1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
116 static void PlaySoundLevelActionIfLoop(int, int, int);
117 static void StopSoundLevelActionIfLoop(int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT_4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
281 stored_player[0].use_murphy_graphic = TRUE;
284 Feld[x][y] = EL_PLAYER_1;
293 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
294 int jx = player->jx, jy = player->jy;
296 player->present = TRUE;
298 if (!options.network || player->connected)
300 player->active = TRUE;
302 /* remove potentially duplicate players */
303 if (StorePlayer[jx][jy] == Feld[x][y])
304 StorePlayer[jx][jy] = 0;
306 StorePlayer[x][y] = Feld[x][y];
310 printf("Player %d activated.\n", player->element_nr);
311 printf("[Local player is %d and currently %s.]\n",
312 local_player->element_nr,
313 local_player->active ? "active" : "not active");
317 Feld[x][y] = EL_EMPTY;
318 player->jx = player->last_jx = x;
319 player->jy = player->last_jy = y;
324 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
325 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
326 else if (x > 0 && Feld[x-1][y] == EL_ACID)
327 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
329 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
330 else if (y > 0 && Feld[x][y-1] == EL_ACID)
331 Feld[x][y] = EL_ACID_POOL_BOTTOM;
332 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
333 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
341 case EL_SPACESHIP_RIGHT:
342 case EL_SPACESHIP_UP:
343 case EL_SPACESHIP_LEFT:
344 case EL_SPACESHIP_DOWN:
346 case EL_BD_BUTTERFLY_RIGHT:
347 case EL_BD_BUTTERFLY_UP:
348 case EL_BD_BUTTERFLY_LEFT:
349 case EL_BD_BUTTERFLY_DOWN:
350 case EL_BD_BUTTERFLY:
351 case EL_BD_FIREFLY_RIGHT:
352 case EL_BD_FIREFLY_UP:
353 case EL_BD_FIREFLY_LEFT:
354 case EL_BD_FIREFLY_DOWN:
356 case EL_PACMAN_RIGHT:
380 if (y == lev_fieldy - 1)
382 Feld[x][y] = EL_AMOEBA_GROWING;
383 Store[x][y] = EL_AMOEBA_WET;
387 case EL_DYNAMITE_ACTIVE:
392 local_player->lights_still_needed++;
395 case EL_SOKOBAN_FIELD_EMPTY:
396 local_player->sokobanfields_still_needed++;
400 local_player->friends_still_needed++;
405 MovDir[x][y] = 1 << RND(4);
409 Feld[x][y] = EL_EMPTY;
412 case EL_EM_KEY_1_FILE:
413 Feld[x][y] = EL_EM_KEY_1;
415 case EL_EM_KEY_2_FILE:
416 Feld[x][y] = EL_EM_KEY_2;
418 case EL_EM_KEY_3_FILE:
419 Feld[x][y] = EL_EM_KEY_3;
421 case EL_EM_KEY_4_FILE:
422 Feld[x][y] = EL_EM_KEY_4;
425 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
431 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
432 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
433 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
434 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
435 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
436 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
439 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
440 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
441 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
443 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
445 game.belt_dir[belt_nr] = belt_dir;
446 game.belt_dir_nr[belt_nr] = belt_dir_nr;
448 else /* more than one switch -- set it like the first switch */
450 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
455 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
457 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
460 case EL_LIGHT_SWITCH_ACTIVE:
462 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
470 void DrawGameDoorValues()
474 for (i=0; i<MAX_PLAYERS; i++)
476 if (stored_player[i].key[j])
477 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
478 el2edimg(EL_KEY_1 + j));
480 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
481 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
482 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
483 int2str(local_player->dynamite, 3), FONT_TEXT_2);
484 DrawText(DX + XX_SCORE, DY + YY_SCORE,
485 int2str(local_player->score, 5), FONT_TEXT_2);
486 DrawText(DX + XX_TIME, DY + YY_TIME,
487 int2str(TimeLeft, 3), FONT_TEXT_2);
492 =============================================================================
494 -----------------------------------------------------------------------------
495 initialize game engine due to level / tape version number
496 =============================================================================
499 static void InitGameEngine()
503 /* set game engine from tape file when re-playing, else from level file */
504 game.engine_version = (tape.playing ? tape.engine_version :
507 /* dynamically adjust element properties according to game engine version */
508 InitElementPropertiesEngine(game.engine_version);
511 printf("level %d: level version == %06d\n", level_nr, level.game_version);
512 printf(" tape version == %06d [%s] [file: %06d]\n",
513 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
515 printf(" => game.engine_version == %06d\n", game.engine_version);
518 /* dynamically adjust player properties according to game engine version */
519 game.initial_move_delay =
520 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
521 INITIAL_MOVE_DELAY_OFF);
523 /* dynamically adjust player properties according to level information */
524 game.initial_move_delay_value =
525 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
528 /* dynamically adjust element properties according to game engine version */
530 static int ep_em_slippery_wall[] =
535 EL_EXPANDABLE_WALL_HORIZONTAL,
536 EL_EXPANDABLE_WALL_VERTICAL,
537 EL_EXPANDABLE_WALL_ANY
539 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
541 /* special EM style gems behaviour */
542 for (i=0; i<ep_em_slippery_wall_num; i++)
543 SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
544 level.em_slippery_gems);
546 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
547 SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
548 (level.em_slippery_gems &&
549 game.engine_version > VERSION_IDENT(2,0,1)));
553 /* initialize changing elements information */
554 for (i=0; i<MAX_NUM_ELEMENTS; i++)
556 changing_element[i].base_element = EL_UNDEFINED;
557 changing_element[i].next_element = EL_UNDEFINED;
558 changing_element[i].change_delay = -1;
559 changing_element[i].pre_change_function = NULL;
560 changing_element[i].change_function = NULL;
561 changing_element[i].post_change_function = NULL;
565 while (changing_element_list[i].base_element != EL_UNDEFINED)
567 struct ChangingElementInfo *ce = &changing_element_list[i];
568 int element = ce->base_element;
570 changing_element[element].base_element = ce->base_element;
571 changing_element[element].next_element = ce->next_element;
572 changing_element[element].change_delay = ce->change_delay;
573 changing_element[element].pre_change_function = ce->pre_change_function;
574 changing_element[element].change_function = ce->change_function;
575 changing_element[element].post_change_function = ce->post_change_function;
583 =============================================================================
585 -----------------------------------------------------------------------------
586 initialize and start new game
587 =============================================================================
592 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
593 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
594 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
601 #if USE_NEW_AMOEBA_CODE
602 printf("Using new amoeba code.\n");
604 printf("Using old amoeba code.\n");
609 /* don't play tapes over network */
610 network_playing = (options.network && !tape.playing);
612 for (i=0; i<MAX_PLAYERS; i++)
614 struct PlayerInfo *player = &stored_player[i];
616 player->index_nr = i;
617 player->element_nr = EL_PLAYER_1 + i;
619 player->present = FALSE;
620 player->active = FALSE;
623 player->effective_action = 0;
624 player->programmed_action = 0;
627 player->gems_still_needed = level.gems_needed;
628 player->sokobanfields_still_needed = 0;
629 player->lights_still_needed = 0;
630 player->friends_still_needed = 0;
633 player->key[j] = FALSE;
635 player->dynamite = 0;
636 player->dynabomb_count = 0;
637 player->dynabomb_size = 1;
638 player->dynabombs_left = 0;
639 player->dynabomb_xl = FALSE;
641 player->MovDir = MV_NO_MOVING;
643 player->Pushing = FALSE;
644 player->Switching = FALSE;
646 player->GfxDir = MV_NO_MOVING;
647 player->GfxAction = ACTION_DEFAULT;
649 player->StepFrame = 0;
651 player->use_murphy_graphic = FALSE;
652 player->use_disk_red_graphic = FALSE;
654 player->actual_frame_counter = 0;
656 player->last_move_dir = MV_NO_MOVING;
657 player->is_moving = FALSE;
659 player->is_moving = FALSE;
660 player->is_waiting = FALSE;
661 player->is_digging = FALSE;
662 player->is_collecting = FALSE;
664 player->move_delay = game.initial_move_delay;
665 player->move_delay_value = game.initial_move_delay_value;
667 player->push_delay = 0;
668 player->push_delay_value = 5;
670 player->snapped = FALSE;
672 player->last_jx = player->last_jy = 0;
673 player->jx = player->jy = 0;
675 player->shield_normal_time_left = 0;
676 player->shield_deadly_time_left = 0;
678 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
679 SnapField(player, 0, 0);
681 player->LevelSolved = FALSE;
682 player->GameOver = FALSE;
685 network_player_action_received = FALSE;
687 #if defined(PLATFORM_UNIX)
688 /* initial null action */
690 SendToServer_MovePlayer(MV_NO_MOVING);
698 TimeLeft = level.time;
700 ScreenMovDir = MV_NO_MOVING;
704 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
706 AllPlayersGone = FALSE;
708 game.yam_content_nr = 0;
709 game.magic_wall_active = FALSE;
710 game.magic_wall_time_left = 0;
711 game.light_time_left = 0;
712 game.timegate_time_left = 0;
713 game.switchgate_pos = 0;
714 game.balloon_dir = MV_NO_MOVING;
715 game.explosions_delayed = TRUE;
719 game.belt_dir[i] = MV_NO_MOVING;
720 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
723 for (i=0; i<MAX_NUM_AMOEBA; i++)
724 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
726 for (x=0; x<lev_fieldx; x++)
728 for (y=0; y<lev_fieldy; y++)
730 Feld[x][y] = Ur[x][y];
731 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
732 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
734 JustStopped[x][y] = 0;
736 ExplodePhase[x][y] = 0;
737 ExplodeField[x][y] = EX_NO_EXPLOSION;
740 GfxAction[x][y] = ACTION_DEFAULT;
741 GfxRandom[x][y] = INIT_GFX_RANDOM();
742 GfxElement[x][y] = EL_UNDEFINED;
746 for(y=0; y<lev_fieldy; y++)
748 for(x=0; x<lev_fieldx; x++)
750 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
752 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
754 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
757 InitField(x, y, TRUE);
763 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
764 emulate_sb ? EMU_SOKOBAN :
765 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
767 /* correct non-moving belts to start moving left */
769 if (game.belt_dir[i] == MV_NO_MOVING)
770 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
772 /* check if any connected player was not found in playfield */
773 for (i=0; i<MAX_PLAYERS; i++)
775 struct PlayerInfo *player = &stored_player[i];
777 if (player->connected && !player->present)
779 for (j=0; j<MAX_PLAYERS; j++)
781 struct PlayerInfo *some_player = &stored_player[j];
782 int jx = some_player->jx, jy = some_player->jy;
784 /* assign first free player found that is present in the playfield */
785 if (some_player->present && !some_player->connected)
787 player->present = TRUE;
788 player->active = TRUE;
789 some_player->present = FALSE;
791 StorePlayer[jx][jy] = player->element_nr;
792 player->jx = player->last_jx = jx;
793 player->jy = player->last_jy = jy;
803 /* when playing a tape, eliminate all players who do not participate */
805 for (i=0; i<MAX_PLAYERS; i++)
807 if (stored_player[i].active && !tape.player_participates[i])
809 struct PlayerInfo *player = &stored_player[i];
810 int jx = player->jx, jy = player->jy;
812 player->active = FALSE;
813 StorePlayer[jx][jy] = 0;
814 Feld[jx][jy] = EL_EMPTY;
818 else if (!options.network && !setup.team_mode) /* && !tape.playing */
820 /* when in single player mode, eliminate all but the first active player */
822 for (i=0; i<MAX_PLAYERS; i++)
824 if (stored_player[i].active)
826 for (j=i+1; j<MAX_PLAYERS; j++)
828 if (stored_player[j].active)
830 struct PlayerInfo *player = &stored_player[j];
831 int jx = player->jx, jy = player->jy;
833 player->active = FALSE;
834 StorePlayer[jx][jy] = 0;
835 Feld[jx][jy] = EL_EMPTY;
842 /* when recording the game, store which players take part in the game */
845 for (i=0; i<MAX_PLAYERS; i++)
846 if (stored_player[i].active)
847 tape.player_participates[i] = TRUE;
852 for (i=0; i<MAX_PLAYERS; i++)
854 struct PlayerInfo *player = &stored_player[i];
856 printf("Player %d: present == %d, connected == %d, active == %d.\n",
861 if (local_player == player)
862 printf("Player %d is local player.\n", i+1);
866 if (BorderElement == EL_EMPTY)
869 SBX_Right = lev_fieldx - SCR_FIELDX;
871 SBY_Lower = lev_fieldy - SCR_FIELDY;
876 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
878 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
881 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
882 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
884 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
885 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
888 scroll_y = SBY_Upper;
889 if (local_player->jx >= SBX_Left + MIDPOSX)
890 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
891 local_player->jx - MIDPOSX :
893 if (local_player->jy >= SBY_Upper + MIDPOSY)
894 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
895 local_player->jy - MIDPOSY :
898 CloseDoor(DOOR_CLOSE_1);
903 /* after drawing the level, correct some elements */
904 if (game.timegate_time_left == 0)
905 CloseAllOpenTimegates();
907 if (setup.soft_scrolling)
908 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
910 redraw_mask |= REDRAW_FROM_BACKBUFFER;
913 /* copy default game door content to main double buffer */
914 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
915 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
918 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
921 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
922 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
923 BlitBitmap(drawto, drawto,
924 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
925 getFontWidth(FONT_LEVEL_NUMBER) * 3,
926 getFontHeight(FONT_LEVEL_NUMBER) - 1,
927 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
930 DrawGameDoorValues();
934 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
935 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
936 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
940 /* copy actual game door content to door double buffer for OpenDoor() */
941 BlitBitmap(drawto, bitmap_db_door,
942 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
944 OpenDoor(DOOR_OPEN_ALL);
946 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
947 if (setup.sound_music)
951 KeyboardAutoRepeatOff();
956 printf("Player %d %sactive.\n",
957 i + 1, (stored_player[i].active ? "" : "not "));
961 void InitMovDir(int x, int y)
963 int i, element = Feld[x][y];
964 static int xy[4][2] =
971 static int direction[3][4] =
973 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
974 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
975 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
985 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
988 case EL_SPACESHIP_RIGHT:
989 case EL_SPACESHIP_UP:
990 case EL_SPACESHIP_LEFT:
991 case EL_SPACESHIP_DOWN:
992 Feld[x][y] = EL_SPACESHIP;
993 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
996 case EL_BD_BUTTERFLY_RIGHT:
997 case EL_BD_BUTTERFLY_UP:
998 case EL_BD_BUTTERFLY_LEFT:
999 case EL_BD_BUTTERFLY_DOWN:
1000 Feld[x][y] = EL_BD_BUTTERFLY;
1001 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1004 case EL_BD_FIREFLY_RIGHT:
1005 case EL_BD_FIREFLY_UP:
1006 case EL_BD_FIREFLY_LEFT:
1007 case EL_BD_FIREFLY_DOWN:
1008 Feld[x][y] = EL_BD_FIREFLY;
1009 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1012 case EL_PACMAN_RIGHT:
1014 case EL_PACMAN_LEFT:
1015 case EL_PACMAN_DOWN:
1016 Feld[x][y] = EL_PACMAN;
1017 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1020 case EL_SP_SNIKSNAK:
1021 MovDir[x][y] = MV_UP;
1024 case EL_SP_ELECTRON:
1025 MovDir[x][y] = MV_LEFT;
1032 Feld[x][y] = EL_MOLE;
1033 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1037 MovDir[x][y] = 1 << RND(4);
1038 if (element != EL_BUG &&
1039 element != EL_SPACESHIP &&
1040 element != EL_BD_BUTTERFLY &&
1041 element != EL_BD_FIREFLY)
1046 int x1 = x + xy[i][0];
1047 int y1 = y + xy[i][1];
1049 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1051 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1053 MovDir[x][y] = direction[0][i];
1056 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1057 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1059 MovDir[x][y] = direction[1][i];
1068 void InitAmoebaNr(int x, int y)
1071 int group_nr = AmoebeNachbarNr(x, y);
1075 for (i=1; i<MAX_NUM_AMOEBA; i++)
1077 if (AmoebaCnt[i] == 0)
1085 AmoebaNr[x][y] = group_nr;
1086 AmoebaCnt[group_nr]++;
1087 AmoebaCnt2[group_nr]++;
1093 boolean raise_level = FALSE;
1095 if (local_player->MovPos)
1098 if (tape.playing && tape.auto_play)
1099 tape.auto_play_level_solved = TRUE;
1101 local_player->LevelSolved = FALSE;
1103 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1107 if (!tape.playing && setup.sound_loops)
1108 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1109 SND_CTRL_PLAY_LOOP);
1111 while (TimeLeft > 0)
1113 if (!tape.playing && !setup.sound_loops)
1114 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1115 if (TimeLeft > 0 && !(TimeLeft % 10))
1116 RaiseScore(level.score[SC_TIME_BONUS]);
1117 if (TimeLeft > 100 && !(TimeLeft % 10))
1121 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1128 if (!tape.playing && setup.sound_loops)
1129 StopSound(SND_GAME_LEVELTIME_BONUS);
1131 else if (level.time == 0) /* level without time limit */
1133 if (!tape.playing && setup.sound_loops)
1134 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1135 SND_CTRL_PLAY_LOOP);
1137 while (TimePlayed < 999)
1139 if (!tape.playing && !setup.sound_loops)
1140 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1141 if (TimePlayed < 999 && !(TimePlayed % 10))
1142 RaiseScore(level.score[SC_TIME_BONUS]);
1143 if (TimePlayed < 900 && !(TimePlayed % 10))
1147 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1154 if (!tape.playing && setup.sound_loops)
1155 StopSound(SND_GAME_LEVELTIME_BONUS);
1158 /* Hero disappears */
1159 DrawLevelField(ExitX, ExitY);
1165 CloseDoor(DOOR_CLOSE_1);
1170 SaveTape(tape.level_nr); /* Ask to save tape */
1173 if (level_nr == leveldir_current->handicap_level)
1175 leveldir_current->handicap_level++;
1176 SaveLevelSetup_SeriesInfo();
1179 if (level_editor_test_game)
1180 local_player->score = -1; /* no highscore when playing from editor */
1181 else if (level_nr < leveldir_current->last_level)
1182 raise_level = TRUE; /* advance to next level */
1184 if ((hi_pos = NewHiScore()) >= 0)
1186 game_status = GAME_MODE_SCORES;
1187 DrawHallOfFame(hi_pos);
1196 game_status = GAME_MODE_MAIN;
1213 LoadScore(level_nr);
1215 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1216 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1219 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1221 if (local_player->score > highscore[k].Score)
