1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
116 static void PlaySoundLevelActionIfLoop(int, int, int);
117 static void StopSoundLevelActionIfLoop(int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT_4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
281 stored_player[0].use_murphy_graphic = TRUE;
284 Feld[x][y] = EL_PLAYER_1;
293 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
294 int jx = player->jx, jy = player->jy;
296 player->present = TRUE;
298 if (!options.network || player->connected)
300 player->active = TRUE;
302 /* remove potentially duplicate players */
303 if (StorePlayer[jx][jy] == Feld[x][y])
304 StorePlayer[jx][jy] = 0;
306 StorePlayer[x][y] = Feld[x][y];
310 printf("Player %d activated.\n", player->element_nr);
311 printf("[Local player is %d and currently %s.]\n",
312 local_player->element_nr,
313 local_player->active ? "active" : "not active");
317 Feld[x][y] = EL_EMPTY;
318 player->jx = player->last_jx = x;
319 player->jy = player->last_jy = y;
324 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
325 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
326 else if (x > 0 && Feld[x-1][y] == EL_ACID)
327 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
329 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
330 else if (y > 0 && Feld[x][y-1] == EL_ACID)
331 Feld[x][y] = EL_ACID_POOL_BOTTOM;
332 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
333 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
341 case EL_SPACESHIP_RIGHT:
342 case EL_SPACESHIP_UP:
343 case EL_SPACESHIP_LEFT:
344 case EL_SPACESHIP_DOWN:
346 case EL_BD_BUTTERFLY_RIGHT:
347 case EL_BD_BUTTERFLY_UP:
348 case EL_BD_BUTTERFLY_LEFT:
349 case EL_BD_BUTTERFLY_DOWN:
350 case EL_BD_BUTTERFLY:
351 case EL_BD_FIREFLY_RIGHT:
352 case EL_BD_FIREFLY_UP:
353 case EL_BD_FIREFLY_LEFT:
354 case EL_BD_FIREFLY_DOWN:
356 case EL_PACMAN_RIGHT:
380 if (y == lev_fieldy - 1)
382 Feld[x][y] = EL_AMOEBA_GROWING;
383 Store[x][y] = EL_AMOEBA_WET;
387 case EL_DYNAMITE_ACTIVE:
392 local_player->lights_still_needed++;
395 case EL_SOKOBAN_FIELD_EMPTY:
396 local_player->sokobanfields_still_needed++;
400 local_player->friends_still_needed++;
405 MovDir[x][y] = 1 << RND(4);
409 Feld[x][y] = EL_EMPTY;
412 case EL_EM_KEY_1_FILE:
413 Feld[x][y] = EL_EM_KEY_1;
415 case EL_EM_KEY_2_FILE:
416 Feld[x][y] = EL_EM_KEY_2;
418 case EL_EM_KEY_3_FILE:
419 Feld[x][y] = EL_EM_KEY_3;
421 case EL_EM_KEY_4_FILE:
422 Feld[x][y] = EL_EM_KEY_4;
425 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
431 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
432 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
433 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
434 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
435 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
436 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
439 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
440 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
441 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
443 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
445 game.belt_dir[belt_nr] = belt_dir;
446 game.belt_dir_nr[belt_nr] = belt_dir_nr;
448 else /* more than one switch -- set it like the first switch */
450 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
455 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
457 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
460 case EL_LIGHT_SWITCH_ACTIVE:
462 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
470 void DrawGameDoorValues()
474 for (i=0; i<MAX_PLAYERS; i++)
476 if (stored_player[i].key[j])
477 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
478 el2edimg(EL_KEY_1 + j));
480 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
481 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
482 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
483 int2str(local_player->dynamite, 3), FONT_TEXT_2);
484 DrawText(DX + XX_SCORE, DY + YY_SCORE,
485 int2str(local_player->score, 5), FONT_TEXT_2);
486 DrawText(DX + XX_TIME, DY + YY_TIME,
487 int2str(TimeLeft, 3), FONT_TEXT_2);
492 =============================================================================
494 -----------------------------------------------------------------------------
495 initialize game engine due to level / tape version number
496 =============================================================================
499 static void InitGameEngine()
503 game.engine_version = (tape.playing ? tape.engine_version :
507 printf("level %d: level version == %06d\n", level_nr, level.game_version);
508 printf(" tape version == %06d [%s] [file: %06d]\n",
509 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
511 printf(" => game.engine_version == %06d\n", game.engine_version);
514 /* dynamically adjust player properties according to game engine version */
515 game.initial_move_delay =
516 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
517 INITIAL_MOVE_DELAY_OFF);
519 /* dynamically adjust player properties according to level information */
520 game.initial_move_delay_value =
521 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
523 /* dynamically adjust element properties according to game engine version */
525 static int ep_em_slippery_wall[] =
530 EL_EXPANDABLE_WALL_HORIZONTAL,
531 EL_EXPANDABLE_WALL_VERTICAL,
532 EL_EXPANDABLE_WALL_ANY
534 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
536 for (i=0; i<ep_em_slippery_wall_num; i++)
538 if (level.em_slippery_gems) /* special EM style gems behaviour */
539 Properties2[ep_em_slippery_wall[i]] |=
540 EP_BIT_EM_SLIPPERY_WALL;
542 Properties2[ep_em_slippery_wall[i]] &=
543 ~EP_BIT_EM_SLIPPERY_WALL;
546 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
547 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
548 Properties2[EL_EXPANDABLE_WALL_GROWING] |= EP_BIT_EM_SLIPPERY_WALL;
550 Properties2[EL_EXPANDABLE_WALL_GROWING] &=~EP_BIT_EM_SLIPPERY_WALL;
553 /* initialize changing elements information */
554 for (i=0; i<MAX_NUM_ELEMENTS; i++)
556 changing_element[i].base_element = EL_UNDEFINED;
557 changing_element[i].next_element = EL_UNDEFINED;
558 changing_element[i].change_delay = -1;
559 changing_element[i].pre_change_function = NULL;
560 changing_element[i].change_function = NULL;
561 changing_element[i].post_change_function = NULL;
565 while (changing_element_list[i].base_element != EL_UNDEFINED)
567 struct ChangingElementInfo *ce = &changing_element_list[i];
568 int element = ce->base_element;
570 changing_element[element].base_element = ce->base_element;
571 changing_element[element].next_element = ce->next_element;
572 changing_element[element].change_delay = ce->change_delay;
573 changing_element[element].pre_change_function = ce->pre_change_function;
574 changing_element[element].change_function = ce->change_function;
575 changing_element[element].post_change_function = ce->post_change_function;
583 =============================================================================
585 -----------------------------------------------------------------------------
586 initialize and start new game
587 =============================================================================
592 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
593 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
594 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
601 #if USE_NEW_AMOEBA_CODE
602 printf("Using new amoeba code.\n");
604 printf("Using old amoeba code.\n");
609 /* don't play tapes over network */
610 network_playing = (options.network && !tape.playing);
612 for (i=0; i<MAX_PLAYERS; i++)
614 struct PlayerInfo *player = &stored_player[i];
616 player->index_nr = i;
617 player->element_nr = EL_PLAYER_1 + i;
619 player->present = FALSE;
620 player->active = FALSE;
623 player->effective_action = 0;
624 player->programmed_action = 0;
627 player->gems_still_needed = level.gems_needed;
628 player->sokobanfields_still_needed = 0;
629 player->lights_still_needed = 0;
630 player->friends_still_needed = 0;
633 player->key[j] = FALSE;
635 player->dynamite = 0;
636 player->dynabomb_count = 0;
637 player->dynabomb_size = 1;
638 player->dynabombs_left = 0;
639 player->dynabomb_xl = FALSE;
641 player->MovDir = MV_NO_MOVING;
643 player->Pushing = FALSE;
644 player->Switching = FALSE;
648 player->GfxAction = ACTION_DEFAULT;
650 player->use_murphy_graphic = FALSE;
651 player->use_disk_red_graphic = FALSE;
653 player->actual_frame_counter = 0;
655 player->last_move_dir = MV_NO_MOVING;
656 player->is_moving = FALSE;
658 player->is_moving = FALSE;
659 player->is_waiting = FALSE;
661 player->move_delay = game.initial_move_delay;
662 player->move_delay_value = game.initial_move_delay_value;
664 player->push_delay = 0;
665 player->push_delay_value = 5;
667 player->snapped = FALSE;
669 player->last_jx = player->last_jy = 0;
670 player->jx = player->jy = 0;
672 player->shield_normal_time_left = 0;
673 player->shield_deadly_time_left = 0;
675 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
676 SnapField(player, 0, 0);
678 player->LevelSolved = FALSE;
679 player->GameOver = FALSE;
682 network_player_action_received = FALSE;
684 #if defined(PLATFORM_UNIX)
685 /* initial null action */
687 SendToServer_MovePlayer(MV_NO_MOVING);
695 TimeLeft = level.time;
697 ScreenMovDir = MV_NO_MOVING;
701 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
703 AllPlayersGone = FALSE;
705 game.yam_content_nr = 0;
706 game.magic_wall_active = FALSE;
707 game.magic_wall_time_left = 0;
708 game.light_time_left = 0;
709 game.timegate_time_left = 0;
710 game.switchgate_pos = 0;
711 game.balloon_dir = MV_NO_MOVING;
712 game.explosions_delayed = TRUE;
716 game.belt_dir[i] = MV_NO_MOVING;
717 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
720 for (i=0; i<MAX_NUM_AMOEBA; i++)
721 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
723 for (x=0; x<lev_fieldx; x++)
725 for (y=0; y<lev_fieldy; y++)
727 Feld[x][y] = Ur[x][y];
728 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
729 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
731 JustStopped[x][y] = 0;
733 ExplodePhase[x][y] = 0;
734 ExplodeField[x][y] = EX_NO_EXPLOSION;
737 GfxAction[x][y] = ACTION_DEFAULT;
738 GfxRandom[x][y] = INIT_GFX_RANDOM();
742 for(y=0; y<lev_fieldy; y++)
744 for(x=0; x<lev_fieldx; x++)
746 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
748 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
750 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
753 InitField(x, y, TRUE);
759 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
760 emulate_sb ? EMU_SOKOBAN :
761 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
763 /* correct non-moving belts to start moving left */
765 if (game.belt_dir[i] == MV_NO_MOVING)
766 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
768 /* check if any connected player was not found in playfield */
769 for (i=0; i<MAX_PLAYERS; i++)
771 struct PlayerInfo *player = &stored_player[i];
773 if (player->connected && !player->present)
775 for (j=0; j<MAX_PLAYERS; j++)
777 struct PlayerInfo *some_player = &stored_player[j];
778 int jx = some_player->jx, jy = some_player->jy;
780 /* assign first free player found that is present in the playfield */
781 if (some_player->present && !some_player->connected)
783 player->present = TRUE;
784 player->active = TRUE;
785 some_player->present = FALSE;
787 StorePlayer[jx][jy] = player->element_nr;
788 player->jx = player->last_jx = jx;
789 player->jy = player->last_jy = jy;
799 /* when playing a tape, eliminate all players who do not participate */
801 for (i=0; i<MAX_PLAYERS; i++)
803 if (stored_player[i].active && !tape.player_participates[i])
805 struct PlayerInfo *player = &stored_player[i];
806 int jx = player->jx, jy = player->jy;
808 player->active = FALSE;
809 StorePlayer[jx][jy] = 0;
810 Feld[jx][jy] = EL_EMPTY;
814 else if (!options.network && !setup.team_mode) /* && !tape.playing */
816 /* when in single player mode, eliminate all but the first active player */
818 for (i=0; i<MAX_PLAYERS; i++)
820 if (stored_player[i].active)
822 for (j=i+1; j<MAX_PLAYERS; j++)
824 if (stored_player[j].active)
826 struct PlayerInfo *player = &stored_player[j];
827 int jx = player->jx, jy = player->jy;
829 player->active = FALSE;
830 StorePlayer[jx][jy] = 0;
831 Feld[jx][jy] = EL_EMPTY;
838 /* when recording the game, store which players take part in the game */
841 for (i=0; i<MAX_PLAYERS; i++)
842 if (stored_player[i].active)
843 tape.player_participates[i] = TRUE;
848 for (i=0; i<MAX_PLAYERS; i++)
850 struct PlayerInfo *player = &stored_player[i];
852 printf("Player %d: present == %d, connected == %d, active == %d.\n",
857 if (local_player == player)
858 printf("Player %d is local player.\n", i+1);
862 if (BorderElement == EL_EMPTY)
865 SBX_Right = lev_fieldx - SCR_FIELDX;
867 SBY_Lower = lev_fieldy - SCR_FIELDY;
872 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
874 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
877 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
878 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
880 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
881 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
884 scroll_y = SBY_Upper;
885 if (local_player->jx >= SBX_Left + MIDPOSX)
886 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
887 local_player->jx - MIDPOSX :
889 if (local_player->jy >= SBY_Upper + MIDPOSY)
890 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
891 local_player->jy - MIDPOSY :
894 CloseDoor(DOOR_CLOSE_1);
899 /* after drawing the level, correct some elements */
900 if (game.timegate_time_left == 0)
901 CloseAllOpenTimegates();
903 if (setup.soft_scrolling)
904 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
906 redraw_mask |= REDRAW_FROM_BACKBUFFER;
909 /* copy default game door content to main double buffer */
910 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
911 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
914 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
917 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
918 int2str(level_nr, 3), FONT_LEVEL_NUMBER, FONT_OPAQUE);
919 BlitBitmap(drawto, drawto,
920 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
921 getFontWidth(FONT_LEVEL_NUMBER) * 3,
922 getFontHeight(FONT_LEVEL_NUMBER) - 1,
923 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
926 DrawGameDoorValues();
930 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
931 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
932 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
936 /* copy actual game door content to door double buffer for OpenDoor() */
937 BlitBitmap(drawto, bitmap_db_door,
938 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
940 OpenDoor(DOOR_OPEN_ALL);
942 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
943 if (setup.sound_music)
946 KeyboardAutoRepeatOff();
951 printf("Player %d %sactive.\n",
952 i + 1, (stored_player[i].active ? "" : "not "));
956 void InitMovDir(int x, int y)
958 int i, element = Feld[x][y];
959 static int xy[4][2] =
966 static int direction[3][4] =
968 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
969 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
970 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
980 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
983 case EL_SPACESHIP_RIGHT:
984 case EL_SPACESHIP_UP:
985 case EL_SPACESHIP_LEFT:
986 case EL_SPACESHIP_DOWN:
987 Feld[x][y] = EL_SPACESHIP;
988 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
991 case EL_BD_BUTTERFLY_RIGHT:
992 case EL_BD_BUTTERFLY_UP:
993 case EL_BD_BUTTERFLY_LEFT:
994 case EL_BD_BUTTERFLY_DOWN:
995 Feld[x][y] = EL_BD_BUTTERFLY;
996 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
999 case EL_BD_FIREFLY_RIGHT:
1000 case EL_BD_FIREFLY_UP:
1001 case EL_BD_FIREFLY_LEFT:
1002 case EL_BD_FIREFLY_DOWN:
1003 Feld[x][y] = EL_BD_FIREFLY;
1004 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1007 case EL_PACMAN_RIGHT:
1009 case EL_PACMAN_LEFT:
1010 case EL_PACMAN_DOWN:
1011 Feld[x][y] = EL_PACMAN;
1012 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1015 case EL_SP_SNIKSNAK:
1016 MovDir[x][y] = MV_UP;
1019 case EL_SP_ELECTRON:
1020 MovDir[x][y] = MV_LEFT;
1027 Feld[x][y] = EL_MOLE;
1028 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1032 MovDir[x][y] = 1 << RND(4);
1033 if (element != EL_BUG &&
1034 element != EL_SPACESHIP &&
1035 element != EL_BD_BUTTERFLY &&
1036 element != EL_BD_FIREFLY)
1041 int x1 = x + xy[i][0];
1042 int y1 = y + xy[i][1];
1044 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1046 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1048 MovDir[x][y] = direction[0][i];
1051 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1052 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1054 MovDir[x][y] = direction[1][i];
1063 void InitAmoebaNr(int x, int y)
1066 int group_nr = AmoebeNachbarNr(x, y);
1070 for (i=1; i<MAX_NUM_AMOEBA; i++)
1072 if (AmoebaCnt[i] == 0)
1080 AmoebaNr[x][y] = group_nr;
1081 AmoebaCnt[group_nr]++;
1082 AmoebaCnt2[group_nr]++;
1088 boolean raise_level = FALSE;
1090 if (local_player->MovPos)
1093 if (tape.playing && tape.auto_play)
1094 tape.auto_play_level_solved = TRUE;
1096 local_player->LevelSolved = FALSE;
1098 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1102 if (!tape.playing && setup.sound_loops)
1103 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1104 SND_CTRL_PLAY_LOOP);
1106 while (TimeLeft > 0)
1108 if (!tape.playing && !setup.sound_loops)
1109 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1110 if (TimeLeft > 0 && !(TimeLeft % 10))
1111 RaiseScore(level.score[SC_ZEITBONUS]);
1112 if (TimeLeft > 100 && !(TimeLeft % 10))
1116 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1123 if (!tape.playing && setup.sound_loops)
1124 StopSound(SND_GAME_LEVELTIME_BONUS);
1126 else if (level.time == 0) /* level without time limit */
1128 if (!tape.playing && setup.sound_loops)
1129 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1130 SND_CTRL_PLAY_LOOP);
1132 while (TimePlayed < 999)
1134 if (!tape.playing && !setup.sound_loops)
1135 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1136 if (TimePlayed < 999 && !(TimePlayed % 10))
1137 RaiseScore(level.score[SC_ZEITBONUS]);
1138 if (TimePlayed < 900 && !(TimePlayed % 10))
1142 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1149 if (!tape.playing && setup.sound_loops)
1150 StopSound(SND_GAME_LEVELTIME_BONUS);
1153 /* Hero disappears */
1154 DrawLevelField(ExitX, ExitY);
1160 CloseDoor(DOOR_CLOSE_1);
1165 SaveTape(tape.level_nr); /* Ask to save tape */
1168 if (level_nr == leveldir_current->handicap_level)
1170 leveldir_current->handicap_level++;
1171 SaveLevelSetup_SeriesInfo();
1174 if (level_editor_test_game)
1175 local_player->score = -1; /* no highscore when playing from editor */
