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 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 /* game button identifiers */
100 #define GAME_CTRL_ID_STOP 0
101 #define GAME_CTRL_ID_PAUSE 1
102 #define GAME_CTRL_ID_PLAY 2
103 #define SOUND_CTRL_ID_MUSIC 3
104 #define SOUND_CTRL_ID_LOOPS 4
105 #define SOUND_CTRL_ID_SIMPLE 5
107 #define NUM_GAME_BUTTONS 6
110 /* forward declaration for internal use */
112 static void InitBeltMovement(void);
113 static void CloseAllOpenTimegates(void);
114 static void CheckGravityMovement(struct PlayerInfo *);
115 static void KillHeroUnlessProtected(int, int);
117 static void PlaySoundLevel(int, int, int);
118 static void PlaySoundLevelNearest(int, int, int);
119 static void PlaySoundLevelAction(int, int, int);
120 static void PlaySoundLevelElementAction(int, int, int, int);
121 static void PlaySoundLevelActionIfLoop(int, int, int);
122 static void StopSoundLevelActionIfLoop(int, int, int);
124 static void MapGameButtons();
125 static void HandleGameButtons(struct GadgetInfo *);
127 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
130 /* ------------------------------------------------------------------------- */
131 /* definition of elements that automatically change to other elements after */
132 /* a specified time, eventually calling a function when changing */
133 /* ------------------------------------------------------------------------- */
135 /* forward declaration for changer functions */
136 static void InitBuggyBase(int x, int y);
137 static void WarnBuggyBase(int x, int y);
139 static void InitTrap(int x, int y);
140 static void ActivateTrap(int x, int y);
141 static void ChangeActiveTrap(int x, int y);
143 static void InitRobotWheel(int x, int y);
144 static void RunRobotWheel(int x, int y);
145 static void StopRobotWheel(int x, int y);
147 static void InitTimegateWheel(int x, int y);
148 static void RunTimegateWheel(int x, int y);
150 struct ChangingElementInfo
155 void (*pre_change_function)(int x, int y);
156 void (*change_function)(int x, int y);
157 void (*post_change_function)(int x, int y);
160 static struct ChangingElementInfo changing_element_list[] =
187 EL_SWITCHGATE_OPENING,
195 EL_SWITCHGATE_CLOSING,
196 EL_SWITCHGATE_CLOSED,
228 EL_ACID_SPLASH_RIGHT,
237 EL_SP_BUGGY_BASE_ACTIVATING,
244 EL_SP_BUGGY_BASE_ACTIVATING,
245 EL_SP_BUGGY_BASE_ACTIVE,
252 EL_SP_BUGGY_BASE_ACTIVE,
276 EL_ROBOT_WHEEL_ACTIVE,
284 EL_TIMEGATE_SWITCH_ACTIVE,
302 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
304 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
307 void GetPlayerConfig()
309 if (!audio.sound_available)
312 if (!audio.loops_available)
313 setup.sound_loops = FALSE;
315 if (!audio.music_available)
316 setup.sound_music = FALSE;
318 if (!video.fullscreen_available)
319 setup.fullscreen = FALSE;
321 setup.sound_simple = setup.sound;
323 SetAudioMode(setup.sound);
327 static int getBeltNrFromBeltElement(int element)
329 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
330 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
331 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
334 static int getBeltNrFromBeltActiveElement(int element)
336 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
337 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
338 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
341 static int getBeltNrFromBeltSwitchElement(int element)
343 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
344 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
345 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
348 static int getBeltDirNrFromBeltSwitchElement(int element)
350 static int belt_base_element[4] =
352 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
353 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
354 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
355 EL_CONVEYOR_BELT_4_SWITCH_LEFT
358 int belt_nr = getBeltNrFromBeltSwitchElement(element);
359 int belt_dir_nr = element - belt_base_element[belt_nr];
361 return (belt_dir_nr % 3);
364 static int getBeltDirFromBeltSwitchElement(int element)
366 static int belt_move_dir[3] =
373 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
375 return belt_move_dir[belt_dir_nr];
378 static void InitField(int x, int y, boolean init_game)
385 if (stored_player[0].present)
387 Feld[x][y] = EL_SP_MURPHY_CLONE;
392 stored_player[0].use_murphy_graphic = TRUE;
395 Feld[x][y] = EL_PLAYER_1;
404 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
405 int jx = player->jx, jy = player->jy;
407 player->present = TRUE;
409 if (!options.network || player->connected)
411 player->active = TRUE;
413 /* remove potentially duplicate players */
414 if (StorePlayer[jx][jy] == Feld[x][y])
415 StorePlayer[jx][jy] = 0;
417 StorePlayer[x][y] = Feld[x][y];
421 printf("Player %d activated.\n", player->element_nr);
422 printf("[Local player is %d and currently %s.]\n",
423 local_player->element_nr,
424 local_player->active ? "active" : "not active");
428 Feld[x][y] = EL_EMPTY;
429 player->jx = player->last_jx = x;
430 player->jy = player->last_jy = y;
435 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
436 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
437 else if (x > 0 && Feld[x-1][y] == EL_ACID)
438 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
439 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
440 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
441 else if (y > 0 && Feld[x][y-1] == EL_ACID)
442 Feld[x][y] = EL_ACID_POOL_BOTTOM;
443 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
444 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
452 case EL_SPACESHIP_RIGHT:
453 case EL_SPACESHIP_UP:
454 case EL_SPACESHIP_LEFT:
455 case EL_SPACESHIP_DOWN:
457 case EL_BD_BUTTERFLY_RIGHT:
458 case EL_BD_BUTTERFLY_UP:
459 case EL_BD_BUTTERFLY_LEFT:
460 case EL_BD_BUTTERFLY_DOWN:
461 case EL_BD_BUTTERFLY:
462 case EL_BD_FIREFLY_RIGHT:
463 case EL_BD_FIREFLY_UP:
464 case EL_BD_FIREFLY_LEFT:
465 case EL_BD_FIREFLY_DOWN:
467 case EL_PACMAN_RIGHT:
491 if (y == lev_fieldy - 1)
493 Feld[x][y] = EL_AMOEBA_GROWING;
494 Store[x][y] = EL_AMOEBA_WET;
498 case EL_DYNAMITE_ACTIVE:
503 local_player->lights_still_needed++;
506 case EL_SOKOBAN_FIELD_EMPTY:
507 local_player->sokobanfields_still_needed++;
511 local_player->friends_still_needed++;
516 MovDir[x][y] = 1 << RND(4);
520 Feld[x][y] = EL_EMPTY;
523 case EL_EM_KEY_1_FILE:
524 Feld[x][y] = EL_EM_KEY_1;
526 case EL_EM_KEY_2_FILE:
527 Feld[x][y] = EL_EM_KEY_2;
529 case EL_EM_KEY_3_FILE:
530 Feld[x][y] = EL_EM_KEY_3;
532 case EL_EM_KEY_4_FILE:
533 Feld[x][y] = EL_EM_KEY_4;
536 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
537 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
538 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
539 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
540 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
541 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
542 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
543 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
544 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
545 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
546 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
547 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
550 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
551 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
552 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
554 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
556 game.belt_dir[belt_nr] = belt_dir;
557 game.belt_dir_nr[belt_nr] = belt_dir_nr;
559 else /* more than one switch -- set it like the first switch */
561 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
566 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
568 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
571 case EL_LIGHT_SWITCH_ACTIVE:
573 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
581 void DrawGameDoorValues()
585 for (i=0; i<MAX_PLAYERS; i++)
587 if (stored_player[i].key[j])
588 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
589 el2edimg(EL_KEY_1 + j));
591 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
592 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
593 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
594 int2str(local_player->dynamite, 3), FONT_TEXT_2);
595 DrawText(DX + XX_SCORE, DY + YY_SCORE,
596 int2str(local_player->score, 5), FONT_TEXT_2);
597 DrawText(DX + XX_TIME, DY + YY_TIME,
598 int2str(TimeLeft, 3), FONT_TEXT_2);
603 =============================================================================
605 -----------------------------------------------------------------------------
606 initialize game engine due to level / tape version number
607 =============================================================================
610 static void InitGameEngine()
614 /* set game engine from tape file when re-playing, else from level file */
615 game.engine_version = (tape.playing ? tape.engine_version :
618 /* dynamically adjust element properties according to game engine version */
619 InitElementPropertiesEngine(game.engine_version);
622 printf("level %d: level version == %06d\n", level_nr, level.game_version);
623 printf(" tape version == %06d [%s] [file: %06d]\n",
624 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
626 printf(" => game.engine_version == %06d\n", game.engine_version);
629 /* dynamically adjust player properties according to game engine version */
630 game.initial_move_delay =
631 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
632 INITIAL_MOVE_DELAY_OFF);
634 /* dynamically adjust player properties according to level information */
635 game.initial_move_delay_value =
636 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
639 /* dynamically adjust element properties according to game engine version */
641 static int ep_em_slippery_wall[] =
646 EL_EXPANDABLE_WALL_HORIZONTAL,
647 EL_EXPANDABLE_WALL_VERTICAL,
648 EL_EXPANDABLE_WALL_ANY
650 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
652 /* special EM style gems behaviour */
653 for (i=0; i<ep_em_slippery_wall_num; i++)
654 SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
655 level.em_slippery_gems);
657 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
658 SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
659 (level.em_slippery_gems &&
660 game.engine_version > VERSION_IDENT(2,0,1)));
664 /* initialize changing elements information */
665 for (i=0; i<MAX_NUM_ELEMENTS; i++)
667 changing_element[i].base_element = EL_UNDEFINED;
668 changing_element[i].next_element = EL_UNDEFINED;
669 changing_element[i].change_delay = -1;
670 changing_element[i].pre_change_function = NULL;
671 changing_element[i].change_function = NULL;
672 changing_element[i].post_change_function = NULL;
675 /* add changing elements from pre-defined list */
677 while (changing_element_list[i].base_element != EL_UNDEFINED)
679 struct ChangingElementInfo *ce = &changing_element_list[i];
680 int element = ce->base_element;
682 changing_element[element].base_element = ce->base_element;
683 changing_element[element].next_element = ce->next_element;
684 changing_element[element].change_delay = ce->change_delay;
685 changing_element[element].pre_change_function = ce->pre_change_function;
686 changing_element[element].change_function = ce->change_function;
687 changing_element[element].post_change_function = ce->post_change_function;
692 /* add changing elements from custom element configuration */
693 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
695 int element = EL_CUSTOM_START + i;
696 struct ElementChangeInfo *change = &element_info[element].change;
698 /* only add custom elements that change after fixed/random frame delay */
699 if (!IS_CHANGEABLE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
702 changing_element[element].base_element = element;
703 changing_element[element].next_element = change->successor;
704 changing_element[element].change_delay = (change->delay_fixed *
705 change->delay_frames);
711 =============================================================================
713 -----------------------------------------------------------------------------
714 initialize and start new game
715 =============================================================================
720 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
721 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
722 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
729 #if USE_NEW_AMOEBA_CODE
730 printf("Using new amoeba code.\n");
732 printf("Using old amoeba code.\n");
737 /* don't play tapes over network */
738 network_playing = (options.network && !tape.playing);
740 for (i=0; i<MAX_PLAYERS; i++)
742 struct PlayerInfo *player = &stored_player[i];
744 player->index_nr = i;
745 player->element_nr = EL_PLAYER_1 + i;
747 player->present = FALSE;
748 player->active = FALSE;
751 player->effective_action = 0;
752 player->programmed_action = 0;
755 player->gems_still_needed = level.gems_needed;
756 player->sokobanfields_still_needed = 0;
757 player->lights_still_needed = 0;
758 player->friends_still_needed = 0;
761 player->key[j] = FALSE;
763 player->dynamite = 0;
764 player->dynabomb_count = 0;
765 player->dynabomb_size = 1;
766 player->dynabombs_left = 0;
767 player->dynabomb_xl = FALSE;
769 player->MovDir = MV_NO_MOVING;
771 player->Pushing = FALSE;
772 player->Switching = FALSE;
774 player->GfxDir = MV_NO_MOVING;
775 player->GfxAction = ACTION_DEFAULT;
777 player->StepFrame = 0;
779 player->use_murphy_graphic = FALSE;
780 player->use_disk_red_graphic = FALSE;
782 player->actual_frame_counter = 0;
784 player->last_move_dir = MV_NO_MOVING;
785 player->is_moving = FALSE;
787 player->is_moving = FALSE;
788 player->is_waiting = FALSE;
789 player->is_digging = FALSE;
790 player->is_collecting = FALSE;
792 player->move_delay = game.initial_move_delay;
793 player->move_delay_value = game.initial_move_delay_value;
795 player->push_delay = 0;
796 player->push_delay_value = 5;
798 player->snapped = FALSE;
800 player->last_jx = player->last_jy = 0;
801 player->jx = player->jy = 0;
803 player->shield_normal_time_left = 0;
804 player->shield_deadly_time_left = 0;
806 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
807 SnapField(player, 0, 0);
809 player->LevelSolved = FALSE;
810 player->GameOver = FALSE;
813 network_player_action_received = FALSE;
815 #if defined(PLATFORM_UNIX)
816 /* initial null action */
818 SendToServer_MovePlayer(MV_NO_MOVING);
826 TimeLeft = level.time;
828 ScreenMovDir = MV_NO_MOVING;
832 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
834 AllPlayersGone = FALSE;
836 game.yamyam_content_nr = 0;
837 game.magic_wall_active = FALSE;
838 game.magic_wall_time_left = 0;
839 game.light_time_left = 0;
840 game.timegate_time_left = 0;
841 game.switchgate_pos = 0;
842 game.balloon_dir = MV_NO_MOVING;
843 game.explosions_delayed = TRUE;
847 game.belt_dir[i] = MV_NO_MOVING;
848 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
851 for (i=0; i<MAX_NUM_AMOEBA; i++)
852 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
854 for (x=0; x<lev_fieldx; x++)
856 for (y=0; y<lev_fieldy; y++)
858 Feld[x][y] = Ur[x][y];
859 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
860 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
862 JustStopped[x][y] = 0;
864 ExplodePhase[x][y] = 0;
865 ExplodeField[x][y] = EX_NO_EXPLOSION;
868 GfxAction[x][y] = ACTION_DEFAULT;
869 GfxRandom[x][y] = INIT_GFX_RANDOM();
870 GfxElement[x][y] = EL_UNDEFINED;
874 for(y=0; y<lev_fieldy; y++)
876 for(x=0; x<lev_fieldx; x++)
878 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
880 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
882 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
885 InitField(x, y, TRUE);
891 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
892 emulate_sb ? EMU_SOKOBAN :
893 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
895 /* correct non-moving belts to start moving left */
897 if (game.belt_dir[i] == MV_NO_MOVING)
898 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
900 /* check if any connected player was not found in playfield */
901 for (i=0; i<MAX_PLAYERS; i++)
903 struct PlayerInfo *player = &stored_player[i];
905 if (player->connected && !player->present)
907 for (j=0; j<MAX_PLAYERS; j++)
909 struct PlayerInfo *some_player = &stored_player[j];
910 int jx = some_player->jx, jy = some_player->jy;
912 /* assign first free player found that is present in the playfield */
913 if (some_player->present && !some_player->connected)
915 player->present = TRUE;
916 player->active = TRUE;
917 some_player->present = FALSE;
919 StorePlayer[jx][jy] = player->element_nr;
920 player->jx = player->last_jx = jx;
921 player->jy = player->last_jy = jy;
931 /* when playing a tape, eliminate all players who do not participate */
933 for (i=0; i<MAX_PLAYERS; i++)
935 if (stored_player[i].active && !tape.player_participates[i])
937 struct PlayerInfo *player = &stored_player[i];
938 int jx = player->jx, jy = player->jy;
940 player->active = FALSE;
941 StorePlayer[jx][jy] = 0;
942 Feld[jx][jy] = EL_EMPTY;
946 else if (!options.network && !setup.team_mode) /* && !tape.playing */
948 /* when in single player mode, eliminate all but the first active player */
950 for (i=0; i<MAX_PLAYERS; i++)
952 if (stored_player[i].active)
954 for (j=i+1; j<MAX_PLAYERS; j++)
956 if (stored_player[j].active)
958 struct PlayerInfo *player = &stored_player[j];
959 int jx = player->jx, jy = player->jy;
961 player->active = FALSE;
962 StorePlayer[jx][jy] = 0;
963 Feld[jx][jy] = EL_EMPTY;
970 /* when recording the game, store which players take part in the game */
973 for (i=0; i<MAX_PLAYERS; i++)
974 if (stored_player[i].active)
975 tape.player_participates[i] = TRUE;
980 for (i=0; i<MAX_PLAYERS; i++)
982 struct PlayerInfo *player = &stored_player[i];
984 printf("Player %d: present == %d, connected == %d, active == %d.\n",
989 if (local_player == player)
990 printf("Player %d is local player.\n", i+1);
994 if (BorderElement == EL_EMPTY)
997 SBX_Right = lev_fieldx - SCR_FIELDX;
999 SBY_Lower = lev_fieldy - SCR_FIELDY;
1004 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1006 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1009 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1010 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1012 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1013 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1015 scroll_x = SBX_Left;
1016 scroll_y = SBY_Upper;
1017 if (local_player->jx >= SBX_Left + MIDPOSX)
