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
104 /* forward declaration for internal use */
106 static void ResetGfxAnimation(int, int);
109 static void InitBeltMovement(void);
110 static void CloseAllOpenTimegates(void);
111 static void CheckGravityMovement(struct PlayerInfo *);
112 static void KillHeroUnlessProtected(int, int);
114 static void PlaySoundLevel(int, int, int);
115 static void PlaySoundLevelNearest(int, int, int);
116 static void PlaySoundLevelAction(int, int, int);
117 static void PlaySoundLevelElementAction(int, 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_CRACKING, 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_BELT2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT4_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_PLAYER1;
293 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
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_ACIDPOOL_TOPLEFT;
326 else if (x > 0 && Feld[x-1][y] == EL_ACID)
327 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
329 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
330 else if (y > 0 && Feld[x][y-1] == EL_ACID)
331 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
332 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
333 Feld[x][y] = EL_ACIDPOOL_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_CREATING;
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_KEY1_FILE:
413 Feld[x][y] = EL_EM_KEY1;
415 case EL_EM_KEY2_FILE:
416 Feld[x][y] = EL_EM_KEY2;
418 case EL_EM_KEY3_FILE:
419 Feld[x][y] = EL_EM_KEY3;
421 case EL_EM_KEY4_FILE:
422 Feld[x][y] = EL_EM_KEY4;
425 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
431 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
432 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
433 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
434 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
435 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
436 case EL_CONVEYOR_BELT4_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_KEY1 + j));
480 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
481 int2str(local_player->gems_still_needed, 3), FONT_DEFAULT_SMALL);
482 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
483 int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
484 DrawText(DX + XX_SCORE, DY + YY_SCORE,
485 int2str(local_player->score, 5), FONT_DEFAULT_SMALL);
486 DrawText(DX + XX_TIME, DY + YY_TIME,
487 int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
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[] =
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_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
547 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
548 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
550 Properties2[EL_WALL_GROWING_ACTIVE] &=~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_PLAYER1 + i;
619 player->present = FALSE;
620 player->active = FALSE;
623 player->effective_action = 0;
624 player->programmed_action = 0;
627 player->gems_still_needed = level.gems_needed;
628 player->sokobanfields_still_needed = 0;
629 player->lights_still_needed = 0;
630 player->friends_still_needed = 0;
633 player->key[j] = FALSE;
635 player->dynamite = 0;
636 player->dynabomb_count = 0;
637 player->dynabomb_size = 1;
638 player->dynabombs_left = 0;
639 player->dynabomb_xl = FALSE;
641 player->MovDir = MV_NO_MOVING;
643 player->Pushing = FALSE;
644 player->Switching = FALSE;
648 player->GfxAction = ACTION_DEFAULT;
650 player->use_murphy_graphic = FALSE;
652 player->actual_frame_counter = 0;
654 player->frame_reset_delay = 0;
656 player->last_move_dir = MV_NO_MOVING;
657 player->is_moving = FALSE;
659 player->is_moving = FALSE;
660 player->is_waiting = FALSE;
662 player->move_delay = game.initial_move_delay;
663 player->move_delay_value = game.initial_move_delay_value;
665 player->push_delay = 0;
666 player->push_delay_value = 5;
668 player->snapped = FALSE;
670 player->last_jx = player->last_jy = 0;
671 player->jx = player->jy = 0;
673 player->shield_normal_time_left = 0;
674 player->shield_deadly_time_left = 0;
676 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
677 SnapField(player, 0, 0);
679 player->LevelSolved = FALSE;
680 player->GameOver = FALSE;
683 network_player_action_received = FALSE;