1223 /* player has made it to the hall of fame */
1225 if (k < MAX_SCORE_ENTRIES - 1)
1227 int m = MAX_SCORE_ENTRIES - 1;
1230 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1231 if (!strcmp(setup.player_name, highscore[l].Name))
1233 if (m == k) /* player's new highscore overwrites his old one */
1239 strcpy(highscore[l].Name, highscore[l - 1].Name);
1240 highscore[l].Score = highscore[l - 1].Score;
1247 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1248 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1249 highscore[k].Score = local_player->score;
1255 else if (!strncmp(setup.player_name, highscore[k].Name,
1256 MAX_PLAYER_NAME_LEN))
1257 break; /* player already there with a higher score */
1263 SaveScore(level_nr);
1268 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1270 if (player->GfxAction != action || player->GfxDir != dir)
1273 printf("Player frame reset! (%d => %d, %d => %d)\n",
1274 player->GfxAction, action, player->GfxDir, dir);
1277 player->GfxAction = action;
1278 player->GfxDir = dir;
1280 player->StepFrame = 0;
1284 static void ResetRandomAnimationValue(int x, int y)
1286 GfxRandom[x][y] = INIT_GFX_RANDOM();
1289 static void ResetGfxAnimation(int x, int y)
1292 GfxAction[x][y] = ACTION_DEFAULT;
1295 void InitMovingField(int x, int y, int direction)
1297 int element = Feld[x][y];
1298 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1299 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1301 if (!JustStopped[x][y] || direction != MovDir[x][y])
1302 ResetGfxAnimation(x, y);
1304 MovDir[newx][newy] = MovDir[x][y] = direction;
1306 if (Feld[newx][newy] == EL_EMPTY)
1307 Feld[newx][newy] = EL_BLOCKED;
1309 if (direction == MV_DOWN && CAN_FALL(element))
1310 GfxAction[x][y] = ACTION_FALLING;
1312 GfxAction[x][y] = ACTION_MOVING;
1314 GfxFrame[newx][newy] = GfxFrame[x][y];
1315 GfxAction[newx][newy] = GfxAction[x][y];
1316 GfxRandom[newx][newy] = GfxRandom[x][y];
1319 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1321 int direction = MovDir[x][y];
1322 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1323 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1329 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1331 int oldx = x, oldy = y;
1332 int direction = MovDir[x][y];
1334 if (direction == MV_LEFT)
1336 else if (direction == MV_RIGHT)
1338 else if (direction == MV_UP)
1340 else if (direction == MV_DOWN)
1343 *comes_from_x = oldx;
1344 *comes_from_y = oldy;
1347 int MovingOrBlocked2Element(int x, int y)
1349 int element = Feld[x][y];
1351 if (element == EL_BLOCKED)
1355 Blocked2Moving(x, y, &oldx, &oldy);
1356 return Feld[oldx][oldy];
1362 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1364 /* like MovingOrBlocked2Element(), but if element is moving
1365 and (x,y) is the field the moving element is just leaving,
1366 return EL_BLOCKED instead of the element value */
1367 int element = Feld[x][y];
1369 if (IS_MOVING(x, y))
1371 if (element == EL_BLOCKED)
1375 Blocked2Moving(x, y, &oldx, &oldy);
1376 return Feld[oldx][oldy];
1385 static void RemoveField(int x, int y)
1387 Feld[x][y] = EL_EMPTY;
1388 GfxElement[x][y] = EL_UNDEFINED;
1394 void RemoveMovingField(int x, int y)
1396 int oldx = x, oldy = y, newx = x, newy = y;
1398 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1401 if (IS_MOVING(x, y))
1403 Moving2Blocked(x, y, &newx, &newy);
1404 if (Feld[newx][newy] != EL_BLOCKED)
1407 else if (Feld[x][y] == EL_BLOCKED)
1409 Blocked2Moving(x, y, &oldx, &oldy);
1410 if (!IS_MOVING(oldx, oldy))
1414 if (Feld[x][y] == EL_BLOCKED &&
1415 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1416 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1417 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1418 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1419 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1421 Feld[oldx][oldy] = EL_EMPTY;
1423 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1425 Feld[newx][newy] = EL_EMPTY;
1426 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1427 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1428 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1430 DrawLevelField(oldx, oldy);
1431 DrawLevelField(newx, newy);
1434 void DrawDynamite(int x, int y)
1436 int sx = SCREENX(x), sy = SCREENY(y);
1437 int graphic = el2img(Feld[x][y]);
1440 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1443 if (IS_WALKABLE_INSIDE(Back[x][y]))
1447 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1448 else if (Store[x][y])
1449 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1451 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1454 if (Back[x][y] || Store[x][y])
1455 DrawGraphicThruMask(sx, sy, graphic, frame);
1457 DrawGraphic(sx, sy, graphic, frame);
1459 if (game.emulation == EMU_SUPAPLEX)
1460 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1461 else if (Store[x][y])
1462 DrawGraphicThruMask(sx, sy, graphic, frame);
1464 DrawGraphic(sx, sy, graphic, frame);
1468 void CheckDynamite(int x, int y)
1470 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1474 if (MovDelay[x][y] != 0)
1477 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1484 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1486 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1487 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1488 StopSound(SND_DYNAMITE_ACTIVE);
1490 StopSound(SND_DYNABOMB_ACTIVE);
1496 void Explode(int ex, int ey, int phase, int mode)
1500 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1501 int last_phase = num_phase * delay;
1502 int half_phase = (num_phase / 2) * delay;
1503 int first_phase_after_start = EX_PHASE_START + 1;
1505 if (game.explosions_delayed)
1507 ExplodeField[ex][ey] = mode;
1511 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1513 int center_element = Feld[ex][ey];
1515 /* remove things displayed in background while burning dynamite */
1516 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1519 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1521 /* put moving element to center field (and let it explode there) */
1522 center_element = MovingOrBlocked2Element(ex, ey);
1523 RemoveMovingField(ex, ey);
1524 Feld[ex][ey] = center_element;
1527 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1531 if (!IN_LEV_FIELD(x, y) ||
1532 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1533 (x != ex || y != ey)))
1536 element = Feld[x][y];
1538 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1540 element = MovingOrBlocked2Element(x, y);
1541 RemoveMovingField(x, y);
1545 if (IS_EXPLOSION_PROOF(element))
1548 if ((IS_INDESTRUCTIBLE(element) &&
1549 (game.engine_version < VERSION_IDENT(2,2,0) ||
1550 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1551 element == EL_FLAMES)
1555 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1557 if (IS_ACTIVE_BOMB(element))
1559 /* re-activate things under the bomb like gate or penguin */
1560 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1567 /* save walkable background elements while explosion on same tile */
1568 if (IS_INDESTRUCTIBLE(element))
1569 Back[x][y] = element;
1571 /* ignite explodable elements reached by other explosion */
1572 if (element == EL_EXPLOSION)
1573 element = Store2[x][y];
1575 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1577 switch(StorePlayer[ex][ey])
1580 Store[x][y] = EL_EMERALD_RED;
1583 Store[x][y] = EL_EMERALD;
1586 Store[x][y] = EL_EMERALD_PURPLE;
1590 Store[x][y] = EL_EMERALD_YELLOW;
1594 if (game.emulation == EMU_SUPAPLEX)
1595 Store[x][y] = EL_EMPTY;
1597 else if (center_element == EL_MOLE)
1598 Store[x][y] = EL_EMERALD_RED;
1599 else if (center_element == EL_PENGUIN)
1600 Store[x][y] = EL_EMERALD_PURPLE;
1601 else if (center_element == EL_BUG)
1602 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1603 else if (center_element == EL_BD_BUTTERFLY)
1604 Store[x][y] = EL_BD_DIAMOND;
1605 else if (center_element == EL_SP_ELECTRON)
1606 Store[x][y] = EL_SP_INFOTRON;
1607 else if (center_element == EL_YAMYAM)
1608 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1609 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1610 Store[x][y] = level.amoeba_content;
1611 else if (element == EL_WALL_EMERALD)
1612 Store[x][y] = EL_EMERALD;
1613 else if (element == EL_WALL_DIAMOND)
1614 Store[x][y] = EL_DIAMOND;
1615 else if (element == EL_WALL_BD_DIAMOND)
1616 Store[x][y] = EL_BD_DIAMOND;
1617 else if (element == EL_WALL_EMERALD_YELLOW)
1618 Store[x][y] = EL_EMERALD_YELLOW;
1619 else if (element == EL_WALL_EMERALD_RED)
1620 Store[x][y] = EL_EMERALD_RED;
1621 else if (element == EL_WALL_EMERALD_PURPLE)
1622 Store[x][y] = EL_EMERALD_PURPLE;
1623 else if (element == EL_WALL_PEARL)
1624 Store[x][y] = EL_PEARL;
1625 else if (element == EL_WALL_CRYSTAL)
1626 Store[x][y] = EL_CRYSTAL;
1628 Store[x][y] = EL_EMPTY;
1630 if (x != ex || y != ey ||
1631 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1632 Store2[x][y] = element;
1634 if (AmoebaNr[x][y] &&
1635 (element == EL_AMOEBA_FULL ||
1636 element == EL_BD_AMOEBA ||
1637 element == EL_AMOEBA_GROWING))
1639 AmoebaCnt[AmoebaNr[x][y]]--;
1640 AmoebaCnt2[AmoebaNr[x][y]]--;
1643 Feld[x][y] = EL_EXPLOSION;
1644 GfxElement[x][y] = EL_UNDEFINED;
1645 MovDir[x][y] = MovPos[x][y] = 0;
1647 ExplodePhase[x][y] = 1;
1651 if (center_element == EL_YAMYAM)
1652 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1663 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1665 if (phase == first_phase_after_start)
1667 int element = Store2[x][y];
1669 if (element == EL_BLACK_ORB)
1671 Feld[x][y] = Store2[x][y];
1676 else if (phase == half_phase)
1678 int element = Store2[x][y];
1680 if (IS_PLAYER(x, y))
1681 KillHeroUnlessProtected(x, y);
1682 else if (IS_EXPLOSIVE(element))
1684 Feld[x][y] = Store2[x][y];
1688 else if (element == EL_AMOEBA_TO_DIAMOND)
1689 AmoebeUmwandeln(x, y);
1692 if (phase == last_phase)
1696 element = Feld[x][y] = Store[x][y];
1697 Store[x][y] = Store2[x][y] = 0;
1699 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1700 element = Feld[x][y] = Back[x][y];
1703 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1704 InitField(x, y, FALSE);
1706 if (CAN_MOVE(element))
1708 if (CAN_MOVE(element) || COULD_MOVE(element))
1711 DrawLevelField(x, y);
1713 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1714 StorePlayer[x][y] = 0;
1716 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1718 int stored = Store[x][y];
1719 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1720 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1722 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1725 DrawLevelFieldCrumbledSand(x, y);
1727 if (IS_WALKABLE_OVER(Back[x][y]))
1729 DrawLevelElement(x, y, Back[x][y]);
1730 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1732 else if (IS_WALKABLE_UNDER(Back[x][y]))
1734 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1735 DrawLevelElementThruMask(x, y, Back[x][y]);
1737 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1738 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1742 void DynaExplode(int ex, int ey)
1745 int dynabomb_size = 1;
1746 boolean dynabomb_xl = FALSE;
1747 struct PlayerInfo *player;
1748 static int xy[4][2] =
1756 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1758 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1759 dynabomb_size = player->dynabomb_size;
1760 dynabomb_xl = player->dynabomb_xl;
1761 player->dynabombs_left++;
1764 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1768 for (j=1; j<=dynabomb_size; j++)
1770 int x = ex + j * xy[i % 4][0];
1771 int y = ey + j * xy[i % 4][1];
1774 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1777 element = Feld[x][y];
1779 /* do not restart explosions of fields with active bombs */
1780 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1783 Explode(x, y, EX_PHASE_START, EX_BORDER);
1785 if (element != EL_EMPTY &&
1786 element != EL_SAND &&
1787 element != EL_EXPLOSION &&
1794 void Bang(int x, int y)
1796 int element = Feld[x][y];
1798 if (game.emulation == EMU_SUPAPLEX)
1799 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1801 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1804 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1812 case EL_BD_BUTTERFLY:
1815 case EL_DARK_YAMYAM:
1819 RaiseScoreElement(element);
1820 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1822 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1823 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1826 case EL_DYNABOMB_INCREASE_NUMBER:
1827 case EL_DYNABOMB_INCREASE_SIZE:
1828 case EL_DYNABOMB_INCREASE_POWER:
1833 case EL_LAMP_ACTIVE:
1834 if (IS_PLAYER(x, y))
1835 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1837 Explode(x, y, EX_PHASE_START, EX_CENTER);
1840 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1845 void SplashAcid(int x, int y)
1847 int element = Feld[x][y];
1849 if (element != EL_ACID_SPLASH_LEFT &&
1850 element != EL_ACID_SPLASH_RIGHT)
1852 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1854 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1855 (!IN_LEV_FIELD(x-1, y-1) ||
1856 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1857 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1859 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1860 (!IN_LEV_FIELD(x+1, y-1) ||
1861 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1862 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1866 static void InitBeltMovement()
1868 static int belt_base_element[4] =
1870 EL_CONVEYOR_BELT_1_LEFT,
1871 EL_CONVEYOR_BELT_2_LEFT,
1872 EL_CONVEYOR_BELT_3_LEFT,
1873 EL_CONVEYOR_BELT_4_LEFT
1875 static int belt_base_active_element[4] =
1877 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1878 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1879 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1880 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1885 /* set frame order for belt animation graphic according to belt direction */
1892 int element = belt_base_active_element[belt_nr] + j;
1893 int graphic = el2img(element);
1895 if (game.belt_dir[i] == MV_LEFT)
1896 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1898 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1902 for(y=0; y<lev_fieldy; y++)
1904 for(x=0; x<lev_fieldx; x++)
1906 int element = Feld[x][y];
1910 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1912 int e_belt_nr = getBeltNrFromBeltElement(element);
1915 if (e_belt_nr == belt_nr)
1917 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1919 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1927 static void ToggleBeltSwitch(int x, int y)
1929 static int belt_base_element[4] =
1931 EL_CONVEYOR_BELT_1_LEFT,
1932 EL_CONVEYOR_BELT_2_LEFT,
1933 EL_CONVEYOR_BELT_3_LEFT,
1934 EL_CONVEYOR_BELT_4_LEFT
1936 static int belt_base_active_element[4] =
1938 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1939 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1940 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1941 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1943 static int belt_base_switch_element[4] =
1945 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1946 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1947 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1948 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1950 static int belt_move_dir[4] =
1958 int element = Feld[x][y];
1959 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1960 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1961 int belt_dir = belt_move_dir[belt_dir_nr];
1964 if (!IS_BELT_SWITCH(element))
1967 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1968 game.belt_dir[belt_nr] = belt_dir;
1970 if (belt_dir_nr == 3)
1973 /* set frame order for belt animation graphic according to belt direction */
1976 int element = belt_base_active_element[belt_nr] + i;
1977 int graphic = el2img(element);
1979 if (belt_dir == MV_LEFT)
1980 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1982 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1985 for (yy=0; yy<lev_fieldy; yy++)
1987 for (xx=0; xx<lev_fieldx; xx++)
1989 int element = Feld[xx][yy];
1991 if (IS_BELT_SWITCH(element))
1993 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1995 if (e_belt_nr == belt_nr)
1997 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1998 DrawLevelField(xx, yy);
2001 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2003 int e_belt_nr = getBeltNrFromBeltElement(element);
2005 if (e_belt_nr == belt_nr)
2007 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2009 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2010 DrawLevelField(xx, yy);
2013 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2015 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2017 if (e_belt_nr == belt_nr)
2019 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2021 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2022 DrawLevelField(xx, yy);
2029 static void ToggleSwitchgateSwitch(int x, int y)
2033 game.switchgate_pos = !game.switchgate_pos;
2035 for (yy=0; yy<lev_fieldy; yy++)
2037 for (xx=0; xx<lev_fieldx; xx++)
2039 int element = Feld[xx][yy];
2041 if (element == EL_SWITCHGATE_SWITCH_UP ||
2042 element == EL_SWITCHGATE_SWITCH_DOWN)
2044 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2045 DrawLevelField(xx, yy);
2047 else if (element == EL_SWITCHGATE_OPEN ||
2048 element == EL_SWITCHGATE_OPENING)
2050 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2052 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2054 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2057 else if (element == EL_SWITCHGATE_CLOSED ||
2058 element == EL_SWITCHGATE_CLOSING)
2060 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2062 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2064 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2071 static int getInvisibleActiveFromInvisibleElement(int element)
2073 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2074 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2075 EL_INVISIBLE_SAND_ACTIVE);
2078 static int getInvisibleFromInvisibleActiveElement(int element)
2080 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2081 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2085 static void RedrawAllLightSwitchesAndInvisibleElements()
2089 for (y=0; y<lev_fieldy; y++)
2091 for (x=0; x<lev_fieldx; x++)
2093 int element = Feld[x][y];
2095 if (element == EL_LIGHT_SWITCH &&
2096 game.light_time_left > 0)
2098 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2099 DrawLevelField(x, y);
2101 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2102 game.light_time_left == 0)
2104 Feld[x][y] = EL_LIGHT_SWITCH;
2105 DrawLevelField(x, y);
2107 else if (element == EL_INVISIBLE_STEELWALL ||
2108 element == EL_INVISIBLE_WALL ||
2109 element == EL_INVISIBLE_SAND)
2111 if (game.light_time_left > 0)
2112 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2114 DrawLevelField(x, y);
2116 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2117 element == EL_INVISIBLE_WALL_ACTIVE ||
2118 element == EL_INVISIBLE_SAND_ACTIVE)
2120 if (game.light_time_left == 0)
2121 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2123 DrawLevelField(x, y);
2129 static void ToggleLightSwitch(int x, int y)
2131 int element = Feld[x][y];
2133 game.light_time_left =
2134 (element == EL_LIGHT_SWITCH ?