1176 else if (level_nr < leveldir_current->last_level)
1177 raise_level = TRUE; /* advance to next level */
1179 if ((hi_pos = NewHiScore()) >= 0)
1181 game_status = HALLOFFAME;
1182 DrawHallOfFame(hi_pos);
1191 game_status = MAINMENU;
1208 LoadScore(level_nr);
1210 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1211 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1214 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1216 if (local_player->score > highscore[k].Score)
1218 /* player has made it to the hall of fame */
1220 if (k < MAX_SCORE_ENTRIES - 1)
1222 int m = MAX_SCORE_ENTRIES - 1;
1225 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1226 if (!strcmp(setup.player_name, highscore[l].Name))
1228 if (m == k) /* player's new highscore overwrites his old one */
1234 strcpy(highscore[l].Name, highscore[l - 1].Name);
1235 highscore[l].Score = highscore[l - 1].Score;
1242 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1243 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1244 highscore[k].Score = local_player->score;
1250 else if (!strncmp(setup.player_name, highscore[k].Name,
1251 MAX_PLAYER_NAME_LEN))
1252 break; /* player already there with a higher score */
1258 SaveScore(level_nr);
1263 static void InitPlayerGfxAnimation(struct PlayerInfo *player, int action)
1265 if (player->GfxAction != action)
1267 player->GfxAction = action;
1272 static void ResetRandomAnimationValue(int x, int y)
1274 GfxRandom[x][y] = INIT_GFX_RANDOM();
1277 static void ResetGfxAnimation(int x, int y)
1280 GfxAction[x][y] = ACTION_DEFAULT;
1283 void InitMovingField(int x, int y, int direction)
1285 int element = Feld[x][y];
1286 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1287 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1289 if (!JustStopped[x][y] || direction != MovDir[x][y])
1290 ResetGfxAnimation(x, y);
1292 MovDir[newx][newy] = MovDir[x][y] = direction;
1294 if (Feld[newx][newy] == EL_EMPTY)
1295 Feld[newx][newy] = EL_BLOCKED;
1297 if (direction == MV_DOWN && CAN_FALL(element))
1298 GfxAction[x][y] = ACTION_FALLING;
1300 GfxAction[x][y] = ACTION_MOVING;
1302 GfxFrame[newx][newy] = GfxFrame[x][y];
1303 GfxAction[newx][newy] = GfxAction[x][y];
1304 GfxRandom[newx][newy] = GfxRandom[x][y];
1307 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1309 int direction = MovDir[x][y];
1310 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1311 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1317 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1319 int oldx = x, oldy = y;
1320 int direction = MovDir[x][y];
1322 if (direction == MV_LEFT)
1324 else if (direction == MV_RIGHT)
1326 else if (direction == MV_UP)
1328 else if (direction == MV_DOWN)
1331 *comes_from_x = oldx;
1332 *comes_from_y = oldy;
1335 int MovingOrBlocked2Element(int x, int y)
1337 int element = Feld[x][y];
1339 if (element == EL_BLOCKED)
1343 Blocked2Moving(x, y, &oldx, &oldy);
1344 return Feld[oldx][oldy];
1350 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1352 /* like MovingOrBlocked2Element(), but if element is moving
1353 and (x,y) is the field the moving element is just leaving,
1354 return EL_BLOCKED instead of the element value */
1355 int element = Feld[x][y];
1357 if (IS_MOVING(x, y))
1359 if (element == EL_BLOCKED)
1363 Blocked2Moving(x, y, &oldx, &oldy);
1364 return Feld[oldx][oldy];
1373 static void RemoveField(int x, int y)
1375 Feld[x][y] = EL_EMPTY;
1381 void RemoveMovingField(int x, int y)
1383 int oldx = x, oldy = y, newx = x, newy = y;
1385 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1388 if (IS_MOVING(x, y))
1390 Moving2Blocked(x, y, &newx, &newy);
1391 if (Feld[newx][newy] != EL_BLOCKED)
1394 else if (Feld[x][y] == EL_BLOCKED)
1396 Blocked2Moving(x, y, &oldx, &oldy);
1397 if (!IS_MOVING(oldx, oldy))
1401 if (Feld[x][y] == EL_BLOCKED &&
1402 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1403 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1404 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1405 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1406 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1408 Feld[oldx][oldy] = EL_EMPTY;
1410 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1412 Feld[newx][newy] = EL_EMPTY;
1413 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1414 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1415 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1417 DrawLevelField(oldx, oldy);
1418 DrawLevelField(newx, newy);
1421 void DrawDynamite(int x, int y)
1423 int sx = SCREENX(x), sy = SCREENY(y);
1424 int graphic = el2img(Feld[x][y]);
1427 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1431 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1433 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1437 DrawGraphicThruMask(sx, sy, graphic, frame);
1439 DrawGraphic(sx, sy, graphic, frame);
1441 if (game.emulation == EMU_SUPAPLEX)
1442 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1443 else if (Store[x][y])
1444 DrawGraphicThruMask(sx, sy, graphic, frame);
1446 DrawGraphic(sx, sy, graphic, frame);
1450 void CheckDynamite(int x, int y)
1452 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1456 if (MovDelay[x][y] != 0)
1459 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1466 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1468 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1469 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1470 StopSound(SND_DYNAMITE_ACTIVE);
1472 StopSound(SND_DYNABOMB_ACTIVE);
1478 void Explode(int ex, int ey, int phase, int mode)
1482 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1483 int last_phase = num_phase * delay;
1484 int half_phase = (num_phase / 2) * delay;
1485 int first_phase_after_start = EX_PHASE_START + 1;
1487 if (game.explosions_delayed)
1489 ExplodeField[ex][ey] = mode;
1493 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1495 int center_element = Feld[ex][ey];
1497 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1499 /* put moving element to center field (and let it explode there) */
1500 center_element = MovingOrBlocked2Element(ex, ey);
1501 RemoveMovingField(ex, ey);
1502 Feld[ex][ey] = center_element;
1505 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1509 if (!IN_LEV_FIELD(x, y) ||
1510 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1511 (x != ex || y != ey)))
1514 element = Feld[x][y];
1516 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1518 element = MovingOrBlocked2Element(x, y);
1519 RemoveMovingField(x, y);
1522 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1525 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1527 if (IS_ACTIVE_BOMB(element))
1529 /* re-activate things under the bomb like gate or penguin */
1530 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1537 if (element == EL_EXPLOSION)
1538 element = Store2[x][y];
1540 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1542 switch(StorePlayer[ex][ey])
1545 Store[x][y] = EL_EMERALD_RED;
1548 Store[x][y] = EL_EMERALD;
1551 Store[x][y] = EL_EMERALD_PURPLE;
1555 Store[x][y] = EL_EMERALD_YELLOW;
1559 if (game.emulation == EMU_SUPAPLEX)
1560 Store[x][y] = EL_EMPTY;
1562 else if (center_element == EL_MOLE)
1563 Store[x][y] = EL_EMERALD_RED;
1564 else if (center_element == EL_PENGUIN)
1565 Store[x][y] = EL_EMERALD_PURPLE;
1566 else if (center_element == EL_BUG)
1567 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1568 else if (center_element == EL_BD_BUTTERFLY)
1569 Store[x][y] = EL_BD_DIAMOND;
1570 else if (center_element == EL_SP_ELECTRON)
1571 Store[x][y] = EL_SP_INFOTRON;
1572 else if (center_element == EL_YAMYAM)
1573 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1574 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1575 Store[x][y] = level.amoeba_content;
1576 else if (element == EL_WALL_EMERALD)
1577 Store[x][y] = EL_EMERALD;
1578 else if (element == EL_WALL_DIAMOND)
1579 Store[x][y] = EL_DIAMOND;
1580 else if (element == EL_WALL_BD_DIAMOND)
1581 Store[x][y] = EL_BD_DIAMOND;
1582 else if (element == EL_WALL_EMERALD_YELLOW)
1583 Store[x][y] = EL_EMERALD_YELLOW;
1584 else if (element == EL_WALL_EMERALD_RED)
1585 Store[x][y] = EL_EMERALD_RED;
1586 else if (element == EL_WALL_EMERALD_PURPLE)
1587 Store[x][y] = EL_EMERALD_PURPLE;
1588 else if (element == EL_WALL_PEARL)
1589 Store[x][y] = EL_PEARL;
1590 else if (element == EL_WALL_CRYSTAL)
1591 Store[x][y] = EL_CRYSTAL;
1592 else if (!IS_PFORTE(Store[x][y]))
1593 Store[x][y] = EL_EMPTY;
1595 if (x != ex || y != ey ||
1596 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1597 Store2[x][y] = element;
1599 if (AmoebaNr[x][y] &&
1600 (element == EL_AMOEBA_FULL ||
1601 element == EL_BD_AMOEBA ||
1602 element == EL_AMOEBA_GROWING))
1604 AmoebaCnt[AmoebaNr[x][y]]--;
1605 AmoebaCnt2[AmoebaNr[x][y]]--;
1608 Feld[x][y] = EL_EXPLOSION;
1609 MovDir[x][y] = MovPos[x][y] = 0;
1611 ExplodePhase[x][y] = 1;
1615 if (center_element == EL_YAMYAM)
1616 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1627 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1629 if (phase == first_phase_after_start)
1631 int element = Store2[x][y];
1633 if (element == EL_BLACK_ORB)
1635 Feld[x][y] = Store2[x][y];
1640 else if (phase == half_phase)
1642 int element = Store2[x][y];
1644 if (IS_PLAYER(x, y))
1645 KillHeroUnlessProtected(x, y);
1646 else if (IS_EXPLOSIVE(element))
1648 Feld[x][y] = Store2[x][y];
1652 else if (element == EL_AMOEBA_TO_DIAMOND)
1653 AmoebeUmwandeln(x, y);
1656 if (phase == last_phase)
1660 element = Feld[x][y] = Store[x][y];
1661 Store[x][y] = Store2[x][y] = 0;
1662 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1663 InitField(x, y, FALSE);
1664 if (CAN_MOVE(element) || COULD_MOVE(element))
1666 DrawLevelField(x, y);
1668 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1669 StorePlayer[x][y] = 0;
1671 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1673 int stored = Store[x][y];
1674 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1675 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1677 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1680 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1682 if (IS_PFORTE(Store[x][y]))
1684 DrawLevelElement(x, y, Store[x][y]);
1685 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1688 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1692 void DynaExplode(int ex, int ey)
1695 int dynabomb_size = 1;
1696 boolean dynabomb_xl = FALSE;
1697 struct PlayerInfo *player;
1698 static int xy[4][2] =
1706 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1708 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1709 dynabomb_size = player->dynabomb_size;
1710 dynabomb_xl = player->dynabomb_xl;
1711 player->dynabombs_left++;
1714 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1718 for (j=1; j<=dynabomb_size; j++)
1720 int x = ex + j * xy[i % 4][0];
1721 int y = ey + j * xy[i % 4][1];
1724 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1727 element = Feld[x][y];
1729 /* do not restart explosions of fields with active bombs */
1730 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1733 Explode(x, y, EX_PHASE_START, EX_BORDER);
1735 if (element != EL_EMPTY &&
1736 element != EL_SAND &&
1737 element != EL_EXPLOSION &&
1744 void Bang(int x, int y)
1746 int element = Feld[x][y];
1748 if (game.emulation == EMU_SUPAPLEX)
1749 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1751 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1754 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1762 case EL_BD_BUTTERFLY:
1765 case EL_DARK_YAMYAM:
1769 RaiseScoreElement(element);
1770 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1772 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1773 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1774 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1775 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1776 case EL_DYNABOMB_INCREASE_NUMBER:
1777 case EL_DYNABOMB_INCREASE_SIZE:
1778 case EL_DYNABOMB_INCREASE_POWER:
1783 case EL_LAMP_ACTIVE:
1784 if (IS_PLAYER(x, y))
1785 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1787 Explode(x, y, EX_PHASE_START, EX_CENTER);
1790 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1795 void SplashAcid(int x, int y)
1797 int element = Feld[x][y];
1799 if (element != EL_ACID_SPLASH_LEFT &&
1800 element != EL_ACID_SPLASH_RIGHT)
1802 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1804 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1805 (!IN_LEV_FIELD(x-1, y-1) ||
1806 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1807 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1809 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1810 (!IN_LEV_FIELD(x+1, y-1) ||
1811 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1812 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1816 static void InitBeltMovement()
1818 static int belt_base_element[4] =
1820 EL_CONVEYOR_BELT_1_LEFT,
1821 EL_CONVEYOR_BELT_2_LEFT,
1822 EL_CONVEYOR_BELT_3_LEFT,
1823 EL_CONVEYOR_BELT_4_LEFT
1825 static int belt_base_active_element[4] =
1827 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1828 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1829 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1830 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1835 /* set frame order for belt animation graphic according to belt direction */
1842 int element = belt_base_active_element[belt_nr] + j;
1843 int graphic = el2img(element);
1845 if (game.belt_dir[i] == MV_LEFT)
1846 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1848 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1852 for(y=0; y<lev_fieldy; y++)
1854 for(x=0; x<lev_fieldx; x++)
1856 int element = Feld[x][y];
1860 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1862 int e_belt_nr = getBeltNrFromBeltElement(element);
1865 if (e_belt_nr == belt_nr)
1867 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1869 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1877 static void ToggleBeltSwitch(int x, int y)
1879 static int belt_base_element[4] =
1881 EL_CONVEYOR_BELT_1_LEFT,
1882 EL_CONVEYOR_BELT_2_LEFT,
1883 EL_CONVEYOR_BELT_3_LEFT,
1884 EL_CONVEYOR_BELT_4_LEFT
1886 static int belt_base_active_element[4] =
1888 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1889 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1890 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1891 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1893 static int belt_base_switch_element[4] =
1895 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1896 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1897 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1898 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1900 static int belt_move_dir[4] =
1908 int element = Feld[x][y];
1909 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1910 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1911 int belt_dir = belt_move_dir[belt_dir_nr];
1914 if (!IS_BELT_SWITCH(element))
1917 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1918 game.belt_dir[belt_nr] = belt_dir;
1920 if (belt_dir_nr == 3)
1923 /* set frame order for belt animation graphic according to belt direction */
1926 int element = belt_base_active_element[belt_nr] + i;
1927 int graphic = el2img(element);
1929 if (belt_dir == MV_LEFT)
1930 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1932 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1935 for (yy=0; yy<lev_fieldy; yy++)
1937 for (xx=0; xx<lev_fieldx; xx++)
1939 int element = Feld[xx][yy];
1941 if (IS_BELT_SWITCH(element))
1943 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1945 if (e_belt_nr == belt_nr)
1947 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1948 DrawLevelField(xx, yy);
1951 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1953 int e_belt_nr = getBeltNrFromBeltElement(element);
1955 if (e_belt_nr == belt_nr)
1957 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1959 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1960 DrawLevelField(xx, yy);
1963 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1965 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1967 if (e_belt_nr == belt_nr)
1969 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1971 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1972 DrawLevelField(xx, yy);
1979 static void ToggleSwitchgateSwitch(int x, int y)
1983 game.switchgate_pos = !game.switchgate_pos;
1985 for (yy=0; yy<lev_fieldy; yy++)
1987 for (xx=0; xx<lev_fieldx; xx++)
1989 int element = Feld[xx][yy];
1991 if (element == EL_SWITCHGATE_SWITCH_UP ||
1992 element == EL_SWITCHGATE_SWITCH_DOWN)
1994 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
1995 DrawLevelField(xx, yy);
1997 else if (element == EL_SWITCHGATE_OPEN ||
1998 element == EL_SWITCHGATE_OPENING)
2000 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2002 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2004 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2007 else if (element == EL_SWITCHGATE_CLOSED ||
2008 element == EL_SWITCHGATE_CLOSING)
2010 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2012 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2014 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2021 static int getInvisibleActiveFromInvisibleElement(int element)
2023 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2024 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2025 EL_INVISIBLE_SAND_ACTIVE);
2028 static int getInvisibleFromInvisibleActiveElement(int element)
2030 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2031 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2035 static void RedrawAllLightSwitchesAndInvisibleElements()
2039 for (y=0; y<lev_fieldy; y++)
2041 for (x=0; x<lev_fieldx; x++)
2043 int element = Feld[x][y];
2045 if (element == EL_LIGHT_SWITCH &&
2046 game.light_time_left > 0)
2048 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2049 DrawLevelField(x, y);
2051 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2052 game.light_time_left == 0)
2054 Feld[x][y] = EL_LIGHT_SWITCH;
2055 DrawLevelField(x, y);
2057 else if (element == EL_INVISIBLE_STEELWALL ||
2058 element == EL_INVISIBLE_WALL ||
2059 element == EL_INVISIBLE_SAND)
2061 if (game.light_time_left > 0)
2062 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2064 DrawLevelField(x, y);
2066 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2067 element == EL_INVISIBLE_WALL_ACTIVE ||
2068 element == EL_INVISIBLE_SAND_ACTIVE)
2070 if (game.light_time_left == 0)
2071 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2073 DrawLevelField(x, y);
2079 static void ToggleLightSwitch(int x, int y)
2081 int element = Feld[x][y];
2083 game.light_time_left =
2084 (element == EL_LIGHT_SWITCH ?