1018 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1019 local_player->jx - MIDPOSX :
1021 if (local_player->jy >= SBY_Upper + MIDPOSY)
1022 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1023 local_player->jy - MIDPOSY :
1026 CloseDoor(DOOR_CLOSE_1);
1031 /* after drawing the level, correct some elements */
1032 if (game.timegate_time_left == 0)
1033 CloseAllOpenTimegates();
1035 if (setup.soft_scrolling)
1036 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1038 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1041 /* copy default game door content to main double buffer */
1042 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1043 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1046 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1049 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1050 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1051 BlitBitmap(drawto, drawto,
1052 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1053 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1054 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1055 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1058 DrawGameDoorValues();
1062 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1063 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1064 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1068 /* copy actual game door content to door double buffer for OpenDoor() */
1069 BlitBitmap(drawto, bitmap_db_door,
1070 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1072 OpenDoor(DOOR_OPEN_ALL);
1074 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1075 if (setup.sound_music)
1076 PlayMusic(level_nr);
1078 KeyboardAutoRepeatOffUnlessAutoplay();
1083 printf("Player %d %sactive.\n",
1084 i + 1, (stored_player[i].active ? "" : "not "));
1088 void InitMovDir(int x, int y)
1090 int i, element = Feld[x][y];
1091 static int xy[4][2] =
1098 static int direction[3][4] =
1100 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1101 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1102 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1111 Feld[x][y] = EL_BUG;
1112 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1115 case EL_SPACESHIP_RIGHT:
1116 case EL_SPACESHIP_UP:
1117 case EL_SPACESHIP_LEFT:
1118 case EL_SPACESHIP_DOWN:
1119 Feld[x][y] = EL_SPACESHIP;
1120 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1123 case EL_BD_BUTTERFLY_RIGHT:
1124 case EL_BD_BUTTERFLY_UP:
1125 case EL_BD_BUTTERFLY_LEFT:
1126 case EL_BD_BUTTERFLY_DOWN:
1127 Feld[x][y] = EL_BD_BUTTERFLY;
1128 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1131 case EL_BD_FIREFLY_RIGHT:
1132 case EL_BD_FIREFLY_UP:
1133 case EL_BD_FIREFLY_LEFT:
1134 case EL_BD_FIREFLY_DOWN:
1135 Feld[x][y] = EL_BD_FIREFLY;
1136 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1139 case EL_PACMAN_RIGHT:
1141 case EL_PACMAN_LEFT:
1142 case EL_PACMAN_DOWN:
1143 Feld[x][y] = EL_PACMAN;
1144 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1147 case EL_SP_SNIKSNAK:
1148 MovDir[x][y] = MV_UP;
1151 case EL_SP_ELECTRON:
1152 MovDir[x][y] = MV_LEFT;
1159 Feld[x][y] = EL_MOLE;
1160 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1164 MovDir[x][y] = 1 << RND(4);
1165 if (element != EL_BUG &&
1166 element != EL_SPACESHIP &&
1167 element != EL_BD_BUTTERFLY &&
1168 element != EL_BD_FIREFLY)
1173 int x1 = x + xy[i][0];
1174 int y1 = y + xy[i][1];
1176 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1178 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1180 MovDir[x][y] = direction[0][i];
1183 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1184 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1186 MovDir[x][y] = direction[1][i];
1195 void InitAmoebaNr(int x, int y)
1198 int group_nr = AmoebeNachbarNr(x, y);
1202 for (i=1; i<MAX_NUM_AMOEBA; i++)
1204 if (AmoebaCnt[i] == 0)
1212 AmoebaNr[x][y] = group_nr;
1213 AmoebaCnt[group_nr]++;
1214 AmoebaCnt2[group_nr]++;
1220 boolean raise_level = FALSE;
1222 if (local_player->MovPos)
1225 if (tape.playing && tape.auto_play)
1226 tape.auto_play_level_solved = TRUE;
1228 local_player->LevelSolved = FALSE;
1230 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1234 if (!tape.playing && setup.sound_loops)
1235 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1236 SND_CTRL_PLAY_LOOP);
1238 while (TimeLeft > 0)
1240 if (!tape.playing && !setup.sound_loops)
1241 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1242 if (TimeLeft > 0 && !(TimeLeft % 10))
1243 RaiseScore(level.score[SC_TIME_BONUS]);
1244 if (TimeLeft > 100 && !(TimeLeft % 10))
1248 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1255 if (!tape.playing && setup.sound_loops)
1256 StopSound(SND_GAME_LEVELTIME_BONUS);
1258 else if (level.time == 0) /* level without time limit */
1260 if (!tape.playing && setup.sound_loops)
1261 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1262 SND_CTRL_PLAY_LOOP);
1264 while (TimePlayed < 999)
1266 if (!tape.playing && !setup.sound_loops)
1267 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1268 if (TimePlayed < 999 && !(TimePlayed % 10))
1269 RaiseScore(level.score[SC_TIME_BONUS]);
1270 if (TimePlayed < 900 && !(TimePlayed % 10))
1274 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1281 if (!tape.playing && setup.sound_loops)
1282 StopSound(SND_GAME_LEVELTIME_BONUS);
1285 /* Hero disappears */
1286 DrawLevelField(ExitX, ExitY);
1292 CloseDoor(DOOR_CLOSE_1);
1297 SaveTape(tape.level_nr); /* Ask to save tape */
1300 if (level_nr == leveldir_current->handicap_level)
1302 leveldir_current->handicap_level++;
1303 SaveLevelSetup_SeriesInfo();
1306 if (level_editor_test_game)
1307 local_player->score = -1; /* no highscore when playing from editor */
1308 else if (level_nr < leveldir_current->last_level)
1309 raise_level = TRUE; /* advance to next level */
1311 if ((hi_pos = NewHiScore()) >= 0)
1313 game_status = GAME_MODE_SCORES;
1314 DrawHallOfFame(hi_pos);
1323 game_status = GAME_MODE_MAIN;
1340 LoadScore(level_nr);
1342 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1343 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1346 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1348 if (local_player->score > highscore[k].Score)
1350 /* player has made it to the hall of fame */
1352 if (k < MAX_SCORE_ENTRIES - 1)
1354 int m = MAX_SCORE_ENTRIES - 1;
1357 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1358 if (!strcmp(setup.player_name, highscore[l].Name))
1360 if (m == k) /* player's new highscore overwrites his old one */
1366 strcpy(highscore[l].Name, highscore[l - 1].Name);
1367 highscore[l].Score = highscore[l - 1].Score;
1374 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1375 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1376 highscore[k].Score = local_player->score;
1382 else if (!strncmp(setup.player_name, highscore[k].Name,
1383 MAX_PLAYER_NAME_LEN))
1384 break; /* player already there with a higher score */
1390 SaveScore(level_nr);
1395 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1397 if (player->GfxAction != action || player->GfxDir != dir)
1400 printf("Player frame reset! (%d => %d, %d => %d)\n",
1401 player->GfxAction, action, player->GfxDir, dir);
1404 player->GfxAction = action;
1405 player->GfxDir = dir;
1407 player->StepFrame = 0;
1411 static void ResetRandomAnimationValue(int x, int y)
1413 GfxRandom[x][y] = INIT_GFX_RANDOM();
1416 static void ResetGfxAnimation(int x, int y)
1419 GfxAction[x][y] = ACTION_DEFAULT;
1422 void InitMovingField(int x, int y, int direction)
1424 int element = Feld[x][y];
1425 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1426 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1428 if (!JustStopped[x][y] || direction != MovDir[x][y])
1429 ResetGfxAnimation(x, y);
1431 MovDir[newx][newy] = MovDir[x][y] = direction;
1433 if (Feld[newx][newy] == EL_EMPTY)
1434 Feld[newx][newy] = EL_BLOCKED;
1436 if (direction == MV_DOWN && CAN_FALL(element))
1437 GfxAction[x][y] = ACTION_FALLING;
1439 GfxAction[x][y] = ACTION_MOVING;
1441 GfxFrame[newx][newy] = GfxFrame[x][y];
1442 GfxAction[newx][newy] = GfxAction[x][y];
1443 GfxRandom[newx][newy] = GfxRandom[x][y];
1446 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1448 int direction = MovDir[x][y];
1449 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1450 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1456 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1458 int oldx = x, oldy = y;
1459 int direction = MovDir[x][y];
1461 if (direction == MV_LEFT)
1463 else if (direction == MV_RIGHT)
1465 else if (direction == MV_UP)
1467 else if (direction == MV_DOWN)
1470 *comes_from_x = oldx;
1471 *comes_from_y = oldy;
1474 int MovingOrBlocked2Element(int x, int y)
1476 int element = Feld[x][y];
1478 if (element == EL_BLOCKED)
1482 Blocked2Moving(x, y, &oldx, &oldy);
1483 return Feld[oldx][oldy];
1489 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1491 /* like MovingOrBlocked2Element(), but if element is moving
1492 and (x,y) is the field the moving element is just leaving,
1493 return EL_BLOCKED instead of the element value */
1494 int element = Feld[x][y];
1496 if (IS_MOVING(x, y))
1498 if (element == EL_BLOCKED)
1502 Blocked2Moving(x, y, &oldx, &oldy);
1503 return Feld[oldx][oldy];
1512 static void RemoveField(int x, int y)
1514 Feld[x][y] = EL_EMPTY;
1515 GfxElement[x][y] = EL_UNDEFINED;
1521 void RemoveMovingField(int x, int y)
1523 int oldx = x, oldy = y, newx = x, newy = y;
1525 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1528 if (IS_MOVING(x, y))
1530 Moving2Blocked(x, y, &newx, &newy);
1531 if (Feld[newx][newy] != EL_BLOCKED)
1534 else if (Feld[x][y] == EL_BLOCKED)
1536 Blocked2Moving(x, y, &oldx, &oldy);
1537 if (!IS_MOVING(oldx, oldy))
1541 if (Feld[x][y] == EL_BLOCKED &&
1542 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1543 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1544 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1545 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1546 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1548 Feld[oldx][oldy] = EL_EMPTY;
1550 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1552 Feld[newx][newy] = EL_EMPTY;
1553 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1554 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1555 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1557 DrawLevelField(oldx, oldy);
1558 DrawLevelField(newx, newy);
1561 void DrawDynamite(int x, int y)
1563 int sx = SCREENX(x), sy = SCREENY(y);
1564 int graphic = el2img(Feld[x][y]);
1567 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1570 if (IS_WALKABLE_INSIDE(Back[x][y]))
1574 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1575 else if (Store[x][y])
1576 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1578 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1581 if (Back[x][y] || Store[x][y])
1582 DrawGraphicThruMask(sx, sy, graphic, frame);
1584 DrawGraphic(sx, sy, graphic, frame);
1586 if (game.emulation == EMU_SUPAPLEX)
1587 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1588 else if (Store[x][y])
1589 DrawGraphicThruMask(sx, sy, graphic, frame);
1591 DrawGraphic(sx, sy, graphic, frame);
1595 void CheckDynamite(int x, int y)
1597 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1601 if (MovDelay[x][y] != 0)
1604 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1611 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1613 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1614 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1615 StopSound(SND_DYNAMITE_ACTIVE);
1617 StopSound(SND_DYNABOMB_ACTIVE);
1623 void Explode(int ex, int ey, int phase, int mode)
1627 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1628 int last_phase = num_phase * delay;
1629 int half_phase = (num_phase / 2) * delay;
1630 int first_phase_after_start = EX_PHASE_START + 1;
1632 if (game.explosions_delayed)
1634 ExplodeField[ex][ey] = mode;
1638 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1640 int center_element = Feld[ex][ey];
1642 /* remove things displayed in background while burning dynamite */
1643 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1646 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1648 /* put moving element to center field (and let it explode there) */
1649 center_element = MovingOrBlocked2Element(ex, ey);
1650 RemoveMovingField(ex, ey);
1651 Feld[ex][ey] = center_element;
1654 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1658 if (!IN_LEV_FIELD(x, y) ||
1659 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1660 (x != ex || y != ey)))
1663 element = Feld[x][y];
1665 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1667 element = MovingOrBlocked2Element(x, y);
1668 RemoveMovingField(x, y);
1672 if (IS_EXPLOSION_PROOF(element))
1675 if ((IS_INDESTRUCTIBLE(element) &&
1676 (game.engine_version < VERSION_IDENT(2,2,0) ||
1677 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1678 element == EL_FLAMES)
1682 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1684 if (IS_ACTIVE_BOMB(element))
1686 /* re-activate things under the bomb like gate or penguin */
1687 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1694 /* save walkable background elements while explosion on same tile */
1695 if (IS_INDESTRUCTIBLE(element))
1696 Back[x][y] = element;
1698 /* ignite explodable elements reached by other explosion */
1699 if (element == EL_EXPLOSION)
1700 element = Store2[x][y];
1702 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1704 switch(StorePlayer[ex][ey])
1707 Store[x][y] = EL_EMERALD_RED;
1710 Store[x][y] = EL_EMERALD;
1713 Store[x][y] = EL_EMERALD_PURPLE;
1717 Store[x][y] = EL_EMERALD_YELLOW;
1721 if (game.emulation == EMU_SUPAPLEX)
1722 Store[x][y] = EL_EMPTY;
1724 else if (center_element == EL_MOLE)
1725 Store[x][y] = EL_EMERALD_RED;
1726 else if (center_element == EL_PENGUIN)
1727 Store[x][y] = EL_EMERALD_PURPLE;
1728 else if (center_element == EL_BUG)
1729 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1730 else if (center_element == EL_BD_BUTTERFLY)
1731 Store[x][y] = EL_BD_DIAMOND;
1732 else if (center_element == EL_SP_ELECTRON)
1733 Store[x][y] = EL_SP_INFOTRON;
1734 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1735 Store[x][y] = level.amoeba_content;
1736 else if (center_element == EL_YAMYAM)
1738 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1739 else if (IS_CUSTOM_ELEMENT(center_element))
1741 element_info[center_element].content[x - ex + 1][y - ey + 1];
1742 else if (element == EL_WALL_EMERALD)
1743 Store[x][y] = EL_EMERALD;
1744 else if (element == EL_WALL_DIAMOND)
1745 Store[x][y] = EL_DIAMOND;
1746 else if (element == EL_WALL_BD_DIAMOND)
1747 Store[x][y] = EL_BD_DIAMOND;
1748 else if (element == EL_WALL_EMERALD_YELLOW)
1749 Store[x][y] = EL_EMERALD_YELLOW;
1750 else if (element == EL_WALL_EMERALD_RED)
1751 Store[x][y] = EL_EMERALD_RED;
1752 else if (element == EL_WALL_EMERALD_PURPLE)
1753 Store[x][y] = EL_EMERALD_PURPLE;
1754 else if (element == EL_WALL_PEARL)
1755 Store[x][y] = EL_PEARL;
1756 else if (element == EL_WALL_CRYSTAL)
1757 Store[x][y] = EL_CRYSTAL;
1759 Store[x][y] = EL_EMPTY;
1761 if (x != ex || y != ey ||
1762 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1763 Store2[x][y] = element;
1765 if (AmoebaNr[x][y] &&
1766 (element == EL_AMOEBA_FULL ||
1767 element == EL_BD_AMOEBA ||
1768 element == EL_AMOEBA_GROWING))
1770 AmoebaCnt[AmoebaNr[x][y]]--;
1771 AmoebaCnt2[AmoebaNr[x][y]]--;
1774 Feld[x][y] = EL_EXPLOSION;
1775 GfxElement[x][y] = EL_UNDEFINED;
1776 MovDir[x][y] = MovPos[x][y] = 0;
1778 ExplodePhase[x][y] = 1;
1782 if (center_element == EL_YAMYAM)
1783 game.yamyam_content_nr =
1784 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1795 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1797 if (phase == first_phase_after_start)
1799 int element = Store2[x][y];
1801 if (element == EL_BLACK_ORB)
1803 Feld[x][y] = Store2[x][y];
1808 else if (phase == half_phase)
1810 int element = Store2[x][y];
1812 if (IS_PLAYER(x, y))
1813 KillHeroUnlessProtected(x, y);
1814 else if (CAN_EXPLODE(element))
1816 Feld[x][y] = Store2[x][y];
1820 else if (element == EL_AMOEBA_TO_DIAMOND)
1821 AmoebeUmwandeln(x, y);
1824 if (phase == last_phase)
1828 element = Feld[x][y] = Store[x][y];
1829 Store[x][y] = Store2[x][y] = 0;
1831 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1832 element = Feld[x][y] = Back[x][y];
1835 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1836 InitField(x, y, FALSE);
1837 if (CAN_MOVE(element))
1839 DrawLevelField(x, y);
1841 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1842 StorePlayer[x][y] = 0;
1844 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1846 int stored = Store[x][y];
1847 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1848 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1850 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1853 DrawLevelFieldCrumbledSand(x, y);
1855 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1857 DrawLevelElement(x, y, Back[x][y]);
1858 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1860 else if (IS_WALKABLE_UNDER(Back[x][y]))
1862 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1863 DrawLevelElementThruMask(x, y, Back[x][y]);
1865 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1866 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1870 void DynaExplode(int ex, int ey)
1873 int dynabomb_size = 1;
1874 boolean dynabomb_xl = FALSE;
1875 struct PlayerInfo *player;
1876 static int xy[4][2] =
1884 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1886 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1887 dynabomb_size = player->dynabomb_size;
1888 dynabomb_xl = player->dynabomb_xl;
1889 player->dynabombs_left++;
1892 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1896 for (j=1; j<=dynabomb_size; j++)
1898 int x = ex + j * xy[i % 4][0];
1899 int y = ey + j * xy[i % 4][1];
1902 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1905 element = Feld[x][y];
1907 /* do not restart explosions of fields with active bombs */
1908 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1911 Explode(x, y, EX_PHASE_START, EX_BORDER);
1913 if (element != EL_EMPTY &&
1914 element != EL_SAND &&
1915 element != EL_EXPLOSION &&
1922 void Bang(int x, int y)
1924 int element = Feld[x][y];
1926 if (game.emulation == EMU_SUPAPLEX)
1927 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1929 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1932 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1940 case EL_BD_BUTTERFLY:
1943 case EL_DARK_YAMYAM:
1947 RaiseScoreElement(element);
1948 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1950 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1951 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1952 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1953 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1954 case EL_DYNABOMB_INCREASE_NUMBER:
1955 case EL_DYNABOMB_INCREASE_SIZE:
1956 case EL_DYNABOMB_INCREASE_POWER:
1961 case EL_LAMP_ACTIVE:
1962 if (IS_PLAYER(x, y))
1963 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1965 Explode(x, y, EX_PHASE_START, EX_CENTER);
1968 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1973 void SplashAcid(int x, int y)
1975 int element = Feld[x][y];
1977 if (element != EL_ACID_SPLASH_LEFT &&
1978 element != EL_ACID_SPLASH_RIGHT)
1980 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1982 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1983 (!IN_LEV_FIELD(x-1, y-1) ||
1984 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1985 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1987 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1988 (!IN_LEV_FIELD(x+1, y-1) ||
1989 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1990 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1994 static void InitBeltMovement()
1996 static int belt_base_element[4] =
1998 EL_CONVEYOR_BELT_1_LEFT,
1999 EL_CONVEYOR_BELT_2_LEFT,
2000 EL_CONVEYOR_BELT_3_LEFT,
2001 EL_CONVEYOR_BELT_4_LEFT
2003 static int belt_base_active_element[4] =
2005 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2006 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2007 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2008 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2013 /* set frame order for belt animation graphic according to belt direction */
2020 int element = belt_base_active_element[belt_nr] + j;
2021 int graphic = el2img(element);
2023 if (game.belt_dir[i] == MV_LEFT)
2024 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2026 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2030 for(y=0; y<lev_fieldy; y++)
2032 for(x=0; x<lev_fieldx; x++)
2034 int element = Feld[x][y];
2038 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2040 int e_belt_nr = getBeltNrFromBeltElement(element);
2043 if (e_belt_nr == belt_nr)
2045 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2047 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2055 static void ToggleBeltSwitch(int x, int y)
2057 static int belt_base_element[4] =
2059 EL_CONVEYOR_BELT_1_LEFT,
2060 EL_CONVEYOR_BELT_2_LEFT,
2061 EL_CONVEYOR_BELT_3_LEFT,
2062 EL_CONVEYOR_BELT_4_LEFT
2064 static int belt_base_active_element[4] =
2066 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2067 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2068 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2069 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2071 static int belt_base_switch_element[4] =
2073 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2074 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2075 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2076 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2078 static int belt_move_dir[4] =
2086 int element = Feld[x][y];
2087 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2088 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2089 int belt_dir = belt_move_dir[belt_dir_nr];
2092 if (!IS_BELT_SWITCH(element))
2095 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2096 game.belt_dir[belt_nr] = belt_dir;
2098 if (belt_dir_nr == 3)
2101 /* set frame order for belt animation graphic according to belt direction */
2104 int element = belt_base_active_element[belt_nr] + i;
2105 int graphic = el2img(element);
2107 if (belt_dir == MV_LEFT)
2108 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2110 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2113 for (yy=0; yy<lev_fieldy; yy++)
2115 for (xx=0; xx<lev_fieldx; xx++)
2117 int element = Feld[xx][yy];
2119 if (IS_BELT_SWITCH(element))
2121 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2123 if (e_belt_nr == belt_nr)
2125 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2126 DrawLevelField(xx, yy);
2129 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2131 int e_belt_nr = getBeltNrFromBeltElement(element);
2133 if (e_belt_nr == belt_nr)
2135 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2137 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2138 DrawLevelField(xx, yy);
2141 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2143 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2145 if (e_belt_nr == belt_nr)
2147 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2149 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2150 DrawLevelField(xx, yy);
2157 static void ToggleSwitchgateSwitch(int x, int y)
2161 game.switchgate_pos = !game.switchgate_pos;
2163 for (yy=0; yy<lev_fieldy; yy++)
2165 for (xx=0; xx<lev_fieldx; xx++)
2167 int element = Feld[xx][yy];
2169 if (element == EL_SWITCHGATE_SWITCH_UP ||
2170 element == EL_SWITCHGATE_SWITCH_DOWN)
2172 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2173 DrawLevelField(xx, yy);
2175 else if (element == EL_SWITCHGATE_OPEN ||
2176 element == EL_SWITCHGATE_OPENING)
2178 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2180 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2182 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2185 else if (element == EL_SWITCHGATE_CLOSED ||
2186 element == EL_SWITCHGATE_CLOSING)
2188 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2190 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2192 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2199 static int getInvisibleActiveFromInvisibleElement(int element)
2201 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2202 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2203 EL_INVISIBLE_SAND_ACTIVE);
2206 static int getInvisibleFromInvisibleActiveElement(int element)
2208 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2209 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2213 static void RedrawAllLightSwitchesAndInvisibleElements()
2217 for (y=0; y<lev_fieldy; y++)
2219 for (x=0; x<lev_fieldx; x++)
2221 int element = Feld[x][y];
2223 if (element == EL_LIGHT_SWITCH &&
2224 game.light_time_left > 0)
2226 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2227 DrawLevelField(x, y);
2229 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2230 game.light_time_left == 0)
2232 Feld[x][y] = EL_LIGHT_SWITCH;
2233 DrawLevelField(x, y);
2235 else if (element == EL_INVISIBLE_STEELWALL ||
2236 element == EL_INVISIBLE_WALL ||
2237 element == EL_INVISIBLE_SAND)
2239 if (game.light_time_left > 0)
2240 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2242 DrawLevelField(x, y);
2244 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2245 element == EL_INVISIBLE_WALL_ACTIVE ||
2246 element == EL_INVISIBLE_SAND_ACTIVE)
2248 if (game.light_time_left == 0)
2249 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2251 DrawLevelField(x, y);
2257 static void ToggleLightSwitch(int x, int y)
2259 int element = Feld[x][y];
2261 game.light_time_left =
2262 (element == EL_LIGHT_SWITCH ?
2263 level.time_light * FRAMES_PER_SECOND : 0);
2265 RedrawAllLightSwitchesAndInvisibleElements();
2268 static void ActivateTimegateSwitch(int x, int y)
2272 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2274 for (yy=0; yy<lev_fieldy; yy++)
2276 for (xx=0; xx<lev_fieldx; xx++)
2278 int element = Feld[xx][yy];
2280 if (element == EL_TIMEGATE_CLOSED ||
2281 element == EL_TIMEGATE_CLOSING)
2283 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2284 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2288 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2290 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2291 DrawLevelField(xx, yy);
2298 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2301 void Impact(int x, int y)
2303 boolean lastline = (y == lev_fieldy-1);
2304 boolean object_hit = FALSE;
2305 int element = Feld[x][y];
2308 if (!lastline) /* check if element below was hit */
2310 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2313 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2314 MovDir[x][y+1] != MV_DOWN ||
2315 MovPos[x][y+1] <= TILEY / 2));
2317 smashed = MovingOrBlocked2Element(x, y+1);
2320 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2326 if (lastline || object_hit)
2328 ResetGfxAnimation(x, y);
2329 DrawLevelField(x, y);
2332 if ((element == EL_BOMB ||
2333 element == EL_SP_DISK_ORANGE ||
2334 element == EL_DX_SUPABOMB) &&
2335 (lastline || object_hit)) /* element is bomb */
2340 else if (element == EL_PEARL)
2342 Feld[x][y] = EL_PEARL_BREAKING;
2343 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2347 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2349 if (object_hit && IS_PLAYER(x, y+1))
2350 KillHeroUnlessProtected(x, y+1);
2351 else if (object_hit && smashed == EL_PENGUIN)
2355 Feld[x][y] = EL_AMOEBA_GROWING;
2356 Store[x][y] = EL_AMOEBA_WET;
2358 ResetRandomAnimationValue(x, y);
2363 if (!lastline && object_hit) /* check which object was hit */
2365 if (CAN_PASS_MAGIC_WALL(element) &&
2366 (smashed == EL_MAGIC_WALL ||
2367 smashed == EL_BD_MAGIC_WALL))
2370 int activated_magic_wall =
2371 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2372 EL_BD_MAGIC_WALL_ACTIVE);
2374 /* activate magic wall / mill */
2375 for (yy=0; yy<lev_fieldy; yy++)
2376 for (xx=0; xx<lev_fieldx; xx++)
2377 if (Feld[xx][yy] == smashed)
2378 Feld[xx][yy] = activated_magic_wall;
2380 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2381 game.magic_wall_active = TRUE;
2383 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2384 SND_MAGIC_WALL_ACTIVATING :
2385 SND_BD_MAGIC_WALL_ACTIVATING));
2388 if (IS_PLAYER(x, y + 1))
2390 KillHeroUnlessProtected(x, y+1);
2393 else if (smashed == EL_PENGUIN)
2398 else if (element == EL_BD_DIAMOND)
2400 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2406 else if ((element == EL_SP_INFOTRON ||
2407 element == EL_SP_ZONK) &&
2408 (smashed == EL_SP_SNIKSNAK ||
2409 smashed == EL_SP_ELECTRON ||
2410 smashed == EL_SP_DISK_ORANGE))
2415 else if (element == EL_ROCK ||
2416 element == EL_SP_ZONK ||
2417 element == EL_BD_ROCK)
2419 if (IS_ENEMY(smashed) ||
2420 smashed == EL_BOMB ||
2421 smashed == EL_SP_DISK_ORANGE ||
2422 smashed == EL_DX_SUPABOMB ||
2423 smashed == EL_SATELLITE ||
2424 smashed == EL_PIG ||
2425 smashed == EL_DRAGON ||
2431 else if (!IS_MOVING(x, y + 1))
2433 if (smashed == EL_LAMP ||
2434 smashed == EL_LAMP_ACTIVE)
2439 else if (smashed == EL_NUT)
2441 Feld[x][y+1] = EL_NUT_BREAKING;
2442 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2443 RaiseScoreElement(EL_NUT);
2446 else if (smashed == EL_PEARL)
2448 Feld[x][y+1] = EL_PEARL_BREAKING;
2449 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2452 else if (smashed == EL_DIAMOND)
2454 Feld[x][y+1] = EL_EMPTY;
2455 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2458 else if (IS_BELT_SWITCH(smashed))
2460 ToggleBeltSwitch(x, y+1);
2462 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2463 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2465 ToggleSwitchgateSwitch(x, y+1);
2467 else if (smashed == EL_LIGHT_SWITCH ||
2468 smashed == EL_LIGHT_SWITCH_ACTIVE)
2470 ToggleLightSwitch(x, y+1);
2476 /* play sound of magic wall / mill */
2478 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2479 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2481 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2482 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2483 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2484 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2489 /* play sound of object that hits the ground */
2490 if (lastline || object_hit)
2491 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2494 void TurnRound(int x, int y)
2506 { 0, 0 }, { 0, 0 }, { 0, 0 },
2511 int left, right, back;
2515 { MV_DOWN, MV_UP, MV_RIGHT },
2516 { MV_UP, MV_DOWN, MV_LEFT },
2518 { MV_LEFT, MV_RIGHT, MV_DOWN },
2519 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2520 { MV_RIGHT, MV_LEFT, MV_UP }
2523 int element = Feld[x][y];
2524 int old_move_dir = MovDir[x][y];
2525 int left_dir = turn[old_move_dir].left;
2526 int right_dir = turn[old_move_dir].right;
2527 int back_dir = turn[old_move_dir].back;
2529 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2530 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2531 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2532 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2534 int left_x = x + left_dx, left_y = y + left_dy;
2535 int right_x = x + right_dx, right_y = y + right_dy;
2536 int move_x = x + move_dx, move_y = y + move_dy;
2538 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2540 TestIfBadThingTouchesOtherBadThing(x, y);
2542 if (IN_LEV_FIELD(right_x, right_y) &&
2543 IS_FREE(right_x, right_y))
2544 MovDir[x][y] = right_dir;
2545 else if (!IN_LEV_FIELD(move_x, move_y) ||
2546 !IS_FREE(move_x, move_y))
2547 MovDir[x][y] = left_dir;
2549 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2551 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2554 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2555 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2557 TestIfBadThingTouchesOtherBadThing(x, y);
2559 if (IN_LEV_FIELD(left_x, left_y) &&
2560 IS_FREE(left_x, left_y))
2561 MovDir[x][y] = left_dir;
2562 else if (!IN_LEV_FIELD(move_x, move_y) ||
2563 !IS_FREE(move_x, move_y))
2564 MovDir[x][y] = right_dir;
2566 if ((element == EL_SPACESHIP ||
2567 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2568 && MovDir[x][y] != old_move_dir)
2570 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2573 else if (element == EL_YAMYAM)
2575 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2577 if (IN_LEV_FIELD(left_x, left_y) &&
2578 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2579 Feld[left_x][left_y] == EL_DIAMOND))
2580 can_turn_left = TRUE;
2581 if (IN_LEV_FIELD(right_x, right_y) &&
2582 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2583 Feld[right_x][right_y] == EL_DIAMOND))
2584 can_turn_right = TRUE;
2586 if (can_turn_left && can_turn_right)
2587 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2588 else if (can_turn_left)
2589 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2590 else if (can_turn_right)
2591 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2593 MovDir[x][y] = back_dir;
2595 MovDelay[x][y] = 16+16*RND(3);
2597 else if (element == EL_DARK_YAMYAM)
2599 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2601 if (IN_LEV_FIELD(left_x, left_y) &&
2602 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2603 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2604 can_turn_left = TRUE;
2605 if (IN_LEV_FIELD(right_x, right_y) &&
2606 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2607 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2608 can_turn_right = TRUE;
2610 if (can_turn_left && can_turn_right)
2611 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2612 else if (can_turn_left)
2613 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2614 else if (can_turn_right)
2615 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2617 MovDir[x][y] = back_dir;
2619 MovDelay[x][y] = 16+16*RND(3);
2621 else if (element == EL_PACMAN)
2623 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2625 if (IN_LEV_FIELD(left_x, left_y) &&
2626 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2627 IS_AMOEBOID(Feld[left_x][left_y])))
2628 can_turn_left = TRUE;
2629 if (IN_LEV_FIELD(right_x, right_y) &&
2630 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2631 IS_AMOEBOID(Feld[right_x][right_y])))
2632 can_turn_right = TRUE;
2634 if (can_turn_left && can_turn_right)
2635 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2636 else if (can_turn_left)
2637 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2638 else if (can_turn_right)
2639 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2641 MovDir[x][y] = back_dir;
2643 MovDelay[x][y] = 6+RND(40);
2645 else if (element == EL_PIG)
2647 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2648 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2649 boolean should_move_on = FALSE;
2651 int rnd = RND(rnd_value);
2653 if (IN_LEV_FIELD(left_x, left_y) &&
2654 (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
2655 can_turn_left = TRUE;
2656 if (IN_LEV_FIELD(right_x, right_y) &&
2657 (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
2658 can_turn_right = TRUE;
2659 if (IN_LEV_FIELD(move_x, move_y) &&
2660 (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
2663 if (can_turn_left &&
2665 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2666 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2667 should_turn_left = TRUE;
2668 if (can_turn_right &&
2670 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2671 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2672 should_turn_right = TRUE;
2674 (!can_turn_left || !can_turn_right ||
2675 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2676 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2677 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2678 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2679 should_move_on = TRUE;
2681 if (should_turn_left || should_turn_right || should_move_on)
2683 if (should_turn_left && should_turn_right && should_move_on)
2684 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2685 rnd < 2*rnd_value/3 ? right_dir :
2687 else if (should_turn_left && should_turn_right)
2688 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2689 else if (should_turn_left && should_move_on)
2690 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2691 else if (should_turn_right && should_move_on)
2692 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2693 else if (should_turn_left)
2694 MovDir[x][y] = left_dir;
2695 else if (should_turn_right)
2696 MovDir[x][y] = right_dir;
2697 else if (should_move_on)
2698 MovDir[x][y] = old_move_dir;
2700 else if (can_move_on && rnd > rnd_value/8)
2701 MovDir[x][y] = old_move_dir;
2702 else if (can_turn_left && can_turn_right)
2703 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2704 else if (can_turn_left && rnd > rnd_value/8)
2705 MovDir[x][y] = left_dir;
2706 else if (can_turn_right && rnd > rnd_value/8)
2707 MovDir[x][y] = right_dir;
2709 MovDir[x][y] = back_dir;
2711 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2712 !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2713 MovDir[x][y] = old_move_dir;
