1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
116 static void PlaySoundLevelActionIfLoop(int, int, int);
117 static void StopSoundLevelActionIfLoop(int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT_4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
281 stored_player[0].use_murphy_graphic = TRUE;
284 Feld[x][y] = EL_PLAYER_1;
293 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
294 int jx = player->jx, jy = player->jy;
296 player->present = TRUE;
298 if (!options.network || player->connected)
300 player->active = TRUE;
302 /* remove potentially duplicate players */
303 if (StorePlayer[jx][jy] == Feld[x][y])
304 StorePlayer[jx][jy] = 0;
306 StorePlayer[x][y] = Feld[x][y];
310 printf("Player %d activated.\n", player->element_nr);
311 printf("[Local player is %d and currently %s.]\n",
312 local_player->element_nr,
313 local_player->active ? "active" : "not active");
317 Feld[x][y] = EL_EMPTY;
318 player->jx = player->last_jx = x;
319 player->jy = player->last_jy = y;
324 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
325 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
326 else if (x > 0 && Feld[x-1][y] == EL_ACID)
327 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
329 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
330 else if (y > 0 && Feld[x][y-1] == EL_ACID)
331 Feld[x][y] = EL_ACID_POOL_BOTTOM;
332 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
333 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
341 case EL_SPACESHIP_RIGHT:
342 case EL_SPACESHIP_UP:
343 case EL_SPACESHIP_LEFT:
344 case EL_SPACESHIP_DOWN:
346 case EL_BD_BUTTERFLY_RIGHT:
347 case EL_BD_BUTTERFLY_UP:
348 case EL_BD_BUTTERFLY_LEFT:
349 case EL_BD_BUTTERFLY_DOWN:
350 case EL_BD_BUTTERFLY:
351 case EL_BD_FIREFLY_RIGHT:
352 case EL_BD_FIREFLY_UP:
353 case EL_BD_FIREFLY_LEFT:
354 case EL_BD_FIREFLY_DOWN:
356 case EL_PACMAN_RIGHT:
380 if (y == lev_fieldy - 1)
382 Feld[x][y] = EL_AMOEBA_GROWING;
383 Store[x][y] = EL_AMOEBA_WET;
387 case EL_DYNAMITE_ACTIVE:
392 local_player->lights_still_needed++;
395 case EL_SOKOBAN_FIELD_EMPTY:
396 local_player->sokobanfields_still_needed++;
400 local_player->friends_still_needed++;
405 MovDir[x][y] = 1 << RND(4);
409 Feld[x][y] = EL_EMPTY;
412 case EL_EM_KEY_1_FILE:
413 Feld[x][y] = EL_EM_KEY_1;
415 case EL_EM_KEY_2_FILE:
416 Feld[x][y] = EL_EM_KEY_2;
418 case EL_EM_KEY_3_FILE:
419 Feld[x][y] = EL_EM_KEY_3;
421 case EL_EM_KEY_4_FILE:
422 Feld[x][y] = EL_EM_KEY_4;
425 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
431 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
432 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
433 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
434 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
435 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
436 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
439 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
440 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
441 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
443 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
445 game.belt_dir[belt_nr] = belt_dir;
446 game.belt_dir_nr[belt_nr] = belt_dir_nr;
448 else /* more than one switch -- set it like the first switch */
450 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
455 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
457 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
460 case EL_LIGHT_SWITCH_ACTIVE:
462 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
470 void DrawGameDoorValues()
474 for (i=0; i<MAX_PLAYERS; i++)
476 if (stored_player[i].key[j])
477 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
478 el2edimg(EL_KEY_1 + j));
480 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
481 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
482 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
483 int2str(local_player->dynamite, 3), FONT_TEXT_2);
484 DrawText(DX + XX_SCORE, DY + YY_SCORE,
485 int2str(local_player->score, 5), FONT_TEXT_2);
486 DrawText(DX + XX_TIME, DY + YY_TIME,
487 int2str(TimeLeft, 3), FONT_TEXT_2);
492 =============================================================================
494 -----------------------------------------------------------------------------
495 initialize game engine due to level / tape version number
496 =============================================================================
499 static void InitGameEngine()
503 game.engine_version = (tape.playing ? tape.engine_version :
507 printf("level %d: level version == %06d\n", level_nr, level.game_version);
508 printf(" tape version == %06d [%s] [file: %06d]\n",
509 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
511 printf(" => game.engine_version == %06d\n", game.engine_version);
514 /* dynamically adjust player properties according to game engine version */
515 game.initial_move_delay =
516 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
517 INITIAL_MOVE_DELAY_OFF);
519 /* dynamically adjust player properties according to level information */
520 game.initial_move_delay_value =
521 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
523 /* dynamically adjust element properties according to game engine version */
525 static int ep_em_slippery_wall[] =
530 EL_EXPANDABLE_WALL_HORIZONTAL,
531 EL_EXPANDABLE_WALL_VERTICAL,
532 EL_EXPANDABLE_WALL_ANY
534 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
536 /* special EM style gems behaviour */
537 for (i=0; i<ep_em_slippery_wall_num; i++)
538 SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
539 level.em_slippery_gems);
541 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
542 SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
543 (level.em_slippery_gems &&
544 game.engine_version > VERSION_IDENT(2,0,1)));
547 /* initialize changing elements information */
548 for (i=0; i<MAX_NUM_ELEMENTS; i++)
550 changing_element[i].base_element = EL_UNDEFINED;
551 changing_element[i].next_element = EL_UNDEFINED;
552 changing_element[i].change_delay = -1;
553 changing_element[i].pre_change_function = NULL;
554 changing_element[i].change_function = NULL;
555 changing_element[i].post_change_function = NULL;
559 while (changing_element_list[i].base_element != EL_UNDEFINED)
561 struct ChangingElementInfo *ce = &changing_element_list[i];
562 int element = ce->base_element;
564 changing_element[element].base_element = ce->base_element;
565 changing_element[element].next_element = ce->next_element;
566 changing_element[element].change_delay = ce->change_delay;
567 changing_element[element].pre_change_function = ce->pre_change_function;
568 changing_element[element].change_function = ce->change_function;
569 changing_element[element].post_change_function = ce->post_change_function;
577 =============================================================================
579 -----------------------------------------------------------------------------
580 initialize and start new game
581 =============================================================================
586 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
587 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
588 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
595 #if USE_NEW_AMOEBA_CODE
596 printf("Using new amoeba code.\n");
598 printf("Using old amoeba code.\n");
603 /* don't play tapes over network */
604 network_playing = (options.network && !tape.playing);
606 for (i=0; i<MAX_PLAYERS; i++)
608 struct PlayerInfo *player = &stored_player[i];
610 player->index_nr = i;
611 player->element_nr = EL_PLAYER_1 + i;
613 player->present = FALSE;
614 player->active = FALSE;
617 player->effective_action = 0;
618 player->programmed_action = 0;
621 player->gems_still_needed = level.gems_needed;
622 player->sokobanfields_still_needed = 0;
623 player->lights_still_needed = 0;
624 player->friends_still_needed = 0;
627 player->key[j] = FALSE;
629 player->dynamite = 0;
630 player->dynabomb_count = 0;
631 player->dynabomb_size = 1;
632 player->dynabombs_left = 0;
633 player->dynabomb_xl = FALSE;
635 player->MovDir = MV_NO_MOVING;
637 player->Pushing = FALSE;
638 player->Switching = FALSE;
640 player->GfxDir = MV_NO_MOVING;
641 player->GfxAction = ACTION_DEFAULT;
643 player->StepFrame = 0;
645 player->use_murphy_graphic = FALSE;
646 player->use_disk_red_graphic = FALSE;
648 player->actual_frame_counter = 0;
650 player->last_move_dir = MV_NO_MOVING;
651 player->is_moving = FALSE;
653 player->is_moving = FALSE;
654 player->is_waiting = FALSE;
655 player->is_digging = FALSE;
656 player->is_collecting = FALSE;
658 player->move_delay = game.initial_move_delay;
659 player->move_delay_value = game.initial_move_delay_value;
661 player->push_delay = 0;
662 player->push_delay_value = 5;
664 player->snapped = FALSE;
666 player->last_jx = player->last_jy = 0;
667 player->jx = player->jy = 0;
669 player->shield_normal_time_left = 0;
670 player->shield_deadly_time_left = 0;
672 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
673 SnapField(player, 0, 0);
675 player->LevelSolved = FALSE;
676 player->GameOver = FALSE;
679 network_player_action_received = FALSE;
681 #if defined(PLATFORM_UNIX)
682 /* initial null action */
684 SendToServer_MovePlayer(MV_NO_MOVING);
692 TimeLeft = level.time;
694 ScreenMovDir = MV_NO_MOVING;
698 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
700 AllPlayersGone = FALSE;
702 game.yam_content_nr = 0;
703 game.magic_wall_active = FALSE;
704 game.magic_wall_time_left = 0;
705 game.light_time_left = 0;
706 game.timegate_time_left = 0;
707 game.switchgate_pos = 0;
708 game.balloon_dir = MV_NO_MOVING;
709 game.explosions_delayed = TRUE;
713 game.belt_dir[i] = MV_NO_MOVING;
714 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
717 for (i=0; i<MAX_NUM_AMOEBA; i++)
718 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
720 for (x=0; x<lev_fieldx; x++)
722 for (y=0; y<lev_fieldy; y++)
724 Feld[x][y] = Ur[x][y];
725 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
726 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
728 JustStopped[x][y] = 0;
730 ExplodePhase[x][y] = 0;
731 ExplodeField[x][y] = EX_NO_EXPLOSION;
734 GfxAction[x][y] = ACTION_DEFAULT;
735 GfxRandom[x][y] = INIT_GFX_RANDOM();
736 GfxElement[x][y] = EL_UNDEFINED;
740 for(y=0; y<lev_fieldy; y++)
742 for(x=0; x<lev_fieldx; x++)
744 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
746 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
748 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
751 InitField(x, y, TRUE);
757 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
758 emulate_sb ? EMU_SOKOBAN :
759 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
761 /* correct non-moving belts to start moving left */
763 if (game.belt_dir[i] == MV_NO_MOVING)
764 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
766 /* check if any connected player was not found in playfield */
767 for (i=0; i<MAX_PLAYERS; i++)
769 struct PlayerInfo *player = &stored_player[i];
771 if (player->connected && !player->present)
773 for (j=0; j<MAX_PLAYERS; j++)
775 struct PlayerInfo *some_player = &stored_player[j];
776 int jx = some_player->jx, jy = some_player->jy;
778 /* assign first free player found that is present in the playfield */
779 if (some_player->present && !some_player->connected)
781 player->present = TRUE;
782 player->active = TRUE;
783 some_player->present = FALSE;
785 StorePlayer[jx][jy] = player->element_nr;
786 player->jx = player->last_jx = jx;
787 player->jy = player->last_jy = jy;
797 /* when playing a tape, eliminate all players who do not participate */
799 for (i=0; i<MAX_PLAYERS; i++)
801 if (stored_player[i].active && !tape.player_participates[i])
803 struct PlayerInfo *player = &stored_player[i];
804 int jx = player->jx, jy = player->jy;
806 player->active = FALSE;
807 StorePlayer[jx][jy] = 0;
808 Feld[jx][jy] = EL_EMPTY;
812 else if (!options.network && !setup.team_mode) /* && !tape.playing */
814 /* when in single player mode, eliminate all but the first active player */
816 for (i=0; i<MAX_PLAYERS; i++)
818 if (stored_player[i].active)
820 for (j=i+1; j<MAX_PLAYERS; j++)
822 if (stored_player[j].active)
824 struct PlayerInfo *player = &stored_player[j];
825 int jx = player->jx, jy = player->jy;
827 player->active = FALSE;
828 StorePlayer[jx][jy] = 0;
829 Feld[jx][jy] = EL_EMPTY;
836 /* when recording the game, store which players take part in the game */
839 for (i=0; i<MAX_PLAYERS; i++)
840 if (stored_player[i].active)
841 tape.player_participates[i] = TRUE;
846 for (i=0; i<MAX_PLAYERS; i++)
848 struct PlayerInfo *player = &stored_player[i];
850 printf("Player %d: present == %d, connected == %d, active == %d.\n",
855 if (local_player == player)
856 printf("Player %d is local player.\n", i+1);
860 if (BorderElement == EL_EMPTY)
863 SBX_Right = lev_fieldx - SCR_FIELDX;
865 SBY_Lower = lev_fieldy - SCR_FIELDY;
870 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
872 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
875 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
876 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
878 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
879 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
882 scroll_y = SBY_Upper;
883 if (local_player->jx >= SBX_Left + MIDPOSX)
884 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
885 local_player->jx - MIDPOSX :
887 if (local_player->jy >= SBY_Upper + MIDPOSY)
888 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
889 local_player->jy - MIDPOSY :
892 CloseDoor(DOOR_CLOSE_1);
897 /* after drawing the level, correct some elements */
898 if (game.timegate_time_left == 0)
899 CloseAllOpenTimegates();
901 if (setup.soft_scrolling)
902 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
904 redraw_mask |= REDRAW_FROM_BACKBUFFER;
907 /* copy default game door content to main double buffer */
908 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
909 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
912 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
915 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
916 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
917 BlitBitmap(drawto, drawto,
918 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
919 getFontWidth(FONT_LEVEL_NUMBER) * 3,
920 getFontHeight(FONT_LEVEL_NUMBER) - 1,
921 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
924 DrawGameDoorValues();
928 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
929 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
930 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
934 /* copy actual game door content to door double buffer for OpenDoor() */
935 BlitBitmap(drawto, bitmap_db_door,
936 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
938 OpenDoor(DOOR_OPEN_ALL);
940 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
941 if (setup.sound_music)
944 KeyboardAutoRepeatOff();
949 printf("Player %d %sactive.\n",
950 i + 1, (stored_player[i].active ? "" : "not "));
954 void InitMovDir(int x, int y)
956 int i, element = Feld[x][y];
957 static int xy[4][2] =
964 static int direction[3][4] =
966 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
967 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
968 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
978 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
981 case EL_SPACESHIP_RIGHT:
982 case EL_SPACESHIP_UP:
983 case EL_SPACESHIP_LEFT:
984 case EL_SPACESHIP_DOWN:
985 Feld[x][y] = EL_SPACESHIP;
986 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
989 case EL_BD_BUTTERFLY_RIGHT:
990 case EL_BD_BUTTERFLY_UP:
991 case EL_BD_BUTTERFLY_LEFT:
992 case EL_BD_BUTTERFLY_DOWN:
993 Feld[x][y] = EL_BD_BUTTERFLY;
994 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
997 case EL_BD_FIREFLY_RIGHT:
998 case EL_BD_FIREFLY_UP:
999 case EL_BD_FIREFLY_LEFT:
1000 case EL_BD_FIREFLY_DOWN:
1001 Feld[x][y] = EL_BD_FIREFLY;
1002 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1005 case EL_PACMAN_RIGHT:
1007 case EL_PACMAN_LEFT:
1008 case EL_PACMAN_DOWN:
1009 Feld[x][y] = EL_PACMAN;
1010 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1013 case EL_SP_SNIKSNAK:
1014 MovDir[x][y] = MV_UP;
1017 case EL_SP_ELECTRON:
1018 MovDir[x][y] = MV_LEFT;
1025 Feld[x][y] = EL_MOLE;
1026 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1030 MovDir[x][y] = 1 << RND(4);
1031 if (element != EL_BUG &&
1032 element != EL_SPACESHIP &&
1033 element != EL_BD_BUTTERFLY &&
1034 element != EL_BD_FIREFLY)
1039 int x1 = x + xy[i][0];
1040 int y1 = y + xy[i][1];
1042 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1044 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1046 MovDir[x][y] = direction[0][i];
1049 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1050 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1052 MovDir[x][y] = direction[1][i];
1061 void InitAmoebaNr(int x, int y)
1064 int group_nr = AmoebeNachbarNr(x, y);
1068 for (i=1; i<MAX_NUM_AMOEBA; i++)
1070 if (AmoebaCnt[i] == 0)
1078 AmoebaNr[x][y] = group_nr;
1079 AmoebaCnt[group_nr]++;
1080 AmoebaCnt2[group_nr]++;
1086 boolean raise_level = FALSE;
1088 if (local_player->MovPos)
1091 if (tape.playing && tape.auto_play)
1092 tape.auto_play_level_solved = TRUE;
1094 local_player->LevelSolved = FALSE;
1096 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1100 if (!tape.playing && setup.sound_loops)
1101 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1102 SND_CTRL_PLAY_LOOP);
1104 while (TimeLeft > 0)
1106 if (!tape.playing && !setup.sound_loops)
1107 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1108 if (TimeLeft > 0 && !(TimeLeft % 10))
1109 RaiseScore(level.score[SC_TIME_BONUS]);
1110 if (TimeLeft > 100 && !(TimeLeft % 10))
1114 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1121 if (!tape.playing && setup.sound_loops)
1122 StopSound(SND_GAME_LEVELTIME_BONUS);
1124 else if (level.time == 0) /* level without time limit */
1126 if (!tape.playing && setup.sound_loops)
1127 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1128 SND_CTRL_PLAY_LOOP);
1130 while (TimePlayed < 999)
1132 if (!tape.playing && !setup.sound_loops)
1133 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1134 if (TimePlayed < 999 && !(TimePlayed % 10))
1135 RaiseScore(level.score[SC_TIME_BONUS]);
1136 if (TimePlayed < 900 && !(TimePlayed % 10))
1140 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1147 if (!tape.playing && setup.sound_loops)
1148 StopSound(SND_GAME_LEVELTIME_BONUS);
1151 /* Hero disappears */
1152 DrawLevelField(ExitX, ExitY);
1158 CloseDoor(DOOR_CLOSE_1);
1163 SaveTape(tape.level_nr); /* Ask to save tape */
1166 if (level_nr == leveldir_current->handicap_level)
1168 leveldir_current->handicap_level++;
1169 SaveLevelSetup_SeriesInfo();
1172 if (level_editor_test_game)
1173 local_player->score = -1; /* no highscore when playing from editor */
1174 else if (level_nr < leveldir_current->last_level)
1175 raise_level = TRUE; /* advance to next level */
1177 if ((hi_pos = NewHiScore()) >= 0)
1179 game_status = HALLOFFAME;
1180 DrawHallOfFame(hi_pos);
1189 game_status = MAINMENU;
1206 LoadScore(level_nr);
1208 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1209 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1212 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1214 if (local_player->score > highscore[k].Score)
1216 /* player has made it to the hall of fame */
1218 if (k < MAX_SCORE_ENTRIES - 1)
1220 int m = MAX_SCORE_ENTRIES - 1;