2085 level.time_light * FRAMES_PER_SECOND : 0);
2087 RedrawAllLightSwitchesAndInvisibleElements();
2090 static void ActivateTimegateSwitch(int x, int y)
2094 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2096 for (yy=0; yy<lev_fieldy; yy++)
2098 for (xx=0; xx<lev_fieldx; xx++)
2100 int element = Feld[xx][yy];
2102 if (element == EL_TIMEGATE_CLOSED ||
2103 element == EL_TIMEGATE_CLOSING)
2105 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2106 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2110 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2112 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2113 DrawLevelField(xx, yy);
2120 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2123 void Impact(int x, int y)
2125 boolean lastline = (y == lev_fieldy-1);
2126 boolean object_hit = FALSE;
2127 int element = Feld[x][y];
2130 if (!lastline) /* check if element below was hit */
2132 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2135 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2136 MovDir[x][y+1] != MV_DOWN ||
2137 MovPos[x][y+1] <= TILEY / 2));
2139 smashed = MovingOrBlocked2Element(x, y+1);
2142 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2148 if (lastline || object_hit)
2150 ResetGfxAnimation(x, y);
2151 DrawLevelField(x, y);
2154 if ((element == EL_BOMB ||
2155 element == EL_SP_DISK_ORANGE ||
2156 element == EL_DX_SUPABOMB) &&
2157 (lastline || object_hit)) /* element is bomb */
2162 else if (element == EL_PEARL)
2164 Feld[x][y] = EL_PEARL_BREAKING;
2165 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2169 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2171 if (object_hit && IS_PLAYER(x, y+1))
2172 KillHeroUnlessProtected(x, y+1);
2173 else if (object_hit && smashed == EL_PENGUIN)
2177 Feld[x][y] = EL_AMOEBA_GROWING;
2178 Store[x][y] = EL_AMOEBA_WET;
2180 ResetRandomAnimationValue(x, y);
2185 if (!lastline && object_hit) /* check which object was hit */
2187 if (CAN_CHANGE(element) &&
2188 (smashed == EL_MAGIC_WALL ||
2189 smashed == EL_BD_MAGIC_WALL))
2192 int activated_magic_wall =
2193 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2194 EL_BD_MAGIC_WALL_ACTIVE);
2196 /* activate magic wall / mill */
2197 for (yy=0; yy<lev_fieldy; yy++)
2198 for (xx=0; xx<lev_fieldx; xx++)
2199 if (Feld[xx][yy] == smashed)
2200 Feld[xx][yy] = activated_magic_wall;
2202 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2203 game.magic_wall_active = TRUE;
2205 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2206 SND_MAGIC_WALL_ACTIVATING :
2207 SND_BD_MAGIC_WALL_ACTIVATING));
2210 if (IS_PLAYER(x, y + 1))
2212 KillHeroUnlessProtected(x, y+1);
2215 else if (smashed == EL_PENGUIN)
2220 else if (element == EL_BD_DIAMOND)
2222 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2228 else if ((element == EL_SP_INFOTRON ||
2229 element == EL_SP_ZONK) &&
2230 (smashed == EL_SP_SNIKSNAK ||
2231 smashed == EL_SP_ELECTRON ||
2232 smashed == EL_SP_DISK_ORANGE))
2237 else if (element == EL_ROCK ||
2238 element == EL_SP_ZONK ||
2239 element == EL_BD_ROCK)
2241 if (IS_ENEMY(smashed) ||
2242 smashed == EL_BOMB ||
2243 smashed == EL_SP_DISK_ORANGE ||
2244 smashed == EL_DX_SUPABOMB ||
2245 smashed == EL_SATELLITE ||
2246 smashed == EL_PIG ||
2247 smashed == EL_DRAGON ||
2253 else if (!IS_MOVING(x, y + 1))
2255 if (smashed == EL_LAMP ||
2256 smashed == EL_LAMP_ACTIVE)
2261 else if (smashed == EL_NUT)
2263 Feld[x][y+1] = EL_NUT_BREAKING;
2264 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2265 RaiseScoreElement(EL_NUT);
2268 else if (smashed == EL_PEARL)
2270 Feld[x][y+1] = EL_PEARL_BREAKING;
2271 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2274 else if (smashed == EL_DIAMOND)
2276 Feld[x][y+1] = EL_EMPTY;
2277 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2280 else if (IS_BELT_SWITCH(smashed))
2282 ToggleBeltSwitch(x, y+1);
2284 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2285 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2287 ToggleSwitchgateSwitch(x, y+1);
2289 else if (smashed == EL_LIGHT_SWITCH ||
2290 smashed == EL_LIGHT_SWITCH_ACTIVE)
2292 ToggleLightSwitch(x, y+1);
2298 /* play sound of magic wall / mill */
2300 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2301 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2303 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2304 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2305 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2306 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2311 /* play sound of object that hits the ground */
2312 if (lastline || object_hit)
2313 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2316 void TurnRound(int x, int y)
2328 { 0, 0 }, { 0, 0 }, { 0, 0 },
2333 int left, right, back;
2337 { MV_DOWN, MV_UP, MV_RIGHT },
2338 { MV_UP, MV_DOWN, MV_LEFT },
2340 { MV_LEFT, MV_RIGHT, MV_DOWN },
2341 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2342 { MV_RIGHT, MV_LEFT, MV_UP }
2345 int element = Feld[x][y];
2346 int old_move_dir = MovDir[x][y];
2347 int left_dir = turn[old_move_dir].left;
2348 int right_dir = turn[old_move_dir].right;
2349 int back_dir = turn[old_move_dir].back;
2351 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2352 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2353 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2354 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2356 int left_x = x + left_dx, left_y = y + left_dy;
2357 int right_x = x + right_dx, right_y = y + right_dy;
2358 int move_x = x + move_dx, move_y = y + move_dy;
2360 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2362 TestIfBadThingTouchesOtherBadThing(x, y);
2364 if (IN_LEV_FIELD(right_x, right_y) &&
2365 IS_FREE(right_x, right_y))
2366 MovDir[x][y] = right_dir;
2367 else if (!IN_LEV_FIELD(move_x, move_y) ||
2368 !IS_FREE(move_x, move_y))
2369 MovDir[x][y] = left_dir;
2371 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2373 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2376 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2377 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2379 TestIfBadThingTouchesOtherBadThing(x, y);
2381 if (IN_LEV_FIELD(left_x, left_y) &&
2382 IS_FREE(left_x, left_y))
2383 MovDir[x][y] = left_dir;
2384 else if (!IN_LEV_FIELD(move_x, move_y) ||
2385 !IS_FREE(move_x, move_y))
2386 MovDir[x][y] = right_dir;
2388 if ((element == EL_SPACESHIP ||
2389 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2390 && MovDir[x][y] != old_move_dir)
2392 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2395 else if (element == EL_YAMYAM)
2397 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2399 if (IN_LEV_FIELD(left_x, left_y) &&
2400 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2401 Feld[left_x][left_y] == EL_DIAMOND))
2402 can_turn_left = TRUE;
2403 if (IN_LEV_FIELD(right_x, right_y) &&
2404 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2405 Feld[right_x][right_y] == EL_DIAMOND))
2406 can_turn_right = TRUE;
2408 if (can_turn_left && can_turn_right)
2409 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2410 else if (can_turn_left)
2411 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2412 else if (can_turn_right)
2413 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2415 MovDir[x][y] = back_dir;
2417 MovDelay[x][y] = 16+16*RND(3);
2419 else if (element == EL_DARK_YAMYAM)
2421 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2423 if (IN_LEV_FIELD(left_x, left_y) &&
2424 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2425 IS_MAMPF2(Feld[left_x][left_y])))
2426 can_turn_left = TRUE;
2427 if (IN_LEV_FIELD(right_x, right_y) &&
2428 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2429 IS_MAMPF2(Feld[right_x][right_y])))
2430 can_turn_right = TRUE;
2432 if (can_turn_left && can_turn_right)
2433 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2434 else if (can_turn_left)
2435 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2436 else if (can_turn_right)
2437 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2439 MovDir[x][y] = back_dir;
2441 MovDelay[x][y] = 16+16*RND(3);
2443 else if (element == EL_PACMAN)
2445 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2447 if (IN_LEV_FIELD(left_x, left_y) &&
2448 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2449 IS_AMOEBOID(Feld[left_x][left_y])))
2450 can_turn_left = TRUE;
2451 if (IN_LEV_FIELD(right_x, right_y) &&
2452 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2453 IS_AMOEBOID(Feld[right_x][right_y])))
2454 can_turn_right = TRUE;
2456 if (can_turn_left && can_turn_right)
2457 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2458 else if (can_turn_left)
2459 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2460 else if (can_turn_right)
2461 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2463 MovDir[x][y] = back_dir;
2465 MovDelay[x][y] = 6+RND(40);
2467 else if (element == EL_PIG)
2469 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2470 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2471 boolean should_move_on = FALSE;
2473 int rnd = RND(rnd_value);
2475 if (IN_LEV_FIELD(left_x, left_y) &&
2476 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2477 can_turn_left = TRUE;
2478 if (IN_LEV_FIELD(right_x, right_y) &&
2479 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2480 can_turn_right = TRUE;
2481 if (IN_LEV_FIELD(move_x, move_y) &&
2482 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2485 if (can_turn_left &&
2487 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2488 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2489 should_turn_left = TRUE;
2490 if (can_turn_right &&
2492 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2493 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2494 should_turn_right = TRUE;
2496 (!can_turn_left || !can_turn_right ||
2497 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2498 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2499 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2500 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2501 should_move_on = TRUE;
2503 if (should_turn_left || should_turn_right || should_move_on)
2505 if (should_turn_left && should_turn_right && should_move_on)
2506 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2507 rnd < 2*rnd_value/3 ? right_dir :
2509 else if (should_turn_left && should_turn_right)
2510 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2511 else if (should_turn_left && should_move_on)
2512 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2513 else if (should_turn_right && should_move_on)
2514 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2515 else if (should_turn_left)
2516 MovDir[x][y] = left_dir;
2517 else if (should_turn_right)
2518 MovDir[x][y] = right_dir;
2519 else if (should_move_on)
2520 MovDir[x][y] = old_move_dir;
2522 else if (can_move_on && rnd > rnd_value/8)
2523 MovDir[x][y] = old_move_dir;
2524 else if (can_turn_left && can_turn_right)
2525 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2526 else if (can_turn_left && rnd > rnd_value/8)
2527 MovDir[x][y] = left_dir;
2528 else if (can_turn_right && rnd > rnd_value/8)
2529 MovDir[x][y] = right_dir;
2531 MovDir[x][y] = back_dir;
2533 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2534 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2535 MovDir[x][y] = old_move_dir;
2539 else if (element == EL_DRAGON)
2541 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2543 int rnd = RND(rnd_value);
2545 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2546 can_turn_left = TRUE;
2547 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2548 can_turn_right = TRUE;
2549 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2552 if (can_move_on && rnd > rnd_value/8)
2553 MovDir[x][y] = old_move_dir;
2554 else if (can_turn_left && can_turn_right)
2555 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2556 else if (can_turn_left && rnd > rnd_value/8)
2557 MovDir[x][y] = left_dir;
2558 else if (can_turn_right && rnd > rnd_value/8)
2559 MovDir[x][y] = right_dir;
2561 MovDir[x][y] = back_dir;
2563 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2564 MovDir[x][y] = old_move_dir;
2568 else if (element == EL_MOLE)
2570 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2572 if (IN_LEV_FIELD(move_x, move_y) &&
2573 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2574 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2579 if (IN_LEV_FIELD(left_x, left_y) &&
2580 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2581 can_turn_left = TRUE;
2582 if (IN_LEV_FIELD(right_x, right_y) &&
2583 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2584 can_turn_right = TRUE;
2586 if (can_turn_left && can_turn_right)
2587 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2588 else if (can_turn_left)
2589 MovDir[x][y] = left_dir;
2591 MovDir[x][y] = right_dir;
2594 if (MovDir[x][y] != old_move_dir)
2597 else if (element == EL_BALLOON)
2599 MovDir[x][y] = game.balloon_dir;
2602 else if (element == EL_SPRING)
2604 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2605 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2606 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2607 MovDir[x][y] = MV_NO_MOVING;
2611 else if (element == EL_ROBOT ||
2612 element == EL_SATELLITE ||
2613 element == EL_PENGUIN)
2615 int attr_x = -1, attr_y = -1;
2626 for (i=0; i<MAX_PLAYERS; i++)
2628 struct PlayerInfo *player = &stored_player[i];
2629 int jx = player->jx, jy = player->jy;
2631 if (!player->active)
2634 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2642 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2648 if (element == EL_PENGUIN)
2651 static int xy[4][2] =
2661 int ex = x + xy[i%4][0];
2662 int ey = y + xy[i%4][1];
2664 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2673 MovDir[x][y] = MV_NO_MOVING;
2675 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2677 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2679 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2681 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2683 if (element == EL_ROBOT)
2687 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2688 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2689 Moving2Blocked(x, y, &newx, &newy);
2691 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2692 MovDelay[x][y] = 8+8*!RND(3);
2694 MovDelay[x][y] = 16;
2702 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2704 boolean first_horiz = RND(2);
2705 int new_move_dir = MovDir[x][y];
2708 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2709 Moving2Blocked(x, y, &newx, &newy);
2711 if (IN_LEV_FIELD(newx, newy) &&
2712 (IS_FREE(newx, newy) ||
2713 Feld[newx][newy] == EL_ACID ||
2714 (element == EL_PENGUIN &&
2715 (Feld[newx][newy] == EL_EXIT_OPEN ||
2716 IS_MAMPF3(Feld[newx][newy])))))
2720 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2721 Moving2Blocked(x, y, &newx, &newy);
2723 if (IN_LEV_FIELD(newx, newy) &&
2724 (IS_FREE(newx, newy) ||
2725 Feld[newx][newy] == EL_ACID ||
2726 (element == EL_PENGUIN &&
2727 (Feld[newx][newy] == EL_EXIT_OPEN ||
2728 IS_MAMPF3(Feld[newx][newy])))))
2731 MovDir[x][y] = old_move_dir;
2738 static boolean JustBeingPushed(int x, int y)
2742 for (i=0; i<MAX_PLAYERS; i++)
2744 struct PlayerInfo *player = &stored_player[i];
2746 if (player->active && player->Pushing && player->MovPos)
2748 int next_jx = player->jx + (player->jx - player->last_jx);
2749 int next_jy = player->jy + (player->jy - player->last_jy);
2751 if (x == next_jx && y == next_jy)
2759 void StartMoving(int x, int y)
2761 static boolean use_spring_bug = TRUE;
2762 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2763 int element = Feld[x][y];
2768 GfxAction[x][y] = ACTION_DEFAULT;
2770 if (CAN_FALL(element) && y < lev_fieldy - 1)
2772 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2773 if (JustBeingPushed(x, y))
2776 if (element == EL_QUICKSAND_FULL)
2778 if (IS_FREE(x, y+1))
2780 InitMovingField(x, y, MV_DOWN);
2781 started_moving = TRUE;
2783 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2784 Store[x][y] = EL_ROCK;
