1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
116 static void PlaySoundLevelActionIfLoop(int, int, int);
117 static void StopSoundLevelActionIfLoop(int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT_4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
281 stored_player[0].use_murphy_graphic = TRUE;
284 Feld[x][y] = EL_PLAYER_1;
293 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
294 int jx = player->jx, jy = player->jy;
296 player->present = TRUE;
298 if (!options.network || player->connected)
300 player->active = TRUE;
302 /* remove potentially duplicate players */
303 if (StorePlayer[jx][jy] == Feld[x][y])
304 StorePlayer[jx][jy] = 0;
306 StorePlayer[x][y] = Feld[x][y];
310 printf("Player %d activated.\n", player->element_nr);
311 printf("[Local player is %d and currently %s.]\n",
312 local_player->element_nr,
313 local_player->active ? "active" : "not active");
317 Feld[x][y] = EL_EMPTY;
318 player->jx = player->last_jx = x;
319 player->jy = player->last_jy = y;
324 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
325 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
326 else if (x > 0 && Feld[x-1][y] == EL_ACID)
327 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
329 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
330 else if (y > 0 && Feld[x][y-1] == EL_ACID)
331 Feld[x][y] = EL_ACID_POOL_BOTTOM;
332 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
333 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
341 case EL_SPACESHIP_RIGHT:
342 case EL_SPACESHIP_UP:
343 case EL_SPACESHIP_LEFT:
344 case EL_SPACESHIP_DOWN:
346 case EL_BD_BUTTERFLY_RIGHT:
347 case EL_BD_BUTTERFLY_UP:
348 case EL_BD_BUTTERFLY_LEFT:
349 case EL_BD_BUTTERFLY_DOWN:
350 case EL_BD_BUTTERFLY:
351 case EL_BD_FIREFLY_RIGHT:
352 case EL_BD_FIREFLY_UP:
353 case EL_BD_FIREFLY_LEFT:
354 case EL_BD_FIREFLY_DOWN:
356 case EL_PACMAN_RIGHT:
380 if (y == lev_fieldy - 1)
382 Feld[x][y] = EL_AMOEBA_GROWING;
383 Store[x][y] = EL_AMOEBA_WET;
387 case EL_DYNAMITE_ACTIVE:
392 local_player->lights_still_needed++;
395 case EL_SOKOBAN_FIELD_EMPTY:
396 local_player->sokobanfields_still_needed++;
400 local_player->friends_still_needed++;
405 MovDir[x][y] = 1 << RND(4);
409 Feld[x][y] = EL_EMPTY;
412 case EL_EM_KEY_1_FILE:
413 Feld[x][y] = EL_EM_KEY_1;
415 case EL_EM_KEY_2_FILE:
416 Feld[x][y] = EL_EM_KEY_2;
418 case EL_EM_KEY_3_FILE:
419 Feld[x][y] = EL_EM_KEY_3;
421 case EL_EM_KEY_4_FILE:
422 Feld[x][y] = EL_EM_KEY_4;
425 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
431 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
432 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
433 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
434 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
435 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
436 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
439 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
440 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
441 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
443 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
445 game.belt_dir[belt_nr] = belt_dir;
446 game.belt_dir_nr[belt_nr] = belt_dir_nr;
448 else /* more than one switch -- set it like the first switch */
450 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
455 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
457 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
460 case EL_LIGHT_SWITCH_ACTIVE:
462 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
470 void DrawGameDoorValues()
474 for (i=0; i<MAX_PLAYERS; i++)
476 if (stored_player[i].key[j])
477 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
478 el2edimg(EL_KEY_1 + j));
480 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
481 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
482 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
483 int2str(local_player->dynamite, 3), FONT_TEXT_2);
484 DrawText(DX + XX_SCORE, DY + YY_SCORE,
485 int2str(local_player->score, 5), FONT_TEXT_2);
486 DrawText(DX + XX_TIME, DY + YY_TIME,
487 int2str(TimeLeft, 3), FONT_TEXT_2);
492 =============================================================================
494 -----------------------------------------------------------------------------
495 initialize game engine due to level / tape version number
496 =============================================================================
499 static void InitGameEngine()
503 game.engine_version = (tape.playing ? tape.engine_version :
507 printf("level %d: level version == %06d\n", level_nr, level.game_version);
508 printf(" tape version == %06d [%s] [file: %06d]\n",
509 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
511 printf(" => game.engine_version == %06d\n", game.engine_version);
514 /* dynamically adjust player properties according to game engine version */
515 game.initial_move_delay =
516 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
517 INITIAL_MOVE_DELAY_OFF);
519 /* dynamically adjust player properties according to level information */
520 game.initial_move_delay_value =
521 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
523 /* dynamically adjust element properties according to game engine version */
525 static int ep_em_slippery_wall[] =
530 EL_EXPANDABLE_WALL_HORIZONTAL,
531 EL_EXPANDABLE_WALL_VERTICAL,
532 EL_EXPANDABLE_WALL_ANY
534 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
536 /* special EM style gems behaviour */
537 for (i=0; i<ep_em_slippery_wall_num; i++)
538 SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
539 level.em_slippery_gems);
541 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
542 SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
543 (level.em_slippery_gems &&
544 game.engine_version > VERSION_IDENT(2,0,1)));
547 /* initialize changing elements information */
548 for (i=0; i<MAX_NUM_ELEMENTS; i++)
550 changing_element[i].base_element = EL_UNDEFINED;
551 changing_element[i].next_element = EL_UNDEFINED;
552 changing_element[i].change_delay = -1;
553 changing_element[i].pre_change_function = NULL;
554 changing_element[i].change_function = NULL;
555 changing_element[i].post_change_function = NULL;
559 while (changing_element_list[i].base_element != EL_UNDEFINED)
561 struct ChangingElementInfo *ce = &changing_element_list[i];
562 int element = ce->base_element;
564 changing_element[element].base_element = ce->base_element;
565 changing_element[element].next_element = ce->next_element;
566 changing_element[element].change_delay = ce->change_delay;
567 changing_element[element].pre_change_function = ce->pre_change_function;
568 changing_element[element].change_function = ce->change_function;
569 changing_element[element].post_change_function = ce->post_change_function;
577 =============================================================================
579 -----------------------------------------------------------------------------
580 initialize and start new game
581 =============================================================================
586 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
587 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
588 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
595 #if USE_NEW_AMOEBA_CODE
596 printf("Using new amoeba code.\n");
598 printf("Using old amoeba code.\n");
603 /* don't play tapes over network */
604 network_playing = (options.network && !tape.playing);
606 for (i=0; i<MAX_PLAYERS; i++)
608 struct PlayerInfo *player = &stored_player[i];
610 player->index_nr = i;
611 player->element_nr = EL_PLAYER_1 + i;
613 player->present = FALSE;
614 player->active = FALSE;
617 player->effective_action = 0;
618 player->programmed_action = 0;
621 player->gems_still_needed = level.gems_needed;
622 player->sokobanfields_still_needed = 0;
623 player->lights_still_needed = 0;
624 player->friends_still_needed = 0;
627 player->key[j] = FALSE;
629 player->dynamite = 0;
630 player->dynabomb_count = 0;
631 player->dynabomb_size = 1;
632 player->dynabombs_left = 0;
633 player->dynabomb_xl = FALSE;
635 player->MovDir = MV_NO_MOVING;
637 player->Pushing = FALSE;
638 player->Switching = FALSE;
640 player->GfxDir = MV_NO_MOVING;
641 player->GfxAction = ACTION_DEFAULT;
643 player->StepFrame = 0;
645 player->use_murphy_graphic = FALSE;
646 player->use_disk_red_graphic = FALSE;
648 player->actual_frame_counter = 0;
650 player->last_move_dir = MV_NO_MOVING;
651 player->is_moving = FALSE;
653 player->is_moving = FALSE;
654 player->is_waiting = FALSE;
655 player->is_digging = FALSE;
656 player->is_collecting = FALSE;
658 player->move_delay = game.initial_move_delay;
659 player->move_delay_value = game.initial_move_delay_value;
661 player->push_delay = 0;
662 player->push_delay_value = 5;
664 player->snapped = FALSE;
666 player->last_jx = player->last_jy = 0;
667 player->jx = player->jy = 0;
669 player->shield_normal_time_left = 0;
670 player->shield_deadly_time_left = 0;
672 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
673 SnapField(player, 0, 0);
675 player->LevelSolved = FALSE;
676 player->GameOver = FALSE;
679 network_player_action_received = FALSE;
681 #if defined(PLATFORM_UNIX)
682 /* initial null action */
684 SendToServer_MovePlayer(MV_NO_MOVING);
692 TimeLeft = level.time;
694 ScreenMovDir = MV_NO_MOVING;
698 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
700 AllPlayersGone = FALSE;
702 game.yam_content_nr = 0;
703 game.magic_wall_active = FALSE;
704 game.magic_wall_time_left = 0;
705 game.light_time_left = 0;
706 game.timegate_time_left = 0;
707 game.switchgate_pos = 0;
708 game.balloon_dir = MV_NO_MOVING;
709 game.explosions_delayed = TRUE;
713 game.belt_dir[i] = MV_NO_MOVING;
714 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
717 for (i=0; i<MAX_NUM_AMOEBA; i++)
718 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
720 for (x=0; x<lev_fieldx; x++)
722 for (y=0; y<lev_fieldy; y++)
724 Feld[x][y] = Ur[x][y];
725 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
726 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
728 JustStopped[x][y] = 0;
730 ExplodePhase[x][y] = 0;
731 ExplodeField[x][y] = EX_NO_EXPLOSION;
734 GfxAction[x][y] = ACTION_DEFAULT;
735 GfxRandom[x][y] = INIT_GFX_RANDOM();
736 GfxElement[x][y] = EL_UNDEFINED;
740 for(y=0; y<lev_fieldy; y++)
742 for(x=0; x<lev_fieldx; x++)
744 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
746 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
748 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
751 InitField(x, y, TRUE);
757 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
758 emulate_sb ? EMU_SOKOBAN :
759 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
761 /* correct non-moving belts to start moving left */
763 if (game.belt_dir[i] == MV_NO_MOVING)
764 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
766 /* check if any connected player was not found in playfield */
767 for (i=0; i<MAX_PLAYERS; i++)
769 struct PlayerInfo *player = &stored_player[i];
771 if (player->connected && !player->present)
773 for (j=0; j<MAX_PLAYERS; j++)
775 struct PlayerInfo *some_player = &stored_player[j];
776 int jx = some_player->jx, jy = some_player->jy;
778 /* assign first free player found that is present in the playfield */
779 if (some_player->present && !some_player->connected)
781 player->present = TRUE;
782 player->active = TRUE;
783 some_player->present = FALSE;
785 StorePlayer[jx][jy] = player->element_nr;
786 player->jx = player->last_jx = jx;
787 player->jy = player->last_jy = jy;
797 /* when playing a tape, eliminate all players who do not participate */
799 for (i=0; i<MAX_PLAYERS; i++)
801 if (stored_player[i].active && !tape.player_participates[i])
803 struct PlayerInfo *player = &stored_player[i];
804 int jx = player->jx, jy = player->jy;
806 player->active = FALSE;
807 StorePlayer[jx][jy] = 0;
808 Feld[jx][jy] = EL_EMPTY;
812 else if (!options.network && !setup.team_mode) /* && !tape.playing */
814 /* when in single player mode, eliminate all but the first active player */
816 for (i=0; i<MAX_PLAYERS; i++)
818 if (stored_player[i].active)
820 for (j=i+1; j<MAX_PLAYERS; j++)
822 if (stored_player[j].active)
824 struct PlayerInfo *player = &stored_player[j];
825 int jx = player->jx, jy = player->jy;
827 player->active = FALSE;
828 StorePlayer[jx][jy] = 0;
829 Feld[jx][jy] = EL_EMPTY;
836 /* when recording the game, store which players take part in the game */
839 for (i=0; i<MAX_PLAYERS; i++)
840 if (stored_player[i].active)
841 tape.player_participates[i] = TRUE;
846 for (i=0; i<MAX_PLAYERS; i++)
848 struct PlayerInfo *player = &stored_player[i];
850 printf("Player %d: present == %d, connected == %d, active == %d.\n",
855 if (local_player == player)
856 printf("Player %d is local player.\n", i+1);
860 if (BorderElement == EL_EMPTY)
863 SBX_Right = lev_fieldx - SCR_FIELDX;
865 SBY_Lower = lev_fieldy - SCR_FIELDY;
870 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
872 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
875 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
876 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
878 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
879 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
882 scroll_y = SBY_Upper;
883 if (local_player->jx >= SBX_Left + MIDPOSX)
884 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
885 local_player->jx - MIDPOSX :
887 if (local_player->jy >= SBY_Upper + MIDPOSY)
888 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
889 local_player->jy - MIDPOSY :
892 CloseDoor(DOOR_CLOSE_1);
897 /* after drawing the level, correct some elements */
898 if (game.timegate_time_left == 0)
899 CloseAllOpenTimegates();
901 if (setup.soft_scrolling)
902 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
904 redraw_mask |= REDRAW_FROM_BACKBUFFER;
907 /* copy default game door content to main double buffer */
908 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
909 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
912 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
915 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
916 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
917 BlitBitmap(drawto, drawto,
918 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
919 getFontWidth(FONT_LEVEL_NUMBER) * 3,
920 getFontHeight(FONT_LEVEL_NUMBER) - 1,
921 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
924 DrawGameDoorValues();
928 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
929 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
930 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
934 /* copy actual game door content to door double buffer for OpenDoor() */
935 BlitBitmap(drawto, bitmap_db_door,
936 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
938 OpenDoor(DOOR_OPEN_ALL);
940 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
941 if (setup.sound_music)
944 KeyboardAutoRepeatOff();
949 printf("Player %d %sactive.\n",
950 i + 1, (stored_player[i].active ? "" : "not "));
954 void InitMovDir(int x, int y)
956 int i, element = Feld[x][y];
957 static int xy[4][2] =
964 static int direction[3][4] =
966 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
967 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
968 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
978 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
981 case EL_SPACESHIP_RIGHT:
982 case EL_SPACESHIP_UP:
983 case EL_SPACESHIP_LEFT:
984 case EL_SPACESHIP_DOWN:
985 Feld[x][y] = EL_SPACESHIP;
986 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
989 case EL_BD_BUTTERFLY_RIGHT:
990 case EL_BD_BUTTERFLY_UP:
991 case EL_BD_BUTTERFLY_LEFT:
992 case EL_BD_BUTTERFLY_DOWN:
993 Feld[x][y] = EL_BD_BUTTERFLY;
994 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
997 case EL_BD_FIREFLY_RIGHT:
998 case EL_BD_FIREFLY_UP:
999 case EL_BD_FIREFLY_LEFT:
1000 case EL_BD_FIREFLY_DOWN:
1001 Feld[x][y] = EL_BD_FIREFLY;
1002 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1005 case EL_PACMAN_RIGHT:
1007 case EL_PACMAN_LEFT:
1008 case EL_PACMAN_DOWN:
1009 Feld[x][y] = EL_PACMAN;
1010 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1013 case EL_SP_SNIKSNAK:
1014 MovDir[x][y] = MV_UP;
1017 case EL_SP_ELECTRON:
1018 MovDir[x][y] = MV_LEFT;
1025 Feld[x][y] = EL_MOLE;
1026 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1030 MovDir[x][y] = 1 << RND(4);
1031 if (element != EL_BUG &&
1032 element != EL_SPACESHIP &&
1033 element != EL_BD_BUTTERFLY &&
1034 element != EL_BD_FIREFLY)
1039 int x1 = x + xy[i][0];
1040 int y1 = y + xy[i][1];
1042 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1044 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1046 MovDir[x][y] = direction[0][i];
1049 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1050 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1052 MovDir[x][y] = direction[1][i];
1061 void InitAmoebaNr(int x, int y)
1064 int group_nr = AmoebeNachbarNr(x, y);
1068 for (i=1; i<MAX_NUM_AMOEBA; i++)
1070 if (AmoebaCnt[i] == 0)
1078 AmoebaNr[x][y] = group_nr;
1079 AmoebaCnt[group_nr]++;
1080 AmoebaCnt2[group_nr]++;
1086 boolean raise_level = FALSE;
1088 if (local_player->MovPos)
1091 if (tape.playing && tape.auto_play)
1092 tape.auto_play_level_solved = TRUE;
1094 local_player->LevelSolved = FALSE;
1096 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1100 if (!tape.playing && setup.sound_loops)
1101 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1102 SND_CTRL_PLAY_LOOP);
1104 while (TimeLeft > 0)
1106 if (!tape.playing && !setup.sound_loops)
1107 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1108 if (TimeLeft > 0 && !(TimeLeft % 10))
1109 RaiseScore(level.score[SC_TIME_BONUS]);
1110 if (TimeLeft > 100 && !(TimeLeft % 10))
1114 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1121 if (!tape.playing && setup.sound_loops)
1122 StopSound(SND_GAME_LEVELTIME_BONUS);
1124 else if (level.time == 0) /* level without time limit */
1126 if (!tape.playing && setup.sound_loops)
1127 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1128 SND_CTRL_PLAY_LOOP);
1130 while (TimePlayed < 999)
1132 if (!tape.playing && !setup.sound_loops)
1133 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1134 if (TimePlayed < 999 && !(TimePlayed % 10))
1135 RaiseScore(level.score[SC_TIME_BONUS]);
1136 if (TimePlayed < 900 && !(TimePlayed % 10))
1140 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1147 if (!tape.playing && setup.sound_loops)
1148 StopSound(SND_GAME_LEVELTIME_BONUS);
1151 /* Hero disappears */
1152 DrawLevelField(ExitX, ExitY);
1158 CloseDoor(DOOR_CLOSE_1);
1163 SaveTape(tape.level_nr); /* Ask to save tape */
1166 if (level_nr == leveldir_current->handicap_level)
1168 leveldir_current->handicap_level++;
1169 SaveLevelSetup_SeriesInfo();
1172 if (level_editor_test_game)
1173 local_player->score = -1; /* no highscore when playing from editor */
1174 else if (level_nr < leveldir_current->last_level)