1223 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1224 if (!strcmp(setup.player_name, highscore[l].Name))
1226 if (m == k) /* player's new highscore overwrites his old one */
1232 strcpy(highscore[l].Name, highscore[l - 1].Name);
1233 highscore[l].Score = highscore[l - 1].Score;
1240 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1241 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1242 highscore[k].Score = local_player->score;
1248 else if (!strncmp(setup.player_name, highscore[k].Name,
1249 MAX_PLAYER_NAME_LEN))
1250 break; /* player already there with a higher score */
1256 SaveScore(level_nr);
1261 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1263 if (player->GfxAction != action || player->GfxDir != dir)
1266 printf("Player frame reset! (%d => %d, %d => %d)\n",
1267 player->GfxAction, action, player->GfxDir, dir);
1270 player->GfxAction = action;
1271 player->GfxDir = dir;
1273 player->StepFrame = 0;
1277 static void ResetRandomAnimationValue(int x, int y)
1279 GfxRandom[x][y] = INIT_GFX_RANDOM();
1282 static void ResetGfxAnimation(int x, int y)
1285 GfxAction[x][y] = ACTION_DEFAULT;
1288 void InitMovingField(int x, int y, int direction)
1290 int element = Feld[x][y];
1291 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1292 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1294 if (!JustStopped[x][y] || direction != MovDir[x][y])
1295 ResetGfxAnimation(x, y);
1297 MovDir[newx][newy] = MovDir[x][y] = direction;
1299 if (Feld[newx][newy] == EL_EMPTY)
1300 Feld[newx][newy] = EL_BLOCKED;
1302 if (direction == MV_DOWN && CAN_FALL(element))
1303 GfxAction[x][y] = ACTION_FALLING;
1305 GfxAction[x][y] = ACTION_MOVING;
1307 GfxFrame[newx][newy] = GfxFrame[x][y];
1308 GfxAction[newx][newy] = GfxAction[x][y];
1309 GfxRandom[newx][newy] = GfxRandom[x][y];
1312 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1314 int direction = MovDir[x][y];
1315 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1316 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1322 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1324 int oldx = x, oldy = y;
1325 int direction = MovDir[x][y];
1327 if (direction == MV_LEFT)
1329 else if (direction == MV_RIGHT)
1331 else if (direction == MV_UP)
1333 else if (direction == MV_DOWN)
1336 *comes_from_x = oldx;
1337 *comes_from_y = oldy;
1340 int MovingOrBlocked2Element(int x, int y)
1342 int element = Feld[x][y];
1344 if (element == EL_BLOCKED)
1348 Blocked2Moving(x, y, &oldx, &oldy);
1349 return Feld[oldx][oldy];
1355 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1357 /* like MovingOrBlocked2Element(), but if element is moving
1358 and (x,y) is the field the moving element is just leaving,
1359 return EL_BLOCKED instead of the element value */
1360 int element = Feld[x][y];
1362 if (IS_MOVING(x, y))
1364 if (element == EL_BLOCKED)
1368 Blocked2Moving(x, y, &oldx, &oldy);
1369 return Feld[oldx][oldy];
1378 static void RemoveField(int x, int y)
1380 Feld[x][y] = EL_EMPTY;
1381 GfxElement[x][y] = EL_UNDEFINED;
1387 void RemoveMovingField(int x, int y)
1389 int oldx = x, oldy = y, newx = x, newy = y;
1391 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1394 if (IS_MOVING(x, y))
1396 Moving2Blocked(x, y, &newx, &newy);
1397 if (Feld[newx][newy] != EL_BLOCKED)
1400 else if (Feld[x][y] == EL_BLOCKED)
1402 Blocked2Moving(x, y, &oldx, &oldy);
1403 if (!IS_MOVING(oldx, oldy))
1407 if (Feld[x][y] == EL_BLOCKED &&
1408 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1409 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1410 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1411 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1412 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1414 Feld[oldx][oldy] = EL_EMPTY;
1416 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1418 Feld[newx][newy] = EL_EMPTY;
1419 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1420 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1421 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1423 DrawLevelField(oldx, oldy);
1424 DrawLevelField(newx, newy);
1427 void DrawDynamite(int x, int y)
1429 int sx = SCREENX(x), sy = SCREENY(y);
1430 int graphic = el2img(Feld[x][y]);
1433 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1436 if (IS_WALKABLE_INSIDE(Back[x][y]))
1440 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1441 else if (Store[x][y])
1442 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1444 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1447 if (Back[x][y] || Store[x][y])
1448 DrawGraphicThruMask(sx, sy, graphic, frame);
1450 DrawGraphic(sx, sy, graphic, frame);
1452 if (game.emulation == EMU_SUPAPLEX)
1453 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1454 else if (Store[x][y])
1455 DrawGraphicThruMask(sx, sy, graphic, frame);
1457 DrawGraphic(sx, sy, graphic, frame);
1461 void CheckDynamite(int x, int y)
1463 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1467 if (MovDelay[x][y] != 0)
1470 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1477 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1479 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1480 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1481 StopSound(SND_DYNAMITE_ACTIVE);
1483 StopSound(SND_DYNABOMB_ACTIVE);
1489 void Explode(int ex, int ey, int phase, int mode)
1493 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1494 int last_phase = num_phase * delay;
1495 int half_phase = (num_phase / 2) * delay;
1496 int first_phase_after_start = EX_PHASE_START + 1;
1498 if (game.explosions_delayed)
1500 ExplodeField[ex][ey] = mode;
1504 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1506 int center_element = Feld[ex][ey];
1508 /* remove things displayed in background while burning dynamite */
1509 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1512 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1514 /* put moving element to center field (and let it explode there) */
1515 center_element = MovingOrBlocked2Element(ex, ey);
1516 RemoveMovingField(ex, ey);
1517 Feld[ex][ey] = center_element;
1520 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1524 if (!IN_LEV_FIELD(x, y) ||
1525 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1526 (x != ex || y != ey)))
1529 element = Feld[x][y];
1531 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1533 element = MovingOrBlocked2Element(x, y);
1534 RemoveMovingField(x, y);
1537 if ((IS_INDESTRUCTIBLE(element) &&
1538 (game.engine_version < VERSION_IDENT(2,2,0) ||
1539 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1540 element == EL_FLAMES)
1543 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1545 if (IS_ACTIVE_BOMB(element))
1547 /* re-activate things under the bomb like gate or penguin */
1548 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1555 /* save walkable background elements while explosion on same tile */
1556 if (IS_INDESTRUCTIBLE(element))
1557 Back[x][y] = element;
1559 /* ignite explodable elements reached by other explosion */
1560 if (element == EL_EXPLOSION)
1561 element = Store2[x][y];
1563 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1565 switch(StorePlayer[ex][ey])
1568 Store[x][y] = EL_EMERALD_RED;
1571 Store[x][y] = EL_EMERALD;
1574 Store[x][y] = EL_EMERALD_PURPLE;
1578 Store[x][y] = EL_EMERALD_YELLOW;
1582 if (game.emulation == EMU_SUPAPLEX)
1583 Store[x][y] = EL_EMPTY;
1585 else if (center_element == EL_MOLE)
1586 Store[x][y] = EL_EMERALD_RED;
1587 else if (center_element == EL_PENGUIN)
1588 Store[x][y] = EL_EMERALD_PURPLE;
1589 else if (center_element == EL_BUG)
1590 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1591 else if (center_element == EL_BD_BUTTERFLY)
1592 Store[x][y] = EL_BD_DIAMOND;
1593 else if (center_element == EL_SP_ELECTRON)
1594 Store[x][y] = EL_SP_INFOTRON;
1595 else if (center_element == EL_YAMYAM)
1596 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1597 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1598 Store[x][y] = level.amoeba_content;
1599 else if (element == EL_WALL_EMERALD)
1600 Store[x][y] = EL_EMERALD;
1601 else if (element == EL_WALL_DIAMOND)
1602 Store[x][y] = EL_DIAMOND;
1603 else if (element == EL_WALL_BD_DIAMOND)
1604 Store[x][y] = EL_BD_DIAMOND;
1605 else if (element == EL_WALL_EMERALD_YELLOW)
1606 Store[x][y] = EL_EMERALD_YELLOW;
1607 else if (element == EL_WALL_EMERALD_RED)
1608 Store[x][y] = EL_EMERALD_RED;
1609 else if (element == EL_WALL_EMERALD_PURPLE)
1610 Store[x][y] = EL_EMERALD_PURPLE;
1611 else if (element == EL_WALL_PEARL)
1612 Store[x][y] = EL_PEARL;
1613 else if (element == EL_WALL_CRYSTAL)
1614 Store[x][y] = EL_CRYSTAL;
1616 Store[x][y] = EL_EMPTY;
1618 if (x != ex || y != ey ||
1619 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1620 Store2[x][y] = element;
1622 if (AmoebaNr[x][y] &&
1623 (element == EL_AMOEBA_FULL ||
1624 element == EL_BD_AMOEBA ||
1625 element == EL_AMOEBA_GROWING))
1627 AmoebaCnt[AmoebaNr[x][y]]--;
1628 AmoebaCnt2[AmoebaNr[x][y]]--;
1631 Feld[x][y] = EL_EXPLOSION;
1632 GfxElement[x][y] = EL_UNDEFINED;
1633 MovDir[x][y] = MovPos[x][y] = 0;
1635 ExplodePhase[x][y] = 1;
1639 if (center_element == EL_YAMYAM)
1640 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1651 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1653 if (phase == first_phase_after_start)
1655 int element = Store2[x][y];
1657 if (element == EL_BLACK_ORB)
1659 Feld[x][y] = Store2[x][y];
1664 else if (phase == half_phase)
1666 int element = Store2[x][y];
1668 if (IS_PLAYER(x, y))
1669 KillHeroUnlessProtected(x, y);
1670 else if (IS_EXPLOSIVE(element))
1672 Feld[x][y] = Store2[x][y];
1676 else if (element == EL_AMOEBA_TO_DIAMOND)
1677 AmoebeUmwandeln(x, y);
1680 if (phase == last_phase)
1684 element = Feld[x][y] = Store[x][y];
1685 Store[x][y] = Store2[x][y] = 0;
1687 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1688 element = Feld[x][y] = Back[x][y];
1691 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1692 InitField(x, y, FALSE);
1693 if (CAN_MOVE(element) || COULD_MOVE(element))
1695 DrawLevelField(x, y);
1697 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1698 StorePlayer[x][y] = 0;
1700 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1702 int stored = Store[x][y];
1703 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1704 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1706 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1709 DrawLevelFieldCrumbledSand(x, y);
1711 if (IS_WALKABLE_OVER(Back[x][y]))
1713 DrawLevelElement(x, y, Back[x][y]);
1714 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1716 else if (IS_WALKABLE_UNDER(Back[x][y]))
1718 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1719 DrawLevelElementThruMask(x, y, Back[x][y]);
1721 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1722 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1726 void DynaExplode(int ex, int ey)
1729 int dynabomb_size = 1;
1730 boolean dynabomb_xl = FALSE;
1731 struct PlayerInfo *player;
1732 static int xy[4][2] =
1740 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1742 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1743 dynabomb_size = player->dynabomb_size;
1744 dynabomb_xl = player->dynabomb_xl;
1745 player->dynabombs_left++;
1748 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1752 for (j=1; j<=dynabomb_size; j++)
1754 int x = ex + j * xy[i % 4][0];
1755 int y = ey + j * xy[i % 4][1];
1758 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1761 element = Feld[x][y];
1763 /* do not restart explosions of fields with active bombs */
1764 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1767 Explode(x, y, EX_PHASE_START, EX_BORDER);
1769 if (element != EL_EMPTY &&
1770 element != EL_SAND &&
1771 element != EL_EXPLOSION &&
1778 void Bang(int x, int y)
1780 int element = Feld[x][y];
1782 if (game.emulation == EMU_SUPAPLEX)
1783 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1785 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1788 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1796 case EL_BD_BUTTERFLY:
1799 case EL_DARK_YAMYAM:
1803 RaiseScoreElement(element);
1804 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1806 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1807 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1808 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1809 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1810 case EL_DYNABOMB_INCREASE_NUMBER:
1811 case EL_DYNABOMB_INCREASE_SIZE:
1812 case EL_DYNABOMB_INCREASE_POWER:
1817 case EL_LAMP_ACTIVE:
1818 if (IS_PLAYER(x, y))
1819 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1821 Explode(x, y, EX_PHASE_START, EX_CENTER);
1824 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1829 void SplashAcid(int x, int y)
1831 int element = Feld[x][y];
1833 if (element != EL_ACID_SPLASH_LEFT &&
1834 element != EL_ACID_SPLASH_RIGHT)
1836 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1838 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1839 (!IN_LEV_FIELD(x-1, y-1) ||
1840 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1841 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1843 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1844 (!IN_LEV_FIELD(x+1, y-1) ||
1845 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1846 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1850 static int ChangeElementOnPlayfield(int element_old, int element_new)
1853 int num_changes = 0;
1855 for(y=0; y<lev_fieldy; y++)
1857 for(x=0; x<lev_fieldx; x++)
1859 if (Feld[x][y] == element_old)
1861 Feld[x][y] = element_new;
1870 static void InitBeltMovement()
1872 static int belt_base_element[4] =
1874 EL_CONVEYOR_BELT_1_LEFT,
1875 EL_CONVEYOR_BELT_2_LEFT,
1876 EL_CONVEYOR_BELT_3_LEFT,
1877 EL_CONVEYOR_BELT_4_LEFT
1879 static int belt_base_active_element[4] =
1881 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1882 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1883 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1884 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1889 /* set frame order for belt animation graphic according to belt direction */
1896 int element = belt_base_active_element[belt_nr] + j;
1897 int graphic = el2img(element);
1899 if (game.belt_dir[i] == MV_LEFT)
1900 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1902 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1906 for(y=0; y<lev_fieldy; y++)
1908 for(x=0; x<lev_fieldx; x++)
1910 int element = Feld[x][y];
1914 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1916 int e_belt_nr = getBeltNrFromBeltElement(element);
1919 if (e_belt_nr == belt_nr)
1921 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1923 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1931 static void ToggleBeltSwitch(int x, int y)
1933 static int belt_base_element[4] =
1935 EL_CONVEYOR_BELT_1_LEFT,
1936 EL_CONVEYOR_BELT_2_LEFT,
1937 EL_CONVEYOR_BELT_3_LEFT,
1938 EL_CONVEYOR_BELT_4_LEFT
1940 static int belt_base_active_element[4] =
1942 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1943 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1944 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1945 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1947 static int belt_base_switch_element[4] =
1949 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1950 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1951 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1952 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1954 static int belt_move_dir[4] =
1962 int element = Feld[x][y];
1963 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1964 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1965 int belt_dir = belt_move_dir[belt_dir_nr];
1968 if (!IS_BELT_SWITCH(element))
1971 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1972 game.belt_dir[belt_nr] = belt_dir;
1974 if (belt_dir_nr == 3)
1977 /* set frame order for belt animation graphic according to belt direction */
1980 int element = belt_base_active_element[belt_nr] + i;
1981 int graphic = el2img(element);
1983 if (belt_dir == MV_LEFT)
1984 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1986 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1989 for (yy=0; yy<lev_fieldy; yy++)
1991 for (xx=0; xx<lev_fieldx; xx++)
1993 int element = Feld[xx][yy];
1995 if (IS_BELT_SWITCH(element))
1997 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1999 if (e_belt_nr == belt_nr)
2001 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2002 DrawLevelField(xx, yy);
2005 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2007 int e_belt_nr = getBeltNrFromBeltElement(element);
2009 if (e_belt_nr == belt_nr)
2011 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2013 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2014 DrawLevelField(xx, yy);
2017 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2019 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2021 if (e_belt_nr == belt_nr)
2023 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2025 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2026 DrawLevelField(xx, yy);
2033 static void ToggleSwitchgateSwitch(int x, int y)
2037 game.switchgate_pos = !game.switchgate_pos;
2039 for (yy=0; yy<lev_fieldy; yy++)
2041 for (xx=0; xx<lev_fieldx; xx++)
2043 int element = Feld[xx][yy];
2045 if (element == EL_SWITCHGATE_SWITCH_UP ||
2046 element == EL_SWITCHGATE_SWITCH_DOWN)
2048 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2049 DrawLevelField(xx, yy);
2051 else if (element == EL_SWITCHGATE_OPEN ||
2052 element == EL_SWITCHGATE_OPENING)
2054 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2056 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2058 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2061 else if (element == EL_SWITCHGATE_CLOSED ||
2062 element == EL_SWITCHGATE_CLOSING)
2064 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2066 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2068 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2075 static int getInvisibleActiveFromInvisibleElement(int element)
2077 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2078 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2079 EL_INVISIBLE_SAND_ACTIVE);
2082 static int getInvisibleFromInvisibleActiveElement(int element)
2084 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2085 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2089 static void RedrawAllLightSwitchesAndInvisibleElements()
2093 for (y=0; y<lev_fieldy; y++)
2095 for (x=0; x<lev_fieldx; x++)
2097 int element = Feld[x][y];
2099 if (element == EL_LIGHT_SWITCH &&
2100 game.light_time_left > 0)
2102 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2103 DrawLevelField(x, y);
2105 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2106 game.light_time_left == 0)
2108 Feld[x][y] = EL_LIGHT_SWITCH;
2109 DrawLevelField(x, y);
2111 else if (element == EL_INVISIBLE_STEELWALL ||
2112 element == EL_INVISIBLE_WALL ||
2113 element == EL_INVISIBLE_SAND)
2115 if (game.light_time_left > 0)
2116 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2118 DrawLevelField(x, y);
2120 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2121 element == EL_INVISIBLE_WALL_ACTIVE ||
2122 element == EL_INVISIBLE_SAND_ACTIVE)
2124 if (game.light_time_left == 0)
2125 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2127 DrawLevelField(x, y);
2133 static void ToggleLightSwitch(int x, int y)
2135 int element = Feld[x][y];
2137 game.light_time_left =
2138 (element == EL_LIGHT_SWITCH ?