685 #if defined(PLATFORM_UNIX)
686 /* initial null action */
688 SendToServer_MovePlayer(MV_NO_MOVING);
696 TimeLeft = level.time;
698 ScreenMovDir = MV_NO_MOVING;
702 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
704 AllPlayersGone = FALSE;
706 game.yam_content_nr = 0;
707 game.magic_wall_active = FALSE;
708 game.magic_wall_time_left = 0;
709 game.light_time_left = 0;
710 game.timegate_time_left = 0;
711 game.switchgate_pos = 0;
712 game.balloon_dir = MV_NO_MOVING;
713 game.explosions_delayed = TRUE;
717 game.belt_dir[i] = MV_NO_MOVING;
718 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
721 for (i=0; i<MAX_NUM_AMOEBA; i++)
722 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
724 for (x=0; x<lev_fieldx; x++)
726 for (y=0; y<lev_fieldy; y++)
728 Feld[x][y] = Ur[x][y];
729 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
730 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
732 JustStopped[x][y] = 0;
734 ExplodePhase[x][y] = 0;
735 ExplodeField[x][y] = EX_NO_EXPLOSION;
738 GfxAction[x][y] = ACTION_DEFAULT;
739 GfxRandom[x][y] = INIT_GFX_RANDOM();
743 for(y=0; y<lev_fieldy; y++)
745 for(x=0; x<lev_fieldx; x++)
747 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
749 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
751 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
754 InitField(x, y, TRUE);
760 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
761 emulate_sb ? EMU_SOKOBAN :
762 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
764 /* correct non-moving belts to start moving left */
766 if (game.belt_dir[i] == MV_NO_MOVING)
767 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
769 /* check if any connected player was not found in playfield */
770 for (i=0; i<MAX_PLAYERS; i++)
772 struct PlayerInfo *player = &stored_player[i];
774 if (player->connected && !player->present)
776 for (j=0; j<MAX_PLAYERS; j++)
778 struct PlayerInfo *some_player = &stored_player[j];
779 int jx = some_player->jx, jy = some_player->jy;
781 /* assign first free player found that is present in the playfield */
782 if (some_player->present && !some_player->connected)
784 player->present = TRUE;
785 player->active = TRUE;
786 some_player->present = FALSE;
788 StorePlayer[jx][jy] = player->element_nr;
789 player->jx = player->last_jx = jx;
790 player->jy = player->last_jy = jy;
800 /* when playing a tape, eliminate all players who do not participate */
802 for (i=0; i<MAX_PLAYERS; i++)
804 if (stored_player[i].active && !tape.player_participates[i])
806 struct PlayerInfo *player = &stored_player[i];
807 int jx = player->jx, jy = player->jy;
809 player->active = FALSE;
810 StorePlayer[jx][jy] = 0;
811 Feld[jx][jy] = EL_EMPTY;
815 else if (!options.network && !setup.team_mode) /* && !tape.playing */
817 /* when in single player mode, eliminate all but the first active player */
819 for (i=0; i<MAX_PLAYERS; i++)
821 if (stored_player[i].active)
823 for (j=i+1; j<MAX_PLAYERS; j++)
825 if (stored_player[j].active)
827 struct PlayerInfo *player = &stored_player[j];
828 int jx = player->jx, jy = player->jy;
830 player->active = FALSE;
831 StorePlayer[jx][jy] = 0;
832 Feld[jx][jy] = EL_EMPTY;
839 /* when recording the game, store which players take part in the game */
842 for (i=0; i<MAX_PLAYERS; i++)
843 if (stored_player[i].active)
844 tape.player_participates[i] = TRUE;
849 for (i=0; i<MAX_PLAYERS; i++)
851 struct PlayerInfo *player = &stored_player[i];
853 printf("Player %d: present == %d, connected == %d, active == %d.\n",
858 if (local_player == player)
859 printf("Player %d is local player.\n", i+1);
863 if (BorderElement == EL_EMPTY)
866 SBX_Right = lev_fieldx - SCR_FIELDX;
868 SBY_Lower = lev_fieldy - SCR_FIELDY;
873 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
875 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
878 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
879 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
881 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
882 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
885 scroll_y = SBY_Upper;
886 if (local_player->jx >= SBX_Left + MIDPOSX)
887 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
888 local_player->jx - MIDPOSX :
890 if (local_player->jy >= SBY_Upper + MIDPOSY)