1175 raise_level = TRUE; /* advance to next level */
1177 if ((hi_pos = NewHiScore()) >= 0)
1179 game_status = HALLOFFAME;
1180 DrawHallOfFame(hi_pos);
1189 game_status = MAINMENU;
1206 LoadScore(level_nr);
1208 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1209 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1212 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1214 if (local_player->score > highscore[k].Score)
1216 /* player has made it to the hall of fame */
1218 if (k < MAX_SCORE_ENTRIES - 1)
1220 int m = MAX_SCORE_ENTRIES - 1;
1223 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1224 if (!strcmp(setup.player_name, highscore[l].Name))
1226 if (m == k) /* player's new highscore overwrites his old one */
1232 strcpy(highscore[l].Name, highscore[l - 1].Name);
1233 highscore[l].Score = highscore[l - 1].Score;
1240 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1241 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1242 highscore[k].Score = local_player->score;
1248 else if (!strncmp(setup.player_name, highscore[k].Name,
1249 MAX_PLAYER_NAME_LEN))
1250 break; /* player already there with a higher score */
1256 SaveScore(level_nr);
1261 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1263 if (player->GfxAction != action || player->GfxDir != dir)
1266 printf("Player frame reset! (%d => %d, %d => %d)\n",
1267 player->GfxAction, action, player->GfxDir, dir);
1270 player->GfxAction = action;
1271 player->GfxDir = dir;
1273 player->StepFrame = 0;
1277 static void ResetRandomAnimationValue(int x, int y)
1279 GfxRandom[x][y] = INIT_GFX_RANDOM();
1282 static void ResetGfxAnimation(int x, int y)
1285 GfxAction[x][y] = ACTION_DEFAULT;
1288 void InitMovingField(int x, int y, int direction)
1290 int element = Feld[x][y];
1291 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1292 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1294 if (!JustStopped[x][y] || direction != MovDir[x][y])
1295 ResetGfxAnimation(x, y);
1297 MovDir[newx][newy] = MovDir[x][y] = direction;
1299 if (Feld[newx][newy] == EL_EMPTY)
1300 Feld[newx][newy] = EL_BLOCKED;
1302 if (direction == MV_DOWN && CAN_FALL(element))
1303 GfxAction[x][y] = ACTION_FALLING;
1305 GfxAction[x][y] = ACTION_MOVING;
1307 GfxFrame[newx][newy] = GfxFrame[x][y];
1308 GfxAction[newx][newy] = GfxAction[x][y];
1309 GfxRandom[newx][newy] = GfxRandom[x][y];
1312 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1314 int direction = MovDir[x][y];
1315 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1316 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1322 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1324 int oldx = x, oldy = y;
1325 int direction = MovDir[x][y];
1327 if (direction == MV_LEFT)
1329 else if (direction == MV_RIGHT)
1331 else if (direction == MV_UP)
1333 else if (direction == MV_DOWN)
1336 *comes_from_x = oldx;
1337 *comes_from_y = oldy;
1340 int MovingOrBlocked2Element(int x, int y)
1342 int element = Feld[x][y];
1344 if (element == EL_BLOCKED)
1348 Blocked2Moving(x, y, &oldx, &oldy);
1349 return Feld[oldx][oldy];
1355 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1357 /* like MovingOrBlocked2Element(), but if element is moving
1358 and (x,y) is the field the moving element is just leaving,
1359 return EL_BLOCKED instead of the element value */
1360 int element = Feld[x][y];
1362 if (IS_MOVING(x, y))
1364 if (element == EL_BLOCKED)
1368 Blocked2Moving(x, y, &oldx, &oldy);
1369 return Feld[oldx][oldy];
1378 static void RemoveField(int x, int y)
1380 Feld[x][y] = EL_EMPTY;
1381 GfxElement[x][y] = EL_EMPTY;
1387 void RemoveMovingField(int x, int y)
1389 int oldx = x, oldy = y, newx = x, newy = y;
1391 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1394 if (IS_MOVING(x, y))
1396 Moving2Blocked(x, y, &newx, &newy);
1397 if (Feld[newx][newy] != EL_BLOCKED)
1400 else if (Feld[x][y] == EL_BLOCKED)
1402 Blocked2Moving(x, y, &oldx, &oldy);
1403 if (!IS_MOVING(oldx, oldy))
1407 if (Feld[x][y] == EL_BLOCKED &&
1408 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1409 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1410 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1411 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1412 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1414 Feld[oldx][oldy] = EL_EMPTY;
1416 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1418 Feld[newx][newy] = EL_EMPTY;
1419 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1420 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1421 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1423 DrawLevelField(oldx, oldy);
1424 DrawLevelField(newx, newy);
1427 void DrawDynamite(int x, int y)
1429 int sx = SCREENX(x), sy = SCREENY(y);
1430 int graphic = el2img(Feld[x][y]);
1433 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1437 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1439 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1443 DrawGraphicThruMask(sx, sy, graphic, frame);
1445 DrawGraphic(sx, sy, graphic, frame);
1447 if (game.emulation == EMU_SUPAPLEX)
1448 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1449 else if (Store[x][y])
1450 DrawGraphicThruMask(sx, sy, graphic, frame);
1452 DrawGraphic(sx, sy, graphic, frame);
1456 void CheckDynamite(int x, int y)
1458 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1462 if (MovDelay[x][y] != 0)
1465 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1472 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1474 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1475 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1476 StopSound(SND_DYNAMITE_ACTIVE);
1478 StopSound(SND_DYNABOMB_ACTIVE);
1484 void Explode(int ex, int ey, int phase, int mode)
1488 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1489 int last_phase = num_phase * delay;
1490 int half_phase = (num_phase / 2) * delay;
1491 int first_phase_after_start = EX_PHASE_START + 1;
1493 if (game.explosions_delayed)
1495 ExplodeField[ex][ey] = mode;
1499 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1501 int center_element = Feld[ex][ey];
1503 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1505 /* put moving element to center field (and let it explode there) */
1506 center_element = MovingOrBlocked2Element(ex, ey);
1507 RemoveMovingField(ex, ey);
1508 Feld[ex][ey] = center_element;
1511 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1515 if (!IN_LEV_FIELD(x, y) ||
1516 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1517 (x != ex || y != ey)))
1520 element = Feld[x][y];
1522 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1524 element = MovingOrBlocked2Element(x, y);
1525 RemoveMovingField(x, y);
1528 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1531 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1533 if (IS_ACTIVE_BOMB(element))
1535 /* re-activate things under the bomb like gate or penguin */
1536 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1543 if (element == EL_EXPLOSION)
1544 element = Store2[x][y];
1546 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1548 switch(StorePlayer[ex][ey])
1551 Store[x][y] = EL_EMERALD_RED;
1554 Store[x][y] = EL_EMERALD;
1557 Store[x][y] = EL_EMERALD_PURPLE;
1561 Store[x][y] = EL_EMERALD_YELLOW;
1565 if (game.emulation == EMU_SUPAPLEX)
1566 Store[x][y] = EL_EMPTY;
1568 else if (center_element == EL_MOLE)
1569 Store[x][y] = EL_EMERALD_RED;
1570 else if (center_element == EL_PENGUIN)
1571 Store[x][y] = EL_EMERALD_PURPLE;
1572 else if (center_element == EL_BUG)
1573 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1574 else if (center_element == EL_BD_BUTTERFLY)
1575 Store[x][y] = EL_BD_DIAMOND;
1576 else if (center_element == EL_SP_ELECTRON)
1577 Store[x][y] = EL_SP_INFOTRON;
1578 else if (center_element == EL_YAMYAM)
1579 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1580 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1581 Store[x][y] = level.amoeba_content;
1582 else if (element == EL_WALL_EMERALD)
1583 Store[x][y] = EL_EMERALD;
1584 else if (element == EL_WALL_DIAMOND)
1585 Store[x][y] = EL_DIAMOND;
1586 else if (element == EL_WALL_BD_DIAMOND)
1587 Store[x][y] = EL_BD_DIAMOND;
1588 else if (element == EL_WALL_EMERALD_YELLOW)
1589 Store[x][y] = EL_EMERALD_YELLOW;
1590 else if (element == EL_WALL_EMERALD_RED)
1591 Store[x][y] = EL_EMERALD_RED;
1592 else if (element == EL_WALL_EMERALD_PURPLE)
1593 Store[x][y] = EL_EMERALD_PURPLE;
1594 else if (element == EL_WALL_PEARL)
1595 Store[x][y] = EL_PEARL;
1596 else if (element == EL_WALL_CRYSTAL)
1597 Store[x][y] = EL_CRYSTAL;
1598 else if (!IS_PFORTE(Store[x][y]))
1599 Store[x][y] = EL_EMPTY;
1601 if (x != ex || y != ey ||
1602 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1603 Store2[x][y] = element;
1605 if (AmoebaNr[x][y] &&
1606 (element == EL_AMOEBA_FULL ||
1607 element == EL_BD_AMOEBA ||
1608 element == EL_AMOEBA_GROWING))
1610 AmoebaCnt[AmoebaNr[x][y]]--;
1611 AmoebaCnt2[AmoebaNr[x][y]]--;
1614 Feld[x][y] = EL_EXPLOSION;
1615 GfxElement[x][y] = EL_EMPTY;
1616 MovDir[x][y] = MovPos[x][y] = 0;
1618 ExplodePhase[x][y] = 1;
1622 if (center_element == EL_YAMYAM)
1623 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1634 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1636 if (phase == first_phase_after_start)
1638 int element = Store2[x][y];
1640 if (element == EL_BLACK_ORB)
1642 Feld[x][y] = Store2[x][y];
1647 else if (phase == half_phase)
1649 int element = Store2[x][y];
1651 if (IS_PLAYER(x, y))
1652 KillHeroUnlessProtected(x, y);
1653 else if (IS_EXPLOSIVE(element))
1655 Feld[x][y] = Store2[x][y];
1659 else if (element == EL_AMOEBA_TO_DIAMOND)
1660 AmoebeUmwandeln(x, y);
1663 if (phase == last_phase)
1667 element = Feld[x][y] = Store[x][y];
1668 Store[x][y] = Store2[x][y] = 0;
1669 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1670 InitField(x, y, FALSE);
1671 if (CAN_MOVE(element) || COULD_MOVE(element))
1673 DrawLevelField(x, y);
1675 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1676 StorePlayer[x][y] = 0;
1678 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1680 int stored = Store[x][y];
1681 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1682 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1684 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1687 DrawLevelFieldCrumbledSand(x, y);
1689 if (IS_PFORTE(Store[x][y]))
1691 DrawLevelElement(x, y, Store[x][y]);
1692 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1695 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1699 void DynaExplode(int ex, int ey)
1702 int dynabomb_size = 1;
1703 boolean dynabomb_xl = FALSE;
1704 struct PlayerInfo *player;
1705 static int xy[4][2] =
1713 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1715 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1716 dynabomb_size = player->dynabomb_size;
1717 dynabomb_xl = player->dynabomb_xl;
1718 player->dynabombs_left++;
1721 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1725 for (j=1; j<=dynabomb_size; j++)
1727 int x = ex + j * xy[i % 4][0];
1728 int y = ey + j * xy[i % 4][1];
1731 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1734 element = Feld[x][y];
1736 /* do not restart explosions of fields with active bombs */
1737 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1740 Explode(x, y, EX_PHASE_START, EX_BORDER);
1742 if (element != EL_EMPTY &&
1743 element != EL_SAND &&
1744 element != EL_EXPLOSION &&
1751 void Bang(int x, int y)
1753 int element = Feld[x][y];
1755 if (game.emulation == EMU_SUPAPLEX)
1756 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1758 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1761 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1769 case EL_BD_BUTTERFLY:
1772 case EL_DARK_YAMYAM:
1776 RaiseScoreElement(element);
1777 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1779 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1780 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1781 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1782 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1783 case EL_DYNABOMB_INCREASE_NUMBER:
1784 case EL_DYNABOMB_INCREASE_SIZE:
1785 case EL_DYNABOMB_INCREASE_POWER:
1790 case EL_LAMP_ACTIVE:
1791 if (IS_PLAYER(x, y))
1792 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1794 Explode(x, y, EX_PHASE_START, EX_CENTER);
1797 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1802 void SplashAcid(int x, int y)
1804 int element = Feld[x][y];
1806 if (element != EL_ACID_SPLASH_LEFT &&
1807 element != EL_ACID_SPLASH_RIGHT)
1809 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1811 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1812 (!IN_LEV_FIELD(x-1, y-1) ||
1813 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1814 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1816 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1817 (!IN_LEV_FIELD(x+1, y-1) ||
1818 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1819 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1823 static void InitBeltMovement()
1825 static int belt_base_element[4] =
1827 EL_CONVEYOR_BELT_1_LEFT,
1828 EL_CONVEYOR_BELT_2_LEFT,
1829 EL_CONVEYOR_BELT_3_LEFT,
1830 EL_CONVEYOR_BELT_4_LEFT
1832 static int belt_base_active_element[4] =
1834 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1835 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1836 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1837 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1842 /* set frame order for belt animation graphic according to belt direction */
1849 int element = belt_base_active_element[belt_nr] + j;
1850 int graphic = el2img(element);
1852 if (game.belt_dir[i] == MV_LEFT)
1853 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1855 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1859 for(y=0; y<lev_fieldy; y++)
1861 for(x=0; x<lev_fieldx; x++)
1863 int element = Feld[x][y];
1867 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1869 int e_belt_nr = getBeltNrFromBeltElement(element);
1872 if (e_belt_nr == belt_nr)
1874 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1876 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1884 static void ToggleBeltSwitch(int x, int y)
1886 static int belt_base_element[4] =
1888 EL_CONVEYOR_BELT_1_LEFT,
1889 EL_CONVEYOR_BELT_2_LEFT,
1890 EL_CONVEYOR_BELT_3_LEFT,
1891 EL_CONVEYOR_BELT_4_LEFT
1893 static int belt_base_active_element[4] =
1895 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1896 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1897 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1898 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1900 static int belt_base_switch_element[4] =
1902 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1903 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1904 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1905 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1907 static int belt_move_dir[4] =
1915 int element = Feld[x][y];
1916 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1917 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1918 int belt_dir = belt_move_dir[belt_dir_nr];
1921 if (!IS_BELT_SWITCH(element))
1924 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1925 game.belt_dir[belt_nr] = belt_dir;
1927 if (belt_dir_nr == 3)
1930 /* set frame order for belt animation graphic according to belt direction */
1933 int element = belt_base_active_element[belt_nr] + i;
1934 int graphic = el2img(element);
1936 if (belt_dir == MV_LEFT)
1937 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1939 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1942 for (yy=0; yy<lev_fieldy; yy++)
1944 for (xx=0; xx<lev_fieldx; xx++)
1946 int element = Feld[xx][yy];
1948 if (IS_BELT_SWITCH(element))
1950 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1952 if (e_belt_nr == belt_nr)
1954 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1955 DrawLevelField(xx, yy);
1958 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1960 int e_belt_nr = getBeltNrFromBeltElement(element);
1962 if (e_belt_nr == belt_nr)
1964 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1966 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1967 DrawLevelField(xx, yy);
1970 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1972 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1974 if (e_belt_nr == belt_nr)
1976 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1978 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1979 DrawLevelField(xx, yy);
1986 static void ToggleSwitchgateSwitch(int x, int y)
1990 game.switchgate_pos = !game.switchgate_pos;
1992 for (yy=0; yy<lev_fieldy; yy++)
1994 for (xx=0; xx<lev_fieldx; xx++)
1996 int element = Feld[xx][yy];
1998 if (element == EL_SWITCHGATE_SWITCH_UP ||
1999 element == EL_SWITCHGATE_SWITCH_DOWN)
2001 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2002 DrawLevelField(xx, yy);
2004 else if (element == EL_SWITCHGATE_OPEN ||
2005 element == EL_SWITCHGATE_OPENING)
2007 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2009 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2011 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2014 else if (element == EL_SWITCHGATE_CLOSED ||
2015 element == EL_SWITCHGATE_CLOSING)
2017 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2019 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2021 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2028 static int getInvisibleActiveFromInvisibleElement(int element)
2030 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2031 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2032 EL_INVISIBLE_SAND_ACTIVE);
2035 static int getInvisibleFromInvisibleActiveElement(int element)
2037 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2038 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2042 static void RedrawAllLightSwitchesAndInvisibleElements()
2046 for (y=0; y<lev_fieldy; y++)
2048 for (x=0; x<lev_fieldx; x++)
2050 int element = Feld[x][y];
2052 if (element == EL_LIGHT_SWITCH &&
2053 game.light_time_left > 0)
2055 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2056 DrawLevelField(x, y);
2058 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2059 game.light_time_left == 0)
2061 Feld[x][y] = EL_LIGHT_SWITCH;
2062 DrawLevelField(x, y);
2064 else if (element == EL_INVISIBLE_STEELWALL ||
2065 element == EL_INVISIBLE_WALL ||
2066 element == EL_INVISIBLE_SAND)
2068 if (game.light_time_left > 0)
2069 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2071 DrawLevelField(x, y);
2073 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2074 element == EL_INVISIBLE_WALL_ACTIVE ||
2075 element == EL_INVISIBLE_SAND_ACTIVE)
2077 if (game.light_time_left == 0)
2078 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2080 DrawLevelField(x, y);
2086 static void ToggleLightSwitch(int x, int y)
2088 int element = Feld[x][y];
2090 game.light_time_left =
2091 (element == EL_LIGHT_SWITCH ?