2717 else if (element == EL_DRAGON)
2719 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2721 int rnd = RND(rnd_value);
2723 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2724 can_turn_left = TRUE;
2725 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2726 can_turn_right = TRUE;
2727 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2730 if (can_move_on && rnd > rnd_value/8)
2731 MovDir[x][y] = old_move_dir;
2732 else if (can_turn_left && can_turn_right)
2733 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2734 else if (can_turn_left && rnd > rnd_value/8)
2735 MovDir[x][y] = left_dir;
2736 else if (can_turn_right && rnd > rnd_value/8)
2737 MovDir[x][y] = right_dir;
2739 MovDir[x][y] = back_dir;
2741 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2742 MovDir[x][y] = old_move_dir;
2746 else if (element == EL_MOLE)
2748 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2750 if (IN_LEV_FIELD(move_x, move_y) &&
2751 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2752 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2757 if (IN_LEV_FIELD(left_x, left_y) &&
2758 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2759 can_turn_left = TRUE;
2760 if (IN_LEV_FIELD(right_x, right_y) &&
2761 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2762 can_turn_right = TRUE;
2764 if (can_turn_left && can_turn_right)
2765 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2766 else if (can_turn_left)
2767 MovDir[x][y] = left_dir;
2769 MovDir[x][y] = right_dir;
2772 if (MovDir[x][y] != old_move_dir)
2775 else if (element == EL_BALLOON)
2777 MovDir[x][y] = game.balloon_dir;
2780 else if (element == EL_SPRING)
2782 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2783 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2784 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2785 MovDir[x][y] = MV_NO_MOVING;
2789 else if (element == EL_ROBOT ||
2790 element == EL_SATELLITE ||
2791 element == EL_PENGUIN)
2793 int attr_x = -1, attr_y = -1;
2804 for (i=0; i<MAX_PLAYERS; i++)
2806 struct PlayerInfo *player = &stored_player[i];
2807 int jx = player->jx, jy = player->jy;
2809 if (!player->active)
2812 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2820 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2826 if (element == EL_PENGUIN)
2829 static int xy[4][2] =
2839 int ex = x + xy[i%4][0];
2840 int ey = y + xy[i%4][1];
2842 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2851 MovDir[x][y] = MV_NO_MOVING;
2853 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2855 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2857 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2859 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2861 if (element == EL_ROBOT)
2865 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2866 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2867 Moving2Blocked(x, y, &newx, &newy);
2869 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2870 MovDelay[x][y] = 8+8*!RND(3);
2872 MovDelay[x][y] = 16;
2880 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2882 boolean first_horiz = RND(2);
2883 int new_move_dir = MovDir[x][y];
2886 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2887 Moving2Blocked(x, y, &newx, &newy);
2889 if (IN_LEV_FIELD(newx, newy) &&
2890 (IS_FREE(newx, newy) ||
2891 Feld[newx][newy] == EL_ACID ||
2892 (element == EL_PENGUIN &&
2893 (Feld[newx][newy] == EL_EXIT_OPEN ||
2894 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2898 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2899 Moving2Blocked(x, y, &newx, &newy);
2901 if (IN_LEV_FIELD(newx, newy) &&
2902 (IS_FREE(newx, newy) ||
2903 Feld[newx][newy] == EL_ACID ||
2904 (element == EL_PENGUIN &&
2905 (Feld[newx][newy] == EL_EXIT_OPEN ||
2906 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2909 MovDir[x][y] = old_move_dir;
2916 static boolean JustBeingPushed(int x, int y)
2920 for (i=0; i<MAX_PLAYERS; i++)
2922 struct PlayerInfo *player = &stored_player[i];
2924 if (player->active && player->Pushing && player->MovPos)
2926 int next_jx = player->jx + (player->jx - player->last_jx);
2927 int next_jy = player->jy + (player->jy - player->last_jy);
2929 if (x == next_jx && y == next_jy)
2937 void StartMoving(int x, int y)
2939 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
2940 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2941 int element = Feld[x][y];
2946 GfxAction[x][y] = ACTION_DEFAULT;
2948 if (CAN_FALL(element) && y < lev_fieldy - 1)
2950 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2951 if (JustBeingPushed(x, y))
2954 if (element == EL_QUICKSAND_FULL)
2956 if (IS_FREE(x, y+1))
2958 InitMovingField(x, y, MV_DOWN);
2959 started_moving = TRUE;
2961 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2962 Store[x][y] = EL_ROCK;
2964 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2966 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2969 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2971 if (!MovDelay[x][y])
2972 MovDelay[x][y] = TILEY + 1;
2981 Feld[x][y] = EL_QUICKSAND_EMPTY;
2982 Feld[x][y+1] = EL_QUICKSAND_FULL;
2983 Store[x][y+1] = Store[x][y];
2986 PlaySoundLevelAction(x, y, ACTION_FILLING);
2988 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2992 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2993 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2995 InitMovingField(x, y, MV_DOWN);
2996 started_moving = TRUE;
2998 Feld[x][y] = EL_QUICKSAND_FILLING;
2999 Store[x][y] = element;
3001 PlaySoundLevelAction(x, y, ACTION_FILLING);
3003 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3006 else if (element == EL_MAGIC_WALL_FULL)
3008 if (IS_FREE(x, y+1))
3010 InitMovingField(x, y, MV_DOWN);
3011 started_moving = TRUE;
3013 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3014 Store[x][y] = EL_CHANGED(Store[x][y]);
3016 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
3018 if (!MovDelay[x][y])
3019 MovDelay[x][y] = TILEY/4 + 1;
3028 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3029 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
3030 Store[x][y+1] = EL_CHANGED(Store[x][y]);
3034 else if (element == EL_BD_MAGIC_WALL_FULL)
3036 if (IS_FREE(x, y+1))
3038 InitMovingField(x, y, MV_DOWN);
3039 started_moving = TRUE;
3041 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3042 Store[x][y] = EL_CHANGED2(Store[x][y]);
3044 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
3046 if (!MovDelay[x][y])
3047 MovDelay[x][y] = TILEY/4 + 1;
3056 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3057 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
3058 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
3062 else if (CAN_PASS_MAGIC_WALL(element) &&
3063 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
3064 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
3066 InitMovingField(x, y, MV_DOWN);
3067 started_moving = TRUE;
3070 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3071 EL_BD_MAGIC_WALL_FILLING);
3072 Store[x][y] = element;
3075 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
3077 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
3082 InitMovingField(x, y, MV_DOWN);
3083 started_moving = TRUE;
3085 Store[x][y] = EL_ACID;
3087 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3088 GfxAction[x][y+1] = ACTION_ACTIVE;
3091 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
3096 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
3098 if (MovDir[x][y] == MV_NO_MOVING)
3100 InitMovingField(x, y, MV_DOWN);
3101 started_moving = TRUE;
3104 else if (IS_FREE(x, y+1))
3106 if (JustStopped[x][y]) /* prevent animation from being restarted */
3107 MovDir[x][y] = MV_DOWN;
3109 InitMovingField(x, y, MV_DOWN);
3110 started_moving = TRUE;
3112 else if (element == EL_AMOEBA_DROP)
3114 Feld[x][y] = EL_AMOEBA_GROWING;
3115 Store[x][y] = EL_AMOEBA_WET;
3117 /* Store[x][y+1] must be zero, because:
3118 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
3121 #if OLD_GAME_BEHAVIOUR
3122 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
3124 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
3125 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3126 element != EL_DX_SUPABOMB)
3129 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
3130 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
3131 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
3132 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3135 boolean left = (x>0 && IS_FREE(x-1, y) &&
3136 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
3137 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3138 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
3142 if (left && right &&
3143 (game.emulation != EMU_BOULDERDASH &&
3144 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3145 left = !(right = RND(2));
3147 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3148 started_moving = TRUE;
3151 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3153 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3154 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3155 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3156 int belt_dir = game.belt_dir[belt_nr];
3158 if ((belt_dir == MV_LEFT && left_is_free) ||
3159 (belt_dir == MV_RIGHT && right_is_free))
3161 InitMovingField(x, y, belt_dir);
3162 started_moving = TRUE;
3164 GfxAction[x][y] = ACTION_DEFAULT;
3169 /* not "else if" because of EL_SPRING */
3170 if (CAN_MOVE(element) && !started_moving)
3174 if ((element == EL_SATELLITE ||
3175 element == EL_BALLOON ||
3176 element == EL_SPRING)
3177 && JustBeingPushed(x, y))
3182 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3183 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3185 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3187 Moving2Blocked(x, y, &newx, &newy);
3188 if (Feld[newx][newy] == EL_BLOCKED)
3189 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3194 if (!MovDelay[x][y]) /* start new movement phase */
3196 /* all objects that can change their move direction after each step
3197 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3199 if (element != EL_YAMYAM &&
3200 element != EL_DARK_YAMYAM &&
3201 element != EL_PACMAN)
3205 if (MovDelay[x][y] && (element == EL_BUG ||
3206 element == EL_SPACESHIP ||
3207 element == EL_SP_SNIKSNAK ||
3208 element == EL_SP_ELECTRON ||
3209 element == EL_MOLE))
3210 DrawLevelField(x, y);
3214 if (MovDelay[x][y]) /* wait some time before next movement */
3218 if (element == EL_ROBOT ||
3219 element == EL_YAMYAM ||
3220 element == EL_DARK_YAMYAM)
3222 DrawLevelElementAnimationIfNeeded(x, y, element);
3223 PlaySoundLevelAction(x, y, ACTION_WAITING);
3225 else if (element == EL_SP_ELECTRON)
3226 DrawLevelElementAnimationIfNeeded(x, y, element);
3227 else if (element == EL_DRAGON)
3230 int dir = MovDir[x][y];
3231 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3232 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3233 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3234 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3235 dir == MV_UP ? IMG_FLAMES_1_UP :
3236 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3237 int frame = getGraphicAnimationFrame(graphic, -1);
3239 for (i=1; i<=3; i++)
3241 int xx = x + i*dx, yy = y + i*dy;
3242 int sx = SCREENX(xx), sy = SCREENY(yy);
3243 int flame_graphic = graphic + (i - 1);
3245 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3250 int flamed = MovingOrBlocked2Element(xx, yy);
3252 if (IS_ENEMY(flamed) || CAN_EXPLODE(flamed))
3255 RemoveMovingField(xx, yy);
3257 Feld[xx][yy] = EL_FLAMES;
3258 if (IN_SCR_FIELD(sx, sy))
3259 DrawGraphic(sx, sy, flame_graphic, frame);
3263 if (Feld[xx][yy] == EL_FLAMES)
3264 Feld[xx][yy] = EL_EMPTY;
3265 DrawLevelField(xx, yy);
3270 if (MovDelay[x][y]) /* element still has to wait some time */
3272 PlaySoundLevelAction(x, y, ACTION_WAITING);
3278 /* now make next step */
3280 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3282 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3283 !PLAYER_PROTECTED(newx, newy))
3287 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3290 /* enemy got the player */
3292 KillHero(PLAYERINFO(newx, newy));
3297 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3298 element == EL_SATELLITE || element == EL_BALLOON) &&
3299 IN_LEV_FIELD(newx, newy) &&
3300 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3303 Store[x][y] = EL_ACID;
3305 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3307 if (Feld[newx][newy] == EL_EXIT_OPEN)
3309 Feld[x][y] = EL_EMPTY;
3310 DrawLevelField(x, y);
3312 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3313 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3314 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3316 local_player->friends_still_needed--;
3317 if (!local_player->friends_still_needed &&
3318 !local_player->GameOver && AllPlayersGone)
3319 local_player->LevelSolved = local_player->GameOver = TRUE;
3323 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3325 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3326 DrawLevelField(newx, newy);
3328 MovDir[x][y] = MV_NO_MOVING;
3330 else if (!IS_FREE(newx, newy))
3332 if (IS_PLAYER(x, y))
3333 DrawPlayerField(x, y);
3335 DrawLevelField(x, y);
3339 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3341 if (IS_FOOD_PIG(Feld[newx][newy]))
3343 if (IS_MOVING(newx, newy))
3344 RemoveMovingField(newx, newy);
3347 Feld[newx][newy] = EL_EMPTY;
3348 DrawLevelField(newx, newy);
3351 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3353 else if (!IS_FREE(newx, newy))
3355 if (IS_PLAYER(x, y))
3356 DrawPlayerField(x, y);
3358 DrawLevelField(x, y);
3362 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3364 if (!IS_FREE(newx, newy))
3366 if (IS_PLAYER(x, y))
3367 DrawPlayerField(x, y);
3369 DrawLevelField(x, y);
3374 boolean wanna_flame = !RND(10);
3375 int dx = newx - x, dy = newy - y;
3376 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3377 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3378 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3379 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3380 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3381 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3383 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3384 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3385 element1 != EL_FLAMES && element2 != EL_FLAMES)
3387 if (IS_PLAYER(x, y))
3388 DrawPlayerField(x, y);
3390 DrawLevelField(x, y);
3392 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3394 MovDelay[x][y] = 50;
3395 Feld[newx][newy] = EL_FLAMES;
3396 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3397 Feld[newx1][newy1] = EL_FLAMES;
3398 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3399 Feld[newx2][newy2] = EL_FLAMES;
3404 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3405 Feld[newx][newy] == EL_DIAMOND)
3407 if (IS_MOVING(newx, newy))
3408 RemoveMovingField(newx, newy);
3411 Feld[newx][newy] = EL_EMPTY;
3412 DrawLevelField(newx, newy);
3415 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3417 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3418 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3420 if (AmoebaNr[newx][newy])
3422 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3423 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3424 Feld[newx][newy] == EL_BD_AMOEBA)
3425 AmoebaCnt[AmoebaNr[newx][newy]]--;
3428 if (IS_MOVING(newx, newy))
3429 RemoveMovingField(newx, newy);
3432 Feld[newx][newy] = EL_EMPTY;
3433 DrawLevelField(newx, newy);
3436 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3438 else if ((element == EL_PACMAN || element == EL_MOLE)
3439 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3441 if (AmoebaNr[newx][newy])
3443 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3444 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3445 Feld[newx][newy] == EL_BD_AMOEBA)
3446 AmoebaCnt[AmoebaNr[newx][newy]]--;
3449 if (element == EL_MOLE)
3451 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3452 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3453 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3454 return; /* wait for shrinking amoeba */
3456 else /* element == EL_PACMAN */
3458 Feld[newx][newy] = EL_EMPTY;
3459 DrawLevelField(newx, newy);
3460 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3463 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3464 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3465 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3467 /* wait for shrinking amoeba to completely disappear */
3470 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3472 /* object was running against a wall */
3476 if (element == EL_BUG || element == EL_SPACESHIP ||
3477 element == EL_SP_SNIKSNAK)
3478 DrawLevelField(x, y);
3479 else if (element == EL_BUG || element == EL_SPACESHIP ||
3480 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3481 DrawLevelField(x, y);
3482 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3483 DrawLevelElementAnimationIfNeeded(x, y, element);
3484 else if (element == EL_SATELLITE)
3485 DrawLevelElementAnimationIfNeeded(x, y, element);
3486 else if (element == EL_SP_ELECTRON)
3487 DrawLevelElementAnimationIfNeeded(x, y, element);
3489 if (DONT_TOUCH(element))
3490 TestIfBadThingTouchesHero(x, y);
3492 PlaySoundLevelAction(x, y, ACTION_WAITING);
3497 InitMovingField(x, y, MovDir[x][y]);
3499 PlaySoundLevelAction(x, y, ACTION_MOVING);
3503 ContinueMoving(x, y);
3506 void ContinueMoving(int x, int y)
3508 int element = Feld[x][y];
3509 int direction = MovDir[x][y];
3510 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3511 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3512 int horiz_move = (dx != 0);
3513 int newx = x + dx, newy = y + dy;
3514 int step = (horiz_move ? dx : dy) * TILEX / 8;
3516 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3518 else if (element == EL_QUICKSAND_FILLING ||
3519 element == EL_QUICKSAND_EMPTYING)
3521 else if (element == EL_MAGIC_WALL_FILLING ||
3522 element == EL_BD_MAGIC_WALL_FILLING ||
3523 element == EL_MAGIC_WALL_EMPTYING ||
3524 element == EL_BD_MAGIC_WALL_EMPTYING)
3526 else if (CAN_FALL(element) && horiz_move &&
3527 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3529 else if (element == EL_SPRING && horiz_move)
3532 #if OLD_GAME_BEHAVIOUR
3533 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3537 MovPos[x][y] += step;
3539 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3541 Feld[x][y] = EL_EMPTY;
3542 Feld[newx][newy] = element;
