1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
116 static void PlaySoundLevelActionIfLoop(int, int, int);
117 static void StopSoundLevelActionIfLoop(int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT_4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
281 stored_player[0].use_murphy_graphic = TRUE;
284 Feld[x][y] = EL_PLAYER_1;
293 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
294 int jx = player->jx, jy = player->jy;
296 player->present = TRUE;
298 if (!options.network || player->connected)
300 player->active = TRUE;
302 /* remove potentially duplicate players */
303 if (StorePlayer[jx][jy] == Feld[x][y])
304 StorePlayer[jx][jy] = 0;
306 StorePlayer[x][y] = Feld[x][y];
310 printf("Player %d activated.\n", player->element_nr);
311 printf("[Local player is %d and currently %s.]\n",
312 local_player->element_nr,
313 local_player->active ? "active" : "not active");
317 Feld[x][y] = EL_EMPTY;
318 player->jx = player->last_jx = x;
319 player->jy = player->last_jy = y;
324 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
325 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
326 else if (x > 0 && Feld[x-1][y] == EL_ACID)
327 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
329 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
330 else if (y > 0 && Feld[x][y-1] == EL_ACID)
331 Feld[x][y] = EL_ACID_POOL_BOTTOM;
332 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
333 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
341 case EL_SPACESHIP_RIGHT:
342 case EL_SPACESHIP_UP:
343 case EL_SPACESHIP_LEFT:
344 case EL_SPACESHIP_DOWN:
346 case EL_BD_BUTTERFLY_RIGHT:
347 case EL_BD_BUTTERFLY_UP:
348 case EL_BD_BUTTERFLY_LEFT:
349 case EL_BD_BUTTERFLY_DOWN:
350 case EL_BD_BUTTERFLY:
351 case EL_BD_FIREFLY_RIGHT:
352 case EL_BD_FIREFLY_UP:
353 case EL_BD_FIREFLY_LEFT:
354 case EL_BD_FIREFLY_DOWN:
356 case EL_PACMAN_RIGHT:
380 if (y == lev_fieldy - 1)
382 Feld[x][y] = EL_AMOEBA_GROWING;
383 Store[x][y] = EL_AMOEBA_WET;
387 case EL_DYNAMITE_ACTIVE:
392 local_player->lights_still_needed++;
395 case EL_SOKOBAN_FIELD_EMPTY:
396 local_player->sokobanfields_still_needed++;
400 local_player->friends_still_needed++;
405 MovDir[x][y] = 1 << RND(4);
409 Feld[x][y] = EL_EMPTY;
412 case EL_EM_KEY_1_FILE:
413 Feld[x][y] = EL_EM_KEY_1;
415 case EL_EM_KEY_2_FILE:
416 Feld[x][y] = EL_EM_KEY_2;
418 case EL_EM_KEY_3_FILE:
419 Feld[x][y] = EL_EM_KEY_3;
421 case EL_EM_KEY_4_FILE:
422 Feld[x][y] = EL_EM_KEY_4;
425 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
431 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
432 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
433 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
434 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
435 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
436 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
439 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
440 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
441 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
443 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
445 game.belt_dir[belt_nr] = belt_dir;
446 game.belt_dir_nr[belt_nr] = belt_dir_nr;
448 else /* more than one switch -- set it like the first switch */
450 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
455 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
457 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
460 case EL_LIGHT_SWITCH_ACTIVE:
462 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
470 void DrawGameDoorValues()
474 for (i=0; i<MAX_PLAYERS; i++)
476 if (stored_player[i].key[j])
477 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
478 el2edimg(EL_KEY_1 + j));
480 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
481 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
482 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
483 int2str(local_player->dynamite, 3), FONT_TEXT_2);
484 DrawText(DX + XX_SCORE, DY + YY_SCORE,
485 int2str(local_player->score, 5), FONT_TEXT_2);
486 DrawText(DX + XX_TIME, DY + YY_TIME,
487 int2str(TimeLeft, 3), FONT_TEXT_2);
492 =============================================================================
494 -----------------------------------------------------------------------------
495 initialize game engine due to level / tape version number
496 =============================================================================
499 static void InitGameEngine()
503 game.engine_version = (tape.playing ? tape.engine_version :
507 printf("level %d: level version == %06d\n", level_nr, level.game_version);
508 printf(" tape version == %06d [%s] [file: %06d]\n",
509 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
511 printf(" => game.engine_version == %06d\n", game.engine_version);
514 /* dynamically adjust player properties according to game engine version */
515 game.initial_move_delay =
516 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
517 INITIAL_MOVE_DELAY_OFF);
519 /* dynamically adjust player properties according to level information */
520 game.initial_move_delay_value =
521 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
523 /* dynamically adjust element properties according to game engine version */
525 static int ep_em_slippery_wall[] =
530 EL_EXPANDABLE_WALL_HORIZONTAL,
531 EL_EXPANDABLE_WALL_VERTICAL,
532 EL_EXPANDABLE_WALL_ANY
534 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
536 for (i=0; i<ep_em_slippery_wall_num; i++)
538 if (level.em_slippery_gems) /* special EM style gems behaviour */
539 Properties2[ep_em_slippery_wall[i]] |=
540 EP_BIT_EM_SLIPPERY_WALL;
542 Properties2[ep_em_slippery_wall[i]] &=
543 ~EP_BIT_EM_SLIPPERY_WALL;
546 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
547 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
548 Properties2[EL_EXPANDABLE_WALL_GROWING] |= EP_BIT_EM_SLIPPERY_WALL;
550 Properties2[EL_EXPANDABLE_WALL_GROWING] &=~EP_BIT_EM_SLIPPERY_WALL;
553 /* initialize changing elements information */
554 for (i=0; i<MAX_NUM_ELEMENTS; i++)
556 changing_element[i].base_element = EL_UNDEFINED;
557 changing_element[i].next_element = EL_UNDEFINED;
558 changing_element[i].change_delay = -1;
559 changing_element[i].pre_change_function = NULL;
560 changing_element[i].change_function = NULL;
561 changing_element[i].post_change_function = NULL;
565 while (changing_element_list[i].base_element != EL_UNDEFINED)
567 struct ChangingElementInfo *ce = &changing_element_list[i];
568 int element = ce->base_element;
570 changing_element[element].base_element = ce->base_element;
571 changing_element[element].next_element = ce->next_element;
572 changing_element[element].change_delay = ce->change_delay;
573 changing_element[element].pre_change_function = ce->pre_change_function;
574 changing_element[element].change_function = ce->change_function;
575 changing_element[element].post_change_function = ce->post_change_function;
583 =============================================================================
585 -----------------------------------------------------------------------------
586 initialize and start new game
587 =============================================================================
592 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
593 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
594 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
601 #if USE_NEW_AMOEBA_CODE
602 printf("Using new amoeba code.\n");
604 printf("Using old amoeba code.\n");
609 /* don't play tapes over network */
610 network_playing = (options.network && !tape.playing);
612 for (i=0; i<MAX_PLAYERS; i++)
614 struct PlayerInfo *player = &stored_player[i];
616 player->index_nr = i;
617 player->element_nr = EL_PLAYER_1 + i;
619 player->present = FALSE;
620 player->active = FALSE;
623 player->effective_action = 0;
624 player->programmed_action = 0;
627 player->gems_still_needed = level.gems_needed;
628 player->sokobanfields_still_needed = 0;
629 player->lights_still_needed = 0;
630 player->friends_still_needed = 0;
633 player->key[j] = FALSE;
635 player->dynamite = 0;
636 player->dynabomb_count = 0;
637 player->dynabomb_size = 1;
638 player->dynabombs_left = 0;
639 player->dynabomb_xl = FALSE;
641 player->MovDir = MV_NO_MOVING;
643 player->Pushing = FALSE;
644 player->Switching = FALSE;
646 player->GfxDir = MV_NO_MOVING;
647 player->GfxAction = ACTION_DEFAULT;
649 player->StepFrame = 0;
651 player->use_murphy_graphic = FALSE;
652 player->use_disk_red_graphic = FALSE;
654 player->actual_frame_counter = 0;
656 player->last_move_dir = MV_NO_MOVING;
657 player->is_moving = FALSE;
659 player->is_moving = FALSE;
660 player->is_waiting = FALSE;
661 player->is_digging = FALSE;
662 player->is_collecting = FALSE;
664 player->move_delay = game.initial_move_delay;
665 player->move_delay_value = game.initial_move_delay_value;
667 player->push_delay = 0;
668 player->push_delay_value = 5;
670 player->snapped = FALSE;
672 player->last_jx = player->last_jy = 0;
673 player->jx = player->jy = 0;
675 player->shield_normal_time_left = 0;
676 player->shield_deadly_time_left = 0;
678 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
679 SnapField(player, 0, 0);
681 player->LevelSolved = FALSE;
682 player->GameOver = FALSE;
685 network_player_action_received = FALSE;
687 #if defined(PLATFORM_UNIX)
688 /* initial null action */
690 SendToServer_MovePlayer(MV_NO_MOVING);
698 TimeLeft = level.time;
700 ScreenMovDir = MV_NO_MOVING;
704 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
706 AllPlayersGone = FALSE;
708 game.yam_content_nr = 0;
709 game.magic_wall_active = FALSE;
710 game.magic_wall_time_left = 0;
711 game.light_time_left = 0;
712 game.timegate_time_left = 0;
713 game.switchgate_pos = 0;
714 game.balloon_dir = MV_NO_MOVING;
715 game.explosions_delayed = TRUE;
719 game.belt_dir[i] = MV_NO_MOVING;
720 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
723 for (i=0; i<MAX_NUM_AMOEBA; i++)
724 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
726 for (x=0; x<lev_fieldx; x++)
728 for (y=0; y<lev_fieldy; y++)
730 Feld[x][y] = Ur[x][y];
731 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
732 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
734 JustStopped[x][y] = 0;
736 ExplodePhase[x][y] = 0;
737 ExplodeField[x][y] = EX_NO_EXPLOSION;
740 GfxAction[x][y] = ACTION_DEFAULT;
741 GfxRandom[x][y] = INIT_GFX_RANDOM();
742 GfxElement[x][y] = EL_UNDEFINED;
746 for(y=0; y<lev_fieldy; y++)
748 for(x=0; x<lev_fieldx; x++)
750 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
752 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
754 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
757 InitField(x, y, TRUE);
763 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
764 emulate_sb ? EMU_SOKOBAN :
765 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
767 /* correct non-moving belts to start moving left */
769 if (game.belt_dir[i] == MV_NO_MOVING)
770 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
772 /* check if any connected player was not found in playfield */
773 for (i=0; i<MAX_PLAYERS; i++)
775 struct PlayerInfo *player = &stored_player[i];
777 if (player->connected && !player->present)
779 for (j=0; j<MAX_PLAYERS; j++)
781 struct PlayerInfo *some_player = &stored_player[j];
782 int jx = some_player->jx, jy = some_player->jy;
784 /* assign first free player found that is present in the playfield */
785 if (some_player->present && !some_player->connected)
787 player->present = TRUE;
788 player->active = TRUE;
789 some_player->present = FALSE;
791 StorePlayer[jx][jy] = player->element_nr;
792 player->jx = player->last_jx = jx;
793 player->jy = player->last_jy = jy;
803 /* when playing a tape, eliminate all players who do not participate */
805 for (i=0; i<MAX_PLAYERS; i++)
807 if (stored_player[i].active && !tape.player_participates[i])
809 struct PlayerInfo *player = &stored_player[i];
810 int jx = player->jx, jy = player->jy;
812 player->active = FALSE;
813 StorePlayer[jx][jy] = 0;
814 Feld[jx][jy] = EL_EMPTY;
818 else if (!options.network && !setup.team_mode) /* && !tape.playing */
820 /* when in single player mode, eliminate all but the first active player */
822 for (i=0; i<MAX_PLAYERS; i++)
824 if (stored_player[i].active)
826 for (j=i+1; j<MAX_PLAYERS; j++)
828 if (stored_player[j].active)
830 struct PlayerInfo *player = &stored_player[j];
831 int jx = player->jx, jy = player->jy;
833 player->active = FALSE;
834 StorePlayer[jx][jy] = 0;
835 Feld[jx][jy] = EL_EMPTY;
842 /* when recording the game, store which players take part in the game */
845 for (i=0; i<MAX_PLAYERS; i++)
846 if (stored_player[i].active)
847 tape.player_participates[i] = TRUE;
852 for (i=0; i<MAX_PLAYERS; i++)
854 struct PlayerInfo *player = &stored_player[i];
856 printf("Player %d: present == %d, connected == %d, active == %d.\n",
861 if (local_player == player)
862 printf("Player %d is local player.\n", i+1);
866 if (BorderElement == EL_EMPTY)
869 SBX_Right = lev_fieldx - SCR_FIELDX;
871 SBY_Lower = lev_fieldy - SCR_FIELDY;
876 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
878 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
881 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
882 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
884 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
885 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
888 scroll_y = SBY_Upper;
889 if (local_player->jx >= SBX_Left + MIDPOSX)
890 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
891 local_player->jx - MIDPOSX :
893 if (local_player->jy >= SBY_Upper + MIDPOSY)
894 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
895 local_player->jy - MIDPOSY :
898 CloseDoor(DOOR_CLOSE_1);
903 /* after drawing the level, correct some elements */
904 if (game.timegate_time_left == 0)
905 CloseAllOpenTimegates();
907 if (setup.soft_scrolling)
908 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
910 redraw_mask |= REDRAW_FROM_BACKBUFFER;
913 /* copy default game door content to main double buffer */
914 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
915 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
918 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
921 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
922 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
923 BlitBitmap(drawto, drawto,
924 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
925 getFontWidth(FONT_LEVEL_NUMBER) * 3,
926 getFontHeight(FONT_LEVEL_NUMBER) - 1,
927 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
930 DrawGameDoorValues();
934 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
935 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
936 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
940 /* copy actual game door content to door double buffer for OpenDoor() */
941 BlitBitmap(drawto, bitmap_db_door,
942 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
944 OpenDoor(DOOR_OPEN_ALL);
946 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
947 if (setup.sound_music)
950 KeyboardAutoRepeatOff();
951 SetMouseCursor(CURSOR_PLAYFIELD);
956 printf("Player %d %sactive.\n",
957 i + 1, (stored_player[i].active ? "" : "not "));
961 void InitMovDir(int x, int y)
963 int i, element = Feld[x][y];
964 static int xy[4][2] =
971 static int direction[3][4] =
973 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
974 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
975 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
985 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
988 case EL_SPACESHIP_RIGHT:
989 case EL_SPACESHIP_UP:
990 case EL_SPACESHIP_LEFT:
991 case EL_SPACESHIP_DOWN:
992 Feld[x][y] = EL_SPACESHIP;
993 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
996 case EL_BD_BUTTERFLY_RIGHT:
997 case EL_BD_BUTTERFLY_UP:
998 case EL_BD_BUTTERFLY_LEFT:
999 case EL_BD_BUTTERFLY_DOWN:
1000 Feld[x][y] = EL_BD_BUTTERFLY;
1001 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1004 case EL_BD_FIREFLY_RIGHT:
1005 case EL_BD_FIREFLY_UP:
1006 case EL_BD_FIREFLY_LEFT:
1007 case EL_BD_FIREFLY_DOWN:
1008 Feld[x][y] = EL_BD_FIREFLY;
1009 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1012 case EL_PACMAN_RIGHT:
1014 case EL_PACMAN_LEFT:
1015 case EL_PACMAN_DOWN:
1016 Feld[x][y] = EL_PACMAN;
1017 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1020 case EL_SP_SNIKSNAK:
1021 MovDir[x][y] = MV_UP;
1024 case EL_SP_ELECTRON:
1025 MovDir[x][y] = MV_LEFT;
1032 Feld[x][y] = EL_MOLE;
1033 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1037 MovDir[x][y] = 1 << RND(4);
1038 if (element != EL_BUG &&
1039 element != EL_SPACESHIP &&
1040 element != EL_BD_BUTTERFLY &&
1041 element != EL_BD_FIREFLY)
1046 int x1 = x + xy[i][0];
1047 int y1 = y + xy[i][1];
1049 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1051 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1053 MovDir[x][y] = direction[0][i];
1056 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1057 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1059 MovDir[x][y] = direction[1][i];
1068 void InitAmoebaNr(int x, int y)
1071 int group_nr = AmoebeNachbarNr(x, y);
1075 for (i=1; i<MAX_NUM_AMOEBA; i++)
1077 if (AmoebaCnt[i] == 0)
1085 AmoebaNr[x][y] = group_nr;
1086 AmoebaCnt[group_nr]++;
1087 AmoebaCnt2[group_nr]++;
1093 boolean raise_level = FALSE;
1095 if (local_player->MovPos)
1098 if (tape.playing && tape.auto_play)
1099 tape.auto_play_level_solved = TRUE;
1101 local_player->LevelSolved = FALSE;
1103 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1107 if (!tape.playing && setup.sound_loops)
1108 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1109 SND_CTRL_PLAY_LOOP);
1111 while (TimeLeft > 0)
1113 if (!tape.playing && !setup.sound_loops)
1114 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1115 if (TimeLeft > 0 && !(TimeLeft % 10))
1116 RaiseScore(level.score[SC_ZEITBONUS]);
1117 if (TimeLeft > 100 && !(TimeLeft % 10))
1121 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1128 if (!tape.playing && setup.sound_loops)
1129 StopSound(SND_GAME_LEVELTIME_BONUS);
1131 else if (level.time == 0) /* level without time limit */
1133 if (!tape.playing && setup.sound_loops)
1134 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1135 SND_CTRL_PLAY_LOOP);
1137 while (TimePlayed < 999)
1139 if (!tape.playing && !setup.sound_loops)
1140 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1141 if (TimePlayed < 999 && !(TimePlayed % 10))
1142 RaiseScore(level.score[SC_ZEITBONUS]);
1143 if (TimePlayed < 900 && !(TimePlayed % 10))
1147 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1154 if (!tape.playing && setup.sound_loops)
1155 StopSound(SND_GAME_LEVELTIME_BONUS);
1158 /* Hero disappears */
1159 DrawLevelField(ExitX, ExitY);
1165 CloseDoor(DOOR_CLOSE_1);
1170 SaveTape(tape.level_nr); /* Ask to save tape */
1173 if (level_nr == leveldir_current->handicap_level)
1175 leveldir_current->handicap_level++;
1176 SaveLevelSetup_SeriesInfo();
1179 if (level_editor_test_game)
1180 local_player->score = -1; /* no highscore when playing from editor */
1181 else if (level_nr < leveldir_current->last_level)
1182 raise_level = TRUE; /* advance to next level */
1184 if ((hi_pos = NewHiScore()) >= 0)
1186 game_status = HALLOFFAME;
1187 DrawHallOfFame(hi_pos);
1196 game_status = MAINMENU;
1213 LoadScore(level_nr);
1215 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1216 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1219 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1221 if (local_player->score > highscore[k].Score)
1223 /* player has made it to the hall of fame */
1225 if (k < MAX_SCORE_ENTRIES - 1)
1227 int m = MAX_SCORE_ENTRIES - 1;
1230 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1231 if (!strcmp(setup.player_name, highscore[l].Name))
1233 if (m == k) /* player's new highscore overwrites his old one */
1239 strcpy(highscore[l].Name, highscore[l - 1].Name);
1240 highscore[l].Score = highscore[l - 1].Score;
1247 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1248 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1249 highscore[k].Score = local_player->score;
1255 else if (!strncmp(setup.player_name, highscore[k].Name,
1256 MAX_PLAYER_NAME_LEN))
1257 break; /* player already there with a higher score */
1263 SaveScore(level_nr);
1268 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1270 if (player->GfxAction != action || player->GfxDir != dir)
1273 printf("Player frame reset! (%d => %d, %d => %d)\n",
1274 player->GfxAction, action, player->GfxDir, dir);
1277 player->GfxAction = action;
1278 player->GfxDir = dir;
1280 player->StepFrame = 0;
1284 static void ResetRandomAnimationValue(int x, int y)
1286 GfxRandom[x][y] = INIT_GFX_RANDOM();
1289 static void ResetGfxAnimation(int x, int y)
1292 GfxAction[x][y] = ACTION_DEFAULT;
1295 void InitMovingField(int x, int y, int direction)
1297 int element = Feld[x][y];
1298 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1299 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1301 if (!JustStopped[x][y] || direction != MovDir[x][y])
1302 ResetGfxAnimation(x, y);
1304 MovDir[newx][newy] = MovDir[x][y] = direction;
1306 if (Feld[newx][newy] == EL_EMPTY)
1307 Feld[newx][newy] = EL_BLOCKED;
1309 if (direction == MV_DOWN && CAN_FALL(element))
1310 GfxAction[x][y] = ACTION_FALLING;
1312 GfxAction[x][y] = ACTION_MOVING;
1314 GfxFrame[newx][newy] = GfxFrame[x][y];
1315 GfxAction[newx][newy] = GfxAction[x][y];
1316 GfxRandom[newx][newy] = GfxRandom[x][y];
1319 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1321 int direction = MovDir[x][y];
1322 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1323 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1329 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1331 int oldx = x, oldy = y;
1332 int direction = MovDir[x][y];
1334 if (direction == MV_LEFT)
1336 else if (direction == MV_RIGHT)
1338 else if (direction == MV_UP)
1340 else if (direction == MV_DOWN)
1343 *comes_from_x = oldx;
1344 *comes_from_y = oldy;
1347 int MovingOrBlocked2Element(int x, int y)
1349 int element = Feld[x][y];
1351 if (element == EL_BLOCKED)
1355 Blocked2Moving(x, y, &oldx, &oldy);
1356 return Feld[oldx][oldy];
1362 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1364 /* like MovingOrBlocked2Element(), but if element is moving
1365 and (x,y) is the field the moving element is just leaving,
1366 return EL_BLOCKED instead of the element value */
1367 int element = Feld[x][y];
1369 if (IS_MOVING(x, y))
1371 if (element == EL_BLOCKED)
1375 Blocked2Moving(x, y, &oldx, &oldy);
1376 return Feld[oldx][oldy];
1385 static void RemoveField(int x, int y)
1387 Feld[x][y] = EL_EMPTY;
1388 GfxElement[x][y] = EL_EMPTY;
1394 void RemoveMovingField(int x, int y)
1396 int oldx = x, oldy = y, newx = x, newy = y;
1398 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1401 if (IS_MOVING(x, y))
1403 Moving2Blocked(x, y, &newx, &newy);
1404 if (Feld[newx][newy] != EL_BLOCKED)
1407 else if (Feld[x][y] == EL_BLOCKED)
1409 Blocked2Moving(x, y, &oldx, &oldy);
1410 if (!IS_MOVING(oldx, oldy))
1414 if (Feld[x][y] == EL_BLOCKED &&
1415 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1416 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1417 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1418 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1419 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1421 Feld[oldx][oldy] = EL_EMPTY;
1423 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1425 Feld[newx][newy] = EL_EMPTY;
1426 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1427 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1428 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1430 DrawLevelField(oldx, oldy);
1431 DrawLevelField(newx, newy);
1434 void DrawDynamite(int x, int y)
1436 int sx = SCREENX(x), sy = SCREENY(y);
1437 int graphic = el2img(Feld[x][y]);
1440 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1444 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1446 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1450 DrawGraphicThruMask(sx, sy, graphic, frame);
1452 DrawGraphic(sx, sy, graphic, frame);
1454 if (game.emulation == EMU_SUPAPLEX)
1455 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1456 else if (Store[x][y])
1457 DrawGraphicThruMask(sx, sy, graphic, frame);
1459 DrawGraphic(sx, sy, graphic, frame);
1463 void CheckDynamite(int x, int y)
1465 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1469 if (MovDelay[x][y] != 0)
1472 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1479 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1481 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1482 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1483 StopSound(SND_DYNAMITE_ACTIVE);
1485 StopSound(SND_DYNABOMB_ACTIVE);
1491 void Explode(int ex, int ey, int phase, int mode)
1495 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1496 int last_phase = num_phase * delay;
1497 int half_phase = (num_phase / 2) * delay;
1498 int first_phase_after_start = EX_PHASE_START + 1;
1500 if (game.explosions_delayed)
1502 ExplodeField[ex][ey] = mode;
1506 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1508 int center_element = Feld[ex][ey];
1510 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1512 /* put moving element to center field (and let it explode there) */
1513 center_element = MovingOrBlocked2Element(ex, ey);
1514 RemoveMovingField(ex, ey);
1515 Feld[ex][ey] = center_element;
1518 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1522 if (!IN_LEV_FIELD(x, y) ||
1523 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1524 (x != ex || y != ey)))
1527 element = Feld[x][y];
1529 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1531 element = MovingOrBlocked2Element(x, y);
1532 RemoveMovingField(x, y);
1535 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1538 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1540 if (IS_ACTIVE_BOMB(element))
1542 /* re-activate things under the bomb like gate or penguin */
1543 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1550 if (element == EL_EXPLOSION)
1551 element = Store2[x][y];
1553 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1555 switch(StorePlayer[ex][ey])
1558 Store[x][y] = EL_EMERALD_RED;
1561 Store[x][y] = EL_EMERALD;
1564 Store[x][y] = EL_EMERALD_PURPLE;
1568 Store[x][y] = EL_EMERALD_YELLOW;
1572 if (game.emulation == EMU_SUPAPLEX)
1573 Store[x][y] = EL_EMPTY;
1575 else if (center_element == EL_MOLE)
1576 Store[x][y] = EL_EMERALD_RED;
1577 else if (center_element == EL_PENGUIN)
1578 Store[x][y] = EL_EMERALD_PURPLE;
1579 else if (center_element == EL_BUG)
1580 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1581 else if (center_element == EL_BD_BUTTERFLY)
1582 Store[x][y] = EL_BD_DIAMOND;
1583 else if (center_element == EL_SP_ELECTRON)
1584 Store[x][y] = EL_SP_INFOTRON;
1585 else if (center_element == EL_YAMYAM)
1586 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1587 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1588 Store[x][y] = level.amoeba_content;
1589 else if (element == EL_WALL_EMERALD)
1590 Store[x][y] = EL_EMERALD;
1591 else if (element == EL_WALL_DIAMOND)
1592 Store[x][y] = EL_DIAMOND;
1593 else if (element == EL_WALL_BD_DIAMOND)
1594 Store[x][y] = EL_BD_DIAMOND;
1595 else if (element == EL_WALL_EMERALD_YELLOW)
1596 Store[x][y] = EL_EMERALD_YELLOW;
1597 else if (element == EL_WALL_EMERALD_RED)
1598 Store[x][y] = EL_EMERALD_RED;
1599 else if (element == EL_WALL_EMERALD_PURPLE)
1600 Store[x][y] = EL_EMERALD_PURPLE;
1601 else if (element == EL_WALL_PEARL)
1602 Store[x][y] = EL_PEARL;
1603 else if (element == EL_WALL_CRYSTAL)
1604 Store[x][y] = EL_CRYSTAL;
1605 else if (!IS_PFORTE(Store[x][y]))
1606 Store[x][y] = EL_EMPTY;
1608 if (x != ex || y != ey ||
1609 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1610 Store2[x][y] = element;
1612 if (AmoebaNr[x][y] &&
1613 (element == EL_AMOEBA_FULL ||
1614 element == EL_BD_AMOEBA ||
1615 element == EL_AMOEBA_GROWING))
1617 AmoebaCnt[AmoebaNr[x][y]]--;
1618 AmoebaCnt2[AmoebaNr[x][y]]--;
1621 Feld[x][y] = EL_EXPLOSION;
1622 GfxElement[x][y] = EL_EMPTY;
1623 MovDir[x][y] = MovPos[x][y] = 0;
1625 ExplodePhase[x][y] = 1;
1629 if (center_element == EL_YAMYAM)
1630 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1641 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1643 if (phase == first_phase_after_start)
1645 int element = Store2[x][y];
1647 if (element == EL_BLACK_ORB)
1649 Feld[x][y] = Store2[x][y];
1654 else if (phase == half_phase)
1656 int element = Store2[x][y];
1658 if (IS_PLAYER(x, y))
1659 KillHeroUnlessProtected(x, y);
1660 else if (IS_EXPLOSIVE(element))
1662 Feld[x][y] = Store2[x][y];
1666 else if (element == EL_AMOEBA_TO_DIAMOND)
1667 AmoebeUmwandeln(x, y);
1670 if (phase == last_phase)
1674 element = Feld[x][y] = Store[x][y];
1675 Store[x][y] = Store2[x][y] = 0;
1676 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1677 InitField(x, y, FALSE);
1678 if (CAN_MOVE(element) || COULD_MOVE(element))
1680 DrawLevelField(x, y);
1682 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1683 StorePlayer[x][y] = 0;
1685 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1687 int stored = Store[x][y];
1688 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1689 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1691 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1694 DrawLevelFieldCrumbledSand(x, y);
1696 if (IS_PFORTE(Store[x][y]))
1698 DrawLevelElement(x, y, Store[x][y]);
1699 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1702 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1706 void DynaExplode(int ex, int ey)
1709 int dynabomb_size = 1;
1710 boolean dynabomb_xl = FALSE;
1711 struct PlayerInfo *player;
1712 static int xy[4][2] =
1720 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1722 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1723 dynabomb_size = player->dynabomb_size;
1724 dynabomb_xl = player->dynabomb_xl;
1725 player->dynabombs_left++;
1728 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1732 for (j=1; j<=dynabomb_size; j++)
1734 int x = ex + j * xy[i % 4][0];
1735 int y = ey + j * xy[i % 4][1];
1738 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1741 element = Feld[x][y];
1743 /* do not restart explosions of fields with active bombs */
1744 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1747 Explode(x, y, EX_PHASE_START, EX_BORDER);
1749 if (element != EL_EMPTY &&
1750 element != EL_SAND &&
1751 element != EL_EXPLOSION &&
1758 void Bang(int x, int y)
1760 int element = Feld[x][y];
1762 if (game.emulation == EMU_SUPAPLEX)
1763 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1765 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1768 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1776 case EL_BD_BUTTERFLY:
1779 case EL_DARK_YAMYAM:
1783 RaiseScoreElement(element);
1784 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1786 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1787 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1788 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1789 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1790 case EL_DYNABOMB_INCREASE_NUMBER:
1791 case EL_DYNABOMB_INCREASE_SIZE:
1792 case EL_DYNABOMB_INCREASE_POWER:
1797 case EL_LAMP_ACTIVE:
1798 if (IS_PLAYER(x, y))
1799 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1801 Explode(x, y, EX_PHASE_START, EX_CENTER);
1804 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1809 void SplashAcid(int x, int y)
1811 int element = Feld[x][y];
1813 if (element != EL_ACID_SPLASH_LEFT &&
1814 element != EL_ACID_SPLASH_RIGHT)
1816 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1818 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1819 (!IN_LEV_FIELD(x-1, y-1) ||
1820 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1821 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1823 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1824 (!IN_LEV_FIELD(x+1, y-1) ||
1825 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1826 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1830 static void InitBeltMovement()
1832 static int belt_base_element[4] =
1834 EL_CONVEYOR_BELT_1_LEFT,
1835 EL_CONVEYOR_BELT_2_LEFT,
1836 EL_CONVEYOR_BELT_3_LEFT,