2092 level.time_light * FRAMES_PER_SECOND : 0);
2094 RedrawAllLightSwitchesAndInvisibleElements();
2097 static void ActivateTimegateSwitch(int x, int y)
2101 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2103 for (yy=0; yy<lev_fieldy; yy++)
2105 for (xx=0; xx<lev_fieldx; xx++)
2107 int element = Feld[xx][yy];
2109 if (element == EL_TIMEGATE_CLOSED ||
2110 element == EL_TIMEGATE_CLOSING)
2112 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2113 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2117 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2119 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2120 DrawLevelField(xx, yy);
2127 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2130 void Impact(int x, int y)
2132 boolean lastline = (y == lev_fieldy-1);
2133 boolean object_hit = FALSE;
2134 int element = Feld[x][y];
2137 if (!lastline) /* check if element below was hit */
2139 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2142 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2143 MovDir[x][y+1] != MV_DOWN ||
2144 MovPos[x][y+1] <= TILEY / 2));
2146 smashed = MovingOrBlocked2Element(x, y+1);
2149 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2155 if (lastline || object_hit)
2157 ResetGfxAnimation(x, y);
2158 DrawLevelField(x, y);
2161 if ((element == EL_BOMB ||
2162 element == EL_SP_DISK_ORANGE ||
2163 element == EL_DX_SUPABOMB) &&
2164 (lastline || object_hit)) /* element is bomb */
2169 else if (element == EL_PEARL)
2171 Feld[x][y] = EL_PEARL_BREAKING;
2172 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2176 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2178 if (object_hit && IS_PLAYER(x, y+1))
2179 KillHeroUnlessProtected(x, y+1);
2180 else if (object_hit && smashed == EL_PENGUIN)
2184 Feld[x][y] = EL_AMOEBA_GROWING;
2185 Store[x][y] = EL_AMOEBA_WET;
2187 ResetRandomAnimationValue(x, y);
2192 if (!lastline && object_hit) /* check which object was hit */
2194 if (CAN_CHANGE(element) &&
2195 (smashed == EL_MAGIC_WALL ||
2196 smashed == EL_BD_MAGIC_WALL))
2199 int activated_magic_wall =
2200 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2201 EL_BD_MAGIC_WALL_ACTIVE);
2203 /* activate magic wall / mill */
2204 for (yy=0; yy<lev_fieldy; yy++)
2205 for (xx=0; xx<lev_fieldx; xx++)
2206 if (Feld[xx][yy] == smashed)
2207 Feld[xx][yy] = activated_magic_wall;
2209 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2210 game.magic_wall_active = TRUE;
2212 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2213 SND_MAGIC_WALL_ACTIVATING :
2214 SND_BD_MAGIC_WALL_ACTIVATING));
2217 if (IS_PLAYER(x, y + 1))
2219 KillHeroUnlessProtected(x, y+1);
2222 else if (smashed == EL_PENGUIN)
2227 else if (element == EL_BD_DIAMOND)
2229 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2235 else if ((element == EL_SP_INFOTRON ||
2236 element == EL_SP_ZONK) &&
2237 (smashed == EL_SP_SNIKSNAK ||
2238 smashed == EL_SP_ELECTRON ||
2239 smashed == EL_SP_DISK_ORANGE))
2244 else if (element == EL_ROCK ||
2245 element == EL_SP_ZONK ||
2246 element == EL_BD_ROCK)
2248 if (IS_ENEMY(smashed) ||
2249 smashed == EL_BOMB ||
2250 smashed == EL_SP_DISK_ORANGE ||
2251 smashed == EL_DX_SUPABOMB ||
2252 smashed == EL_SATELLITE ||
2253 smashed == EL_PIG ||
2254 smashed == EL_DRAGON ||
2260 else if (!IS_MOVING(x, y + 1))
2262 if (smashed == EL_LAMP ||
2263 smashed == EL_LAMP_ACTIVE)
2268 else if (smashed == EL_NUT)
2270 Feld[x][y+1] = EL_NUT_BREAKING;
2271 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2272 RaiseScoreElement(EL_NUT);
2275 else if (smashed == EL_PEARL)
2277 Feld[x][y+1] = EL_PEARL_BREAKING;
2278 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2281 else if (smashed == EL_DIAMOND)
2283 Feld[x][y+1] = EL_EMPTY;
2284 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2287 else if (IS_BELT_SWITCH(smashed))
2289 ToggleBeltSwitch(x, y+1);
2291 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2292 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2294 ToggleSwitchgateSwitch(x, y+1);
2296 else if (smashed == EL_LIGHT_SWITCH ||
2297 smashed == EL_LIGHT_SWITCH_ACTIVE)
2299 ToggleLightSwitch(x, y+1);
2305 /* play sound of magic wall / mill */
2307 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2308 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2310 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2311 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2312 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2313 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2318 /* play sound of object that hits the ground */
2319 if (lastline || object_hit)
2320 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2323 void TurnRound(int x, int y)
2335 { 0, 0 }, { 0, 0 }, { 0, 0 },
2340 int left, right, back;
2344 { MV_DOWN, MV_UP, MV_RIGHT },
2345 { MV_UP, MV_DOWN, MV_LEFT },
2347 { MV_LEFT, MV_RIGHT, MV_DOWN },
2348 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2349 { MV_RIGHT, MV_LEFT, MV_UP }
2352 int element = Feld[x][y];
2353 int old_move_dir = MovDir[x][y];
2354 int left_dir = turn[old_move_dir].left;
2355 int right_dir = turn[old_move_dir].right;
2356 int back_dir = turn[old_move_dir].back;
2358 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2359 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2360 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2361 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2363 int left_x = x + left_dx, left_y = y + left_dy;
2364 int right_x = x + right_dx, right_y = y + right_dy;
2365 int move_x = x + move_dx, move_y = y + move_dy;
2367 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2369 TestIfBadThingTouchesOtherBadThing(x, y);
2371 if (IN_LEV_FIELD(right_x, right_y) &&
2372 IS_FREE(right_x, right_y))
2373 MovDir[x][y] = right_dir;
2374 else if (!IN_LEV_FIELD(move_x, move_y) ||
2375 !IS_FREE(move_x, move_y))
2376 MovDir[x][y] = left_dir;
2378 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2380 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2383 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2384 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2386 TestIfBadThingTouchesOtherBadThing(x, y);
2388 if (IN_LEV_FIELD(left_x, left_y) &&
2389 IS_FREE(left_x, left_y))
2390 MovDir[x][y] = left_dir;
2391 else if (!IN_LEV_FIELD(move_x, move_y) ||
2392 !IS_FREE(move_x, move_y))
2393 MovDir[x][y] = right_dir;
2395 if ((element == EL_SPACESHIP ||
2396 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2397 && MovDir[x][y] != old_move_dir)
2399 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2402 else if (element == EL_YAMYAM)
2404 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2406 if (IN_LEV_FIELD(left_x, left_y) &&
2407 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2408 Feld[left_x][left_y] == EL_DIAMOND))
2409 can_turn_left = TRUE;
2410 if (IN_LEV_FIELD(right_x, right_y) &&
2411 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2412 Feld[right_x][right_y] == EL_DIAMOND))
2413 can_turn_right = TRUE;
2415 if (can_turn_left && can_turn_right)
2416 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2417 else if (can_turn_left)
2418 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2419 else if (can_turn_right)
2420 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2422 MovDir[x][y] = back_dir;
2424 MovDelay[x][y] = 16+16*RND(3);
2426 else if (element == EL_DARK_YAMYAM)
2428 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2430 if (IN_LEV_FIELD(left_x, left_y) &&
2431 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2432 IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
2433 can_turn_left = TRUE;
2434 if (IN_LEV_FIELD(right_x, right_y) &&
2435 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2436 IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
2437 can_turn_right = TRUE;
2439 if (can_turn_left && can_turn_right)
2440 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2441 else if (can_turn_left)
2442 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2443 else if (can_turn_right)
2444 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2446 MovDir[x][y] = back_dir;
2448 MovDelay[x][y] = 16+16*RND(3);
2450 else if (element == EL_PACMAN)
2452 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2454 if (IN_LEV_FIELD(left_x, left_y) &&
2455 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2456 IS_AMOEBOID(Feld[left_x][left_y])))
2457 can_turn_left = TRUE;
2458 if (IN_LEV_FIELD(right_x, right_y) &&
2459 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2460 IS_AMOEBOID(Feld[right_x][right_y])))
2461 can_turn_right = TRUE;
2463 if (can_turn_left && can_turn_right)
2464 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2465 else if (can_turn_left)
2466 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2467 else if (can_turn_right)
2468 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2470 MovDir[x][y] = back_dir;
2472 MovDelay[x][y] = 6+RND(40);
2474 else if (element == EL_PIG)
2476 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2477 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2478 boolean should_move_on = FALSE;
2480 int rnd = RND(rnd_value);
2482 if (IN_LEV_FIELD(left_x, left_y) &&
2483 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2484 can_turn_left = TRUE;
2485 if (IN_LEV_FIELD(right_x, right_y) &&
2486 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2487 can_turn_right = TRUE;
2488 if (IN_LEV_FIELD(move_x, move_y) &&
2489 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2492 if (can_turn_left &&
2494 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2495 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2496 should_turn_left = TRUE;
2497 if (can_turn_right &&
2499 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2500 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2501 should_turn_right = TRUE;
2503 (!can_turn_left || !can_turn_right ||
2504 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2505 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2506 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2507 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2508 should_move_on = TRUE;
2510 if (should_turn_left || should_turn_right || should_move_on)
2512 if (should_turn_left && should_turn_right && should_move_on)
2513 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2514 rnd < 2*rnd_value/3 ? right_dir :
2516 else if (should_turn_left && should_turn_right)
2517 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2518 else if (should_turn_left && should_move_on)
2519 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2520 else if (should_turn_right && should_move_on)
2521 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2522 else if (should_turn_left)
2523 MovDir[x][y] = left_dir;
2524 else if (should_turn_right)
2525 MovDir[x][y] = right_dir;
2526 else if (should_move_on)
2527 MovDir[x][y] = old_move_dir;
2529 else if (can_move_on && rnd > rnd_value/8)
2530 MovDir[x][y] = old_move_dir;
2531 else if (can_turn_left && can_turn_right)
2532 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2533 else if (can_turn_left && rnd > rnd_value/8)
2534 MovDir[x][y] = left_dir;
2535 else if (can_turn_right && rnd > rnd_value/8)
2536 MovDir[x][y] = right_dir;
2538 MovDir[x][y] = back_dir;
2540 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2541 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2542 MovDir[x][y] = old_move_dir;
2546 else if (element == EL_DRAGON)
2548 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2550 int rnd = RND(rnd_value);
2552 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2553 can_turn_left = TRUE;
2554 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2555 can_turn_right = TRUE;
2556 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2559 if (can_move_on && rnd > rnd_value/8)
2560 MovDir[x][y] = old_move_dir;
2561 else if (can_turn_left && can_turn_right)
2562 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2563 else if (can_turn_left && rnd > rnd_value/8)
2564 MovDir[x][y] = left_dir;
2565 else if (can_turn_right && rnd > rnd_value/8)
2566 MovDir[x][y] = right_dir;
2568 MovDir[x][y] = back_dir;
2570 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2571 MovDir[x][y] = old_move_dir;
2575 else if (element == EL_MOLE)
2577 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2579 if (IN_LEV_FIELD(move_x, move_y) &&
2580 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2581 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2586 if (IN_LEV_FIELD(left_x, left_y) &&
2587 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2588 can_turn_left = TRUE;
2589 if (IN_LEV_FIELD(right_x, right_y) &&
2590 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2591 can_turn_right = TRUE;
2593 if (can_turn_left && can_turn_right)
2594 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2595 else if (can_turn_left)
2596 MovDir[x][y] = left_dir;
2598 MovDir[x][y] = right_dir;
2601 if (MovDir[x][y] != old_move_dir)
2604 else if (element == EL_BALLOON)
2606 MovDir[x][y] = game.balloon_dir;
2609 else if (element == EL_SPRING)
2611 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2612 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2613 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2614 MovDir[x][y] = MV_NO_MOVING;
2618 else if (element == EL_ROBOT ||
2619 element == EL_SATELLITE ||
2620 element == EL_PENGUIN)
2622 int attr_x = -1, attr_y = -1;
2633 for (i=0; i<MAX_PLAYERS; i++)
2635 struct PlayerInfo *player = &stored_player[i];
2636 int jx = player->jx, jy = player->jy;
2638 if (!player->active)
2641 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2649 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2655 if (element == EL_PENGUIN)
2658 static int xy[4][2] =
2668 int ex = x + xy[i%4][0];
2669 int ey = y + xy[i%4][1];
2671 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2680 MovDir[x][y] = MV_NO_MOVING;
2682 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2684 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2686 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2688 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2690 if (element == EL_ROBOT)
2694 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2695 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2696 Moving2Blocked(x, y, &newx, &newy);
2698 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2699 MovDelay[x][y] = 8+8*!RND(3);
2701 MovDelay[x][y] = 16;
2709 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2711 boolean first_horiz = RND(2);
2712 int new_move_dir = MovDir[x][y];
2715 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2716 Moving2Blocked(x, y, &newx, &newy);
2718 if (IN_LEV_FIELD(newx, newy) &&
2719 (IS_FREE(newx, newy) ||
2720 Feld[newx][newy] == EL_ACID ||
2721 (element == EL_PENGUIN &&
2722 (Feld[newx][newy] == EL_EXIT_OPEN ||
2723 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2727 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2728 Moving2Blocked(x, y, &newx, &newy);
2730 if (IN_LEV_FIELD(newx, newy) &&
2731 (IS_FREE(newx, newy) ||
2732 Feld[newx][newy] == EL_ACID ||
2733 (element == EL_PENGUIN &&
2734 (Feld[newx][newy] == EL_EXIT_OPEN ||
2735 IS_FOOD_PENGUIN(Feld[newx][newy])))))
2738 MovDir[x][y] = old_move_dir;
2745 static boolean JustBeingPushed(int x, int y)
2749 for (i=0; i<MAX_PLAYERS; i++)
2751 struct PlayerInfo *player = &stored_player[i];
2753 if (player->active && player->Pushing && player->MovPos)
2755 int next_jx = player->jx + (player->jx - player->last_jx);
2756 int next_jy = player->jy + (player->jy - player->last_jy);
2758 if (x == next_jx && y == next_jy)
2766 void StartMoving(int x, int y)
2768 static boolean use_spring_bug = TRUE;
2769 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2770 int element = Feld[x][y];
2775 GfxAction[x][y] = ACTION_DEFAULT;
2777 if (CAN_FALL(element) && y < lev_fieldy - 1)
2779 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2780 if (JustBeingPushed(x, y))
2783 if (element == EL_QUICKSAND_FULL)
2785 if (IS_FREE(x, y+1))
2787 InitMovingField(x, y, MV_DOWN);
2788 started_moving = TRUE;
2790 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2791 Store[x][y] = EL_ROCK;