3544 if (element == EL_MOLE)
3547 static int xy[4][2] =
3555 Feld[x][y] = EL_SAND;
3556 DrawLevelField(x, y);
3565 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3566 DrawLevelField(xx, yy); /* for "crumbled sand" */
3570 if (element == EL_QUICKSAND_FILLING)
3572 element = Feld[newx][newy] = get_next_element(element);
3573 Store[newx][newy] = Store[x][y];
3575 else if (element == EL_QUICKSAND_EMPTYING)
3577 Feld[x][y] = get_next_element(element);
3578 element = Feld[newx][newy] = Store[x][y];
3580 else if (element == EL_MAGIC_WALL_FILLING)
3582 element = Feld[newx][newy] = get_next_element(element);
3583 if (!game.magic_wall_active)
3584 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3585 Store[newx][newy] = Store[x][y];
3587 else if (element == EL_MAGIC_WALL_EMPTYING)
3589 Feld[x][y] = get_next_element(element);
3590 if (!game.magic_wall_active)
3591 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3592 element = Feld[newx][newy] = Store[x][y];
3594 else if (element == EL_BD_MAGIC_WALL_FILLING)
3596 element = Feld[newx][newy] = get_next_element(element);
3597 if (!game.magic_wall_active)
3598 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3599 Store[newx][newy] = Store[x][y];
3601 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3603 Feld[x][y] = get_next_element(element);
3604 if (!game.magic_wall_active)
3605 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3606 element = Feld[newx][newy] = Store[x][y];
3608 else if (element == EL_AMOEBA_DROPPING)
3610 Feld[x][y] = get_next_element(element);
3611 element = Feld[newx][newy] = Store[x][y];
3613 else if (Store[x][y] == EL_ACID)
3615 element = Feld[newx][newy] = EL_ACID;
3619 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3620 MovDelay[newx][newy] = 0;
3622 /* copy animation control values to new field */
3623 GfxFrame[newx][newy] = GfxFrame[x][y];
3624 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3625 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3627 ResetGfxAnimation(x, y); /* reset animation values for old field */
3631 if (!CAN_MOVE(element))
3632 MovDir[newx][newy] = 0;
3635 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3636 MovDir[newx][newy] = 0;
3639 if (!CAN_MOVE(element) ||
3640 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3641 MovDir[newx][newy] = 0;
3645 DrawLevelField(x, y);
3646 DrawLevelField(newx, newy);
3648 Stop[newx][newy] = TRUE;
3649 JustStopped[newx][newy] = 3;
3651 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3653 TestIfBadThingTouchesHero(newx, newy);
3654 TestIfBadThingTouchesFriend(newx, newy);
3655 TestIfBadThingTouchesOtherBadThing(newx, newy);
3657 else if (element == EL_PENGUIN)
3658 TestIfFriendTouchesBadThing(newx, newy);
3660 if (CAN_SMASH(element) && direction == MV_DOWN &&
3661 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3664 else /* still moving on */
3666 DrawLevelField(x, y);
3670 int AmoebeNachbarNr(int ax, int ay)
3673 int element = Feld[ax][ay];
3675 static int xy[4][2] =
3685 int x = ax + xy[i][0];
3686 int y = ay + xy[i][1];
3688 if (!IN_LEV_FIELD(x, y))
3691 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3692 group_nr = AmoebaNr[x][y];
3698 void AmoebenVereinigen(int ax, int ay)
3700 int i, x, y, xx, yy;
3701 int new_group_nr = AmoebaNr[ax][ay];
3702 static int xy[4][2] =
3710 if (new_group_nr == 0)
3718 if (!IN_LEV_FIELD(x, y))
3721 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3722 Feld[x][y] == EL_BD_AMOEBA ||
3723 Feld[x][y] == EL_AMOEBA_DEAD) &&
3724 AmoebaNr[x][y] != new_group_nr)
3726 int old_group_nr = AmoebaNr[x][y];
3728 if (old_group_nr == 0)
3731 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3732 AmoebaCnt[old_group_nr] = 0;
3733 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3734 AmoebaCnt2[old_group_nr] = 0;
3736 for (yy=0; yy<lev_fieldy; yy++)
3738 for (xx=0; xx<lev_fieldx; xx++)
3740 if (AmoebaNr[xx][yy] == old_group_nr)
3741 AmoebaNr[xx][yy] = new_group_nr;
3748 void AmoebeUmwandeln(int ax, int ay)
3752 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3754 int group_nr = AmoebaNr[ax][ay];
3759 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3760 printf("AmoebeUmwandeln(): This should never happen!\n");
3765 for (y=0; y<lev_fieldy; y++)
3767 for (x=0; x<lev_fieldx; x++)
3769 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3772 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3776 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3777 SND_AMOEBA_TURNING_TO_GEM :
3778 SND_AMOEBA_TURNING_TO_ROCK));
3783 static int xy[4][2] =
3796 if (!IN_LEV_FIELD(x, y))
3799 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3801 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3802 SND_AMOEBA_TURNING_TO_GEM :
3803 SND_AMOEBA_TURNING_TO_ROCK));
3810 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3813 int group_nr = AmoebaNr[ax][ay];
3814 boolean done = FALSE;
3819 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3820 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3825 for (y=0; y<lev_fieldy; y++)
3827 for (x=0; x<lev_fieldx; x++)
3829 if (AmoebaNr[x][y] == group_nr &&
3830 (Feld[x][y] == EL_AMOEBA_DEAD ||
3831 Feld[x][y] == EL_BD_AMOEBA ||
3832 Feld[x][y] == EL_AMOEBA_GROWING))
3835 Feld[x][y] = new_element;
3836 InitField(x, y, FALSE);
3837 DrawLevelField(x, y);
3844 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3845 SND_BD_AMOEBA_TURNING_TO_ROCK :
3846 SND_BD_AMOEBA_TURNING_TO_GEM));
3849 void AmoebeWaechst(int x, int y)
3851 static unsigned long sound_delay = 0;
3852 static unsigned long sound_delay_value = 0;
3854 if (!MovDelay[x][y]) /* start new growing cycle */
3858 if (DelayReached(&sound_delay, sound_delay_value))
3861 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3863 if (Store[x][y] == EL_BD_AMOEBA)
3864 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3866 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3868 sound_delay_value = 30;
3872 if (MovDelay[x][y]) /* wait some time before growing bigger */
3875 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3877 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3878 6 - MovDelay[x][y]);
3880 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3883 if (!MovDelay[x][y])
3885 Feld[x][y] = Store[x][y];
3887 DrawLevelField(x, y);
3892 void AmoebaDisappearing(int x, int y)
3894 static unsigned long sound_delay = 0;
3895 static unsigned long sound_delay_value = 0;
3897 if (!MovDelay[x][y]) /* start new shrinking cycle */
3901 if (DelayReached(&sound_delay, sound_delay_value))
3902 sound_delay_value = 30;
3905 if (MovDelay[x][y]) /* wait some time before shrinking */
3908 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3910 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3911 6 - MovDelay[x][y]);
3913 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3916 if (!MovDelay[x][y])
3918 Feld[x][y] = EL_EMPTY;
3919 DrawLevelField(x, y);
3921 /* don't let mole enter this field in this cycle;
3922 (give priority to objects falling to this field from above) */
3928 void AmoebeAbleger(int ax, int ay)
3931 int element = Feld[ax][ay];
3932 int graphic = el2img(element);
3933 int newax = ax, neway = ay;
3934 static int xy[4][2] =
3942 if (!level.amoeba_speed)
3944 Feld[ax][ay] = EL_AMOEBA_DEAD;
3945 DrawLevelField(ax, ay);
3949 if (IS_ANIMATED(graphic))
3950 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3952 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3953 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3955 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3958 if (MovDelay[ax][ay])
3962 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3965 int x = ax + xy[start][0];
3966 int y = ay + xy[start][1];
3968 if (!IN_LEV_FIELD(x, y))
3971 if (IS_FREE(x, y) ||
3972 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3978 if (newax == ax && neway == ay)
3981 else /* normal or "filled" (BD style) amoeba */
3984 boolean waiting_for_player = FALSE;
3988 int j = (start + i) % 4;
3989 int x = ax + xy[j][0];
3990 int y = ay + xy[j][1];
3992 if (!IN_LEV_FIELD(x, y))
3995 if (IS_FREE(x, y) ||
3996 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4002 else if (IS_PLAYER(x, y))
4003 waiting_for_player = TRUE;
4006 if (newax == ax && neway == ay) /* amoeba cannot grow */
4008 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4010 Feld[ax][ay] = EL_AMOEBA_DEAD;
4011 DrawLevelField(ax, ay);
4012 AmoebaCnt[AmoebaNr[ax][ay]]--;
4014 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4016 if (element == EL_AMOEBA_FULL)
4017 AmoebeUmwandeln(ax, ay);
4018 else if (element == EL_BD_AMOEBA)
4019 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4024 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4026 /* amoeba gets larger by growing in some direction */
4028 int new_group_nr = AmoebaNr[ax][ay];
4031 if (new_group_nr == 0)
4033 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4034 printf("AmoebeAbleger(): This should never happen!\n");
4039 AmoebaNr[newax][neway] = new_group_nr;
4040 AmoebaCnt[new_group_nr]++;
4041 AmoebaCnt2[new_group_nr]++;
4043 /* if amoeba touches other amoeba(s) after growing, unify them */
4044 AmoebenVereinigen(newax, neway);
4046 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4048 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4054 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4055 (neway == lev_fieldy - 1 && newax != ax))
4057 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4058 Store[newax][neway] = element;
4060 else if (neway == ay)
4062 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4064 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4066 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4071 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4072 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4073 Store[ax][ay] = EL_AMOEBA_DROP;
4074 ContinueMoving(ax, ay);
4078 DrawLevelField(newax, neway);
4081 void Life(int ax, int ay)
4084 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4086 int element = Feld[ax][ay];
4087 int graphic = el2img(element);
4088 boolean changed = FALSE;
4090 if (IS_ANIMATED(graphic))
4091 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4096 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4097 MovDelay[ax][ay] = life_time;
4099 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4102 if (MovDelay[ax][ay])
4106 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4108 int xx = ax+x1, yy = ay+y1;
4111 if (!IN_LEV_FIELD(xx, yy))
4114 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4116 int x = xx+x2, y = yy+y2;
4118 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4121 if (((Feld[x][y] == element ||
4122 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4124 (IS_FREE(x, y) && Stop[x][y]))
4128 if (xx == ax && yy == ay) /* field in the middle */
4130 if (nachbarn < life[0] || nachbarn > life[1])
4132 Feld[xx][yy] = EL_EMPTY;
4134 DrawLevelField(xx, yy);
4135 Stop[xx][yy] = TRUE;
4139 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4140 { /* free border field */
4141 if (nachbarn >= life[2] && nachbarn <= life[3])
4143 Feld[xx][yy] = element;
4144 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4146 DrawLevelField(xx, yy);
4147 Stop[xx][yy] = TRUE;
4154 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4155 SND_GAME_OF_LIFE_GROWING);
4158 static void InitRobotWheel(int x, int y)
4160 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4163 static void RunRobotWheel(int x, int y)
4165 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4168 static void StopRobotWheel(int x, int y)
4170 if (ZX == x && ZY == y)
4174 static void InitTimegateWheel(int x, int y)
4176 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4179 static void RunTimegateWheel(int x, int y)
4181 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4184 void CheckExit(int x, int y)
4186 if (local_player->gems_still_needed > 0 ||
4187 local_player->sokobanfields_still_needed > 0 ||
4188 local_player->lights_still_needed > 0)
4190 int element = Feld[x][y];
4191 int graphic = el2img(element);
4193 if (IS_ANIMATED(graphic))
4194 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4199 Feld[x][y] = EL_EXIT_OPENING;
4201 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4204 void CheckExitSP(int x, int y)
4206 if (local_player->gems_still_needed > 0)
4208 int element = Feld[x][y];
4209 int graphic = el2img(element);
4211 if (IS_ANIMATED(graphic))
4212 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4217 Feld[x][y] = EL_SP_EXIT_OPEN;
4219 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4222 static void CloseAllOpenTimegates()
4226 for (y=0; y<lev_fieldy; y++)
4228 for (x=0; x<lev_fieldx; x++)
4230 int element = Feld[x][y];
4232 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4234 Feld[x][y] = EL_TIMEGATE_CLOSING;
4236 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4238 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4245 void EdelsteinFunkeln(int x, int y)
4247 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4250 if (Feld[x][y] == EL_BD_DIAMOND)
4253 if (MovDelay[x][y] == 0) /* next animation frame */
4254 MovDelay[x][y] = 11 * !SimpleRND(500);
4256 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4260 if (setup.direct_draw && MovDelay[x][y])
4261 SetDrawtoField(DRAW_BUFFERED);
4263 DrawLevelElementAnimation(x, y, Feld[x][y]);
4265 if (MovDelay[x][y] != 0)
4267 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4268 10 - MovDelay[x][y]);
4270 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4272 if (setup.direct_draw)
4276 dest_x = FX + SCREENX(x) * TILEX;
4277 dest_y = FY + SCREENY(y) * TILEY;
4279 BlitBitmap(drawto_field, window,
4280 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4281 SetDrawtoField(DRAW_DIRECT);
4287 void MauerWaechst(int x, int y)
4291 if (!MovDelay[x][y]) /* next animation frame */
4292 MovDelay[x][y] = 3 * delay;
4294 if (MovDelay[x][y]) /* wait some time before next frame */
4298 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4300 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4301 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4303 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4306 if (!MovDelay[x][y])
4308 if (MovDir[x][y] == MV_LEFT)
4310 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4311 DrawLevelField(x - 1, y);
4313 else if (MovDir[x][y] == MV_RIGHT)
4315 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4316 DrawLevelField(x + 1, y);
4318 else if (MovDir[x][y] == MV_UP)
4320 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4321 DrawLevelField(x, y - 1);
4325 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4326 DrawLevelField(x, y + 1);
4329 Feld[x][y] = Store[x][y];
4331 MovDir[x][y] = MV_NO_MOVING;
4332 DrawLevelField(x, y);
4337 void MauerAbleger(int ax, int ay)
4339 int element = Feld[ax][ay];
4340 int graphic = el2img(element);
4341 boolean oben_frei = FALSE, unten_frei = FALSE;
4342 boolean links_frei = FALSE, rechts_frei = FALSE;
4343 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4344 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4345 boolean new_wall = FALSE;
4347 if (IS_ANIMATED(graphic))
4348 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4350 if (!MovDelay[ax][ay]) /* start building new wall */
4351 MovDelay[ax][ay] = 6;
4353 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4356 if (MovDelay[ax][ay])
4360 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4362 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4364 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4366 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4369 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4370 element == EL_EXPANDABLE_WALL_ANY)
4374 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4375 Store[ax][ay-1] = element;
4376 MovDir[ax][ay-1] = MV_UP;
4377 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4378 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4379 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4384 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4385 Store[ax][ay+1] = element;
4386 MovDir[ax][ay+1] = MV_DOWN;
4387 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4388 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4389 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4394 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4395 element == EL_EXPANDABLE_WALL_ANY ||
4396 element == EL_EXPANDABLE_WALL)
4400 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4401 Store[ax-1][ay] = element;
4402 MovDir[ax-1][ay] = MV_LEFT;
4403 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4404 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4405 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4411 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4412 Store[ax+1][ay] = element;
4413 MovDir[ax+1][ay] = MV_RIGHT;
4414 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4415 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4416 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4421 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4422 DrawLevelField(ax, ay);
4424 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4426 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4427 unten_massiv = TRUE;
4428 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4429 links_massiv = TRUE;
4430 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4431 rechts_massiv = TRUE;
4433 if (((oben_massiv && unten_massiv) ||
4434 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4435 element == EL_EXPANDABLE_WALL) &&
4436 ((links_massiv && rechts_massiv) ||
4437 element == EL_EXPANDABLE_WALL_VERTICAL))
4438 Feld[ax][ay] = EL_WALL;
4442 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4444 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4448 void CheckForDragon(int x, int y)
4451 boolean dragon_found = FALSE;
4452 static int xy[4][2] =
4464 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4466 if (IN_LEV_FIELD(xx, yy) &&
4467 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4469 if (Feld[xx][yy] == EL_DRAGON)
4470 dragon_found = TRUE;
4483 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4485 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4487 Feld[xx][yy] = EL_EMPTY;
4488 DrawLevelField(xx, yy);
4497 static void InitBuggyBase(int x, int y)
4499 int element = Feld[x][y];
4500 int activating_delay = FRAMES_PER_SECOND / 4;
4503 (element == EL_SP_BUGGY_BASE ?
4504 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4505 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4507 element == EL_SP_BUGGY_BASE_ACTIVE ?
