged/collected something */
6519 player->is_collecting = !player->is_digging;
6524 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6526 int jx = player->jx, jy = player->jy;
6527 int x = jx + dx, y = jy + dy;
6529 if (!player->active || !IN_LEV_FIELD(x, y))
6537 if (player->MovPos == 0)
6538 player->Pushing = FALSE;
6540 player->snapped = FALSE;
6542 if (player->MovPos == 0)
6544 player->is_digging = FALSE;
6545 player->is_collecting = FALSE;
6551 if (player->snapped)
6554 player->MovDir = (dx < 0 ? MV_LEFT :
6557 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6559 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6562 player->snapped = TRUE;
6563 player->is_digging = FALSE;
6564 player->is_collecting = FALSE;
6566 DrawLevelField(x, y);
6572 boolean PlaceBomb(struct PlayerInfo *player)
6574 int jx = player->jx, jy = player->jy;
6577 if (!player->active || player->MovPos)
6580 element = Feld[jx][jy];
6582 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6583 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6587 if (element != EL_EMPTY)
6591 if (element != EL_EMPTY)
6594 Store[jx][jy] = element;
6596 Back[jx][jy] = element;
6600 MovDelay[jx][jy] = 96;
6602 ResetGfxAnimation(jx, jy);
6603 ResetRandomAnimationValue(jx, jy);
6605 if (player->dynamite)
6607 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6608 EL_DYNAMITE_ACTIVE);
6611 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6613 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6616 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6618 if (game.emulation == EMU_SUPAPLEX)
6619 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6621 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6625 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6630 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6631 player->dynabombs_left--;
6633 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6634 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6636 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6642 /* ------------------------------------------------------------------------- */
6643 /* game sound playing functions */
6644 /* ------------------------------------------------------------------------- */
6646 static int *loop_sound_frame = NULL;
6647 static int *loop_sound_volume = NULL;
6649 void InitPlaySoundLevel()
6651 int num_sounds = getSoundListSize();
6653 if (loop_sound_frame != NULL)
6654 free(loop_sound_frame);
6656 if (loop_sound_volume != NULL)
6657 free(loop_sound_volume);
6659 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6660 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6663 static void PlaySoundLevel(int x, int y, int nr)
6665 int sx = SCREENX(x), sy = SCREENY(y);
6666 int volume, stereo_position;
6667 int max_distance = 8;
6668 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6670 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6671 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6674 if (!IN_LEV_FIELD(x, y) ||
6675 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6676 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6679 volume = SOUND_MAX_VOLUME;
6681 if (!IN_SCR_FIELD(sx, sy))
6683 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6684 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6686 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6689 stereo_position = (SOUND_MAX_LEFT +
6690 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6691 (SCR_FIELDX + 2 * max_distance));
6693 if (IS_LOOP_SOUND(nr))
6695 /* This assures that quieter loop sounds do not overwrite louder ones,
6696 while restarting sound volume comparison with each new game frame. */
6698 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6701 loop_sound_volume[nr] = volume;
6702 loop_sound_frame[nr] = FrameCounter;
6705 PlaySoundExt(nr, volume, stereo_position, type);
6708 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6710 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6711 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6712 y < LEVELY(BY1) ? LEVELY(BY1) :
6713 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6717 static void PlaySoundLevelAction(int x, int y, int action)
6719 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6722 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6724 int sound_effect = element_info[element].sound[action];
6726 if (sound_effect != SND_UNDEFINED)
6727 PlaySoundLevel(x, y, sound_effect);
6730 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6732 int sound_effect = element_info[Feld[x][y]].sound[action];
6734 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6735 PlaySoundLevel(x, y, sound_effect);
6738 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6740 int sound_effect = element_info[Feld[x][y]].sound[action];
6742 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6743 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6746 void RaiseScore(int value)
6748 local_player->score += value;
6749 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6752 void RaiseScoreElement(int element)
6758 case EL_EMERALD_YELLOW:
6759 case EL_EMERALD_RED:
6760 case EL_EMERALD_PURPLE:
6761 RaiseScore(level.score[SC_EMERALD]);
6764 RaiseScore(level.score[SC_DIAMOND]);
6767 case EL_BD_BUTTERFLY:
6768 RaiseScore(level.score[SC_BUG]);