2786 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2788 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2791 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2793 if (!MovDelay[x][y])
2794 MovDelay[x][y] = TILEY + 1;
2803 Feld[x][y] = EL_QUICKSAND_EMPTY;
2804 Feld[x][y+1] = EL_QUICKSAND_FULL;
2805 Store[x][y+1] = Store[x][y];
2808 PlaySoundLevelAction(x, y, ACTION_FILLING);
2810 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2814 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2815 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2817 InitMovingField(x, y, MV_DOWN);
2818 started_moving = TRUE;
2820 Feld[x][y] = EL_QUICKSAND_FILLING;
2821 Store[x][y] = element;
2823 PlaySoundLevelAction(x, y, ACTION_FILLING);
2825 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2828 else if (element == EL_MAGIC_WALL_FULL)
2830 if (IS_FREE(x, y+1))
2832 InitMovingField(x, y, MV_DOWN);
2833 started_moving = TRUE;
2835 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2836 Store[x][y] = EL_CHANGED(Store[x][y]);
2838 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2840 if (!MovDelay[x][y])
2841 MovDelay[x][y] = TILEY/4 + 1;
2850 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2851 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2852 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2856 else if (element == EL_BD_MAGIC_WALL_FULL)
2858 if (IS_FREE(x, y+1))
2860 InitMovingField(x, y, MV_DOWN);
2861 started_moving = TRUE;
2863 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2864 Store[x][y] = EL_CHANGED2(Store[x][y]);
2866 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2868 if (!MovDelay[x][y])
2869 MovDelay[x][y] = TILEY/4 + 1;
2878 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2879 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2880 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2884 else if (CAN_CHANGE(element) &&
2885 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2886 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2888 InitMovingField(x, y, MV_DOWN);
2889 started_moving = TRUE;
2892 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2893 EL_BD_MAGIC_WALL_FILLING);
2894 Store[x][y] = element;
2897 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2899 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2904 InitMovingField(x, y, MV_DOWN);
2905 started_moving = TRUE;
2907 Store[x][y] = EL_ACID;
2909 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2910 GfxAction[x][y+1] = ACTION_ACTIVE;
2913 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2918 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2920 if (MovDir[x][y] == MV_NO_MOVING)
2922 InitMovingField(x, y, MV_DOWN);
2923 started_moving = TRUE;
2926 else if (IS_FREE(x, y+1))
2928 if (JustStopped[x][y]) /* prevent animation from being restarted */
2929 MovDir[x][y] = MV_DOWN;
2931 InitMovingField(x, y, MV_DOWN);
2932 started_moving = TRUE;
2934 else if (element == EL_AMOEBA_DROP)
2936 Feld[x][y] = EL_AMOEBA_GROWING;
2937 Store[x][y] = EL_AMOEBA_WET;
2939 /* Store[x][y+1] must be zero, because:
2940 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2943 #if OLD_GAME_BEHAVIOUR
2944 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2946 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2947 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2948 element != EL_DX_SUPABOMB)
2951 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2952 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2953 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2954 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2957 boolean left = (x>0 && IS_FREE(x-1, y) &&
2958 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2959 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2960 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2964 if (left && right &&
2965 (game.emulation != EMU_BOULDERDASH &&
2966 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2967 left = !(right = RND(2));
2969 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2970 started_moving = TRUE;
2973 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2975 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2976 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2977 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2978 int belt_dir = game.belt_dir[belt_nr];
2980 if ((belt_dir == MV_LEFT && left_is_free) ||
2981 (belt_dir == MV_RIGHT && right_is_free))
2983 InitMovingField(x, y, belt_dir);
2984 started_moving = TRUE;
2986 GfxAction[x][y] = ACTION_DEFAULT;
2991 /* not "else if" because of EL_SPRING */
2992 if (CAN_MOVE(element) && !started_moving)
2996 if ((element == EL_SATELLITE ||
2997 element == EL_BALLOON ||
2998 element == EL_SPRING)
2999 && JustBeingPushed(x, y))
3004 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3005 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3007 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3009 Moving2Blocked(x, y, &newx, &newy);
3010 if (Feld[newx][newy] == EL_BLOCKED)
3011 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3016 if (!MovDelay[x][y]) /* start new movement phase */
3018 /* all objects that can change their move direction after each step */
3019 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3021 if (element != EL_YAMYAM &&
3022 element != EL_DARK_YAMYAM &&
3023 element != EL_PACMAN)
3027 if (MovDelay[x][y] && (element == EL_BUG ||
3028 element == EL_SPACESHIP ||
3029 element == EL_SP_SNIKSNAK ||
3030 element == EL_SP_ELECTRON ||
3031 element == EL_MOLE))
3032 DrawLevelField(x, y);
3036 if (MovDelay[x][y]) /* wait some time before next movement */
3040 if (element == EL_ROBOT ||
3041 element == EL_YAMYAM ||
3042 element == EL_DARK_YAMYAM)
3044 DrawLevelElementAnimationIfNeeded(x, y, element);
3045 PlaySoundLevelAction(x, y, ACTION_WAITING);
3047 else if (element == EL_SP_ELECTRON)
3048 DrawLevelElementAnimationIfNeeded(x, y, element);
3049 else if (element == EL_DRAGON)
3052 int dir = MovDir[x][y];
3053 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3054 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3055 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3056 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3057 dir == MV_UP ? IMG_FLAMES_1_UP :
3058 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3059 int frame = getGraphicAnimationFrame(graphic, -1);
3061 for (i=1; i<=3; i++)
3063 int xx = x + i*dx, yy = y + i*dy;
3064 int sx = SCREENX(xx), sy = SCREENY(yy);
3065 int flame_graphic = graphic + (i - 1);
3067 if (!IN_LEV_FIELD(xx, yy) ||
3068 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3073 int flamed = MovingOrBlocked2Element(xx, yy);
3075 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3078 RemoveMovingField(xx, yy);
3080 Feld[xx][yy] = EL_FLAMES;
3081 if (IN_SCR_FIELD(sx, sy))
3082 DrawGraphic(sx, sy, flame_graphic, frame);
3086 if (Feld[xx][yy] == EL_FLAMES)
3087 Feld[xx][yy] = EL_EMPTY;
3088 DrawLevelField(xx, yy);
3093 if (MovDelay[x][y]) /* element still has to wait some time */
3095 PlaySoundLevelAction(x, y, ACTION_WAITING);
3101 /* now make next step */
3103 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3105 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3106 !PLAYER_PROTECTED(newx, newy))
3110 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3113 /* enemy got the player */
3115 KillHero(PLAYERINFO(newx, newy));
3120 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3121 element == EL_SATELLITE || element == EL_BALLOON) &&
3122 IN_LEV_FIELD(newx, newy) &&
3123 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3126 Store[x][y] = EL_ACID;
3128 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3130 if (Feld[newx][newy] == EL_EXIT_OPEN)
3132 Feld[x][y] = EL_EMPTY;
3133 DrawLevelField(x, y);
3135 PlaySoundLevel(newx, newy, SND_CLASS_EXIT_PASSING);
3136 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3137 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3139 local_player->friends_still_needed--;
3140 if (!local_player->friends_still_needed &&
3141 !local_player->GameOver && AllPlayersGone)
3142 local_player->LevelSolved = local_player->GameOver = TRUE;
3146 else if (IS_MAMPF3(Feld[newx][newy]))
3148 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3149 DrawLevelField(newx, newy);
3151 MovDir[x][y] = MV_NO_MOVING;
3153 else if (!IS_FREE(newx, newy))
3155 if (IS_PLAYER(x, y))
3156 DrawPlayerField(x, y);
3158 DrawLevelField(x, y);
3162 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3164 if (IS_GEM(Feld[newx][newy]))
3166 if (IS_MOVING(newx, newy))
3167 RemoveMovingField(newx, newy);
3170 Feld[newx][newy] = EL_EMPTY;
3171 DrawLevelField(newx, newy);
3174 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3176 else if (!IS_FREE(newx, newy))
3178 if (IS_PLAYER(x, y))
3179 DrawPlayerField(x, y);
3181 DrawLevelField(x, y);
3185 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3187 if (!IS_FREE(newx, newy))
3189 if (IS_PLAYER(x, y))
3190 DrawPlayerField(x, y);
3192 DrawLevelField(x, y);
3197 boolean wanna_flame = !RND(10);
3198 int dx = newx - x, dy = newy - y;
3199 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3200 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3201 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3202 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3203 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3204 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3206 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3207 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3208 element1 != EL_FLAMES && element2 != EL_FLAMES)
3210 if (IS_PLAYER(x, y))
3211 DrawPlayerField(x, y);
3213 DrawLevelField(x, y);
3215 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3217 MovDelay[x][y] = 50;
3218 Feld[newx][newy] = EL_FLAMES;
3219 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3220 Feld[newx1][newy1] = EL_FLAMES;
3221 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3222 Feld[newx2][newy2] = EL_FLAMES;
3227 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3228 Feld[newx][newy] == EL_DIAMOND)
3230 if (IS_MOVING(newx, newy))
3231 RemoveMovingField(newx, newy);
3234 Feld[newx][newy] = EL_EMPTY;
3235 DrawLevelField(newx, newy);
3238 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3240 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3241 IS_MAMPF2(Feld[newx][newy]))
3243 if (AmoebaNr[newx][newy])
3245 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3246 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3247 Feld[newx][newy] == EL_BD_AMOEBA)
3248 AmoebaCnt[AmoebaNr[newx][newy]]--;
3251 if (IS_MOVING(newx, newy))
3252 RemoveMovingField(newx, newy);
3255 Feld[newx][newy] = EL_EMPTY;
3256 DrawLevelField(newx, newy);
3259 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3261 else if ((element == EL_PACMAN || element == EL_MOLE)
3262 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3264 if (AmoebaNr[newx][newy])
3266 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3267 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3268 Feld[newx][newy] == EL_BD_AMOEBA)
3269 AmoebaCnt[AmoebaNr[newx][newy]]--;
3272 if (element == EL_MOLE)
3274 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3275 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3276 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3277 return; /* wait for shrinking amoeba */
3279 else /* element == EL_PACMAN */
3281 Feld[newx][newy] = EL_EMPTY;
3282 DrawLevelField(newx, newy);
3283 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3286 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3287 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3288 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3290 /* wait for shrinking amoeba to completely disappear */
3293 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3295 /* object was running against a wall */
3299 if (element == EL_BUG || element == EL_SPACESHIP ||
3300 element == EL_SP_SNIKSNAK)
3301 DrawLevelField(x, y);
3302 else if (element == EL_BUG || element == EL_SPACESHIP ||
3303 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3304 DrawLevelField(x, y);
3305 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3306 DrawLevelElementAnimationIfNeeded(x, y, element);
3307 else if (element == EL_SATELLITE)
3308 DrawLevelElementAnimationIfNeeded(x, y, element);
3309 else if (element == EL_SP_ELECTRON)
3310 DrawLevelElementAnimationIfNeeded(x, y, element);
3312 if (DONT_TOUCH(element))
3313 TestIfBadThingTouchesHero(x, y);
3315 PlaySoundLevelAction(x, y, ACTION_WAITING);
3320 InitMovingField(x, y, MovDir[x][y]);
3322 PlaySoundLevelAction(x, y, ACTION_MOVING);
3326 ContinueMoving(x, y);
3329 void ContinueMoving(int x, int y)
3331 int element = Feld[x][y];
3332 int direction = MovDir[x][y];
3333 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3334 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3335 int horiz_move = (dx != 0);
3336 int newx = x + dx, newy = y + dy;
3337 int step = (horiz_move ? dx : dy) * TILEX / 8;
3339 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3341 else if (element == EL_QUICKSAND_FILLING ||
3342 element == EL_QUICKSAND_EMPTYING)
3344 else if (element == EL_MAGIC_WALL_FILLING ||
3345 element == EL_BD_MAGIC_WALL_FILLING ||
3346 element == EL_MAGIC_WALL_EMPTYING ||
3347 element == EL_BD_MAGIC_WALL_EMPTYING)
3349 else if (CAN_FALL(element) && horiz_move &&
3350 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3352 else if (element == EL_SPRING && horiz_move)
3355 #if OLD_GAME_BEHAVIOUR
3356 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3360 MovPos[x][y] += step;
3362 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3364 Feld[x][y] = EL_EMPTY;
3365 Feld[newx][newy] = element;
3367 if (element == EL_MOLE)
3370 static int xy[4][2] =
3378 Feld[x][y] = EL_SAND;
3379 DrawLevelField(x, y);
3388 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3389 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3393 if (element == EL_QUICKSAND_FILLING)
3395 element = Feld[newx][newy] = get_next_element(element);
3396 Store[newx][newy] = Store[x][y];
3398 else if (element == EL_QUICKSAND_EMPTYING)
3400 Feld[x][y] = get_next_element(element);
3401 element = Feld[newx][newy] = Store[x][y];
3403 else if (element == EL_MAGIC_WALL_FILLING)
3405 element = Feld[newx][newy] = get_next_element(element);
3406 if (!game.magic_wall_active)
3407 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3408 Store[newx][newy] = Store[x][y];
3410 else if (element == EL_MAGIC_WALL_EMPTYING)
3412 Feld[x][y] = get_next_element(element);
3413 if (!game.magic_wall_active)
3414 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3415 element = Feld[newx][newy] = Store[x][y];
3417 else if (element == EL_BD_MAGIC_WALL_FILLING)
3419 element = Feld[newx][newy] = get_next_element(element);
3420 if (!game.magic_wall_active)
3421 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3422 Store[newx][newy] = Store[x][y];
3424 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3426 Feld[x][y] = get_next_element(element);
3427 if (!game.magic_wall_active)
3428 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3429 element = Feld[newx][newy] = Store[x][y];
3431 else if (element == EL_AMOEBA_DROPPING)
3433 Feld[x][y] = get_next_element(element);
3434 element = Feld[newx][newy] = Store[x][y];
3436 else if (Store[x][y] == EL_ACID)
3438 element = Feld[newx][newy] = EL_ACID;
3442 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3443 MovDelay[newx][newy] = 0;
3445 /* copy animation control values to new field */
3446 GfxFrame[newx][newy] = GfxFrame[x][y];
3447 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3448 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3450 ResetGfxAnimation(x, y); /* reset animation values for old field */
3454 if (!CAN_MOVE(element))
3455 MovDir[newx][newy] = 0;
3458 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3459 MovDir[newx][newy] = 0;
3462 if (!CAN_MOVE(element) ||
3463 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3464 MovDir[newx][newy] = 0;
3468 DrawLevelField(x, y);
3469 DrawLevelField(newx, newy);
3471 Stop[newx][newy] = TRUE;
3472 JustStopped[newx][newy] = 3;