2139 level.time_light * FRAMES_PER_SECOND : 0);
2141 RedrawAllLightSwitchesAndInvisibleElements();
2144 static void ActivateTimegateSwitch(int x, int y)
2148 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2150 for (yy=0; yy<lev_fieldy; yy++)
2152 for (xx=0; xx<lev_fieldx; xx++)
2154 int element = Feld[xx][yy];
2156 if (element == EL_TIMEGATE_CLOSED ||
2157 element == EL_TIMEGATE_CLOSING)
2159 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2161 PlaySoundLevelElementAction(xx, yy, Feld[xx][yy], ACTION_OPENING);
2163 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2168 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2170 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2171 DrawLevelField(xx, yy);
2178 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2181 void Impact(int x, int y)
2183 boolean lastline = (y == lev_fieldy-1);
2184 boolean object_hit = FALSE;
2185 int element = Feld[x][y];
2188 if (!lastline) /* check if element below was hit */
2190 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2193 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2194 MovDir[x][y+1] != MV_DOWN ||
2195 MovPos[x][y+1] <= TILEY / 2));
2197 smashed = MovingOrBlocked2Element(x, y+1);
2200 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2206 if (lastline || object_hit)
2208 ResetGfxAnimation(x, y);
2209 DrawLevelField(x, y);
2212 if ((element == EL_BOMB ||
2213 element == EL_SP_DISK_ORANGE ||
2214 element == EL_DX_SUPABOMB) &&
2215 (lastline || object_hit)) /* element is bomb */
2220 else if (element == EL_PEARL)
2222 Feld[x][y] = EL_PEARL_BREAKING;
2223 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2227 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2229 if (object_hit && IS_PLAYER(x, y+1))
2230 KillHeroUnlessProtected(x, y+1);
2231 else if (object_hit && smashed == EL_PENGUIN)
2235 Feld[x][y] = EL_AMOEBA_GROWING;
2236 Store[x][y] = EL_AMOEBA_WET;
2238 ResetRandomAnimationValue(x, y);
2243 if (!lastline && object_hit) /* check which object was hit */
2245 if (CAN_CHANGE(element) &&
2246 (smashed == EL_MAGIC_WALL ||
2247 smashed == EL_BD_MAGIC_WALL))
2250 int activated_magic_wall =
2251 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2252 EL_BD_MAGIC_WALL_ACTIVE);
2254 /* activate magic wall / mill */
2255 for (yy=0; yy<lev_fieldy; yy++)
2256 for (xx=0; xx<lev_fieldx; xx++)
2257 if (Feld[xx][yy] == smashed)
2258 Feld[xx][yy] = activated_magic_wall;
2260 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2261 game.magic_wall_active = TRUE;
2263 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2264 SND_MAGIC_WALL_ACTIVATING :
2265 SND_BD_MAGIC_WALL_ACTIVATING));
2268 if (IS_PLAYER(x, y + 1))
2270 KillHeroUnlessProtected(x, y+1);
2273 else if (smashed == EL_PENGUIN)
2278 else if (element == EL_BD_DIAMOND)
2280 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2286 else if ((element == EL_SP_INFOTRON ||
2287 element == EL_SP_ZONK) &&
2288 (smashed == EL_SP_SNIKSNAK ||
2289 smashed == EL_SP_ELECTRON ||
2290 smashed == EL_SP_DISK_ORANGE))
2295 else if (element == EL_ROCK ||
2296 element == EL_SP_ZONK ||
2297 element == EL_BD_ROCK)
2299 if (IS_ENEMY(smashed) ||
2300 smashed == EL_BOMB ||
2301 smashed == EL_SP_DISK_ORANGE ||
2302 smashed == EL_DX_SUPABOMB ||
2303 smashed == EL_SATELLITE ||
2304 smashed == EL_PIG ||
2305 smashed == EL_DRAGON ||
2311 else if (!IS_MOVING(x, y + 1))
2313 if (smashed == EL_LAMP ||
2314 smashed == EL_LAMP_ACTIVE)
2319 else if (smashed == EL_NUT)
2321 Feld[x][y+1] = EL_NUT_BREAKING;
2322 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2323 RaiseScoreElement(EL_NUT);
2326 else if (smashed == EL_PEARL)
2328 Feld[x][y+1] = EL_PEARL_BREAKING;
2329 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2332 else if (smashed == EL_DIAMOND)
2334 Feld[x][y+1] = EL_EMPTY;
2335 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2338 else if (IS_BELT_SWITCH(smashed))
2340 ToggleBeltSwitch(x, y+1);
2342 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2343 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2345 ToggleSwitchgateSwitch(x, y+1);
2347 else if (smashed == EL_LIGHT_SWITCH ||
2348 smashed == EL_LIGHT_SWITCH_ACTIVE)
2350 ToggleLightSwitch(x, y+1);
2356 /* play sound of magic wall / mill */
2358 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2359 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2361 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2362 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2363 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2364 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2369 /* play sound of object that hits the ground */
2370 if (lastline || object_hit)
2371 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2374 void TurnRound(int x, int y)
2386 { 0, 0 }, { 0, 0 }, { 0, 0 },
2391 int left, right, back;
2395 { MV_DOWN, MV_UP, MV_RIGHT },
2396 { MV_UP, MV_DOWN, MV_LEFT },
2398 { MV_LEFT, MV_RIGHT, MV_DOWN },
2399 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2400 { MV_RIGHT, MV_LEFT, MV_UP }
2403 int element = Feld[x][y];
2404 int old_move_dir = MovDir[x][y];
2405 int left_dir = turn[old_move_dir].left;
2406 int right_dir = turn[old_move_dir].right;
2407 int back_dir = turn[old_move_dir].back;
2409 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2410 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2411 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2412 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2414 int left_x = x + left_dx, left_y = y + left_dy;
2415 int right_x = x + right_dx, right_y = y + right_dy;
2416 int move_x = x + move_dx, move_y = y + move_dy;
2418 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2420 TestIfBadThingTouchesOtherBadThing(x, y);
2422 if (IN_LEV_FIELD(right_x, right_y) &&
2423 IS_FREE(right_x, right_y))
2424 MovDir[x][y] = right_dir;
2425 else if (!IN_LEV_FIELD(move_x, move_y) ||
2426 !IS_FREE(move_x, move_y))
2427 MovDir[x][y] = left_dir;
2429 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2431 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2434 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2435 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2437 TestIfBadThingTouchesOtherBadThing(x, y);
2439 if (IN_LEV_FIELD(left_x, left_y) &&
2440 IS_FREE(left_x, left_y))
2441 MovDir[x][y] = left_dir;
2442 else if (!IN_LEV_FIELD(move_x, move_y) ||
2443 !IS_FREE(move_x, move_y))
2444 MovDir[x][y] = right_dir;
2446 if ((element == EL_SPACESHIP ||
2447 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2448 && MovDir[x][y] != old_move_dir)
2450 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2453 else if (element == EL_YAMYAM)
2455 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2457 if (IN_LEV_FIELD(left_x, left_y) &&
2458 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2459 Feld[left_x][left_y] == EL_DIAMOND))
2460 can_turn_left = TRUE;
2461 if (IN_LEV_FIELD(right_x, right_y) &&
2462 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2463 Feld[right_x][right_y] == EL_DIAMOND))
2464 can_turn_right = TRUE;
2466 if (can_turn_left && can_turn_right)
2467 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2468 else if (can_turn_left)
2469 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2470 else if (can_turn_right)
2471 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2473 MovDir[x][y] = back_dir;
2475 MovDelay[x][y] = 16+16*RND(3);
2477 else if (element == EL_DARK_YAMYAM)
2479 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2481 if (IN_LEV_FIELD(left_x, left_y) &&
2482 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2483 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2484 can_turn_left = TRUE;
2485 if (IN_LEV_FIELD(right_x, right_y) &&
2486 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2487 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2488 can_turn_right = TRUE;
2490 if (can_turn_left && can_turn_right)
2491 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2492 else if (can_turn_left)
2493 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2494 else if (can_turn_right)
2495 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2497 MovDir[x][y] = back_dir;
2499 MovDelay[x][y] = 16+16*RND(3);
2501 else if (element == EL_PACMAN)
2503 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2505 if (IN_LEV_FIELD(left_x, left_y) &&
2506 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2507 IS_AMOEBOID(Feld[left_x][left_y])))
2508 can_turn_left = TRUE;
2509 if (IN_LEV_FIELD(right_x, right_y) &&
2510 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2511 IS_AMOEBOID(Feld[right_x][right_y])))
2512 can_turn_right = TRUE;
2514 if (can_turn_left && can_turn_right)
2515 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2516 else if (can_turn_left)
2517 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2518 else if (can_turn_right)
2519 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2521 MovDir[x][y] = back_dir;
2523 MovDelay[x][y] = 6+RND(40);
2525 else if (element == EL_PIG)
2527 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2528 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2529 boolean should_move_on = FALSE;
2531 int rnd = RND(rnd_value);
2533 if (IN_LEV_FIELD(left_x, left_y) &&
2534 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2535 can_turn_left = TRUE;
2536 if (IN_LEV_FIELD(right_x, right_y) &&
2537 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2538 can_turn_right = TRUE;
2539 if (IN_LEV_FIELD(move_x, move_y) &&
2540 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2543 if (can_turn_left &&
2545 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2546 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2547 should_turn_left = TRUE;
2548 if (can_turn_right &&
2550 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2551 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2552 should_turn_right = TRUE;
2554 (!can_turn_left || !can_turn_right ||
2555 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2556 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2557 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2558 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2559 should_move_on = TRUE;
2561 if (should_turn_left || should_turn_right || should_move_on)
2563 if (should_turn_left && should_turn_right && should_move_on)
2564 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2565 rnd < 2*rnd_value/3 ? right_dir :
2567 else if (should_turn_left && should_turn_right)
2568 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2569 else if (should_turn_left && should_move_on)
2570 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2571 else if (should_turn_right && should_move_on)
2572 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2573 else if (should_turn_left)
2574 MovDir[x][y] = left_dir;
2575 else if (should_turn_right)
2576 MovDir[x][y] = right_dir;
2577 else if (should_move_on)
2578 MovDir[x][y] = old_move_dir;
2580 else if (can_move_on && rnd > rnd_value/8)
2581 MovDir[x][y] = old_move_dir;
2582 else if (can_turn_left && can_turn_right)
2583 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2584 else if (can_turn_left && rnd > rnd_value/8)
2585 MovDir[x][y] = left_dir;
2586 else if (can_turn_right && rnd > rnd_value/8)
2587 MovDir[x][y] = right_dir;
2589 MovDir[x][y] = back_dir;
2591 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2592 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2593 MovDir[x][y] = old_move_dir;
2597 else if (element == EL_DRAGON)
2599 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2601 int rnd = RND(rnd_value);
2603 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2604 can_turn_left = TRUE;
2605 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2606 can_turn_right = TRUE;
2607 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2610 if (can_move_on && rnd > rnd_value/8)
2611 MovDir[x][y] = old_move_dir;
2612 else if (can_turn_left && can_turn_right)
2613 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2614 else if (can_turn_left && rnd > rnd_value/8)
2615 MovDir[x][y] = left_dir;
2616 else if (can_turn_right && rnd > rnd_value/8)
2617 MovDir[x][y] = right_dir;
2619 MovDir[x][y] = back_dir;
2621 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2622 MovDir[x][y] = old_move_dir;
2626 else if (element == EL_MOLE)
2628 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2630 if (IN_LEV_FIELD(move_x, move_y) &&
2631 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2632 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2637 if (IN_LEV_FIELD(left_x, left_y) &&
2638 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2639 can_turn_left = TRUE;
2640 if (IN_LEV_FIELD(right_x, right_y) &&
2641 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2642 can_turn_right = TRUE;
2644 if (can_turn_left && can_turn_right)
2645 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2646 else if (can_turn_left)
2647 MovDir[x][y] = left_dir;
2649 MovDir[x][y] = right_dir;
2652 if (MovDir[x][y] != old_move_dir)
2655 else if (element == EL_BALLOON)
2657 MovDir[x][y] = game.balloon_dir;
2660 else if (element == EL_SPRING)
2662 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2663 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2664 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2665 MovDir[x][y] = MV_NO_MOVING;
2669 else if (element == EL_ROBOT ||
2670 element == EL_SATELLITE ||
2671 element == EL_PENGUIN)
2673 int attr_x = -1, attr_y = -1;
2684 for (i=0; i<MAX_PLAYERS; i++)
2686 struct PlayerInfo *player = &stored_player[i];
2687 int jx = player->jx, jy = player->jy;
2689 if (!player->active)
2692 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2700 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2706 if (element == EL_PENGUIN)
2709 static int xy[4][2] =
2719 int ex = x + xy[i%4][0];
2720 int ey = y + xy[i%4][1];
2722 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2731 MovDir[x][y] = MV_NO_MOVING;
2733 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2735 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2737 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2739 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2741 if (element == EL_ROBOT)
2745 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2746 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2747 Moving2Blocked(x, y, &newx, &newy);
2749 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2750 MovDelay[x][y] = 8+8*!RND(3);
2752 MovDelay[x][y] = 16;
2760 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2762 boolean first_horiz = RND(2);
2763 int new_move_dir = MovDir[x][y];
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])))))
2778 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2779 Moving2Blocked(x, y, &newx, &newy);
2781 if (IN_LEV_FIELD(newx, newy) &&
2782 (IS_FREE(newx, newy) ||
2783 Feld[newx][newy] == EL_ACID ||
2784 (element == EL_PENGUIN &&
2785 (Feld[newx][newy] == EL_EXIT_OPEN ||
2786 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2789 MovDir[x][y] = old_move_dir;
2796 static boolean JustBeingPushed(int x, int y)
2800 for (i=0; i<MAX_PLAYERS; i++)
2802 struct PlayerInfo *player = &stored_player[i];
2804 if (player->active && player->Pushing && player->MovPos)
2806 int next_jx = player->jx + (player->jx - player->last_jx);
2807 int next_jy = player->jy + (player->jy - player->last_jy);
2809 if (x == next_jx && y == next_jy)
2817 void StartMoving(int x, int y)
2819 static boolean use_spring_bug = TRUE;
2820 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2821 int element = Feld[x][y];
2826 GfxAction[x][y] = ACTION_DEFAULT;
2828 if (CAN_FALL(element) && y < lev_fieldy - 1)
2830 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2831 if (JustBeingPushed(x, y))
2834 if (element == EL_QUICKSAND_FULL)
2836 if (IS_FREE(x, y+1))
2838 InitMovingField(x, y, MV_DOWN);
2839 started_moving = TRUE;
2841 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2842 Store[x][y] = EL_ROCK;
2844 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2846 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2849 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2851 if (!MovDelay[x][y])