2135 level.time_light * FRAMES_PER_SECOND : 0);
2137 RedrawAllLightSwitchesAndInvisibleElements();
2140 static void ActivateTimegateSwitch(int x, int y)
2144 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2146 for (yy=0; yy<lev_fieldy; yy++)
2148 for (xx=0; xx<lev_fieldx; xx++)
2150 int element = Feld[xx][yy];
2152 if (element == EL_TIMEGATE_CLOSED ||
2153 element == EL_TIMEGATE_CLOSING)
2155 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2156 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2160 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2162 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2163 DrawLevelField(xx, yy);
2170 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2173 void Impact(int x, int y)
2175 boolean lastline = (y == lev_fieldy-1);
2176 boolean object_hit = FALSE;
2177 int element = Feld[x][y];
2180 if (!lastline) /* check if element below was hit */
2182 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2185 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2186 MovDir[x][y+1] != MV_DOWN ||
2187 MovPos[x][y+1] <= TILEY / 2));
2189 smashed = MovingOrBlocked2Element(x, y+1);
2192 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2198 if (lastline || object_hit)
2200 ResetGfxAnimation(x, y);
2201 DrawLevelField(x, y);
2204 if ((element == EL_BOMB ||
2205 element == EL_SP_DISK_ORANGE ||
2206 element == EL_DX_SUPABOMB) &&
2207 (lastline || object_hit)) /* element is bomb */
2212 else if (element == EL_PEARL)
2214 Feld[x][y] = EL_PEARL_BREAKING;
2215 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2219 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2221 if (object_hit && IS_PLAYER(x, y+1))
2222 KillHeroUnlessProtected(x, y+1);
2223 else if (object_hit && smashed == EL_PENGUIN)
2227 Feld[x][y] = EL_AMOEBA_GROWING;
2228 Store[x][y] = EL_AMOEBA_WET;
2230 ResetRandomAnimationValue(x, y);
2235 if (!lastline && object_hit) /* check which object was hit */
2237 if (CAN_CHANGE(element) &&
2238 (smashed == EL_MAGIC_WALL ||
2239 smashed == EL_BD_MAGIC_WALL))
2242 int activated_magic_wall =
2243 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2244 EL_BD_MAGIC_WALL_ACTIVE);
2246 /* activate magic wall / mill */
2247 for (yy=0; yy<lev_fieldy; yy++)
2248 for (xx=0; xx<lev_fieldx; xx++)
2249 if (Feld[xx][yy] == smashed)
2250 Feld[xx][yy] = activated_magic_wall;
2252 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2253 game.magic_wall_active = TRUE;
2255 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2256 SND_MAGIC_WALL_ACTIVATING :
2257 SND_BD_MAGIC_WALL_ACTIVATING));
2260 if (IS_PLAYER(x, y + 1))
2262 KillHeroUnlessProtected(x, y+1);
2265 else if (smashed == EL_PENGUIN)
2270 else if (element == EL_BD_DIAMOND)
2272 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2278 else if ((element == EL_SP_INFOTRON ||
2279 element == EL_SP_ZONK) &&
2280 (smashed == EL_SP_SNIKSNAK ||
2281 smashed == EL_SP_ELECTRON ||
2282 smashed == EL_SP_DISK_ORANGE))
2287 else if (element == EL_ROCK ||
2288 element == EL_SP_ZONK ||
2289 element == EL_BD_ROCK)
2291 if (IS_ENEMY(smashed) ||
2292 smashed == EL_BOMB ||
2293 smashed == EL_SP_DISK_ORANGE ||
2294 smashed == EL_DX_SUPABOMB ||
2295 smashed == EL_SATELLITE ||
2296 smashed == EL_PIG ||
2297 smashed == EL_DRAGON ||
2303 else if (!IS_MOVING(x, y + 1))
2305 if (smashed == EL_LAMP ||
2306 smashed == EL_LAMP_ACTIVE)
2311 else if (smashed == EL_NUT)
2313 Feld[x][y+1] = EL_NUT_BREAKING;
2314 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2315 RaiseScoreElement(EL_NUT);
2318 else if (smashed == EL_PEARL)
2320 Feld[x][y+1] = EL_PEARL_BREAKING;
2321 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2324 else if (smashed == EL_DIAMOND)
2326 Feld[x][y+1] = EL_EMPTY;
2327 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2330 else if (IS_BELT_SWITCH(smashed))
2332 ToggleBeltSwitch(x, y+1);
2334 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2335 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2337 ToggleSwitchgateSwitch(x, y+1);
2339 else if (smashed == EL_LIGHT_SWITCH ||
2340 smashed == EL_LIGHT_SWITCH_ACTIVE)
2342 ToggleLightSwitch(x, y+1);
2348 /* play sound of magic wall / mill */
2350 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2351 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2353 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2354 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2355 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2356 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2361 /* play sound of object that hits the ground */
2362 if (lastline || object_hit)
2363 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2366 void TurnRound(int x, int y)
2378 { 0, 0 }, { 0, 0 }, { 0, 0 },
2383 int left, right, back;
2387 { MV_DOWN, MV_UP, MV_RIGHT },
2388 { MV_UP, MV_DOWN, MV_LEFT },
2390 { MV_LEFT, MV_RIGHT, MV_DOWN },
2391 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2392 { MV_RIGHT, MV_LEFT, MV_UP }
2395 int element = Feld[x][y];
2396 int old_move_dir = MovDir[x][y];
2397 int left_dir = turn[old_move_dir].left;
2398 int right_dir = turn[old_move_dir].right;
2399 int back_dir = turn[old_move_dir].back;
2401 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2402 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2403 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2404 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2406 int left_x = x + left_dx, left_y = y + left_dy;
2407 int right_x = x + right_dx, right_y = y + right_dy;
2408 int move_x = x + move_dx, move_y = y + move_dy;
2410 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2412 TestIfBadThingTouchesOtherBadThing(x, y);
2414 if (IN_LEV_FIELD(right_x, right_y) &&
2415 IS_FREE(right_x, right_y))
2416 MovDir[x][y] = right_dir;
2417 else if (!IN_LEV_FIELD(move_x, move_y) ||
2418 !IS_FREE(move_x, move_y))
2419 MovDir[x][y] = left_dir;
2421 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2423 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2426 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2427 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2429 TestIfBadThingTouchesOtherBadThing(x, y);
2431 if (IN_LEV_FIELD(left_x, left_y) &&
2432 IS_FREE(left_x, left_y))
2433 MovDir[x][y] = left_dir;
2434 else if (!IN_LEV_FIELD(move_x, move_y) ||
2435 !IS_FREE(move_x, move_y))
2436 MovDir[x][y] = right_dir;
2438 if ((element == EL_SPACESHIP ||
2439 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2440 && MovDir[x][y] != old_move_dir)
2442 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2445 else if (element == EL_YAMYAM)
2447 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2449 if (IN_LEV_FIELD(left_x, left_y) &&
2450 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2451 Feld[left_x][left_y] == EL_DIAMOND))
2452 can_turn_left = TRUE;
2453 if (IN_LEV_FIELD(right_x, right_y) &&
2454 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2455 Feld[right_x][right_y] == EL_DIAMOND))
2456 can_turn_right = TRUE;
2458 if (can_turn_left && can_turn_right)
2459 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2460 else if (can_turn_left)
2461 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2462 else if (can_turn_right)
2463 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2465 MovDir[x][y] = back_dir;
2467 MovDelay[x][y] = 16+16*RND(3);
2469 else if (element == EL_DARK_YAMYAM)
2471 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2473 if (IN_LEV_FIELD(left_x, left_y) &&
2474 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2475 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2476 can_turn_left = TRUE;
2477 if (IN_LEV_FIELD(right_x, right_y) &&
2478 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2479 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2480 can_turn_right = TRUE;
2482 if (can_turn_left && can_turn_right)
2483 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2484 else if (can_turn_left)
2485 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2486 else if (can_turn_right)
2487 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2489 MovDir[x][y] = back_dir;
2491 MovDelay[x][y] = 16+16*RND(3);
2493 else if (element == EL_PACMAN)
2495 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2497 if (IN_LEV_FIELD(left_x, left_y) &&
2498 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2499 IS_AMOEBOID(Feld[left_x][left_y])))
2500 can_turn_left = TRUE;
2501 if (IN_LEV_FIELD(right_x, right_y) &&
2502 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2503 IS_AMOEBOID(Feld[right_x][right_y])))
2504 can_turn_right = TRUE;
2506 if (can_turn_left && can_turn_right)
2507 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2508 else if (can_turn_left)
2509 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2510 else if (can_turn_right)
2511 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2513 MovDir[x][y] = back_dir;
2515 MovDelay[x][y] = 6+RND(40);
2517 else if (element == EL_PIG)
2519 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2520 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2521 boolean should_move_on = FALSE;
2523 int rnd = RND(rnd_value);
2525 if (IN_LEV_FIELD(left_x, left_y) &&
2526 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2527 can_turn_left = TRUE;
2528 if (IN_LEV_FIELD(right_x, right_y) &&
2529 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2530 can_turn_right = TRUE;
2531 if (IN_LEV_FIELD(move_x, move_y) &&
2532 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2535 if (can_turn_left &&
2537 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2538 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2539 should_turn_left = TRUE;
2540 if (can_turn_right &&
2542 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2543 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2544 should_turn_right = TRUE;
2546 (!can_turn_left || !can_turn_right ||
2547 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2548 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2549 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2550 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2551 should_move_on = TRUE;
2553 if (should_turn_left || should_turn_right || should_move_on)
2555 if (should_turn_left && should_turn_right && should_move_on)
2556 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2557 rnd < 2*rnd_value/3 ? right_dir :
2559 else if (should_turn_left && should_turn_right)
2560 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2561 else if (should_turn_left && should_move_on)
2562 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2563 else if (should_turn_right && should_move_on)
2564 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2565 else if (should_turn_left)
2566 MovDir[x][y] = left_dir;
2567 else if (should_turn_right)
2568 MovDir[x][y] = right_dir;
2569 else if (should_move_on)
2570 MovDir[x][y] = old_move_dir;
2572 else if (can_move_on && rnd > rnd_value/8)
2573 MovDir[x][y] = old_move_dir;
2574 else if (can_turn_left && can_turn_right)
2575 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2576 else if (can_turn_left && rnd > rnd_value/8)
2577 MovDir[x][y] = left_dir;
2578 else if (can_turn_right && rnd > rnd_value/8)
2579 MovDir[x][y] = right_dir;
2581 MovDir[x][y] = back_dir;
2583 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2584 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2585 MovDir[x][y] = old_move_dir;
2589 else if (element == EL_DRAGON)
2591 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2593 int rnd = RND(rnd_value);
2595 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2596 can_turn_left = TRUE;
2597 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2598 can_turn_right = TRUE;
2599 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2602 if (can_move_on && rnd > rnd_value/8)
2603 MovDir[x][y] = old_move_dir;
2604 else if (can_turn_left && can_turn_right)
2605 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2606 else if (can_turn_left && rnd > rnd_value/8)
2607 MovDir[x][y] = left_dir;
2608 else if (can_turn_right && rnd > rnd_value/8)
2609 MovDir[x][y] = right_dir;
2611 MovDir[x][y] = back_dir;
2613 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2614 MovDir[x][y] = old_move_dir;
2618 else if (element == EL_MOLE)
2620 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2622 if (IN_LEV_FIELD(move_x, move_y) &&
2623 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2624 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2629 if (IN_LEV_FIELD(left_x, left_y) &&
2630 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2631 can_turn_left = TRUE;
2632 if (IN_LEV_FIELD(right_x, right_y) &&
2633 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2634 can_turn_right = TRUE;
2636 if (can_turn_left && can_turn_right)
2637 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2638 else if (can_turn_left)
2639 MovDir[x][y] = left_dir;
2641 MovDir[x][y] = right_dir;
2644 if (MovDir[x][y] != old_move_dir)
2647 else if (element == EL_BALLOON)
2649 MovDir[x][y] = game.balloon_dir;
2652 else if (element == EL_SPRING)
2654 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2655 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2656 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2657 MovDir[x][y] = MV_NO_MOVING;
2661 else if (element == EL_ROBOT ||
2662 element == EL_SATELLITE ||
2663 element == EL_PENGUIN)
2665 int attr_x = -1, attr_y = -1;
2676 for (i=0; i<MAX_PLAYERS; i++)
2678 struct PlayerInfo *player = &stored_player[i];
2679 int jx = player->jx, jy = player->jy;
2681 if (!player->active)
2684 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2692 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2698 if (element == EL_PENGUIN)
2701 static int xy[4][2] =
2711 int ex = x + xy[i%4][0];
2712 int ey = y + xy[i%4][1];
2714 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2723 MovDir[x][y] = MV_NO_MOVING;
2725 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2727 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2729 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2731 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2733 if (element == EL_ROBOT)
2737 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2738 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2739 Moving2Blocked(x, y, &newx, &newy);
2741 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2742 MovDelay[x][y] = 8+8*!RND(3);
2744 MovDelay[x][y] = 16;
2752 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2754 boolean first_horiz = RND(2);
2755 int new_move_dir = MovDir[x][y];
2758 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2759 Moving2Blocked(x, y, &newx, &newy);
2761 if (IN_LEV_FIELD(newx, newy) &&
2762 (IS_FREE(newx, newy) ||
2763 Feld[newx][newy] == EL_ACID ||
2764 (element == EL_PENGUIN &&
2765 (Feld[newx][newy] == EL_EXIT_OPEN ||
2766 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2770 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2771 Moving2Blocked(x, y, &newx, &newy);
2773 if (IN_LEV_FIELD(newx, newy) &&
2774 (IS_FREE(newx, newy) ||
2775 Feld[newx][newy] == EL_ACID ||
2776 (element == EL_PENGUIN &&
2777 (Feld[newx][newy] == EL_EXIT_OPEN ||
2778 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2781 MovDir[x][y] = old_move_dir;
2788 static boolean JustBeingPushed(int x, int y)
2792 for (i=0; i<MAX_PLAYERS; i++)
2794 struct PlayerInfo *player = &stored_player[i];
2796 if (player->active && player->Pushing && player->MovPos)
2798 int next_jx = player->jx + (player->jx - player->last_jx);
2799 int next_jy = player->jy + (player->jy - player->last_jy);
2801 if (x == next_jx && y == next_jy)
2809 void StartMoving(int x, int y)
2811 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
2812 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2813 int element = Feld[x][y];
2818 GfxAction[x][y] = ACTION_DEFAULT;
2820 if (CAN_FALL(element) && y < lev_fieldy - 1)
2822 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2823 if (JustBeingPushed(x, y))
2826 if (element == EL_QUICKSAND_FULL)
2828 if (IS_FREE(x, y+1))
2830 InitMovingField(x, y, MV_DOWN);
2831 started_moving = TRUE;
2833 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2834 Store[x][y] = EL_ROCK;