4508 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4511 static void WarnBuggyBase(int x, int y)
4514 static int xy[4][2] =
4524 int xx = x + xy[i][0], yy = y + xy[i][1];
4526 if (IS_PLAYER(xx, yy))
4528 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4535 static void InitTrap(int x, int y)
4537 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4540 static void ActivateTrap(int x, int y)
4542 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4545 static void ChangeActiveTrap(int x, int y)
4547 int graphic = IMG_TRAP_ACTIVE;
4549 /* if new animation frame was drawn, correct crumbled sand border */
4550 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4551 DrawLevelFieldCrumbledSand(x, y);
4554 static void ChangeElement(int x, int y)
4556 int element = Feld[x][y];
4558 if (IS_MOVING(x, y)) /* never change a running system :-) */
4561 if (MovDelay[x][y] == 0) /* initialize element change */
4563 MovDelay[x][y] = changing_element[element].change_delay + 1;
4565 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
4567 int max_random_delay = element_info[element].change.delay_random;
4568 int delay_frames = element_info[element].change.delay_frames;
4570 MovDelay[x][y] += RND(max_random_delay * delay_frames);
4573 ResetGfxAnimation(x, y);
4574 ResetRandomAnimationValue(x, y);
4576 if (changing_element[element].pre_change_function)
4577 changing_element[element].pre_change_function(x, y);
4582 if (MovDelay[x][y] != 0) /* continue element change */
4584 if (IS_ANIMATED(el2img(element)))
4585 DrawLevelElementAnimationIfNeeded(x, y, element);
4587 if (changing_element[element].change_function)
4588 changing_element[element].change_function(x, y);
4590 else /* finish element change */
4592 Feld[x][y] = changing_element[element].next_element;
4594 ResetGfxAnimation(x, y);
4595 ResetRandomAnimationValue(x, y);
4598 InitField(x, y, FALSE);
4599 if (CAN_MOVE(element))
4602 DrawLevelField(x, y);
4604 if (changing_element[element].post_change_function)
4605 changing_element[element].post_change_function(x, y);
4609 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4611 static byte stored_player_action[MAX_PLAYERS];
4612 static int num_stored_actions = 0;
4613 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4614 int left = player_action & JOY_LEFT;
4615 int right = player_action & JOY_RIGHT;
4616 int up = player_action & JOY_UP;
4617 int down = player_action & JOY_DOWN;
4618 int button1 = player_action & JOY_BUTTON_1;
4619 int button2 = player_action & JOY_BUTTON_2;
4620 int dx = (left ? -1 : right ? 1 : 0);
4621 int dy = (up ? -1 : down ? 1 : 0);
4623 stored_player_action[player->index_nr] = 0;
4624 num_stored_actions++;
4626 if (!player->active || tape.pausing)
4632 snapped = SnapField(player, dx, dy);
4636 bombed = PlaceBomb(player);
4637 moved = MoveFigure(player, dx, dy);
4640 if (tape.single_step && tape.recording && !tape.pausing)
4642 if (button1 || (bombed && !moved))
4644 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4645 SnapField(player, 0, 0); /* stop snapping */
4649 stored_player_action[player->index_nr] = player_action;
4653 /* no actions for this player (no input at player's configured device) */
4655 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4656 SnapField(player, 0, 0);
4657 CheckGravityMovement(player);
4659 if (player->MovPos == 0)
4662 printf("Trying... Player frame reset\n");
4665 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4668 if (player->MovPos == 0) /* needed for tape.playing */
4669 player->is_moving = FALSE;
4672 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4674 TapeRecordAction(stored_player_action);
4675 num_stored_actions = 0;
4681 static unsigned long action_delay = 0;
4682 unsigned long action_delay_value;
4683 int magic_wall_x = 0, magic_wall_y = 0;
4684 int i, x, y, element, graphic;
4685 byte *recorded_player_action;
4686 byte summarized_player_action = 0;
4688 if (game_status != GAME_MODE_PLAYING)
4691 action_delay_value =
4692 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4694 if (tape.playing && tape.index_search && !tape.pausing)
4695 action_delay_value = 0;
4697 /* ---------- main game synchronization point ---------- */
4699 WaitUntilDelayReached(&action_delay, action_delay_value);
4701 if (network_playing && !network_player_action_received)
4705 printf("DEBUG: try to get network player actions in time\n");
4709 #if defined(PLATFORM_UNIX)
4710 /* last chance to get network player actions without main loop delay */
4714 if (game_status != GAME_MODE_PLAYING)
4717 if (!network_player_action_received)
4721 printf("DEBUG: failed to get network player actions in time\n");
4731 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4733 for (i=0; i<MAX_PLAYERS; i++)
4735 summarized_player_action |= stored_player[i].action;
4737 if (!network_playing)
4738 stored_player[i].effective_action = stored_player[i].action;
4741 #if defined(PLATFORM_UNIX)
4742 if (network_playing)
4743 SendToServer_MovePlayer(summarized_player_action);
4746 if (!options.network && !setup.team_mode)
4747 local_player->effective_action = summarized_player_action;
4749 for (i=0; i<MAX_PLAYERS; i++)
4751 int actual_player_action = stored_player[i].effective_action;
4753 if (stored_player[i].programmed_action)
4754 actual_player_action = stored_player[i].programmed_action;
4756 if (recorded_player_action)
4757 actual_player_action = recorded_player_action[i];
4759 PlayerActions(&stored_player[i], actual_player_action);
4760 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4763 network_player_action_received = FALSE;
4765 ScrollScreen(NULL, SCROLL_GO_ON);
4771 for (i=0; i<MAX_PLAYERS; i++)
4772 stored_player[i].Frame++;
4775 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4778 if (JustStopped[x][y] > 0)
4779 JustStopped[x][y]--;
4784 if (IS_BLOCKED(x, y))
4788 Blocked2Moving(x, y, &oldx, &oldy);
4789 if (!IS_MOVING(oldx, oldy))
4791 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4792 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4793 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4794 printf("GameActions(): This should never happen!\n");
4800 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4802 element = Feld[x][y];
4803 graphic = el2img(element);
4808 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
4810 element = graphic = 0;
4814 if (graphic_info[graphic].anim_global_sync)
4815 GfxFrame[x][y] = FrameCounter;
4817 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4818 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4819 ResetRandomAnimationValue(x, y);
4821 SetRandomAnimationValue(x, y);
4824 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4827 if (IS_INACTIVE(element))
4829 if (IS_ANIMATED(graphic))
4830 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4835 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4839 if (IS_ANIMATED(graphic) &&
4842 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4844 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4845 EdelsteinFunkeln(x, y);
4847 else if ((element == EL_ACID ||
4848 element == EL_EXIT_OPEN ||
4849 element == EL_SP_EXIT_OPEN ||
4850 element == EL_SP_TERMINAL ||
4851 element == EL_SP_TERMINAL_ACTIVE ||
4852 element == EL_EXTRA_TIME ||
4853 element == EL_SHIELD_NORMAL ||
4854 element == EL_SHIELD_DEADLY) &&
4855 IS_ANIMATED(graphic))
4856 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4857 else if (IS_MOVING(x, y))
4858 ContinueMoving(x, y);
4859 else if (IS_ACTIVE_BOMB(element))
4860 CheckDynamite(x, y);
4862 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4863 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4865 else if (element == EL_AMOEBA_GROWING)
4866 AmoebeWaechst(x, y);
4867 else if (element == EL_AMOEBA_SHRINKING)
4868 AmoebaDisappearing(x, y);
4870 #if !USE_NEW_AMOEBA_CODE
4871 else if (IS_AMOEBALIVE(element))
4872 AmoebeAbleger(x, y);
4875 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4877 else if (element == EL_EXIT_CLOSED)
4879 else if (element == EL_SP_EXIT_CLOSED)
4881 else if (element == EL_EXPANDABLE_WALL_GROWING)
4883 else if (element == EL_EXPANDABLE_WALL ||
4884 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4885 element == EL_EXPANDABLE_WALL_VERTICAL ||
4886 element == EL_EXPANDABLE_WALL_ANY)
4888 else if (element == EL_FLAMES)
4889 CheckForDragon(x, y);
4891 else if (IS_AUTO_CHANGING(element))
4892 ChangeElement(x, y);
4894 else if (element == EL_EXPLOSION)
4895 ; /* drawing of correct explosion animation is handled separately */
4896 else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element))
4897 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4900 /* this may take place after moving, therefore element may have changed */
4901 if (IS_AUTO_CHANGING(Feld[x][y]))
4902 ChangeElement(x, y);
4905 if (IS_BELT_ACTIVE(element))
4906 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4908 if (game.magic_wall_active)
4910 int jx = local_player->jx, jy = local_player->jy;
4912 /* play the element sound at the position nearest to the player */
4913 if ((element == EL_MAGIC_WALL_FULL ||
4914 element == EL_MAGIC_WALL_ACTIVE ||
4915 element == EL_MAGIC_WALL_EMPTYING ||
4916 element == EL_BD_MAGIC_WALL_FULL ||
4917 element == EL_BD_MAGIC_WALL_ACTIVE ||
4918 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4919 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4927 #if USE_NEW_AMOEBA_CODE
4928 /* new experimental amoeba growth stuff */
4930 if (!(FrameCounter % 8))
4933 static unsigned long random = 1684108901;
4935 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4938 x = (random >> 10) % lev_fieldx;
4939 y = (random >> 20) % lev_fieldy;
4941 x = RND(lev_fieldx);
4942 y = RND(lev_fieldy);
4944 element = Feld[x][y];
4946 if (!IS_PLAYER(x,y) &&
4947 (element == EL_EMPTY ||
4948 element == EL_SAND ||
4949 element == EL_QUICKSAND_EMPTY ||
4950 element == EL_ACID_SPLASH_LEFT ||
4951 element == EL_ACID_SPLASH_RIGHT))
4953 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4954 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4955 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4956 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4957 Feld[x][y] = EL_AMOEBA_DROP;
4960 random = random * 129 + 1;
4966 if (game.explosions_delayed)
4969 game.explosions_delayed = FALSE;
4971 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4973 element = Feld[x][y];
4975 if (ExplodeField[x][y])
4976 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4977 else if (element == EL_EXPLOSION)
4978 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4980 ExplodeField[x][y] = EX_NO_EXPLOSION;
4983 game.explosions_delayed = TRUE;
4986 if (game.magic_wall_active)
4988 if (!(game.magic_wall_time_left % 4))
4990 int element = Feld[magic_wall_x][magic_wall_y];
4992 if (element == EL_BD_MAGIC_WALL_FULL ||
4993 element == EL_BD_MAGIC_WALL_ACTIVE ||
4994 element == EL_BD_MAGIC_WALL_EMPTYING)
4995 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4997 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5000 if (game.magic_wall_time_left > 0)
5002 game.magic_wall_time_left--;
5003 if (!game.magic_wall_time_left)
5005 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5007 element = Feld[x][y];
5009 if (element == EL_MAGIC_WALL_ACTIVE ||
5010 element == EL_MAGIC_WALL_FULL)
5012 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5013 DrawLevelField(x, y);
5015 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5016 element == EL_BD_MAGIC_WALL_FULL)
5018 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5019 DrawLevelField(x, y);
5023 game.magic_wall_active = FALSE;
5028 if (game.light_time_left > 0)
5030 game.light_time_left--;
5032 if (game.light_time_left == 0)
5033 RedrawAllLightSwitchesAndInvisibleElements();
5036 if (game.timegate_time_left > 0)
5038 game.timegate_time_left--;
5040 if (game.timegate_time_left == 0)
5041 CloseAllOpenTimegates();
5044 for (i=0; i<MAX_PLAYERS; i++)
5046 struct PlayerInfo *player = &stored_player[i];
5048 if (SHIELD_ON(player))
5050 if (player->shield_deadly_time_left)
5051 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5052 else if (player->shield_normal_time_left)
5053 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5057 if (TimeFrames >= (1000 / GameFrameDelay))
5062 for (i=0; i<MAX_PLAYERS; i++)
5064 struct PlayerInfo *player = &stored_player[i];
5066 if (SHIELD_ON(player))
5068 player->shield_normal_time_left--;
5070 if (player->shield_deadly_time_left > 0)
5071 player->shield_deadly_time_left--;
5075 if (tape.recording || tape.playing)
5076 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5082 if (TimeLeft <= 10 && setup.time_limit)
5083 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5085 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5087 if (!TimeLeft && setup.time_limit)
5088 for (i=0; i<MAX_PLAYERS; i++)
5089 KillHero(&stored_player[i]);
5091 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5092 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5097 if (options.debug) /* calculate frames per second */
5099 static unsigned long fps_counter = 0;
5100 static int fps_frames = 0;
5101 unsigned long fps_delay_ms = Counter() - fps_counter;
5105 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5107 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5110 fps_counter = Counter();
5113 redraw_mask |= REDRAW_FPS;
5117 if (stored_player[0].jx != stored_player[0].last_jx ||
5118 stored_player[0].jy != stored_player[0].last_jy)
5119 printf("::: %d, %d, %d, %d, %d\n",
5120 stored_player[0].MovDir,
5121 stored_player[0].MovPos,
5122 stored_player[0].GfxPos,
5123 stored_player[0].Frame,
5124 stored_player[0].StepFrame);
5131 for (i=0; i<MAX_PLAYERS; i++)
5134 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5136 stored_player[i].Frame += move_frames;
5138 if (stored_player[i].MovPos != 0)
5139 stored_player[i].StepFrame += move_frames;
5144 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5146 int min_x = x, min_y = y, max_x = x, max_y = y;
5149 for (i=0; i<MAX_PLAYERS; i++)
5151 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5153 if (!stored_player[i].active || &stored_player[i] == player)
5156 min_x = MIN(min_x, jx);
5157 min_y = MIN(min_y, jy);
5158 max_x = MAX(max_x, jx);
5159 max_y = MAX(max_y, jy);
5162 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5165 static boolean AllPlayersInVisibleScreen()
5169 for (i=0; i<MAX_PLAYERS; i++)
5171 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5173 if (!stored_player[i].active)
5176 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5183 void ScrollLevel(int dx, int dy)
5185 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5188 BlitBitmap(drawto_field, drawto_field,
5189 FX + TILEX*(dx == -1) - softscroll_offset,
5190 FY + TILEY*(dy == -1) - softscroll_offset,
5191 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5192 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5193 FX + TILEX*(dx == 1) - softscroll_offset,
5194 FY + TILEY*(dy == 1) - softscroll_offset);
5198 x = (dx == 1 ? BX1 : BX2);
5199 for (y=BY1; y<=BY2; y++)
5200 DrawScreenField(x, y);
5205 y = (dy == 1 ? BY1 : BY2);
5206 for (x=BX1; x<=BX2; x++)
5207 DrawScreenField(x, y);
5210 redraw_mask |= REDRAW_FIELD;
5213 static void CheckGravityMovement(struct PlayerInfo *player)
5215 if (level.gravity && !player->programmed_action)
5217 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5218 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5220 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5221 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5222 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5223 int jx = player->jx, jy = player->jy;
5224 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5225 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5226 int new_jx = jx + dx, new_jy = jy + dy;
5227 boolean field_under_player_is_free =
5228 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5229 boolean player_is_moving_to_valid_field =
5230 (IN_LEV_FIELD(new_jx, new_jy) &&
5231 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5232 Feld[new_jx][new_jy] == EL_SAND));
5234 if (field_under_player_is_free &&
5235 !player_is_moving_to_valid_field &&
5236 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5237 player->programmed_action = MV_DOWN;
5243 -----------------------------------------------------------------------------
5244 dx, dy: direction (non-diagonal) to try to move the player to
5245 real_dx, real_dy: direction as read from input device (can be diagonal)
5248 boolean MoveFigureOneStep(struct PlayerInfo *player,
5249 int dx, int dy, int real_dx, int real_dy)
5251 int jx = player->jx, jy = player->jy;
5252 int new_jx = jx+dx, new_jy = jy+dy;
5256 if (!player->active || (!dx && !dy))
5257 return MF_NO_ACTION;
5259 player->MovDir = (dx < 0 ? MV_LEFT :
5262 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5264 if (!IN_LEV_FIELD(new_jx, new_jy))
5265 return MF_NO_ACTION;
5267 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5268 return MF_NO_ACTION;
5271 element = MovingOrBlocked2Element(new_jx, new_jy);
5273 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5276 if (DONT_GO_TO(element))
5278 if (element == EL_ACID && dx == 0 && dy == 1)
5281 Feld[jx][jy] = EL_PLAYER_1;
5282 InitMovingField(jx, jy, MV_DOWN);
5283 Store[jx][jy] = EL_ACID;
5284 ContinueMoving(jx, jy);
5288 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5293 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5294 if (can_move != MF_MOVING)
5297 StorePlayer[jx][jy] = 0;
5298 player->last_jx = jx;
5299 player->last_jy = jy;
5300 jx = player->jx = new_jx;
5301 jy = player->jy = new_jy;
5302 StorePlayer[jx][jy] = player->element_nr;
5305 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5307 ScrollFigure(player, SCROLL_INIT);
5312 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5314 int jx = player->jx, jy = player->jy;
5315 int old_jx = jx, old_jy = jy;
5316 int moved = MF_NO_ACTION;
5318 if (!player->active || (!dx && !dy))
5322 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5326 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5327 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5331 /* remove the last programmed player action */
5332 player->programmed_action = 0;
5336 /* should only happen if pre-1.2 tape recordings are played */
5337 /* this is only for backward compatibility */
5339 int original_move_delay_value = player->move_delay_value;
5342 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5346 /* scroll remaining steps with finest movement resolution */
5347 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5349 while (player->MovPos)
5351 ScrollFigure(player, SCROLL_GO_ON);
5352 ScrollScreen(NULL, SCROLL_GO_ON);
5358 player->move_delay_value = original_move_delay_value;
5361 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5363 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5364 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5368 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5369 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5375 if (moved & MF_MOVING && !ScreenMovPos &&
5376 (player == local_player || !options.network))
5378 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5379 int offset = (setup.scroll_delay ? 3 : 0);
5381 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5383 /* actual player has left the screen -- scroll in that direction */
5384 if (jx != old_jx) /* player has moved horizontally */
5385 scroll_x += (jx - old_jx);
5386 else /* player has moved vertically */
5387 scroll_y += (jy - old_jy);