1837 EL_CONVEYOR_BELT_4_LEFT
1839 static int belt_base_active_element[4] =
1841 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1842 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1843 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1844 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1849 /* set frame order for belt animation graphic according to belt direction */
1856 int element = belt_base_active_element[belt_nr] + j;
1857 int graphic = el2img(element);
1859 if (game.belt_dir[i] == MV_LEFT)
1860 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1862 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1866 for(y=0; y<lev_fieldy; y++)
1868 for(x=0; x<lev_fieldx; x++)
1870 int element = Feld[x][y];
1874 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1876 int e_belt_nr = getBeltNrFromBeltElement(element);
1879 if (e_belt_nr == belt_nr)
1881 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1883 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1891 static void ToggleBeltSwitch(int x, int y)
1893 static int belt_base_element[4] =
1895 EL_CONVEYOR_BELT_1_LEFT,
1896 EL_CONVEYOR_BELT_2_LEFT,
1897 EL_CONVEYOR_BELT_3_LEFT,
1898 EL_CONVEYOR_BELT_4_LEFT
1900 static int belt_base_active_element[4] =
1902 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1903 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1904 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1905 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1907 static int belt_base_switch_element[4] =
1909 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1910 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1911 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1912 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1914 static int belt_move_dir[4] =
1922 int element = Feld[x][y];
1923 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1924 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1925 int belt_dir = belt_move_dir[belt_dir_nr];
1928 if (!IS_BELT_SWITCH(element))
1931 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1932 game.belt_dir[belt_nr] = belt_dir;
1934 if (belt_dir_nr == 3)
1937 /* set frame order for belt animation graphic according to belt direction */
1940 int element = belt_base_active_element[belt_nr] + i;
1941 int graphic = el2img(element);
1943 if (belt_dir == MV_LEFT)
1944 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1946 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1949 for (yy=0; yy<lev_fieldy; yy++)
1951 for (xx=0; xx<lev_fieldx; xx++)
1953 int element = Feld[xx][yy];
1955 if (IS_BELT_SWITCH(element))
1957 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1959 if (e_belt_nr == belt_nr)
1961 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1962 DrawLevelField(xx, yy);
1965 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1967 int e_belt_nr = getBeltNrFromBeltElement(element);
1969 if (e_belt_nr == belt_nr)
1971 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1973 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1974 DrawLevelField(xx, yy);
1977 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1979 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1981 if (e_belt_nr == belt_nr)
1983 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1985 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1986 DrawLevelField(xx, yy);
1993 static void ToggleSwitchgateSwitch(int x, int y)
1997 game.switchgate_pos = !game.switchgate_pos;
1999 for (yy=0; yy<lev_fieldy; yy++)
2001 for (xx=0; xx<lev_fieldx; xx++)
2003 int element = Feld[xx][yy];
2005 if (element == EL_SWITCHGATE_SWITCH_UP ||
2006 element == EL_SWITCHGATE_SWITCH_DOWN)
2008 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2009 DrawLevelField(xx, yy);
2011 else if (element == EL_SWITCHGATE_OPEN ||
2012 element == EL_SWITCHGATE_OPENING)
2014 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2016 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2018 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2021 else if (element == EL_SWITCHGATE_CLOSED ||
2022 element == EL_SWITCHGATE_CLOSING)
2024 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2026 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2028 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2035 static int getInvisibleActiveFromInvisibleElement(int element)
2037 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2038 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2039 EL_INVISIBLE_SAND_ACTIVE);
2042 static int getInvisibleFromInvisibleActiveElement(int element)
2044 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2045 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2049 static void RedrawAllLightSwitchesAndInvisibleElements()
2053 for (y=0; y<lev_fieldy; y++)
2055 for (x=0; x<lev_fieldx; x++)
2057 int element = Feld[x][y];
2059 if (element == EL_LIGHT_SWITCH &&
2060 game.light_time_left > 0)
2062 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2063 DrawLevelField(x, y);
2065 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2066 game.light_time_left == 0)
2068 Feld[x][y] = EL_LIGHT_SWITCH;
2069 DrawLevelField(x, y);
2071 else if (element == EL_INVISIBLE_STEELWALL ||
2072 element == EL_INVISIBLE_WALL ||
2073 element == EL_INVISIBLE_SAND)
2075 if (game.light_time_left > 0)
2076 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2078 DrawLevelField(x, y);
2080 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2081 element == EL_INVISIBLE_WALL_ACTIVE ||
2082 element == EL_INVISIBLE_SAND_ACTIVE)
2084 if (game.light_time_left == 0)
2085 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2087 DrawLevelField(x, y);
2093 static void ToggleLightSwitch(int x, int y)
2095 int element = Feld[x][y];
2097 game.light_time_left =
2098 (element == EL_LIGHT_SWITCH ?
2099 level.time_light * FRAMES_PER_SECOND : 0);
2101 RedrawAllLightSwitchesAndInvisibleElements();
2104 static void ActivateTimegateSwitch(int x, int y)
2108 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2110 for (yy=0; yy<lev_fieldy; yy++)
2112 for (xx=0; xx<lev_fieldx; xx++)
2114 int element = Feld[xx][yy];
2116 if (element == EL_TIMEGATE_CLOSED ||
2117 element == EL_TIMEGATE_CLOSING)
2119 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2120 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2124 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2126 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2127 DrawLevelField(xx, yy);
2134 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2137 void Impact(int x, int y)
2139 boolean lastline = (y == lev_fieldy-1);
2140 boolean object_hit = FALSE;
2141 int element = Feld[x][y];
2144 if (!lastline) /* check if element below was hit */
2146 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2149 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2150 MovDir[x][y+1] != MV_DOWN ||
2151 MovPos[x][y+1] <= TILEY / 2));
2153 smashed = MovingOrBlocked2Element(x, y+1);
2156 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2162 if (lastline || object_hit)
2164 ResetGfxAnimation(x, y);
2165 DrawLevelField(x, y);
2168 if ((element == EL_BOMB ||
2169 element == EL_SP_DISK_ORANGE ||
2170 element == EL_DX_SUPABOMB) &&
2171 (lastline || object_hit)) /* element is bomb */
2176 else if (element == EL_PEARL)
2178 Feld[x][y] = EL_PEARL_BREAKING;
2179 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2183 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2185 if (object_hit && IS_PLAYER(x, y+1))
2186 KillHeroUnlessProtected(x, y+1);
2187 else if (object_hit && smashed == EL_PENGUIN)
2191 Feld[x][y] = EL_AMOEBA_GROWING;
2192 Store[x][y] = EL_AMOEBA_WET;
2194 ResetRandomAnimationValue(x, y);
2199 if (!lastline && object_hit) /* check which object was hit */
2201 if (CAN_CHANGE(element) &&
2202 (smashed == EL_MAGIC_WALL ||
2203 smashed == EL_BD_MAGIC_WALL))
2206 int activated_magic_wall =
2207 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2208 EL_BD_MAGIC_WALL_ACTIVE);
2210 /* activate magic wall / mill */
2211 for (yy=0; yy<lev_fieldy; yy++)
2212 for (xx=0; xx<lev_fieldx; xx++)
2213 if (Feld[xx][yy] == smashed)
2214 Feld[xx][yy] = activated_magic_wall;
2216 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2217 game.magic_wall_active = TRUE;
2219 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2220 SND_MAGIC_WALL_ACTIVATING :
2221 SND_BD_MAGIC_WALL_ACTIVATING));
2224 if (IS_PLAYER(x, y + 1))
2226 KillHeroUnlessProtected(x, y+1);
2229 else if (smashed == EL_PENGUIN)
2234 else if (element == EL_BD_DIAMOND)
2236 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2242 else if ((element == EL_SP_INFOTRON ||
2243 element == EL_SP_ZONK) &&
2244 (smashed == EL_SP_SNIKSNAK ||
2245 smashed == EL_SP_ELECTRON ||
2246 smashed == EL_SP_DISK_ORANGE))
2251 else if (element == EL_ROCK ||
2252 element == EL_SP_ZONK ||
2253 element == EL_BD_ROCK)
2255 if (IS_ENEMY(smashed) ||
2256 smashed == EL_BOMB ||
2257 smashed == EL_SP_DISK_ORANGE ||
2258 smashed == EL_DX_SUPABOMB ||
2259 smashed == EL_SATELLITE ||
2260 smashed == EL_PIG ||
2261 smashed == EL_DRAGON ||
2267 else if (!IS_MOVING(x, y + 1))
2269 if (smashed == EL_LAMP ||
2270 smashed == EL_LAMP_ACTIVE)
2275 else if (smashed == EL_NUT)
2277 Feld[x][y+1] = EL_NUT_BREAKING;
2278 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2279 RaiseScoreElement(EL_NUT);
2282 else if (smashed == EL_PEARL)
2284 Feld[x][y+1] = EL_PEARL_BREAKING;
2285 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2288 else if (smashed == EL_DIAMOND)
2290 Feld[x][y+1] = EL_EMPTY;
2291 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2294 else if (IS_BELT_SWITCH(smashed))
2296 ToggleBeltSwitch(x, y+1);
2298 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2299 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2301 ToggleSwitchgateSwitch(x, y+1);
2303 else if (smashed == EL_LIGHT_SWITCH ||
2304 smashed == EL_LIGHT_SWITCH_ACTIVE)
2306 ToggleLightSwitch(x, y+1);
2312 /* play sound of magic wall / mill */
2314 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2315 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2317 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2318 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2319 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2320 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2325 /* play sound of object that hits the ground */
2326 if (lastline || object_hit)
2327 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2330 void TurnRound(int x, int y)
2342 { 0, 0 }, { 0, 0 }, { 0, 0 },
2347 int left, right, back;
2351 { MV_DOWN, MV_UP, MV_RIGHT },
2352 { MV_UP, MV_DOWN, MV_LEFT },
2354 { MV_LEFT, MV_RIGHT, MV_DOWN },
2355 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2356 { MV_RIGHT, MV_LEFT, MV_UP }
2359 int element = Feld[x][y];
2360 int old_move_dir = MovDir[x][y];
2361 int left_dir = turn[old_move_dir].left;
2362 int right_dir = turn[old_move_dir].right;
2363 int back_dir = turn[old_move_dir].back;
2365 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2366 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2367 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2368 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2370 int left_x = x + left_dx, left_y = y + left_dy;
2371 int right_x = x + right_dx, right_y = y + right_dy;
2372 int move_x = x + move_dx, move_y = y + move_dy;
2374 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2376 TestIfBadThingTouchesOtherBadThing(x, y);
2378 if (IN_LEV_FIELD(right_x, right_y) &&
2379 IS_FREE(right_x, right_y))
2380 MovDir[x][y] = right_dir;
2381 else if (!IN_LEV_FIELD(move_x, move_y) ||
2382 !IS_FREE(move_x, move_y))
2383 MovDir[x][y] = left_dir;
2385 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2387 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2390 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2391 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2393 TestIfBadThingTouchesOtherBadThing(x, y);
2395 if (IN_LEV_FIELD(left_x, left_y) &&
2396 IS_FREE(left_x, left_y))
2397 MovDir[x][y] = left_dir;
2398 else if (!IN_LEV_FIELD(move_x, move_y) ||
2399 !IS_FREE(move_x, move_y))
2400 MovDir[x][y] = right_dir;
2402 if ((element == EL_SPACESHIP ||
2403 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2404 && MovDir[x][y] != old_move_dir)
2406 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2409 else if (element == EL_YAMYAM)
2411 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2413 if (IN_LEV_FIELD(left_x, left_y) &&
2414 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2415 Feld[left_x][left_y] == EL_DIAMOND))
2416 can_turn_left = TRUE;
2417 if (IN_LEV_FIELD(right_x, right_y) &&
2418 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2419 Feld[right_x][right_y] == EL_DIAMOND))
2420 can_turn_right = TRUE;
2422 if (can_turn_left && can_turn_right)
2423 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2424 else if (can_turn_left)
2425 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2426 else if (can_turn_right)
2427 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2429 MovDir[x][y] = back_dir;
2431 MovDelay[x][y] = 16+16*RND(3);
2433 else if (element == EL_DARK_YAMYAM)
2435 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2437 if (IN_LEV_FIELD(left_x, left_y) &&
2438 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2439 IS_MAMPF2(Feld[left_x][left_y])))
2440 can_turn_left = TRUE;
2441 if (IN_LEV_FIELD(right_x, right_y) &&
2442 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2443 IS_MAMPF2(Feld[right_x][right_y])))
2444 can_turn_right = TRUE;
2446 if (can_turn_left && can_turn_right)
2447 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2448 else if (can_turn_left)
2449 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2450 else if (can_turn_right)
2451 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2453 MovDir[x][y] = back_dir;
2455 MovDelay[x][y] = 16+16*RND(3);
2457 else if (element == EL_PACMAN)
2459 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2461 if (IN_LEV_FIELD(left_x, left_y) &&
2462 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2463 IS_AMOEBOID(Feld[left_x][left_y])))
2464 can_turn_left = TRUE;
2465 if (IN_LEV_FIELD(right_x, right_y) &&
2466 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2467 IS_AMOEBOID(Feld[right_x][right_y])))
2468 can_turn_right = TRUE;
2470 if (can_turn_left && can_turn_right)
2471 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2472 else if (can_turn_left)
2473 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2474 else if (can_turn_right)
2475 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2477 MovDir[x][y] = back_dir;
2479 MovDelay[x][y] = 6+RND(40);
2481 else if (element == EL_PIG)
2483 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2484 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2485 boolean should_move_on = FALSE;
2487 int rnd = RND(rnd_value);
2489 if (IN_LEV_FIELD(left_x, left_y) &&
2490 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2491 can_turn_left = TRUE;
2492 if (IN_LEV_FIELD(right_x, right_y) &&
2493 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2494 can_turn_right = TRUE;
2495 if (IN_LEV_FIELD(move_x, move_y) &&
2496 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2499 if (can_turn_left &&
2501 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2502 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2503 should_turn_left = TRUE;
2504 if (can_turn_right &&
2506 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2507 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2508 should_turn_right = TRUE;
2510 (!can_turn_left || !can_turn_right ||
2511 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2512 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2513 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2514 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2515 should_move_on = TRUE;
2517 if (should_turn_left || should_turn_right || should_move_on)
2519 if (should_turn_left && should_turn_right && should_move_on)
2520 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2521 rnd < 2*rnd_value/3 ? right_dir :
2523 else if (should_turn_left && should_turn_right)