2793 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2795 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2798 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2800 if (!MovDelay[x][y])
2801 MovDelay[x][y] = TILEY + 1;
2810 Feld[x][y] = EL_QUICKSAND_EMPTY;
2811 Feld[x][y+1] = EL_QUICKSAND_FULL;
2812 Store[x][y+1] = Store[x][y];
2815 PlaySoundLevelAction(x, y, ACTION_FILLING);
2817 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2821 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2822 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2824 InitMovingField(x, y, MV_DOWN);
2825 started_moving = TRUE;
2827 Feld[x][y] = EL_QUICKSAND_FILLING;
2828 Store[x][y] = element;
2830 PlaySoundLevelAction(x, y, ACTION_FILLING);
2832 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2835 else if (element == EL_MAGIC_WALL_FULL)
2837 if (IS_FREE(x, y+1))
2839 InitMovingField(x, y, MV_DOWN);
2840 started_moving = TRUE;
2842 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2843 Store[x][y] = EL_CHANGED(Store[x][y]);
2845 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2847 if (!MovDelay[x][y])
2848 MovDelay[x][y] = TILEY/4 + 1;
2857 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2858 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2859 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2863 else if (element == EL_BD_MAGIC_WALL_FULL)
2865 if (IS_FREE(x, y+1))
2867 InitMovingField(x, y, MV_DOWN);
2868 started_moving = TRUE;
2870 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2871 Store[x][y] = EL_CHANGED2(Store[x][y]);
2873 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2875 if (!MovDelay[x][y])
2876 MovDelay[x][y] = TILEY/4 + 1;
2885 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2886 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2887 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2891 else if (CAN_CHANGE(element) &&
2892 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2893 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2895 InitMovingField(x, y, MV_DOWN);
2896 started_moving = TRUE;
2899 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2900 EL_BD_MAGIC_WALL_FILLING);
2901 Store[x][y] = element;
2904 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2906 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2911 InitMovingField(x, y, MV_DOWN);
2912 started_moving = TRUE;
2914 Store[x][y] = EL_ACID;
2916 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2917 GfxAction[x][y+1] = ACTION_ACTIVE;
2920 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2925 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2927 if (MovDir[x][y] == MV_NO_MOVING)
2929 InitMovingField(x, y, MV_DOWN);
2930 started_moving = TRUE;
2933 else if (IS_FREE(x, y+1))
2935 if (JustStopped[x][y]) /* prevent animation from being restarted */
2936 MovDir[x][y] = MV_DOWN;
2938 InitMovingField(x, y, MV_DOWN);
2939 started_moving = TRUE;
2941 else if (element == EL_AMOEBA_DROP)
2943 Feld[x][y] = EL_AMOEBA_GROWING;
2944 Store[x][y] = EL_AMOEBA_WET;
2946 /* Store[x][y+1] must be zero, because:
2947 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2950 #if OLD_GAME_BEHAVIOUR
2951 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2953 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2954 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2955 element != EL_DX_SUPABOMB)
2958 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2959 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2960 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2961 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2964 boolean left = (x>0 && IS_FREE(x-1, y) &&
2965 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2966 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2967 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2971 if (left && right &&
2972 (game.emulation != EMU_BOULDERDASH &&
2973 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2974 left = !(right = RND(2));
2976 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2977 started_moving = TRUE;
2980 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2982 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2983 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2984 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2985 int belt_dir = game.belt_dir[belt_nr];
2987 if ((belt_dir == MV_LEFT && left_is_free) ||
2988 (belt_dir == MV_RIGHT && right_is_free))
2990 InitMovingField(x, y, belt_dir);
2991 started_moving = TRUE;
2993 GfxAction[x][y] = ACTION_DEFAULT;
2998 /* not "else if" because of EL_SPRING */
2999 if (CAN_MOVE(element) && !started_moving)
3003 if ((element == EL_SATELLITE ||
3004 element == EL_BALLOON ||
3005 element == EL_SPRING)
3006 && JustBeingPushed(x, y))
3011 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3012 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3014 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3016 Moving2Blocked(x, y, &newx, &newy);
3017 if (Feld[newx][newy] == EL_BLOCKED)
3018 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3023 if (!MovDelay[x][y]) /* start new movement phase */
3025 /* all objects that can change their move direction after each step
3026 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3028 if (element != EL_YAMYAM &&
3029 element != EL_DARK_YAMYAM &&
3030 element != EL_PACMAN)
3034 if (MovDelay[x][y] && (element == EL_BUG ||
3035 element == EL_SPACESHIP ||
3036 element == EL_SP_SNIKSNAK ||
3037 element == EL_SP_ELECTRON ||
3038 element == EL_MOLE))
3039 DrawLevelField(x, y);
3043 if (MovDelay[x][y]) /* wait some time before next movement */
3047 if (element == EL_ROBOT ||
3048 element == EL_YAMYAM ||
3049 element == EL_DARK_YAMYAM)
3051 DrawLevelElementAnimationIfNeeded(x, y, element);
3052 PlaySoundLevelAction(x, y, ACTION_WAITING);
3054 else if (element == EL_SP_ELECTRON)
3055 DrawLevelElementAnimationIfNeeded(x, y, element);
3056 else if (element == EL_DRAGON)
3059 int dir = MovDir[x][y];
3060 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3061 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3062 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3063 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3064 dir == MV_UP ? IMG_FLAMES_1_UP :
3065 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3066 int frame = getGraphicAnimationFrame(graphic, -1);
3068 for (i=1; i<=3; i++)
3070 int xx = x + i*dx, yy = y + i*dy;
3071 int sx = SCREENX(xx), sy = SCREENY(yy);
3072 int flame_graphic = graphic + (i - 1);
3074 if (!IN_LEV_FIELD(xx, yy) ||
3075 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3080 int flamed = MovingOrBlocked2Element(xx, yy);
3082 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3085 RemoveMovingField(xx, yy);
3087 Feld[xx][yy] = EL_FLAMES;
3088 if (IN_SCR_FIELD(sx, sy))
3089 DrawGraphic(sx, sy, flame_graphic, frame);
3093 if (Feld[xx][yy] == EL_FLAMES)
3094 Feld[xx][yy] = EL_EMPTY;
3095 DrawLevelField(xx, yy);
3100 if (MovDelay[x][y]) /* element still has to wait some time */
3102 PlaySoundLevelAction(x, y, ACTION_WAITING);
3108 /* now make next step */
3110 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3112 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3113 !PLAYER_PROTECTED(newx, newy))
3117 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3120 /* enemy got the player */
3122 KillHero(PLAYERINFO(newx, newy));
3127 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3128 element == EL_SATELLITE || element == EL_BALLOON) &&
3129 IN_LEV_FIELD(newx, newy) &&
3130 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3133 Store[x][y] = EL_ACID;
3135 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3137 if (Feld[newx][newy] == EL_EXIT_OPEN)
3139 Feld[x][y] = EL_EMPTY;
3140 DrawLevelField(x, y);
3142 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3143 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3144 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3146 local_player->friends_still_needed--;
3147 if (!local_player->friends_still_needed &&
3148 !local_player->GameOver && AllPlayersGone)
3149 local_player->LevelSolved = local_player->GameOver = TRUE;
3153 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3155 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3156 DrawLevelField(newx, newy);
3158 MovDir[x][y] = MV_NO_MOVING;
3160 else if (!IS_FREE(newx, newy))
3162 if (IS_PLAYER(x, y))
3163 DrawPlayerField(x, y);
3165 DrawLevelField(x, y);
3169 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3171 if (IS_GEM(Feld[newx][newy]))
3173 if (IS_MOVING(newx, newy))
3174 RemoveMovingField(newx, newy);
3177 Feld[newx][newy] = EL_EMPTY;
3178 DrawLevelField(newx, newy);
3181 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3183 else if (!IS_FREE(newx, newy))
3185 if (IS_PLAYER(x, y))
3186 DrawPlayerField(x, y);
3188 DrawLevelField(x, y);
3192 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3194 if (!IS_FREE(newx, newy))
3196 if (IS_PLAYER(x, y))
3197 DrawPlayerField(x, y);
3199 DrawLevelField(x, y);
3204 boolean wanna_flame = !RND(10);
3205 int dx = newx - x, dy = newy - y;
3206 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3207 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3208 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3209 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3210 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3211 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3213 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3214 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3215 element1 != EL_FLAMES && element2 != EL_FLAMES)
3217 if (IS_PLAYER(x, y))
3218 DrawPlayerField(x, y);
3220 DrawLevelField(x, y);
3222 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3224 MovDelay[x][y] = 50;
3225 Feld[newx][newy] = EL_FLAMES;
3226 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3227 Feld[newx1][newy1] = EL_FLAMES;
3228 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3229 Feld[newx2][newy2] = EL_FLAMES;
3234 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3235 Feld[newx][newy] == EL_DIAMOND)
3237 if (IS_MOVING(newx, newy))
3238 RemoveMovingField(newx, newy);
3241 Feld[newx][newy] = EL_EMPTY;
3242 DrawLevelField(newx, newy);
3245 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3247 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3248 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3250 if (AmoebaNr[newx][newy])
3252 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3253 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3254 Feld[newx][newy] == EL_BD_AMOEBA)
3255 AmoebaCnt[AmoebaNr[newx][newy]]--;
3258 if (IS_MOVING(newx, newy))
3259 RemoveMovingField(newx, newy);
3262 Feld[newx][newy] = EL_EMPTY;
3263 DrawLevelField(newx, newy);
3266 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3268 else if ((element == EL_PACMAN || element == EL_MOLE)
3269 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3271 if (AmoebaNr[newx][newy])
3273 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3274 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3275 Feld[newx][newy] == EL_BD_AMOEBA)
3276 AmoebaCnt[AmoebaNr[newx][newy]]--;
3279 if (element == EL_MOLE)
3281 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3282 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3283 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3284 return; /* wait for shrinking amoeba */
3286 else /* element == EL_PACMAN */
3288 Feld[newx][newy] = EL_EMPTY;
3289 DrawLevelField(newx, newy);
3290 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3293 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3294 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3295 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3297 /* wait for shrinking amoeba to completely disappear */
3300 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3302 /* object was running against a wall */
3306 if (element == EL_BUG || element == EL_SPACESHIP ||
3307 element == EL_SP_SNIKSNAK)
3308 DrawLevelField(x, y);
3309 else if (element == EL_BUG || element == EL_SPACESHIP ||
3310 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3311 DrawLevelField(x, y);
3312 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3313 DrawLevelElementAnimationIfNeeded(x, y, element);
3314 else if (element == EL_SATELLITE)
3315 DrawLevelElementAnimationIfNeeded(x, y, element);
3316 else if (element == EL_SP_ELECTRON)
3317 DrawLevelElementAnimationIfNeeded(x, y, element);
3319 if (DONT_TOUCH(element))
3320 TestIfBadThingTouchesHero(x, y);
3322 PlaySoundLevelAction(x, y, ACTION_WAITING);
3327 InitMovingField(x, y, MovDir[x][y]);
3329 PlaySoundLevelAction(x, y, ACTION_MOVING);
3333 ContinueMoving(x, y);
3336 void ContinueMoving(int x, int y)
3338 int element = Feld[x][y];
3339 int direction = MovDir[x][y];
3340 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3341 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3342 int horiz_move = (dx != 0);
3343 int newx = x + dx, newy = y + dy;
3344 int step = (horiz_move ? dx : dy) * TILEX / 8;
3346 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3348 else if (element == EL_QUICKSAND_FILLING ||
3349 element == EL_QUICKSAND_EMPTYING)
3351 else if (element == EL_MAGIC_WALL_FILLING ||
3352 element == EL_BD_MAGIC_WALL_FILLING ||
3353 element == EL_MAGIC_WALL_EMPTYING ||
3354 element == EL_BD_MAGIC_WALL_EMPTYING)
3356 else if (CAN_FALL(element) && horiz_move &&
3357 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3359 else if (element == EL_SPRING && horiz_move)
3362 #if OLD_GAME_BEHAVIOUR
3363 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3367 MovPos[x][y] += step;
3369 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3371 Feld[x][y] = EL_EMPTY;
3372 Feld[newx][newy] = element;
3374 if (element == EL_MOLE)
3377 static int xy[4][2] =
3385 Feld[x][y] = EL_SAND;
3386 DrawLevelField(x, y);
3395 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3396 DrawLevelField(xx, yy); /* for "crumbled sand" */
3400 if (element == EL_QUICKSAND_FILLING)
3402 element = Feld[newx][newy] = get_next_element(element);
3403 Store[newx][newy] = Store[x][y];
3405 else if (element == EL_QUICKSAND_EMPTYING)
3407 Feld[x][y] = get_next_element(element);
3408 element = Feld[newx][newy] = Store[x][y];
3410 else if (element == EL_MAGIC_WALL_FILLING)
3412 element = Feld[newx][newy] = get_next_element(element);
3413 if (!game.magic_wall_active)
3414 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3415 Store[newx][newy] = Store[x][y];
3417 else if (element == EL_MAGIC_WALL_EMPTYING)
3419 Feld[x][y] = get_next_element(element);
3420 if (!game.magic_wall_active)
3421 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3422 element = Feld[newx][newy] = Store[x][y];
3424 else if (element == EL_BD_MAGIC_WALL_FILLING)
3426 element = Feld[newx][newy] = get_next_element(element);
3427 if (!game.magic_wall_active)
3428 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3429 Store[newx][newy] = Store[x][y];
3431 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3433 Feld[x][y] = get_next_element(element);
3434 if (!game.magic_wall_active)
3435 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3436 element = Feld[newx][newy] = Store[x][y];
3438 else if (element == EL_AMOEBA_DROPPING)
3440 Feld[x][y] = get_next_element(element);
3441 element = Feld[newx][newy] = Store[x][y];
3443 else if (Store[x][y] == EL_ACID)
3445 element = Feld[newx][newy] = EL_ACID;
3449 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3450 MovDelay[newx][newy] = 0;
3452 /* copy animation control values to new field */
3453 GfxFrame[newx][newy] = GfxFrame[x][y];
3454 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3455 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3457 ResetGfxAnimation(x, y); /* reset animation values for old field */
3461 if (!CAN_MOVE(element))
3462 MovDir[newx][newy] = 0;
3465 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3466 MovDir[newx][newy] = 0;
3469 if (!CAN_MOVE(element) ||
3470 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3471 MovDir[newx][newy] = 0;
3475 DrawLevelField(x, y);
3476 DrawLevelField(newx, newy);
3478 Stop[newx][newy] = TRUE;