5391 if (jx != old_jx) /* player has moved horizontally */
5393 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5394 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5395 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5397 /* don't scroll over playfield boundaries */
5398 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5399 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5401 /* don't scroll more than one field at a time */
5402 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5404 /* don't scroll against the player's moving direction */
5405 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5406 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5407 scroll_x = old_scroll_x;
5409 else /* player has moved vertically */
5411 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5412 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5413 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5415 /* don't scroll over playfield boundaries */
5416 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5417 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5419 /* don't scroll more than one field at a time */
5420 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5422 /* don't scroll against the player's moving direction */
5423 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5424 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5425 scroll_y = old_scroll_y;
5429 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5431 if (!options.network && !AllPlayersInVisibleScreen())
5433 scroll_x = old_scroll_x;
5434 scroll_y = old_scroll_y;
5438 ScrollScreen(player, SCROLL_INIT);
5439 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5446 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5448 if (!(moved & MF_MOVING) && !player->Pushing)
5453 player->StepFrame = 0;
5455 if (moved & MF_MOVING)
5457 if (old_jx != jx && old_jy == jy)
5458 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5459 else if (old_jx == jx && old_jy != jy)
5460 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5462 DrawLevelField(jx, jy); /* for "crumbled sand" */
5464 player->last_move_dir = player->MovDir;
5465 player->is_moving = TRUE;
5469 CheckGravityMovement(player);
5472 player->last_move_dir = MV_NO_MOVING;
5474 player->is_moving = FALSE;
5477 TestIfHeroTouchesBadThing(jx, jy);
5479 if (!player->active)
5485 void ScrollFigure(struct PlayerInfo *player, int mode)
5487 int jx = player->jx, jy = player->jy;
5488 int last_jx = player->last_jx, last_jy = player->last_jy;
5489 int move_stepsize = TILEX / player->move_delay_value;
5491 if (!player->active || !player->MovPos)
5494 if (mode == SCROLL_INIT)
5496 player->actual_frame_counter = FrameCounter;
5497 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5499 if (Feld[last_jx][last_jy] == EL_EMPTY)
5500 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5505 else if (!FrameReached(&player->actual_frame_counter, 1))
5508 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5509 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5511 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5512 Feld[last_jx][last_jy] = EL_EMPTY;
5514 /* before DrawPlayer() to draw correct player graphic for this case */
5515 if (player->MovPos == 0)
5516 CheckGravityMovement(player);
5520 if (player->MovPos == 0)
5522 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5524 /* continue with normal speed after quickly moving through gate */
5525 HALVE_PLAYER_SPEED(player);
5527 /* be able to make the next move without delay */
5528 player->move_delay = 0;
5531 player->last_jx = jx;
5532 player->last_jy = jy;
5534 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5535 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5539 if (local_player->friends_still_needed == 0 ||
5540 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5541 player->LevelSolved = player->GameOver = TRUE;
5544 if (tape.single_step && tape.recording && !tape.pausing &&
5545 !player->programmed_action)
5546 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5550 void ScrollScreen(struct PlayerInfo *player, int mode)
5552 static unsigned long screen_frame_counter = 0;
5554 if (mode == SCROLL_INIT)
5556 /* set scrolling step size according to actual player's moving speed */
5557 ScrollStepSize = TILEX / player->move_delay_value;
5559 screen_frame_counter = FrameCounter;
5560 ScreenMovDir = player->MovDir;
5561 ScreenMovPos = player->MovPos;
5562 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5565 else if (!FrameReached(&screen_frame_counter, 1))
5570 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5571 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5572 redraw_mask |= REDRAW_FIELD;
5575 ScreenMovDir = MV_NO_MOVING;
5578 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5580 int i, kill_x = -1, kill_y = -1;
5581 static int test_xy[4][2] =
5588 static int test_dir[4] =
5598 int test_x, test_y, test_move_dir, test_element;
5600 test_x = good_x + test_xy[i][0];
5601 test_y = good_y + test_xy[i][1];
5602 if (!IN_LEV_FIELD(test_x, test_y))
5606 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5609 test_element = Feld[test_x][test_y];
5611 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5614 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5615 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5617 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5618 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5626 if (kill_x != -1 || kill_y != -1)
5628 if (IS_PLAYER(good_x, good_y))
5630 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5632 if (player->shield_deadly_time_left > 0)
5633 Bang(kill_x, kill_y);
5634 else if (!PLAYER_PROTECTED(good_x, good_y))
5638 Bang(good_x, good_y);
5642 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5644 int i, kill_x = -1, kill_y = -1;
5645 int bad_element = Feld[bad_x][bad_y];
5646 static int test_xy[4][2] =
5653 static int test_dir[4] =
5661 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5666 int test_x, test_y, test_move_dir, test_element;
5668 test_x = bad_x + test_xy[i][0];
5669 test_y = bad_y + test_xy[i][1];
5670 if (!IN_LEV_FIELD(test_x, test_y))
5674 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5676 test_element = Feld[test_x][test_y];
5678 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5679 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5681 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5682 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5684 /* good thing is player or penguin that does not move away */
5685 if (IS_PLAYER(test_x, test_y))
5687 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5689 if (bad_element == EL_ROBOT && player->is_moving)
5690 continue; /* robot does not kill player if he is moving */
5696 else if (test_element == EL_PENGUIN)
5705 if (kill_x != -1 || kill_y != -1)
5707 if (IS_PLAYER(kill_x, kill_y))
5709 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5712 int dir = player->MovDir;
5713 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5714 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5716 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5717 newx != bad_x && newy != bad_y)
5718 ; /* robot does not kill player if he is moving */
5720 printf("-> %d\n", player->MovDir);
5722 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5723 newx != bad_x && newy != bad_y)
5724 ; /* robot does not kill player if he is moving */
5729 if (player->shield_deadly_time_left > 0)
5731 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5735 Bang(kill_x, kill_y);
5739 void TestIfHeroTouchesBadThing(int x, int y)
5741 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5744 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5746 TestIfGoodThingHitsBadThing(x, y, move_dir);
5749 void TestIfBadThingTouchesHero(int x, int y)
5751 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5754 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5756 TestIfBadThingHitsGoodThing(x, y, move_dir);
5759 void TestIfFriendTouchesBadThing(int x, int y)
5761 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5764 void TestIfBadThingTouchesFriend(int x, int y)
5766 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5769 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5771 int i, kill_x = bad_x, kill_y = bad_y;
5772 static int xy[4][2] =
5784 x = bad_x + xy[i][0];
5785 y = bad_y + xy[i][1];
5786 if (!IN_LEV_FIELD(x, y))
5789 element = Feld[x][y];
5790 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5791 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5799 if (kill_x != bad_x || kill_y != bad_y)
5803 void KillHero(struct PlayerInfo *player)
5805 int jx = player->jx, jy = player->jy;
5807 if (!player->active)
5810 /* remove accessible field at the player's position */
5811 Feld[jx][jy] = EL_EMPTY;
5813 /* deactivate shield (else Bang()/Explode() would not work right) */
5814 player->shield_normal_time_left = 0;
5815 player->shield_deadly_time_left = 0;
5821 static void KillHeroUnlessProtected(int x, int y)
5823 if (!PLAYER_PROTECTED(x, y))
5824 KillHero(PLAYERINFO(x, y));
5827 void BuryHero(struct PlayerInfo *player)
5829 int jx = player->jx, jy = player->jy;
5831 if (!player->active)
5834 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5835 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5837 player->GameOver = TRUE;
5841 void RemoveHero(struct PlayerInfo *player)
5843 int jx = player->jx, jy = player->jy;
5844 int i, found = FALSE;
5846 player->present = FALSE;
5847 player->active = FALSE;
5849 if (!ExplodeField[jx][jy])
5850 StorePlayer[jx][jy] = 0;
5852 for (i=0; i<MAX_PLAYERS; i++)
5853 if (stored_player[i].active)
5857 AllPlayersGone = TRUE;
5864 checkDiagonalPushing()
5865 -----------------------------------------------------------------------------
5866 check if diagonal input device direction results in pushing of object
5867 (by checking if the alternative direction is walkable, diggable, ...)
5870 static boolean checkDiagonalPushing(struct PlayerInfo *player,
5871 int x, int y, int real_dx, int real_dy)
5873 int jx, jy, dx, dy, xx, yy;
5875 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
5878 /* diagonal direction: check alternative direction */
5883 xx = jx + (dx == 0 ? real_dx : 0);
5884 yy = jy + (dy == 0 ? real_dy : 0);
5886 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
5891 -----------------------------------------------------------------------------
5892 x, y: field next to player (non-diagonal) to try to dig to
5893 real_dx, real_dy: direction as read from input device (can be diagonal)
5896 int DigField(struct PlayerInfo *player,
5897 int x, int y, int real_dx, int real_dy, int mode)
5899 int jx = player->jx, jy = player->jy;
5900 int dx = x - jx, dy = y - jy;
5901 int move_direction = (dx == -1 ? MV_LEFT :
5902 dx == +1 ? MV_RIGHT :
5904 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5907 if (player->MovPos == 0)
5909 player->is_digging = FALSE;
5910 player->is_collecting = FALSE;
5913 if (player->MovPos == 0) /* last pushing move finished */
5914 player->Pushing = FALSE;
5916 if (mode == DF_NO_PUSH) /* player just stopped pushing */
5918 player->Switching = FALSE;
5919 player->push_delay = 0;
5921 return MF_NO_ACTION;
5924 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5925 return MF_NO_ACTION;
5928 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
5930 if (IS_TUBE(Feld[jx][jy]) ||
5931 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
5935 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
5936 int tube_leave_directions[][2] =
5938 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5939 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5940 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5941 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5942 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5943 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5944 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5945 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5946 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5947 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5948 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5949 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5952 while (tube_leave_directions[i][0] != tube_element)
5955 if (tube_leave_directions[i][0] == -1) /* should not happen */
5959 if (!(tube_leave_directions[i][1] & move_direction))
5960 return MF_NO_ACTION; /* tube has no opening in this direction */
5963 element = Feld[x][y];
5966 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
5967 game.engine_version >= VERSION_IDENT(2,2,0))
5968 return MF_NO_ACTION;
5975 case EL_INVISIBLE_SAND:
5976 case EL_INVISIBLE_SAND_ACTIVE:
5979 case EL_SP_BUGGY_BASE:
5980 case EL_SP_BUGGY_BASE_ACTIVATING:
5983 if (mode != DF_SNAP && element != EL_EMPTY)
5985 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5986 player->is_digging = TRUE;
5989 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5994 case EL_EMERALD_YELLOW:
5995 case EL_EMERALD_RED:
5996 case EL_EMERALD_PURPLE:
5998 case EL_SP_INFOTRON:
6003 if (mode != DF_SNAP)
6005 GfxElement[x][y] = element;
6006 player->is_collecting = TRUE;
6009 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6010 element == EL_PEARL ? 5 :
6011 element == EL_CRYSTAL ? 8 : 1);
6012 if (local_player->gems_still_needed < 0)
6013 local_player->gems_still_needed = 0;
6014 RaiseScoreElement(element);
6015 DrawText(DX_EMERALDS, DY_EMERALDS,
6016 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6017 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6022 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6023 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6027 Feld[x][y] = EL_EMPTY;
6028 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6036 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6038 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6041 case EL_SHIELD_NORMAL:
6043 player->shield_normal_time_left += 10;
6044 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6047 case EL_SHIELD_DEADLY:
6049 player->shield_normal_time_left += 10;
6050 player->shield_deadly_time_left += 10;
6051 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6055 case EL_SP_DISK_RED:
6058 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6059 RaiseScoreElement(EL_DYNAMITE);
6060 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6062 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6065 case EL_DYNABOMB_INCREASE_NUMBER:
6067 player->dynabomb_count++;
6068 player->dynabombs_left++;
6069 RaiseScoreElement(EL_DYNAMITE);
6070 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6073 case EL_DYNABOMB_INCREASE_SIZE:
6075 player->dynabomb_size++;
6076 RaiseScoreElement(EL_DYNAMITE);
6077 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6080 case EL_DYNABOMB_INCREASE_POWER:
6082 player->dynabomb_xl = TRUE;
6083 RaiseScoreElement(EL_DYNAMITE);
6084 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6092 int key_nr = element - EL_KEY_1;
6093 int graphic = el2edimg(element);
6096 player->key[key_nr] = TRUE;
6097 RaiseScoreElement(element);
6098 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6100 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6102 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6111 int key_nr = element - EL_EM_KEY_1;
6112 int graphic = el2edimg(EL_KEY_1 + key_nr);
6115 player->key[key_nr] = TRUE;
6116 RaiseScoreElement(element);
6117 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6119 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6121 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6125 case EL_ROBOT_WHEEL:
6126 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6129 DrawLevelField(x, y);
6130 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6134 case EL_SP_TERMINAL:
6138 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6140 for (yy=0; yy<lev_fieldy; yy++)
6142 for (xx=0; xx<lev_fieldx; xx++)
6144 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6146 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6147 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6155 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6156 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6157 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6158 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6159 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6160 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6161 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6162 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6163 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6164 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6165 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6166 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6167 if (!player->Switching)
6169 player->Switching = TRUE;
6170 ToggleBeltSwitch(x, y);
6171 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6176 case EL_SWITCHGATE_SWITCH_UP:
6177 case EL_SWITCHGATE_SWITCH_DOWN:
6178 if (!player->Switching)
6180 player->Switching = TRUE;
6181 ToggleSwitchgateSwitch(x, y);
6182 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6187 case EL_LIGHT_SWITCH:
6188 case EL_LIGHT_SWITCH_ACTIVE:
6189 if (!player->Switching)
6191 player->Switching = TRUE;
6192 ToggleLightSwitch(x, y);
6193 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6194 SND_LIGHT_SWITCH_ACTIVATING :
6195 SND_LIGHT_SWITCH_DEACTIVATING);
6200 case EL_TIMEGATE_SWITCH:
6201 ActivateTimegateSwitch(x, y);
6202 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6207 case EL_BALLOON_SWITCH_LEFT:
6208 case EL_BALLOON_SWITCH_RIGHT:
6209 case EL_BALLOON_SWITCH_UP:
6210 case EL_BALLOON_SWITCH_DOWN:
6211 case EL_BALLOON_SWITCH_ANY:
6212 if (element == EL_BALLOON_SWITCH_ANY)
6213 game.balloon_dir = move_direction;
6215 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6216 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6217 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6218 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6220 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6225 /* the following elements cannot be pushed by "snapping" */
6228 case EL_DX_SUPABOMB:
6230 case EL_TIME_ORB_EMPTY:
6232 case EL_SP_DISK_ORANGE:
6234 if (mode == DF_SNAP)
6235 return MF_NO_ACTION;
6237 /* no "break" -- fall through to next case */
6239 /* the following elements can be pushed by "snapping" */
6242 return MF_NO_ACTION;
6244 player->Pushing = TRUE;
6247 if (element == EL_ROCK)
6248 printf("::: wanna push [%d] [%d]\n",
6249 FrameCounter, player->push_delay_value);
6252 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6253 return MF_NO_ACTION;
6255 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6256 return MF_NO_ACTION;
6258 if (player->push_delay == 0)
6259 player->push_delay = FrameCounter;
6261 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6263 element != EL_SPRING)
6264 return MF_NO_ACTION;
6266 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6267 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6268 element != EL_SPRING)
6269 return MF_NO_ACTION;
6272 if (mode == DF_SNAP)
6274 InitMovingField(x, y, move_direction);
6275 ContinueMoving(x, y);
6280 Feld[x + dx][y + dy] = element;
6283 if (element == EL_SPRING)
6285 Feld[x + dx][y + dy] = EL_SPRING;
6286 MovDir[x + dx][y + dy] = move_direction;
6289 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6291 DrawLevelField(x + dx, y + dy);
6292 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6299 if (!player->key[element - EL_GATE_1])