2836 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2838 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2841 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2843 if (!MovDelay[x][y])
2844 MovDelay[x][y] = TILEY + 1;
2853 Feld[x][y] = EL_QUICKSAND_EMPTY;
2854 Feld[x][y+1] = EL_QUICKSAND_FULL;
2855 Store[x][y+1] = Store[x][y];
2858 PlaySoundLevelAction(x, y, ACTION_FILLING);
2860 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2864 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2865 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2867 InitMovingField(x, y, MV_DOWN);
2868 started_moving = TRUE;
2870 Feld[x][y] = EL_QUICKSAND_FILLING;
2871 Store[x][y] = element;
2873 PlaySoundLevelAction(x, y, ACTION_FILLING);
2875 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2878 else if (element == EL_MAGIC_WALL_FULL)
2880 if (IS_FREE(x, y+1))
2882 InitMovingField(x, y, MV_DOWN);
2883 started_moving = TRUE;
2885 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2886 Store[x][y] = EL_CHANGED(Store[x][y]);
2888 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2890 if (!MovDelay[x][y])
2891 MovDelay[x][y] = TILEY/4 + 1;
2900 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2901 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2902 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2906 else if (element == EL_BD_MAGIC_WALL_FULL)
2908 if (IS_FREE(x, y+1))
2910 InitMovingField(x, y, MV_DOWN);
2911 started_moving = TRUE;
2913 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2914 Store[x][y] = EL_CHANGED2(Store[x][y]);
2916 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2918 if (!MovDelay[x][y])
2919 MovDelay[x][y] = TILEY/4 + 1;
2928 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2929 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2930 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2934 else if (CAN_CHANGE(element) &&
2935 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2936 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2938 InitMovingField(x, y, MV_DOWN);
2939 started_moving = TRUE;
2942 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2943 EL_BD_MAGIC_WALL_FILLING);
2944 Store[x][y] = element;
2947 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2949 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2954 InitMovingField(x, y, MV_DOWN);
2955 started_moving = TRUE;
2957 Store[x][y] = EL_ACID;
2959 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2960 GfxAction[x][y+1] = ACTION_ACTIVE;
2963 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2968 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2970 if (MovDir[x][y] == MV_NO_MOVING)
2972 InitMovingField(x, y, MV_DOWN);
2973 started_moving = TRUE;
2976 else if (IS_FREE(x, y+1))
2978 if (JustStopped[x][y]) /* prevent animation from being restarted */
2979 MovDir[x][y] = MV_DOWN;
2981 InitMovingField(x, y, MV_DOWN);
2982 started_moving = TRUE;
2984 else if (element == EL_AMOEBA_DROP)
2986 Feld[x][y] = EL_AMOEBA_GROWING;
2987 Store[x][y] = EL_AMOEBA_WET;
2989 /* Store[x][y+1] must be zero, because:
2990 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2993 #if OLD_GAME_BEHAVIOUR
2994 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2996 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2997 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2998 element != EL_DX_SUPABOMB)
3001 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3002 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3003 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3004 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3007 boolean left = (x>0 && IS_FREE(x-1, y) &&
3008 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3009 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3010 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3014 if (left && right &&
3015 (game.emulation != EMU_BOULDERDASH &&
3016 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3017 left = !(right = RND(2));
3019 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3020 started_moving = TRUE;
3023 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3025 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3026 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3027 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3028 int belt_dir = game.belt_dir[belt_nr];
3030 if ((belt_dir == MV_LEFT && left_is_free) ||
3031 (belt_dir == MV_RIGHT && right_is_free))
3033 InitMovingField(x, y, belt_dir);
3034 started_moving = TRUE;
3036 GfxAction[x][y] = ACTION_DEFAULT;
3041 /* not "else if" because of EL_SPRING */
3042 if (CAN_MOVE(element) && !started_moving)
3046 if ((element == EL_SATELLITE ||
3047 element == EL_BALLOON ||
3048 element == EL_SPRING)
3049 && JustBeingPushed(x, y))
3054 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3055 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3057 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3059 Moving2Blocked(x, y, &newx, &newy);
3060 if (Feld[newx][newy] == EL_BLOCKED)
3061 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3066 if (!MovDelay[x][y]) /* start new movement phase */
3068 /* all objects that can change their move direction after each step
3069 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3071 if (element != EL_YAMYAM &&
3072 element != EL_DARK_YAMYAM &&
3073 element != EL_PACMAN)
3077 if (MovDelay[x][y] && (element == EL_BUG ||
3078 element == EL_SPACESHIP ||
3079 element == EL_SP_SNIKSNAK ||
3080 element == EL_SP_ELECTRON ||
3081 element == EL_MOLE))
3082 DrawLevelField(x, y);
3086 if (MovDelay[x][y]) /* wait some time before next movement */
3090 if (element == EL_ROBOT ||
3091 element == EL_YAMYAM ||
3092 element == EL_DARK_YAMYAM)
3094 DrawLevelElementAnimationIfNeeded(x, y, element);
3095 PlaySoundLevelAction(x, y, ACTION_WAITING);
3097 else if (element == EL_SP_ELECTRON)
3098 DrawLevelElementAnimationIfNeeded(x, y, element);
3099 else if (element == EL_DRAGON)
3102 int dir = MovDir[x][y];
3103 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3104 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3105 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3106 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3107 dir == MV_UP ? IMG_FLAMES_1_UP :
3108 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3109 int frame = getGraphicAnimationFrame(graphic, -1);
3111 for (i=1; i<=3; i++)
3113 int xx = x + i*dx, yy = y + i*dy;
3114 int sx = SCREENX(xx), sy = SCREENY(yy);
3115 int flame_graphic = graphic + (i - 1);
3117 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3122 int flamed = MovingOrBlocked2Element(xx, yy);
3124 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3127 RemoveMovingField(xx, yy);
3129 Feld[xx][yy] = EL_FLAMES;
3130 if (IN_SCR_FIELD(sx, sy))
3131 DrawGraphic(sx, sy, flame_graphic, frame);
3135 if (Feld[xx][yy] == EL_FLAMES)
3136 Feld[xx][yy] = EL_EMPTY;
3137 DrawLevelField(xx, yy);
3142 if (MovDelay[x][y]) /* element still has to wait some time */
3144 PlaySoundLevelAction(x, y, ACTION_WAITING);
3150 /* now make next step */
3152 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3154 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3155 !PLAYER_PROTECTED(newx, newy))
3159 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3162 /* enemy got the player */
3164 KillHero(PLAYERINFO(newx, newy));
3169 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3170 element == EL_SATELLITE || element == EL_BALLOON) &&
3171 IN_LEV_FIELD(newx, newy) &&
3172 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3175 Store[x][y] = EL_ACID;
3177 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3179 if (Feld[newx][newy] == EL_EXIT_OPEN)
3181 Feld[x][y] = EL_EMPTY;
3182 DrawLevelField(x, y);
3184 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3185 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3186 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3188 local_player->friends_still_needed--;
3189 if (!local_player->friends_still_needed &&
3190 !local_player->GameOver && AllPlayersGone)
3191 local_player->LevelSolved = local_player->GameOver = TRUE;
3195 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3197 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3198 DrawLevelField(newx, newy);
3200 MovDir[x][y] = MV_NO_MOVING;
3202 else if (!IS_FREE(newx, newy))
3204 if (IS_PLAYER(x, y))
3205 DrawPlayerField(x, y);
3207 DrawLevelField(x, y);
3211 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3213 if (IS_GEM(Feld[newx][newy]))
3215 if (IS_MOVING(newx, newy))
3216 RemoveMovingField(newx, newy);
3219 Feld[newx][newy] = EL_EMPTY;
3220 DrawLevelField(newx, newy);
3223 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3225 else if (!IS_FREE(newx, newy))
3227 if (IS_PLAYER(x, y))
3228 DrawPlayerField(x, y);
3230 DrawLevelField(x, y);
3234 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3236 if (!IS_FREE(newx, newy))
3238 if (IS_PLAYER(x, y))
3239 DrawPlayerField(x, y);
3241 DrawLevelField(x, y);
3246 boolean wanna_flame = !RND(10);
3247 int dx = newx - x, dy = newy - y;
3248 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3249 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3250 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3251 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3252 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3253 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3255 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3256 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3257 element1 != EL_FLAMES && element2 != EL_FLAMES)
3259 if (IS_PLAYER(x, y))
3260 DrawPlayerField(x, y);
3262 DrawLevelField(x, y);
3264 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3266 MovDelay[x][y] = 50;
3267 Feld[newx][newy] = EL_FLAMES;
3268 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3269 Feld[newx1][newy1] = EL_FLAMES;
3270 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3271 Feld[newx2][newy2] = EL_FLAMES;
3276 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3277 Feld[newx][newy] == EL_DIAMOND)
3279 if (IS_MOVING(newx, newy))
3280 RemoveMovingField(newx, newy);
3283 Feld[newx][newy] = EL_EMPTY;
3284 DrawLevelField(newx, newy);
3287 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3289 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3290 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3292 if (AmoebaNr[newx][newy])
3294 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3295 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3296 Feld[newx][newy] == EL_BD_AMOEBA)
3297 AmoebaCnt[AmoebaNr[newx][newy]]--;
3300 if (IS_MOVING(newx, newy))
3301 RemoveMovingField(newx, newy);
3304 Feld[newx][newy] = EL_EMPTY;
3305 DrawLevelField(newx, newy);
3308 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3310 else if ((element == EL_PACMAN || element == EL_MOLE)
3311 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3313 if (AmoebaNr[newx][newy])
3315 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3316 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3317 Feld[newx][newy] == EL_BD_AMOEBA)
3318 AmoebaCnt[AmoebaNr[newx][newy]]--;
3321 if (element == EL_MOLE)
3323 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3324 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3325 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3326 return; /* wait for shrinking amoeba */
3328 else /* element == EL_PACMAN */
3330 Feld[newx][newy] = EL_EMPTY;
3331 DrawLevelField(newx, newy);
3332 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3335 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3336 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3337 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3339 /* wait for shrinking amoeba to completely disappear */
3342 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3344 /* object was running against a wall */
3348 if (element == EL_BUG || element == EL_SPACESHIP ||
3349 element == EL_SP_SNIKSNAK)
3350 DrawLevelField(x, y);
3351 else if (element == EL_BUG || element == EL_SPACESHIP ||
3352 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3353 DrawLevelField(x, y);
3354 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3355 DrawLevelElementAnimationIfNeeded(x, y, element);
3356 else if (element == EL_SATELLITE)
3357 DrawLevelElementAnimationIfNeeded(x, y, element);
3358 else if (element == EL_SP_ELECTRON)
3359 DrawLevelElementAnimationIfNeeded(x, y, element);
3361 if (DONT_TOUCH(element))
3362 TestIfBadThingTouchesHero(x, y);
3364 PlaySoundLevelAction(x, y, ACTION_WAITING);
3369 InitMovingField(x, y, MovDir[x][y]);
3371 PlaySoundLevelAction(x, y, ACTION_MOVING);
3375 ContinueMoving(x, y);
3378 void ContinueMoving(int x, int y)
3380 int element = Feld[x][y];
3381 int direction = MovDir[x][y];
3382 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3383 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3384 int horiz_move = (dx != 0);
3385 int newx = x + dx, newy = y + dy;
3386 int step = (horiz_move ? dx : dy) * TILEX / 8;
3388 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3390 else if (element == EL_QUICKSAND_FILLING ||
3391 element == EL_QUICKSAND_EMPTYING)
3393 else if (element == EL_MAGIC_WALL_FILLING ||
3394 element == EL_BD_MAGIC_WALL_FILLING ||
3395 element == EL_MAGIC_WALL_EMPTYING ||
3396 element == EL_BD_MAGIC_WALL_EMPTYING)
3398 else if (CAN_FALL(element) && horiz_move &&
3399 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3401 else if (element == EL_SPRING && horiz_move)
3404 #if OLD_GAME_BEHAVIOUR
3405 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3409 MovPos[x][y] += step;
3411 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3413 Feld[x][y] = EL_EMPTY;
3414 Feld[newx][newy] = element;
3416 if (element == EL_MOLE)
3419 static int xy[4][2] =
3427 Feld[x][y] = EL_SAND;
3428 DrawLevelField(x, y);
3437 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3438 DrawLevelField(xx, yy); /* for "crumbled sand" */
3442 if (element == EL_QUICKSAND_FILLING)
3444 element = Feld[newx][newy] = get_next_element(element);
3445 Store[newx][newy] = Store[x][y];
3447 else if (element == EL_QUICKSAND_EMPTYING)
3449 Feld[x][y] = get_next_element(element);
3450 element = Feld[newx][newy] = Store[x][y];
3452 else if (element == EL_MAGIC_WALL_FILLING)
3454 element = Feld[newx][newy] = get_next_element(element);
3455 if (!game.magic_wall_active)
3456 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3457 Store[newx][newy] = Store[x][y];
3459 else if (element == EL_MAGIC_WALL_EMPTYING)
3461 Feld[x][y] = get_next_element(element);
3462 if (!game.magic_wall_active)
3463 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3464 element = Feld[newx][newy] = Store[x][y];
3466 else if (element == EL_BD_MAGIC_WALL_FILLING)
3468 element = Feld[newx][newy] = get_next_element(element);
3469 if (!game.magic_wall_active)
3470 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3471 Store[newx][newy] = Store[x][y];
3473 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3475 Feld[x][y] = get_next_element(element);
3476 if (!game.magic_wall_active)
3477 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3478 element = Feld[newx][newy] = Store[x][y];
3480 else if (element == EL_AMOEBA_DROPPING)
3482 Feld[x][y] = get_next_element(element);
3483 element = Feld[newx][newy] = Store[x][y];
3485 else if (Store[x][y] == EL_ACID)
3487 element = Feld[newx][newy] = EL_ACID;
3491 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3492 MovDelay[newx][newy] = 0;
3494 /* copy animation control values to new field */
3495 GfxFrame[newx][newy] = GfxFrame[x][y];
3496 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3497 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3499 ResetGfxAnimation(x, y); /* reset animation values for old field */
3503 if (!CAN_MOVE(element))
3504 MovDir[newx][newy] = 0;
3507 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3508 MovDir[newx][newy] = 0;
3511 if (!CAN_MOVE(element) ||
3512 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3513 MovDir[newx][newy] = 0;
3517 DrawLevelField(x, y);
3518 DrawLevelField(newx, newy);
3520 Stop[newx][newy] = TRUE;