2852 MovDelay[x][y] = TILEY + 1;
2861 Feld[x][y] = EL_QUICKSAND_EMPTY;
2862 Feld[x][y+1] = EL_QUICKSAND_FULL;
2863 Store[x][y+1] = Store[x][y];
2866 PlaySoundLevelAction(x, y, ACTION_FILLING);
2868 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2872 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2873 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2875 InitMovingField(x, y, MV_DOWN);
2876 started_moving = TRUE;
2878 Feld[x][y] = EL_QUICKSAND_FILLING;
2879 Store[x][y] = element;
2881 PlaySoundLevelAction(x, y, ACTION_FILLING);
2883 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2886 else if (element == EL_MAGIC_WALL_FULL)
2888 if (IS_FREE(x, y+1))
2890 InitMovingField(x, y, MV_DOWN);
2891 started_moving = TRUE;
2893 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2894 Store[x][y] = EL_CHANGED(Store[x][y]);
2896 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2898 if (!MovDelay[x][y])
2899 MovDelay[x][y] = TILEY/4 + 1;
2908 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2909 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2910 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2914 else if (element == EL_BD_MAGIC_WALL_FULL)
2916 if (IS_FREE(x, y+1))
2918 InitMovingField(x, y, MV_DOWN);
2919 started_moving = TRUE;
2921 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2922 Store[x][y] = EL_CHANGED2(Store[x][y]);
2924 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2926 if (!MovDelay[x][y])
2927 MovDelay[x][y] = TILEY/4 + 1;
2936 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2937 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2938 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2942 else if (CAN_CHANGE(element) &&
2943 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2944 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2946 InitMovingField(x, y, MV_DOWN);
2947 started_moving = TRUE;
2950 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2951 EL_BD_MAGIC_WALL_FILLING);
2952 Store[x][y] = element;
2955 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2957 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2962 InitMovingField(x, y, MV_DOWN);
2963 started_moving = TRUE;
2965 Store[x][y] = EL_ACID;
2967 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2968 GfxAction[x][y+1] = ACTION_ACTIVE;
2971 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2976 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2978 if (MovDir[x][y] == MV_NO_MOVING)
2980 InitMovingField(x, y, MV_DOWN);
2981 started_moving = TRUE;
2984 else if (IS_FREE(x, y+1))
2986 if (JustStopped[x][y]) /* prevent animation from being restarted */
2987 MovDir[x][y] = MV_DOWN;
2989 InitMovingField(x, y, MV_DOWN);
2990 started_moving = TRUE;
2992 else if (element == EL_AMOEBA_DROP)
2994 Feld[x][y] = EL_AMOEBA_GROWING;
2995 Store[x][y] = EL_AMOEBA_WET;
2997 /* Store[x][y+1] must be zero, because:
2998 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3001 #if OLD_GAME_BEHAVIOUR
3002 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3004 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3005 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3006 element != EL_DX_SUPABOMB)
3009 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3010 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3011 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3012 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3015 boolean left = (x>0 && IS_FREE(x-1, y) &&
3016 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3017 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3018 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3022 if (left && right &&
3023 (game.emulation != EMU_BOULDERDASH &&
3024 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3025 left = !(right = RND(2));
3027 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3028 started_moving = TRUE;
3031 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3033 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3034 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3035 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3036 int belt_dir = game.belt_dir[belt_nr];
3038 if ((belt_dir == MV_LEFT && left_is_free) ||
3039 (belt_dir == MV_RIGHT && right_is_free))
3041 InitMovingField(x, y, belt_dir);
3042 started_moving = TRUE;
3044 GfxAction[x][y] = ACTION_DEFAULT;
3049 /* not "else if" because of EL_SPRING */
3050 if (CAN_MOVE(element) && !started_moving)
3054 if ((element == EL_SATELLITE ||
3055 element == EL_BALLOON ||
3056 element == EL_SPRING)
3057 && JustBeingPushed(x, y))
3062 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3063 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3065 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3067 Moving2Blocked(x, y, &newx, &newy);
3068 if (Feld[newx][newy] == EL_BLOCKED)
3069 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3074 if (!MovDelay[x][y]) /* start new movement phase */
3076 /* all objects that can change their move direction after each step
3077 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3079 if (element != EL_YAMYAM &&
3080 element != EL_DARK_YAMYAM &&
3081 element != EL_PACMAN)
3085 if (MovDelay[x][y] && (element == EL_BUG ||
3086 element == EL_SPACESHIP ||
3087 element == EL_SP_SNIKSNAK ||
3088 element == EL_SP_ELECTRON ||
3089 element == EL_MOLE))
3090 DrawLevelField(x, y);
3094 if (MovDelay[x][y]) /* wait some time before next movement */
3098 if (element == EL_ROBOT ||
3099 element == EL_YAMYAM ||
3100 element == EL_DARK_YAMYAM)
3102 DrawLevelElementAnimationIfNeeded(x, y, element);
3103 PlaySoundLevelAction(x, y, ACTION_WAITING);
3105 else if (element == EL_SP_ELECTRON)
3106 DrawLevelElementAnimationIfNeeded(x, y, element);
3107 else if (element == EL_DRAGON)
3110 int dir = MovDir[x][y];
3111 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3112 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3113 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3114 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3115 dir == MV_UP ? IMG_FLAMES_1_UP :
3116 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3117 int frame = getGraphicAnimationFrame(graphic, -1);
3119 for (i=1; i<=3; i++)
3121 int xx = x + i*dx, yy = y + i*dy;
3122 int sx = SCREENX(xx), sy = SCREENY(yy);
3123 int flame_graphic = graphic + (i - 1);
3125 if (!IN_LEV_FIELD(xx, yy) ||
3126 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3131 int flamed = MovingOrBlocked2Element(xx, yy);
3133 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3136 RemoveMovingField(xx, yy);
3138 Feld[xx][yy] = EL_FLAMES;
3139 if (IN_SCR_FIELD(sx, sy))
3140 DrawGraphic(sx, sy, flame_graphic, frame);
3144 if (Feld[xx][yy] == EL_FLAMES)
3145 Feld[xx][yy] = EL_EMPTY;
3146 DrawLevelField(xx, yy);
3151 if (MovDelay[x][y]) /* element still has to wait some time */
3153 PlaySoundLevelAction(x, y, ACTION_WAITING);
3159 /* now make next step */
3161 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3163 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3164 !PLAYER_PROTECTED(newx, newy))
3168 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3171 /* enemy got the player */
3173 KillHero(PLAYERINFO(newx, newy));
3178 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3179 element == EL_SATELLITE || element == EL_BALLOON) &&
3180 IN_LEV_FIELD(newx, newy) &&
3181 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3184 Store[x][y] = EL_ACID;
3186 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3188 if (Feld[newx][newy] == EL_EXIT_OPEN)
3190 Feld[x][y] = EL_EMPTY;
3191 DrawLevelField(x, y);
3193 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3194 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3195 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3197 local_player->friends_still_needed--;
3198 if (!local_player->friends_still_needed &&
3199 !local_player->GameOver && AllPlayersGone)
3200 local_player->LevelSolved = local_player->GameOver = TRUE;
3204 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3206 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3207 DrawLevelField(newx, newy);
3209 MovDir[x][y] = MV_NO_MOVING;
3211 else if (!IS_FREE(newx, newy))
3213 if (IS_PLAYER(x, y))
3214 DrawPlayerField(x, y);
3216 DrawLevelField(x, y);
3220 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3222 if (IS_GEM(Feld[newx][newy]))
3224 if (IS_MOVING(newx, newy))
3225 RemoveMovingField(newx, newy);
3228 Feld[newx][newy] = EL_EMPTY;
3229 DrawLevelField(newx, newy);
3232 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3234 else if (!IS_FREE(newx, newy))
3236 if (IS_PLAYER(x, y))
3237 DrawPlayerField(x, y);
3239 DrawLevelField(x, y);
3243 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3245 if (!IS_FREE(newx, newy))
3247 if (IS_PLAYER(x, y))
3248 DrawPlayerField(x, y);
3250 DrawLevelField(x, y);
3255 boolean wanna_flame = !RND(10);
3256 int dx = newx - x, dy = newy - y;
3257 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3258 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3259 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3260 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3261 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3262 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3264 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3265 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3266 element1 != EL_FLAMES && element2 != EL_FLAMES)
3268 if (IS_PLAYER(x, y))
3269 DrawPlayerField(x, y);
3271 DrawLevelField(x, y);
3273 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3275 MovDelay[x][y] = 50;
3276 Feld[newx][newy] = EL_FLAMES;
3277 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3278 Feld[newx1][newy1] = EL_FLAMES;
3279 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3280 Feld[newx2][newy2] = EL_FLAMES;
3285 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3286 Feld[newx][newy] == EL_DIAMOND)
3288 if (IS_MOVING(newx, newy))
3289 RemoveMovingField(newx, newy);
3292 Feld[newx][newy] = EL_EMPTY;
3293 DrawLevelField(newx, newy);
3296 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3298 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3299 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3301 if (AmoebaNr[newx][newy])
3303 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3304 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3305 Feld[newx][newy] == EL_BD_AMOEBA)
3306 AmoebaCnt[AmoebaNr[newx][newy]]--;
3309 if (IS_MOVING(newx, newy))
3310 RemoveMovingField(newx, newy);
3313 Feld[newx][newy] = EL_EMPTY;
3314 DrawLevelField(newx, newy);
3317 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3319 else if ((element == EL_PACMAN || element == EL_MOLE)
3320 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3322 if (AmoebaNr[newx][newy])
3324 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3325 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3326 Feld[newx][newy] == EL_BD_AMOEBA)
3327 AmoebaCnt[AmoebaNr[newx][newy]]--;
3330 if (element == EL_MOLE)
3332 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3333 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3334 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3335 return; /* wait for shrinking amoeba */
3337 else /* element == EL_PACMAN */
3339 Feld[newx][newy] = EL_EMPTY;
3340 DrawLevelField(newx, newy);
3341 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3344 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3345 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3346 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3348 /* wait for shrinking amoeba to completely disappear */
3351 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3353 /* object was running against a wall */
3357 if (element == EL_BUG || element == EL_SPACESHIP ||
3358 element == EL_SP_SNIKSNAK)
3359 DrawLevelField(x, y);
3360 else if (element == EL_BUG || element == EL_SPACESHIP ||
3361 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3362 DrawLevelField(x, y);
3363 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3364 DrawLevelElementAnimationIfNeeded(x, y, element);
3365 else if (element == EL_SATELLITE)
3366 DrawLevelElementAnimationIfNeeded(x, y, element);
3367 else if (element == EL_SP_ELECTRON)
3368 DrawLevelElementAnimationIfNeeded(x, y, element);
3370 if (DONT_TOUCH(element))
3371 TestIfBadThingTouchesHero(x, y);
3373 PlaySoundLevelAction(x, y, ACTION_WAITING);
3378 InitMovingField(x, y, MovDir[x][y]);
3380 PlaySoundLevelAction(x, y, ACTION_MOVING);
3384 ContinueMoving(x, y);
3387 void ContinueMoving(int x, int y)
3389 int element = Feld[x][y];
3390 int direction = MovDir[x][y];
3391 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3392 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3393 int horiz_move = (dx != 0);
3394 int newx = x + dx, newy = y + dy;
3395 int step = (horiz_move ? dx : dy) * TILEX / 8;
3397 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3399 else if (element == EL_QUICKSAND_FILLING ||
3400 element == EL_QUICKSAND_EMPTYING)
3402 else if (element == EL_MAGIC_WALL_FILLING ||
3403 element == EL_BD_MAGIC_WALL_FILLING ||
3404 element == EL_MAGIC_WALL_EMPTYING ||
3405 element == EL_BD_MAGIC_WALL_EMPTYING)
3407 else if (CAN_FALL(element) && horiz_move &&
3408 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3410 else if (element == EL_SPRING && horiz_move)
3413 #if OLD_GAME_BEHAVIOUR
3414 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3418 MovPos[x][y] += step;
3420 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3422 Feld[x][y] = EL_EMPTY;
3423 Feld[newx][newy] = element;
3425 if (element == EL_MOLE)
3428 static int xy[4][2] =
3436 Feld[x][y] = EL_SAND;
3437 DrawLevelField(x, y);
3446 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3447 DrawLevelField(xx, yy); /* for "crumbled sand" */
3451 if (element == EL_QUICKSAND_FILLING)
3453 element = Feld[newx][newy] = get_next_element(element);
3454 Store[newx][newy] = Store[x][y];
3456 else if (element == EL_QUICKSAND_EMPTYING)
3458 Feld[x][y] = get_next_element(element);
3459 element = Feld[newx][newy] = Store[x][y];
3461 else if (element == EL_MAGIC_WALL_FILLING)
3463 element = Feld[newx][newy] = get_next_element(element);
3464 if (!game.magic_wall_active)
3465 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3466 Store[newx][newy] = Store[x][y];
3468 else if (element == EL_MAGIC_WALL_EMPTYING)
3470 Feld[x][y] = get_next_element(element);
3471 if (!game.magic_wall_active)
3472 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3473 element = Feld[newx][newy] = Store[x][y];
3475 else if (element == EL_BD_MAGIC_WALL_FILLING)
3477 element = Feld[newx][newy] = get_next_element(element);
3478 if (!game.magic_wall_active)
3479 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3480 Store[newx][newy] = Store[x][y];
3482 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3484 Feld[x][y] = get_next_element(element);
3485 if (!game.magic_wall_active)
3486 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3487 element = Feld[newx][newy] = Store[x][y];
3489 else if (element == EL_AMOEBA_DROPPING)
3491 Feld[x][y] = get_next_element(element);
3492 element = Feld[newx][newy] = Store[x][y];
3494 else if (Store[x][y] == EL_ACID)
3496 element = Feld[newx][newy] = EL_ACID;
3500 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3501 MovDelay[newx][newy] = 0;
3503 /* copy animation control values to new field */
3504 GfxFrame[newx][newy] = GfxFrame[x][y];
3505 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3506 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3508 ResetGfxAnimation(x, y); /* reset animation values for old field */
3512 if (!CAN_MOVE(element))
3513 MovDir[newx][newy] = 0;
3516 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3517 MovDir[newx][newy] = 0;
3520 if (!CAN_MOVE(element) ||
3521 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3522 MovDir[newx][newy] = 0;
3526 DrawLevelField(x, y);
3527 DrawLevelField(newx, newy);
3529 Stop[newx][newy] = TRUE;
3530 JustStopped[newx][newy] = 3;