6300 return MF_NO_ACTION;
6303 case EL_GATE_1_GRAY:
6304 case EL_GATE_2_GRAY:
6305 case EL_GATE_3_GRAY:
6306 case EL_GATE_4_GRAY:
6307 if (!player->key[element - EL_GATE_1_GRAY])
6308 return MF_NO_ACTION;
6315 if (!player->key[element - EL_EM_GATE_1])
6316 return MF_NO_ACTION;
6317 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6318 return MF_NO_ACTION;
6320 /* automatically move to the next field with double speed */
6321 player->programmed_action = move_direction;
6322 DOUBLE_PLAYER_SPEED(player);
6324 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6327 case EL_EM_GATE_1_GRAY:
6328 case EL_EM_GATE_2_GRAY:
6329 case EL_EM_GATE_3_GRAY:
6330 case EL_EM_GATE_4_GRAY:
6331 if (!player->key[element - EL_EM_GATE_1_GRAY])
6332 return MF_NO_ACTION;
6333 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6334 return MF_NO_ACTION;
6336 /* automatically move to the next field with double speed */
6337 player->programmed_action = move_direction;
6338 DOUBLE_PLAYER_SPEED(player);
6341 PlaySoundLevelAction(x, y, ACTION_PASSING);
6343 PlaySoundLevel(x, y, SND_GATE_PASSING);
6347 case EL_SWITCHGATE_OPEN:
6348 case EL_TIMEGATE_OPEN:
6349 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6350 return MF_NO_ACTION;
6352 /* automatically move to the next field with double speed */
6353 player->programmed_action = move_direction;
6354 DOUBLE_PLAYER_SPEED(player);
6356 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6359 case EL_SP_PORT_LEFT:
6360 case EL_SP_PORT_RIGHT:
6362 case EL_SP_PORT_DOWN:
6363 case EL_SP_PORT_HORIZONTAL:
6364 case EL_SP_PORT_VERTICAL:
6365 case EL_SP_PORT_ANY:
6366 case EL_SP_GRAVITY_PORT_LEFT:
6367 case EL_SP_GRAVITY_PORT_RIGHT:
6368 case EL_SP_GRAVITY_PORT_UP:
6369 case EL_SP_GRAVITY_PORT_DOWN:
6371 element != EL_SP_PORT_LEFT &&
6372 element != EL_SP_GRAVITY_PORT_LEFT &&
6373 element != EL_SP_PORT_HORIZONTAL &&
6374 element != EL_SP_PORT_ANY) ||
6376 element != EL_SP_PORT_RIGHT &&
6377 element != EL_SP_GRAVITY_PORT_RIGHT &&
6378 element != EL_SP_PORT_HORIZONTAL &&
6379 element != EL_SP_PORT_ANY) ||
6381 element != EL_SP_PORT_UP &&
6382 element != EL_SP_GRAVITY_PORT_UP &&
6383 element != EL_SP_PORT_VERTICAL &&
6384 element != EL_SP_PORT_ANY) ||
6386 element != EL_SP_PORT_DOWN &&
6387 element != EL_SP_GRAVITY_PORT_DOWN &&
6388 element != EL_SP_PORT_VERTICAL &&
6389 element != EL_SP_PORT_ANY) ||
6390 !IN_LEV_FIELD(x + dx, y + dy) ||
6391 !IS_FREE(x + dx, y + dy))
6392 return MF_NO_ACTION;
6394 /* automatically move to the next field with double speed */
6395 player->programmed_action = move_direction;
6396 DOUBLE_PLAYER_SPEED(player);
6398 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6402 case EL_TUBE_VERTICAL:
6403 case EL_TUBE_HORIZONTAL:
6404 case EL_TUBE_VERTICAL_LEFT:
6405 case EL_TUBE_VERTICAL_RIGHT:
6406 case EL_TUBE_HORIZONTAL_UP:
6407 case EL_TUBE_HORIZONTAL_DOWN:
6408 case EL_TUBE_LEFT_UP:
6409 case EL_TUBE_LEFT_DOWN:
6410 case EL_TUBE_RIGHT_UP:
6411 case EL_TUBE_RIGHT_DOWN:
6414 int tube_enter_directions[][2] =
6416 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6417 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6418 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6419 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6420 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6421 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6422 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6423 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6424 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6425 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6426 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6427 { -1, MV_NO_MOVING }
6430 while (tube_enter_directions[i][0] != element)
6433 if (tube_enter_directions[i][0] == -1) /* should not happen */
6437 if (!(tube_enter_directions[i][1] & move_direction))
6438 return MF_NO_ACTION; /* tube has no opening in this direction */
6440 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6444 case EL_EXIT_CLOSED:
6445 case EL_SP_EXIT_CLOSED:
6446 case EL_EXIT_OPENING:
6447 return MF_NO_ACTION;
6451 case EL_SP_EXIT_OPEN:
6452 if (mode == DF_SNAP)
6453 return MF_NO_ACTION;
6455 if (element == EL_EXIT_OPEN)
6456 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6458 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6463 Feld[x][y] = EL_LAMP_ACTIVE;
6464 local_player->lights_still_needed--;
6465 DrawLevelField(x, y);
6466 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6470 case EL_TIME_ORB_FULL:
6471 Feld[x][y] = EL_TIME_ORB_EMPTY;
6473 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6474 DrawLevelField(x, y);
6475 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6479 case EL_SOKOBAN_FIELD_EMPTY:
6482 case EL_SOKOBAN_OBJECT:
6483 case EL_SOKOBAN_FIELD_FULL:
6485 case EL_SP_DISK_YELLOW:
6487 if (mode == DF_SNAP)
6488 return MF_NO_ACTION;
6490 player->Pushing = TRUE;
6492 if (!IN_LEV_FIELD(x+dx, y+dy)
6493 || (!IS_FREE(x+dx, y+dy)
6494 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6495 || !IS_SB_ELEMENT(element))))
6496 return MF_NO_ACTION;
6498 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6499 return MF_NO_ACTION;
6501 if (player->push_delay == 0)
6502 player->push_delay = FrameCounter;
6504 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6505 !tape.playing && element != EL_BALLOON)
6506 return MF_NO_ACTION;
6508 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6509 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6510 element != EL_BALLOON)
6511 return MF_NO_ACTION;
6514 if (IS_SB_ELEMENT(element))
6516 if (element == EL_SOKOBAN_FIELD_FULL)
6518 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6519 local_player->sokobanfields_still_needed++;
6524 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6526 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6527 local_player->sokobanfields_still_needed--;
6528 if (element == EL_SOKOBAN_OBJECT)
6530 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6532 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6536 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6538 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6543 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6544 if (element == EL_SOKOBAN_FIELD_FULL)
6546 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6548 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6552 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6554 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6561 Feld[x+dx][y+dy] = element;
6562 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6565 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6567 DrawLevelField(x, y);
6568 DrawLevelField(x + dx, y + dy);
6570 if (IS_SB_ELEMENT(element) &&
6571 local_player->sokobanfields_still_needed == 0 &&
6572 game.emulation == EMU_SOKOBAN)
6574 player->LevelSolved = player->GameOver = TRUE;
6575 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6587 if (IS_WALKABLE(element))
6591 else if (IS_DIGGABLE(element))
6595 if (mode != DF_SNAP)
6598 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
6599 player->is_digging = TRUE;
6602 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6606 else if (IS_COLLECTIBLE(element))
6610 if (mode != DF_SNAP)
6612 GfxElement[x][y] = element;
6613 player->is_collecting = TRUE;
6616 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6620 else if (IS_PUSHABLE(element))
6622 if (mode == DF_SNAP)
6623 return MF_NO_ACTION;
6625 if (CAN_FALL(element) && dy)
6626 return MF_NO_ACTION;
6628 if (!player->Pushing &&
6629 game.engine_version >= RELEASE_IDENT(2,2,0,7))
6630 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
6632 player->Pushing = TRUE;
6634 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6635 return MF_NO_ACTION;
6637 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6638 return MF_NO_ACTION;
6640 if (player->push_delay == 0) /* new pushing; restart delay */
6641 player->push_delay = FrameCounter;
6643 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6644 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6645 return MF_NO_ACTION;
6648 Feld[x + dx][y + dy] = element;
6651 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
6652 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
6654 player->push_delay_value = 2 + RND(8);
6657 DrawLevelField(x + dx, y + dy);
6658 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6663 return MF_NO_ACTION;
6666 player->push_delay = 0;
6668 if (Feld[x][y] != element) /* really digged/collected something */
6669 player->is_collecting = !player->is_digging;
6674 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6676 int jx = player->jx, jy = player->jy;
6677 int x = jx + dx, y = jy + dy;
6679 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
6682 if (!player->active || !IN_LEV_FIELD(x, y))
6690 if (player->MovPos == 0)
6691 player->Pushing = FALSE;
6693 player->snapped = FALSE;
6695 if (player->MovPos == 0)
6697 player->is_digging = FALSE;
6698 player->is_collecting = FALSE;
6704 if (player->snapped)
6707 player->MovDir = (dx < 0 ? MV_LEFT :
6710 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6712 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
6715 player->snapped = TRUE;
6716 player->is_digging = FALSE;
6717 player->is_collecting = FALSE;
6719 DrawLevelField(x, y);
6725 boolean PlaceBomb(struct PlayerInfo *player)
6727 int jx = player->jx, jy = player->jy;
6730 if (!player->active || player->MovPos)
6733 element = Feld[jx][jy];
6735 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6736 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6740 if (element != EL_EMPTY)
6744 if (element != EL_EMPTY)
6747 Store[jx][jy] = element;
6749 Back[jx][jy] = element;
6753 MovDelay[jx][jy] = 96;
6755 ResetGfxAnimation(jx, jy);
6756 ResetRandomAnimationValue(jx, jy);
6758 if (player->dynamite)
6760 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6761 EL_DYNAMITE_ACTIVE);
6764 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6766 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6769 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6771 if (game.emulation == EMU_SUPAPLEX)
6772 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6774 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6778 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6783 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6784 player->dynabombs_left--;
6786 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6787 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6789 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6795 /* ------------------------------------------------------------------------- */
6796 /* game sound playing functions */
6797 /* ------------------------------------------------------------------------- */
6799 static int *loop_sound_frame = NULL;
6800 static int *loop_sound_volume = NULL;
6802 void InitPlaySoundLevel()
6804 int num_sounds = getSoundListSize();
6806 if (loop_sound_frame != NULL)
6807 free(loop_sound_frame);
6809 if (loop_sound_volume != NULL)
6810 free(loop_sound_volume);
6812 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6813 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6816 static void PlaySoundLevel(int x, int y, int nr)
6818 int sx = SCREENX(x), sy = SCREENY(y);
6819 int volume, stereo_position;
6820 int max_distance = 8;
6821 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6823 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6824 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6827 if (!IN_LEV_FIELD(x, y) ||
6828 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6829 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6832 volume = SOUND_MAX_VOLUME;
6834 if (!IN_SCR_FIELD(sx, sy))
6836 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6837 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6839 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6842 stereo_position = (SOUND_MAX_LEFT +
6843 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6844 (SCR_FIELDX + 2 * max_distance));
6846 if (IS_LOOP_SOUND(nr))
6848 /* This assures that quieter loop sounds do not overwrite louder ones,
6849 while restarting sound volume comparison with each new game frame. */
6851 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6854 loop_sound_volume[nr] = volume;
6855 loop_sound_frame[nr] = FrameCounter;
6858 PlaySoundExt(nr, volume, stereo_position, type);
6861 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6863 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6864 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6865 y < LEVELY(BY1) ? LEVELY(BY1) :
6866 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6870 static void PlaySoundLevelAction(int x, int y, int action)
6872 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6875 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6877 int sound_effect = element_info[element].sound[action];
6879 if (sound_effect != SND_UNDEFINED)
6880 PlaySoundLevel(x, y, sound_effect);
6883 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6885 int sound_effect = element_info[Feld[x][y]].sound[action];
6887 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6888 PlaySoundLevel(x, y, sound_effect);
6891 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6893 int sound_effect = element_info[Feld[x][y]].sound[action];
6895 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6896 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6899 void RaiseScore(int value)
6901 local_player->score += value;
6902 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6905 void RaiseScoreElement(int element)
6911 case EL_EMERALD_YELLOW:
6912 case EL_EMERALD_RED:
6913 case EL_EMERALD_PURPLE:
6914 case EL_SP_INFOTRON:
6915 RaiseScore(level.score[SC_EMERALD]);
6918 RaiseScore(level.score[SC_DIAMOND]);
6921 RaiseScore(level.score[SC_CRYSTAL]);
6924 RaiseScore(level.score[SC_PEARL]);
6927 case EL_BD_BUTTERFLY:
6928 case EL_SP_ELECTRON:
6929 RaiseScore(level.score[SC_BUG]);
6933 case EL_SP_SNIKSNAK:
6934 RaiseScore(level.score[SC_SPACESHIP]);
6937 case EL_DARK_YAMYAM:
6938 RaiseScore(level.score[SC_YAMYAM]);
6941 RaiseScore(level.score[SC_ROBOT]);
6944 RaiseScore(level.score[SC_PACMAN]);
6947 RaiseScore(level.score[SC_NUT]);
6950 case EL_DYNABOMB_INCREASE_NUMBER:
6951 case EL_DYNABOMB_INCREASE_SIZE:
6952 case EL_DYNABOMB_INCREASE_POWER:
6953 RaiseScore(level.score[SC_DYNAMITE]);
6955 case EL_SHIELD_NORMAL:
6956 case EL_SHIELD_DEADLY:
6957 RaiseScore(level.score[SC_SHIELD]);
6960 RaiseScore(level.score[SC_TIME_BONUS]);
6966 RaiseScore(level.score[SC_KEY]);
6973 void RequestQuitGame(boolean ask_if_really_quit)
6975 if (AllPlayersGone ||
6976 !ask_if_really_quit ||
6977 level_editor_test_game ||
6978 Request("Do you really want to quit the game ?",
6979 REQ_ASK | REQ_STAY_CLOSED))
6981 #if defined(PLATFORM_UNIX)
6982 if (options.network)
6983 SendToServer_StopPlaying();
6987 game_status = GAME_MODE_MAIN;
6993 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6998 /* ---------- new game button stuff ---------------------------------------- */
7000 /* graphic position values for game buttons */
7001 #define GAME_BUTTON_XSIZE 30
7002 #define GAME_BUTTON_YSIZE 30
7003 #define GAME_BUTTON_XPOS 5
7004 #define GAME_BUTTON_YPOS 215
7005 #define SOUND_BUTTON_XPOS 5
7006 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7008 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7009 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7010 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7011 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7012 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7013 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7020 } gamebutton_info[NUM_GAME_BUTTONS] =
7023 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7028 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7033 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7038 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7039 SOUND_CTRL_ID_MUSIC,
7040 "background music on/off"
7043 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7044 SOUND_CTRL_ID_LOOPS,
7045 "sound loops on/off"
7048 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7049 SOUND_CTRL_ID_SIMPLE,
7050 "normal sounds on/off"
7054 void CreateGameButtons()
7058 for (i=0; i<NUM_GAME_BUTTONS; i++)
7060 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7061 struct GadgetInfo *gi;
7064 unsigned long event_mask;
7065 int gd_xoffset, gd_yoffset;
7066 int gd_x1, gd_x2, gd_y1, gd_y2;
7069 gd_xoffset = gamebutton_info[i].x;
7070 gd_yoffset = gamebutton_info[i].y;
7071 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7072 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7074 if (id == GAME_CTRL_ID_STOP ||
7075 id == GAME_CTRL_ID_PAUSE ||
7076 id == GAME_CTRL_ID_PLAY)
7078 button_type = GD_TYPE_NORMAL_BUTTON;
7080 event_mask = GD_EVENT_RELEASED;
7081 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7082 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7086 button_type = GD_TYPE_CHECK_BUTTON;
7088 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7089 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7090 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7091 event_mask = GD_EVENT_PRESSED;
7092 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7093 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7096 gi = CreateGadget(GDI_CUSTOM_ID, id,
7097 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7098 GDI_X, DX + gd_xoffset,
7099 GDI_Y, DY + gd_yoffset,
7100 GDI_WIDTH, GAME_BUTTON_XSIZE,
7101 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7102 GDI_TYPE, button_type,
7103 GDI_STATE, GD_BUTTON_UNPRESSED,
7104 GDI_CHECKED, checked,
7105 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7106 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7107 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7108 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7109 GDI_EVENT_MASK, event_mask,
7110 GDI_CALLBACK_ACTION, HandleGameButtons,
7114 Error(ERR_EXIT, "cannot create gadget");
7116 game_gadget[id] = gi;
7120 void FreeGameButtons()
7124 for (i=0; i<NUM_GAME_BUTTONS; i++)
7125 FreeGadget(game_gadget[i]);
7128 static void MapGameButtons()
7132 for (i=0; i<NUM_GAME_BUTTONS; i++)
7133 MapGadget(game_gadget[i]);
7136 void UnmapGameButtons()
7140 for (i=0; i<NUM_GAME_BUTTONS; i++)
7141 UnmapGadget(game_gadget[i]);
7144 static void HandleGameButtons(struct GadgetInfo *gi)
7146 int id = gi->custom_id;
7148 if (game_status != GAME_MODE_PLAYING)
7153 case GAME_CTRL_ID_STOP:
7154 RequestQuitGame(TRUE);
7157 case GAME_CTRL_ID_PAUSE:
7158 if (options.network)
7160 #if defined(PLATFORM_UNIX)
7162 SendToServer_ContinuePlaying();
7164 SendToServer_PausePlaying();
7168 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7171 case GAME_CTRL_ID_PLAY:
7174 #if defined(PLATFORM_UNIX)
7175 if (options.network)
7176 SendToServer_ContinuePlaying();
7180 tape.pausing = FALSE;
7181 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7186 case SOUND_CTRL_ID_MUSIC:
7187 if (setup.sound_music)
7189 setup.sound_music = FALSE;
7192 else if (audio.music_available)
7194 setup.sound = setup.sound_music = TRUE;
7195 PlayMusic(level_nr);
7199 case SOUND_CTRL_ID_LOOPS:
7200 if (setup.sound_loops)
7201 setup.sound_loops = FALSE;
7202 else if (audio.loops_available)
7203 setup.sound = setup.sound_loops = TRUE;
7206 case SOUND_CTRL_ID_SIMPLE:
7207 if (setup.sound_simple)
7208 setup.sound_simple = FALSE;
7209 else if (audio.sound_available)
7210 setup.sound = setup.sound_simple = TRUE;