891 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
892 local_player->jy - MIDPOSY :
895 CloseDoor(DOOR_CLOSE_1);
900 /* after drawing the level, correct some elements */
901 if (game.timegate_time_left == 0)
902 CloseAllOpenTimegates();
904 if (setup.soft_scrolling)
905 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
907 redraw_mask |= REDRAW_FROM_BACKBUFFER;
910 /* copy default game door content to main double buffer */
911 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
912 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
915 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
916 int2str(level_nr, 2), FONT_DEFAULT_SMALL);
919 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
920 int2str(level_nr, 3), FONT_SPECIAL_NARROW, FONT_OPAQUE);
921 BlitBitmap(drawto, drawto,
922 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
923 getFontWidth(FONT_SPECIAL_NARROW) * 3,
924 getFontHeight(FONT_SPECIAL_NARROW) - 1,
925 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
928 DrawGameDoorValues();
932 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
933 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
934 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
938 /* copy actual game door content to door double buffer for OpenDoor() */
939 BlitBitmap(drawto, bitmap_db_door,
940 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
942 OpenDoor(DOOR_OPEN_ALL);
944 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
945 if (setup.sound_music)
948 KeyboardAutoRepeatOff();
953 printf("Player %d %sactive.\n",
954 i + 1, (stored_player[i].active ? "" : "not "));
958 void InitMovDir(int x, int y)
960 int i, element = Feld[x][y];
961 static int xy[4][2] =
968 static int direction[3][4] =
970 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
971 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
972 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
982 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
985 case EL_SPACESHIP_RIGHT:
986 case EL_SPACESHIP_UP:
987 case EL_SPACESHIP_LEFT:
988 case EL_SPACESHIP_DOWN:
989 Feld[x][y] = EL_SPACESHIP;
990 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
993 case EL_BD_BUTTERFLY_RIGHT:
994 case EL_BD_BUTTERFLY_UP:
995 case EL_BD_BUTTERFLY_LEFT:
996 case EL_BD_BUTTERFLY_DOWN:
997 Feld[x][y] = EL_BD_BUTTERFLY;
998 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1001 case EL_BD_FIREFLY_RIGHT:
1002 case EL_BD_FIREFLY_UP:
1003 case EL_BD_FIREFLY_LEFT:
1004 case EL_BD_FIREFLY_DOWN:
1005 Feld[x][y] = EL_BD_FIREFLY;
1006 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1009 case EL_PACMAN_RIGHT:
1011 case EL_PACMAN_LEFT:
1012 case EL_PACMAN_DOWN:
1013 Feld[x][y] = EL_PACMAN;
1014 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1017 case EL_SP_SNIKSNAK:
1018 MovDir[x][y] = MV_UP;
1021 case EL_SP_ELECTRON:
1022 MovDir[x][y] = MV_LEFT;
1029 Feld[x][y] = EL_MOLE;
1030 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1034 MovDir[x][y] = 1 << RND(4);
1035 if (element != EL_BUG &&
1036 element != EL_SPACESHIP &&
1037 element != EL_BD_BUTTERFLY &&
1038 element != EL_BD_FIREFLY)
1043 int x1 = x + xy[i][0];
1044 int y1 = y + xy[i][1];
1046 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1048 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1050 MovDir[x][y] = direction[0][i];
1053 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1054 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1056 MovDir[x][y] = direction[1][i];
1065 void InitAmoebaNr(int x, int y)
1068 int group_nr = AmoebeNachbarNr(x, y);
1072 for (i=1; i<MAX_NUM_AMOEBA; i++)
1074 if (AmoebaCnt[i] == 0)
1082 AmoebaNr[x][y] = group_nr;
1083 AmoebaCnt[group_nr]++;
1084 AmoebaCnt2[group_nr]++;
1090 boolean raise_level = FALSE;
1092 if (local_player->MovPos)
1095 if (tape.playing && tape.auto_play)
1096 tape.auto_play_level_solved = TRUE;
1098 local_player->LevelSolved = FALSE;
1100 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1104 if (!tape.playing && setup.sound_loops)
1105 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1106 SND_CTRL_PLAY_LOOP);
1108 while (TimeLeft > 0)
1110 if (!tape.playing && !setup.sound_loops)
1111 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1112 if (TimeLeft > 0 && !(TimeLeft % 10))
1113 RaiseScore(level.score[SC_ZEITBONUS]);