3521 JustStopped[newx][newy] = 3;
3523 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3525 TestIfBadThingTouchesHero(newx, newy);
3526 TestIfBadThingTouchesFriend(newx, newy);
3527 TestIfBadThingTouchesOtherBadThing(newx, newy);
3529 else if (element == EL_PENGUIN)
3530 TestIfFriendTouchesBadThing(newx, newy);
3532 if (CAN_SMASH(element) && direction == MV_DOWN &&
3533 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3536 else /* still moving on */
3538 DrawLevelField(x, y);
3542 int AmoebeNachbarNr(int ax, int ay)
3545 int element = Feld[ax][ay];
3547 static int xy[4][2] =
3557 int x = ax + xy[i][0];
3558 int y = ay + xy[i][1];
3560 if (!IN_LEV_FIELD(x, y))
3563 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3564 group_nr = AmoebaNr[x][y];
3570 void AmoebenVereinigen(int ax, int ay)
3572 int i, x, y, xx, yy;
3573 int new_group_nr = AmoebaNr[ax][ay];
3574 static int xy[4][2] =
3582 if (new_group_nr == 0)
3590 if (!IN_LEV_FIELD(x, y))
3593 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3594 Feld[x][y] == EL_BD_AMOEBA ||
3595 Feld[x][y] == EL_AMOEBA_DEAD) &&
3596 AmoebaNr[x][y] != new_group_nr)
3598 int old_group_nr = AmoebaNr[x][y];
3600 if (old_group_nr == 0)
3603 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3604 AmoebaCnt[old_group_nr] = 0;
3605 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3606 AmoebaCnt2[old_group_nr] = 0;
3608 for (yy=0; yy<lev_fieldy; yy++)
3610 for (xx=0; xx<lev_fieldx; xx++)
3612 if (AmoebaNr[xx][yy] == old_group_nr)
3613 AmoebaNr[xx][yy] = new_group_nr;
3620 void AmoebeUmwandeln(int ax, int ay)
3624 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3626 int group_nr = AmoebaNr[ax][ay];
3631 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3632 printf("AmoebeUmwandeln(): This should never happen!\n");
3637 for (y=0; y<lev_fieldy; y++)
3639 for (x=0; x<lev_fieldx; x++)
3641 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3644 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3648 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3649 SND_AMOEBA_TURNING_TO_GEM :
3650 SND_AMOEBA_TURNING_TO_ROCK));
3655 static int xy[4][2] =
3668 if (!IN_LEV_FIELD(x, y))
3671 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3673 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3674 SND_AMOEBA_TURNING_TO_GEM :
3675 SND_AMOEBA_TURNING_TO_ROCK));
3682 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3685 int group_nr = AmoebaNr[ax][ay];
3686 boolean done = FALSE;
3691 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3692 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3697 for (y=0; y<lev_fieldy; y++)
3699 for (x=0; x<lev_fieldx; x++)
3701 if (AmoebaNr[x][y] == group_nr &&
3702 (Feld[x][y] == EL_AMOEBA_DEAD ||
3703 Feld[x][y] == EL_BD_AMOEBA ||
3704 Feld[x][y] == EL_AMOEBA_GROWING))
3707 Feld[x][y] = new_element;
3708 InitField(x, y, FALSE);
3709 DrawLevelField(x, y);
3716 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3717 SND_BD_AMOEBA_TURNING_TO_ROCK :
3718 SND_BD_AMOEBA_TURNING_TO_GEM));
3721 void AmoebeWaechst(int x, int y)
3723 static unsigned long sound_delay = 0;
3724 static unsigned long sound_delay_value = 0;
3726 if (!MovDelay[x][y]) /* start new growing cycle */
3730 if (DelayReached(&sound_delay, sound_delay_value))
3733 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3735 if (Store[x][y] == EL_BD_AMOEBA)
3736 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3738 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3740 sound_delay_value = 30;
3744 if (MovDelay[x][y]) /* wait some time before growing bigger */
3747 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3749 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3750 6 - MovDelay[x][y]);
3752 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3755 if (!MovDelay[x][y])
3757 Feld[x][y] = Store[x][y];
3759 DrawLevelField(x, y);
3764 void AmoebaDisappearing(int x, int y)
3766 static unsigned long sound_delay = 0;
3767 static unsigned long sound_delay_value = 0;
3769 if (!MovDelay[x][y]) /* start new shrinking cycle */
3773 if (DelayReached(&sound_delay, sound_delay_value))
3774 sound_delay_value = 30;
3777 if (MovDelay[x][y]) /* wait some time before shrinking */
3780 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3782 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3783 6 - MovDelay[x][y]);
3785 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3788 if (!MovDelay[x][y])
3790 Feld[x][y] = EL_EMPTY;
3791 DrawLevelField(x, y);
3793 /* don't let mole enter this field in this cycle;
3794 (give priority to objects falling to this field from above) */
3800 void AmoebeAbleger(int ax, int ay)
3803 int element = Feld[ax][ay];
3804 int graphic = el2img(element);
3805 int newax = ax, neway = ay;
3806 static int xy[4][2] =
3814 if (!level.amoeba_speed)
3816 Feld[ax][ay] = EL_AMOEBA_DEAD;
3817 DrawLevelField(ax, ay);
3821 if (IS_ANIMATED(graphic))
3822 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3824 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3825 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3827 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3830 if (MovDelay[ax][ay])
3834 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3837 int x = ax + xy[start][0];
3838 int y = ay + xy[start][1];
3840 if (!IN_LEV_FIELD(x, y))
3843 if (IS_FREE(x, y) ||
3844 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3850 if (newax == ax && neway == ay)
3853 else /* normal or "filled" (BD style) amoeba */
3856 boolean waiting_for_player = FALSE;
3860 int j = (start + i) % 4;
3861 int x = ax + xy[j][0];
3862 int y = ay + xy[j][1];
3864 if (!IN_LEV_FIELD(x, y))
3867 if (IS_FREE(x, y) ||
3868 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3874 else if (IS_PLAYER(x, y))
3875 waiting_for_player = TRUE;
3878 if (newax == ax && neway == ay) /* amoeba cannot grow */
3880 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3882 Feld[ax][ay] = EL_AMOEBA_DEAD;
3883 DrawLevelField(ax, ay);
3884 AmoebaCnt[AmoebaNr[ax][ay]]--;
3886 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3888 if (element == EL_AMOEBA_FULL)
3889 AmoebeUmwandeln(ax, ay);
3890 else if (element == EL_BD_AMOEBA)
3891 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3896 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3898 /* amoeba gets larger by growing in some direction */
3900 int new_group_nr = AmoebaNr[ax][ay];
3903 if (new_group_nr == 0)
3905 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3906 printf("AmoebeAbleger(): This should never happen!\n");
3911 AmoebaNr[newax][neway] = new_group_nr;
3912 AmoebaCnt[new_group_nr]++;
3913 AmoebaCnt2[new_group_nr]++;
3915 /* if amoeba touches other amoeba(s) after growing, unify them */
3916 AmoebenVereinigen(newax, neway);
3918 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3920 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3926 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3927 (neway == lev_fieldy - 1 && newax != ax))
3929 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3930 Store[newax][neway] = element;
3932 else if (neway == ay)
3934 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3936 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3938 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3943 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3944 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3945 Store[ax][ay] = EL_AMOEBA_DROP;
3946 ContinueMoving(ax, ay);
3950 DrawLevelField(newax, neway);
3953 void Life(int ax, int ay)
3956 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3958 int element = Feld[ax][ay];
3959 int graphic = el2img(element);
3960 boolean changed = FALSE;
3962 if (IS_ANIMATED(graphic))
3963 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3968 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3969 MovDelay[ax][ay] = life_time;
3971 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3974 if (MovDelay[ax][ay])
3978 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3980 int xx = ax+x1, yy = ay+y1;
3983 if (!IN_LEV_FIELD(xx, yy))
3986 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3988 int x = xx+x2, y = yy+y2;
3990 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3993 if (((Feld[x][y] == element ||
3994 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
3996 (IS_FREE(x, y) && Stop[x][y]))
4000 if (xx == ax && yy == ay) /* field in the middle */
4002 if (nachbarn < life[0] || nachbarn > life[1])
4004 Feld[xx][yy] = EL_EMPTY;
4006 DrawLevelField(xx, yy);
4007 Stop[xx][yy] = TRUE;
4011 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4012 { /* free border field */
4013 if (nachbarn >= life[2] && nachbarn <= life[3])
4015 Feld[xx][yy] = element;
4016 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4018 DrawLevelField(xx, yy);
4019 Stop[xx][yy] = TRUE;
4026 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4027 SND_GAME_OF_LIFE_GROWING);
4030 static void InitRobotWheel(int x, int y)
4032 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4035 static void RunRobotWheel(int x, int y)
4037 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4040 static void StopRobotWheel(int x, int y)
4042 if (ZX == x && ZY == y)
4046 static void InitTimegateWheel(int x, int y)
4048 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4051 static void RunTimegateWheel(int x, int y)
4053 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4056 void CheckExit(int x, int y)
4058 if (local_player->gems_still_needed > 0 ||
4059 local_player->sokobanfields_still_needed > 0 ||
4060 local_player->lights_still_needed > 0)
4062 int element = Feld[x][y];
4063 int graphic = el2img(element);
4065 if (IS_ANIMATED(graphic))
4066 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4071 Feld[x][y] = EL_EXIT_OPENING;
4073 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4076 void CheckExitSP(int x, int y)
4078 if (local_player->gems_still_needed > 0)
4080 int element = Feld[x][y];
4081 int graphic = el2img(element);
4083 if (IS_ANIMATED(graphic))
4084 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4089 Feld[x][y] = EL_SP_EXIT_OPEN;
4091 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4094 static void CloseAllOpenTimegates()
4098 for (y=0; y<lev_fieldy; y++)
4100 for (x=0; x<lev_fieldx; x++)
4102 int element = Feld[x][y];
4104 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4106 Feld[x][y] = EL_TIMEGATE_CLOSING;
4108 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4110 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4117 void EdelsteinFunkeln(int x, int y)
4119 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4122 if (Feld[x][y] == EL_BD_DIAMOND)
4125 if (MovDelay[x][y] == 0) /* next animation frame */
4126 MovDelay[x][y] = 11 * !SimpleRND(500);
4128 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4132 if (setup.direct_draw && MovDelay[x][y])
4133 SetDrawtoField(DRAW_BUFFERED);
4135 DrawLevelElementAnimation(x, y, Feld[x][y]);
4137 if (MovDelay[x][y] != 0)
4139 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4140 10 - MovDelay[x][y]);
4142 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4144 if (setup.direct_draw)
4148 dest_x = FX + SCREENX(x) * TILEX;
4149 dest_y = FY + SCREENY(y) * TILEY;
4151 BlitBitmap(drawto_field, window,
4152 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4153 SetDrawtoField(DRAW_DIRECT);
4159 void MauerWaechst(int x, int y)
4163 if (!MovDelay[x][y]) /* next animation frame */
4164 MovDelay[x][y] = 3 * delay;
4166 if (MovDelay[x][y]) /* wait some time before next frame */
4170 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4172 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4173 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4175 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4178 if (!MovDelay[x][y])
4180 if (MovDir[x][y] == MV_LEFT)
4182 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4183 DrawLevelField(x - 1, y);
4185 else if (MovDir[x][y] == MV_RIGHT)
4187 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4188 DrawLevelField(x + 1, y);
4190 else if (MovDir[x][y] == MV_UP)
4192 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4193 DrawLevelField(x, y - 1);
4197 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4198 DrawLevelField(x, y + 1);
4201 Feld[x][y] = Store[x][y];
4203 MovDir[x][y] = MV_NO_MOVING;
4204 DrawLevelField(x, y);
4209 void MauerAbleger(int ax, int ay)
4211 int element = Feld[ax][ay];
4212 int graphic = el2img(element);
4213 boolean oben_frei = FALSE, unten_frei = FALSE;
4214 boolean links_frei = FALSE, rechts_frei = FALSE;
4215 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4216 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4217 boolean new_wall = FALSE;
4219 if (IS_ANIMATED(graphic))
4220 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4222 if (!MovDelay[ax][ay]) /* start building new wall */
4223 MovDelay[ax][ay] = 6;
4225 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4228 if (MovDelay[ax][ay])
4232 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4234 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4236 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4238 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4241 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4242 element == EL_EXPANDABLE_WALL_ANY)
4246 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4247 Store[ax][ay-1] = element;
4248 MovDir[ax][ay-1] = MV_UP;
4249 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4250 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4251 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4256 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4257 Store[ax][ay+1] = element;
4258 MovDir[ax][ay+1] = MV_DOWN;
4259 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4260 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4261 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4266 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4267 element == EL_EXPANDABLE_WALL_ANY ||
4268 element == EL_EXPANDABLE_WALL)
4272 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4273 Store[ax-1][ay] = element;
4274 MovDir[ax-1][ay] = MV_LEFT;
4275 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4276 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4277 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4283 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4284 Store[ax+1][ay] = element;
4285 MovDir[ax+1][ay] = MV_RIGHT;
4286 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4287 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4288 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4293 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4294 DrawLevelField(ax, ay);
4296 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4298 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4299 unten_massiv = TRUE;
4300 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4301 links_massiv = TRUE;
4302 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4303 rechts_massiv = TRUE;
4305 if (((oben_massiv && unten_massiv) ||
4306 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4307 element == EL_EXPANDABLE_WALL) &&
4308 ((links_massiv && rechts_massiv) ||
4309 element == EL_EXPANDABLE_WALL_VERTICAL))
4310 Feld[ax][ay] = EL_WALL;
4314 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4316 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4320 void CheckForDragon(int x, int y)
4323 boolean dragon_found = FALSE;
4324 static int xy[4][2] =
4336 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4338 if (IN_LEV_FIELD(xx, yy) &&
4339 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4341 if (Feld[xx][yy] == EL_DRAGON)
4342 dragon_found = TRUE;
4355 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4357 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4359 Feld[xx][yy] = EL_EMPTY;
4360 DrawLevelField(xx, yy);
4369 static void InitBuggyBase(int x, int y)
4371 int element = Feld[x][y];
4372 int activating_delay = FRAMES_PER_SECOND / 4;
4375 (element == EL_SP_BUGGY_BASE ?
4376 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4377 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4379 element == EL_SP_BUGGY_BASE_ACTIVE ?