2524 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2525 else if (should_turn_left && should_move_on)
2526 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2527 else if (should_turn_right && should_move_on)
2528 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2529 else if (should_turn_left)
2530 MovDir[x][y] = left_dir;
2531 else if (should_turn_right)
2532 MovDir[x][y] = right_dir;
2533 else if (should_move_on)
2534 MovDir[x][y] = old_move_dir;
2536 else if (can_move_on && rnd > rnd_value/8)
2537 MovDir[x][y] = old_move_dir;
2538 else if (can_turn_left && can_turn_right)
2539 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2540 else if (can_turn_left && rnd > rnd_value/8)
2541 MovDir[x][y] = left_dir;
2542 else if (can_turn_right && rnd > rnd_value/8)
2543 MovDir[x][y] = right_dir;
2545 MovDir[x][y] = back_dir;
2547 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2548 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2549 MovDir[x][y] = old_move_dir;
2553 else if (element == EL_DRAGON)
2555 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2557 int rnd = RND(rnd_value);
2559 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2560 can_turn_left = TRUE;
2561 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2562 can_turn_right = TRUE;
2563 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2566 if (can_move_on && rnd > rnd_value/8)
2567 MovDir[x][y] = old_move_dir;
2568 else if (can_turn_left && can_turn_right)
2569 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2570 else if (can_turn_left && rnd > rnd_value/8)
2571 MovDir[x][y] = left_dir;
2572 else if (can_turn_right && rnd > rnd_value/8)
2573 MovDir[x][y] = right_dir;
2575 MovDir[x][y] = back_dir;
2577 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2578 MovDir[x][y] = old_move_dir;
2582 else if (element == EL_MOLE)
2584 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2586 if (IN_LEV_FIELD(move_x, move_y) &&
2587 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2588 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2593 if (IN_LEV_FIELD(left_x, left_y) &&
2594 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2595 can_turn_left = TRUE;
2596 if (IN_LEV_FIELD(right_x, right_y) &&
2597 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2598 can_turn_right = TRUE;
2600 if (can_turn_left && can_turn_right)
2601 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2602 else if (can_turn_left)
2603 MovDir[x][y] = left_dir;
2605 MovDir[x][y] = right_dir;
2608 if (MovDir[x][y] != old_move_dir)
2611 else if (element == EL_BALLOON)
2613 MovDir[x][y] = game.balloon_dir;
2616 else if (element == EL_SPRING)
2618 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2619 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2620 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2621 MovDir[x][y] = MV_NO_MOVING;
2625 else if (element == EL_ROBOT ||
2626 element == EL_SATELLITE ||
2627 element == EL_PENGUIN)
2629 int attr_x = -1, attr_y = -1;
2640 for (i=0; i<MAX_PLAYERS; i++)
2642 struct PlayerInfo *player = &stored_player[i];
2643 int jx = player->jx, jy = player->jy;
2645 if (!player->active)
2648 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2656 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2662 if (element == EL_PENGUIN)
2665 static int xy[4][2] =
2675 int ex = x + xy[i%4][0];
2676 int ey = y + xy[i%4][1];
2678 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2687 MovDir[x][y] = MV_NO_MOVING;
2689 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2691 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2693 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2695 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2697 if (element == EL_ROBOT)
2701 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2702 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2703 Moving2Blocked(x, y, &newx, &newy);
2705 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2706 MovDelay[x][y] = 8+8*!RND(3);
2708 MovDelay[x][y] = 16;
2716 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2718 boolean first_horiz = RND(2);
2719 int new_move_dir = MovDir[x][y];
2722 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2723 Moving2Blocked(x, y, &newx, &newy);
2725 if (IN_LEV_FIELD(newx, newy) &&
2726 (IS_FREE(newx, newy) ||
2727 Feld[newx][newy] == EL_ACID ||
2728 (element == EL_PENGUIN &&
2729 (Feld[newx][newy] == EL_EXIT_OPEN ||
2730 IS_MAMPF3(Feld[newx][newy])))))
2734 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2735 Moving2Blocked(x, y, &newx, &newy);
2737 if (IN_LEV_FIELD(newx, newy) &&
2738 (IS_FREE(newx, newy) ||
2739 Feld[newx][newy] == EL_ACID ||
2740 (element == EL_PENGUIN &&
2741 (Feld[newx][newy] == EL_EXIT_OPEN ||
2742 IS_MAMPF3(Feld[newx][newy])))))
2745 MovDir[x][y] = old_move_dir;
2752 static boolean JustBeingPushed(int x, int y)
2756 for (i=0; i<MAX_PLAYERS; i++)
2758 struct PlayerInfo *player = &stored_player[i];
2760 if (player->active && player->Pushing && player->MovPos)
2762 int next_jx = player->jx + (player->jx - player->last_jx);
2763 int next_jy = player->jy + (player->jy - player->last_jy);
2765 if (x == next_jx && y == next_jy)
2773 void StartMoving(int x, int y)
2775 static boolean use_spring_bug = TRUE;
2776 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2777 int element = Feld[x][y];
2782 GfxAction[x][y] = ACTION_DEFAULT;
2784 if (CAN_FALL(element) && y < lev_fieldy - 1)
2786 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2787 if (JustBeingPushed(x, y))
2790 if (element == EL_QUICKSAND_FULL)
2792 if (IS_FREE(x, y+1))
2794 InitMovingField(x, y, MV_DOWN);
2795 started_moving = TRUE;
2797 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2798 Store[x][y] = EL_ROCK;
2800 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2802 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2805 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2807 if (!MovDelay[x][y])
2808 MovDelay[x][y] = TILEY + 1;
2817 Feld[x][y] = EL_QUICKSAND_EMPTY;
2818 Feld[x][y+1] = EL_QUICKSAND_FULL;
2819 Store[x][y+1] = Store[x][y];
2822 PlaySoundLevelAction(x, y, ACTION_FILLING);
2824 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2828 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2829 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2831 InitMovingField(x, y, MV_DOWN);
2832 started_moving = TRUE;
2834 Feld[x][y] = EL_QUICKSAND_FILLING;
2835 Store[x][y] = element;
2837 PlaySoundLevelAction(x, y, ACTION_FILLING);
2839 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2842 else if (element == EL_MAGIC_WALL_FULL)
2844 if (IS_FREE(x, y+1))
2846 InitMovingField(x, y, MV_DOWN);
2847 started_moving = TRUE;
2849 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2850 Store[x][y] = EL_CHANGED(Store[x][y]);
2852 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2854 if (!MovDelay[x][y])
2855 MovDelay[x][y] = TILEY/4 + 1;
2864 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2865 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2866 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2870 else if (element == EL_BD_MAGIC_WALL_FULL)
2872 if (IS_FREE(x, y+1))
2874 InitMovingField(x, y, MV_DOWN);
2875 started_moving = TRUE;
2877 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2878 Store[x][y] = EL_CHANGED2(Store[x][y]);
2880 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2882 if (!MovDelay[x][y])
2883 MovDelay[x][y] = TILEY/4 + 1;
2892 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2893 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2894 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2898 else if (CAN_CHANGE(element) &&
2899 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2900 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2902 InitMovingField(x, y, MV_DOWN);
2903 started_moving = TRUE;
2906 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2907 EL_BD_MAGIC_WALL_FILLING);
2908 Store[x][y] = element;
2911 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2913 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2918 InitMovingField(x, y, MV_DOWN);
2919 started_moving = TRUE;
2921 Store[x][y] = EL_ACID;
2923 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2924 GfxAction[x][y+1] = ACTION_ACTIVE;
2927 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2932 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2934 if (MovDir[x][y] == MV_NO_MOVING)
2936 InitMovingField(x, y, MV_DOWN);
2937 started_moving = TRUE;
2940 else if (IS_FREE(x, y+1))
2942 if (JustStopped[x][y]) /* prevent animation from being restarted */
2943 MovDir[x][y] = MV_DOWN;
2945 InitMovingField(x, y, MV_DOWN);
2946 started_moving = TRUE;
2948 else if (element == EL_AMOEBA_DROP)
2950 Feld[x][y] = EL_AMOEBA_GROWING;
2951 Store[x][y] = EL_AMOEBA_WET;
2953 /* Store[x][y+1] must be zero, because:
2954 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2957 #if OLD_GAME_BEHAVIOUR
2958 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2960 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2961 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2962 element != EL_DX_SUPABOMB)
2965 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2966 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2967 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2968 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2971 boolean left = (x>0 && IS_FREE(x-1, y) &&
2972 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2973 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2974 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2978 if (left && right &&
2979 (game.emulation != EMU_BOULDERDASH &&
2980 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2981 left = !(right = RND(2));
2983 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2984 started_moving = TRUE;
2987 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2989 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2990 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2991 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2992 int belt_dir = game.belt_dir[belt_nr];
2994 if ((belt_dir == MV_LEFT && left_is_free) ||
2995 (belt_dir == MV_RIGHT && right_is_free))
2997 InitMovingField(x, y, belt_dir);
2998 started_moving = TRUE;
3000 GfxAction[x][y] = ACTION_DEFAULT;
3005 /* not "else if" because of EL_SPRING */
3006 if (CAN_MOVE(element) && !started_moving)
3010 if ((element == EL_SATELLITE ||
3011 element == EL_BALLOON ||
3012 element == EL_SPRING)
3013 && JustBeingPushed(x, y))
3018 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3019 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3021 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3023 Moving2Blocked(x, y, &newx, &newy);
3024 if (Feld[newx][newy] == EL_BLOCKED)
3025 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3030 if (!MovDelay[x][y]) /* start new movement phase */
3032 /* all objects that can change their move direction after each step */
3033 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3035 if (element != EL_YAMYAM &&
3036 element != EL_DARK_YAMYAM &&
3037 element != EL_PACMAN)
3041 if (MovDelay[x][y] && (element == EL_BUG ||
3042 element == EL_SPACESHIP ||
3043 element == EL_SP_SNIKSNAK ||
3044 element == EL_SP_ELECTRON ||
3045 element == EL_MOLE))
3046 DrawLevelField(x, y);
3050 if (MovDelay[x][y]) /* wait some time before next movement */
3054 if (element == EL_ROBOT ||
3055 element == EL_YAMYAM ||
3056 element == EL_DARK_YAMYAM)
3058 DrawLevelElementAnimationIfNeeded(x, y, element);
3059 PlaySoundLevelAction(x, y, ACTION_WAITING);
3061 else if (element == EL_SP_ELECTRON)
3062 DrawLevelElementAnimationIfNeeded(x, y, element);
3063 else if (element == EL_DRAGON)
3066 int dir = MovDir[x][y];
3067 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3068 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3069 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3070 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3071 dir == MV_UP ? IMG_FLAMES_1_UP :
3072 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3073 int frame = getGraphicAnimationFrame(graphic, -1);
3075 for (i=1; i<=3; i++)
3077 int xx = x + i*dx, yy = y + i*dy;
3078 int sx = SCREENX(xx), sy = SCREENY(yy);
3079 int flame_graphic = graphic + (i - 1);
3081 if (!IN_LEV_FIELD(xx, yy) ||
3082 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3087 int flamed = MovingOrBlocked2Element(xx, yy);
3089 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3092 RemoveMovingField(xx, yy);
3094 Feld[xx][yy] = EL_FLAMES;
3095 if (IN_SCR_FIELD(sx, sy))
3096 DrawGraphic(sx, sy, flame_graphic, frame);
3100 if (Feld[xx][yy] == EL_FLAMES)
3101 Feld[xx][yy] = EL_EMPTY;
3102 DrawLevelField(xx, yy);
3107 if (MovDelay[x][y]) /* element still has to wait some time */
3109 PlaySoundLevelAction(x, y, ACTION_WAITING);
3115 /* now make next step */
3117 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3119 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3120 !PLAYER_PROTECTED(newx, newy))
3124 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3127 /* enemy got the player */
3129 KillHero(PLAYERINFO(newx, newy));
3134 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3135 element == EL_SATELLITE || element == EL_BALLOON) &&
3136 IN_LEV_FIELD(newx, newy) &&
3137 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3140 Store[x][y] = EL_ACID;
3142 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3144 if (Feld[newx][newy] == EL_EXIT_OPEN)
3146 Feld[x][y] = EL_EMPTY;
3147 DrawLevelField(x, y);
3149 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3150 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3151 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3153 local_player->friends_still_needed--;
3154 if (!local_player->friends_still_needed &&
3155 !local_player->GameOver && AllPlayersGone)
3156 local_player->LevelSolved = local_player->GameOver = TRUE;
3160 else if (IS_MAMPF3(Feld[newx][newy]))
3162 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3163 DrawLevelField(newx, newy);
3165 MovDir[x][y] = MV_NO_MOVING;
3167 else if (!IS_FREE(newx, newy))
3169 if (IS_PLAYER(x, y))
3170 DrawPlayerField(x, y);
3172 DrawLevelField(x, y);
3176 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3178 if (IS_GEM(Feld[newx][newy]))
3180 if (IS_MOVING(newx, newy))
3181 RemoveMovingField(newx, newy);
3184 Feld[newx][newy] = EL_EMPTY;
3185 DrawLevelField(newx, newy);
3188 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3190 else if (!IS_FREE(newx, newy))
3192 if (IS_PLAYER(x, y))
3193 DrawPlayerField(x, y);
3195 DrawLevelField(x, y);
3199 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3201 if (!IS_FREE(newx, newy))
3203 if (IS_PLAYER(x, y))
3204 DrawPlayerField(x, y);
3206 DrawLevelField(x, y);
3211 boolean wanna_flame = !RND(10);
3212 int dx = newx - x, dy = newy - y;
3213 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3214 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3215 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3216 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3217 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3218 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3220 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3221 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3222 element1 != EL_FLAMES && element2 != EL_FLAMES)
3224 if (IS_PLAYER(x, y))
3225 DrawPlayerField(x, y);
3227 DrawLevelField(x, y);
3229 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3231 MovDelay[x][y] = 50;
3232 Feld[newx][newy] = EL_FLAMES;
3233 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3234 Feld[newx1][newy1] = EL_FLAMES;
3235 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3236 Feld[newx2][newy2] = EL_FLAMES;
3241 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3242 Feld[newx][newy] == EL_DIAMOND)
3244 if (IS_MOVING(newx, newy))
3245 RemoveMovingField(newx, newy);
3248 Feld[newx][newy] = EL_EMPTY;
3249 DrawLevelField(newx, newy);
3252 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3254 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3255 IS_MAMPF2(Feld[newx][newy]))