3532 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3534 TestIfBadThingTouchesHero(newx, newy);
3535 TestIfBadThingTouchesFriend(newx, newy);
3536 TestIfBadThingTouchesOtherBadThing(newx, newy);
3538 else if (element == EL_PENGUIN)
3539 TestIfFriendTouchesBadThing(newx, newy);
3541 if (CAN_SMASH(element) && direction == MV_DOWN &&
3542 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3545 else /* still moving on */
3547 DrawLevelField(x, y);
3551 int AmoebeNachbarNr(int ax, int ay)
3554 int element = Feld[ax][ay];
3556 static int xy[4][2] =
3566 int x = ax + xy[i][0];
3567 int y = ay + xy[i][1];
3569 if (!IN_LEV_FIELD(x, y))
3572 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3573 group_nr = AmoebaNr[x][y];
3579 void AmoebenVereinigen(int ax, int ay)
3581 int i, x, y, xx, yy;
3582 int new_group_nr = AmoebaNr[ax][ay];
3583 static int xy[4][2] =
3591 if (new_group_nr == 0)
3599 if (!IN_LEV_FIELD(x, y))
3602 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3603 Feld[x][y] == EL_BD_AMOEBA ||
3604 Feld[x][y] == EL_AMOEBA_DEAD) &&
3605 AmoebaNr[x][y] != new_group_nr)
3607 int old_group_nr = AmoebaNr[x][y];
3609 if (old_group_nr == 0)
3612 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3613 AmoebaCnt[old_group_nr] = 0;
3614 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3615 AmoebaCnt2[old_group_nr] = 0;
3617 for (yy=0; yy<lev_fieldy; yy++)
3619 for (xx=0; xx<lev_fieldx; xx++)
3621 if (AmoebaNr[xx][yy] == old_group_nr)
3622 AmoebaNr[xx][yy] = new_group_nr;
3629 void AmoebeUmwandeln(int ax, int ay)
3633 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3635 int group_nr = AmoebaNr[ax][ay];
3640 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3641 printf("AmoebeUmwandeln(): This should never happen!\n");
3646 for (y=0; y<lev_fieldy; y++)
3648 for (x=0; x<lev_fieldx; x++)
3650 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3653 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3657 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3658 SND_AMOEBA_TURNING_TO_GEM :
3659 SND_AMOEBA_TURNING_TO_ROCK));
3664 static int xy[4][2] =
3677 if (!IN_LEV_FIELD(x, y))
3680 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3682 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3683 SND_AMOEBA_TURNING_TO_GEM :
3684 SND_AMOEBA_TURNING_TO_ROCK));
3691 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3694 int group_nr = AmoebaNr[ax][ay];
3695 boolean done = FALSE;
3700 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3701 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3706 for (y=0; y<lev_fieldy; y++)
3708 for (x=0; x<lev_fieldx; x++)
3710 if (AmoebaNr[x][y] == group_nr &&
3711 (Feld[x][y] == EL_AMOEBA_DEAD ||
3712 Feld[x][y] == EL_BD_AMOEBA ||
3713 Feld[x][y] == EL_AMOEBA_GROWING))
3716 Feld[x][y] = new_element;
3717 InitField(x, y, FALSE);
3718 DrawLevelField(x, y);
3725 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3726 SND_BD_AMOEBA_TURNING_TO_ROCK :
3727 SND_BD_AMOEBA_TURNING_TO_GEM));
3730 void AmoebeWaechst(int x, int y)
3732 static unsigned long sound_delay = 0;
3733 static unsigned long sound_delay_value = 0;
3735 if (!MovDelay[x][y]) /* start new growing cycle */
3739 if (DelayReached(&sound_delay, sound_delay_value))
3742 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3744 if (Store[x][y] == EL_BD_AMOEBA)
3745 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3747 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3749 sound_delay_value = 30;
3753 if (MovDelay[x][y]) /* wait some time before growing bigger */
3756 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3758 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3759 6 - MovDelay[x][y]);
3761 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3764 if (!MovDelay[x][y])
3766 Feld[x][y] = Store[x][y];
3768 DrawLevelField(x, y);
3773 void AmoebaDisappearing(int x, int y)
3775 static unsigned long sound_delay = 0;
3776 static unsigned long sound_delay_value = 0;
3778 if (!MovDelay[x][y]) /* start new shrinking cycle */
3782 if (DelayReached(&sound_delay, sound_delay_value))
3783 sound_delay_value = 30;
3786 if (MovDelay[x][y]) /* wait some time before shrinking */
3789 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3791 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3792 6 - MovDelay[x][y]);
3794 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3797 if (!MovDelay[x][y])
3799 Feld[x][y] = EL_EMPTY;
3800 DrawLevelField(x, y);
3802 /* don't let mole enter this field in this cycle;
3803 (give priority to objects falling to this field from above) */
3809 void AmoebeAbleger(int ax, int ay)
3812 int element = Feld[ax][ay];
3813 int graphic = el2img(element);
3814 int newax = ax, neway = ay;
3815 static int xy[4][2] =
3823 if (!level.amoeba_speed)
3825 Feld[ax][ay] = EL_AMOEBA_DEAD;
3826 DrawLevelField(ax, ay);
3830 if (IS_ANIMATED(graphic))
3831 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3833 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3834 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3836 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3839 if (MovDelay[ax][ay])
3843 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3846 int x = ax + xy[start][0];
3847 int y = ay + xy[start][1];
3849 if (!IN_LEV_FIELD(x, y))
3852 if (IS_FREE(x, y) ||
3853 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3859 if (newax == ax && neway == ay)
3862 else /* normal or "filled" (BD style) amoeba */
3865 boolean waiting_for_player = FALSE;
3869 int j = (start + i) % 4;
3870 int x = ax + xy[j][0];
3871 int y = ay + xy[j][1];
3873 if (!IN_LEV_FIELD(x, y))
3876 if (IS_FREE(x, y) ||
3877 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3883 else if (IS_PLAYER(x, y))
3884 waiting_for_player = TRUE;
3887 if (newax == ax && neway == ay) /* amoeba cannot grow */
3889 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3891 Feld[ax][ay] = EL_AMOEBA_DEAD;
3892 DrawLevelField(ax, ay);
3893 AmoebaCnt[AmoebaNr[ax][ay]]--;
3895 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3897 if (element == EL_AMOEBA_FULL)
3898 AmoebeUmwandeln(ax, ay);
3899 else if (element == EL_BD_AMOEBA)
3900 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3905 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3907 /* amoeba gets larger by growing in some direction */
3909 int new_group_nr = AmoebaNr[ax][ay];
3912 if (new_group_nr == 0)
3914 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3915 printf("AmoebeAbleger(): This should never happen!\n");
3920 AmoebaNr[newax][neway] = new_group_nr;
3921 AmoebaCnt[new_group_nr]++;
3922 AmoebaCnt2[new_group_nr]++;
3924 /* if amoeba touches other amoeba(s) after growing, unify them */
3925 AmoebenVereinigen(newax, neway);
3927 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3929 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3935 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3936 (neway == lev_fieldy - 1 && newax != ax))
3938 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3939 Store[newax][neway] = element;
3941 else if (neway == ay)
3943 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3945 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3947 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3952 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3953 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3954 Store[ax][ay] = EL_AMOEBA_DROP;
3955 ContinueMoving(ax, ay);
3959 DrawLevelField(newax, neway);
3962 void Life(int ax, int ay)
3965 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3967 int element = Feld[ax][ay];
3968 int graphic = el2img(element);
3969 boolean changed = FALSE;
3971 if (IS_ANIMATED(graphic))
3972 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3977 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3978 MovDelay[ax][ay] = life_time;
3980 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3983 if (MovDelay[ax][ay])
3987 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3989 int xx = ax+x1, yy = ay+y1;
3992 if (!IN_LEV_FIELD(xx, yy))
3995 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3997 int x = xx+x2, y = yy+y2;
3999 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4002 if (((Feld[x][y] == element ||
4003 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4005 (IS_FREE(x, y) && Stop[x][y]))
4009 if (xx == ax && yy == ay) /* field in the middle */
4011 if (nachbarn < life[0] || nachbarn > life[1])
4013 Feld[xx][yy] = EL_EMPTY;
4015 DrawLevelField(xx, yy);
4016 Stop[xx][yy] = TRUE;
4020 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4021 { /* free border field */
4022 if (nachbarn >= life[2] && nachbarn <= life[3])
4024 Feld[xx][yy] = element;
4025 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4027 DrawLevelField(xx, yy);
4028 Stop[xx][yy] = TRUE;
4035 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4036 SND_GAME_OF_LIFE_GROWING);
4039 static void InitRobotWheel(int x, int y)
4041 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4044 static void RunRobotWheel(int x, int y)
4046 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4049 static void StopRobotWheel(int x, int y)
4051 if (ZX == x && ZY == y)
4055 static void InitTimegateWheel(int x, int y)
4057 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4060 static void RunTimegateWheel(int x, int y)
4062 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4065 void CheckExit(int x, int y)
4067 if (local_player->gems_still_needed > 0 ||
4068 local_player->sokobanfields_still_needed > 0 ||
4069 local_player->lights_still_needed > 0)
4071 int element = Feld[x][y];
4072 int graphic = el2img(element);
4074 if (IS_ANIMATED(graphic))
4075 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4080 Feld[x][y] = EL_EXIT_OPENING;
4082 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4085 void CheckExitSP(int x, int y)
4087 if (local_player->gems_still_needed > 0)
4089 int element = Feld[x][y];
4090 int graphic = el2img(element);
4092 if (IS_ANIMATED(graphic))
4093 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4098 Feld[x][y] = EL_SP_EXIT_OPEN;
4100 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4103 static void CloseAllOpenTimegates()
4107 for (y=0; y<lev_fieldy; y++)
4109 for (x=0; x<lev_fieldx; x++)
4111 int element = Feld[x][y];
4113 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4115 Feld[x][y] = EL_TIMEGATE_CLOSING;
4117 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4119 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4126 void EdelsteinFunkeln(int x, int y)
4128 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4131 if (Feld[x][y] == EL_BD_DIAMOND)
4134 if (MovDelay[x][y] == 0) /* next animation frame */
4135 MovDelay[x][y] = 11 * !SimpleRND(500);
4137 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4141 if (setup.direct_draw && MovDelay[x][y])
4142 SetDrawtoField(DRAW_BUFFERED);
4144 DrawLevelElementAnimation(x, y, Feld[x][y]);
4146 if (MovDelay[x][y] != 0)
4148 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4149 10 - MovDelay[x][y]);
4151 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4153 if (setup.direct_draw)
4157 dest_x = FX + SCREENX(x) * TILEX;
4158 dest_y = FY + SCREENY(y) * TILEY;
4160 BlitBitmap(drawto_field, window,
4161 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4162 SetDrawtoField(DRAW_DIRECT);
4168 void MauerWaechst(int x, int y)
4172 if (!MovDelay[x][y]) /* next animation frame */
4173 MovDelay[x][y] = 3 * delay;
4175 if (MovDelay[x][y]) /* wait some time before next frame */
4179 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4181 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4182 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4184 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4187 if (!MovDelay[x][y])
4189 if (MovDir[x][y] == MV_LEFT)
4191 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4192 DrawLevelField(x - 1, y);
4194 else if (MovDir[x][y] == MV_RIGHT)
4196 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4197 DrawLevelField(x + 1, y);
4199 else if (MovDir[x][y] == MV_UP)
4201 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4202 DrawLevelField(x, y - 1);
4206 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4207 DrawLevelField(x, y + 1);
4210 Feld[x][y] = Store[x][y];
4212 MovDir[x][y] = MV_NO_MOVING;
4213 DrawLevelField(x, y);
4218 void MauerAbleger(int ax, int ay)
4220 int element = Feld[ax][ay];
4221 int graphic = el2img(element);
4222 boolean oben_frei = FALSE, unten_frei = FALSE;
4223 boolean links_frei = FALSE, rechts_frei = FALSE;
4224 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4225 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4226 boolean new_wall = FALSE;
4228 if (IS_ANIMATED(graphic))
4229 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4231 if (!MovDelay[ax][ay]) /* start building new wall */
4232 MovDelay[ax][ay] = 6;
4234 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4237 if (MovDelay[ax][ay])
4241 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4243 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4245 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4247 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4250 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4251 element == EL_EXPANDABLE_WALL_ANY)
4255 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4256 Store[ax][ay-1] = element;
4257 MovDir[ax][ay-1] = MV_UP;
4258 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4259 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4260 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4265 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4266 Store[ax][ay+1] = element;
4267 MovDir[ax][ay+1] = MV_DOWN;
4268 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4269 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4270 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4275 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4276 element == EL_EXPANDABLE_WALL_ANY ||
4277 element == EL_EXPANDABLE_WALL)
4281 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4282 Store[ax-1][ay] = element;
4283 MovDir[ax-1][ay] = MV_LEFT;
4284 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4285 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4286 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4292 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4293 Store[ax+1][ay] = element;
4294 MovDir[ax+1][ay] = MV_RIGHT;
4295 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4296 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4297 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4302 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4303 DrawLevelField(ax, ay);
4305 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4307 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4308 unten_massiv = TRUE;
4309 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4310 links_massiv = TRUE;
4311 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4312 rechts_massiv = TRUE;
4314 if (((oben_massiv && unten_massiv) ||
4315 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4316 element == EL_EXPANDABLE_WALL) &&
4317 ((links_massiv && rechts_massiv) ||
4318 element == EL_EXPANDABLE_WALL_VERTICAL))
4319 Feld[ax][ay] = EL_WALL;
4323 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4325 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4329 void CheckForDragon(int x, int y)
4332 boolean dragon_found = FALSE;
4333 static int xy[4][2] =
4345 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4347 if (IN_LEV_FIELD(xx, yy) &&
4348 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4350 if (Feld[xx][yy] == EL_DRAGON)
4351 dragon_found = TRUE;
4364 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4366 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4368 Feld[xx][yy] = EL_EMPTY;
4369 DrawLevelField(xx, yy);
4378 static void InitBuggyBase(int x, int y)
4380 int element = Feld[x][y];
4381 int activating_delay = FRAMES_PER_SECOND / 4;
4384 (element == EL_SP_BUGGY_BASE ?
4385 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4386 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4388 element == EL_SP_BUGGY_BASE_ACTIVE ?