3479 JustStopped[newx][newy] = 3;
3481 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3483 TestIfBadThingTouchesHero(newx, newy);
3484 TestIfBadThingTouchesFriend(newx, newy);
3485 TestIfBadThingTouchesOtherBadThing(newx, newy);
3487 else if (element == EL_PENGUIN)
3488 TestIfFriendTouchesBadThing(newx, newy);
3490 if (CAN_SMASH(element) && direction == MV_DOWN &&
3491 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3494 else /* still moving on */
3496 DrawLevelField(x, y);
3500 int AmoebeNachbarNr(int ax, int ay)
3503 int element = Feld[ax][ay];
3505 static int xy[4][2] =
3515 int x = ax + xy[i][0];
3516 int y = ay + xy[i][1];
3518 if (!IN_LEV_FIELD(x, y))
3521 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3522 group_nr = AmoebaNr[x][y];
3528 void AmoebenVereinigen(int ax, int ay)
3530 int i, x, y, xx, yy;
3531 int new_group_nr = AmoebaNr[ax][ay];
3532 static int xy[4][2] =
3540 if (new_group_nr == 0)
3548 if (!IN_LEV_FIELD(x, y))
3551 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3552 Feld[x][y] == EL_BD_AMOEBA ||
3553 Feld[x][y] == EL_AMOEBA_DEAD) &&
3554 AmoebaNr[x][y] != new_group_nr)
3556 int old_group_nr = AmoebaNr[x][y];
3558 if (old_group_nr == 0)
3561 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3562 AmoebaCnt[old_group_nr] = 0;
3563 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3564 AmoebaCnt2[old_group_nr] = 0;
3566 for (yy=0; yy<lev_fieldy; yy++)
3568 for (xx=0; xx<lev_fieldx; xx++)
3570 if (AmoebaNr[xx][yy] == old_group_nr)
3571 AmoebaNr[xx][yy] = new_group_nr;
3578 void AmoebeUmwandeln(int ax, int ay)
3582 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3584 int group_nr = AmoebaNr[ax][ay];
3589 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3590 printf("AmoebeUmwandeln(): This should never happen!\n");
3595 for (y=0; y<lev_fieldy; y++)
3597 for (x=0; x<lev_fieldx; x++)
3599 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3602 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3606 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3607 SND_AMOEBA_TURNING_TO_GEM :
3608 SND_AMOEBA_TURNING_TO_ROCK));
3613 static int xy[4][2] =
3626 if (!IN_LEV_FIELD(x, y))
3629 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3631 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3632 SND_AMOEBA_TURNING_TO_GEM :
3633 SND_AMOEBA_TURNING_TO_ROCK));
3640 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3643 int group_nr = AmoebaNr[ax][ay];
3644 boolean done = FALSE;
3649 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3650 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3655 for (y=0; y<lev_fieldy; y++)
3657 for (x=0; x<lev_fieldx; x++)
3659 if (AmoebaNr[x][y] == group_nr &&
3660 (Feld[x][y] == EL_AMOEBA_DEAD ||
3661 Feld[x][y] == EL_BD_AMOEBA ||
3662 Feld[x][y] == EL_AMOEBA_GROWING))
3665 Feld[x][y] = new_element;
3666 InitField(x, y, FALSE);
3667 DrawLevelField(x, y);
3674 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3675 SND_BD_AMOEBA_TURNING_TO_ROCK :
3676 SND_BD_AMOEBA_TURNING_TO_GEM));
3679 void AmoebeWaechst(int x, int y)
3681 static unsigned long sound_delay = 0;
3682 static unsigned long sound_delay_value = 0;
3684 if (!MovDelay[x][y]) /* start new growing cycle */
3688 if (DelayReached(&sound_delay, sound_delay_value))
3691 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3693 if (Store[x][y] == EL_BD_AMOEBA)
3694 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3696 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3698 sound_delay_value = 30;
3702 if (MovDelay[x][y]) /* wait some time before growing bigger */
3705 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3707 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3708 6 - MovDelay[x][y]);
3710 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3713 if (!MovDelay[x][y])
3715 Feld[x][y] = Store[x][y];
3717 DrawLevelField(x, y);
3722 void AmoebaDisappearing(int x, int y)
3724 static unsigned long sound_delay = 0;
3725 static unsigned long sound_delay_value = 0;
3727 if (!MovDelay[x][y]) /* start new shrinking cycle */
3731 if (DelayReached(&sound_delay, sound_delay_value))
3732 sound_delay_value = 30;
3735 if (MovDelay[x][y]) /* wait some time before shrinking */
3738 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3740 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3741 6 - MovDelay[x][y]);
3743 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3746 if (!MovDelay[x][y])
3748 Feld[x][y] = EL_EMPTY;
3749 DrawLevelField(x, y);
3751 /* don't let mole enter this field in this cycle;
3752 (give priority to objects falling to this field from above) */
3758 void AmoebeAbleger(int ax, int ay)
3761 int element = Feld[ax][ay];
3762 int graphic = el2img(element);
3763 int newax = ax, neway = ay;
3764 static int xy[4][2] =
3772 if (!level.amoeba_speed)
3774 Feld[ax][ay] = EL_AMOEBA_DEAD;
3775 DrawLevelField(ax, ay);
3779 if (IS_ANIMATED(graphic))
3780 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3782 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3783 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3785 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3788 if (MovDelay[ax][ay])
3792 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3795 int x = ax + xy[start][0];
3796 int y = ay + xy[start][1];
3798 if (!IN_LEV_FIELD(x, y))
3801 if (IS_FREE(x, y) ||
3802 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3808 if (newax == ax && neway == ay)
3811 else /* normal or "filled" (BD style) amoeba */
3814 boolean waiting_for_player = FALSE;
3818 int j = (start + i) % 4;
3819 int x = ax + xy[j][0];
3820 int y = ay + xy[j][1];
3822 if (!IN_LEV_FIELD(x, y))
3825 if (IS_FREE(x, y) ||
3826 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3832 else if (IS_PLAYER(x, y))
3833 waiting_for_player = TRUE;
3836 if (newax == ax && neway == ay) /* amoeba cannot grow */
3838 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3840 Feld[ax][ay] = EL_AMOEBA_DEAD;
3841 DrawLevelField(ax, ay);
3842 AmoebaCnt[AmoebaNr[ax][ay]]--;
3844 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3846 if (element == EL_AMOEBA_FULL)
3847 AmoebeUmwandeln(ax, ay);
3848 else if (element == EL_BD_AMOEBA)
3849 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3854 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3856 /* amoeba gets larger by growing in some direction */
3858 int new_group_nr = AmoebaNr[ax][ay];
3861 if (new_group_nr == 0)
3863 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3864 printf("AmoebeAbleger(): This should never happen!\n");
3869 AmoebaNr[newax][neway] = new_group_nr;
3870 AmoebaCnt[new_group_nr]++;
3871 AmoebaCnt2[new_group_nr]++;
3873 /* if amoeba touches other amoeba(s) after growing, unify them */
3874 AmoebenVereinigen(newax, neway);
3876 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3878 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3884 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3885 (neway == lev_fieldy - 1 && newax != ax))
3887 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3888 Store[newax][neway] = element;
3890 else if (neway == ay)
3892 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3894 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3896 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3901 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3902 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3903 Store[ax][ay] = EL_AMOEBA_DROP;
3904 ContinueMoving(ax, ay);
3908 DrawLevelField(newax, neway);
3911 void Life(int ax, int ay)
3914 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3916 int element = Feld[ax][ay];
3917 int graphic = el2img(element);
3918 boolean changed = FALSE;
3920 if (IS_ANIMATED(graphic))
3921 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3926 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3927 MovDelay[ax][ay] = life_time;
3929 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3932 if (MovDelay[ax][ay])
3936 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3938 int xx = ax+x1, yy = ay+y1;
3941 if (!IN_LEV_FIELD(xx, yy))
3944 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3946 int x = xx+x2, y = yy+y2;
3948 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3951 if (((Feld[x][y] == element ||
3952 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
3954 (IS_FREE(x, y) && Stop[x][y]))
3958 if (xx == ax && yy == ay) /* field in the middle */
3960 if (nachbarn < life[0] || nachbarn > life[1])
3962 Feld[xx][yy] = EL_EMPTY;
3964 DrawLevelField(xx, yy);
3965 Stop[xx][yy] = TRUE;
3969 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3970 { /* free border field */
3971 if (nachbarn >= life[2] && nachbarn <= life[3])
3973 Feld[xx][yy] = element;
3974 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
3976 DrawLevelField(xx, yy);
3977 Stop[xx][yy] = TRUE;
3984 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
3985 SND_GAME_OF_LIFE_GROWING);
3988 static void InitRobotWheel(int x, int y)
3990 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3993 static void RunRobotWheel(int x, int y)
3995 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3998 static void StopRobotWheel(int x, int y)
4000 if (ZX == x && ZY == y)
4004 static void InitTimegateWheel(int x, int y)
4006 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4009 static void RunTimegateWheel(int x, int y)
4011 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4014 void CheckExit(int x, int y)
4016 if (local_player->gems_still_needed > 0 ||
4017 local_player->sokobanfields_still_needed > 0 ||
4018 local_player->lights_still_needed > 0)
4020 int element = Feld[x][y];
4021 int graphic = el2img(element);
4023 if (IS_ANIMATED(graphic))
4024 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4029 Feld[x][y] = EL_EXIT_OPENING;
4031 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4034 void CheckExitSP(int x, int y)
4036 if (local_player->gems_still_needed > 0)
4038 int element = Feld[x][y];
4039 int graphic = el2img(element);
4041 if (IS_ANIMATED(graphic))
4042 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4047 Feld[x][y] = EL_SP_EXIT_OPEN;
4049 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4052 static void CloseAllOpenTimegates()
4056 for (y=0; y<lev_fieldy; y++)
4058 for (x=0; x<lev_fieldx; x++)
4060 int element = Feld[x][y];
4062 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4064 Feld[x][y] = EL_TIMEGATE_CLOSING;
4066 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4068 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4075 void EdelsteinFunkeln(int x, int y)
4077 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4080 if (Feld[x][y] == EL_BD_DIAMOND)
4083 if (MovDelay[x][y] == 0) /* next animation frame */
4084 MovDelay[x][y] = 11 * !SimpleRND(500);
4086 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4090 if (setup.direct_draw && MovDelay[x][y])
4091 SetDrawtoField(DRAW_BUFFERED);
4093 DrawLevelElementAnimation(x, y, Feld[x][y]);
4095 if (MovDelay[x][y] != 0)
4097 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4098 10 - MovDelay[x][y]);
4100 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4102 if (setup.direct_draw)
4106 dest_x = FX + SCREENX(x) * TILEX;
4107 dest_y = FY + SCREENY(y) * TILEY;
4109 BlitBitmap(drawto_field, window,
4110 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4111 SetDrawtoField(DRAW_DIRECT);
4117 void MauerWaechst(int x, int y)
4121 if (!MovDelay[x][y]) /* next animation frame */
4122 MovDelay[x][y] = 3 * delay;
4124 if (MovDelay[x][y]) /* wait some time before next frame */
4128 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4130 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4131 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4133 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4136 if (!MovDelay[x][y])
4138 if (MovDir[x][y] == MV_LEFT)
4140 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4141 DrawLevelField(x - 1, y);
4143 else if (MovDir[x][y] == MV_RIGHT)
4145 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4146 DrawLevelField(x + 1, y);
4148 else if (MovDir[x][y] == MV_UP)
4150 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4151 DrawLevelField(x, y - 1);
4155 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4156 DrawLevelField(x, y + 1);
4159 Feld[x][y] = Store[x][y];
4161 MovDir[x][y] = MV_NO_MOVING;
4162 DrawLevelField(x, y);
4167 void MauerAbleger(int ax, int ay)
4169 int element = Feld[ax][ay];
4170 int graphic = el2img(element);
4171 boolean oben_frei = FALSE, unten_frei = FALSE;
4172 boolean links_frei = FALSE, rechts_frei = FALSE;
4173 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4174 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4175 boolean new_wall = FALSE;
4177 if (IS_ANIMATED(graphic))
4178 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4180 if (!MovDelay[ax][ay]) /* start building new wall */
4181 MovDelay[ax][ay] = 6;
4183 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4186 if (MovDelay[ax][ay])
4190 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4192 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4194 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4196 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4199 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4200 element == EL_EXPANDABLE_WALL_ANY)
4204 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4205 Store[ax][ay-1] = element;
4206 MovDir[ax][ay-1] = MV_UP;
4207 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4208 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4209 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4214 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4215 Store[ax][ay+1] = element;
4216 MovDir[ax][ay+1] = MV_DOWN;
4217 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4218 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4219 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4224 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4225 element == EL_EXPANDABLE_WALL_ANY ||
4226 element == EL_EXPANDABLE_WALL)
4230 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4231 Store[ax-1][ay] = element;
4232 MovDir[ax-1][ay] = MV_LEFT;
4233 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4234 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4235 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4241 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4242 Store[ax+1][ay] = element;
4243 MovDir[ax+1][ay] = MV_RIGHT;
4244 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4245 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4246 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4251 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4252 DrawLevelField(ax, ay);
4254 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4256 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4257 unten_massiv = TRUE;
4258 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4259 links_massiv = TRUE;
4260 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4261 rechts_massiv = TRUE;
4263 if (((oben_massiv && unten_massiv) ||
4264 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4265 element == EL_EXPANDABLE_WALL) &&
4266 ((links_massiv && rechts_massiv) ||
4267 element == EL_EXPANDABLE_WALL_VERTICAL))
4268 Feld[ax][ay] = EL_WALL;
4272 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4274 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4278 void CheckForDragon(int x, int y)
4281 boolean dragon_found = FALSE;
4282 static int xy[4][2] =
4294 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4296 if (IN_LEV_FIELD(xx, yy) &&
4297 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4299 if (Feld[xx][yy] == EL_DRAGON)
4300 dragon_found = TRUE;
4313 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4315 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4317 Feld[xx][yy] = EL_EMPTY;
4318 DrawLevelField(xx, yy);
4327 static void InitBuggyBase(int x, int y)
4329 int element = Feld[x][y];
4330 int activating_delay = FRAMES_PER_SECOND / 4;
4333 (element == EL_SP_BUGGY_BASE ?
4334 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4335 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4337 element == EL_SP_BUGGY_BASE_ACTIVE ?