3474 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3476 TestIfBadThingTouchesHero(newx, newy);
3477 TestIfBadThingTouchesFriend(newx, newy);
3478 TestIfBadThingTouchesOtherBadThing(newx, newy);
3480 else if (element == EL_PENGUIN)
3481 TestIfFriendTouchesBadThing(newx, newy);
3483 if (CAN_SMASH(element) && direction == MV_DOWN &&
3484 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3487 else /* still moving on */
3489 DrawLevelField(x, y);
3493 int AmoebeNachbarNr(int ax, int ay)
3496 int element = Feld[ax][ay];
3498 static int xy[4][2] =
3508 int x = ax + xy[i][0];
3509 int y = ay + xy[i][1];
3511 if (!IN_LEV_FIELD(x, y))
3514 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3515 group_nr = AmoebaNr[x][y];
3521 void AmoebenVereinigen(int ax, int ay)
3523 int i, x, y, xx, yy;
3524 int new_group_nr = AmoebaNr[ax][ay];
3525 static int xy[4][2] =
3533 if (new_group_nr == 0)
3541 if (!IN_LEV_FIELD(x, y))
3544 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3545 Feld[x][y] == EL_BD_AMOEBA ||
3546 Feld[x][y] == EL_AMOEBA_DEAD) &&
3547 AmoebaNr[x][y] != new_group_nr)
3549 int old_group_nr = AmoebaNr[x][y];
3551 if (old_group_nr == 0)
3554 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3555 AmoebaCnt[old_group_nr] = 0;
3556 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3557 AmoebaCnt2[old_group_nr] = 0;
3559 for (yy=0; yy<lev_fieldy; yy++)
3561 for (xx=0; xx<lev_fieldx; xx++)
3563 if (AmoebaNr[xx][yy] == old_group_nr)
3564 AmoebaNr[xx][yy] = new_group_nr;
3571 void AmoebeUmwandeln(int ax, int ay)
3575 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3577 int group_nr = AmoebaNr[ax][ay];
3582 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3583 printf("AmoebeUmwandeln(): This should never happen!\n");
3588 for (y=0; y<lev_fieldy; y++)
3590 for (x=0; x<lev_fieldx; x++)
3592 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3595 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3599 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3600 SND_AMOEBA_TURNING_TO_GEM :
3601 SND_AMOEBA_TURNING_TO_ROCK));
3606 static int xy[4][2] =
3619 if (!IN_LEV_FIELD(x, y))
3622 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3624 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3625 SND_AMOEBA_TURNING_TO_GEM :
3626 SND_AMOEBA_TURNING_TO_ROCK));
3633 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3636 int group_nr = AmoebaNr[ax][ay];
3637 boolean done = FALSE;
3642 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3643 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3648 for (y=0; y<lev_fieldy; y++)
3650 for (x=0; x<lev_fieldx; x++)
3652 if (AmoebaNr[x][y] == group_nr &&
3653 (Feld[x][y] == EL_AMOEBA_DEAD ||
3654 Feld[x][y] == EL_BD_AMOEBA ||
3655 Feld[x][y] == EL_AMOEBA_GROWING))
3658 Feld[x][y] = new_element;
3659 InitField(x, y, FALSE);
3660 DrawLevelField(x, y);
3667 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3668 SND_BD_AMOEBA_TURNING_TO_ROCK :
3669 SND_BD_AMOEBA_TURNING_TO_GEM));
3672 void AmoebeWaechst(int x, int y)
3674 static unsigned long sound_delay = 0;
3675 static unsigned long sound_delay_value = 0;
3677 if (!MovDelay[x][y]) /* start new growing cycle */
3681 if (DelayReached(&sound_delay, sound_delay_value))
3684 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3686 if (Store[x][y] == EL_BD_AMOEBA)
3687 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3689 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3691 sound_delay_value = 30;
3695 if (MovDelay[x][y]) /* wait some time before growing bigger */
3698 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3700 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3701 6 - MovDelay[x][y]);
3703 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3706 if (!MovDelay[x][y])
3708 Feld[x][y] = Store[x][y];
3710 DrawLevelField(x, y);
3715 void AmoebaDisappearing(int x, int y)
3717 static unsigned long sound_delay = 0;
3718 static unsigned long sound_delay_value = 0;
3720 if (!MovDelay[x][y]) /* start new shrinking cycle */
3724 if (DelayReached(&sound_delay, sound_delay_value))
3725 sound_delay_value = 30;
3728 if (MovDelay[x][y]) /* wait some time before shrinking */
3731 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3733 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3734 6 - MovDelay[x][y]);
3736 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3739 if (!MovDelay[x][y])
3741 Feld[x][y] = EL_EMPTY;
3742 DrawLevelField(x, y);
3744 /* don't let mole enter this field in this cycle;
3745 (give priority to objects falling to this field from above) */
3751 void AmoebeAbleger(int ax, int ay)
3754 int element = Feld[ax][ay];
3755 int graphic = el2img(element);
3756 int newax = ax, neway = ay;
3757 static int xy[4][2] =
3765 if (!level.amoeba_speed)
3767 Feld[ax][ay] = EL_AMOEBA_DEAD;
3768 DrawLevelField(ax, ay);
3772 if (IS_ANIMATED(graphic))
3773 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3775 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3776 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3778 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3781 if (MovDelay[ax][ay])
3785 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3788 int x = ax + xy[start][0];
3789 int y = ay + xy[start][1];
3791 if (!IN_LEV_FIELD(x, y))
3794 if (IS_FREE(x, y) ||
3795 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3801 if (newax == ax && neway == ay)
3804 else /* normal or "filled" (BD style) amoeba */
3807 boolean waiting_for_player = FALSE;
3811 int j = (start + i) % 4;
3812 int x = ax + xy[j][0];
3813 int y = ay + xy[j][1];
3815 if (!IN_LEV_FIELD(x, y))
3818 if (IS_FREE(x, y) ||
3819 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3825 else if (IS_PLAYER(x, y))
3826 waiting_for_player = TRUE;
3829 if (newax == ax && neway == ay) /* amoeba cannot grow */
3831 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3833 Feld[ax][ay] = EL_AMOEBA_DEAD;
3834 DrawLevelField(ax, ay);
3835 AmoebaCnt[AmoebaNr[ax][ay]]--;
3837 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3839 if (element == EL_AMOEBA_FULL)
3840 AmoebeUmwandeln(ax, ay);
3841 else if (element == EL_BD_AMOEBA)
3842 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3847 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3849 /* amoeba gets larger by growing in some direction */
3851 int new_group_nr = AmoebaNr[ax][ay];
3854 if (new_group_nr == 0)
3856 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3857 printf("AmoebeAbleger(): This should never happen!\n");
3862 AmoebaNr[newax][neway] = new_group_nr;
3863 AmoebaCnt[new_group_nr]++;
3864 AmoebaCnt2[new_group_nr]++;
3866 /* if amoeba touches other amoeba(s) after growing, unify them */
3867 AmoebenVereinigen(newax, neway);
3869 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3871 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3877 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3878 (neway == lev_fieldy - 1 && newax != ax))
3880 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3881 Store[newax][neway] = element;
3883 else if (neway == ay)
3885 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3887 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3889 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3894 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3895 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3896 Store[ax][ay] = EL_AMOEBA_DROP;
3897 ContinueMoving(ax, ay);
3901 DrawLevelField(newax, neway);
3904 void Life(int ax, int ay)
3907 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3909 int element = Feld[ax][ay];
3910 int graphic = el2img(element);
3911 boolean changed = FALSE;
3913 if (IS_ANIMATED(graphic))
3914 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3919 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3920 MovDelay[ax][ay] = life_time;
3922 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3925 if (MovDelay[ax][ay])
3929 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3931 int xx = ax+x1, yy = ay+y1;
3934 if (!IN_LEV_FIELD(xx, yy))
3937 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3939 int x = xx+x2, y = yy+y2;
3941 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3944 if (((Feld[x][y] == element ||
3945 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
3947 (IS_FREE(x, y) && Stop[x][y]))
3951 if (xx == ax && yy == ay) /* field in the middle */
3953 if (nachbarn < life[0] || nachbarn > life[1])
3955 Feld[xx][yy] = EL_EMPTY;
3957 DrawLevelField(xx, yy);
3958 Stop[xx][yy] = TRUE;
3962 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3963 { /* free border field */
3964 if (nachbarn >= life[2] && nachbarn <= life[3])
3966 Feld[xx][yy] = element;
3967 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
3969 DrawLevelField(xx, yy);
3970 Stop[xx][yy] = TRUE;
3977 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
3978 SND_GAME_OF_LIFE_GROWING);
3981 static void InitRobotWheel(int x, int y)
3983 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3986 static void RunRobotWheel(int x, int y)
3988 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3991 static void StopRobotWheel(int x, int y)
3993 if (ZX == x && ZY == y)
3997 static void InitTimegateWheel(int x, int y)
3999 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4002 static void RunTimegateWheel(int x, int y)
4004 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4007 void CheckExit(int x, int y)
4009 if (local_player->gems_still_needed > 0 ||
4010 local_player->sokobanfields_still_needed > 0 ||
4011 local_player->lights_still_needed > 0)
4013 int element = Feld[x][y];
4014 int graphic = el2img(element);
4016 if (IS_ANIMATED(graphic))
4017 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4022 Feld[x][y] = EL_EXIT_OPENING;
4024 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4027 void CheckExitSP(int x, int y)
4029 if (local_player->gems_still_needed > 0)
4031 int element = Feld[x][y];
4032 int graphic = el2img(element);
4034 if (IS_ANIMATED(graphic))
4035 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4040 Feld[x][y] = EL_SP_EXIT_OPEN;
4042 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4045 static void CloseAllOpenTimegates()
4049 for (y=0; y<lev_fieldy; y++)
4051 for (x=0; x<lev_fieldx; x++)
4053 int element = Feld[x][y];
4055 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4057 Feld[x][y] = EL_TIMEGATE_CLOSING;
4059 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4061 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4068 void EdelsteinFunkeln(int x, int y)
4070 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4073 if (Feld[x][y] == EL_BD_DIAMOND)
4076 if (MovDelay[x][y] == 0) /* next animation frame */
4077 MovDelay[x][y] = 11 * !SimpleRND(500);
4079 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4083 if (setup.direct_draw && MovDelay[x][y])
4084 SetDrawtoField(DRAW_BUFFERED);
4086 DrawLevelElementAnimation(x, y, Feld[x][y]);
4088 if (MovDelay[x][y] != 0)
4090 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4091 10 - MovDelay[x][y]);
4093 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4095 if (setup.direct_draw)
4099 dest_x = FX + SCREENX(x) * TILEX;
4100 dest_y = FY + SCREENY(y) * TILEY;
4102 BlitBitmap(drawto_field, window,
4103 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4104 SetDrawtoField(DRAW_DIRECT);
4110 void MauerWaechst(int x, int y)
4114 if (!MovDelay[x][y]) /* next animation frame */
4115 MovDelay[x][y] = 3 * delay;
4117 if (MovDelay[x][y]) /* wait some time before next frame */
4121 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4123 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4124 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4126 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4129 if (!MovDelay[x][y])
4131 if (MovDir[x][y] == MV_LEFT)
4133 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4134 DrawLevelField(x - 1, y);
4136 else if (MovDir[x][y] == MV_RIGHT)
4138 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4139 DrawLevelField(x + 1, y);
4141 else if (MovDir[x][y] == MV_UP)
4143 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4144 DrawLevelField(x, y - 1);
4148 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4149 DrawLevelField(x, y + 1);
4152 Feld[x][y] = Store[x][y];
4154 MovDir[x][y] = MV_NO_MOVING;
4155 DrawLevelField(x, y);
4160 void MauerAbleger(int ax, int ay)
4162 int element = Feld[ax][ay];
4163 int graphic = el2img(element);
4164 boolean oben_frei = FALSE, unten_frei = FALSE;
4165 boolean links_frei = FALSE, rechts_frei = FALSE;
4166 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4167 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4168 boolean new_wall = FALSE;
4170 if (IS_ANIMATED(graphic))
4171 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4173 if (!MovDelay[ax][ay]) /* start building new wall */
4174 MovDelay[ax][ay] = 6;
4176 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4179 if (MovDelay[ax][ay])
4183 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4185 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4187 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4189 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4192 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4193 element == EL_EXPANDABLE_WALL_ANY)
4197 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4198 Store[ax][ay-1] = element;
4199 MovDir[ax][ay-1] = MV_UP;
4200 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4201 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4202 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4207 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4208 Store[ax][ay+1] = element;
4209 MovDir[ax][ay+1] = MV_DOWN;
4210 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4211 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4212 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4217 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4218 element == EL_EXPANDABLE_WALL_ANY ||
4219 element == EL_EXPANDABLE_WALL)
4223 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4224 Store[ax-1][ay] = element;
4225 MovDir[ax-1][ay] = MV_LEFT;
4226 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4227 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4228 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4234 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4235 Store[ax+1][ay] = element;
4236 MovDir[ax+1][ay] = MV_RIGHT;
4237 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4238 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4239 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4244 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4245 DrawLevelField(ax, ay);
4247 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4249 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4250 unten_massiv = TRUE;
4251 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4252 links_massiv = TRUE;
4253 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4254 rechts_massiv = TRUE;
4256 if (((oben_massiv && unten_massiv) ||
4257 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4258 element == EL_EXPANDABLE_WALL) &&
4259 ((links_massiv && rechts_massiv) ||
4260 element == EL_EXPANDABLE_WALL_VERTICAL))
4261 Feld[ax][ay] = EL_WALL;
4265 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4267 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4271 void CheckForDragon(int x, int y)
4274 boolean dragon_found = FALSE;
4275 static int xy[4][2] =
4287 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4289 if (IN_LEV_FIELD(xx, yy) &&
4290 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4292 if (Feld[xx][yy] == EL_DRAGON)
4293 dragon_found = TRUE;
4306 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4308 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4310 Feld[xx][yy] = EL_EMPTY;
4311 DrawLevelField(xx, yy);
4320 static void InitBuggyBase(int x, int y)
4322 int element = Feld[x][y];
4323 int activating_delay = FRAMES_PER_SECOND / 4;
4326 (element == EL_SP_BUGGY_BASE ?
4327 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4328 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4330 element == EL_SP_BUGGY_BASE_ACTIVE ?