4389 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4392 static void WarnBuggyBase(int x, int y)
4395 static int xy[4][2] =
4405 int xx = x + xy[i][0], yy = y + xy[i][1];
4407 if (IS_PLAYER(xx, yy))
4409 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4416 static void InitTrap(int x, int y)
4418 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4421 static void ActivateTrap(int x, int y)
4423 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4426 static void ChangeActiveTrap(int x, int y)
4428 int graphic = IMG_TRAP_ACTIVE;
4430 /* if new animation frame was drawn, correct crumbled sand border */
4431 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4432 DrawLevelFieldCrumbledSand(x, y);
4435 static void ChangeElement(int x, int y)
4437 int element = Feld[x][y];
4439 if (MovDelay[x][y] == 0) /* initialize element change */
4441 MovDelay[x][y] = changing_element[element].change_delay + 1;
4443 ResetGfxAnimation(x, y);
4444 ResetRandomAnimationValue(x, y);
4446 if (changing_element[element].pre_change_function)
4447 changing_element[element].pre_change_function(x, y);
4452 if (MovDelay[x][y] != 0) /* continue element change */
4454 if (IS_ANIMATED(el2img(element)))
4455 DrawLevelElementAnimationIfNeeded(x, y, element);
4457 if (changing_element[element].change_function)
4458 changing_element[element].change_function(x, y);
4460 else /* finish element change */
4462 Feld[x][y] = changing_element[element].next_element;
4464 ResetGfxAnimation(x, y);
4465 ResetRandomAnimationValue(x, y);
4467 DrawLevelField(x, y);
4469 if (changing_element[element].post_change_function)
4470 changing_element[element].post_change_function(x, y);
4474 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4476 static byte stored_player_action[MAX_PLAYERS];
4477 static int num_stored_actions = 0;
4478 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4479 int left = player_action & JOY_LEFT;
4480 int right = player_action & JOY_RIGHT;
4481 int up = player_action & JOY_UP;
4482 int down = player_action & JOY_DOWN;
4483 int button1 = player_action & JOY_BUTTON_1;
4484 int button2 = player_action & JOY_BUTTON_2;
4485 int dx = (left ? -1 : right ? 1 : 0);
4486 int dy = (up ? -1 : down ? 1 : 0);
4488 stored_player_action[player->index_nr] = 0;
4489 num_stored_actions++;
4491 if (!player->active || tape.pausing)
4497 snapped = SnapField(player, dx, dy);
4501 bombed = PlaceBomb(player);
4502 moved = MoveFigure(player, dx, dy);
4505 if (tape.single_step && tape.recording && !tape.pausing)
4507 if (button1 || (bombed && !moved))
4509 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4510 SnapField(player, 0, 0); /* stop snapping */
4514 stored_player_action[player->index_nr] = player_action;
4518 /* no actions for this player (no input at player's configured device) */
4520 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4521 SnapField(player, 0, 0);
4522 CheckGravityMovement(player);
4524 if (player->MovPos == 0)
4527 printf("Trying... Player frame reset\n");
4530 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4533 if (player->MovPos == 0) /* needed for tape.playing */
4534 player->is_moving = FALSE;
4537 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4539 TapeRecordAction(stored_player_action);
4540 num_stored_actions = 0;
4546 static unsigned long action_delay = 0;
4547 unsigned long action_delay_value;
4548 int magic_wall_x = 0, magic_wall_y = 0;
4549 int i, x, y, element, graphic;
4550 byte *recorded_player_action;
4551 byte summarized_player_action = 0;
4553 if (game_status != PLAYING)
4556 action_delay_value =
4557 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4559 if (tape.playing && tape.index_search && !tape.pausing)
4560 action_delay_value = 0;
4562 /* ---------- main game synchronization point ---------- */
4564 WaitUntilDelayReached(&action_delay, action_delay_value);
4566 if (network_playing && !network_player_action_received)
4570 printf("DEBUG: try to get network player actions in time\n");
4574 #if defined(PLATFORM_UNIX)
4575 /* last chance to get network player actions without main loop delay */
4579 if (game_status != PLAYING)
4582 if (!network_player_action_received)
4586 printf("DEBUG: failed to get network player actions in time\n");
4596 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4598 for (i=0; i<MAX_PLAYERS; i++)
4600 summarized_player_action |= stored_player[i].action;
4602 if (!network_playing)
4603 stored_player[i].effective_action = stored_player[i].action;
4606 #if defined(PLATFORM_UNIX)
4607 if (network_playing)
4608 SendToServer_MovePlayer(summarized_player_action);
4611 if (!options.network && !setup.team_mode)
4612 local_player->effective_action = summarized_player_action;
4614 for (i=0; i<MAX_PLAYERS; i++)
4616 int actual_player_action = stored_player[i].effective_action;
4618 if (stored_player[i].programmed_action)
4619 actual_player_action = stored_player[i].programmed_action;
4621 if (recorded_player_action)
4622 actual_player_action = recorded_player_action[i];
4624 PlayerActions(&stored_player[i], actual_player_action);
4625 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4628 network_player_action_received = FALSE;
4630 ScrollScreen(NULL, SCROLL_GO_ON);
4636 for (i=0; i<MAX_PLAYERS; i++)
4637 stored_player[i].Frame++;
4640 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4643 if (JustStopped[x][y] > 0)
4644 JustStopped[x][y]--;
4649 if (IS_BLOCKED(x, y))
4653 Blocked2Moving(x, y, &oldx, &oldy);
4654 if (!IS_MOVING(oldx, oldy))
4656 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4657 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4658 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4659 printf("GameActions(): This should never happen!\n");
4665 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4667 element = Feld[x][y];
4668 graphic = el2img(element);
4670 if (graphic_info[graphic].anim_global_sync)
4671 GfxFrame[x][y] = FrameCounter;
4673 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4674 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4675 ResetRandomAnimationValue(x, y);
4677 SetRandomAnimationValue(x, y);
4680 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4683 if (IS_INACTIVE(element))
4685 if (IS_ANIMATED(graphic))
4686 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4691 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4695 if (IS_ANIMATED(graphic) &&
4698 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4700 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4701 EdelsteinFunkeln(x, y);
4703 else if ((element == EL_ACID ||
4704 element == EL_EXIT_OPEN ||
4705 element == EL_SP_EXIT_OPEN ||
4706 element == EL_SP_TERMINAL ||
4707 element == EL_SP_TERMINAL_ACTIVE ||
4708 element == EL_EXTRA_TIME ||
4709 element == EL_SHIELD_NORMAL ||
4710 element == EL_SHIELD_DEADLY) &&
4711 IS_ANIMATED(graphic))
4712 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4713 else if (IS_MOVING(x, y))
4714 ContinueMoving(x, y);
4715 else if (IS_ACTIVE_BOMB(element))
4716 CheckDynamite(x, y);
4718 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4719 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4721 else if (element == EL_AMOEBA_GROWING)
4722 AmoebeWaechst(x, y);
4723 else if (element == EL_AMOEBA_SHRINKING)
4724 AmoebaDisappearing(x, y);
4726 #if !USE_NEW_AMOEBA_CODE
4727 else if (IS_AMOEBALIVE(element))
4728 AmoebeAbleger(x, y);
4731 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4733 else if (element == EL_EXIT_CLOSED)
4735 else if (element == EL_SP_EXIT_CLOSED)
4737 else if (element == EL_EXPANDABLE_WALL_GROWING)
4739 else if (element == EL_EXPANDABLE_WALL ||
4740 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4741 element == EL_EXPANDABLE_WALL_VERTICAL ||
4742 element == EL_EXPANDABLE_WALL_ANY)
4744 else if (element == EL_FLAMES)
4745 CheckForDragon(x, y);
4746 else if (IS_AUTO_CHANGING(element))
4747 ChangeElement(x, y);
4748 else if (element == EL_EXPLOSION)
4749 ; /* drawing of correct explosion animation is handled separately */
4750 else if (IS_ANIMATED(graphic))
4751 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4753 if (IS_BELT_ACTIVE(element))
4754 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4756 if (game.magic_wall_active)
4758 int jx = local_player->jx, jy = local_player->jy;
4760 /* play the element sound at the position nearest to the player */
4761 if ((element == EL_MAGIC_WALL_FULL ||
4762 element == EL_MAGIC_WALL_ACTIVE ||
4763 element == EL_MAGIC_WALL_EMPTYING ||
4764 element == EL_BD_MAGIC_WALL_FULL ||
4765 element == EL_BD_MAGIC_WALL_ACTIVE ||
4766 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4767 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4775 #if USE_NEW_AMOEBA_CODE
4776 /* new experimental amoeba growth stuff */
4778 if (!(FrameCounter % 8))
4781 static unsigned long random = 1684108901;
4783 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4786 x = (random >> 10) % lev_fieldx;
4787 y = (random >> 20) % lev_fieldy;
4789 x = RND(lev_fieldx);
4790 y = RND(lev_fieldy);
4792 element = Feld[x][y];
4794 if (!IS_PLAYER(x,y) &&
4795 (element == EL_EMPTY ||
4796 element == EL_SAND ||
4797 element == EL_QUICKSAND_EMPTY ||
4798 element == EL_ACID_SPLASH_LEFT ||
4799 element == EL_ACID_SPLASH_RIGHT))
4801 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4802 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4803 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4804 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4805 Feld[x][y] = EL_AMOEBA_DROP;
4808 random = random * 129 + 1;
4814 if (game.explosions_delayed)
4817 game.explosions_delayed = FALSE;
4819 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4821 element = Feld[x][y];
4823 if (ExplodeField[x][y])
4824 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4825 else if (element == EL_EXPLOSION)
4826 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4828 ExplodeField[x][y] = EX_NO_EXPLOSION;
4831 game.explosions_delayed = TRUE;
4834 if (game.magic_wall_active)
4836 if (!(game.magic_wall_time_left % 4))
4838 int element = Feld[magic_wall_x][magic_wall_y];
4840 if (element == EL_BD_MAGIC_WALL_FULL ||
4841 element == EL_BD_MAGIC_WALL_ACTIVE ||
4842 element == EL_BD_MAGIC_WALL_EMPTYING)
4843 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4845 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4848 if (game.magic_wall_time_left > 0)
4850 game.magic_wall_time_left--;
4851 if (!game.magic_wall_time_left)
4853 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4855 element = Feld[x][y];
4857 if (element == EL_MAGIC_WALL_ACTIVE ||
4858 element == EL_MAGIC_WALL_FULL)
4860 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4861 DrawLevelField(x, y);
4863 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4864 element == EL_BD_MAGIC_WALL_FULL)
4866 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4867 DrawLevelField(x, y);
4871 game.magic_wall_active = FALSE;
4876 if (game.light_time_left > 0)
4878 game.light_time_left--;
4880 if (game.light_time_left == 0)
4881 RedrawAllLightSwitchesAndInvisibleElements();
4884 if (game.timegate_time_left > 0)
4886 game.timegate_time_left--;
4888 if (game.timegate_time_left == 0)
4889 CloseAllOpenTimegates();
4892 for (i=0; i<MAX_PLAYERS; i++)
4894 struct PlayerInfo *player = &stored_player[i];
4896 if (SHIELD_ON(player))
4898 if (player->shield_deadly_time_left)
4899 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4900 else if (player->shield_normal_time_left)
4901 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4905 if (TimeFrames >= (1000 / GameFrameDelay))
4910 for (i=0; i<MAX_PLAYERS; i++)
4912 struct PlayerInfo *player = &stored_player[i];
4914 if (SHIELD_ON(player))
4916 player->shield_normal_time_left--;
4918 if (player->shield_deadly_time_left > 0)
4919 player->shield_deadly_time_left--;
4923 if (tape.recording || tape.playing)
4924 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4930 if (TimeLeft <= 10 && setup.time_limit)
4931 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
4933 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4935 if (!TimeLeft && setup.time_limit)
4936 for (i=0; i<MAX_PLAYERS; i++)
4937 KillHero(&stored_player[i]);
4939 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4940 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4945 if (options.debug) /* calculate frames per second */
4947 static unsigned long fps_counter = 0;
4948 static int fps_frames = 0;
4949 unsigned long fps_delay_ms = Counter() - fps_counter;
4953 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4955 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4958 fps_counter = Counter();
4961 redraw_mask |= REDRAW_FPS;
4965 if (stored_player[0].jx != stored_player[0].last_jx ||
4966 stored_player[0].jy != stored_player[0].last_jy)
4967 printf("::: %d, %d, %d, %d, %d\n",
4968 stored_player[0].MovDir,
4969 stored_player[0].MovPos,
4970 stored_player[0].GfxPos,
4971 stored_player[0].Frame,
4972 stored_player[0].StepFrame);
4979 for (i=0; i<MAX_PLAYERS; i++)
4982 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
4984 stored_player[i].Frame += move_frames;
4986 if (stored_player[i].MovPos != 0)
4987 stored_player[i].StepFrame += move_frames;
4992 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4994 int min_x = x, min_y = y, max_x = x, max_y = y;
4997 for (i=0; i<MAX_PLAYERS; i++)
4999 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5001 if (!stored_player[i].active || &stored_player[i] == player)
5004 min_x = MIN(min_x, jx);
5005 min_y = MIN(min_y, jy);
5006 max_x = MAX(max_x, jx);
5007 max_y = MAX(max_y, jy);
5010 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5013 static boolean AllPlayersInVisibleScreen()
5017 for (i=0; i<MAX_PLAYERS; i++)
5019 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5021 if (!stored_player[i].active)
5024 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5031 void ScrollLevel(int dx, int dy)
5033 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5036 BlitBitmap(drawto_field, drawto_field,
5037 FX + TILEX*(dx == -1) - softscroll_offset,
5038 FY + TILEY*(dy == -1) - softscroll_offset,
5039 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5040 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5041 FX + TILEX*(dx == 1) - softscroll_offset,
5042 FY + TILEY*(dy == 1) - softscroll_offset);
5046 x = (dx == 1 ? BX1 : BX2);
5047 for (y=BY1; y<=BY2; y++)
5048 DrawScreenField(x, y);
5053 y = (dy == 1 ? BY1 : BY2);
5054 for (x=BX1; x<=BX2; x++)
5055 DrawScreenField(x, y);
5058 redraw_mask |= REDRAW_FIELD;
5061 static void CheckGravityMovement(struct PlayerInfo *player)
5063 if (level.gravity && !player->programmed_action)
5065 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5066 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5068 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5069 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5070 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5071 int jx = player->jx, jy = player->jy;
5072 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5073 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5074 int new_jx = jx + dx, new_jy = jy + dy;
5075 boolean field_under_player_is_free =
5076 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5077 boolean player_is_moving_to_valid_field =
5078 (IN_LEV_FIELD(new_jx, new_jy) &&
5079 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5080 Feld[new_jx][new_jy] == EL_SAND));
5082 if (field_under_player_is_free &&
5083 !player_is_moving_to_valid_field &&
5084 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5085 player->programmed_action = MV_DOWN;
5091 -----------------------------------------------------------------------------
5092 dx, dy: direction (non-diagonal) to try to move the player to
5093 real_dx, real_dy: direction as read from input device (can be diagonal)
5096 boolean MoveFigureOneStep(struct PlayerInfo *player,
5097 int dx, int dy, int real_dx, int real_dy)
5099 int jx = player->jx, jy = player->jy;
5100 int new_jx = jx+dx, new_jy = jy+dy;
5104 if (!player->active || (!dx && !dy))
5105 return MF_NO_ACTION;
5107 player->MovDir = (dx < 0 ? MV_LEFT :
5110 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5112 if (!IN_LEV_FIELD(new_jx, new_jy))
5113 return MF_NO_ACTION;
5115 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5116 return MF_NO_ACTION;
5119 element = MovingOrBlocked2Element(new_jx, new_jy);
5121 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5124 if (DONT_GO_TO(element))
5126 if (element == EL_ACID && dx == 0 && dy == 1)
5129 Feld[jx][jy] = EL_PLAYER_1;
5130 InitMovingField(jx, jy, MV_DOWN);
5131 Store[jx][jy] = EL_ACID;
5132 ContinueMoving(jx, jy);
5136 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5141 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5142 if (can_move != MF_MOVING)
5145 StorePlayer[jx][jy] = 0;
5146 player->last_jx = jx;
5147 player->last_jy = jy;
5148 jx = player->jx = new_jx;
5149 jy = player->jy = new_jy;
5150 StorePlayer[jx][jy] = player->element_nr;
5153 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5155 ScrollFigure(player, SCROLL_INIT);
5160 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5162 int jx = player->jx, jy = player->jy;
5163 int old_jx = jx, old_jy = jy;
5164 int moved = MF_NO_ACTION;
5166 if (!player->active || (!dx && !dy))
5170 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5174 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5175 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5179 /* remove the last programmed player action */
5180 player->programmed_action = 0;
5184 /* should only happen if pre-1.2 tape recordings are played */
5185 /* this is only for backward compatibility */
5187 int original_move_delay_value = player->move_delay_value;
5190 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5194 /* scroll remaining steps with finest movement resolution */
5195 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5197 while (player->MovPos)
5199 ScrollFigure(player, SCROLL_GO_ON);
5200 ScrollScreen(NULL, SCROLL_GO_ON);
5206 player->move_delay_value = original_move_delay_value;
5209 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5211 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5212 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5216 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5217 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5223 if (moved & MF_MOVING && !ScreenMovPos &&
5224 (player == local_player || !options.network))
5226 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5227 int offset = (setup.scroll_delay ? 3 : 0);
5229 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5231 /* actual player has left the screen -- scroll in that direction */
5232 if (jx != old_jx) /* player has moved horizontally */
5233 scroll_x += (jx - old_jx);
5234 else /* player has moved vertically */
5235 scroll_y += (jy - old_jy);
5239 if (jx != old_jx) /* player has moved horizontally */
5241 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5242 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5243 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5245 /* don't scroll over playfield boundaries */
5246 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5247 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5249 /* don't scroll more than one field at a time */
5250 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5252 /* don't scroll against the player's moving direction */