6772 RaiseScore(level.score[SC_SPACESHIP]);
6775 case EL_DARK_YAMYAM:
6776 RaiseScore(level.score[SC_YAMYAM]);
6779 RaiseScore(level.score[SC_ROBOT]);
6782 RaiseScore(level.score[SC_PACMAN]);
6785 RaiseScore(level.score[SC_NUT]);
6788 RaiseScore(level.score[SC_DYNAMITE]);
6794 RaiseScore(level.score[SC_KEY]);
6801 void RequestQuitGame(boolean ask_if_really_quit)
6803 if (AllPlayersGone ||
6804 !ask_if_really_quit ||
6805 level_editor_test_game ||
6806 Request("Do you really want to quit the game ?",
6807 REQ_ASK | REQ_STAY_CLOSED))
6809 #if defined(PLATFORM_UNIX)
6810 if (options.network)
6811 SendToServer_StopPlaying();
6815 game_status = GAME_MODE_MAIN;
6821 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6826 /* ---------- new game button stuff ---------------------------------------- */
6828 /* graphic position values for game buttons */
6829 #define GAME_BUTTON_XSIZE 30
6830 #define GAME_BUTTON_YSIZE 30
6831 #define GAME_BUTTON_XPOS 5
6832 #define GAME_BUTTON_YPOS 215
6833 #define SOUND_BUTTON_XPOS 5
6834 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6836 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6837 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6838 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6839 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6840 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6841 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6848 } gamebutton_info[NUM_GAME_BUTTONS] =
6851 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6856 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6861 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6866 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6867 SOUND_CTRL_ID_MUSIC,
6868 "background music on/off"
6871 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6872 SOUND_CTRL_ID_LOOPS,
6873 "sound loops on/off"
6876 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6877 SOUND_CTRL_ID_SIMPLE,
6878 "normal sounds on/off"
6882 void CreateGameButtons()
6886 for (i=0; i<NUM_GAME_BUTTONS; i++)
6888 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6889 struct GadgetInfo *gi;
6892 unsigned long event_mask;
6893 int gd_xoffset, gd_yoffset;
6894 int gd_x1, gd_x2, gd_y1, gd_y2;
6897 gd_xoffset = gamebutton_info[i].x;
6898 gd_yoffset = gamebutton_info[i].y;
6899 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6900 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6902 if (id == GAME_CTRL_ID_STOP ||
6903 id == GAME_CTRL_ID_PAUSE ||
6904 id == GAME_CTRL_ID_PLAY)
6906 button_type = GD_TYPE_NORMAL_BUTTON;
6908 event_mask = GD_EVENT_RELEASED;
6909 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6910 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6914 button_type = GD_TYPE_CHECK_BUTTON;
6916 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6917 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6918 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6919 event_mask = GD_EVENT_PRESSED;
6920 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6921 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6924 gi = CreateGadget(GDI_CUSTOM_ID, id,
6925 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6926 GDI_X, DX + gd_xoffset,
6927 GDI_Y, DY + gd_yoffset,
6928 GDI_WIDTH, GAME_BUTTON_XSIZE,
6929 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6930 GDI_TYPE, button_type,
6931 GDI_STATE, GD_BUTTON_UNPRESSED,
6932 GDI_CHECKED, checked,
6933 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6934 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6935 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6936 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6937 GDI_EVENT_MASK, event_mask,
6938 GDI_CALLBACK_ACTION, HandleGameButtons,
6942 Error(ERR_EXIT, "cannot create gadget");
6944 game_gadget[id] = gi;
6948 void FreeGameButtons()
6952 for (i=0; i<NUM_GAME_BUTTONS; i++)
6953 FreeGadget(game_gadget[i]);
6956 static void MapGameButtons()
6960 for (i=0; i<NUM_GAME_BUTTONS; i++)
6961 MapGadget(game_gadget[i]);
6964 void UnmapGameButtons()
6968 for (i=0; i<NUM_GAME_BUTTONS; i++)
6969 UnmapGadget(game_gadget[i]);
6972 static void HandleGameButtons(struct GadgetInfo *gi)
6974 int id = gi->custom_id;
6976 if (game_status != GAME_MODE_PLAYING)
6981 case GAME_CTRL_ID_STOP:
6982 RequestQuitGame(TRUE);
6985 case GAME_CTRL_ID_PAUSE:
6986 if (options.network)
6988 #if defined(PLATFORM_UNIX)
6990 SendToServer_ContinuePlaying();
6992 SendToServer_PausePlaying();
6996 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6999 case GAME_CTRL_ID_PLAY:
7002 #if defined(PLATFORM_UNIX)
7003 if (options.network)
7004 SendToServer_ContinuePlaying();
7008 tape.pausing = FALSE;
7009 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7014 case SOUND_CTRL_ID_MUSIC:
7015 if (setup.sound_music)
7017 setup.sound_music = FALSE;
7020 else if (audio.music_available)
7022 setup.sound = setup.sound_music = TRUE;
7023 PlayMusic(level_nr);
7027 case SOUND_CTRL_ID_LOOPS:
7028 if (setup.sound_loops)
7029 setup.sound_loops = FALSE;
7030 else if (audio.loops_available)
7031 setup.sound = setup.sound_loops = TRUE;
7034 case SOUND_CTRL_ID_SIMPLE:
7035 if (setup.sound_simple)
7036 setup.sound_simple = FALSE;
7037 else if (audio.sound_available)
7038 setup.sound = setup.sound_simple = TRUE;