4380 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4383 static void WarnBuggyBase(int x, int y)
4386 static int xy[4][2] =
4396 int xx = x + xy[i][0], yy = y + xy[i][1];
4398 if (IS_PLAYER(xx, yy))
4400 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4407 static void InitTrap(int x, int y)
4409 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4412 static void ActivateTrap(int x, int y)
4414 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4417 static void ChangeActiveTrap(int x, int y)
4419 int graphic = IMG_TRAP_ACTIVE;
4421 /* if new animation frame was drawn, correct crumbled sand border */
4422 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4423 DrawLevelFieldCrumbledSand(x, y);
4426 static void ChangeElement(int x, int y)
4428 int element = Feld[x][y];
4430 if (MovDelay[x][y] == 0) /* initialize element change */
4432 MovDelay[x][y] = changing_element[element].change_delay + 1;
4434 ResetGfxAnimation(x, y);
4435 ResetRandomAnimationValue(x, y);
4437 if (changing_element[element].pre_change_function)
4438 changing_element[element].pre_change_function(x, y);
4443 if (MovDelay[x][y] != 0) /* continue element change */
4445 if (IS_ANIMATED(el2img(element)))
4446 DrawLevelElementAnimationIfNeeded(x, y, element);
4448 if (changing_element[element].change_function)
4449 changing_element[element].change_function(x, y);
4451 else /* finish element change */
4453 Feld[x][y] = changing_element[element].next_element;
4455 ResetGfxAnimation(x, y);
4456 ResetRandomAnimationValue(x, y);
4458 DrawLevelField(x, y);
4460 if (changing_element[element].post_change_function)
4461 changing_element[element].post_change_function(x, y);
4465 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4467 static byte stored_player_action[MAX_PLAYERS];
4468 static int num_stored_actions = 0;
4469 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4470 int left = player_action & JOY_LEFT;
4471 int right = player_action & JOY_RIGHT;
4472 int up = player_action & JOY_UP;
4473 int down = player_action & JOY_DOWN;
4474 int button1 = player_action & JOY_BUTTON_1;
4475 int button2 = player_action & JOY_BUTTON_2;
4476 int dx = (left ? -1 : right ? 1 : 0);
4477 int dy = (up ? -1 : down ? 1 : 0);
4479 stored_player_action[player->index_nr] = 0;
4480 num_stored_actions++;
4482 if (!player->active || tape.pausing)
4488 snapped = SnapField(player, dx, dy);
4492 bombed = PlaceBomb(player);
4493 moved = MoveFigure(player, dx, dy);
4496 if (tape.single_step && tape.recording && !tape.pausing)
4498 if (button1 || (bombed && !moved))
4500 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4501 SnapField(player, 0, 0); /* stop snapping */
4505 stored_player_action[player->index_nr] = player_action;
4509 /* no actions for this player (no input at player's configured device) */
4511 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4512 SnapField(player, 0, 0);
4513 CheckGravityMovement(player);
4515 if (player->MovPos == 0)
4518 printf("Trying... Player frame reset\n");
4521 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4524 if (player->MovPos == 0) /* needed for tape.playing */
4525 player->is_moving = FALSE;
4528 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4530 TapeRecordAction(stored_player_action);
4531 num_stored_actions = 0;
4537 static unsigned long action_delay = 0;
4538 unsigned long action_delay_value;
4539 int magic_wall_x = 0, magic_wall_y = 0;
4540 int i, x, y, element, graphic;
4541 byte *recorded_player_action;
4542 byte summarized_player_action = 0;
4544 if (game_status != GAME_MODE_PLAYING)
4547 action_delay_value =
4548 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4550 if (tape.playing && tape.index_search && !tape.pausing)
4551 action_delay_value = 0;
4553 /* ---------- main game synchronization point ---------- */
4555 WaitUntilDelayReached(&action_delay, action_delay_value);
4557 if (network_playing && !network_player_action_received)
4561 printf("DEBUG: try to get network player actions in time\n");
4565 #if defined(PLATFORM_UNIX)
4566 /* last chance to get network player actions without main loop delay */
4570 if (game_status != GAME_MODE_PLAYING)
4573 if (!network_player_action_received)
4577 printf("DEBUG: failed to get network player actions in time\n");
4587 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4589 for (i=0; i<MAX_PLAYERS; i++)
4591 summarized_player_action |= stored_player[i].action;
4593 if (!network_playing)
4594 stored_player[i].effective_action = stored_player[i].action;
4597 #if defined(PLATFORM_UNIX)
4598 if (network_playing)
4599 SendToServer_MovePlayer(summarized_player_action);
4602 if (!options.network && !setup.team_mode)
4603 local_player->effective_action = summarized_player_action;
4605 for (i=0; i<MAX_PLAYERS; i++)
4607 int actual_player_action = stored_player[i].effective_action;
4609 if (stored_player[i].programmed_action)
4610 actual_player_action = stored_player[i].programmed_action;
4612 if (recorded_player_action)
4613 actual_player_action = recorded_player_action[i];
4615 PlayerActions(&stored_player[i], actual_player_action);
4616 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4619 network_player_action_received = FALSE;
4621 ScrollScreen(NULL, SCROLL_GO_ON);
4627 for (i=0; i<MAX_PLAYERS; i++)
4628 stored_player[i].Frame++;
4631 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4634 if (JustStopped[x][y] > 0)
4635 JustStopped[x][y]--;
4640 if (IS_BLOCKED(x, y))
4644 Blocked2Moving(x, y, &oldx, &oldy);
4645 if (!IS_MOVING(oldx, oldy))
4647 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4648 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4649 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4650 printf("GameActions(): This should never happen!\n");
4656 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4658 element = Feld[x][y];
4659 graphic = el2img(element);
4661 if (graphic_info[graphic].anim_global_sync)
4662 GfxFrame[x][y] = FrameCounter;
4664 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4665 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4666 ResetRandomAnimationValue(x, y);
4668 SetRandomAnimationValue(x, y);
4671 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4674 if (IS_INACTIVE(element))
4676 if (IS_ANIMATED(graphic))
4677 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4682 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4686 if (IS_ANIMATED(graphic) &&
4689 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4691 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4692 EdelsteinFunkeln(x, y);
4694 else if ((element == EL_ACID ||
4695 element == EL_EXIT_OPEN ||
4696 element == EL_SP_EXIT_OPEN ||
4697 element == EL_SP_TERMINAL ||
4698 element == EL_SP_TERMINAL_ACTIVE ||
4699 element == EL_EXTRA_TIME ||
4700 element == EL_SHIELD_NORMAL ||
4701 element == EL_SHIELD_DEADLY) &&
4702 IS_ANIMATED(graphic))
4703 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4704 else if (IS_MOVING(x, y))
4705 ContinueMoving(x, y);
4706 else if (IS_ACTIVE_BOMB(element))
4707 CheckDynamite(x, y);
4709 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4710 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4712 else if (element == EL_AMOEBA_GROWING)
4713 AmoebeWaechst(x, y);
4714 else if (element == EL_AMOEBA_SHRINKING)
4715 AmoebaDisappearing(x, y);
4717 #if !USE_NEW_AMOEBA_CODE
4718 else if (IS_AMOEBALIVE(element))
4719 AmoebeAbleger(x, y);
4722 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4724 else if (element == EL_EXIT_CLOSED)
4726 else if (element == EL_SP_EXIT_CLOSED)
4728 else if (element == EL_EXPANDABLE_WALL_GROWING)
4730 else if (element == EL_EXPANDABLE_WALL ||
4731 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4732 element == EL_EXPANDABLE_WALL_VERTICAL ||
4733 element == EL_EXPANDABLE_WALL_ANY)
4735 else if (element == EL_FLAMES)
4736 CheckForDragon(x, y);
4737 else if (IS_AUTO_CHANGING(element))
4738 ChangeElement(x, y);
4739 else if (element == EL_EXPLOSION)
4740 ; /* drawing of correct explosion animation is handled separately */
4741 else if (IS_ANIMATED(graphic))
4742 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4744 if (IS_BELT_ACTIVE(element))
4745 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4747 if (game.magic_wall_active)
4749 int jx = local_player->jx, jy = local_player->jy;
4751 /* play the element sound at the position nearest to the player */
4752 if ((element == EL_MAGIC_WALL_FULL ||
4753 element == EL_MAGIC_WALL_ACTIVE ||
4754 element == EL_MAGIC_WALL_EMPTYING ||
4755 element == EL_BD_MAGIC_WALL_FULL ||
4756 element == EL_BD_MAGIC_WALL_ACTIVE ||
4757 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4758 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4766 #if USE_NEW_AMOEBA_CODE
4767 /* new experimental amoeba growth stuff */
4769 if (!(FrameCounter % 8))
4772 static unsigned long random = 1684108901;
4774 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4777 x = (random >> 10) % lev_fieldx;
4778 y = (random >> 20) % lev_fieldy;
4780 x = RND(lev_fieldx);
4781 y = RND(lev_fieldy);
4783 element = Feld[x][y];
4785 if (!IS_PLAYER(x,y) &&
4786 (element == EL_EMPTY ||
4787 element == EL_SAND ||
4788 element == EL_QUICKSAND_EMPTY ||
4789 element == EL_ACID_SPLASH_LEFT ||
4790 element == EL_ACID_SPLASH_RIGHT))
4792 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4793 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4794 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4795 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4796 Feld[x][y] = EL_AMOEBA_DROP;
4799 random = random * 129 + 1;
4805 if (game.explosions_delayed)
4808 game.explosions_delayed = FALSE;
4810 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4812 element = Feld[x][y];
4814 if (ExplodeField[x][y])
4815 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4816 else if (element == EL_EXPLOSION)
4817 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4819 ExplodeField[x][y] = EX_NO_EXPLOSION;
4822 game.explosions_delayed = TRUE;
4825 if (game.magic_wall_active)
4827 if (!(game.magic_wall_time_left % 4))
4829 int element = Feld[magic_wall_x][magic_wall_y];
4831 if (element == EL_BD_MAGIC_WALL_FULL ||
4832 element == EL_BD_MAGIC_WALL_ACTIVE ||
4833 element == EL_BD_MAGIC_WALL_EMPTYING)
4834 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4836 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4839 if (game.magic_wall_time_left > 0)
4841 game.magic_wall_time_left--;
4842 if (!game.magic_wall_time_left)
4844 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4846 element = Feld[x][y];
4848 if (element == EL_MAGIC_WALL_ACTIVE ||
4849 element == EL_MAGIC_WALL_FULL)
4851 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4852 DrawLevelField(x, y);
4854 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4855 element == EL_BD_MAGIC_WALL_FULL)
4857 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4858 DrawLevelField(x, y);
4862 game.magic_wall_active = FALSE;
4867 if (game.light_time_left > 0)
4869 game.light_time_left--;
4871 if (game.light_time_left == 0)
4872 RedrawAllLightSwitchesAndInvisibleElements();
4875 if (game.timegate_time_left > 0)
4877 game.timegate_time_left--;
4879 if (game.timegate_time_left == 0)
4880 CloseAllOpenTimegates();
4883 for (i=0; i<MAX_PLAYERS; i++)
4885 struct PlayerInfo *player = &stored_player[i];
4887 if (SHIELD_ON(player))
4889 if (player->shield_deadly_time_left)
4890 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4891 else if (player->shield_normal_time_left)
4892 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4896 if (TimeFrames >= (1000 / GameFrameDelay))
4901 for (i=0; i<MAX_PLAYERS; i++)
4903 struct PlayerInfo *player = &stored_player[i];
4905 if (SHIELD_ON(player))
4907 player->shield_normal_time_left--;
4909 if (player->shield_deadly_time_left > 0)
4910 player->shield_deadly_time_left--;
4914 if (tape.recording || tape.playing)
4915 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4921 if (TimeLeft <= 10 && setup.time_limit)
4922 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
4924 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4926 if (!TimeLeft && setup.time_limit)
4927 for (i=0; i<MAX_PLAYERS; i++)
4928 KillHero(&stored_player[i]);
4930 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4931 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4936 if (options.debug) /* calculate frames per second */
4938 static unsigned long fps_counter = 0;
4939 static int fps_frames = 0;
4940 unsigned long fps_delay_ms = Counter() - fps_counter;
4944 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4946 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4949 fps_counter = Counter();
4952 redraw_mask |= REDRAW_FPS;
4956 if (stored_player[0].jx != stored_player[0].last_jx ||
4957 stored_player[0].jy != stored_player[0].last_jy)
4958 printf("::: %d, %d, %d, %d, %d\n",
4959 stored_player[0].MovDir,
4960 stored_player[0].MovPos,
4961 stored_player[0].GfxPos,
4962 stored_player[0].Frame,
4963 stored_player[0].StepFrame);
4970 for (i=0; i<MAX_PLAYERS; i++)
4973 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
4975 stored_player[i].Frame += move_frames;
4977 if (stored_player[i].MovPos != 0)
4978 stored_player[i].StepFrame += move_frames;
4983 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4985 int min_x = x, min_y = y, max_x = x, max_y = y;
4988 for (i=0; i<MAX_PLAYERS; i++)
4990 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4992 if (!stored_player[i].active || &stored_player[i] == player)
4995 min_x = MIN(min_x, jx);
4996 min_y = MIN(min_y, jy);
4997 max_x = MAX(max_x, jx);
4998 max_y = MAX(max_y, jy);
5001 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5004 static boolean AllPlayersInVisibleScreen()
5008 for (i=0; i<MAX_PLAYERS; i++)
5010 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5012 if (!stored_player[i].active)
5015 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5022 void ScrollLevel(int dx, int dy)
5024 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5027 BlitBitmap(drawto_field, drawto_field,
5028 FX + TILEX*(dx == -1) - softscroll_offset,
5029 FY + TILEY*(dy == -1) - softscroll_offset,
5030 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5031 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5032 FX + TILEX*(dx == 1) - softscroll_offset,
5033 FY + TILEY*(dy == 1) - softscroll_offset);
5037 x = (dx == 1 ? BX1 : BX2);
5038 for (y=BY1; y<=BY2; y++)
5039 DrawScreenField(x, y);
5044 y = (dy == 1 ? BY1 : BY2);
5045 for (x=BX1; x<=BX2; x++)
5046 DrawScreenField(x, y);
5049 redraw_mask |= REDRAW_FIELD;
5052 static void CheckGravityMovement(struct PlayerInfo *player)
5054 if (level.gravity && !player->programmed_action)
5056 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5057 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5059 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5060 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5061 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5062 int jx = player->jx, jy = player->jy;
5063 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5064 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5065 int new_jx = jx + dx, new_jy = jy + dy;
5066 boolean field_under_player_is_free =
5067 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5068 boolean player_is_moving_to_valid_field =
5069 (IN_LEV_FIELD(new_jx, new_jy) &&
5070 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5071 Feld[new_jx][new_jy] == EL_SAND));
5073 if (field_under_player_is_free &&
5074 !player_is_moving_to_valid_field &&
5075 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5076 player->programmed_action = MV_DOWN;
5082 -----------------------------------------------------------------------------
5083 dx, dy: direction (non-diagonal) to try to move the player to
5084 real_dx, real_dy: direction as read from input device (can be diagonal)
5087 boolean MoveFigureOneStep(struct PlayerInfo *player,
5088 int dx, int dy, int real_dx, int real_dy)
5090 int jx = player->jx, jy = player->jy;
5091 int new_jx = jx+dx, new_jy = jy+dy;
5095 if (!player->active || (!dx && !dy))
5096 return MF_NO_ACTION;
5098 player->MovDir = (dx < 0 ? MV_LEFT :
5101 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5103 if (!IN_LEV_FIELD(new_jx, new_jy))
5104 return MF_NO_ACTION;
5106 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5107 return MF_NO_ACTION;
5110 element = MovingOrBlocked2Element(new_jx, new_jy);
5112 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5115 if (DONT_GO_TO(element))
5117 if (element == EL_ACID && dx == 0 && dy == 1)
5120 Feld[jx][jy] = EL_PLAYER_1;
5121 InitMovingField(jx, jy, MV_DOWN);
5122 Store[jx][jy] = EL_ACID;
5123 ContinueMoving(jx, jy);
5127 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5132 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5133 if (can_move != MF_MOVING)
5136 StorePlayer[jx][jy] = 0;
5137 player->last_jx = jx;
5138 player->last_jy = jy;
5139 jx = player->jx = new_jx;
5140 jy = player->jy = new_jy;
5141 StorePlayer[jx][jy] = player->element_nr;
5144 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5146 ScrollFigure(player, SCROLL_INIT);
5151 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5153 int jx = player->jx, jy = player->jy;
5154 int old_jx = jx, old_jy = jy;
5155 int moved = MF_NO_ACTION;
5157 if (!player->active || (!dx && !dy))
5161 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5165 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5166 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5170 /* remove the last programmed player action */
5171 player->programmed_action = 0;
5175 /* should only happen if pre-1.2 tape recordings are played */
5176 /* this is only for backward compatibility */
5178 int original_move_delay_value = player->move_delay_value;
5181 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5185 /* scroll remaining steps with finest movement resolution */
5186 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5188 while (player->MovPos)
5190 ScrollFigure(player, SCROLL_GO_ON);
5191 ScrollScreen(NULL, SCROLL_GO_ON);
5197 player->move_delay_value = original_move_delay_value;
5200 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5202 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5203 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5207 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5208 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5214 if (moved & MF_MOVING && !ScreenMovPos &&
5215 (player == local_player || !options.network))
5217 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5218 int offset = (setup.scroll_delay ? 3 : 0);
5220 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5222 /* actual player has left the screen -- scroll in that direction */
5223 if (jx != old_jx) /* player has moved horizontally */
5224 scroll_x += (jx - old_jx);