3257 if (AmoebaNr[newx][newy])
3259 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3260 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3261 Feld[newx][newy] == EL_BD_AMOEBA)
3262 AmoebaCnt[AmoebaNr[newx][newy]]--;
3265 if (IS_MOVING(newx, newy))
3266 RemoveMovingField(newx, newy);
3269 Feld[newx][newy] = EL_EMPTY;
3270 DrawLevelField(newx, newy);
3273 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3275 else if ((element == EL_PACMAN || element == EL_MOLE)
3276 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3278 if (AmoebaNr[newx][newy])
3280 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3281 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3282 Feld[newx][newy] == EL_BD_AMOEBA)
3283 AmoebaCnt[AmoebaNr[newx][newy]]--;
3286 if (element == EL_MOLE)
3288 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3289 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3290 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3291 return; /* wait for shrinking amoeba */
3293 else /* element == EL_PACMAN */
3295 Feld[newx][newy] = EL_EMPTY;
3296 DrawLevelField(newx, newy);
3297 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3300 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3301 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3302 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3304 /* wait for shrinking amoeba to completely disappear */
3307 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3309 /* object was running against a wall */
3313 if (element == EL_BUG || element == EL_SPACESHIP ||
3314 element == EL_SP_SNIKSNAK)
3315 DrawLevelField(x, y);
3316 else if (element == EL_BUG || element == EL_SPACESHIP ||
3317 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3318 DrawLevelField(x, y);
3319 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3320 DrawLevelElementAnimationIfNeeded(x, y, element);
3321 else if (element == EL_SATELLITE)
3322 DrawLevelElementAnimationIfNeeded(x, y, element);
3323 else if (element == EL_SP_ELECTRON)
3324 DrawLevelElementAnimationIfNeeded(x, y, element);
3326 if (DONT_TOUCH(element))
3327 TestIfBadThingTouchesHero(x, y);
3329 PlaySoundLevelAction(x, y, ACTION_WAITING);
3334 InitMovingField(x, y, MovDir[x][y]);
3336 PlaySoundLevelAction(x, y, ACTION_MOVING);
3340 ContinueMoving(x, y);
3343 void ContinueMoving(int x, int y)
3345 int element = Feld[x][y];
3346 int direction = MovDir[x][y];
3347 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3348 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3349 int horiz_move = (dx != 0);
3350 int newx = x + dx, newy = y + dy;
3351 int step = (horiz_move ? dx : dy) * TILEX / 8;
3353 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3355 else if (element == EL_QUICKSAND_FILLING ||
3356 element == EL_QUICKSAND_EMPTYING)
3358 else if (element == EL_MAGIC_WALL_FILLING ||
3359 element == EL_BD_MAGIC_WALL_FILLING ||
3360 element == EL_MAGIC_WALL_EMPTYING ||
3361 element == EL_BD_MAGIC_WALL_EMPTYING)
3363 else if (CAN_FALL(element) && horiz_move &&
3364 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3366 else if (element == EL_SPRING && horiz_move)
3369 #if OLD_GAME_BEHAVIOUR
3370 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3374 MovPos[x][y] += step;
3376 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3378 Feld[x][y] = EL_EMPTY;
3379 Feld[newx][newy] = element;
3381 if (element == EL_MOLE)
3384 static int xy[4][2] =
3392 Feld[x][y] = EL_SAND;
3393 DrawLevelField(x, y);
3402 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3403 DrawLevelField(xx, yy); /* for "crumbled sand" */
3407 if (element == EL_QUICKSAND_FILLING)
3409 element = Feld[newx][newy] = get_next_element(element);
3410 Store[newx][newy] = Store[x][y];
3412 else if (element == EL_QUICKSAND_EMPTYING)
3414 Feld[x][y] = get_next_element(element);
3415 element = Feld[newx][newy] = Store[x][y];
3417 else if (element == EL_MAGIC_WALL_FILLING)
3419 element = Feld[newx][newy] = get_next_element(element);
3420 if (!game.magic_wall_active)
3421 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3422 Store[newx][newy] = Store[x][y];
3424 else if (element == EL_MAGIC_WALL_EMPTYING)
3426 Feld[x][y] = get_next_element(element);
3427 if (!game.magic_wall_active)
3428 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3429 element = Feld[newx][newy] = Store[x][y];
3431 else if (element == EL_BD_MAGIC_WALL_FILLING)
3433 element = Feld[newx][newy] = get_next_element(element);
3434 if (!game.magic_wall_active)
3435 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3436 Store[newx][newy] = Store[x][y];
3438 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3440 Feld[x][y] = get_next_element(element);
3441 if (!game.magic_wall_active)
3442 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3443 element = Feld[newx][newy] = Store[x][y];
3445 else if (element == EL_AMOEBA_DROPPING)
3447 Feld[x][y] = get_next_element(element);
3448 element = Feld[newx][newy] = Store[x][y];
3450 else if (Store[x][y] == EL_ACID)
3452 element = Feld[newx][newy] = EL_ACID;
3456 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3457 MovDelay[newx][newy] = 0;
3459 /* copy animation control values to new field */
3460 GfxFrame[newx][newy] = GfxFrame[x][y];
3461 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3462 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3464 ResetGfxAnimation(x, y); /* reset animation values for old field */
3468 if (!CAN_MOVE(element))
3469 MovDir[newx][newy] = 0;
3472 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3473 MovDir[newx][newy] = 0;
3476 if (!CAN_MOVE(element) ||
3477 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3478 MovDir[newx][newy] = 0;
3482 DrawLevelField(x, y);
3483 DrawLevelField(newx, newy);
3485 Stop[newx][newy] = TRUE;
3486 JustStopped[newx][newy] = 3;
3488 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3490 TestIfBadThingTouchesHero(newx, newy);
3491 TestIfBadThingTouchesFriend(newx, newy);
3492 TestIfBadThingTouchesOtherBadThing(newx, newy);
3494 else if (element == EL_PENGUIN)
3495 TestIfFriendTouchesBadThing(newx, newy);
3497 if (CAN_SMASH(element) && direction == MV_DOWN &&
3498 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3501 else /* still moving on */
3503 DrawLevelField(x, y);
3507 int AmoebeNachbarNr(int ax, int ay)
3510 int element = Feld[ax][ay];
3512 static int xy[4][2] =
3522 int x = ax + xy[i][0];
3523 int y = ay + xy[i][1];
3525 if (!IN_LEV_FIELD(x, y))
3528 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3529 group_nr = AmoebaNr[x][y];
3535 void AmoebenVereinigen(int ax, int ay)
3537 int i, x, y, xx, yy;
3538 int new_group_nr = AmoebaNr[ax][ay];
3539 static int xy[4][2] =
3547 if (new_group_nr == 0)
3555 if (!IN_LEV_FIELD(x, y))
3558 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3559 Feld[x][y] == EL_BD_AMOEBA ||
3560 Feld[x][y] == EL_AMOEBA_DEAD) &&
3561 AmoebaNr[x][y] != new_group_nr)
3563 int old_group_nr = AmoebaNr[x][y];
3565 if (old_group_nr == 0)
3568 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3569 AmoebaCnt[old_group_nr] = 0;
3570 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3571 AmoebaCnt2[old_group_nr] = 0;
3573 for (yy=0; yy<lev_fieldy; yy++)
3575 for (xx=0; xx<lev_fieldx; xx++)
3577 if (AmoebaNr[xx][yy] == old_group_nr)
3578 AmoebaNr[xx][yy] = new_group_nr;
3585 void AmoebeUmwandeln(int ax, int ay)
3589 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3591 int group_nr = AmoebaNr[ax][ay];
3596 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3597 printf("AmoebeUmwandeln(): This should never happen!\n");
3602 for (y=0; y<lev_fieldy; y++)
3604 for (x=0; x<lev_fieldx; x++)
3606 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3609 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3613 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3614 SND_AMOEBA_TURNING_TO_GEM :
3615 SND_AMOEBA_TURNING_TO_ROCK));
3620 static int xy[4][2] =
3633 if (!IN_LEV_FIELD(x, y))
3636 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3638 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3639 SND_AMOEBA_TURNING_TO_GEM :
3640 SND_AMOEBA_TURNING_TO_ROCK));
3647 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3650 int group_nr = AmoebaNr[ax][ay];
3651 boolean done = FALSE;
3656 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3657 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3662 for (y=0; y<lev_fieldy; y++)
3664 for (x=0; x<lev_fieldx; x++)
3666 if (AmoebaNr[x][y] == group_nr &&
3667 (Feld[x][y] == EL_AMOEBA_DEAD ||
3668 Feld[x][y] == EL_BD_AMOEBA ||
3669 Feld[x][y] == EL_AMOEBA_GROWING))
3672 Feld[x][y] = new_element;
3673 InitField(x, y, FALSE);
3674 DrawLevelField(x, y);
3681 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3682 SND_BD_AMOEBA_TURNING_TO_ROCK :
3683 SND_BD_AMOEBA_TURNING_TO_GEM));
3686 void AmoebeWaechst(int x, int y)
3688 static unsigned long sound_delay = 0;
3689 static unsigned long sound_delay_value = 0;
3691 if (!MovDelay[x][y]) /* start new growing cycle */
3695 if (DelayReached(&sound_delay, sound_delay_value))
3698 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3700 if (Store[x][y] == EL_BD_AMOEBA)
3701 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3703 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3705 sound_delay_value = 30;
3709 if (MovDelay[x][y]) /* wait some time before growing bigger */
3712 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3714 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3715 6 - MovDelay[x][y]);
3717 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3720 if (!MovDelay[x][y])
3722 Feld[x][y] = Store[x][y];
3724 DrawLevelField(x, y);
3729 void AmoebaDisappearing(int x, int y)
3731 static unsigned long sound_delay = 0;
3732 static unsigned long sound_delay_value = 0;
3734 if (!MovDelay[x][y]) /* start new shrinking cycle */
3738 if (DelayReached(&sound_delay, sound_delay_value))
3739 sound_delay_value = 30;
3742 if (MovDelay[x][y]) /* wait some time before shrinking */
3745 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3747 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3748 6 - MovDelay[x][y]);
3750 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3753 if (!MovDelay[x][y])
3755 Feld[x][y] = EL_EMPTY;
3756 DrawLevelField(x, y);
3758 /* don't let mole enter this field in this cycle;
3759 (give priority to objects falling to this field from above) */
3765 void AmoebeAbleger(int ax, int ay)
3768 int element = Feld[ax][ay];
3769 int graphic = el2img(element);
3770 int newax = ax, neway = ay;
3771 static int xy[4][2] =
3779 if (!level.amoeba_speed)
3781 Feld[ax][ay] = EL_AMOEBA_DEAD;
3782 DrawLevelField(ax, ay);
3786 if (IS_ANIMATED(graphic))
3787 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3789 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3790 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3792 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3795 if (MovDelay[ax][ay])
3799 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3802 int x = ax + xy[start][0];
3803 int y = ay + xy[start][1];
3805 if (!IN_LEV_FIELD(x, y))
3808 if (IS_FREE(x, y) ||
3809 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3815 if (newax == ax && neway == ay)
3818 else /* normal or "filled" (BD style) amoeba */
3821 boolean waiting_for_player = FALSE;
3825 int j = (start + i) % 4;
3826 int x = ax + xy[j][0];
3827 int y = ay + xy[j][1];
3829 if (!IN_LEV_FIELD(x, y))
3832 if (IS_FREE(x, y) ||
3833 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3839 else if (IS_PLAYER(x, y))
3840 waiting_for_player = TRUE;
3843 if (newax == ax && neway == ay) /* amoeba cannot grow */
3845 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3847 Feld[ax][ay] = EL_AMOEBA_DEAD;
3848 DrawLevelField(ax, ay);
3849 AmoebaCnt[AmoebaNr[ax][ay]]--;
3851 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3853 if (element == EL_AMOEBA_FULL)
3854 AmoebeUmwandeln(ax, ay);
3855 else if (element == EL_BD_AMOEBA)
3856 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3861 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3863 /* amoeba gets larger by growing in some direction */
3865 int new_group_nr = AmoebaNr[ax][ay];
3868 if (new_group_nr == 0)
3870 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3871 printf("AmoebeAbleger(): This should never happen!\n");
3876 AmoebaNr[newax][neway] = new_group_nr;
3877 AmoebaCnt[new_group_nr]++;
3878 AmoebaCnt2[new_group_nr]++;
3880 /* if amoeba touches other amoeba(s) after growing, unify them */
3881 AmoebenVereinigen(newax, neway);
3883 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3885 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3891 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3892 (neway == lev_fieldy - 1 && newax != ax))
3894 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3895 Store[newax][neway] = element;
3897 else if (neway == ay)
3899 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3901 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3903 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3908 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3909 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3910 Store[ax][ay] = EL_AMOEBA_DROP;
3911 ContinueMoving(ax, ay);
3915 DrawLevelField(newax, neway);
3918 void Life(int ax, int ay)
3921 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3923 int element = Feld[ax][ay];
3924 int graphic = el2img(element);
3925 boolean changed = FALSE;
3927 if (IS_ANIMATED(graphic))
3928 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3933 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3934 MovDelay[ax][ay] = life_time;
3936 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3939 if (MovDelay[ax][ay])
3943 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3945 int xx = ax+x1, yy = ay+y1;
3948 if (!IN_LEV_FIELD(xx, yy))
3951 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3953 int x = xx+x2, y = yy+y2;
3955 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3958 if (((Feld[x][y] == element ||
3959 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
3961 (IS_FREE(x, y) && Stop[x][y]))
3965 if (xx == ax && yy == ay) /* field in the middle */
3967 if (nachbarn < life[0] || nachbarn > life[1])
3969 Feld[xx][yy] = EL_EMPTY;
3971 DrawLevelField(xx, yy);
3972 Stop[xx][yy] = TRUE;
3976 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3977 { /* free border field */
3978 if (nachbarn >= life[2] && nachbarn <= life[3])
3980 Feld[xx][yy] = element;
3981 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
3983 DrawLevelField(xx, yy);
3984 Stop[xx][yy] = TRUE;
3991 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
3992 SND_GAME_OF_LIFE_GROWING);
3995 static void InitRobotWheel(int x, int y)
3997 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4000 static void RunRobotWheel(int x, int y)
4002 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4005 static void StopRobotWheel(int x, int y)
4007 if (ZX == x && ZY == y)
4011 static void InitTimegateWheel(int x, int y)
4013 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4016 static void RunTimegateWheel(int x, int y)
4018 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4021 void CheckExit(int x, int y)
4023 if (local_player->gems_still_needed > 0 ||
4024 local_player->sokobanfields_still_needed > 0 ||
4025 local_player->lights_still_needed > 0)
4027 int element = Feld[x][y];
4028 int graphic = el2img(element);
4030 if (IS_ANIMATED(graphic))
4031 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4036 Feld[x][y] = EL_EXIT_OPENING;
4038 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4041 void CheckExitSP(int x, int y)
4043 if (local_player->gems_still_needed > 0)
4045 int element = Feld[x][y];
4046 int graphic = el2img(element);
4048 if (IS_ANIMATED(graphic))
4049 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4054 Feld[x][y] = EL_SP_EXIT_OPEN;
4056 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4059 static void CloseAllOpenTimegates()
4063 for (y=0; y<lev_fieldy; y++)
4065 for (x=0; x<lev_fieldx; x++)
4067 int element = Feld[x][y];
4069 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4071 Feld[x][y] = EL_TIMEGATE_CLOSING;