4338 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4341 static void WarnBuggyBase(int x, int y)
4344 static int xy[4][2] =
4354 int xx = x + xy[i][0], yy = y + xy[i][1];
4356 if (IS_PLAYER(xx, yy))
4358 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4365 static void InitTrap(int x, int y)
4367 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4370 static void ActivateTrap(int x, int y)
4372 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4375 static void ChangeActiveTrap(int x, int y)
4377 int graphic = IMG_TRAP_ACTIVE;
4379 /* if new animation frame was drawn, correct crumbled sand border */
4380 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4381 DrawLevelFieldCrumbledSand(x, y);
4384 static void ChangeElement(int x, int y)
4386 int element = Feld[x][y];
4388 if (MovDelay[x][y] == 0) /* initialize element change */
4390 MovDelay[x][y] = changing_element[element].change_delay + 1;
4392 ResetGfxAnimation(x, y);
4393 ResetRandomAnimationValue(x, y);
4395 if (changing_element[element].pre_change_function)
4396 changing_element[element].pre_change_function(x, y);
4401 if (MovDelay[x][y] != 0) /* continue element change */
4403 if (IS_ANIMATED(el2img(element)))
4404 DrawLevelElementAnimationIfNeeded(x, y, element);
4406 if (changing_element[element].change_function)
4407 changing_element[element].change_function(x, y);
4409 else /* finish element change */
4411 Feld[x][y] = changing_element[element].next_element;
4413 ResetGfxAnimation(x, y);
4414 ResetRandomAnimationValue(x, y);
4416 DrawLevelField(x, y);
4418 if (changing_element[element].post_change_function)
4419 changing_element[element].post_change_function(x, y);
4423 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4425 static byte stored_player_action[MAX_PLAYERS];
4426 static int num_stored_actions = 0;
4427 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4428 int left = player_action & JOY_LEFT;
4429 int right = player_action & JOY_RIGHT;
4430 int up = player_action & JOY_UP;
4431 int down = player_action & JOY_DOWN;
4432 int button1 = player_action & JOY_BUTTON_1;
4433 int button2 = player_action & JOY_BUTTON_2;
4434 int dx = (left ? -1 : right ? 1 : 0);
4435 int dy = (up ? -1 : down ? 1 : 0);
4437 stored_player_action[player->index_nr] = 0;
4438 num_stored_actions++;
4440 if (!player->active || tape.pausing)
4446 snapped = SnapField(player, dx, dy);
4450 bombed = PlaceBomb(player);
4451 moved = MoveFigure(player, dx, dy);
4454 if (tape.single_step && tape.recording && !tape.pausing)
4456 if (button1 || (bombed && !moved))
4458 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4459 SnapField(player, 0, 0); /* stop snapping */
4463 stored_player_action[player->index_nr] = player_action;
4467 /* no actions for this player (no input at player's configured device) */
4469 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4470 SnapField(player, 0, 0);
4471 CheckGravityMovement(player);
4473 if (player->MovPos == 0)
4476 printf("Trying... Player frame reset\n");
4479 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4482 if (player->MovPos == 0) /* needed for tape.playing */
4483 player->is_moving = FALSE;
4486 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4488 TapeRecordAction(stored_player_action);
4489 num_stored_actions = 0;
4495 static unsigned long action_delay = 0;
4496 unsigned long action_delay_value;
4497 int magic_wall_x = 0, magic_wall_y = 0;
4498 int i, x, y, element, graphic;
4499 byte *recorded_player_action;
4500 byte summarized_player_action = 0;
4502 if (game_status != PLAYING)
4505 action_delay_value =
4506 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4508 if (tape.playing && tape.index_search && !tape.pausing)
4509 action_delay_value = 0;
4511 /* ---------- main game synchronization point ---------- */
4513 WaitUntilDelayReached(&action_delay, action_delay_value);
4515 if (network_playing && !network_player_action_received)
4519 printf("DEBUG: try to get network player actions in time\n");
4523 #if defined(PLATFORM_UNIX)
4524 /* last chance to get network player actions without main loop delay */
4528 if (game_status != PLAYING)
4531 if (!network_player_action_received)
4535 printf("DEBUG: failed to get network player actions in time\n");
4545 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4547 for (i=0; i<MAX_PLAYERS; i++)
4549 summarized_player_action |= stored_player[i].action;
4551 if (!network_playing)
4552 stored_player[i].effective_action = stored_player[i].action;
4555 #if defined(PLATFORM_UNIX)
4556 if (network_playing)
4557 SendToServer_MovePlayer(summarized_player_action);
4560 if (!options.network && !setup.team_mode)
4561 local_player->effective_action = summarized_player_action;
4563 for (i=0; i<MAX_PLAYERS; i++)
4565 int actual_player_action = stored_player[i].effective_action;
4567 if (stored_player[i].programmed_action)
4568 actual_player_action = stored_player[i].programmed_action;
4570 if (recorded_player_action)
4571 actual_player_action = recorded_player_action[i];
4573 PlayerActions(&stored_player[i], actual_player_action);
4574 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4577 network_player_action_received = FALSE;
4579 ScrollScreen(NULL, SCROLL_GO_ON);
4585 for (i=0; i<MAX_PLAYERS; i++)
4586 stored_player[i].Frame++;
4589 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4592 if (JustStopped[x][y] > 0)
4593 JustStopped[x][y]--;
4598 if (IS_BLOCKED(x, y))
4602 Blocked2Moving(x, y, &oldx, &oldy);
4603 if (!IS_MOVING(oldx, oldy))
4605 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4606 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4607 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4608 printf("GameActions(): This should never happen!\n");
4614 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4616 element = Feld[x][y];
4617 graphic = el2img(element);
4619 if (graphic_info[graphic].anim_global_sync)
4620 GfxFrame[x][y] = FrameCounter;
4622 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4623 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4624 ResetRandomAnimationValue(x, y);
4626 SetRandomAnimationValue(x, y);
4629 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4632 if (IS_INACTIVE(element))
4634 if (IS_ANIMATED(graphic))
4635 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4640 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4644 if (IS_ANIMATED(graphic) &&
4647 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4649 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4650 EdelsteinFunkeln(x, y);
4652 else if ((element == EL_ACID ||
4653 element == EL_EXIT_OPEN ||
4654 element == EL_SP_EXIT_OPEN ||
4655 element == EL_SP_TERMINAL ||
4656 element == EL_SP_TERMINAL_ACTIVE ||
4657 element == EL_EXTRA_TIME ||
4658 element == EL_SHIELD_NORMAL ||
4659 element == EL_SHIELD_DEADLY) &&
4660 IS_ANIMATED(graphic))
4661 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4662 else if (IS_MOVING(x, y))
4663 ContinueMoving(x, y);
4664 else if (IS_ACTIVE_BOMB(element))
4665 CheckDynamite(x, y);
4667 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4668 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4670 else if (element == EL_AMOEBA_GROWING)
4671 AmoebeWaechst(x, y);
4672 else if (element == EL_AMOEBA_SHRINKING)
4673 AmoebaDisappearing(x, y);
4675 #if !USE_NEW_AMOEBA_CODE
4676 else if (IS_AMOEBALIVE(element))
4677 AmoebeAbleger(x, y);
4680 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4682 else if (element == EL_EXIT_CLOSED)
4684 else if (element == EL_SP_EXIT_CLOSED)
4686 else if (element == EL_EXPANDABLE_WALL_GROWING)
4688 else if (element == EL_EXPANDABLE_WALL ||
4689 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4690 element == EL_EXPANDABLE_WALL_VERTICAL ||
4691 element == EL_EXPANDABLE_WALL_ANY)
4693 else if (element == EL_FLAMES)
4694 CheckForDragon(x, y);
4695 else if (IS_AUTO_CHANGING(element))
4696 ChangeElement(x, y);
4697 else if (element == EL_EXPLOSION)
4698 ; /* drawing of correct explosion animation is handled separately */
4699 else if (IS_ANIMATED(graphic))
4700 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4702 if (IS_BELT_ACTIVE(element))
4703 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4705 if (game.magic_wall_active)
4707 int jx = local_player->jx, jy = local_player->jy;
4709 /* play the element sound at the position nearest to the player */
4710 if ((element == EL_MAGIC_WALL_FULL ||
4711 element == EL_MAGIC_WALL_ACTIVE ||
4712 element == EL_MAGIC_WALL_EMPTYING ||
4713 element == EL_BD_MAGIC_WALL_FULL ||
4714 element == EL_BD_MAGIC_WALL_ACTIVE ||
4715 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4716 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4724 #if USE_NEW_AMOEBA_CODE
4725 /* new experimental amoeba growth stuff */
4727 if (!(FrameCounter % 8))
4730 static unsigned long random = 1684108901;
4732 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4735 x = (random >> 10) % lev_fieldx;
4736 y = (random >> 20) % lev_fieldy;
4738 x = RND(lev_fieldx);
4739 y = RND(lev_fieldy);
4741 element = Feld[x][y];
4743 if (!IS_PLAYER(x,y) &&
4744 (element == EL_EMPTY ||
4745 element == EL_SAND ||
4746 element == EL_QUICKSAND_EMPTY ||
4747 element == EL_ACID_SPLASH_LEFT ||
4748 element == EL_ACID_SPLASH_RIGHT))
4750 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4751 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4752 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4753 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4754 Feld[x][y] = EL_AMOEBA_DROP;
4757 random = random * 129 + 1;
4763 if (game.explosions_delayed)
4766 game.explosions_delayed = FALSE;
4768 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4770 element = Feld[x][y];
4772 if (ExplodeField[x][y])
4773 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4774 else if (element == EL_EXPLOSION)
4775 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4777 ExplodeField[x][y] = EX_NO_EXPLOSION;
4780 game.explosions_delayed = TRUE;
4783 if (game.magic_wall_active)
4785 if (!(game.magic_wall_time_left % 4))
4787 int element = Feld[magic_wall_x][magic_wall_y];
4789 if (element == EL_BD_MAGIC_WALL_FULL ||
4790 element == EL_BD_MAGIC_WALL_ACTIVE ||
4791 element == EL_BD_MAGIC_WALL_EMPTYING)
4792 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4794 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4797 if (game.magic_wall_time_left > 0)
4799 game.magic_wall_time_left--;
4800 if (!game.magic_wall_time_left)
4802 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4804 element = Feld[x][y];
4806 if (element == EL_MAGIC_WALL_ACTIVE ||
4807 element == EL_MAGIC_WALL_FULL)
4809 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4810 DrawLevelField(x, y);
4812 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4813 element == EL_BD_MAGIC_WALL_FULL)
4815 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4816 DrawLevelField(x, y);
4820 game.magic_wall_active = FALSE;
4825 if (game.light_time_left > 0)
4827 game.light_time_left--;
4829 if (game.light_time_left == 0)
4830 RedrawAllLightSwitchesAndInvisibleElements();
4833 if (game.timegate_time_left > 0)
4835 game.timegate_time_left--;
4837 if (game.timegate_time_left == 0)
4838 CloseAllOpenTimegates();
4841 for (i=0; i<MAX_PLAYERS; i++)
4843 struct PlayerInfo *player = &stored_player[i];
4845 if (SHIELD_ON(player))
4847 if (player->shield_deadly_time_left)
4848 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4849 else if (player->shield_normal_time_left)
4850 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4854 if (TimeFrames >= (1000 / GameFrameDelay))
4859 for (i=0; i<MAX_PLAYERS; i++)
4861 struct PlayerInfo *player = &stored_player[i];
4863 if (SHIELD_ON(player))
4865 player->shield_normal_time_left--;
4867 if (player->shield_deadly_time_left > 0)
4868 player->shield_deadly_time_left--;
4872 if (tape.recording || tape.playing)
4873 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4879 if (TimeLeft <= 10 && setup.time_limit)
4880 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
4882 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4884 if (!TimeLeft && setup.time_limit)
4885 for (i=0; i<MAX_PLAYERS; i++)
4886 KillHero(&stored_player[i]);
4888 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4889 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4894 if (options.debug) /* calculate frames per second */
4896 static unsigned long fps_counter = 0;
4897 static int fps_frames = 0;
4898 unsigned long fps_delay_ms = Counter() - fps_counter;
4902 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4904 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4907 fps_counter = Counter();
4910 redraw_mask |= REDRAW_FPS;
4914 if (stored_player[0].jx != stored_player[0].last_jx ||
4915 stored_player[0].jy != stored_player[0].last_jy)
4916 printf("::: %d, %d, %d, %d, %d\n",
4917 stored_player[0].MovDir,
4918 stored_player[0].MovPos,
4919 stored_player[0].GfxPos,
4920 stored_player[0].Frame,
4921 stored_player[0].StepFrame);
4928 for (i=0; i<MAX_PLAYERS; i++)
4931 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
4933 stored_player[i].Frame += move_frames;
4935 if (stored_player[i].MovPos != 0)
4936 stored_player[i].StepFrame += move_frames;
4941 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4943 int min_x = x, min_y = y, max_x = x, max_y = y;
4946 for (i=0; i<MAX_PLAYERS; i++)
4948 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4950 if (!stored_player[i].active || &stored_player[i] == player)
4953 min_x = MIN(min_x, jx);
4954 min_y = MIN(min_y, jy);
4955 max_x = MAX(max_x, jx);
4956 max_y = MAX(max_y, jy);
4959 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4962 static boolean AllPlayersInVisibleScreen()
4966 for (i=0; i<MAX_PLAYERS; i++)
4968 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4970 if (!stored_player[i].active)
4973 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4980 void ScrollLevel(int dx, int dy)
4982 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4985 BlitBitmap(drawto_field, drawto_field,
4986 FX + TILEX*(dx == -1) - softscroll_offset,
4987 FY + TILEY*(dy == -1) - softscroll_offset,
4988 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4989 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4990 FX + TILEX*(dx == 1) - softscroll_offset,
4991 FY + TILEY*(dy == 1) - softscroll_offset);
4995 x = (dx == 1 ? BX1 : BX2);
4996 for (y=BY1; y<=BY2; y++)
4997 DrawScreenField(x, y);
5002 y = (dy == 1 ? BY1 : BY2);
5003 for (x=BX1; x<=BX2; x++)
5004 DrawScreenField(x, y);
5007 redraw_mask |= REDRAW_FIELD;
5010 static void CheckGravityMovement(struct PlayerInfo *player)
5012 if (level.gravity && !player->programmed_action)
5014 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5015 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5017 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5018 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5019 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5020 int jx = player->jx, jy = player->jy;
5021 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5022 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5023 int new_jx = jx + dx, new_jy = jy + dy;
5024 boolean field_under_player_is_free =
5025 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5026 boolean player_is_moving_to_valid_field =
5027 (IN_LEV_FIELD(new_jx, new_jy) &&
5028 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5029 Feld[new_jx][new_jy] == EL_SAND));
5031 if (field_under_player_is_free &&
5032 !player_is_moving_to_valid_field &&
5033 !IS_WALKABLE_UNDER(Feld[jx][jy]))
5034 player->programmed_action = MV_DOWN;
5040 -----------------------------------------------------------------------------
5041 dx, dy: direction (non-diagonal) to try to move the player to
5042 real_dx, real_dy: direction as read from input device (can be diagonal)
5045 boolean MoveFigureOneStep(struct PlayerInfo *player,
5046 int dx, int dy, int real_dx, int real_dy)
5048 int jx = player->jx, jy = player->jy;
5049 int new_jx = jx+dx, new_jy = jy+dy;
5053 if (!player->active || (!dx && !dy))
5054 return MF_NO_ACTION;
5056 player->MovDir = (dx < 0 ? MV_LEFT :
5059 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5061 if (!IN_LEV_FIELD(new_jx, new_jy))
5062 return MF_NO_ACTION;
5064 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5065 return MF_NO_ACTION;
5068 element = MovingOrBlocked2Element(new_jx, new_jy);
5070 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5073 if (DONT_GO_TO(element))
5075 if (element == EL_ACID && dx == 0 && dy == 1)
5078 Feld[jx][jy] = EL_PLAYER_1;
5079 InitMovingField(jx, jy, MV_DOWN);
5080 Store[jx][jy] = EL_ACID;
5081 ContinueMoving(jx, jy);
5085 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5090 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5091 if (can_move != MF_MOVING)
5094 StorePlayer[jx][jy] = 0;
5095 player->last_jx = jx;
5096 player->last_jy = jy;
5097 jx = player->jx = new_jx;
5098 jy = player->jy = new_jy;
5099 StorePlayer[jx][jy] = player->element_nr;
5102 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5104 ScrollFigure(player, SCROLL_INIT);
5109 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5111 int jx = player->jx, jy = player->jy;
5112 int old_jx = jx, old_jy = jy;
5113 int moved = MF_NO_ACTION;
5115 if (!player->active || (!dx && !dy))
5119 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5123 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5124 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5128 /* remove the last programmed player action */
5129 player->programmed_action = 0;
5133 /* should only happen if pre-1.2 tape recordings are played */
5134 /* this is only for backward compatibility */
5136 int original_move_delay_value = player->move_delay_value;
5139 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5143 /* scroll remaining steps with finest movement resolution */
5144 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5146 while (player->MovPos)
5148 ScrollFigure(player, SCROLL_GO_ON);
5149 ScrollScreen(NULL, SCROLL_GO_ON);
5155 player->move_delay_value = original_move_delay_value;
5158 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5160 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5161 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5165 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5166 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5172 if (moved & MF_MOVING && !ScreenMovPos &&
5173 (player == local_player || !options.network))
5175 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5176 int offset = (setup.scroll_delay ? 3 : 0);
5178 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5180 /* actual player has left the screen -- scroll in that direction */