5225 else /* player has moved vertically */
5226 scroll_y += (jy - old_jy);
5230 if (jx != old_jx) /* player has moved horizontally */
5232 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5233 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5234 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5236 /* don't scroll over playfield boundaries */
5237 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5238 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5240 /* don't scroll more than one field at a time */
5241 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5243 /* don't scroll against the player's moving direction */
5244 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5245 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5246 scroll_x = old_scroll_x;
5248 else /* player has moved vertically */
5250 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5251 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5252 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5254 /* don't scroll over playfield boundaries */
5255 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5256 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5258 /* don't scroll more than one field at a time */
5259 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5261 /* don't scroll against the player's moving direction */
5262 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5263 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5264 scroll_y = old_scroll_y;
5268 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5270 if (!options.network && !AllPlayersInVisibleScreen())
5272 scroll_x = old_scroll_x;
5273 scroll_y = old_scroll_y;
5277 ScrollScreen(player, SCROLL_INIT);
5278 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5285 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5287 if (!(moved & MF_MOVING) && !player->Pushing)
5292 player->StepFrame = 0;
5294 if (moved & MF_MOVING)
5296 if (old_jx != jx && old_jy == jy)
5297 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5298 else if (old_jx == jx && old_jy != jy)
5299 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5301 DrawLevelField(jx, jy); /* for "crumbled sand" */
5303 player->last_move_dir = player->MovDir;
5304 player->is_moving = TRUE;
5308 CheckGravityMovement(player);
5311 player->last_move_dir = MV_NO_MOVING;
5313 player->is_moving = FALSE;
5316 TestIfHeroTouchesBadThing(jx, jy);
5318 if (!player->active)
5324 void ScrollFigure(struct PlayerInfo *player, int mode)
5326 int jx = player->jx, jy = player->jy;
5327 int last_jx = player->last_jx, last_jy = player->last_jy;
5328 int move_stepsize = TILEX / player->move_delay_value;
5330 if (!player->active || !player->MovPos)
5333 if (mode == SCROLL_INIT)
5335 player->actual_frame_counter = FrameCounter;
5336 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5338 if (Feld[last_jx][last_jy] == EL_EMPTY)
5339 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5344 else if (!FrameReached(&player->actual_frame_counter, 1))
5347 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5348 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5350 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5351 Feld[last_jx][last_jy] = EL_EMPTY;
5353 /* before DrawPlayer() to draw correct player graphic for this case */
5354 if (player->MovPos == 0)
5355 CheckGravityMovement(player);
5359 if (player->MovPos == 0)
5361 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5363 /* continue with normal speed after quickly moving through gate */
5364 HALVE_PLAYER_SPEED(player);
5366 /* be able to make the next move without delay */
5367 player->move_delay = 0;
5370 player->last_jx = jx;
5371 player->last_jy = jy;
5373 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5374 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5378 if (local_player->friends_still_needed == 0 ||
5379 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5380 player->LevelSolved = player->GameOver = TRUE;
5383 if (tape.single_step && tape.recording && !tape.pausing &&
5384 !player->programmed_action)
5385 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5389 void ScrollScreen(struct PlayerInfo *player, int mode)
5391 static unsigned long screen_frame_counter = 0;
5393 if (mode == SCROLL_INIT)
5395 /* set scrolling step size according to actual player's moving speed */
5396 ScrollStepSize = TILEX / player->move_delay_value;
5398 screen_frame_counter = FrameCounter;
5399 ScreenMovDir = player->MovDir;
5400 ScreenMovPos = player->MovPos;
5401 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5404 else if (!FrameReached(&screen_frame_counter, 1))
5409 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5410 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5411 redraw_mask |= REDRAW_FIELD;
5414 ScreenMovDir = MV_NO_MOVING;
5417 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5419 int i, kill_x = -1, kill_y = -1;
5420 static int test_xy[4][2] =
5427 static int test_dir[4] =
5437 int test_x, test_y, test_move_dir, test_element;
5439 test_x = good_x + test_xy[i][0];
5440 test_y = good_y + test_xy[i][1];
5441 if (!IN_LEV_FIELD(test_x, test_y))
5445 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5448 test_element = Feld[test_x][test_y];
5450 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5453 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5454 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5456 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5457 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5465 if (kill_x != -1 || kill_y != -1)
5467 if (IS_PLAYER(good_x, good_y))
5469 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5471 if (player->shield_deadly_time_left > 0)
5472 Bang(kill_x, kill_y);
5473 else if (!PLAYER_PROTECTED(good_x, good_y))
5477 Bang(good_x, good_y);
5481 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5483 int i, kill_x = -1, kill_y = -1;
5484 int bad_element = Feld[bad_x][bad_y];
5485 static int test_xy[4][2] =
5492 static int test_dir[4] =
5500 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5505 int test_x, test_y, test_move_dir, test_element;
5507 test_x = bad_x + test_xy[i][0];
5508 test_y = bad_y + test_xy[i][1];
5509 if (!IN_LEV_FIELD(test_x, test_y))
5513 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5515 test_element = Feld[test_x][test_y];
5517 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5518 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5520 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5521 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5523 /* good thing is player or penguin that does not move away */
5524 if (IS_PLAYER(test_x, test_y))
5526 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5528 if (bad_element == EL_ROBOT && player->is_moving)
5529 continue; /* robot does not kill player if he is moving */
5535 else if (test_element == EL_PENGUIN)
5544 if (kill_x != -1 || kill_y != -1)
5546 if (IS_PLAYER(kill_x, kill_y))
5548 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5551 int dir = player->MovDir;
5552 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5553 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5555 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5556 newx != bad_x && newy != bad_y)
5557 ; /* robot does not kill player if he is moving */
5559 printf("-> %d\n", player->MovDir);
5561 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5562 newx != bad_x && newy != bad_y)
5563 ; /* robot does not kill player if he is moving */
5568 if (player->shield_deadly_time_left > 0)
5570 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5574 Bang(kill_x, kill_y);
5578 void TestIfHeroTouchesBadThing(int x, int y)
5580 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5583 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5585 TestIfGoodThingHitsBadThing(x, y, move_dir);
5588 void TestIfBadThingTouchesHero(int x, int y)
5590 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5593 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5595 TestIfBadThingHitsGoodThing(x, y, move_dir);
5598 void TestIfFriendTouchesBadThing(int x, int y)
5600 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5603 void TestIfBadThingTouchesFriend(int x, int y)
5605 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5608 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5610 int i, kill_x = bad_x, kill_y = bad_y;
5611 static int xy[4][2] =
5623 x = bad_x + xy[i][0];
5624 y = bad_y + xy[i][1];
5625 if (!IN_LEV_FIELD(x, y))
5628 element = Feld[x][y];
5629 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5630 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5638 if (kill_x != bad_x || kill_y != bad_y)
5642 void KillHero(struct PlayerInfo *player)
5644 int jx = player->jx, jy = player->jy;
5646 if (!player->active)
5649 /* remove accessible field at the player's position */
5650 Feld[jx][jy] = EL_EMPTY;
5652 /* deactivate shield (else Bang()/Explode() would not work right) */
5653 player->shield_normal_time_left = 0;
5654 player->shield_deadly_time_left = 0;
5660 static void KillHeroUnlessProtected(int x, int y)
5662 if (!PLAYER_PROTECTED(x, y))
5663 KillHero(PLAYERINFO(x, y));
5666 void BuryHero(struct PlayerInfo *player)
5668 int jx = player->jx, jy = player->jy;
5670 if (!player->active)
5673 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5674 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5676 player->GameOver = TRUE;
5680 void RemoveHero(struct PlayerInfo *player)
5682 int jx = player->jx, jy = player->jy;
5683 int i, found = FALSE;
5685 player->present = FALSE;
5686 player->active = FALSE;
5688 if (!ExplodeField[jx][jy])
5689 StorePlayer[jx][jy] = 0;
5691 for (i=0; i<MAX_PLAYERS; i++)
5692 if (stored_player[i].active)
5696 AllPlayersGone = TRUE;
5703 checkDiagonalPushing()
5704 -----------------------------------------------------------------------------
5705 check if diagonal input device direction results in pushing of object
5706 (by checking if the alternative direction is walkable, diggable, ...)
5709 static boolean checkDiagonalPushing(struct PlayerInfo *player,
5710 int x, int y, int real_dx, int real_dy)
5712 int jx, jy, dx, dy, xx, yy;
5714 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
5717 /* diagonal direction: check alternative direction */
5722 xx = jx + (dx == 0 ? real_dx : 0);
5723 yy = jy + (dy == 0 ? real_dy : 0);
5725 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
5730 -----------------------------------------------------------------------------
5731 x, y: field next to player (non-diagonal) to try to dig to
5732 real_dx, real_dy: direction as read from input device (can be diagonal)
5735 int DigField(struct PlayerInfo *player,
5736 int x, int y, int real_dx, int real_dy, int mode)
5738 int jx = player->jx, jy = player->jy;
5739 int dx = x - jx, dy = y - jy;
5740 int move_direction = (dx == -1 ? MV_LEFT :
5741 dx == +1 ? MV_RIGHT :
5743 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5746 if (player->MovPos == 0)
5748 player->is_digging = FALSE;
5749 player->is_collecting = FALSE;
5752 if (player->MovPos == 0)
5753 player->Pushing = FALSE;
5755 if (mode == DF_NO_PUSH)
5757 player->Switching = FALSE;
5758 player->push_delay = 0;
5759 return MF_NO_ACTION;
5762 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5763 return MF_NO_ACTION;
5766 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
5768 if (IS_TUBE(Feld[jx][jy]) ||
5769 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
5773 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
5774 int tube_leave_directions[][2] =
5776 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5777 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5778 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5779 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5780 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5781 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5782 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5783 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5784 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5785 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5786 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5787 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5790 while (tube_leave_directions[i][0] != tube_element)
5793 if (tube_leave_directions[i][0] == -1) /* should not happen */
5797 if (!(tube_leave_directions[i][1] & move_direction))
5798 return MF_NO_ACTION; /* tube has no opening in this direction */
5801 element = Feld[x][y];
5807 case EL_INVISIBLE_SAND:
5808 case EL_INVISIBLE_SAND_ACTIVE:
5811 case EL_SP_BUGGY_BASE:
5812 case EL_SP_BUGGY_BASE_ACTIVATING:
5815 if (mode != DF_SNAP && element != EL_EMPTY)
5817 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5818 player->is_digging = TRUE;
5821 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5826 case EL_EMERALD_YELLOW:
5827 case EL_EMERALD_RED:
5828 case EL_EMERALD_PURPLE:
5830 case EL_SP_INFOTRON:
5835 if (mode != DF_SNAP)
5837 GfxElement[x][y] = element;
5838 player->is_collecting = TRUE;
5841 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5842 element == EL_PEARL ? 5 :
5843 element == EL_CRYSTAL ? 8 : 1);
5844 if (local_player->gems_still_needed < 0)
5845 local_player->gems_still_needed = 0;
5846 RaiseScoreElement(element);
5847 DrawText(DX_EMERALDS, DY_EMERALDS,
5848 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5849 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5854 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5855 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5859 Feld[x][y] = EL_EMPTY;
5860 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5868 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5870 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
5873 case EL_SHIELD_NORMAL:
5875 player->shield_normal_time_left += 10;
5876 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5879 case EL_SHIELD_DEADLY:
5881 player->shield_normal_time_left += 10;
5882 player->shield_deadly_time_left += 10;
5883 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5887 case EL_SP_DISK_RED:
5890 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5891 RaiseScoreElement(EL_DYNAMITE);
5892 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5894 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5897 case EL_DYNABOMB_INCREASE_NUMBER:
5899 player->dynabomb_count++;
5900 player->dynabombs_left++;
5901 RaiseScoreElement(EL_DYNAMITE);
5902 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5905 case EL_DYNABOMB_INCREASE_SIZE:
5907 player->dynabomb_size++;
5908 RaiseScoreElement(EL_DYNAMITE);
5909 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5912 case EL_DYNABOMB_INCREASE_POWER:
5914 player->dynabomb_xl = TRUE;
5915 RaiseScoreElement(EL_DYNAMITE);
5916 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5924 int key_nr = element - EL_KEY_1;
5925 int graphic = el2edimg(element);
5928 player->key[key_nr] = TRUE;
5929 RaiseScoreElement(element);
5930 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5932 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5934 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5943 int key_nr = element - EL_EM_KEY_1;
5944 int graphic = el2edimg(EL_KEY_1 + key_nr);
5947 player->key[key_nr] = TRUE;
5948 RaiseScoreElement(element);
5949 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5951 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5953 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5957 case EL_ROBOT_WHEEL:
5958 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5961 DrawLevelField(x, y);
5962 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5966 case EL_SP_TERMINAL:
5970 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5972 for (yy=0; yy<lev_fieldy; yy++)
5974 for (xx=0; xx<lev_fieldx; xx++)
5976 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5978 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5979 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5987 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
5988 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
5989 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
5990 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
5991 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
5992 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
5993 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
5994 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
5995 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
5996 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
5997 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
5998 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
5999 if (!player->Switching)
6001 player->Switching = TRUE;
6002 ToggleBeltSwitch(x, y);
6003 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6008 case EL_SWITCHGATE_SWITCH_UP:
6009 case EL_SWITCHGATE_SWITCH_DOWN:
6010 if (!player->Switching)
6012 player->Switching = TRUE;
6013 ToggleSwitchgateSwitch(x, y);
6014 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6019 case EL_LIGHT_SWITCH:
6020 case EL_LIGHT_SWITCH_ACTIVE:
6021 if (!player->Switching)
6023 player->Switching = TRUE;
6024 ToggleLightSwitch(x, y);
6025 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6026 SND_LIGHT_SWITCH_ACTIVATING :
6027 SND_LIGHT_SWITCH_DEACTIVATING);
6032 case EL_TIMEGATE_SWITCH:
6033 ActivateTimegateSwitch(x, y);
6034 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6039 case EL_BALLOON_SWITCH_LEFT:
6040 case EL_BALLOON_SWITCH_RIGHT:
6041 case EL_BALLOON_SWITCH_UP:
6042 case EL_BALLOON_SWITCH_DOWN:
6043 case EL_BALLOON_SWITCH_ANY:
6044 if (element == EL_BALLOON_SWITCH_ANY)
6045 game.balloon_dir = move_direction;
6047 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6048 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6049 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6050 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6052 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6057 /* the following elements cannot be pushed by "snapping" */
6060 case EL_DX_SUPABOMB:
6062 case EL_TIME_ORB_EMPTY:
6064 case EL_SP_DISK_ORANGE:
6066 if (mode == DF_SNAP)
6067 return MF_NO_ACTION;
6069 /* no "break" -- fall through to next case */
6071 /* the following elements can be pushed by "snapping" */
6074 return MF_NO_ACTION;
6076 player->Pushing = TRUE;
6078 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6079 return MF_NO_ACTION;
6081 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6082 return MF_NO_ACTION;
6084 if (player->push_delay == 0)
6085 player->push_delay = FrameCounter;
6087 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6089 element != EL_SPRING)
6090 return MF_NO_ACTION;
6092 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6093 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6094 element != EL_SPRING)