4331 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4334 static void WarnBuggyBase(int x, int y)
4337 static int xy[4][2] =
4347 int xx = x + xy[i][0], yy = y + xy[i][1];
4349 if (IS_PLAYER(xx, yy))
4351 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4358 static void InitTrap(int x, int y)
4360 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4363 static void ActivateTrap(int x, int y)
4365 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4368 static void ChangeActiveTrap(int x, int y)
4370 int graphic = IMG_TRAP_ACTIVE;
4372 /* if new animation frame was drawn, correct crumbled sand border */
4373 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4374 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4377 static void ChangeElement(int x, int y)
4379 int element = Feld[x][y];
4381 if (MovDelay[x][y] == 0) /* initialize element change */
4383 MovDelay[x][y] = changing_element[element].change_delay + 1;
4385 ResetGfxAnimation(x, y);
4386 ResetRandomAnimationValue(x, y);
4388 if (changing_element[element].pre_change_function)
4389 changing_element[element].pre_change_function(x, y);
4394 if (MovDelay[x][y] != 0) /* continue element change */
4396 if (IS_ANIMATED(el2img(element)))
4397 DrawLevelElementAnimationIfNeeded(x, y, element);
4399 if (changing_element[element].change_function)
4400 changing_element[element].change_function(x, y);
4402 else /* finish element change */
4404 Feld[x][y] = changing_element[element].next_element;
4406 ResetGfxAnimation(x, y);
4407 ResetRandomAnimationValue(x, y);
4409 DrawLevelField(x, y);
4411 if (changing_element[element].post_change_function)
4412 changing_element[element].post_change_function(x, y);
4416 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4418 static byte stored_player_action[MAX_PLAYERS];
4419 static int num_stored_actions = 0;
4420 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4421 int left = player_action & JOY_LEFT;
4422 int right = player_action & JOY_RIGHT;
4423 int up = player_action & JOY_UP;
4424 int down = player_action & JOY_DOWN;
4425 int button1 = player_action & JOY_BUTTON_1;
4426 int button2 = player_action & JOY_BUTTON_2;
4427 int dx = (left ? -1 : right ? 1 : 0);
4428 int dy = (up ? -1 : down ? 1 : 0);
4430 stored_player_action[player->index_nr] = 0;
4431 num_stored_actions++;
4433 if (!player->active || tape.pausing)
4439 snapped = SnapField(player, dx, dy);
4443 bombed = PlaceBomb(player);
4444 moved = MoveFigure(player, dx, dy);
4447 if (tape.single_step && tape.recording && !tape.pausing)
4449 if (button1 || (bombed && !moved))
4451 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4452 SnapField(player, 0, 0); /* stop snapping */
4456 stored_player_action[player->index_nr] = player_action;
4460 /* no actions for this player (no input at player's configured device) */
4462 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4463 SnapField(player, 0, 0);
4464 CheckGravityMovement(player);
4466 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
4468 if (player->MovPos == 0) /* needed for tape.playing */
4469 player->is_moving = FALSE;
4472 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4474 TapeRecordAction(stored_player_action);
4475 num_stored_actions = 0;
4481 static unsigned long action_delay = 0;
4482 unsigned long action_delay_value;
4483 int magic_wall_x = 0, magic_wall_y = 0;
4484 int i, x, y, element, graphic;
4485 byte *recorded_player_action;
4486 byte summarized_player_action = 0;
4488 if (game_status != PLAYING)
4491 action_delay_value =
4492 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4494 if (tape.playing && tape.index_search && !tape.pausing)
4495 action_delay_value = 0;
4497 /* ---------- main game synchronization point ---------- */
4499 WaitUntilDelayReached(&action_delay, action_delay_value);
4501 if (network_playing && !network_player_action_received)
4505 printf("DEBUG: try to get network player actions in time\n");
4509 #if defined(PLATFORM_UNIX)
4510 /* last chance to get network player actions without main loop delay */
4514 if (game_status != PLAYING)
4517 if (!network_player_action_received)
4521 printf("DEBUG: failed to get network player actions in time\n");
4531 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4533 for (i=0; i<MAX_PLAYERS; i++)
4535 summarized_player_action |= stored_player[i].action;
4537 if (!network_playing)
4538 stored_player[i].effective_action = stored_player[i].action;
4541 #if defined(PLATFORM_UNIX)
4542 if (network_playing)
4543 SendToServer_MovePlayer(summarized_player_action);
4546 if (!options.network && !setup.team_mode)
4547 local_player->effective_action = summarized_player_action;
4549 for (i=0; i<MAX_PLAYERS; i++)
4551 int actual_player_action = stored_player[i].effective_action;
4553 if (stored_player[i].programmed_action)
4554 actual_player_action = stored_player[i].programmed_action;
4556 if (recorded_player_action)
4557 actual_player_action = recorded_player_action[i];
4559 PlayerActions(&stored_player[i], actual_player_action);
4560 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4563 network_player_action_received = FALSE;
4565 ScrollScreen(NULL, SCROLL_GO_ON);
4570 for (i=0; i<MAX_PLAYERS; i++)
4571 stored_player[i].Frame++;
4573 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4576 if (JustStopped[x][y] > 0)
4577 JustStopped[x][y]--;
4582 if (IS_BLOCKED(x, y))
4586 Blocked2Moving(x, y, &oldx, &oldy);
4587 if (!IS_MOVING(oldx, oldy))
4589 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4590 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4591 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4592 printf("GameActions(): This should never happen!\n");
4598 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4600 element = Feld[x][y];
4601 graphic = el2img(element);
4603 if (graphic_info[graphic].anim_global_sync)
4604 GfxFrame[x][y] = FrameCounter;
4606 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4607 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4608 ResetRandomAnimationValue(x, y);
4610 SetRandomAnimationValue(x, y);
4612 if (IS_INACTIVE(element))
4614 if (IS_ANIMATED(graphic))
4615 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4620 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4624 if (IS_ANIMATED(graphic) &&
4627 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4629 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4630 EdelsteinFunkeln(x, y);
4632 else if ((element == EL_ACID ||
4633 element == EL_EXIT_OPEN ||
4634 element == EL_SP_EXIT_OPEN ||
4635 element == EL_SP_TERMINAL ||
4636 element == EL_SP_TERMINAL_ACTIVE ||
4637 element == EL_EXTRA_TIME ||
4638 element == EL_SHIELD_NORMAL ||
4639 element == EL_SHIELD_DEADLY) &&
4640 IS_ANIMATED(graphic))
4641 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4642 else if (IS_MOVING(x, y))
4643 ContinueMoving(x, y);
4644 else if (IS_ACTIVE_BOMB(element))
4645 CheckDynamite(x, y);
4647 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4648 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4650 else if (element == EL_AMOEBA_GROWING)
4651 AmoebeWaechst(x, y);
4652 else if (element == EL_AMOEBA_SHRINKING)
4653 AmoebaDisappearing(x, y);
4655 #if !USE_NEW_AMOEBA_CODE
4656 else if (IS_AMOEBALIVE(element))
4657 AmoebeAbleger(x, y);
4660 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4662 else if (element == EL_EXIT_CLOSED)
4664 else if (element == EL_SP_EXIT_CLOSED)
4666 else if (element == EL_EXPANDABLE_WALL_GROWING)
4668 else if (element == EL_EXPANDABLE_WALL ||
4669 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4670 element == EL_EXPANDABLE_WALL_VERTICAL ||
4671 element == EL_EXPANDABLE_WALL_ANY)
4673 else if (element == EL_FLAMES)
4674 CheckForDragon(x, y);
4675 else if (IS_AUTO_CHANGING(element))
4676 ChangeElement(x, y);
4677 else if (element == EL_EXPLOSION)
4678 ; /* drawing of correct explosion animation is handled separately */
4679 else if (IS_ANIMATED(graphic))
4680 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4682 if (IS_BELT_ACTIVE(element))
4683 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4685 if (game.magic_wall_active)
4687 int jx = local_player->jx, jy = local_player->jy;
4689 /* play the element sound at the position nearest to the player */
4690 if ((element == EL_MAGIC_WALL_FULL ||
4691 element == EL_MAGIC_WALL_ACTIVE ||
4692 element == EL_MAGIC_WALL_EMPTYING ||
4693 element == EL_BD_MAGIC_WALL_FULL ||
4694 element == EL_BD_MAGIC_WALL_ACTIVE ||
4695 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4696 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4704 #if USE_NEW_AMOEBA_CODE
4705 /* new experimental amoeba growth stuff */
4707 if (!(FrameCounter % 8))
4710 static unsigned long random = 1684108901;
4712 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4715 x = (random >> 10) % lev_fieldx;
4716 y = (random >> 20) % lev_fieldy;
4718 x = RND(lev_fieldx);
4719 y = RND(lev_fieldy);
4721 element = Feld[x][y];
4723 if (!IS_PLAYER(x,y) &&
4724 (element == EL_EMPTY ||
4725 element == EL_SAND ||
4726 element == EL_QUICKSAND_EMPTY ||
4727 element == EL_ACID_SPLASH_LEFT ||
4728 element == EL_ACID_SPLASH_RIGHT))
4730 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4731 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4732 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4733 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4734 Feld[x][y] = EL_AMOEBA_DROP;
4737 random = random * 129 + 1;
4743 if (game.explosions_delayed)
4746 game.explosions_delayed = FALSE;
4748 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4750 element = Feld[x][y];
4752 if (ExplodeField[x][y])
4753 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4754 else if (element == EL_EXPLOSION)
4755 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4757 ExplodeField[x][y] = EX_NO_EXPLOSION;
4760 game.explosions_delayed = TRUE;
4763 if (game.magic_wall_active)
4765 if (!(game.magic_wall_time_left % 4))
4767 int element = Feld[magic_wall_x][magic_wall_y];
4769 if (element == EL_BD_MAGIC_WALL_FULL ||
4770 element == EL_BD_MAGIC_WALL_ACTIVE ||
4771 element == EL_BD_MAGIC_WALL_EMPTYING)
4772 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4774 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4777 if (game.magic_wall_time_left > 0)
4779 game.magic_wall_time_left--;
4780 if (!game.magic_wall_time_left)
4782 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4784 element = Feld[x][y];
4786 if (element == EL_MAGIC_WALL_ACTIVE ||
4787 element == EL_MAGIC_WALL_FULL)
4789 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4790 DrawLevelField(x, y);
4792 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4793 element == EL_BD_MAGIC_WALL_FULL)
4795 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4796 DrawLevelField(x, y);
4800 game.magic_wall_active = FALSE;
4805 if (game.light_time_left > 0)
4807 game.light_time_left--;
4809 if (game.light_time_left == 0)
4810 RedrawAllLightSwitchesAndInvisibleElements();
4813 if (game.timegate_time_left > 0)
4815 game.timegate_time_left--;
4817 if (game.timegate_time_left == 0)
4818 CloseAllOpenTimegates();
4821 for (i=0; i<MAX_PLAYERS; i++)
4823 struct PlayerInfo *player = &stored_player[i];
4825 if (SHIELD_ON(player))
4827 if (player->shield_deadly_time_left)
4828 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4829 else if (player->shield_normal_time_left)
4830 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4834 if (TimeFrames >= (1000 / GameFrameDelay))
4839 for (i=0; i<MAX_PLAYERS; i++)
4841 struct PlayerInfo *player = &stored_player[i];
4843 if (SHIELD_ON(player))
4845 player->shield_normal_time_left--;
4847 if (player->shield_deadly_time_left > 0)
4848 player->shield_deadly_time_left--;
4852 if (tape.recording || tape.playing)
4853 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4859 if (TimeLeft <= 10 && setup.time_limit)
4860 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4862 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4864 if (!TimeLeft && setup.time_limit)
4865 for (i=0; i<MAX_PLAYERS; i++)
4866 KillHero(&stored_player[i]);
4868 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4869 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4874 if (options.debug) /* calculate frames per second */
4876 static unsigned long fps_counter = 0;
4877 static int fps_frames = 0;
4878 unsigned long fps_delay_ms = Counter() - fps_counter;
4882 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4884 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4887 fps_counter = Counter();
4890 redraw_mask |= REDRAW_FPS;
4894 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4896 int min_x = x, min_y = y, max_x = x, max_y = y;
4899 for (i=0; i<MAX_PLAYERS; i++)
4901 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4903 if (!stored_player[i].active || &stored_player[i] == player)
4906 min_x = MIN(min_x, jx);
4907 min_y = MIN(min_y, jy);
4908 max_x = MAX(max_x, jx);
4909 max_y = MAX(max_y, jy);
4912 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4915 static boolean AllPlayersInVisibleScreen()
4919 for (i=0; i<MAX_PLAYERS; i++)
4921 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4923 if (!stored_player[i].active)
4926 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4933 void ScrollLevel(int dx, int dy)
4935 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4938 BlitBitmap(drawto_field, drawto_field,
4939 FX + TILEX*(dx == -1) - softscroll_offset,
4940 FY + TILEY*(dy == -1) - softscroll_offset,
4941 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4942 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4943 FX + TILEX*(dx == 1) - softscroll_offset,
4944 FY + TILEY*(dy == 1) - softscroll_offset);
4948 x = (dx == 1 ? BX1 : BX2);
4949 for (y=BY1; y<=BY2; y++)
4950 DrawScreenField(x, y);
4955 y = (dy == 1 ? BY1 : BY2);
4956 for (x=BX1; x<=BX2; x++)
4957 DrawScreenField(x, y);
4960 redraw_mask |= REDRAW_FIELD;
4963 static void CheckGravityMovement(struct PlayerInfo *player)
4965 if (level.gravity && !player->programmed_action)
4967 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4968 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4970 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4971 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4972 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4973 int jx = player->jx, jy = player->jy;
4974 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4975 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4976 int new_jx = jx + dx, new_jy = jy + dy;
4977 boolean field_under_player_is_free =
4978 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4979 boolean player_is_moving_to_valid_field =
4980 (IN_LEV_FIELD(new_jx, new_jy) &&
4981 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4982 Feld[new_jx][new_jy] == EL_SAND));
4984 if (field_under_player_is_free &&
4985 !player_is_moving_to_valid_field &&
4986 !IS_TUBE(Feld[jx][jy]))
4987 player->programmed_action = MV_DOWN;
4991 boolean MoveFigureOneStep(struct PlayerInfo *player,
4992 int dx, int dy, int real_dx, int real_dy)
4994 int jx = player->jx, jy = player->jy;
4995 int new_jx = jx+dx, new_jy = jy+dy;
4999 if (!player->active || (!dx && !dy))
5000 return MF_NO_ACTION;
5002 player->MovDir = (dx < 0 ? MV_LEFT :
5005 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5007 if (!IN_LEV_FIELD(new_jx, new_jy))
5008 return MF_NO_ACTION;
5010 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5011 return MF_NO_ACTION;
5014 element = MovingOrBlocked2Element(new_jx, new_jy);
5016 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5019 if (DONT_GO_TO(element))
5021 if (element == EL_ACID && dx == 0 && dy == 1)
5024 Feld[jx][jy] = EL_PLAYER_1;
5025 InitMovingField(jx, jy, MV_DOWN);
5026 Store[jx][jy] = EL_ACID;
5027 ContinueMoving(jx, jy);
5031 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5036 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5037 if (can_move != MF_MOVING)
5040 StorePlayer[jx][jy] = 0;
5041 player->last_jx = jx;
5042 player->last_jy = jy;
5043 jx = player->jx = new_jx;
5044 jy = player->jy = new_jy;
5045 StorePlayer[jx][jy] = player->element_nr;
5048 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5050 ScrollFigure(player, SCROLL_INIT);
5055 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5057 int jx = player->jx, jy = player->jy;
5058 int old_jx = jx, old_jy = jy;
5059 int moved = MF_NO_ACTION;
5061 if (!player->active || (!dx && !dy))
5065 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5069 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5070 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5074 /* remove the last programmed player action */
5075 player->programmed_action = 0;
5079 /* should only happen if pre-1.2 tape recordings are played */
5080 /* this is only for backward compatibility */
5082 int original_move_delay_value = player->move_delay_value;
5085 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5089 /* scroll remaining steps with finest movement resolution */
5090 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5092 while (player->MovPos)
5094 ScrollFigure(player, SCROLL_GO_ON);
5095 ScrollScreen(NULL, SCROLL_GO_ON);
5101 player->move_delay_value = original_move_delay_value;
5104 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5106 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5107 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5111 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5112 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5118 if (moved & MF_MOVING && !ScreenMovPos &&
5119 (player == local_player || !options.network))
5121 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5122 int offset = (setup.scroll_delay ? 3 : 0);
5124 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5126 /* actual player has left the screen -- scroll in that direction */
5127 if (jx != old_jx) /* player has moved horizontally */
5128 scroll_x += (jx - old_jx);
5129 else /* player has moved vertically */
5130 scroll_y += (jy - old_jy);
5134 if (jx != old_jx) /* player has moved horizontally */