1114 if (TimeLeft > 100 && !(TimeLeft % 10))
1118 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
1125 if (!tape.playing && setup.sound_loops)
1126 StopSound(SND_GAME_LEVELTIME_BONUS);
1128 else if (level.time == 0) /* level without time limit */
1130 if (!tape.playing && setup.sound_loops)
1131 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1132 SND_CTRL_PLAY_LOOP);
1134 while (TimePlayed < 999)
1136 if (!tape.playing && !setup.sound_loops)
1137 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1138 if (TimePlayed < 999 && !(TimePlayed % 10))
1139 RaiseScore(level.score[SC_ZEITBONUS]);
1140 if (TimePlayed < 900 && !(TimePlayed % 10))
1144 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_DEFAULT_SMALL);
1151 if (!tape.playing && setup.sound_loops)
1152 StopSound(SND_GAME_LEVELTIME_BONUS);
1159 /* Hero disappears */
1160 DrawLevelField(ExitX, ExitY);
1166 CloseDoor(DOOR_CLOSE_1);
1171 SaveTape(tape.level_nr); /* Ask to save tape */
1174 if (level_nr == leveldir_current->handicap_level)
1176 leveldir_current->handicap_level++;
1177 SaveLevelSetup_SeriesInfo();
1180 if (level_editor_test_game)
1181 local_player->score = -1; /* no highscore when playing from editor */
1182 else if (level_nr < leveldir_current->last_level)
1183 raise_level = TRUE; /* advance to next level */
1185 if ((hi_pos = NewHiScore()) >= 0)
1187 game_status = HALLOFFAME;
1188 DrawHallOfFame(hi_pos);
1197 game_status = MAINMENU;
1214 LoadScore(level_nr);
1216 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1217 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1220 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1222 if (local_player->score > highscore[k].Score)
1224 /* player has made it to the hall of fame */
1226 if (k < MAX_SCORE_ENTRIES - 1)
1228 int m = MAX_SCORE_ENTRIES - 1;
1231 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1232 if (!strcmp(setup.player_name, highscore[l].Name))
1234 if (m == k) /* player's new highscore overwrites his old one */
1240 strcpy(highscore[l].Name, highscore[l - 1].Name);
1241 highscore[l].Score = highscore[l - 1].Score;
1248 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1249 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1250 highscore[k].Score = local_player->score;
1256 else if (!strncmp(setup.player_name, highscore[k].Name,
1257 MAX_PLAYER_NAME_LEN))
1258 break; /* player already there with a higher score */
1264 SaveScore(level_nr);
1269 static void ResetRandomAnimationValue(int x, int y)
1271 GfxRandom[x][y] = INIT_GFX_RANDOM();
1274 static void ResetGfxAnimation(int x, int y)
1278 int element = Feld[x][y];
1279 int graphic = el2img(element);
1281 /* reset random value not until one full delay cycle was reached */
1282 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
1283 GfxFrame[x][y] > ANIM_DELAY(graphic))
1285 ResetRandomAnimationValue(x, y);
1289 GfxAction[x][y] = ACTION_DEFAULT;
1292 if (Feld[x][y] == EL_ROCK)
1293 printf("ResetGfxAnimation: EL_ROCK [%d, %d]\n",
1294 JustStopped[x][y], MovDir[x][y]);
1298 void InitMovingField(int x, int y, int direction)
1300 int element = Feld[x][y];
1301 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1302 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1304 if (!JustStopped[x][y] || direction != MovDir[x][y])
1305 ResetGfxAnimation(x, y);
1307 MovDir[newx][newy] = MovDir[x][y] = direction;
1309 if (Feld[newx][newy] == EL_EMPTY)
1310 Feld[newx][newy] = EL_BLOCKED;
1312 if (direction == MV_DOWN && CAN_FALL(element))
1313 GfxAction[x][y] = ACTION_FALLING;
1315 GfxAction[x][y] = ACTION_MOVING;
1317 GfxFrame[newx][newy] = GfxFrame[x][y];
1318 GfxAction[newx][newy] = GfxAction[x][y];
1319 GfxRandom[newx][newy] = GfxRandom[x][y];
1322 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1324 int direction = MovDir[x][y];
1325 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1326 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1332 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1334 int oldx = x, oldy = y;
1335 int direction = MovDir[x][y];
1337 if (direction == MV_LEFT)
1339 else if (direction == MV_RIGHT)
1341 else if (direction == MV_UP)
1343 else if (direction == MV_DOWN)
1346 *comes_from_x = oldx;
1347 *comes_from_y = oldy;
1350 int MovingOrBlocked2Element(int x, int y)