5253 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5254 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5255 scroll_x = old_scroll_x;
5257 else /* player has moved vertically */
5259 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5260 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5261 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5263 /* don't scroll over playfield boundaries */
5264 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5265 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5267 /* don't scroll more than one field at a time */
5268 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5270 /* don't scroll against the player's moving direction */
5271 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5272 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5273 scroll_y = old_scroll_y;
5277 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5279 if (!options.network && !AllPlayersInVisibleScreen())
5281 scroll_x = old_scroll_x;
5282 scroll_y = old_scroll_y;
5286 ScrollScreen(player, SCROLL_INIT);
5287 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5294 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5296 if (!(moved & MF_MOVING) && !player->Pushing)
5301 player->StepFrame = 0;
5303 if (moved & MF_MOVING)
5305 if (old_jx != jx && old_jy == jy)
5306 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5307 else if (old_jx == jx && old_jy != jy)
5308 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5310 DrawLevelField(jx, jy); /* for "crumbled sand" */
5312 player->last_move_dir = player->MovDir;
5313 player->is_moving = TRUE;
5317 CheckGravityMovement(player);
5320 player->last_move_dir = MV_NO_MOVING;
5322 player->is_moving = FALSE;
5325 TestIfHeroTouchesBadThing(jx, jy);
5327 if (!player->active)
5333 void ScrollFigure(struct PlayerInfo *player, int mode)
5335 int jx = player->jx, jy = player->jy;
5336 int last_jx = player->last_jx, last_jy = player->last_jy;
5337 int move_stepsize = TILEX / player->move_delay_value;
5339 if (!player->active || !player->MovPos)
5342 if (mode == SCROLL_INIT)
5344 player->actual_frame_counter = FrameCounter;
5345 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5347 if (Feld[last_jx][last_jy] == EL_EMPTY)
5348 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5353 else if (!FrameReached(&player->actual_frame_counter, 1))
5356 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5357 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5359 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5360 Feld[last_jx][last_jy] = EL_EMPTY;
5362 /* before DrawPlayer() to draw correct player graphic for this case */
5363 if (player->MovPos == 0)
5364 CheckGravityMovement(player);
5368 if (player->MovPos == 0)
5370 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5372 /* continue with normal speed after quickly moving through gate */
5373 HALVE_PLAYER_SPEED(player);
5375 /* be able to make the next move without delay */
5376 player->move_delay = 0;
5379 player->last_jx = jx;
5380 player->last_jy = jy;
5382 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5383 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5387 if (local_player->friends_still_needed == 0 ||
5388 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5389 player->LevelSolved = player->GameOver = TRUE;
5392 if (tape.single_step && tape.recording && !tape.pausing &&
5393 !player->programmed_action)
5394 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5398 void ScrollScreen(struct PlayerInfo *player, int mode)
5400 static unsigned long screen_frame_counter = 0;
5402 if (mode == SCROLL_INIT)
5404 /* set scrolling step size according to actual player's moving speed */
5405 ScrollStepSize = TILEX / player->move_delay_value;
5407 screen_frame_counter = FrameCounter;
5408 ScreenMovDir = player->MovDir;
5409 ScreenMovPos = player->MovPos;
5410 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5413 else if (!FrameReached(&screen_frame_counter, 1))
5418 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5419 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5420 redraw_mask |= REDRAW_FIELD;
5423 ScreenMovDir = MV_NO_MOVING;
5426 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5428 int i, kill_x = -1, kill_y = -1;
5429 static int test_xy[4][2] =
5436 static int test_dir[4] =
5446 int test_x, test_y, test_move_dir, test_element;
5448 test_x = good_x + test_xy[i][0];
5449 test_y = good_y + test_xy[i][1];
5450 if (!IN_LEV_FIELD(test_x, test_y))
5454 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5457 test_element = Feld[test_x][test_y];
5459 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5462 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5463 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5465 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5466 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5474 if (kill_x != -1 || kill_y != -1)
5476 if (IS_PLAYER(good_x, good_y))
5478 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5480 if (player->shield_deadly_time_left > 0)
5481 Bang(kill_x, kill_y);
5482 else if (!PLAYER_PROTECTED(good_x, good_y))
5486 Bang(good_x, good_y);
5490 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5492 int i, kill_x = -1, kill_y = -1;
5493 int bad_element = Feld[bad_x][bad_y];
5494 static int test_xy[4][2] =
5501 static int test_dir[4] =
5509 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5514 int test_x, test_y, test_move_dir, test_element;
5516 test_x = bad_x + test_xy[i][0];
5517 test_y = bad_y + test_xy[i][1];
5518 if (!IN_LEV_FIELD(test_x, test_y))
5522 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5524 test_element = Feld[test_x][test_y];
5526 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5527 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5529 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5530 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5532 /* good thing is player or penguin that does not move away */
5533 if (IS_PLAYER(test_x, test_y))
5535 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5537 if (bad_element == EL_ROBOT && player->is_moving)
5538 continue; /* robot does not kill player if he is moving */
5544 else if (test_element == EL_PENGUIN)
5553 if (kill_x != -1 || kill_y != -1)
5555 if (IS_PLAYER(kill_x, kill_y))
5557 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5560 int dir = player->MovDir;
5561 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5562 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5564 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5565 newx != bad_x && newy != bad_y)
5566 ; /* robot does not kill player if he is moving */
5568 printf("-> %d\n", player->MovDir);
5570 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5571 newx != bad_x && newy != bad_y)
5572 ; /* robot does not kill player if he is moving */
5577 if (player->shield_deadly_time_left > 0)
5579 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5583 Bang(kill_x, kill_y);
5587 void TestIfHeroTouchesBadThing(int x, int y)
5589 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5592 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5594 TestIfGoodThingHitsBadThing(x, y, move_dir);
5597 void TestIfBadThingTouchesHero(int x, int y)
5599 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5602 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5604 TestIfBadThingHitsGoodThing(x, y, move_dir);
5607 void TestIfFriendTouchesBadThing(int x, int y)
5609 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5612 void TestIfBadThingTouchesFriend(int x, int y)
5614 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5617 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5619 int i, kill_x = bad_x, kill_y = bad_y;
5620 static int xy[4][2] =
5632 x = bad_x + xy[i][0];
5633 y = bad_y + xy[i][1];
5634 if (!IN_LEV_FIELD(x, y))
5637 element = Feld[x][y];
5638 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5639 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5647 if (kill_x != bad_x || kill_y != bad_y)
5651 void KillHero(struct PlayerInfo *player)
5653 int jx = player->jx, jy = player->jy;
5655 if (!player->active)
5658 /* remove accessible field at the player's position */
5659 Feld[jx][jy] = EL_EMPTY;
5661 /* deactivate shield (else Bang()/Explode() would not work right) */
5662 player->shield_normal_time_left = 0;
5663 player->shield_deadly_time_left = 0;
5669 static void KillHeroUnlessProtected(int x, int y)
5671 if (!PLAYER_PROTECTED(x, y))
5672 KillHero(PLAYERINFO(x, y));
5675 void BuryHero(struct PlayerInfo *player)
5677 int jx = player->jx, jy = player->jy;
5679 if (!player->active)
5682 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5683 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5685 player->GameOver = TRUE;
5689 void RemoveHero(struct PlayerInfo *player)
5691 int jx = player->jx, jy = player->jy;
5692 int i, found = FALSE;
5694 player->present = FALSE;
5695 player->active = FALSE;
5697 if (!ExplodeField[jx][jy])
5698 StorePlayer[jx][jy] = 0;
5700 for (i=0; i<MAX_PLAYERS; i++)
5701 if (stored_player[i].active)
5705 AllPlayersGone = TRUE;
5713 checkDiagonalPushing()
5714 -----------------------------------------------------------------------------
5715 check if diagonal input device direction results in pushing of object
5718 static boolean checkDiagonalPushing(int x, int y, int real_dx, int real_dy)
5725 -----------------------------------------------------------------------------
5726 x, y: field next to player (non-diagonal) to try to dig to
5727 real_dx, real_dy: direction as read from input device (can be diagonal)
5730 int DigField(struct PlayerInfo *player,
5731 int x, int y, int real_dx, int real_dy, int mode)
5733 int jx = player->jx, jy = player->jy;
5734 int dx = x - jx, dy = y - jy;
5735 int move_direction = (dx == -1 ? MV_LEFT :
5736 dx == +1 ? MV_RIGHT :
5738 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5741 if (player->MovPos == 0)
5743 player->is_digging = FALSE;
5744 player->is_collecting = FALSE;
5747 if (player->MovPos == 0)
5748 player->Pushing = FALSE;
5750 if (mode == DF_NO_PUSH)
5752 player->Switching = FALSE;
5753 player->push_delay = 0;
5754 return MF_NO_ACTION;
5757 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5758 return MF_NO_ACTION;
5760 if (IS_TUBE(Feld[jx][jy]))
5763 int tube_leave_directions[][2] =
5765 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5766 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5767 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5768 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5769 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5770 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5771 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5772 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5773 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5774 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5775 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5776 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5779 while (tube_leave_directions[i][0] != Feld[jx][jy])
5782 if (tube_leave_directions[i][0] == -1) /* should not happen */
5786 if (!(tube_leave_directions[i][1] & move_direction))
5787 return MF_NO_ACTION; /* tube has no opening in this direction */
5790 element = Feld[x][y];
5796 case EL_INVISIBLE_SAND:
5797 case EL_INVISIBLE_SAND_ACTIVE:
5800 case EL_SP_BUGGY_BASE:
5801 case EL_SP_BUGGY_BASE_ACTIVATING:
5804 if (mode != DF_SNAP && element != EL_EMPTY)
5806 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5807 player->is_digging = TRUE;
5810 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5815 case EL_EMERALD_YELLOW:
5816 case EL_EMERALD_RED:
5817 case EL_EMERALD_PURPLE:
5819 case EL_SP_INFOTRON:
5824 if (mode != DF_SNAP)
5826 GfxElement[x][y] = element;
5827 player->is_collecting = TRUE;
5830 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5831 element == EL_PEARL ? 5 :
5832 element == EL_CRYSTAL ? 8 : 1);
5833 if (local_player->gems_still_needed < 0)
5834 local_player->gems_still_needed = 0;
5835 RaiseScoreElement(element);
5836 DrawText(DX_EMERALDS, DY_EMERALDS,
5837 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5838 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5843 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5844 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5848 Feld[x][y] = EL_EMPTY;
5849 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5857 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5859 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
5862 case EL_SHIELD_NORMAL:
5864 player->shield_normal_time_left += 10;
5865 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5868 case EL_SHIELD_DEADLY:
5870 player->shield_normal_time_left += 10;
5871 player->shield_deadly_time_left += 10;
5872 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5876 case EL_SP_DISK_RED:
5879 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5880 RaiseScoreElement(EL_DYNAMITE);
5881 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5883 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5886 case EL_DYNABOMB_INCREASE_NUMBER:
5888 player->dynabomb_count++;
5889 player->dynabombs_left++;
5890 RaiseScoreElement(EL_DYNAMITE);
5891 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5894 case EL_DYNABOMB_INCREASE_SIZE:
5896 player->dynabomb_size++;
5897 RaiseScoreElement(EL_DYNAMITE);
5898 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5901 case EL_DYNABOMB_INCREASE_POWER:
5903 player->dynabomb_xl = TRUE;
5904 RaiseScoreElement(EL_DYNAMITE);
5905 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5913 int key_nr = element - EL_KEY_1;
5914 int graphic = el2edimg(element);
5915 int element_old, element_new;
5919 player->key[key_nr] = TRUE;
5920 RaiseScoreElement(element);
5921 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5923 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5925 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5927 element_old = EL_GATE_1_CLOSED + key_nr;
5928 element_new = EL_GATE_1_OPEN + key_nr;
5929 num_changes = ChangeElementOnPlayfield(element_old, element_new);
5930 if (num_changes > 0)
5931 PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
5933 element_old = EL_GATE_1_GRAY_CLOSED + key_nr;
5934 element_new = EL_GATE_1_GRAY_OPEN + key_nr;
5935 num_changes = ChangeElementOnPlayfield(element_old, element_new);
5936 if (num_changes > 0)
5937 PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
5939 if (game.engine_version < VERSION_IDENT(2,2,0))
5941 element_old = EL_EM_GATE_1_CLOSED + key_nr;
5942 element_new = EL_EM_GATE_1_OPEN + key_nr;
5943 num_changes = ChangeElementOnPlayfield(element_old, element_new);
5944 if (num_changes > 0)
5945 PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
5947 element_old = EL_EM_GATE_1_GRAY_CLOSED + key_nr;
5948 element_new = EL_EM_GATE_1_GRAY_OPEN + key_nr;
5949 num_changes = ChangeElementOnPlayfield(element_old, element_new);
5950 if (num_changes > 0)
5951 PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
5962 int key_nr = element - EL_EM_KEY_1;
5963 int graphic = el2edimg(EL_KEY_1 + key_nr);
5964 int element_old, element_new;
5968 player->key[key_nr] = TRUE;
5969 RaiseScoreElement(element);
5970 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5972 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5974 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5976 element_old = EL_EM_GATE_1_CLOSED + key_nr;
5977 element_new = EL_EM_GATE_1_OPEN + key_nr;
5978 num_changes = ChangeElementOnPlayfield(element_old, element_new);
5979 if (num_changes > 0)
5980 PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
5982 element_old = EL_EM_GATE_1_GRAY_CLOSED + key_nr;
5983 element_new = EL_EM_GATE_1_GRAY_OPEN + key_nr;
5984 num_changes = ChangeElementOnPlayfield(element_old, element_new);
5985 if (num_changes > 0)
5986 PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
5988 if (game.engine_version < VERSION_IDENT(2,2,0))
5990 element_old = EL_GATE_1_CLOSED + key_nr;
5991 element_new = EL_GATE_1_OPEN + key_nr;
5992 num_changes = ChangeElementOnPlayfield(element_old, element_new);
5993 if (num_changes > 0)
5994 PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
5996 element_old = EL_GATE_1_GRAY_CLOSED + key_nr;
5997 element_new = EL_GATE_1_GRAY_OPEN + key_nr;
5998 num_changes = ChangeElementOnPlayfield(element_old, element_new);
5999 if (num_changes > 0)
6000 PlaySoundLevelElementAction(x, y, element_old, ACTION_OPENING);
6006 case EL_ROBOT_WHEEL:
6007 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6010 DrawLevelField(x, y);
6011 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6015 case EL_SP_TERMINAL:
6019 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6021 for (yy=0; yy<lev_fieldy; yy++)
6023 for (xx=0; xx<lev_fieldx; xx++)
6025 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6027 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6028 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6036 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6037 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6038 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6039 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6040 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6041 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6042 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6043 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6044 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6045 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6046 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6047 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6048 if (!player->Switching)
6050 player->Switching = TRUE;
6051 ToggleBeltSwitch(x, y);
6052 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6057 case EL_SWITCHGATE_SWITCH_UP:
6058 case EL_SWITCHGATE_SWITCH_DOWN:
6059 if (!player->Switching)
6061 player->Switching = TRUE;
6062 ToggleSwitchgateSwitch(x, y);
6063 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6068 case EL_LIGHT_SWITCH:
6069 case EL_LIGHT_SWITCH_ACTIVE:
6070 if (!player->Switching)
6072 player->Switching = TRUE;
6073 ToggleLightSwitch(x, y);
6074 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6075 SND_LIGHT_SWITCH_ACTIVATING :
6076 SND_LIGHT_SWITCH_DEACTIVATING);
6081 case EL_TIMEGATE_SWITCH:
6082 ActivateTimegateSwitch(x, y);
6083 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6088 case EL_BALLOON_SWITCH_LEFT:
6089 case EL_BALLOON_SWITCH_RIGHT:
6090 case EL_BALLOON_SWITCH_UP:
6091 case EL_BALLOON_SWITCH_DOWN:
6092 case EL_BALLOON_SWITCH_ANY:
6093 if (element == EL_BALLOON_SWITCH_ANY)
6094 game.balloon_dir = move_direction;
6096 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6097 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6098 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6099 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6101 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6106 /* the following elements cannot be pushed by "snapping" */
6109 case EL_DX_SUPABOMB:
6111 case EL_TIME_ORB_EMPTY:
6113 case EL_SP_DISK_ORANGE:
6115 if (mode == DF_SNAP)
6116 return MF_NO_ACTION;
6118 /* no "break" -- fall through to next case */
6120 /* the following elements can be pushed by "snapping" */
6123 return MF_NO_ACTION;
6125 player->Pushing = TRUE;
6127 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6128 return MF_NO_ACTION;
6132 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6133 return MF_NO_ACTION;
6136 if (player->push_delay == 0)