5181 if (jx != old_jx) /* player has moved horizontally */
5182 scroll_x += (jx - old_jx);
5183 else /* player has moved vertically */
5184 scroll_y += (jy - old_jy);
5188 if (jx != old_jx) /* player has moved horizontally */
5190 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5191 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5192 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5194 /* don't scroll over playfield boundaries */
5195 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5196 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5198 /* don't scroll more than one field at a time */
5199 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5201 /* don't scroll against the player's moving direction */
5202 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5203 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5204 scroll_x = old_scroll_x;
5206 else /* player has moved vertically */
5208 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5209 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5210 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5212 /* don't scroll over playfield boundaries */
5213 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5214 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5216 /* don't scroll more than one field at a time */
5217 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5219 /* don't scroll against the player's moving direction */
5220 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5221 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5222 scroll_y = old_scroll_y;
5226 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5228 if (!options.network && !AllPlayersInVisibleScreen())
5230 scroll_x = old_scroll_x;
5231 scroll_y = old_scroll_y;
5235 ScrollScreen(player, SCROLL_INIT);
5236 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5243 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5245 if (!(moved & MF_MOVING) && !player->Pushing)
5250 player->StepFrame = 0;
5252 if (moved & MF_MOVING)
5254 if (old_jx != jx && old_jy == jy)
5255 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5256 else if (old_jx == jx && old_jy != jy)
5257 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5259 DrawLevelField(jx, jy); /* for "crumbled sand" */
5261 player->last_move_dir = player->MovDir;
5262 player->is_moving = TRUE;
5266 CheckGravityMovement(player);
5269 player->last_move_dir = MV_NO_MOVING;
5271 player->is_moving = FALSE;
5274 TestIfHeroTouchesBadThing(jx, jy);
5276 if (!player->active)
5282 void ScrollFigure(struct PlayerInfo *player, int mode)
5284 int jx = player->jx, jy = player->jy;
5285 int last_jx = player->last_jx, last_jy = player->last_jy;
5286 int move_stepsize = TILEX / player->move_delay_value;
5288 if (!player->active || !player->MovPos)
5291 if (mode == SCROLL_INIT)
5293 player->actual_frame_counter = FrameCounter;
5294 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5296 if (Feld[last_jx][last_jy] == EL_EMPTY)
5297 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5302 else if (!FrameReached(&player->actual_frame_counter, 1))
5305 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5306 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5308 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5309 Feld[last_jx][last_jy] = EL_EMPTY;
5311 /* before DrawPlayer() to draw correct player graphic for this case */
5312 if (player->MovPos == 0)
5313 CheckGravityMovement(player);
5317 if (player->MovPos == 0)
5319 if (IS_WALKABLE_THROUGH(Feld[last_jx][last_jy]))
5321 /* continue with normal speed after quickly moving through gate */
5322 HALVE_PLAYER_SPEED(player);
5324 /* be able to make the next move without delay */
5325 player->move_delay = 0;
5328 player->last_jx = jx;
5329 player->last_jy = jy;
5331 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5332 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5336 if (local_player->friends_still_needed == 0 ||
5337 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5338 player->LevelSolved = player->GameOver = TRUE;
5341 if (tape.single_step && tape.recording && !tape.pausing &&
5342 !player->programmed_action)
5343 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5347 void ScrollScreen(struct PlayerInfo *player, int mode)
5349 static unsigned long screen_frame_counter = 0;
5351 if (mode == SCROLL_INIT)
5353 /* set scrolling step size according to actual player's moving speed */
5354 ScrollStepSize = TILEX / player->move_delay_value;
5356 screen_frame_counter = FrameCounter;
5357 ScreenMovDir = player->MovDir;
5358 ScreenMovPos = player->MovPos;
5359 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5362 else if (!FrameReached(&screen_frame_counter, 1))
5367 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5368 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5369 redraw_mask |= REDRAW_FIELD;
5372 ScreenMovDir = MV_NO_MOVING;
5375 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5377 int i, kill_x = -1, kill_y = -1;
5378 static int test_xy[4][2] =
5385 static int test_dir[4] =
5395 int test_x, test_y, test_move_dir, test_element;
5397 test_x = good_x + test_xy[i][0];
5398 test_y = good_y + test_xy[i][1];
5399 if (!IN_LEV_FIELD(test_x, test_y))
5403 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5406 test_element = Feld[test_x][test_y];
5408 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5411 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5412 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5414 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5415 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5423 if (kill_x != -1 || kill_y != -1)
5425 if (IS_PLAYER(good_x, good_y))
5427 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5429 if (player->shield_deadly_time_left > 0)
5430 Bang(kill_x, kill_y);
5431 else if (!PLAYER_PROTECTED(good_x, good_y))
5435 Bang(good_x, good_y);
5439 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5441 int i, kill_x = -1, kill_y = -1;
5442 int bad_element = Feld[bad_x][bad_y];
5443 static int test_xy[4][2] =
5450 static int test_dir[4] =
5458 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5463 int test_x, test_y, test_move_dir, test_element;
5465 test_x = bad_x + test_xy[i][0];
5466 test_y = bad_y + test_xy[i][1];
5467 if (!IN_LEV_FIELD(test_x, test_y))
5471 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5473 test_element = Feld[test_x][test_y];
5475 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5476 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5478 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5479 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5481 /* good thing is player or penguin that does not move away */
5482 if (IS_PLAYER(test_x, test_y))
5484 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5486 if (bad_element == EL_ROBOT && player->is_moving)
5487 continue; /* robot does not kill player if he is moving */
5493 else if (test_element == EL_PENGUIN)
5502 if (kill_x != -1 || kill_y != -1)
5504 if (IS_PLAYER(kill_x, kill_y))
5506 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5509 int dir = player->MovDir;
5510 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5511 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5513 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5514 newx != bad_x && newy != bad_y)
5515 ; /* robot does not kill player if he is moving */
5517 printf("-> %d\n", player->MovDir);
5519 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5520 newx != bad_x && newy != bad_y)
5521 ; /* robot does not kill player if he is moving */
5526 if (player->shield_deadly_time_left > 0)
5528 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5532 Bang(kill_x, kill_y);
5536 void TestIfHeroTouchesBadThing(int x, int y)
5538 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5541 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5543 TestIfGoodThingHitsBadThing(x, y, move_dir);
5546 void TestIfBadThingTouchesHero(int x, int y)
5548 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5551 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5553 TestIfBadThingHitsGoodThing(x, y, move_dir);
5556 void TestIfFriendTouchesBadThing(int x, int y)
5558 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5561 void TestIfBadThingTouchesFriend(int x, int y)
5563 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5566 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5568 int i, kill_x = bad_x, kill_y = bad_y;
5569 static int xy[4][2] =
5581 x = bad_x + xy[i][0];
5582 y = bad_y + xy[i][1];
5583 if (!IN_LEV_FIELD(x, y))
5586 element = Feld[x][y];
5587 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5588 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5596 if (kill_x != bad_x || kill_y != bad_y)
5600 void KillHero(struct PlayerInfo *player)
5602 int jx = player->jx, jy = player->jy;
5604 if (!player->active)
5607 if (IS_PFORTE(Feld[jx][jy]))
5608 Feld[jx][jy] = EL_EMPTY;
5610 /* deactivate shield (else Bang()/Explode() would not work right) */
5611 player->shield_normal_time_left = 0;
5612 player->shield_deadly_time_left = 0;
5618 static void KillHeroUnlessProtected(int x, int y)
5620 if (!PLAYER_PROTECTED(x, y))
5621 KillHero(PLAYERINFO(x, y));
5624 void BuryHero(struct PlayerInfo *player)
5626 int jx = player->jx, jy = player->jy;
5628 if (!player->active)
5631 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5632 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5634 player->GameOver = TRUE;
5638 void RemoveHero(struct PlayerInfo *player)
5640 int jx = player->jx, jy = player->jy;
5641 int i, found = FALSE;
5643 player->present = FALSE;
5644 player->active = FALSE;
5646 if (!ExplodeField[jx][jy])
5647 StorePlayer[jx][jy] = 0;
5649 for (i=0; i<MAX_PLAYERS; i++)
5650 if (stored_player[i].active)
5654 AllPlayersGone = TRUE;
5662 checkDiagonalPushing()
5663 -----------------------------------------------------------------------------
5664 check if diagonal input device direction results in pushing of object
5667 static boolean checkDiagonalPushing(int x, int y, int real_dx, int real_dy)
5674 -----------------------------------------------------------------------------
5675 x, y: field next to player (non-diagonal) to try to dig to
5676 real_dx, real_dy: direction as read from input device (can be diagonal)
5679 int DigField(struct PlayerInfo *player,
5680 int x, int y, int real_dx, int real_dy, int mode)
5682 int jx = player->jx, jy = player->jy;
5683 int dx = x - jx, dy = y - jy;
5684 int move_direction = (dx == -1 ? MV_LEFT :
5685 dx == +1 ? MV_RIGHT :
5687 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5690 if (player->MovPos == 0)
5692 player->is_digging = FALSE;
5693 player->is_collecting = FALSE;
5696 if (player->MovPos == 0)
5697 player->Pushing = FALSE;
5699 if (mode == DF_NO_PUSH)
5701 player->Switching = FALSE;
5702 player->push_delay = 0;
5703 return MF_NO_ACTION;
5706 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5707 return MF_NO_ACTION;
5709 if (IS_WALKABLE_UNDER(Feld[jx][jy]))
5712 int tube_leave_directions[][2] =
5714 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5715 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5716 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5717 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5718 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5719 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5720 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5721 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5722 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5723 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5724 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5725 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5728 while (tube_leave_directions[i][0] != Feld[jx][jy])
5731 if (tube_leave_directions[i][0] == -1) /* should not happen */
5735 if (!(tube_leave_directions[i][1] & move_direction))
5736 return MF_NO_ACTION; /* tube has no opening in this direction */
5739 element = Feld[x][y];
5745 case EL_INVISIBLE_SAND:
5746 case EL_INVISIBLE_SAND_ACTIVE:
5749 case EL_SP_BUGGY_BASE:
5750 case EL_SP_BUGGY_BASE_ACTIVATING:
5753 if (mode != DF_SNAP && element != EL_EMPTY)
5755 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5756 player->is_digging = TRUE;
5759 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5764 case EL_EMERALD_YELLOW:
5765 case EL_EMERALD_RED:
5766 case EL_EMERALD_PURPLE:
5768 case EL_SP_INFOTRON:
5773 if (mode != DF_SNAP)
5775 GfxElement[x][y] = element;
5776 player->is_collecting = TRUE;
5779 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5780 element == EL_PEARL ? 5 :
5781 element == EL_CRYSTAL ? 8 : 1);
5782 if (local_player->gems_still_needed < 0)
5783 local_player->gems_still_needed = 0;
5784 RaiseScoreElement(element);
5785 DrawText(DX_EMERALDS, DY_EMERALDS,
5786 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5787 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5792 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5793 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5797 Feld[x][y] = EL_EMPTY;
5798 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5806 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5808 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
5811 case EL_SHIELD_NORMAL:
5813 player->shield_normal_time_left += 10;
5814 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5817 case EL_SHIELD_DEADLY:
5819 player->shield_normal_time_left += 10;
5820 player->shield_deadly_time_left += 10;
5821 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5825 case EL_SP_DISK_RED:
5828 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5829 RaiseScoreElement(EL_DYNAMITE);
5830 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5832 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5835 case EL_DYNABOMB_INCREASE_NUMBER:
5837 player->dynabomb_count++;
5838 player->dynabombs_left++;
5839 RaiseScoreElement(EL_DYNAMITE);
5840 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5843 case EL_DYNABOMB_INCREASE_SIZE:
5845 player->dynabomb_size++;
5846 RaiseScoreElement(EL_DYNAMITE);
5847 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5850 case EL_DYNABOMB_INCREASE_POWER:
5852 player->dynabomb_xl = TRUE;
5853 RaiseScoreElement(EL_DYNAMITE);
5854 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5862 int key_nr = element - EL_KEY_1;
5863 int graphic = el2edimg(element);
5866 player->key[key_nr] = TRUE;
5867 RaiseScoreElement(element);
5868 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5870 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5872 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5881 int key_nr = element - EL_EM_KEY_1;
5882 int graphic = el2edimg(EL_KEY_1 + key_nr);
5885 player->key[key_nr] = TRUE;
5886 RaiseScoreElement(element);
5887 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5889 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5891 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5895 case EL_ROBOT_WHEEL:
5896 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5899 DrawLevelField(x, y);
5900 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5904 case EL_SP_TERMINAL:
5908 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5910 for (yy=0; yy<lev_fieldy; yy++)
5912 for (xx=0; xx<lev_fieldx; xx++)
5914 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5916 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5917 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5925 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
5926 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
5927 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
5928 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
5929 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
5930 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
5931 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
5932 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
5933 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
5934 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
5935 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
5936 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
5937 if (!player->Switching)
5939 player->Switching = TRUE;
5940 ToggleBeltSwitch(x, y);
5941 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
5946 case EL_SWITCHGATE_SWITCH_UP:
5947 case EL_SWITCHGATE_SWITCH_DOWN:
5948 if (!player->Switching)
5950 player->Switching = TRUE;
5951 ToggleSwitchgateSwitch(x, y);
5952 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
5957 case EL_LIGHT_SWITCH:
5958 case EL_LIGHT_SWITCH_ACTIVE:
5959 if (!player->Switching)
5961 player->Switching = TRUE;
5962 ToggleLightSwitch(x, y);
5963 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
5964 SND_LIGHT_SWITCH_ACTIVATING :
5965 SND_LIGHT_SWITCH_DEACTIVATING);
5970 case EL_TIMEGATE_SWITCH:
5971 ActivateTimegateSwitch(x, y);
5972 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
5977 case EL_BALLOON_SWITCH_LEFT:
5978 case EL_BALLOON_SWITCH_RIGHT:
5979 case EL_BALLOON_SWITCH_UP:
5980 case EL_BALLOON_SWITCH_DOWN:
5981 case EL_BALLOON_SWITCH_ANY:
5982 if (element == EL_BALLOON_SWITCH_ANY)
5983 game.balloon_dir = move_direction;
5985 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
5986 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
5987 element == EL_BALLOON_SWITCH_UP ? MV_UP :
5988 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
5990 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
5995 /* the following elements cannot be pushed by "snapping" */
5998 case EL_DX_SUPABOMB:
6000 case EL_TIME_ORB_EMPTY:
6002 case EL_SP_DISK_ORANGE:
6004 if (mode == DF_SNAP)
6005 return MF_NO_ACTION;
6007 /* no "break" -- fall through to next case */
6009 /* the following elements can be pushed by "snapping" */
6012 return MF_NO_ACTION;
6014 player->Pushing = TRUE;
6016 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6017 return MF_NO_ACTION;
6021 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6022 return MF_NO_ACTION;
6025 if (player->push_delay == 0)
6026 player->push_delay = FrameCounter;
6028 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6030 element != EL_SPRING)
6031 return MF_NO_ACTION;
6033 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6034 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6035 element != EL_SPRING)
6036 return MF_NO_ACTION;
6039 if (mode == DF_SNAP)
6041 InitMovingField(x, y, move_direction);
6042 ContinueMoving(x, y);
6047 Feld[x + dx][y + dy] = element;
6050 if (element == EL_SPRING)
6052 Feld[x + dx][y + dy] = EL_SPRING;
6053 MovDir[x + dx][y + dy] = move_direction;