4073 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4075 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4082 void EdelsteinFunkeln(int x, int y)
4084 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4087 if (Feld[x][y] == EL_BD_DIAMOND)
4090 if (MovDelay[x][y] == 0) /* next animation frame */
4091 MovDelay[x][y] = 11 * !SimpleRND(500);
4093 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4097 if (setup.direct_draw && MovDelay[x][y])
4098 SetDrawtoField(DRAW_BUFFERED);
4100 DrawLevelElementAnimation(x, y, Feld[x][y]);
4102 if (MovDelay[x][y] != 0)
4104 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4105 10 - MovDelay[x][y]);
4107 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4109 if (setup.direct_draw)
4113 dest_x = FX + SCREENX(x) * TILEX;
4114 dest_y = FY + SCREENY(y) * TILEY;
4116 BlitBitmap(drawto_field, window,
4117 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4118 SetDrawtoField(DRAW_DIRECT);
4124 void MauerWaechst(int x, int y)
4128 if (!MovDelay[x][y]) /* next animation frame */
4129 MovDelay[x][y] = 3 * delay;
4131 if (MovDelay[x][y]) /* wait some time before next frame */
4135 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4137 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4138 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4140 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4143 if (!MovDelay[x][y])
4145 if (MovDir[x][y] == MV_LEFT)
4147 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4148 DrawLevelField(x - 1, y);
4150 else if (MovDir[x][y] == MV_RIGHT)
4152 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4153 DrawLevelField(x + 1, y);
4155 else if (MovDir[x][y] == MV_UP)
4157 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4158 DrawLevelField(x, y - 1);
4162 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4163 DrawLevelField(x, y + 1);
4166 Feld[x][y] = Store[x][y];
4168 MovDir[x][y] = MV_NO_MOVING;
4169 DrawLevelField(x, y);
4174 void MauerAbleger(int ax, int ay)
4176 int element = Feld[ax][ay];
4177 int graphic = el2img(element);
4178 boolean oben_frei = FALSE, unten_frei = FALSE;
4179 boolean links_frei = FALSE, rechts_frei = FALSE;
4180 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4181 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4182 boolean new_wall = FALSE;
4184 if (IS_ANIMATED(graphic))
4185 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4187 if (!MovDelay[ax][ay]) /* start building new wall */
4188 MovDelay[ax][ay] = 6;
4190 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4193 if (MovDelay[ax][ay])
4197 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4199 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4201 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4203 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4206 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4207 element == EL_EXPANDABLE_WALL_ANY)
4211 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4212 Store[ax][ay-1] = element;
4213 MovDir[ax][ay-1] = MV_UP;
4214 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4215 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4216 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4221 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4222 Store[ax][ay+1] = element;
4223 MovDir[ax][ay+1] = MV_DOWN;
4224 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4225 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4226 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4231 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4232 element == EL_EXPANDABLE_WALL_ANY ||
4233 element == EL_EXPANDABLE_WALL)
4237 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4238 Store[ax-1][ay] = element;
4239 MovDir[ax-1][ay] = MV_LEFT;
4240 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4241 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4242 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4248 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4249 Store[ax+1][ay] = element;
4250 MovDir[ax+1][ay] = MV_RIGHT;
4251 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4252 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4253 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4258 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4259 DrawLevelField(ax, ay);
4261 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4263 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4264 unten_massiv = TRUE;
4265 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4266 links_massiv = TRUE;
4267 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4268 rechts_massiv = TRUE;
4270 if (((oben_massiv && unten_massiv) ||
4271 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4272 element == EL_EXPANDABLE_WALL) &&
4273 ((links_massiv && rechts_massiv) ||
4274 element == EL_EXPANDABLE_WALL_VERTICAL))
4275 Feld[ax][ay] = EL_WALL;
4279 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4281 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4285 void CheckForDragon(int x, int y)
4288 boolean dragon_found = FALSE;
4289 static int xy[4][2] =
4301 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4303 if (IN_LEV_FIELD(xx, yy) &&
4304 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4306 if (Feld[xx][yy] == EL_DRAGON)
4307 dragon_found = TRUE;
4320 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4322 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4324 Feld[xx][yy] = EL_EMPTY;
4325 DrawLevelField(xx, yy);
4334 static void InitBuggyBase(int x, int y)
4336 int element = Feld[x][y];
4337 int activating_delay = FRAMES_PER_SECOND / 4;
4340 (element == EL_SP_BUGGY_BASE ?
4341 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4342 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4344 element == EL_SP_BUGGY_BASE_ACTIVE ?
4345 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4348 static void WarnBuggyBase(int x, int y)
4351 static int xy[4][2] =
4361 int xx = x + xy[i][0], yy = y + xy[i][1];
4363 if (IS_PLAYER(xx, yy))
4365 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4372 static void InitTrap(int x, int y)
4374 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4377 static void ActivateTrap(int x, int y)
4379 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4382 static void ChangeActiveTrap(int x, int y)
4384 int graphic = IMG_TRAP_ACTIVE;
4386 /* if new animation frame was drawn, correct crumbled sand border */
4387 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4388 DrawLevelFieldCrumbledSand(x, y);
4391 static void ChangeElement(int x, int y)
4393 int element = Feld[x][y];
4395 if (MovDelay[x][y] == 0) /* initialize element change */
4397 MovDelay[x][y] = changing_element[element].change_delay + 1;
4399 ResetGfxAnimation(x, y);
4400 ResetRandomAnimationValue(x, y);
4402 if (changing_element[element].pre_change_function)
4403 changing_element[element].pre_change_function(x, y);
4408 if (MovDelay[x][y] != 0) /* continue element change */
4410 if (IS_ANIMATED(el2img(element)))
4411 DrawLevelElementAnimationIfNeeded(x, y, element);
4413 if (changing_element[element].change_function)
4414 changing_element[element].change_function(x, y);
4416 else /* finish element change */
4418 Feld[x][y] = changing_element[element].next_element;
4420 ResetGfxAnimation(x, y);
4421 ResetRandomAnimationValue(x, y);
4423 DrawLevelField(x, y);
4425 if (changing_element[element].post_change_function)
4426 changing_element[element].post_change_function(x, y);
4430 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4432 static byte stored_player_action[MAX_PLAYERS];
4433 static int num_stored_actions = 0;
4434 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4435 int left = player_action & JOY_LEFT;
4436 int right = player_action & JOY_RIGHT;
4437 int up = player_action & JOY_UP;
4438 int down = player_action & JOY_DOWN;
4439 int button1 = player_action & JOY_BUTTON_1;
4440 int button2 = player_action & JOY_BUTTON_2;
4441 int dx = (left ? -1 : right ? 1 : 0);
4442 int dy = (up ? -1 : down ? 1 : 0);
4444 stored_player_action[player->index_nr] = 0;
4445 num_stored_actions++;
4447 if (!player->active || tape.pausing)
4453 snapped = SnapField(player, dx, dy);
4457 bombed = PlaceBomb(player);
4458 moved = MoveFigure(player, dx, dy);
4461 if (tape.single_step && tape.recording && !tape.pausing)
4463 if (button1 || (bombed && !moved))
4465 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4466 SnapField(player, 0, 0); /* stop snapping */
4470 stored_player_action[player->index_nr] = player_action;
4474 /* no actions for this player (no input at player's configured device) */
4476 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4477 SnapField(player, 0, 0);
4478 CheckGravityMovement(player);
4480 if (player->MovPos == 0)
4483 printf("Trying... Player frame reset\n");
4486 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4489 if (player->MovPos == 0) /* needed for tape.playing */
4490 player->is_moving = FALSE;
4493 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4495 TapeRecordAction(stored_player_action);
4496 num_stored_actions = 0;
4502 static unsigned long action_delay = 0;
4503 unsigned long action_delay_value;
4504 int magic_wall_x = 0, magic_wall_y = 0;
4505 int i, x, y, element, graphic;
4506 byte *recorded_player_action;
4507 byte summarized_player_action = 0;
4509 if (game_status != PLAYING)
4512 action_delay_value =
4513 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4515 if (tape.playing && tape.index_search && !tape.pausing)
4516 action_delay_value = 0;
4518 /* ---------- main game synchronization point ---------- */
4520 WaitUntilDelayReached(&action_delay, action_delay_value);
4522 if (network_playing && !network_player_action_received)
4526 printf("DEBUG: try to get network player actions in time\n");
4530 #if defined(PLATFORM_UNIX)
4531 /* last chance to get network player actions without main loop delay */
4535 if (game_status != PLAYING)
4538 if (!network_player_action_received)
4542 printf("DEBUG: failed to get network player actions in time\n");
4552 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4554 for (i=0; i<MAX_PLAYERS; i++)
4556 summarized_player_action |= stored_player[i].action;
4558 if (!network_playing)
4559 stored_player[i].effective_action = stored_player[i].action;
4562 #if defined(PLATFORM_UNIX)
4563 if (network_playing)
4564 SendToServer_MovePlayer(summarized_player_action);
4567 if (!options.network && !setup.team_mode)
4568 local_player->effective_action = summarized_player_action;
4570 for (i=0; i<MAX_PLAYERS; i++)
4572 int actual_player_action = stored_player[i].effective_action;
4574 if (stored_player[i].programmed_action)
4575 actual_player_action = stored_player[i].programmed_action;
4577 if (recorded_player_action)
4578 actual_player_action = recorded_player_action[i];
4580 PlayerActions(&stored_player[i], actual_player_action);
4581 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4584 network_player_action_received = FALSE;
4586 ScrollScreen(NULL, SCROLL_GO_ON);
4592 for (i=0; i<MAX_PLAYERS; i++)
4593 stored_player[i].Frame++;
4596 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4599 if (JustStopped[x][y] > 0)
4600 JustStopped[x][y]--;
4605 if (IS_BLOCKED(x, y))
4609 Blocked2Moving(x, y, &oldx, &oldy);
4610 if (!IS_MOVING(oldx, oldy))
4612 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4613 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4614 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4615 printf("GameActions(): This should never happen!\n");
4621 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4623 element = Feld[x][y];
4624 graphic = el2img(element);
4626 if (graphic_info[graphic].anim_global_sync)
4627 GfxFrame[x][y] = FrameCounter;
4629 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4630 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4631 ResetRandomAnimationValue(x, y);
4633 SetRandomAnimationValue(x, y);
4636 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4639 if (IS_INACTIVE(element))
4641 if (IS_ANIMATED(graphic))
4642 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4647 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4651 if (IS_ANIMATED(graphic) &&
4654 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4656 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4657 EdelsteinFunkeln(x, y);
4659 else if ((element == EL_ACID ||
4660 element == EL_EXIT_OPEN ||
4661 element == EL_SP_EXIT_OPEN ||
4662 element == EL_SP_TERMINAL ||
4663 element == EL_SP_TERMINAL_ACTIVE ||
4664 element == EL_EXTRA_TIME ||
4665 element == EL_SHIELD_NORMAL ||
4666 element == EL_SHIELD_DEADLY) &&
4667 IS_ANIMATED(graphic))
4668 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4669 else if (IS_MOVING(x, y))
4670 ContinueMoving(x, y);
4671 else if (IS_ACTIVE_BOMB(element))
4672 CheckDynamite(x, y);
4674 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4675 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4677 else if (element == EL_AMOEBA_GROWING)
4678 AmoebeWaechst(x, y);
4679 else if (element == EL_AMOEBA_SHRINKING)
4680 AmoebaDisappearing(x, y);
4682 #if !USE_NEW_AMOEBA_CODE
4683 else if (IS_AMOEBALIVE(element))
4684 AmoebeAbleger(x, y);
4687 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4689 else if (element == EL_EXIT_CLOSED)
4691 else if (element == EL_SP_EXIT_CLOSED)
4693 else if (element == EL_EXPANDABLE_WALL_GROWING)
4695 else if (element == EL_EXPANDABLE_WALL ||
4696 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4697 element == EL_EXPANDABLE_WALL_VERTICAL ||
4698 element == EL_EXPANDABLE_WALL_ANY)
4700 else if (element == EL_FLAMES)
4701 CheckForDragon(x, y);
4702 else if (IS_AUTO_CHANGING(element))
4703 ChangeElement(x, y);
4704 else if (element == EL_EXPLOSION)
4705 ; /* drawing of correct explosion animation is handled separately */
4706 else if (IS_ANIMATED(graphic))
4707 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4709 if (IS_BELT_ACTIVE(element))
4710 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4712 if (game.magic_wall_active)
4714 int jx = local_player->jx, jy = local_player->jy;
4716 /* play the element sound at the position nearest to the player */
4717 if ((element == EL_MAGIC_WALL_FULL ||
4718 element == EL_MAGIC_WALL_ACTIVE ||
4719 element == EL_MAGIC_WALL_EMPTYING ||
4720 element == EL_BD_MAGIC_WALL_FULL ||
4721 element == EL_BD_MAGIC_WALL_ACTIVE ||
4722 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4723 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4731 #if USE_NEW_AMOEBA_CODE
4732 /* new experimental amoeba growth stuff */
4734 if (!(FrameCounter % 8))
4737 static unsigned long random = 1684108901;
4739 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4742 x = (random >> 10) % lev_fieldx;
4743 y = (random >> 20) % lev_fieldy;
4745 x = RND(lev_fieldx);
4746 y = RND(lev_fieldy);
4748 element = Feld[x][y];
4750 if (!IS_PLAYER(x,y) &&
4751 (element == EL_EMPTY ||
4752 element == EL_SAND ||
4753 element == EL_QUICKSAND_EMPTY ||
4754 element == EL_ACID_SPLASH_LEFT ||
4755 element == EL_ACID_SPLASH_RIGHT))
4757 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4758 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4759 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4760 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4761 Feld[x][y] = EL_AMOEBA_DROP;
4764 random = random * 129 + 1;
4770 if (game.explosions_delayed)
4773 game.explosions_delayed = FALSE;
4775 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4777 element = Feld[x][y];
4779 if (ExplodeField[x][y])
4780 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4781 else if (element == EL_EXPLOSION)
4782 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4784 ExplodeField[x][y] = EX_NO_EXPLOSION;
4787 game.explosions_delayed = TRUE;
4790 if (game.magic_wall_active)
4792 if (!(game.magic_wall_time_left % 4))
4794 int element = Feld[magic_wall_x][magic_wall_y];
4796 if (element == EL_BD_MAGIC_WALL_FULL ||
4797 element == EL_BD_MAGIC_WALL_ACTIVE ||
4798 element == EL_BD_MAGIC_WALL_EMPTYING)
4799 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4801 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4804 if (game.magic_wall_time_left > 0)