6137 player->push_delay = FrameCounter;
6139 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6141 element != EL_SPRING)
6142 return MF_NO_ACTION;
6144 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6145 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6146 element != EL_SPRING)
6147 return MF_NO_ACTION;
6150 if (mode == DF_SNAP)
6152 InitMovingField(x, y, move_direction);
6153 ContinueMoving(x, y);
6158 Feld[x + dx][y + dy] = element;
6161 if (element == EL_SPRING)
6163 Feld[x + dx][y + dy] = EL_SPRING;
6164 MovDir[x + dx][y + dy] = move_direction;
6167 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6169 DrawLevelField(x + dx, y + dy);
6170 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6173 case EL_GATE_1_OPEN:
6174 case EL_GATE_2_OPEN:
6175 case EL_GATE_3_OPEN:
6176 case EL_GATE_4_OPEN:
6178 if (!player->key[element - EL_GATE_1])
6179 return MF_NO_ACTION;
6183 case EL_GATE_1_GRAY_OPEN:
6184 case EL_GATE_2_GRAY_OPEN:
6185 case EL_GATE_3_GRAY_OPEN:
6186 case EL_GATE_4_GRAY_OPEN:
6188 if (!player->key[element - EL_GATE_1_GRAY])
6189 return MF_NO_ACTION;
6193 case EL_EM_GATE_1_OPEN:
6194 case EL_EM_GATE_2_OPEN:
6195 case EL_EM_GATE_3_OPEN:
6196 case EL_EM_GATE_4_OPEN:
6198 if (!player->key[element - EL_EM_GATE_1])
6199 return MF_NO_ACTION;
6201 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6202 return MF_NO_ACTION;
6204 /* automatically move to the next field with double speed */
6205 player->programmed_action = move_direction;
6206 DOUBLE_PLAYER_SPEED(player);
6209 PlaySoundLevelAction(x, y, ACTION_PASSING);
6211 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6215 case EL_EM_GATE_1_GRAY_OPEN:
6216 case EL_EM_GATE_2_GRAY_OPEN:
6217 case EL_EM_GATE_3_GRAY_OPEN:
6218 case EL_EM_GATE_4_GRAY_OPEN:
6220 if (!player->key[element - EL_EM_GATE_1_GRAY])
6221 return MF_NO_ACTION;
6223 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6224 return MF_NO_ACTION;
6226 /* automatically move to the next field with double speed */
6227 player->programmed_action = move_direction;
6228 DOUBLE_PLAYER_SPEED(player);
6231 PlaySoundLevelAction(x, y, ACTION_PASSING);
6233 PlaySoundLevel(x, y, SND_GATE_PASSING);
6237 case EL_SWITCHGATE_OPEN:
6238 case EL_TIMEGATE_OPEN:
6239 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6240 return MF_NO_ACTION;
6242 /* automatically move to the next field with double speed */
6243 player->programmed_action = move_direction;
6244 DOUBLE_PLAYER_SPEED(player);
6246 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6249 case EL_SP_PORT_LEFT:
6250 case EL_SP_PORT_RIGHT:
6252 case EL_SP_PORT_DOWN:
6253 case EL_SP_PORT_HORIZONTAL:
6254 case EL_SP_PORT_VERTICAL:
6255 case EL_SP_PORT_ANY:
6256 case EL_SP_GRAVITY_PORT_LEFT:
6257 case EL_SP_GRAVITY_PORT_RIGHT:
6258 case EL_SP_GRAVITY_PORT_UP:
6259 case EL_SP_GRAVITY_PORT_DOWN:
6261 element != EL_SP_PORT_LEFT &&
6262 element != EL_SP_GRAVITY_PORT_LEFT &&
6263 element != EL_SP_PORT_HORIZONTAL &&
6264 element != EL_SP_PORT_ANY) ||
6266 element != EL_SP_PORT_RIGHT &&
6267 element != EL_SP_GRAVITY_PORT_RIGHT &&
6268 element != EL_SP_PORT_HORIZONTAL &&
6269 element != EL_SP_PORT_ANY) ||
6271 element != EL_SP_PORT_UP &&
6272 element != EL_SP_GRAVITY_PORT_UP &&
6273 element != EL_SP_PORT_VERTICAL &&
6274 element != EL_SP_PORT_ANY) ||
6276 element != EL_SP_PORT_DOWN &&
6277 element != EL_SP_GRAVITY_PORT_DOWN &&
6278 element != EL_SP_PORT_VERTICAL &&
6279 element != EL_SP_PORT_ANY) ||
6280 !IN_LEV_FIELD(x + dx, y + dy) ||
6281 !IS_FREE(x + dx, y + dy))
6282 return MF_NO_ACTION;
6284 /* automatically move to the next field with double speed */
6285 player->programmed_action = move_direction;
6286 DOUBLE_PLAYER_SPEED(player);
6288 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6292 case EL_TUBE_VERTICAL:
6293 case EL_TUBE_HORIZONTAL:
6294 case EL_TUBE_VERTICAL_LEFT:
6295 case EL_TUBE_VERTICAL_RIGHT:
6296 case EL_TUBE_HORIZONTAL_UP:
6297 case EL_TUBE_HORIZONTAL_DOWN:
6298 case EL_TUBE_LEFT_UP:
6299 case EL_TUBE_LEFT_DOWN:
6300 case EL_TUBE_RIGHT_UP:
6301 case EL_TUBE_RIGHT_DOWN:
6304 int tube_enter_directions[][2] =
6306 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6307 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6308 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6309 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6310 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6311 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6312 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6313 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6314 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6315 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6316 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6317 { -1, MV_NO_MOVING }
6320 while (tube_enter_directions[i][0] != element)
6323 if (tube_enter_directions[i][0] == -1) /* should not happen */
6327 if (!(tube_enter_directions[i][1] & move_direction))
6328 return MF_NO_ACTION; /* tube has no opening in this direction */
6330 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6334 case EL_EXIT_CLOSED:
6335 case EL_SP_EXIT_CLOSED:
6336 case EL_EXIT_OPENING:
6337 return MF_NO_ACTION;
6341 case EL_SP_EXIT_OPEN:
6342 if (mode == DF_SNAP)
6343 return MF_NO_ACTION;
6345 if (element == EL_EXIT_OPEN)
6346 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6348 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6353 Feld[x][y] = EL_LAMP_ACTIVE;
6354 local_player->lights_still_needed--;
6355 DrawLevelField(x, y);
6356 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6360 case EL_TIME_ORB_FULL:
6361 Feld[x][y] = EL_TIME_ORB_EMPTY;
6363 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6364 DrawLevelField(x, y);
6365 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6369 case EL_SOKOBAN_FIELD_EMPTY:
6372 case EL_SOKOBAN_OBJECT:
6373 case EL_SOKOBAN_FIELD_FULL:
6375 case EL_SP_DISK_YELLOW:
6377 if (mode == DF_SNAP)
6378 return MF_NO_ACTION;
6380 player->Pushing = TRUE;
6382 if (!IN_LEV_FIELD(x+dx, y+dy)
6383 || (!IS_FREE(x+dx, y+dy)
6384 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6385 || !IS_SB_ELEMENT(element))))
6386 return MF_NO_ACTION;
6390 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6391 return MF_NO_ACTION;
6393 else if (dy && real_dx)
6395 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6396 return MF_NO_ACTION;
6399 if (player->push_delay == 0)
6400 player->push_delay = FrameCounter;
6402 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6403 !tape.playing && element != EL_BALLOON)
6404 return MF_NO_ACTION;
6406 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6407 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6408 element != EL_BALLOON)
6409 return MF_NO_ACTION;
6412 if (IS_SB_ELEMENT(element))
6414 if (element == EL_SOKOBAN_FIELD_FULL)
6416 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6417 local_player->sokobanfields_still_needed++;
6422 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6424 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6425 local_player->sokobanfields_still_needed--;
6426 if (element == EL_SOKOBAN_OBJECT)
6428 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6430 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6434 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6436 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6441 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6442 if (element == EL_SOKOBAN_FIELD_FULL)
6444 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6446 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6450 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6452 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6459 Feld[x+dx][y+dy] = element;
6460 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6463 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6465 DrawLevelField(x, y);
6466 DrawLevelField(x + dx, y + dy);
6468 if (IS_SB_ELEMENT(element) &&
6469 local_player->sokobanfields_still_needed == 0 &&
6470 game.emulation == EMU_SOKOBAN)
6472 player->LevelSolved = player->GameOver = TRUE;
6473 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6484 if (IS_PUSHABLE(element))
6486 if (mode == DF_SNAP)
6487 return MF_NO_ACTION;
6489 if (CAN_FALL(element) && dy)
6490 return MF_NO_ACTION;
6492 player->Pushing = TRUE;
6494 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6495 return MF_NO_ACTION;
6499 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6500 return MF_NO_ACTION;
6502 else if (dy && real_dx)
6504 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6505 return MF_NO_ACTION;
6508 if (player->push_delay == 0)
6509 player->push_delay = FrameCounter;
6511 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6512 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6513 return MF_NO_ACTION;
6516 Feld[x + dx][y + dy] = element;
6518 player->push_delay_value = 2 + RND(8);
6520 DrawLevelField(x + dx, y + dy);
6521 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6526 return MF_NO_ACTION;
6529 player->push_delay = 0;
6531 if (Feld[x][y] != element) /* really digged/collected something */
6532 player->is_collecting = !player->is_digging;
6537 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6539 int jx = player->jx, jy = player->jy;
6540 int x = jx + dx, y = jy + dy;
6542 if (!player->active || !IN_LEV_FIELD(x, y))
6550 if (player->MovPos == 0)
6551 player->Pushing = FALSE;
6553 player->snapped = FALSE;
6555 if (player->MovPos == 0)
6557 player->is_digging = FALSE;
6558 player->is_collecting = FALSE;
6564 if (player->snapped)
6567 player->MovDir = (dx < 0 ? MV_LEFT :
6570 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6572 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6575 player->snapped = TRUE;
6576 player->is_digging = FALSE;
6577 player->is_collecting = FALSE;
6579 DrawLevelField(x, y);
6585 boolean PlaceBomb(struct PlayerInfo *player)
6587 int jx = player->jx, jy = player->jy;
6590 if (!player->active || player->MovPos)
6593 element = Feld[jx][jy];
6595 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6596 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6599 if (element != EL_EMPTY)
6602 Store[jx][jy] = element;
6604 Back[jx][jy] = element;
6608 MovDelay[jx][jy] = 96;
6610 ResetGfxAnimation(jx, jy);
6611 ResetRandomAnimationValue(jx, jy);
6613 if (player->dynamite)
6615 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6616 EL_DYNAMITE_ACTIVE);
6619 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6621 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6624 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6626 if (game.emulation == EMU_SUPAPLEX)
6627 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6629 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6633 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6638 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6639 player->dynabombs_left--;
6641 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6642 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6644 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6650 /* ------------------------------------------------------------------------- */
6651 /* game sound playing functions */
6652 /* ------------------------------------------------------------------------- */
6654 static int *loop_sound_frame = NULL;
6655 static int *loop_sound_volume = NULL;
6657 void InitPlaySoundLevel()
6659 int num_sounds = getSoundListSize();
6661 if (loop_sound_frame != NULL)
6662 free(loop_sound_frame);
6664 if (loop_sound_volume != NULL)
6665 free(loop_sound_volume);
6667 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6668 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6671 static void PlaySoundLevel(int x, int y, int nr)
6673 int sx = SCREENX(x), sy = SCREENY(y);
6674 int volume, stereo_position;
6675 int max_distance = 8;
6676 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6678 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6679 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6682 if (!IN_LEV_FIELD(x, y) ||
6683 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6684 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6687 volume = SOUND_MAX_VOLUME;
6689 if (!IN_SCR_FIELD(sx, sy))
6691 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6692 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6694 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6697 stereo_position = (SOUND_MAX_LEFT +
6698 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6699 (SCR_FIELDX + 2 * max_distance));
6701 if (IS_LOOP_SOUND(nr))
6703 /* This assures that quieter loop sounds do not overwrite louder ones,
6704 while restarting sound volume comparison with each new game frame. */
6706 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6709 loop_sound_volume[nr] = volume;
6710 loop_sound_frame[nr] = FrameCounter;
6713 PlaySoundExt(nr, volume, stereo_position, type);
6716 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6718 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6719 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6720 y < LEVELY(BY1) ? LEVELY(BY1) :
6721 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6725 static void PlaySoundLevelAction(int x, int y, int action)
6727 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6730 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6732 int sound_effect = element_info[element].sound[action];
6734 if (sound_effect != SND_UNDEFINED)
6735 PlaySoundLevel(x, y, sound_effect);
6738 static void PlaySoundLevelActionIfLoop(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 PlaySoundLevel(x, y, sound_effect);
6746 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6748 int sound_effect = element_info[Feld[x][y]].sound[action];
6750 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6751 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6754 void RaiseScore(int value)
6756 local_player->score += value;
6757 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6760 void RaiseScoreElement(int element)
6766 case EL_EMERALD_YELLOW:
6767 case EL_EMERALD_RED:
6768 case EL_EMERALD_PURPLE:
6769 RaiseScore(level.score[SC_EMERALD]);
6772 RaiseScore(level.score[SC_DIAMOND]);
6775 case EL_BD_BUTTERFLY:
6776 RaiseScore(level.score[SC_BUG]);
6780 RaiseScore(level.score[SC_SPACESHIP]);
6783 case EL_DARK_YAMYAM:
6784 RaiseScore(level.score[SC_YAMYAM]);
6787 RaiseScore(level.score[SC_ROBOT]);
6790 RaiseScore(level.score[SC_PACMAN]);
6793 RaiseScore(level.score[SC_NUT]);
6796 RaiseScore(level.score[SC_DYNAMITE]);
6802 RaiseScore(level.score[SC_KEY]);
6809 void RequestQuitGame(boolean ask_if_really_quit)
6811 if (AllPlayersGone ||
6812 !ask_if_really_quit ||
6813 level_editor_test_game ||
6814 Request("Do you really want to quit the game ?",
6815 REQ_ASK | REQ_STAY_CLOSED))
6817 #if defined(PLATFORM_UNIX)
6818 if (options.network)
6819 SendToServer_StopPlaying();
6823 game_status = MAINMENU;
6829 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6834 /* ---------- new game button stuff ---------------------------------------- */
6836 /* graphic position values for game buttons */
6837 #define GAME_BUTTON_XSIZE 30
6838 #define GAME_BUTTON_YSIZE 30
6839 #define GAME_BUTTON_XPOS 5
6840 #define GAME_BUTTON_YPOS 215
6841 #define SOUND_BUTTON_XPOS 5
6842 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6844 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6845 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6846 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6847 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6848 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6849 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6856 } gamebutton_info[NUM_GAME_BUTTONS] =
6859 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6864 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6869 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6874 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6875 SOUND_CTRL_ID_MUSIC,
6876 "background music on/off"
6879 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6880 SOUND_CTRL_ID_LOOPS,
6881 "sound loops on/off"
6884 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6885 SOUND_CTRL_ID_SIMPLE,
6886 "normal sounds on/off"
6890 void CreateGameButtons()
6894 for (i=0; i<NUM_GAME_BUTTONS; i++)
6896 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6897 struct GadgetInfo *gi;
6900 unsigned long event_mask;
6901 int gd_xoffset, gd_yoffset;
6902 int gd_x1, gd_x2, gd_y1, gd_y2;
6905 gd_xoffset = gamebutton_info[i].x;
6906 gd_yoffset = gamebutton_info[i].y;
6907 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6908 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6910 if (id == GAME_CTRL_ID_STOP ||
6911 id == GAME_CTRL_ID_PAUSE ||
6912 id == GAME_CTRL_ID_PLAY)
6914 button_type = GD_TYPE_NORMAL_BUTTON;
6916 event_mask = GD_EVENT_RELEASED;
6917 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6918 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6922 button_type = GD_TYPE_CHECK_BUTTON;
6924 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6925 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6926 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6927 event_mask = GD_EVENT_PRESSED;
6928 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6929 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6932 gi = CreateGadget(GDI_CUSTOM_ID, id,
6933 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6934 GDI_X, DX + gd_xoffset,
6935 GDI_Y, DY + gd_yoffset,
6936 GDI_WIDTH, GAME_BUTTON_XSIZE,
6937 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6938 GDI_TYPE, button_type,
6939 GDI_STATE, GD_BUTTON_UNPRESSED,
6940 GDI_CHECKED, checked,
6941 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6942 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6943 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6944 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6945 GDI_EVENT_MASK, event_mask,
6946 GDI_CALLBACK_ACTION, HandleGameButtons,
6950 Error(ERR_EXIT, "cannot create gadget");
6952 game_gadget[id] = gi;
6956 void FreeGameButtons()
6960 for (i=0; i<NUM_GAME_BUTTONS; i++)
6961 FreeGadget(game_gadget[i]);
6964 static void MapGameButtons()
6968 for (i=0; i<NUM_GAME_BUTTONS; i++)
6969 MapGadget(game_gadget[i]);
6972 void UnmapGameButtons()
6976 for (i=0; i<NUM_GAME_BUTTONS; i++)
6977 UnmapGadget(game_gadget[i]);
6980 static void HandleGameButtons(struct GadgetInfo *gi)
6982 int id = gi->custom_id;
6984 if (game_status != PLAYING)
6989 case GAME_CTRL_ID_STOP:
6990 RequestQuitGame(TRUE);
6993 case GAME_CTRL_ID_PAUSE:
6994 if (options.network)
6996 #if defined(PLATFORM_UNIX)
6998 SendToServer_ContinuePlaying();
7000 SendToServer_PausePlaying();
7004 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7007 case GAME_CTRL_ID_PLAY:
7010 #if defined(PLATFORM_UNIX)
7011 if (options.network)
7012 SendToServer_ContinuePlaying();
7016 tape.pausing = FALSE;
7017 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7022 case SOUND_CTRL_ID_MUSIC:
7023 if (setup.sound_music)
7025 setup.sound_music = FALSE;
7028 else if (audio.music_available)
7030 setup.sound = setup.sound_music = TRUE;
7031 PlayMusic(level_nr);
7035 case SOUND_CTRL_ID_LOOPS:
7036 if (setup.sound_loops)
7037 setup.sound_loops = FALSE;
7038 else if (audio.loops_available)
7039 setup.sound = setup.sound_loops = TRUE;
7042 case SOUND_CTRL_ID_SIMPLE:
7043 if (setup.sound_simple)
7044 setup.sound_simple = FALSE;
7045 else if (audio.sound_available)
7046 setup.sound = setup.sound_simple = TRUE;