1352 int element = Feld[x][y];
1354 if (element == EL_BLOCKED)
1358 Blocked2Moving(x, y, &oldx, &oldy);
1359 return Feld[oldx][oldy];
1365 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1367 /* like MovingOrBlocked2Element(), but if element is moving
1368 and (x,y) is the field the moving element is just leaving,
1369 return EL_BLOCKED instead of the element value */
1370 int element = Feld[x][y];
1372 if (IS_MOVING(x, y))
1374 if (element == EL_BLOCKED)
1378 Blocked2Moving(x, y, &oldx, &oldy);
1379 return Feld[oldx][oldy];
1388 static void RemoveField(int x, int y)
1390 Feld[x][y] = EL_EMPTY;
1396 void RemoveMovingField(int x, int y)
1398 int oldx = x, oldy = y, newx = x, newy = y;
1400 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1403 if (IS_MOVING(x, y))
1405 Moving2Blocked(x, y, &newx, &newy);
1406 if (Feld[newx][newy] != EL_BLOCKED)
1409 else if (Feld[x][y] == EL_BLOCKED)
1411 Blocked2Moving(x, y, &oldx, &oldy);
1412 if (!IS_MOVING(oldx, oldy))
1416 if (Feld[x][y] == EL_BLOCKED &&
1417 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1418 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1419 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1420 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1421 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1423 Feld[oldx][oldy] = EL_EMPTY;
1425 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1427 Feld[newx][newy] = EL_EMPTY;
1428 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1429 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1430 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1432 DrawLevelField(oldx, oldy);
1433 DrawLevelField(newx, newy);
1436 void DrawDynamite(int x, int y)
1438 int sx = SCREENX(x), sy = SCREENY(y);
1439 int graphic = el2img(Feld[x][y]);
1442 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1446 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1448 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1450 if (game.emulation == EMU_SUPAPLEX)
1451 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1452 else if (Store[x][y])
1453 DrawGraphicThruMask(sx, sy, graphic, frame);
1455 DrawGraphic(sx, sy, graphic, frame);
1458 void CheckDynamite(int x, int y)
1460 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1464 if (MovDelay[x][y] != 0)
1468 /* !!! correct: "PlaySoundLevelActionIfLoop" etc. !!! */
1469 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
1475 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1476 StopSound(SND_DYNAMITE_ACTIVE);
1478 StopSound(SND_DYNABOMB_ACTIVE);
1483 void Explode(int ex, int ey, int phase, int mode)
1487 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1488 int last_phase = num_phase * delay;
1489 int half_phase = (num_phase / 2) * delay;
1490 int first_phase_after_start = EX_PHASE_START + 1;
1492 if (game.explosions_delayed)
1494 ExplodeField[ex][ey] = mode;
1498 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1500 int center_element = Feld[ex][ey];
1502 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1504 /* put moving element to center field (and let it explode there) */
1505 center_element = MovingOrBlocked2Element(ex, ey);
1506 RemoveMovingField(ex, ey);
1507 Feld[ex][ey] = center_element;
1510 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1514 if (!IN_LEV_FIELD(x, y) ||
1515 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1516 (x != ex || y != ey)))
1519 element = Feld[x][y];
1521 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1523 element = MovingOrBlocked2Element(x, y);
1524 RemoveMovingField(x, y);
1527 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1530 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1532 if (IS_ACTIVE_BOMB(element))
1534 /* re-activate things under the bomb like gate or penguin */
1535 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1542 if (element == EL_EXPLOSION)
1543 element = Store2[x][y];
1545 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1547 switch(StorePlayer[ex][ey])
1550 Store[x][y] = EL_EMERALD_RED;
1553 Store[x][y] = EL_EMERALD;
1556 Store[x][y] = EL_EMERALD_PURPLE;
1560 Store[x][y] = EL_EMERALD_YELLOW;
1564 if (game.emulation == EMU_SUPAPLEX)
1565 Store[x][y] = EL_EMPTY;
1567 else if (center_element == EL_MOLE)