4806 game.magic_wall_time_left--;
4807 if (!game.magic_wall_time_left)
4809 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4811 element = Feld[x][y];
4813 if (element == EL_MAGIC_WALL_ACTIVE ||
4814 element == EL_MAGIC_WALL_FULL)
4816 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4817 DrawLevelField(x, y);
4819 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4820 element == EL_BD_MAGIC_WALL_FULL)
4822 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4823 DrawLevelField(x, y);
4827 game.magic_wall_active = FALSE;
4832 if (game.light_time_left > 0)
4834 game.light_time_left--;
4836 if (game.light_time_left == 0)
4837 RedrawAllLightSwitchesAndInvisibleElements();
4840 if (game.timegate_time_left > 0)
4842 game.timegate_time_left--;
4844 if (game.timegate_time_left == 0)
4845 CloseAllOpenTimegates();
4848 for (i=0; i<MAX_PLAYERS; i++)
4850 struct PlayerInfo *player = &stored_player[i];
4852 if (SHIELD_ON(player))
4854 if (player->shield_deadly_time_left)
4855 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4856 else if (player->shield_normal_time_left)
4857 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4861 if (TimeFrames >= (1000 / GameFrameDelay))
4866 for (i=0; i<MAX_PLAYERS; i++)
4868 struct PlayerInfo *player = &stored_player[i];
4870 if (SHIELD_ON(player))
4872 player->shield_normal_time_left--;
4874 if (player->shield_deadly_time_left > 0)
4875 player->shield_deadly_time_left--;
4879 if (tape.recording || tape.playing)
4880 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4886 if (TimeLeft <= 10 && setup.time_limit)
4887 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
4889 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4891 if (!TimeLeft && setup.time_limit)
4892 for (i=0; i<MAX_PLAYERS; i++)
4893 KillHero(&stored_player[i]);
4895 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4896 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4901 if (options.debug) /* calculate frames per second */
4903 static unsigned long fps_counter = 0;
4904 static int fps_frames = 0;
4905 unsigned long fps_delay_ms = Counter() - fps_counter;
4909 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4911 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4914 fps_counter = Counter();
4917 redraw_mask |= REDRAW_FPS;
4921 if (stored_player[0].jx != stored_player[0].last_jx ||
4922 stored_player[0].jy != stored_player[0].last_jy)
4923 printf("::: %d, %d, %d, %d, %d\n",
4924 stored_player[0].MovDir,
4925 stored_player[0].MovPos,
4926 stored_player[0].GfxPos,
4927 stored_player[0].Frame,
4928 stored_player[0].StepFrame);
4935 for (i=0; i<MAX_PLAYERS; i++)
4938 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
4940 stored_player[i].Frame += move_frames;
4942 if (stored_player[i].MovPos != 0)
4943 stored_player[i].StepFrame += move_frames;
4948 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4950 int min_x = x, min_y = y, max_x = x, max_y = y;
4953 for (i=0; i<MAX_PLAYERS; i++)
4955 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4957 if (!stored_player[i].active || &stored_player[i] == player)
4960 min_x = MIN(min_x, jx);
4961 min_y = MIN(min_y, jy);
4962 max_x = MAX(max_x, jx);
4963 max_y = MAX(max_y, jy);
4966 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4969 static boolean AllPlayersInVisibleScreen()
4973 for (i=0; i<MAX_PLAYERS; i++)
4975 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4977 if (!stored_player[i].active)
4980 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4987 void ScrollLevel(int dx, int dy)
4989 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4992 BlitBitmap(drawto_field, drawto_field,
4993 FX + TILEX*(dx == -1) - softscroll_offset,
4994 FY + TILEY*(dy == -1) - softscroll_offset,
4995 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4996 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4997 FX + TILEX*(dx == 1) - softscroll_offset,
4998 FY + TILEY*(dy == 1) - softscroll_offset);
5002 x = (dx == 1 ? BX1 : BX2);
5003 for (y=BY1; y<=BY2; y++)
5004 DrawScreenField(x, y);
5009 y = (dy == 1 ? BY1 : BY2);
5010 for (x=BX1; x<=BX2; x++)
5011 DrawScreenField(x, y);
5014 redraw_mask |= REDRAW_FIELD;
5017 static void CheckGravityMovement(struct PlayerInfo *player)
5019 if (level.gravity && !player->programmed_action)
5021 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5022 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5024 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5025 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5026 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5027 int jx = player->jx, jy = player->jy;
5028 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5029 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5030 int new_jx = jx + dx, new_jy = jy + dy;
5031 boolean field_under_player_is_free =
5032 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5033 boolean player_is_moving_to_valid_field =
5034 (IN_LEV_FIELD(new_jx, new_jy) &&
5035 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5036 Feld[new_jx][new_jy] == EL_SAND));
5038 if (field_under_player_is_free &&
5039 !player_is_moving_to_valid_field &&
5040 !IS_TUBE(Feld[jx][jy]))
5041 player->programmed_action = MV_DOWN;
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_QUICK_GATE(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;
5660 int DigField(struct PlayerInfo *player,
5661 int x, int y, int real_dx, int real_dy, int mode)
5663 int jx = player->jx, jy = player->jy;
5664 int dx = x - jx, dy = y - jy;
5665 int move_direction = (dx == -1 ? MV_LEFT :
5666 dx == +1 ? MV_RIGHT :
5668 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5671 if (player->MovPos == 0)
5673 player->is_digging = FALSE;
5674 player->is_collecting = FALSE;
5677 if (player->MovPos == 0)
5678 player->Pushing = FALSE;
5680 if (mode == DF_NO_PUSH)
5682 player->Switching = FALSE;
5683 player->push_delay = 0;
5684 return MF_NO_ACTION;
5687 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5688 return MF_NO_ACTION;
5690 if (IS_TUBE(Feld[jx][jy]))
5693 int tube_leave_directions[][2] =
5695 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5696 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5697 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5698 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5699 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5700 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5701 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5702 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5703 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5704 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5705 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5706 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5709 while (tube_leave_directions[i][0] != Feld[jx][jy])
5712 if (tube_leave_directions[i][0] == -1) /* should not happen */
5716 if (!(tube_leave_directions[i][1] & move_direction))
5717 return MF_NO_ACTION; /* tube has no opening in this direction */
5720 element = Feld[x][y];
5726 case EL_INVISIBLE_SAND:
5727 case EL_INVISIBLE_SAND_ACTIVE:
5730 case EL_SP_BUGGY_BASE:
5731 case EL_SP_BUGGY_BASE_ACTIVATING:
5734 if (mode != DF_SNAP && element != EL_EMPTY)
5736 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5737 player->is_digging = TRUE;
5740 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5745 case EL_EMERALD_YELLOW:
5746 case EL_EMERALD_RED:
5747 case EL_EMERALD_PURPLE:
5749 case EL_SP_INFOTRON:
5754 if (mode != DF_SNAP)
5756 GfxElement[x][y] = element;
5757 player->is_collecting = TRUE;
5760 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5761 element == EL_PEARL ? 5 :
5762 element == EL_CRYSTAL ? 8 : 1);
5763 if (local_player->gems_still_needed < 0)
5764 local_player->gems_still_needed = 0;
5765 RaiseScoreElement(element);
5766 DrawText(DX_EMERALDS, DY_EMERALDS,
5767 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5768 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5773 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5774 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5778 Feld[x][y] = EL_EMPTY;
5779 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5787 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5789 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
5792 case EL_SHIELD_NORMAL:
5794 player->shield_normal_time_left += 10;
5795 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5798 case EL_SHIELD_DEADLY:
5800 player->shield_normal_time_left += 10;
5801 player->shield_deadly_time_left += 10;
5802 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5806 case EL_SP_DISK_RED:
5809 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5810 RaiseScoreElement(EL_DYNAMITE);
5811 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5813 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5816 case EL_DYNABOMB_INCREASE_NUMBER:
5818 player->dynabomb_count++;
5819 player->dynabombs_left++;
5820 RaiseScoreElement(EL_DYNAMITE);
5821 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5824 case EL_DYNABOMB_INCREASE_SIZE:
5826 player->dynabomb_size++;
5827 RaiseScoreElement(EL_DYNAMITE);
5828 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5831 case EL_DYNABOMB_INCREASE_POWER:
5833 player->dynabomb_xl = TRUE;
5834 RaiseScoreElement(EL_DYNAMITE);
5835 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5843 int key_nr = element - EL_KEY_1;
5844 int graphic = el2edimg(element);
5847 player->key[key_nr] = TRUE;
5848 RaiseScoreElement(element);
5849 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5851 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5853 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5862 int key_nr = element - EL_EM_KEY_1;
5863 int graphic = el2edimg(EL_KEY_1 + key_nr);
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);
5876 case EL_ROBOT_WHEEL:
5877 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5880 DrawLevelField(x, y);
5881 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5885 case EL_SP_TERMINAL:
5889 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5891 for (yy=0; yy<lev_fieldy; yy++)
5893 for (xx=0; xx<lev_fieldx; xx++)
5895 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5897 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5898 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5906 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
5907 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
5908 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
5909 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
5910 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
5911 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
5912 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
5913 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
5914 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
5915 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
5916 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
5917 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
5918 if (!player->Switching)
5920 player->Switching = TRUE;
5921 ToggleBeltSwitch(x, y);
5922 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
5927 case EL_SWITCHGATE_SWITCH_UP:
5928 case EL_SWITCHGATE_SWITCH_DOWN:
5929 if (!player->Switching)
5931 player->Switching = TRUE;
5932 ToggleSwitchgateSwitch(x, y);
5933 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
5938 case EL_LIGHT_SWITCH:
5939 case EL_LIGHT_SWITCH_ACTIVE:
5940 if (!player->Switching)
5942 player->Switching = TRUE;
5943 ToggleLightSwitch(x, y);
5944 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
5945 SND_LIGHT_SWITCH_ACTIVATING :
5946 SND_LIGHT_SWITCH_DEACTIVATING);
5951 case EL_TIMEGATE_SWITCH:
5952 ActivateTimegateSwitch(x, y);
5953 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
5958 case EL_BALLOON_SWITCH_LEFT:
5959 case EL_BALLOON_SWITCH_RIGHT:
5960 case EL_BALLOON_SWITCH_UP:
5961 case EL_BALLOON_SWITCH_DOWN:
5962 case EL_BALLOON_SWITCH_ANY:
5963 if (element == EL_BALLOON_SWITCH_ANY)
5964 game.balloon_dir = move_direction;
5966 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
5967 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
5968 element == EL_BALLOON_SWITCH_UP ? MV_UP :
5969 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
5971 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
5976 /* the following elements cannot be pushed by "snapping" */
5979 case EL_DX_SUPABOMB:
5981 case EL_TIME_ORB_EMPTY:
5983 case EL_SP_DISK_ORANGE:
5985 if (mode == DF_SNAP)
5986 return MF_NO_ACTION;
5988 /* no "break" -- fall through to next case */
5990 /* the following elements can be pushed by "snapping" */
5993 return MF_NO_ACTION;
5995 player->Pushing = TRUE;
5997 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5998 return MF_NO_ACTION;
6002 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6003 return MF_NO_ACTION;
6006 if (player->push_delay == 0)
6007 player->push_delay = FrameCounter;
6009 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6011 element != EL_SPRING)
6012 return MF_NO_ACTION;
6014 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6015 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6016 element != EL_SPRING)
6017 return MF_NO_ACTION;
6020 if (mode == DF_SNAP)
6022 InitMovingField(x, y, move_direction);
6023 ContinueMoving(x, y);
6028 Feld[x + dx][y + dy] = element;
6031 if (element == EL_SPRING)
6033 Feld[x + dx][y + dy] = EL_SPRING;
6034 MovDir[x + dx][y + dy] = move_direction;
6037 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6039 DrawLevelField(x + dx, y + dy);
6040 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6047 if (!player->key[element - EL_GATE_1])
6048 return MF_NO_ACTION;
6051 case EL_GATE_1_GRAY:
6052 case EL_GATE_2_GRAY:
6053 case EL_GATE_3_GRAY:
6054 case EL_GATE_4_GRAY:
6055 if (!player->key[element - EL_GATE_1_GRAY])
6056 return MF_NO_ACTION;
6063 if (!player->key[element - EL_EM_GATE_1])
6064 return MF_NO_ACTION;
6065 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6066 return MF_NO_ACTION;
6068 /* automatically move to the next field with double speed */
6069 player->programmed_action = move_direction;
6070 DOUBLE_PLAYER_SPEED(player);
6072 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6075 case EL_EM_GATE_1_GRAY:
6076 case EL_EM_GATE_2_GRAY:
6077 case EL_EM_GATE_3_GRAY:
6078 case EL_EM_GATE_4_GRAY:
6079 if (!player->key[element - EL_EM_GATE_1_GRAY])
6080 return MF_NO_ACTION;
6081 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6082 return MF_NO_ACTION;
6084 /* automatically move to the next field with double speed */
6085 player->programmed_action = move_direction;
6086 DOUBLE_PLAYER_SPEED(player);
6089 PlaySoundLevelAction(x, y, ACTION_PASSING);
6091 PlaySoundLevel(x, y, SND_GATE_PASSING);
6095 case EL_SWITCHGATE_OPEN:
6096 case EL_TIMEGATE_OPEN:
6097 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6098 return MF_NO_ACTION;
6100 /* automatically move to the next field with double speed */
6101 player->programmed_action = move_direction;
6102 DOUBLE_PLAYER_SPEED(player);
6104 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6107 case EL_SP_PORT_LEFT:
6108 case EL_SP_GRAVITY_PORT_LEFT:
6109 case EL_SP_PORT_RIGHT:
6110 case EL_SP_GRAVITY_PORT_RIGHT:
6112 case EL_SP_GRAVITY_PORT_UP:
6113 case EL_SP_PORT_DOWN:
6114 case EL_SP_GRAVITY_PORT_DOWN:
6115 case EL_SP_PORT_HORIZONTAL:
6116 case EL_SP_PORT_VERTICAL:
6117 case EL_SP_PORT_ANY:
6119 element != EL_SP_PORT_LEFT &&
6120 element != EL_SP_GRAVITY_PORT_LEFT &&
6121 element != EL_SP_PORT_HORIZONTAL &&
6122 element != EL_SP_PORT_ANY) ||
6124 element != EL_SP_PORT_RIGHT &&
6125 element != EL_SP_GRAVITY_PORT_RIGHT &&
6126 element != EL_SP_PORT_HORIZONTAL &&
6127 element != EL_SP_PORT_ANY) ||
6129 element != EL_SP_PORT_UP &&
6130 element != EL_SP_GRAVITY_PORT_UP &&
6131 element != EL_SP_PORT_VERTICAL &&
6132 element != EL_SP_PORT_ANY) ||
6134 element != EL_SP_PORT_DOWN &&
6135 element != EL_SP_GRAVITY_PORT_DOWN &&
6136 element != EL_SP_PORT_VERTICAL &&
6137 element != EL_SP_PORT_ANY) ||
6138 !IN_LEV_FIELD(x + dx, y + dy) ||