6095 return MF_NO_ACTION;
6098 if (mode == DF_SNAP)
6100 InitMovingField(x, y, move_direction);
6101 ContinueMoving(x, y);
6106 Feld[x + dx][y + dy] = element;
6109 if (element == EL_SPRING)
6111 Feld[x + dx][y + dy] = EL_SPRING;
6112 MovDir[x + dx][y + dy] = move_direction;
6115 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6117 DrawLevelField(x + dx, y + dy);
6118 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6125 if (!player->key[element - EL_GATE_1])
6126 return MF_NO_ACTION;
6129 case EL_GATE_1_GRAY:
6130 case EL_GATE_2_GRAY:
6131 case EL_GATE_3_GRAY:
6132 case EL_GATE_4_GRAY:
6133 if (!player->key[element - EL_GATE_1_GRAY])
6134 return MF_NO_ACTION;
6141 if (!player->key[element - EL_EM_GATE_1])
6142 return MF_NO_ACTION;
6143 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6144 return MF_NO_ACTION;
6146 /* automatically move to the next field with double speed */
6147 player->programmed_action = move_direction;
6148 DOUBLE_PLAYER_SPEED(player);
6150 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6153 case EL_EM_GATE_1_GRAY:
6154 case EL_EM_GATE_2_GRAY:
6155 case EL_EM_GATE_3_GRAY:
6156 case EL_EM_GATE_4_GRAY:
6157 if (!player->key[element - EL_EM_GATE_1_GRAY])
6158 return MF_NO_ACTION;
6159 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6160 return MF_NO_ACTION;
6162 /* automatically move to the next field with double speed */
6163 player->programmed_action = move_direction;
6164 DOUBLE_PLAYER_SPEED(player);
6167 PlaySoundLevelAction(x, y, ACTION_PASSING);
6169 PlaySoundLevel(x, y, SND_GATE_PASSING);
6173 case EL_SWITCHGATE_OPEN:
6174 case EL_TIMEGATE_OPEN:
6175 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6176 return MF_NO_ACTION;
6178 /* automatically move to the next field with double speed */
6179 player->programmed_action = move_direction;
6180 DOUBLE_PLAYER_SPEED(player);
6182 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6185 case EL_SP_PORT_LEFT:
6186 case EL_SP_PORT_RIGHT:
6188 case EL_SP_PORT_DOWN:
6189 case EL_SP_PORT_HORIZONTAL:
6190 case EL_SP_PORT_VERTICAL:
6191 case EL_SP_PORT_ANY:
6192 case EL_SP_GRAVITY_PORT_LEFT:
6193 case EL_SP_GRAVITY_PORT_RIGHT:
6194 case EL_SP_GRAVITY_PORT_UP:
6195 case EL_SP_GRAVITY_PORT_DOWN:
6197 element != EL_SP_PORT_LEFT &&
6198 element != EL_SP_GRAVITY_PORT_LEFT &&
6199 element != EL_SP_PORT_HORIZONTAL &&
6200 element != EL_SP_PORT_ANY) ||
6202 element != EL_SP_PORT_RIGHT &&
6203 element != EL_SP_GRAVITY_PORT_RIGHT &&
6204 element != EL_SP_PORT_HORIZONTAL &&
6205 element != EL_SP_PORT_ANY) ||
6207 element != EL_SP_PORT_UP &&
6208 element != EL_SP_GRAVITY_PORT_UP &&
6209 element != EL_SP_PORT_VERTICAL &&
6210 element != EL_SP_PORT_ANY) ||
6212 element != EL_SP_PORT_DOWN &&
6213 element != EL_SP_GRAVITY_PORT_DOWN &&
6214 element != EL_SP_PORT_VERTICAL &&
6215 element != EL_SP_PORT_ANY) ||
6216 !IN_LEV_FIELD(x + dx, y + dy) ||
6217 !IS_FREE(x + dx, y + dy))
6218 return MF_NO_ACTION;
6220 /* automatically move to the next field with double speed */
6221 player->programmed_action = move_direction;
6222 DOUBLE_PLAYER_SPEED(player);
6224 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6228 case EL_TUBE_VERTICAL:
6229 case EL_TUBE_HORIZONTAL:
6230 case EL_TUBE_VERTICAL_LEFT:
6231 case EL_TUBE_VERTICAL_RIGHT:
6232 case EL_TUBE_HORIZONTAL_UP:
6233 case EL_TUBE_HORIZONTAL_DOWN:
6234 case EL_TUBE_LEFT_UP:
6235 case EL_TUBE_LEFT_DOWN:
6236 case EL_TUBE_RIGHT_UP:
6237 case EL_TUBE_RIGHT_DOWN:
6240 int tube_enter_directions[][2] =
6242 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6243 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6244 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6245 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6246 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6247 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6248 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6249 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6250 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6251 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6252 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6253 { -1, MV_NO_MOVING }
6256 while (tube_enter_directions[i][0] != element)
6259 if (tube_enter_directions[i][0] == -1) /* should not happen */
6263 if (!(tube_enter_directions[i][1] & move_direction))
6264 return MF_NO_ACTION; /* tube has no opening in this direction */
6266 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6270 case EL_EXIT_CLOSED:
6271 case EL_SP_EXIT_CLOSED:
6272 case EL_EXIT_OPENING:
6273 return MF_NO_ACTION;
6277 case EL_SP_EXIT_OPEN:
6278 if (mode == DF_SNAP)
6279 return MF_NO_ACTION;
6281 if (element == EL_EXIT_OPEN)
6282 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6284 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6289 Feld[x][y] = EL_LAMP_ACTIVE;
6290 local_player->lights_still_needed--;
6291 DrawLevelField(x, y);
6292 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6296 case EL_TIME_ORB_FULL:
6297 Feld[x][y] = EL_TIME_ORB_EMPTY;
6299 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6300 DrawLevelField(x, y);
6301 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6305 case EL_SOKOBAN_FIELD_EMPTY:
6308 case EL_SOKOBAN_OBJECT:
6309 case EL_SOKOBAN_FIELD_FULL:
6311 case EL_SP_DISK_YELLOW:
6313 if (mode == DF_SNAP)
6314 return MF_NO_ACTION;
6316 player->Pushing = TRUE;
6318 if (!IN_LEV_FIELD(x+dx, y+dy)
6319 || (!IS_FREE(x+dx, y+dy)
6320 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6321 || !IS_SB_ELEMENT(element))))
6322 return MF_NO_ACTION;
6324 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6325 return MF_NO_ACTION;
6327 if (player->push_delay == 0)
6328 player->push_delay = FrameCounter;
6330 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6331 !tape.playing && element != EL_BALLOON)
6332 return MF_NO_ACTION;
6334 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6335 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6336 element != EL_BALLOON)
6337 return MF_NO_ACTION;
6340 if (IS_SB_ELEMENT(element))
6342 if (element == EL_SOKOBAN_FIELD_FULL)
6344 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6345 local_player->sokobanfields_still_needed++;
6350 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6352 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6353 local_player->sokobanfields_still_needed--;
6354 if (element == EL_SOKOBAN_OBJECT)
6356 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6358 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6362 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6364 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6369 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6370 if (element == EL_SOKOBAN_FIELD_FULL)
6372 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6374 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6378 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6380 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6387 Feld[x+dx][y+dy] = element;
6388 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6391 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6393 DrawLevelField(x, y);
6394 DrawLevelField(x + dx, y + dy);
6396 if (IS_SB_ELEMENT(element) &&
6397 local_player->sokobanfields_still_needed == 0 &&
6398 game.emulation == EMU_SOKOBAN)
6400 player->LevelSolved = player->GameOver = TRUE;
6401 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6412 if (IS_PUSHABLE(element))
6414 if (mode == DF_SNAP)
6415 return MF_NO_ACTION;
6417 if (CAN_FALL(element) && dy)
6418 return MF_NO_ACTION;
6420 player->Pushing = TRUE;
6422 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6423 return MF_NO_ACTION;
6425 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6426 return MF_NO_ACTION;
6428 if (player->push_delay == 0)
6429 player->push_delay = FrameCounter;
6431 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6432 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6433 return MF_NO_ACTION;
6436 Feld[x + dx][y + dy] = element;
6438 player->push_delay_value = 2 + RND(8);
6440 DrawLevelField(x + dx, y + dy);
6441 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6446 return MF_NO_ACTION;
6449 player->push_delay = 0;
6451 if (Feld[x][y] != element) /* really digged/collected something */
6452 player->is_collecting = !player->is_digging;
6457 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6459 int jx = player->jx, jy = player->jy;
6460 int x = jx + dx, y = jy + dy;
6462 if (!player->active || !IN_LEV_FIELD(x, y))
6470 if (player->MovPos == 0)
6471 player->Pushing = FALSE;
6473 player->snapped = FALSE;
6475 if (player->MovPos == 0)
6477 player->is_digging = FALSE;
6478 player->is_collecting = FALSE;
6484 if (player->snapped)
6487 player->MovDir = (dx < 0 ? MV_LEFT :
6490 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6492 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6495 player->snapped = TRUE;
6496 player->is_digging = FALSE;
6497 player->is_collecting = FALSE;
6499 DrawLevelField(x, y);
6505 boolean PlaceBomb(struct PlayerInfo *player)
6507 int jx = player->jx, jy = player->jy;
6510 if (!player->active || player->MovPos)
6513 element = Feld[jx][jy];
6515 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6516 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6520 if (element != EL_EMPTY)
6524 if (element != EL_EMPTY)
6527 Store[jx][jy] = element;
6529 Back[jx][jy] = element;
6533 MovDelay[jx][jy] = 96;
6535 ResetGfxAnimation(jx, jy);
6536 ResetRandomAnimationValue(jx, jy);
6538 if (player->dynamite)
6540 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6541 EL_DYNAMITE_ACTIVE);
6544 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6546 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6549 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6551 if (game.emulation == EMU_SUPAPLEX)
6552 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6554 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6558 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6563 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6564 player->dynabombs_left--;
6566 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6567 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6569 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6575 /* ------------------------------------------------------------------------- */
6576 /* game sound playing functions */
6577 /* ------------------------------------------------------------------------- */
6579 static int *loop_sound_frame = NULL;
6580 static int *loop_sound_volume = NULL;
6582 void InitPlaySoundLevel()
6584 int num_sounds = getSoundListSize();
6586 if (loop_sound_frame != NULL)
6587 free(loop_sound_frame);
6589 if (loop_sound_volume != NULL)
6590 free(loop_sound_volume);
6592 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6593 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6596 static void PlaySoundLevel(int x, int y, int nr)
6598 int sx = SCREENX(x), sy = SCREENY(y);
6599 int volume, stereo_position;
6600 int max_distance = 8;
6601 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6603 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6604 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6607 if (!IN_LEV_FIELD(x, y) ||
6608 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6609 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6612 volume = SOUND_MAX_VOLUME;
6614 if (!IN_SCR_FIELD(sx, sy))
6616 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6617 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6619 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6622 stereo_position = (SOUND_MAX_LEFT +
6623 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6624 (SCR_FIELDX + 2 * max_distance));
6626 if (IS_LOOP_SOUND(nr))
6628 /* This assures that quieter loop sounds do not overwrite louder ones,
6629 while restarting sound volume comparison with each new game frame. */
6631 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6634 loop_sound_volume[nr] = volume;
6635 loop_sound_frame[nr] = FrameCounter;
6638 PlaySoundExt(nr, volume, stereo_position, type);
6641 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6643 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6644 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6645 y < LEVELY(BY1) ? LEVELY(BY1) :
6646 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6650 static void PlaySoundLevelAction(int x, int y, int action)
6652 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6655 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6657 int sound_effect = element_info[element].sound[action];
6659 if (sound_effect != SND_UNDEFINED)
6660 PlaySoundLevel(x, y, sound_effect);
6663 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6665 int sound_effect = element_info[Feld[x][y]].sound[action];
6667 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6668 PlaySoundLevel(x, y, sound_effect);
6671 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6673 int sound_effect = element_info[Feld[x][y]].sound[action];
6675 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6676 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6679 void RaiseScore(int value)
6681 local_player->score += value;
6682 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6685 void RaiseScoreElement(int element)
6691 case EL_EMERALD_YELLOW:
6692 case EL_EMERALD_RED:
6693 case EL_EMERALD_PURPLE:
6694 RaiseScore(level.score[SC_EMERALD]);
6697 RaiseScore(level.score[SC_DIAMOND]);
6700 case EL_BD_BUTTERFLY:
6701 RaiseScore(level.score[SC_BUG]);
6705 RaiseScore(level.score[SC_SPACESHIP]);
6708 case EL_DARK_YAMYAM:
6709 RaiseScore(level.score[SC_YAMYAM]);
6712 RaiseScore(level.score[SC_ROBOT]);
6715 RaiseScore(level.score[SC_PACMAN]);
6718 RaiseScore(level.score[SC_NUT]);
6721 RaiseScore(level.score[SC_DYNAMITE]);
6727 RaiseScore(level.score[SC_KEY]);
6734 void RequestQuitGame(boolean ask_if_really_quit)
6736 if (AllPlayersGone ||
6737 !ask_if_really_quit ||
6738 level_editor_test_game ||
6739 Request("Do you really want to quit the game ?",
6740 REQ_ASK | REQ_STAY_CLOSED))
6742 #if defined(PLATFORM_UNIX)
6743 if (options.network)
6744 SendToServer_StopPlaying();
6748 game_status = GAME_MODE_MAIN;
6754 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6759 /* ---------- new game button stuff ---------------------------------------- */
6761 /* graphic position values for game buttons */
6762 #define GAME_BUTTON_XSIZE 30
6763 #define GAME_BUTTON_YSIZE 30
6764 #define GAME_BUTTON_XPOS 5
6765 #define GAME_BUTTON_YPOS 215
6766 #define SOUND_BUTTON_XPOS 5
6767 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6769 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6770 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6771 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6772 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6773 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6774 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6781 } gamebutton_info[NUM_GAME_BUTTONS] =
6784 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6789 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6794 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6799 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6800 SOUND_CTRL_ID_MUSIC,
6801 "background music on/off"
6804 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6805 SOUND_CTRL_ID_LOOPS,
6806 "sound loops on/off"
6809 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6810 SOUND_CTRL_ID_SIMPLE,
6811 "normal sounds on/off"
6815 void CreateGameButtons()
6819 for (i=0; i<NUM_GAME_BUTTONS; i++)
6821 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6822 struct GadgetInfo *gi;
6825 unsigned long event_mask;
6826 int gd_xoffset, gd_yoffset;
6827 int gd_x1, gd_x2, gd_y1, gd_y2;
6830 gd_xoffset = gamebutton_info[i].x;
6831 gd_yoffset = gamebutton_info[i].y;
6832 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6833 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6835 if (id == GAME_CTRL_ID_STOP ||
6836 id == GAME_CTRL_ID_PAUSE ||
6837 id == GAME_CTRL_ID_PLAY)
6839 button_type = GD_TYPE_NORMAL_BUTTON;
6841 event_mask = GD_EVENT_RELEASED;
6842 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6843 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6847 button_type = GD_TYPE_CHECK_BUTTON;
6849 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6850 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6851 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6852 event_mask = GD_EVENT_PRESSED;
6853 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6854 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6857 gi = CreateGadget(GDI_CUSTOM_ID, id,
6858 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6859 GDI_X, DX + gd_xoffset,
6860 GDI_Y, DY + gd_yoffset,
6861 GDI_WIDTH, GAME_BUTTON_XSIZE,
6862 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6863 GDI_TYPE, button_type,
6864 GDI_STATE, GD_BUTTON_UNPRESSED,
6865 GDI_CHECKED, checked,
6866 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6867 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6868 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6869 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6870 GDI_EVENT_MASK, event_mask,
6871 GDI_CALLBACK_ACTION, HandleGameButtons,
6875 Error(ERR_EXIT, "cannot create gadget");
6877 game_gadget[id] = gi;
6881 void FreeGameButtons()
6885 for (i=0; i<NUM_GAME_BUTTONS; i++)
6886 FreeGadget(game_gadget[i]);
6889 static void MapGameButtons()
6893 for (i=0; i<NUM_GAME_BUTTONS; i++)
6894 MapGadget(game_gadget[i]);
6897 void UnmapGameButtons()
6901 for (i=0; i<NUM_GAME_BUTTONS; i++)
6902 UnmapGadget(game_gadget[i]);
6905 static void HandleGameButtons(struct GadgetInfo *gi)
6907 int id = gi->custom_id;
6909 if (game_status != GAME_MODE_PLAYING)
6914 case GAME_CTRL_ID_STOP:
6915 RequestQuitGame(TRUE);
6918 case GAME_CTRL_ID_PAUSE:
6919 if (options.network)
6921 #if defined(PLATFORM_UNIX)
6923 SendToServer_ContinuePlaying();
6925 SendToServer_PausePlaying();
6929 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6932 case GAME_CTRL_ID_PLAY:
6935 #if defined(PLATFORM_UNIX)
6936 if (options.network)
6937 SendToServer_ContinuePlaying();
6941 tape.pausing = FALSE;
6942 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6947 case SOUND_CTRL_ID_MUSIC:
6948 if (setup.sound_music)
6950 setup.sound_music = FALSE;
6953 else if (audio.music_available)
6955 setup.sound = setup.sound_music = TRUE;
6956 PlayMusic(level_nr);
6960 case SOUND_CTRL_ID_LOOPS:
6961 if (setup.sound_loops)
6962 setup.sound_loops = FALSE;
6963 else if (audio.loops_available)
6964 setup.sound = setup.sound_loops = TRUE;
6967 case SOUND_CTRL_ID_SIMPLE:
6968 if (setup.sound_simple)
6969 setup.sound_simple = FALSE;
6970 else if (audio.sound_available)
6971 setup.sound = setup.sound_simple = TRUE;