1568 Store[x][y] = EL_EMERALD_RED;
1569 else if (center_element == EL_PENGUIN)
1570 Store[x][y] = EL_EMERALD_PURPLE;
1571 else if (center_element == EL_BUG)
1572 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1573 else if (center_element == EL_BD_BUTTERFLY)
1574 Store[x][y] = EL_BD_DIAMOND;
1575 else if (center_element == EL_SP_ELECTRON)
1576 Store[x][y] = EL_SP_INFOTRON;
1577 else if (center_element == EL_YAMYAM)
1578 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1579 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1580 Store[x][y] = level.amoeba_content;
1581 else if (element == EL_WALL_EMERALD)
1582 Store[x][y] = EL_EMERALD;
1583 else if (element == EL_WALL_DIAMOND)
1584 Store[x][y] = EL_DIAMOND;
1585 else if (element == EL_WALL_BD_DIAMOND)
1586 Store[x][y] = EL_BD_DIAMOND;
1587 else if (element == EL_WALL_EMERALD_YELLOW)
1588 Store[x][y] = EL_EMERALD_YELLOW;
1589 else if (element == EL_WALL_EMERALD_RED)
1590 Store[x][y] = EL_EMERALD_RED;
1591 else if (element == EL_WALL_EMERALD_PURPLE)
1592 Store[x][y] = EL_EMERALD_PURPLE;
1593 else if (element == EL_WALL_PEARL)
1594 Store[x][y] = EL_PEARL;
1595 else if (element == EL_WALL_CRYSTAL)
1596 Store[x][y] = EL_CRYSTAL;
1597 else if (!IS_PFORTE(Store[x][y]))
1598 Store[x][y] = EL_EMPTY;
1600 if (x != ex || y != ey ||
1601 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1602 Store2[x][y] = element;
1604 if (AmoebaNr[x][y] &&
1605 (element == EL_AMOEBA_FULL ||
1606 element == EL_BD_AMOEBA ||
1607 element == EL_AMOEBA_CREATING))
1609 AmoebaCnt[AmoebaNr[x][y]]--;
1610 AmoebaCnt2[AmoebaNr[x][y]]--;
1613 Feld[x][y] = EL_EXPLOSION;
1614 MovDir[x][y] = MovPos[x][y] = 0;
1616 ExplodePhase[x][y] = 1;
1620 if (center_element == EL_YAMYAM)
1621 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1632 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1634 if (phase == first_phase_after_start)
1636 int element = Store2[x][y];
1638 if (element == EL_BLACK_ORB)
1640 Feld[x][y] = Store2[x][y];
1645 else if (phase == half_phase)
1647 int element = Store2[x][y];
1649 if (IS_PLAYER(x, y))
1650 KillHeroUnlessProtected(x, y);
1651 else if (IS_EXPLOSIVE(element))
1653 Feld[x][y] = Store2[x][y];
1657 else if (element == EL_AMOEBA_TO_DIAMOND)
1658 AmoebeUmwandeln(x, y);
1661 if (phase == last_phase)
1665 element = Feld[x][y] = Store[x][y];
1666 Store[x][y] = Store2[x][y] = 0;
1667 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1668 InitField(x, y, FALSE);
1669 if (CAN_MOVE(element) || COULD_MOVE(element))
1671 DrawLevelField(x, y);
1673 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1674 StorePlayer[x][y] = 0;
1676 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1678 int stored = Store[x][y];
1679 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1680 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1682 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1685 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1687 if (IS_PFORTE(Store[x][y]))
1689 DrawLevelElement(x, y, Store[x][y]);
1690 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1693 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1697 void DynaExplode(int ex, int ey)
1700 int dynabomb_size = 1;
1701 boolean dynabomb_xl = FALSE;
1702 struct PlayerInfo *player;
1703 static int xy[4][2] =
1711 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1713 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1714 dynabomb_size = player->dynabomb_size;
1715 dynabomb_xl = player->dynabomb_xl;
1716 player->dynabombs_left++;
1719 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1723 for (j=1; j<=dynabomb_size; j++)
1725 int x = ex + j * xy[i % 4][0];
1726 int y = ey + j * xy[i % 4][1];
1729 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1732 element = Feld[x][y];
1734 /* do not restart explosions of fields with active bombs */
1735 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1738 Explode(x, y, EX_PHASE_START, EX_BORDER);
1740 if (element != EL_EMPTY &&
1741 element != EL_SAND &&
1742 element != EL_EXPLOSION &&
1749 void Bang(int x, int y)
1751 int element = Feld[x][y];
1753 if (game.emulation == EMU_SUPAPLEX)
1754 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1756 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1759 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1767 case EL_BD_BUTTERFLY:
1770 case EL_DARK_YAMYAM:
1774 RaiseScoreElement(element);
1775 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1777 case EL_DYNABOMB_PLAYER1_ACTIVE:
1778 case EL_DYNABOMB_PLAYER2_ACTIVE:
1779 case EL_DYNABOMB_PLAYER3_ACTIVE:
1780 case EL_DYNABOMB_PLAYER4_ACTIVE:
1781 case EL_DYNABOMB_NR:
1782 case EL_DYNABOMB_SZ:
1783 case EL_DYNABOMB_XL:
1788 case EL_LAMP_ACTIVE:
1789 if (IS_PLAYER(x, y))
1790 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1792 Explode(x, y, EX_PHASE_START, EX_CENTER);
1795 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1800 void SplashAcid(int x, int y)
1802 int element = Feld[x][y];
1804 if (element != EL_ACID_SPLASH_LEFT &&
1805 element != EL_ACID_SPLASH_RIGHT)
1807 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1809 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1810 (!IN_LEV_FIELD(x-1, y-1) ||
1811 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1812 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1814 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1815 (!IN_LEV_FIELD(x+1, y-1) ||
1816 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1817 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1823 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1824 IMG_ACID_SPLASH_LEFT :
1825 IMG_ACID_SPLASH_RIGHT);
1827 if (!MovDelay[x][y]) /* initialize animation counter */
1830 if (MovDelay[x][y]) /* continue animation */
1833 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1835 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1837 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1840 if (!MovDelay[x][y])
1842 Feld[x][y] = EL_EMPTY;
1843 DrawLevelField(x, y);
1850 static void InitBeltMovement()
1852 static int belt_base_element[4] =
1854 EL_CONVEYOR_BELT1_LEFT,
1855 EL_CONVEYOR_BELT2_LEFT,
1856 EL_CONVEYOR_BELT3_LEFT,
1857 EL_CONVEYOR_BELT4_LEFT
1859 static int belt_base_active_element[4] =
1861 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1862 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1863 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1864 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1869 /* set frame order for belt animation graphic according to belt direction */
1876 int element = belt_base_active_element[belt_nr] + j;
1877 int graphic = el2img(element);
1879 if (game.belt_dir[i] == MV_LEFT)
1880 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1882 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1886 for(y=0; y<lev_fieldy; y++)
1888 for(x=0; x<lev_fieldx; x++)
1890 int element = Feld[x][y];
1894 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1896 int e_belt_nr = getBeltNrFromBeltElement(element);
1899 if (e_belt_nr == belt_nr)
1901 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1903 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1911 static void ToggleBeltSwitch(int x, int y)
1913 static int belt_base_element[4] =
1915 EL_CONVEYOR_BELT1_LEFT,
1916 EL_CONVEYOR_BELT2_LEFT,
1917 EL_CONVEYOR_BELT3_LEFT,
1918 EL_CONVEYOR_BELT4_LEFT
1920 static int belt_base_active_element[4] =
1922 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1923 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1924 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1925 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1927 static int belt_base_switch_element[4] =
1929 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1930 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1931 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1932 EL_CONVEYOR_BELT4_SWITCH_LEFT
1934 static int belt_move_dir[4] =
1942 int element = Feld[x][y];
1943 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1944 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1945 int belt_dir = belt_move_dir[belt_dir_nr];
1948 if (!IS_BELT_SWITCH(element))
1951 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1952 game.belt_dir[belt_nr] = belt_dir;
1954 if (belt_dir_nr == 3)
1957 /* set frame order for belt animation graphic according to belt direction */
1960 int element = belt_base_active_element[belt_nr] + i;
1961 int graphic = el2img(element);
1963 if (belt_dir == MV_LEFT)
1964 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1966 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1969 for (yy=0; yy<lev_fieldy; yy++)