5136 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5137 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5138 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5140 /* don't scroll over playfield boundaries */
5141 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5142 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5144 /* don't scroll more than one field at a time */
5145 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5147 /* don't scroll against the player's moving direction */
5148 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5149 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5150 scroll_x = old_scroll_x;
5152 else /* player has moved vertically */
5154 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5155 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5156 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5158 /* don't scroll over playfield boundaries */
5159 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5160 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5162 /* don't scroll more than one field at a time */
5163 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5165 /* don't scroll against the player's moving direction */
5166 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5167 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5168 scroll_y = old_scroll_y;
5172 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5174 if (!options.network && !AllPlayersInVisibleScreen())
5176 scroll_x = old_scroll_x;
5177 scroll_y = old_scroll_y;
5181 ScrollScreen(player, SCROLL_INIT);
5182 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5189 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5191 if (!(moved & MF_MOVING) && !player->Pushing)
5196 if (moved & MF_MOVING)
5198 if (old_jx != jx && old_jy == jy)
5199 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5200 else if (old_jx == jx && old_jy != jy)
5201 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5203 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5205 player->last_move_dir = player->MovDir;
5206 player->is_moving = TRUE;
5210 CheckGravityMovement(player);
5213 player->last_move_dir = MV_NO_MOVING;
5215 player->is_moving = FALSE;
5218 TestIfHeroTouchesBadThing(jx, jy);
5220 if (!player->active)
5226 void ScrollFigure(struct PlayerInfo *player, int mode)
5228 int jx = player->jx, jy = player->jy;
5229 int last_jx = player->last_jx, last_jy = player->last_jy;
5230 int move_stepsize = TILEX / player->move_delay_value;
5232 if (!player->active || !player->MovPos)
5235 if (mode == SCROLL_INIT)
5237 player->actual_frame_counter = FrameCounter;
5238 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5240 if (Feld[last_jx][last_jy] == EL_EMPTY)
5241 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5246 else if (!FrameReached(&player->actual_frame_counter, 1))
5249 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5250 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5252 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5253 Feld[last_jx][last_jy] = EL_EMPTY;
5255 /* before DrawPlayer() to draw correct player graphic for this case */
5256 if (player->MovPos == 0)
5257 CheckGravityMovement(player);
5261 if (player->MovPos == 0)
5263 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5265 /* continue with normal speed after quickly moving through gate */
5266 HALVE_PLAYER_SPEED(player);
5268 /* be able to make the next move without delay */
5269 player->move_delay = 0;
5272 player->last_jx = jx;
5273 player->last_jy = jy;
5275 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5276 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5280 if (local_player->friends_still_needed == 0 ||
5281 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5282 player->LevelSolved = player->GameOver = TRUE;
5285 if (tape.single_step && tape.recording && !tape.pausing &&
5286 !player->programmed_action)
5287 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5291 void ScrollScreen(struct PlayerInfo *player, int mode)
5293 static unsigned long screen_frame_counter = 0;
5295 if (mode == SCROLL_INIT)
5297 /* set scrolling step size according to actual player's moving speed */
5298 ScrollStepSize = TILEX / player->move_delay_value;
5300 screen_frame_counter = FrameCounter;
5301 ScreenMovDir = player->MovDir;
5302 ScreenMovPos = player->MovPos;
5303 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5306 else if (!FrameReached(&screen_frame_counter, 1))
5311 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5312 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5313 redraw_mask |= REDRAW_FIELD;
5316 ScreenMovDir = MV_NO_MOVING;
5319 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5321 int i, kill_x = -1, kill_y = -1;
5322 static int test_xy[4][2] =
5329 static int test_dir[4] =
5339 int test_x, test_y, test_move_dir, test_element;
5341 test_x = good_x + test_xy[i][0];
5342 test_y = good_y + test_xy[i][1];
5343 if (!IN_LEV_FIELD(test_x, test_y))
5347 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5350 test_element = Feld[test_x][test_y];
5352 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5355 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5356 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5358 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5359 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5367 if (kill_x != -1 || kill_y != -1)
5369 if (IS_PLAYER(good_x, good_y))
5371 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5373 if (player->shield_deadly_time_left > 0)
5374 Bang(kill_x, kill_y);
5375 else if (!PLAYER_PROTECTED(good_x, good_y))
5379 Bang(good_x, good_y);
5383 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5385 int i, kill_x = -1, kill_y = -1;
5386 int bad_element = Feld[bad_x][bad_y];
5387 static int test_xy[4][2] =
5394 static int test_dir[4] =
5402 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5407 int test_x, test_y, test_move_dir, test_element;
5409 test_x = bad_x + test_xy[i][0];
5410 test_y = bad_y + test_xy[i][1];
5411 if (!IN_LEV_FIELD(test_x, test_y))
5415 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5417 test_element = Feld[test_x][test_y];
5419 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5420 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5422 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5423 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5425 /* good thing is player or penguin that does not move away */
5426 if (IS_PLAYER(test_x, test_y))
5428 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5430 if (bad_element == EL_ROBOT && player->is_moving)
5431 continue; /* robot does not kill player if he is moving */
5437 else if (test_element == EL_PENGUIN)
5446 if (kill_x != -1 || kill_y != -1)
5448 if (IS_PLAYER(kill_x, kill_y))
5450 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5453 int dir = player->MovDir;
5454 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5455 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5457 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5458 newx != bad_x && newy != bad_y)
5459 ; /* robot does not kill player if he is moving */
5461 printf("-> %d\n", player->MovDir);
5463 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5464 newx != bad_x && newy != bad_y)
5465 ; /* robot does not kill player if he is moving */
5470 if (player->shield_deadly_time_left > 0)
5472 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5476 Bang(kill_x, kill_y);
5480 void TestIfHeroTouchesBadThing(int x, int y)
5482 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5485 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5487 TestIfGoodThingHitsBadThing(x, y, move_dir);
5490 void TestIfBadThingTouchesHero(int x, int y)
5492 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5495 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5497 TestIfBadThingHitsGoodThing(x, y, move_dir);
5500 void TestIfFriendTouchesBadThing(int x, int y)
5502 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5505 void TestIfBadThingTouchesFriend(int x, int y)
5507 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5510 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5512 int i, kill_x = bad_x, kill_y = bad_y;
5513 static int xy[4][2] =
5525 x = bad_x + xy[i][0];
5526 y = bad_y + xy[i][1];
5527 if (!IN_LEV_FIELD(x, y))
5530 element = Feld[x][y];
5531 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5532 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5540 if (kill_x != bad_x || kill_y != bad_y)
5544 void KillHero(struct PlayerInfo *player)
5546 int jx = player->jx, jy = player->jy;
5548 if (!player->active)
5551 if (IS_PFORTE(Feld[jx][jy]))
5552 Feld[jx][jy] = EL_EMPTY;
5554 /* deactivate shield (else Bang()/Explode() would not work right) */
5555 player->shield_normal_time_left = 0;
5556 player->shield_deadly_time_left = 0;
5562 static void KillHeroUnlessProtected(int x, int y)
5564 if (!PLAYER_PROTECTED(x, y))
5565 KillHero(PLAYERINFO(x, y));
5568 void BuryHero(struct PlayerInfo *player)
5570 int jx = player->jx, jy = player->jy;
5572 if (!player->active)
5575 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5576 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5578 player->GameOver = TRUE;
5582 void RemoveHero(struct PlayerInfo *player)
5584 int jx = player->jx, jy = player->jy;
5585 int i, found = FALSE;
5587 player->present = FALSE;
5588 player->active = FALSE;
5590 if (!ExplodeField[jx][jy])
5591 StorePlayer[jx][jy] = 0;
5593 for (i=0; i<MAX_PLAYERS; i++)
5594 if (stored_player[i].active)
5598 AllPlayersGone = TRUE;
5604 int DigField(struct PlayerInfo *player,
5605 int x, int y, int real_dx, int real_dy, int mode)
5607 int jx = player->jx, jy = player->jy;
5608 int dx = x - jx, dy = y - jy;
5609 int move_direction = (dx == -1 ? MV_LEFT :
5610 dx == +1 ? MV_RIGHT :
5612 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5615 player->is_digging = FALSE;
5617 if (player->MovPos == 0)
5618 player->Pushing = FALSE;
5620 if (mode == DF_NO_PUSH)
5622 player->Switching = FALSE;
5623 player->push_delay = 0;
5624 return MF_NO_ACTION;
5627 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5628 return MF_NO_ACTION;
5630 if (IS_TUBE(Feld[jx][jy]))
5633 int tube_leave_directions[][2] =
5635 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5636 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5637 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5638 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5639 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5640 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5641 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5642 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5643 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5644 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5645 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5646 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5649 while (tube_leave_directions[i][0] != Feld[jx][jy])
5652 if (tube_leave_directions[i][0] == -1) /* should not happen */
5656 if (!(tube_leave_directions[i][1] & move_direction))
5657 return MF_NO_ACTION; /* tube has no opening in this direction */
5660 element = Feld[x][y];
5666 case EL_INVISIBLE_SAND:
5667 case EL_INVISIBLE_SAND_ACTIVE:
5670 case EL_SP_BUGGY_BASE:
5671 case EL_SP_BUGGY_BASE_ACTIVATING:
5673 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5678 case EL_EMERALD_YELLOW:
5679 case EL_EMERALD_RED:
5680 case EL_EMERALD_PURPLE:
5682 case EL_SP_INFOTRON:
5686 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5687 element == EL_PEARL ? 5 :
5688 element == EL_CRYSTAL ? 8 : 1);
5689 if (local_player->gems_still_needed < 0)
5690 local_player->gems_still_needed = 0;
5691 RaiseScoreElement(element);
5692 DrawText(DX_EMERALDS, DY_EMERALDS,
5693 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5694 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5699 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5700 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5704 Feld[x][y] = EL_EMPTY;
5705 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5713 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5715 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5718 case EL_SHIELD_NORMAL:
5720 player->shield_normal_time_left += 10;
5721 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5724 case EL_SHIELD_DEADLY:
5726 player->shield_normal_time_left += 10;
5727 player->shield_deadly_time_left += 10;
5728 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5732 case EL_SP_DISK_RED:
5735 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5736 RaiseScoreElement(EL_DYNAMITE);
5737 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5739 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5742 case EL_DYNABOMB_INCREASE_NUMBER:
5744 player->dynabomb_count++;
5745 player->dynabombs_left++;
5746 RaiseScoreElement(EL_DYNAMITE);
5747 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5750 case EL_DYNABOMB_INCREASE_SIZE:
5752 player->dynabomb_size++;
5753 RaiseScoreElement(EL_DYNAMITE);
5754 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5757 case EL_DYNABOMB_INCREASE_POWER:
5759 player->dynabomb_xl = TRUE;
5760 RaiseScoreElement(EL_DYNAMITE);
5761 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5769 int key_nr = element - EL_KEY_1;
5770 int graphic = el2edimg(element);
5773 player->key[key_nr] = TRUE;
5774 RaiseScoreElement(element);
5775 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5777 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5779 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5788 int key_nr = element - EL_EM_KEY_1;
5789 int graphic = el2edimg(EL_KEY_1 + key_nr);
5792 player->key[key_nr] = TRUE;
5793 RaiseScoreElement(element);
5794 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5796 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5798 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5802 case EL_ROBOT_WHEEL:
5803 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5806 DrawLevelField(x, y);
5807 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5811 case EL_SP_TERMINAL:
5815 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5817 for (yy=0; yy<lev_fieldy; yy++)
5819 for (xx=0; xx<lev_fieldx; xx++)
5821 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5823 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5824 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5832 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
5833 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
5834 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
5835 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
5836 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
5837 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
5838 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
5839 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
5840 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
5841 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
5842 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
5843 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
5844 if (!player->Switching)
5846 player->Switching = TRUE;
5847 ToggleBeltSwitch(x, y);
5848 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
5853 case EL_SWITCHGATE_SWITCH_UP:
5854 case EL_SWITCHGATE_SWITCH_DOWN:
5855 if (!player->Switching)
5857 player->Switching = TRUE;
5858 ToggleSwitchgateSwitch(x, y);
5859 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
5864 case EL_LIGHT_SWITCH:
5865 case EL_LIGHT_SWITCH_ACTIVE:
5866 if (!player->Switching)
5868 player->Switching = TRUE;
5869 ToggleLightSwitch(x, y);
5870 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
5871 SND_LIGHT_SWITCH_ACTIVATING :
5872 SND_LIGHT_SWITCH_DEACTIVATING);
5877 case EL_TIMEGATE_SWITCH:
5878 ActivateTimegateSwitch(x, y);
5879 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
5884 case EL_BALLOON_SWITCH_LEFT:
5885 case EL_BALLOON_SWITCH_RIGHT:
5886 case EL_BALLOON_SWITCH_UP:
5887 case EL_BALLOON_SWITCH_DOWN:
5888 case EL_BALLOON_SWITCH_ANY:
5889 if (element == EL_BALLOON_SWITCH_ANY)
5890 game.balloon_dir = move_direction;
5892 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
5893 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
5894 element == EL_BALLOON_SWITCH_UP ? MV_UP :
5895 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
5897 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
5902 /* the following elements cannot be pushed by "snapping" */
5905 case EL_DX_SUPABOMB:
5907 case EL_TIME_ORB_EMPTY:
5909 case EL_SP_DISK_ORANGE:
5911 if (mode == DF_SNAP)
5912 return MF_NO_ACTION;
5914 /* no "break" -- fall through to next case */
5916 /* the following elements can be pushed by "snapping" */
5919 return MF_NO_ACTION;
5921 player->Pushing = TRUE;
5923 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5924 return MF_NO_ACTION;
5928 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5929 return MF_NO_ACTION;
5932 if (player->push_delay == 0)
5933 player->push_delay = FrameCounter;
5935 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5937 element != EL_SPRING)
5938 return MF_NO_ACTION;
5940 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5941 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
5942 element != EL_SPRING)
5943 return MF_NO_ACTION;
5946 if (mode == DF_SNAP)
5948 InitMovingField(x, y, move_direction);
5949 ContinueMoving(x, y);
5954 Feld[x + dx][y + dy] = element;
5957 if (element == EL_SPRING)
5959 Feld[x + dx][y + dy] = EL_SPRING;
5960 MovDir[x + dx][y + dy] = move_direction;
5963 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5965 DrawLevelField(x + dx, y + dy);
5966 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
5973 if (!player->key[element - EL_GATE_1])
5974 return MF_NO_ACTION;
5977 case EL_GATE_1_GRAY:
5978 case EL_GATE_2_GRAY:
5979 case EL_GATE_3_GRAY:
5980 case EL_GATE_4_GRAY:
5981 if (!player->key[element - EL_GATE_1_GRAY])
5982 return MF_NO_ACTION;
5989 if (!player->key[element - EL_EM_GATE_1])
5990 return MF_NO_ACTION;