6139 !IS_FREE(x + dx, y + dy))
6140 return MF_NO_ACTION;
6142 /* automatically move to the next field with double speed */
6143 player->programmed_action = move_direction;
6144 DOUBLE_PLAYER_SPEED(player);
6146 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6150 case EL_TUBE_VERTICAL:
6151 case EL_TUBE_HORIZONTAL:
6152 case EL_TUBE_VERTICAL_LEFT:
6153 case EL_TUBE_VERTICAL_RIGHT:
6154 case EL_TUBE_HORIZONTAL_UP:
6155 case EL_TUBE_HORIZONTAL_DOWN:
6156 case EL_TUBE_LEFT_UP:
6157 case EL_TUBE_LEFT_DOWN:
6158 case EL_TUBE_RIGHT_UP:
6159 case EL_TUBE_RIGHT_DOWN:
6162 int tube_enter_directions[][2] =
6164 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6165 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6166 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6167 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6168 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6169 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6170 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6171 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6172 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6173 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6174 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6175 { -1, MV_NO_MOVING }
6178 while (tube_enter_directions[i][0] != element)
6181 if (tube_enter_directions[i][0] == -1) /* should not happen */
6185 if (!(tube_enter_directions[i][1] & move_direction))
6186 return MF_NO_ACTION; /* tube has no opening in this direction */
6188 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6192 case EL_EXIT_CLOSED:
6193 case EL_SP_EXIT_CLOSED:
6194 case EL_EXIT_OPENING:
6195 return MF_NO_ACTION;
6199 case EL_SP_EXIT_OPEN:
6200 if (mode == DF_SNAP)
6201 return MF_NO_ACTION;
6203 if (element == EL_EXIT_OPEN)
6204 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6206 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6211 Feld[x][y] = EL_LAMP_ACTIVE;
6212 local_player->lights_still_needed--;
6213 DrawLevelField(x, y);
6214 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6218 case EL_TIME_ORB_FULL:
6219 Feld[x][y] = EL_TIME_ORB_EMPTY;
6221 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6222 DrawLevelField(x, y);
6223 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6227 case EL_SOKOBAN_FIELD_EMPTY:
6230 case EL_SOKOBAN_OBJECT:
6231 case EL_SOKOBAN_FIELD_FULL:
6233 case EL_SP_DISK_YELLOW:
6235 if (mode == DF_SNAP)
6236 return MF_NO_ACTION;
6238 player->Pushing = TRUE;
6240 if (!IN_LEV_FIELD(x+dx, y+dy)
6241 || (!IS_FREE(x+dx, y+dy)
6242 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6243 || !IS_SB_ELEMENT(element))))
6244 return MF_NO_ACTION;
6248 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6249 return MF_NO_ACTION;
6251 else if (dy && real_dx)
6253 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6254 return MF_NO_ACTION;
6257 if (player->push_delay == 0)
6258 player->push_delay = FrameCounter;
6260 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6261 !tape.playing && element != EL_BALLOON)
6262 return MF_NO_ACTION;
6264 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6265 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6266 element != EL_BALLOON)
6267 return MF_NO_ACTION;
6270 if (IS_SB_ELEMENT(element))
6272 if (element == EL_SOKOBAN_FIELD_FULL)
6274 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6275 local_player->sokobanfields_still_needed++;
6280 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6282 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6283 local_player->sokobanfields_still_needed--;
6284 if (element == EL_SOKOBAN_OBJECT)
6286 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6288 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6292 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6294 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6299 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6300 if (element == EL_SOKOBAN_FIELD_FULL)
6302 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6304 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6308 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6310 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6317 Feld[x+dx][y+dy] = element;
6318 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6321 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6323 DrawLevelField(x, y);
6324 DrawLevelField(x + dx, y + dy);
6326 if (IS_SB_ELEMENT(element) &&
6327 local_player->sokobanfields_still_needed == 0 &&
6328 game.emulation == EMU_SOKOBAN)
6330 player->LevelSolved = player->GameOver = TRUE;
6331 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6342 if (IS_PUSHABLE(element))
6344 if (mode == DF_SNAP)
6345 return MF_NO_ACTION;
6347 if (CAN_FALL(element) && dy)
6348 return MF_NO_ACTION;
6350 player->Pushing = TRUE;
6352 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6353 return MF_NO_ACTION;
6357 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6358 return MF_NO_ACTION;
6360 else if (dy && real_dx)
6362 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6363 return MF_NO_ACTION;
6366 if (player->push_delay == 0)
6367 player->push_delay = FrameCounter;
6369 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6370 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6371 return MF_NO_ACTION;
6374 Feld[x + dx][y + dy] = element;
6376 player->push_delay_value = 2 + RND(8);
6378 DrawLevelField(x + dx, y + dy);
6379 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6384 return MF_NO_ACTION;
6387 player->push_delay = 0;
6389 if (Feld[x][y] != element) /* really digged/collected something */
6390 player->is_collecting = !player->is_digging;
6395 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6397 int jx = player->jx, jy = player->jy;
6398 int x = jx + dx, y = jy + dy;
6400 if (!player->active || !IN_LEV_FIELD(x, y))
6408 if (player->MovPos == 0)
6409 player->Pushing = FALSE;
6411 player->snapped = FALSE;
6413 if (player->MovPos == 0)
6415 player->is_digging = FALSE;
6416 player->is_collecting = FALSE;
6422 if (player->snapped)
6425 player->MovDir = (dx < 0 ? MV_LEFT :
6428 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6430 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6433 player->snapped = TRUE;
6434 player->is_digging = FALSE;
6435 player->is_collecting = FALSE;
6437 DrawLevelField(x, y);
6443 boolean PlaceBomb(struct PlayerInfo *player)
6445 int jx = player->jx, jy = player->jy;
6448 if (!player->active || player->MovPos)
6451 element = Feld[jx][jy];
6453 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6454 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6457 if (element != EL_EMPTY)
6458 Store[jx][jy] = element;
6460 MovDelay[jx][jy] = 96;
6462 ResetGfxAnimation(jx, jy);
6463 ResetRandomAnimationValue(jx, jy);
6465 if (player->dynamite)
6467 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6468 EL_DYNAMITE_ACTIVE);
6471 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6473 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6476 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6478 if (game.emulation == EMU_SUPAPLEX)
6479 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6481 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6485 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6490 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6491 player->dynabombs_left--;
6493 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6494 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6496 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6502 /* ------------------------------------------------------------------------- */
6503 /* game sound playing functions */
6504 /* ------------------------------------------------------------------------- */
6506 static int *loop_sound_frame = NULL;
6507 static int *loop_sound_volume = NULL;
6509 void InitPlaySoundLevel()
6511 int num_sounds = getSoundListSize();
6513 if (loop_sound_frame != NULL)
6514 free(loop_sound_frame);
6516 if (loop_sound_volume != NULL)
6517 free(loop_sound_volume);
6519 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6520 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6523 static void PlaySoundLevel(int x, int y, int nr)
6525 int sx = SCREENX(x), sy = SCREENY(y);
6526 int volume, stereo_position;
6527 int max_distance = 8;
6528 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6530 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6531 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6534 if (!IN_LEV_FIELD(x, y) ||
6535 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6536 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6539 volume = SOUND_MAX_VOLUME;
6541 if (!IN_SCR_FIELD(sx, sy))
6543 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6544 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6546 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6549 stereo_position = (SOUND_MAX_LEFT +
6550 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6551 (SCR_FIELDX + 2 * max_distance));
6553 if (IS_LOOP_SOUND(nr))
6555 /* This assures that quieter loop sounds do not overwrite louder ones,
6556 while restarting sound volume comparison with each new game frame. */
6558 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6561 loop_sound_volume[nr] = volume;
6562 loop_sound_frame[nr] = FrameCounter;
6565 PlaySoundExt(nr, volume, stereo_position, type);
6568 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6570 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6571 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6572 y < LEVELY(BY1) ? LEVELY(BY1) :
6573 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6577 static void PlaySoundLevelAction(int x, int y, int action)
6579 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6582 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6584 int sound_effect = element_info[element].sound[action];
6586 if (sound_effect != SND_UNDEFINED)
6587 PlaySoundLevel(x, y, sound_effect);
6590 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6592 int sound_effect = element_info[Feld[x][y]].sound[action];
6594 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6595 PlaySoundLevel(x, y, sound_effect);
6598 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6600 int sound_effect = element_info[Feld[x][y]].sound[action];
6602 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6603 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6606 void RaiseScore(int value)
6608 local_player->score += value;
6609 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6612 void RaiseScoreElement(int element)
6618 case EL_EMERALD_YELLOW:
6619 case EL_EMERALD_RED:
6620 case EL_EMERALD_PURPLE:
6621 RaiseScore(level.score[SC_EDELSTEIN]);
6624 RaiseScore(level.score[SC_DIAMANT]);
6627 case EL_BD_BUTTERFLY:
6628 RaiseScore(level.score[SC_KAEFER]);
6632 RaiseScore(level.score[SC_FLIEGER]);
6635 case EL_DARK_YAMYAM:
6636 RaiseScore(level.score[SC_MAMPFER]);
6639 RaiseScore(level.score[SC_ROBOT]);
6642 RaiseScore(level.score[SC_PACMAN]);
6645 RaiseScore(level.score[SC_KOKOSNUSS]);
6648 RaiseScore(level.score[SC_DYNAMIT]);
6654 RaiseScore(level.score[SC_SCHLUESSEL]);
6661 void RequestQuitGame(boolean ask_if_really_quit)
6663 if (AllPlayersGone ||
6664 !ask_if_really_quit ||
6665 level_editor_test_game ||
6666 Request("Do you really want to quit the game ?",
6667 REQ_ASK | REQ_STAY_CLOSED))
6669 #if defined(PLATFORM_UNIX)
6670 if (options.network)
6671 SendToServer_StopPlaying();
6675 game_status = MAINMENU;
6681 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6686 /* ---------- new game button stuff ---------------------------------------- */
6688 /* graphic position values for game buttons */
6689 #define GAME_BUTTON_XSIZE 30
6690 #define GAME_BUTTON_YSIZE 30
6691 #define GAME_BUTTON_XPOS 5
6692 #define GAME_BUTTON_YPOS 215
6693 #define SOUND_BUTTON_XPOS 5
6694 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6696 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6697 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6698 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6699 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6700 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6701 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6708 } gamebutton_info[NUM_GAME_BUTTONS] =
6711 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6716 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6721 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6726 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6727 SOUND_CTRL_ID_MUSIC,
6728 "background music on/off"
6731 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6732 SOUND_CTRL_ID_LOOPS,
6733 "sound loops on/off"
6736 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6737 SOUND_CTRL_ID_SIMPLE,
6738 "normal sounds on/off"
6742 void CreateGameButtons()
6746 for (i=0; i<NUM_GAME_BUTTONS; i++)
6748 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6749 struct GadgetInfo *gi;
6752 unsigned long event_mask;
6753 int gd_xoffset, gd_yoffset;
6754 int gd_x1, gd_x2, gd_y1, gd_y2;
6757 gd_xoffset = gamebutton_info[i].x;
6758 gd_yoffset = gamebutton_info[i].y;
6759 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6760 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6762 if (id == GAME_CTRL_ID_STOP ||
6763 id == GAME_CTRL_ID_PAUSE ||
6764 id == GAME_CTRL_ID_PLAY)
6766 button_type = GD_TYPE_NORMAL_BUTTON;
6768 event_mask = GD_EVENT_RELEASED;
6769 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6770 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6774 button_type = GD_TYPE_CHECK_BUTTON;
6776 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6777 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6778 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6779 event_mask = GD_EVENT_PRESSED;
6780 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6781 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6784 gi = CreateGadget(GDI_CUSTOM_ID, id,
6785 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6786 GDI_X, DX + gd_xoffset,
6787 GDI_Y, DY + gd_yoffset,
6788 GDI_WIDTH, GAME_BUTTON_XSIZE,
6789 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6790 GDI_TYPE, button_type,
6791 GDI_STATE, GD_BUTTON_UNPRESSED,
6792 GDI_CHECKED, checked,
6793 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6794 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6795 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6796 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6797 GDI_EVENT_MASK, event_mask,
6798 GDI_CALLBACK_ACTION, HandleGameButtons,
6802 Error(ERR_EXIT, "cannot create gadget");
6804 game_gadget[id] = gi;
6808 void FreeGameButtons()
6812 for (i=0; i<NUM_GAME_BUTTONS; i++)
6813 FreeGadget(game_gadget[i]);
6816 static void MapGameButtons()
6820 for (i=0; i<NUM_GAME_BUTTONS; i++)
6821 MapGadget(game_gadget[i]);
6824 void UnmapGameButtons()
6828 for (i=0; i<NUM_GAME_BUTTONS; i++)
6829 UnmapGadget(game_gadget[i]);
6832 static void HandleGameButtons(struct GadgetInfo *gi)
6834 int id = gi->custom_id;
6836 if (game_status != PLAYING)
6841 case GAME_CTRL_ID_STOP:
6842 RequestQuitGame(TRUE);
6845 case GAME_CTRL_ID_PAUSE:
6846 if (options.network)
6848 #if defined(PLATFORM_UNIX)
6850 SendToServer_ContinuePlaying();
6852 SendToServer_PausePlaying();
6856 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6859 case GAME_CTRL_ID_PLAY:
6862 #if defined(PLATFORM_UNIX)
6863 if (options.network)
6864 SendToServer_ContinuePlaying();
6868 tape.pausing = FALSE;
6869 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6874 case SOUND_CTRL_ID_MUSIC:
6875 if (setup.sound_music)
6877 setup.sound_music = FALSE;
6880 else if (audio.music_available)
6882 setup.sound = setup.sound_music = TRUE;
6883 PlayMusic(level_nr);
6887 case SOUND_CTRL_ID_LOOPS:
6888 if (setup.sound_loops)
6889 setup.sound_loops = FALSE;
6890 else if (audio.loops_available)
6891 setup.sound = setup.sound_loops = TRUE;
6894 case SOUND_CTRL_ID_SIMPLE:
6895 if (setup.sound_simple)
6896 setup.sound_simple = FALSE;
6897 else if (audio.sound_available)
6898 setup.sound = setup.sound_simple = TRUE;