6056 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6058 DrawLevelField(x + dx, y + dy);
6059 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6066 if (!player->key[element - EL_GATE_1])
6067 return MF_NO_ACTION;
6070 case EL_GATE_1_GRAY:
6071 case EL_GATE_2_GRAY:
6072 case EL_GATE_3_GRAY:
6073 case EL_GATE_4_GRAY:
6074 if (!player->key[element - EL_GATE_1_GRAY])
6075 return MF_NO_ACTION;
6082 if (!player->key[element - EL_EM_GATE_1])
6083 return MF_NO_ACTION;
6084 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6085 return MF_NO_ACTION;
6087 /* automatically move to the next field with double speed */
6088 player->programmed_action = move_direction;
6089 DOUBLE_PLAYER_SPEED(player);
6091 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6094 case EL_EM_GATE_1_GRAY:
6095 case EL_EM_GATE_2_GRAY:
6096 case EL_EM_GATE_3_GRAY:
6097 case EL_EM_GATE_4_GRAY:
6098 if (!player->key[element - EL_EM_GATE_1_GRAY])
6099 return MF_NO_ACTION;
6100 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6101 return MF_NO_ACTION;
6103 /* automatically move to the next field with double speed */
6104 player->programmed_action = move_direction;
6105 DOUBLE_PLAYER_SPEED(player);
6108 PlaySoundLevelAction(x, y, ACTION_PASSING);
6110 PlaySoundLevel(x, y, SND_GATE_PASSING);
6114 case EL_SWITCHGATE_OPEN:
6115 case EL_TIMEGATE_OPEN:
6116 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6117 return MF_NO_ACTION;
6119 /* automatically move to the next field with double speed */
6120 player->programmed_action = move_direction;
6121 DOUBLE_PLAYER_SPEED(player);
6123 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6126 case EL_SP_PORT_LEFT:
6127 case EL_SP_PORT_RIGHT:
6129 case EL_SP_PORT_DOWN:
6130 case EL_SP_PORT_HORIZONTAL:
6131 case EL_SP_PORT_VERTICAL:
6132 case EL_SP_PORT_ANY:
6133 case EL_SP_GRAVITY_PORT_LEFT:
6134 case EL_SP_GRAVITY_PORT_RIGHT:
6135 case EL_SP_GRAVITY_PORT_UP:
6136 case EL_SP_GRAVITY_PORT_DOWN:
6138 element != EL_SP_PORT_LEFT &&
6139 element != EL_SP_GRAVITY_PORT_LEFT &&
6140 element != EL_SP_PORT_HORIZONTAL &&
6141 element != EL_SP_PORT_ANY) ||
6143 element != EL_SP_PORT_RIGHT &&
6144 element != EL_SP_GRAVITY_PORT_RIGHT &&
6145 element != EL_SP_PORT_HORIZONTAL &&
6146 element != EL_SP_PORT_ANY) ||
6148 element != EL_SP_PORT_UP &&
6149 element != EL_SP_GRAVITY_PORT_UP &&
6150 element != EL_SP_PORT_VERTICAL &&
6151 element != EL_SP_PORT_ANY) ||
6153 element != EL_SP_PORT_DOWN &&
6154 element != EL_SP_GRAVITY_PORT_DOWN &&
6155 element != EL_SP_PORT_VERTICAL &&
6156 element != EL_SP_PORT_ANY) ||
6157 !IN_LEV_FIELD(x + dx, y + dy) ||
6158 !IS_FREE(x + dx, y + dy))
6159 return MF_NO_ACTION;
6161 /* automatically move to the next field with double speed */
6162 player->programmed_action = move_direction;
6163 DOUBLE_PLAYER_SPEED(player);
6165 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6169 case EL_TUBE_VERTICAL:
6170 case EL_TUBE_HORIZONTAL:
6171 case EL_TUBE_VERTICAL_LEFT:
6172 case EL_TUBE_VERTICAL_RIGHT:
6173 case EL_TUBE_HORIZONTAL_UP:
6174 case EL_TUBE_HORIZONTAL_DOWN:
6175 case EL_TUBE_LEFT_UP:
6176 case EL_TUBE_LEFT_DOWN:
6177 case EL_TUBE_RIGHT_UP:
6178 case EL_TUBE_RIGHT_DOWN:
6181 int tube_enter_directions[][2] =
6183 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6184 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6185 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6186 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6187 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6188 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6189 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6190 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6191 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6192 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6193 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6194 { -1, MV_NO_MOVING }
6197 while (tube_enter_directions[i][0] != element)
6200 if (tube_enter_directions[i][0] == -1) /* should not happen */
6204 if (!(tube_enter_directions[i][1] & move_direction))
6205 return MF_NO_ACTION; /* tube has no opening in this direction */
6207 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6211 case EL_EXIT_CLOSED:
6212 case EL_SP_EXIT_CLOSED:
6213 case EL_EXIT_OPENING:
6214 return MF_NO_ACTION;
6218 case EL_SP_EXIT_OPEN:
6219 if (mode == DF_SNAP)
6220 return MF_NO_ACTION;
6222 if (element == EL_EXIT_OPEN)
6223 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6225 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6230 Feld[x][y] = EL_LAMP_ACTIVE;
6231 local_player->lights_still_needed--;
6232 DrawLevelField(x, y);
6233 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6237 case EL_TIME_ORB_FULL:
6238 Feld[x][y] = EL_TIME_ORB_EMPTY;
6240 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6241 DrawLevelField(x, y);
6242 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6246 case EL_SOKOBAN_FIELD_EMPTY:
6249 case EL_SOKOBAN_OBJECT:
6250 case EL_SOKOBAN_FIELD_FULL:
6252 case EL_SP_DISK_YELLOW:
6254 if (mode == DF_SNAP)
6255 return MF_NO_ACTION;
6257 player->Pushing = TRUE;
6259 if (!IN_LEV_FIELD(x+dx, y+dy)
6260 || (!IS_FREE(x+dx, y+dy)
6261 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6262 || !IS_SB_ELEMENT(element))))
6263 return MF_NO_ACTION;
6267 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6268 return MF_NO_ACTION;
6270 else if (dy && real_dx)
6272 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6273 return MF_NO_ACTION;
6276 if (player->push_delay == 0)
6277 player->push_delay = FrameCounter;
6279 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6280 !tape.playing && element != EL_BALLOON)
6281 return MF_NO_ACTION;
6283 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6284 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6285 element != EL_BALLOON)
6286 return MF_NO_ACTION;
6289 if (IS_SB_ELEMENT(element))
6291 if (element == EL_SOKOBAN_FIELD_FULL)
6293 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6294 local_player->sokobanfields_still_needed++;
6299 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6301 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6302 local_player->sokobanfields_still_needed--;
6303 if (element == EL_SOKOBAN_OBJECT)
6305 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6307 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6311 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6313 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6318 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6319 if (element == EL_SOKOBAN_FIELD_FULL)
6321 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6323 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6327 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6329 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6336 Feld[x+dx][y+dy] = element;
6337 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6340 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6342 DrawLevelField(x, y);
6343 DrawLevelField(x + dx, y + dy);
6345 if (IS_SB_ELEMENT(element) &&
6346 local_player->sokobanfields_still_needed == 0 &&
6347 game.emulation == EMU_SOKOBAN)
6349 player->LevelSolved = player->GameOver = TRUE;
6350 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6361 if (IS_PUSHABLE(element))
6363 if (mode == DF_SNAP)
6364 return MF_NO_ACTION;
6366 if (CAN_FALL(element) && dy)
6367 return MF_NO_ACTION;
6369 player->Pushing = TRUE;
6371 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6372 return MF_NO_ACTION;
6376 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6377 return MF_NO_ACTION;
6379 else if (dy && real_dx)
6381 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6382 return MF_NO_ACTION;
6385 if (player->push_delay == 0)
6386 player->push_delay = FrameCounter;
6388 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6389 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6390 return MF_NO_ACTION;
6393 Feld[x + dx][y + dy] = element;
6395 player->push_delay_value = 2 + RND(8);
6397 DrawLevelField(x + dx, y + dy);
6398 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6403 return MF_NO_ACTION;
6406 player->push_delay = 0;
6408 if (Feld[x][y] != element) /* really digged/collected something */
6409 player->is_collecting = !player->is_digging;
6414 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6416 int jx = player->jx, jy = player->jy;
6417 int x = jx + dx, y = jy + dy;
6419 if (!player->active || !IN_LEV_FIELD(x, y))
6427 if (player->MovPos == 0)
6428 player->Pushing = FALSE;
6430 player->snapped = FALSE;
6432 if (player->MovPos == 0)
6434 player->is_digging = FALSE;
6435 player->is_collecting = FALSE;
6441 if (player->snapped)
6444 player->MovDir = (dx < 0 ? MV_LEFT :
6447 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6449 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6452 player->snapped = TRUE;
6453 player->is_digging = FALSE;
6454 player->is_collecting = FALSE;
6456 DrawLevelField(x, y);
6462 boolean PlaceBomb(struct PlayerInfo *player)
6464 int jx = player->jx, jy = player->jy;
6467 if (!player->active || player->MovPos)
6470 element = Feld[jx][jy];
6472 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6473 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6476 if (element != EL_EMPTY)
6477 Store[jx][jy] = element;
6479 MovDelay[jx][jy] = 96;
6481 ResetGfxAnimation(jx, jy);
6482 ResetRandomAnimationValue(jx, jy);
6484 if (player->dynamite)
6486 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6487 EL_DYNAMITE_ACTIVE);
6490 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6492 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6495 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6497 if (game.emulation == EMU_SUPAPLEX)
6498 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6500 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6504 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6509 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6510 player->dynabombs_left--;
6512 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6513 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6515 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6521 /* ------------------------------------------------------------------------- */
6522 /* game sound playing functions */
6523 /* ------------------------------------------------------------------------- */
6525 static int *loop_sound_frame = NULL;
6526 static int *loop_sound_volume = NULL;
6528 void InitPlaySoundLevel()
6530 int num_sounds = getSoundListSize();
6532 if (loop_sound_frame != NULL)
6533 free(loop_sound_frame);
6535 if (loop_sound_volume != NULL)
6536 free(loop_sound_volume);
6538 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6539 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6542 static void PlaySoundLevel(int x, int y, int nr)
6544 int sx = SCREENX(x), sy = SCREENY(y);
6545 int volume, stereo_position;
6546 int max_distance = 8;
6547 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6549 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6550 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6553 if (!IN_LEV_FIELD(x, y) ||
6554 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6555 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6558 volume = SOUND_MAX_VOLUME;
6560 if (!IN_SCR_FIELD(sx, sy))
6562 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6563 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6565 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6568 stereo_position = (SOUND_MAX_LEFT +
6569 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6570 (SCR_FIELDX + 2 * max_distance));
6572 if (IS_LOOP_SOUND(nr))
6574 /* This assures that quieter loop sounds do not overwrite louder ones,
6575 while restarting sound volume comparison with each new game frame. */
6577 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6580 loop_sound_volume[nr] = volume;
6581 loop_sound_frame[nr] = FrameCounter;
6584 PlaySoundExt(nr, volume, stereo_position, type);
6587 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6589 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6590 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6591 y < LEVELY(BY1) ? LEVELY(BY1) :
6592 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6596 static void PlaySoundLevelAction(int x, int y, int action)
6598 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6601 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6603 int sound_effect = element_info[element].sound[action];
6605 if (sound_effect != SND_UNDEFINED)
6606 PlaySoundLevel(x, y, sound_effect);
6609 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6611 int sound_effect = element_info[Feld[x][y]].sound[action];
6613 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6614 PlaySoundLevel(x, y, sound_effect);
6617 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6619 int sound_effect = element_info[Feld[x][y]].sound[action];
6621 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6622 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6625 void RaiseScore(int value)
6627 local_player->score += value;
6628 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6631 void RaiseScoreElement(int element)
6637 case EL_EMERALD_YELLOW:
6638 case EL_EMERALD_RED:
6639 case EL_EMERALD_PURPLE:
6640 RaiseScore(level.score[SC_EMERALD]);
6643 RaiseScore(level.score[SC_DIAMOND]);
6646 case EL_BD_BUTTERFLY:
6647 RaiseScore(level.score[SC_BUG]);
6651 RaiseScore(level.score[SC_SPACESHIP]);
6654 case EL_DARK_YAMYAM:
6655 RaiseScore(level.score[SC_YAMYAM]);
6658 RaiseScore(level.score[SC_ROBOT]);
6661 RaiseScore(level.score[SC_PACMAN]);
6664 RaiseScore(level.score[SC_NUT]);
6667 RaiseScore(level.score[SC_DYNAMITE]);
6673 RaiseScore(level.score[SC_KEY]);
6680 void RequestQuitGame(boolean ask_if_really_quit)
6682 if (AllPlayersGone ||
6683 !ask_if_really_quit ||
6684 level_editor_test_game ||
6685 Request("Do you really want to quit the game ?",
6686 REQ_ASK | REQ_STAY_CLOSED))
6688 #if defined(PLATFORM_UNIX)
6689 if (options.network)
6690 SendToServer_StopPlaying();
6694 game_status = MAINMENU;
6700 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6705 /* ---------- new game button stuff ---------------------------------------- */
6707 /* graphic position values for game buttons */
6708 #define GAME_BUTTON_XSIZE 30
6709 #define GAME_BUTTON_YSIZE 30
6710 #define GAME_BUTTON_XPOS 5
6711 #define GAME_BUTTON_YPOS 215
6712 #define SOUND_BUTTON_XPOS 5
6713 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6715 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6716 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6717 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6718 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6719 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6720 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6727 } gamebutton_info[NUM_GAME_BUTTONS] =
6730 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6735 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6740 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6745 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6746 SOUND_CTRL_ID_MUSIC,
6747 "background music on/off"
6750 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6751 SOUND_CTRL_ID_LOOPS,
6752 "sound loops on/off"
6755 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6756 SOUND_CTRL_ID_SIMPLE,
6757 "normal sounds on/off"
6761 void CreateGameButtons()
6765 for (i=0; i<NUM_GAME_BUTTONS; i++)
6767 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6768 struct GadgetInfo *gi;
6771 unsigned long event_mask;
6772 int gd_xoffset, gd_yoffset;
6773 int gd_x1, gd_x2, gd_y1, gd_y2;
6776 gd_xoffset = gamebutton_info[i].x;
6777 gd_yoffset = gamebutton_info[i].y;
6778 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6779 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6781 if (id == GAME_CTRL_ID_STOP ||
6782 id == GAME_CTRL_ID_PAUSE ||
6783 id == GAME_CTRL_ID_PLAY)
6785 button_type = GD_TYPE_NORMAL_BUTTON;
6787 event_mask = GD_EVENT_RELEASED;
6788 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6789 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6793 button_type = GD_TYPE_CHECK_BUTTON;
6795 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6796 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6797 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6798 event_mask = GD_EVENT_PRESSED;
6799 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6800 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6803 gi = CreateGadget(GDI_CUSTOM_ID, id,
6804 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6805 GDI_X, DX + gd_xoffset,
6806 GDI_Y, DY + gd_yoffset,
6807 GDI_WIDTH, GAME_BUTTON_XSIZE,
6808 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6809 GDI_TYPE, button_type,
6810 GDI_STATE, GD_BUTTON_UNPRESSED,
6811 GDI_CHECKED, checked,
6812 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6813 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6814 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6815 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6816 GDI_EVENT_MASK, event_mask,
6817 GDI_CALLBACK_ACTION, HandleGameButtons,
6821 Error(ERR_EXIT, "cannot create gadget");
6823 game_gadget[id] = gi;
6827 void FreeGameButtons()
6831 for (i=0; i<NUM_GAME_BUTTONS; i++)
6832 FreeGadget(game_gadget[i]);
6835 static void MapGameButtons()
6839 for (i=0; i<NUM_GAME_BUTTONS; i++)
6840 MapGadget(game_gadget[i]);
6843 void UnmapGameButtons()
6847 for (i=0; i<NUM_GAME_BUTTONS; i++)
6848 UnmapGadget(game_gadget[i]);
6851 static void HandleGameButtons(struct GadgetInfo *gi)
6853 int id = gi->custom_id;
6855 if (game_status != PLAYING)
6860 case GAME_CTRL_ID_STOP:
6861 RequestQuitGame(TRUE);
6864 case GAME_CTRL_ID_PAUSE:
6865 if (options.network)
6867 #if defined(PLATFORM_UNIX)
6869 SendToServer_ContinuePlaying();
6871 SendToServer_PausePlaying();
6875 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6878 case GAME_CTRL_ID_PLAY:
6881 #if defined(PLATFORM_UNIX)
6882 if (options.network)
6883 SendToServer_ContinuePlaying();
6887 tape.pausing = FALSE;
6888 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6893 case SOUND_CTRL_ID_MUSIC:
6894 if (setup.sound_music)
6896 setup.sound_music = FALSE;
6899 else if (audio.music_available)
6901 setup.sound = setup.sound_music = TRUE;
6902 PlayMusic(level_nr);
6906 case SOUND_CTRL_ID_LOOPS:
6907 if (setup.sound_loops)
6908 setup.sound_loops = FALSE;
6909 else if (audio.loops_available)
6910 setup.sound = setup.sound_loops = TRUE;
6913 case SOUND_CTRL_ID_SIMPLE:
6914 if (setup.sound_simple)
6915 setup.sound_simple = FALSE;
6916 else if (audio.sound_available)
6917 setup.sound = setup.sound_simple = TRUE;