5991 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5992 return MF_NO_ACTION;
5994 /* automatically move to the next field with double speed */
5995 player->programmed_action = move_direction;
5996 DOUBLE_PLAYER_SPEED(player);
5998 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6001 case EL_EM_GATE_1_GRAY:
6002 case EL_EM_GATE_2_GRAY:
6003 case EL_EM_GATE_3_GRAY:
6004 case EL_EM_GATE_4_GRAY:
6005 if (!player->key[element - EL_EM_GATE_1_GRAY])
6006 return MF_NO_ACTION;
6007 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6008 return MF_NO_ACTION;
6010 /* automatically move to the next field with double speed */
6011 player->programmed_action = move_direction;
6012 DOUBLE_PLAYER_SPEED(player);
6015 PlaySoundLevelAction(x, y, ACTION_PASSING);
6017 PlaySoundLevel(x, y, SND_GATE_PASSING);
6021 case EL_SWITCHGATE_OPEN:
6022 case EL_TIMEGATE_OPEN:
6023 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6024 return MF_NO_ACTION;
6026 /* automatically move to the next field with double speed */
6027 player->programmed_action = move_direction;
6028 DOUBLE_PLAYER_SPEED(player);
6030 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6033 case EL_SP_PORT_LEFT:
6034 case EL_SP_GRAVITY_PORT_LEFT:
6035 case EL_SP_PORT_RIGHT:
6036 case EL_SP_GRAVITY_PORT_RIGHT:
6038 case EL_SP_GRAVITY_PORT_UP:
6039 case EL_SP_PORT_DOWN:
6040 case EL_SP_GRAVITY_PORT_DOWN:
6041 case EL_SP_PORT_HORIZONTAL:
6042 case EL_SP_PORT_VERTICAL:
6043 case EL_SP_PORT_ANY:
6045 element != EL_SP_PORT_LEFT &&
6046 element != EL_SP_GRAVITY_PORT_LEFT &&
6047 element != EL_SP_PORT_HORIZONTAL &&
6048 element != EL_SP_PORT_ANY) ||
6050 element != EL_SP_PORT_RIGHT &&
6051 element != EL_SP_GRAVITY_PORT_RIGHT &&
6052 element != EL_SP_PORT_HORIZONTAL &&
6053 element != EL_SP_PORT_ANY) ||
6055 element != EL_SP_PORT_UP &&
6056 element != EL_SP_GRAVITY_PORT_UP &&
6057 element != EL_SP_PORT_VERTICAL &&
6058 element != EL_SP_PORT_ANY) ||
6060 element != EL_SP_PORT_DOWN &&
6061 element != EL_SP_GRAVITY_PORT_DOWN &&
6062 element != EL_SP_PORT_VERTICAL &&
6063 element != EL_SP_PORT_ANY) ||
6064 !IN_LEV_FIELD(x + dx, y + dy) ||
6065 !IS_FREE(x + dx, y + dy))
6066 return MF_NO_ACTION;
6068 /* automatically move to the next field with double speed */
6069 player->programmed_action = move_direction;
6070 DOUBLE_PLAYER_SPEED(player);
6072 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6076 case EL_TUBE_VERTICAL:
6077 case EL_TUBE_HORIZONTAL:
6078 case EL_TUBE_VERTICAL_LEFT:
6079 case EL_TUBE_VERTICAL_RIGHT:
6080 case EL_TUBE_HORIZONTAL_UP:
6081 case EL_TUBE_HORIZONTAL_DOWN:
6082 case EL_TUBE_LEFT_UP:
6083 case EL_TUBE_LEFT_DOWN:
6084 case EL_TUBE_RIGHT_UP:
6085 case EL_TUBE_RIGHT_DOWN:
6088 int tube_enter_directions[][2] =
6090 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6091 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6092 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6093 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6094 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6095 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6096 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6097 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6098 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6099 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6100 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6101 { -1, MV_NO_MOVING }
6104 while (tube_enter_directions[i][0] != element)
6107 if (tube_enter_directions[i][0] == -1) /* should not happen */
6111 if (!(tube_enter_directions[i][1] & move_direction))
6112 return MF_NO_ACTION; /* tube has no opening in this direction */
6114 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6118 case EL_EXIT_CLOSED:
6119 case EL_SP_EXIT_CLOSED:
6120 case EL_EXIT_OPENING:
6121 return MF_NO_ACTION;
6125 case EL_SP_EXIT_OPEN:
6126 if (mode == DF_SNAP)
6127 return MF_NO_ACTION;
6129 if (element == EL_EXIT_OPEN)
6130 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6132 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6137 Feld[x][y] = EL_LAMP_ACTIVE;
6138 local_player->lights_still_needed--;
6139 DrawLevelField(x, y);
6140 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6144 case EL_TIME_ORB_FULL:
6145 Feld[x][y] = EL_TIME_ORB_EMPTY;
6147 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6148 DrawLevelField(x, y);
6149 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6153 case EL_SOKOBAN_FIELD_EMPTY:
6156 case EL_SOKOBAN_OBJECT:
6157 case EL_SOKOBAN_FIELD_FULL:
6159 case EL_SP_DISK_YELLOW:
6161 if (mode == DF_SNAP)
6162 return MF_NO_ACTION;
6164 player->Pushing = TRUE;
6166 if (!IN_LEV_FIELD(x+dx, y+dy)
6167 || (!IS_FREE(x+dx, y+dy)
6168 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6169 || !IS_SB_ELEMENT(element))))
6170 return MF_NO_ACTION;
6174 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6175 return MF_NO_ACTION;
6177 else if (dy && real_dx)
6179 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6180 return MF_NO_ACTION;
6183 if (player->push_delay == 0)
6184 player->push_delay = FrameCounter;
6186 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6187 !tape.playing && element != EL_BALLOON)
6188 return MF_NO_ACTION;
6190 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6191 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6192 element != EL_BALLOON)
6193 return MF_NO_ACTION;
6196 if (IS_SB_ELEMENT(element))
6198 if (element == EL_SOKOBAN_FIELD_FULL)
6200 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6201 local_player->sokobanfields_still_needed++;
6206 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6208 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6209 local_player->sokobanfields_still_needed--;
6210 if (element == EL_SOKOBAN_OBJECT)
6212 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6214 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6218 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6220 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6225 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6226 if (element == EL_SOKOBAN_FIELD_FULL)
6228 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6230 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6234 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6236 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6243 Feld[x+dx][y+dy] = element;
6244 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6247 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6249 DrawLevelField(x, y);
6250 DrawLevelField(x + dx, y + dy);
6252 if (IS_SB_ELEMENT(element) &&
6253 local_player->sokobanfields_still_needed == 0 &&
6254 game.emulation == EMU_SOKOBAN)
6256 player->LevelSolved = player->GameOver = TRUE;
6257 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6268 if (IS_PUSHABLE(element))
6270 if (mode == DF_SNAP)
6271 return MF_NO_ACTION;
6273 if (CAN_FALL(element) && dy)
6274 return MF_NO_ACTION;
6276 player->Pushing = TRUE;
6278 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6279 return MF_NO_ACTION;
6283 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6284 return MF_NO_ACTION;
6286 else if (dy && real_dx)
6288 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6289 return MF_NO_ACTION;
6292 if (player->push_delay == 0)
6293 player->push_delay = FrameCounter;
6295 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6296 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6297 return MF_NO_ACTION;
6300 Feld[x + dx][y + dy] = element;
6302 player->push_delay_value = 2 + RND(8);
6304 DrawLevelField(x + dx, y + dy);
6305 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6310 return MF_NO_ACTION;
6313 player->push_delay = 0;
6315 if (Feld[x][y] != element) /* really digged something */
6316 player->is_digging = TRUE;
6321 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6323 int jx = player->jx, jy = player->jy;
6324 int x = jx + dx, y = jy + dy;
6326 if (!player->active || !IN_LEV_FIELD(x, y))
6334 if (player->MovPos == 0)
6335 player->Pushing = FALSE;
6337 player->snapped = FALSE;
6338 player->is_digging = FALSE;
6342 if (player->snapped)
6345 player->MovDir = (dx < 0 ? MV_LEFT :
6348 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6350 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6353 player->snapped = TRUE;
6354 player->is_digging = FALSE;
6355 DrawLevelField(x, y);
6361 boolean PlaceBomb(struct PlayerInfo *player)
6363 int jx = player->jx, jy = player->jy;
6366 if (!player->active || player->MovPos)
6369 element = Feld[jx][jy];
6371 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6372 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6375 if (element != EL_EMPTY)
6376 Store[jx][jy] = element;
6378 MovDelay[jx][jy] = 96;
6380 ResetGfxAnimation(jx, jy);
6381 ResetRandomAnimationValue(jx, jy);
6383 if (player->dynamite)
6385 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6386 EL_DYNAMITE_ACTIVE);
6389 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6391 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6394 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6396 if (game.emulation == EMU_SUPAPLEX)
6397 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6399 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6403 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6408 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6409 player->dynabombs_left--;
6411 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6412 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6414 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6420 /* ------------------------------------------------------------------------- */
6421 /* game sound playing functions */
6422 /* ------------------------------------------------------------------------- */
6424 static int *loop_sound_frame = NULL;
6425 static int *loop_sound_volume = NULL;
6427 void InitPlaySoundLevel()
6429 int num_sounds = getSoundListSize();
6431 if (loop_sound_frame != NULL)
6432 free(loop_sound_frame);
6434 if (loop_sound_volume != NULL)
6435 free(loop_sound_volume);
6437 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6438 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6441 static void PlaySoundLevel(int x, int y, int nr)
6443 int sx = SCREENX(x), sy = SCREENY(y);
6444 int volume, stereo_position;
6445 int max_distance = 8;
6446 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6448 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6449 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6452 if (!IN_LEV_FIELD(x, y) ||
6453 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6454 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6457 volume = SOUND_MAX_VOLUME;
6459 if (!IN_SCR_FIELD(sx, sy))
6461 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6462 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6464 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6467 stereo_position = (SOUND_MAX_LEFT +
6468 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6469 (SCR_FIELDX + 2 * max_distance));
6471 if (IS_LOOP_SOUND(nr))
6473 /* This assures that quieter loop sounds do not overwrite louder ones,
6474 while restarting sound volume comparison with each new game frame. */
6476 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6479 loop_sound_volume[nr] = volume;
6480 loop_sound_frame[nr] = FrameCounter;
6483 PlaySoundExt(nr, volume, stereo_position, type);
6486 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6488 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6489 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6490 y < LEVELY(BY1) ? LEVELY(BY1) :
6491 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6495 static void PlaySoundLevelAction(int x, int y, int action)
6497 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6500 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6502 int sound_effect = element_info[element].sound[action];
6504 if (sound_effect != SND_UNDEFINED)
6505 PlaySoundLevel(x, y, sound_effect);
6508 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6510 int sound_effect = element_info[Feld[x][y]].sound[action];
6512 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6513 PlaySoundLevel(x, y, sound_effect);
6516 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6518 int sound_effect = element_info[Feld[x][y]].sound[action];
6520 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6521 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6524 void RaiseScore(int value)
6526 local_player->score += value;
6527 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6530 void RaiseScoreElement(int element)
6536 case EL_EMERALD_YELLOW:
6537 case EL_EMERALD_RED:
6538 case EL_EMERALD_PURPLE:
6539 RaiseScore(level.score[SC_EDELSTEIN]);
6542 RaiseScore(level.score[SC_DIAMANT]);
6545 case EL_BD_BUTTERFLY:
6546 RaiseScore(level.score[SC_KAEFER]);
6550 RaiseScore(level.score[SC_FLIEGER]);
6553 case EL_DARK_YAMYAM:
6554 RaiseScore(level.score[SC_MAMPFER]);
6557 RaiseScore(level.score[SC_ROBOT]);
6560 RaiseScore(level.score[SC_PACMAN]);
6563 RaiseScore(level.score[SC_KOKOSNUSS]);
6566 RaiseScore(level.score[SC_DYNAMIT]);
6572 RaiseScore(level.score[SC_SCHLUESSEL]);
6579 void RequestQuitGame(boolean ask_if_really_quit)
6581 if (AllPlayersGone ||
6582 !ask_if_really_quit ||
6583 level_editor_test_game ||
6584 Request("Do you really want to quit the game ?",
6585 REQ_ASK | REQ_STAY_CLOSED))
6587 #if defined(PLATFORM_UNIX)
6588 if (options.network)
6589 SendToServer_StopPlaying();
6593 game_status = MAINMENU;
6599 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6604 /* ---------- new game button stuff ---------------------------------------- */
6606 /* graphic position values for game buttons */
6607 #define GAME_BUTTON_XSIZE 30
6608 #define GAME_BUTTON_YSIZE 30
6609 #define GAME_BUTTON_XPOS 5
6610 #define GAME_BUTTON_YPOS 215
6611 #define SOUND_BUTTON_XPOS 5
6612 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6614 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6615 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6616 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6617 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6618 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6619 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6626 } gamebutton_info[NUM_GAME_BUTTONS] =
6629 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6634 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6639 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6644 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6645 SOUND_CTRL_ID_MUSIC,
6646 "background music on/off"
6649 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6650 SOUND_CTRL_ID_LOOPS,
6651 "sound loops on/off"
6654 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6655 SOUND_CTRL_ID_SIMPLE,
6656 "normal sounds on/off"
6660 void CreateGameButtons()
6664 for (i=0; i<NUM_GAME_BUTTONS; i++)
6666 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6667 struct GadgetInfo *gi;
6670 unsigned long event_mask;
6671 int gd_xoffset, gd_yoffset;
6672 int gd_x1, gd_x2, gd_y1, gd_y2;
6675 gd_xoffset = gamebutton_info[i].x;
6676 gd_yoffset = gamebutton_info[i].y;
6677 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6678 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6680 if (id == GAME_CTRL_ID_STOP ||
6681 id == GAME_CTRL_ID_PAUSE ||
6682 id == GAME_CTRL_ID_PLAY)
6684 button_type = GD_TYPE_NORMAL_BUTTON;
6686 event_mask = GD_EVENT_RELEASED;
6687 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6688 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6692 button_type = GD_TYPE_CHECK_BUTTON;
6694 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6695 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6696 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6697 event_mask = GD_EVENT_PRESSED;
6698 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6699 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6702 gi = CreateGadget(GDI_CUSTOM_ID, id,
6703 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6704 GDI_X, DX + gd_xoffset,
6705 GDI_Y, DY + gd_yoffset,
6706 GDI_WIDTH, GAME_BUTTON_XSIZE,
6707 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6708 GDI_TYPE, button_type,
6709 GDI_STATE, GD_BUTTON_UNPRESSED,
6710 GDI_CHECKED, checked,
6711 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6712 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6713 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6714 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6715 GDI_EVENT_MASK, event_mask,
6716 GDI_CALLBACK_ACTION, HandleGameButtons,
6720 Error(ERR_EXIT, "cannot create gadget");
6722 game_gadget[id] = gi;
6726 void FreeGameButtons()
6730 for (i=0; i<NUM_GAME_BUTTONS; i++)
6731 FreeGadget(game_gadget[i]);
6734 static void MapGameButtons()
6738 for (i=0; i<NUM_GAME_BUTTONS; i++)
6739 MapGadget(game_gadget[i]);
6742 void UnmapGameButtons()
6746 for (i=0; i<NUM_GAME_BUTTONS; i++)
6747 UnmapGadget(game_gadget[i]);
6750 static void HandleGameButtons(struct GadgetInfo *gi)
6752 int id = gi->custom_id;
6754 if (game_status != PLAYING)
6759 case GAME_CTRL_ID_STOP:
6760 RequestQuitGame(TRUE);
6763 case GAME_CTRL_ID_PAUSE:
6764 if (options.network)
6766 #if defined(PLATFORM_UNIX)
6768 SendToServer_ContinuePlaying();
6770 SendToServer_PausePlaying();
6774 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6777 case GAME_CTRL_ID_PLAY:
6780 #if defined(PLATFORM_UNIX)
6781 if (options.network)
6782 SendToServer_ContinuePlaying();
6786 tape.pausing = FALSE;
6787 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6792 case SOUND_CTRL_ID_MUSIC:
6793 if (setup.sound_music)
6795 setup.sound_music = FALSE;
6798 else if (audio.music_available)
6800 setup.sound = setup.sound_music = TRUE;
6801 PlayMusic(level_nr);
6805 case SOUND_CTRL_ID_LOOPS:
6806 if (setup.sound_loops)
6807 setup.sound_loops = FALSE;
6808 else if (audio.loops_available)
6809 setup.sound = setup.sound_loops = TRUE;
6812 case SOUND_CTRL_ID_SIMPLE:
6813 if (setup.sound_simple)
6814 setup.sound_simple = FALSE;
6815 else if (audio.sound_available)
6816 setup.sound = setup.sound_simple = TRUE;