1971 for (xx=0; xx<lev_fieldx; xx++)
1973 int element = Feld[xx][yy];
1975 if (IS_BELT_SWITCH(element))
1977 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1979 if (e_belt_nr == belt_nr)
1981 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1982 DrawLevelField(xx, yy);
1985 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1987 int e_belt_nr = getBeltNrFromBeltElement(element);
1989 if (e_belt_nr == belt_nr)
1991 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1993 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1994 DrawLevelField(xx, yy);
1997 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1999 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2001 if (e_belt_nr == belt_nr)
2003 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2005 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2006 DrawLevelField(xx, yy);
2013 static void ToggleSwitchgateSwitch(int x, int y)
2017 game.switchgate_pos = !game.switchgate_pos;
2019 for (yy=0; yy<lev_fieldy; yy++)
2021 for (xx=0; xx<lev_fieldx; xx++)
2023 int element = Feld[xx][yy];
2025 if (element == EL_SWITCHGATE_SWITCH_UP ||
2026 element == EL_SWITCHGATE_SWITCH_DOWN)
2028 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2029 DrawLevelField(xx, yy);
2031 else if (element == EL_SWITCHGATE_OPEN ||
2032 element == EL_SWITCHGATE_OPENING)
2034 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2035 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2037 else if (element == EL_SWITCHGATE_CLOSED ||
2038 element == EL_SWITCHGATE_CLOSING)
2040 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2041 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2047 static int getInvisibleActiveFromInvisibleElement(int element)
2049 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2050 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2051 EL_INVISIBLE_SAND_ACTIVE);
2054 static int getInvisibleFromInvisibleActiveElement(int element)
2056 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2057 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2061 static void RedrawAllLightSwitchesAndInvisibleElements()
2065 for (y=0; y<lev_fieldy; y++)
2067 for (x=0; x<lev_fieldx; x++)
2069 int element = Feld[x][y];
2071 if (element == EL_LIGHT_SWITCH &&
2072 game.light_time_left > 0)
2074 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2075 DrawLevelField(x, y);
2077 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2078 game.light_time_left == 0)
2080 Feld[x][y] = EL_LIGHT_SWITCH;
2081 DrawLevelField(x, y);
2083 else if (element == EL_INVISIBLE_STEELWALL ||
2084 element == EL_INVISIBLE_WALL ||
2085 element == EL_INVISIBLE_SAND)
2087 if (game.light_time_left > 0)
2088 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2090 DrawLevelField(x, y);
2092 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2093 element == EL_INVISIBLE_WALL_ACTIVE ||
2094 element == EL_INVISIBLE_SAND_ACTIVE)
2096 if (game.light_time_left == 0)
2097 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2099 DrawLevelField(x, y);
2105 static void ToggleLightSwitch(int x, int y)
2107 int element = Feld[x][y];
2109 game.light_time_left =
2110 (element == EL_LIGHT_SWITCH ?
2111 level.time_light * FRAMES_PER_SECOND : 0);
2113 RedrawAllLightSwitchesAndInvisibleElements();
2116 static void ActivateTimegateSwitch(int x, int y)
2120 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2122 for (yy=0; yy<lev_fieldy; yy++)
2124 for (xx=0; xx<lev_fieldx; xx++)
2126 int element = Feld[xx][yy];
2128 if (element == EL_TIMEGATE_CLOSED ||
2129 element == EL_TIMEGATE_CLOSING)
2131 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2132 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2136 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2138 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2139 DrawLevelField(xx, yy);
2146 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2149 void Impact(int x, int y)
2151 boolean lastline = (y == lev_fieldy-1);
2152 boolean object_hit = FALSE;
2153 int element = Feld[x][y];
2156 if (!lastline) /* check if element below was hit */
2158 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2161 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2162 MovDir[x][y+1] != MV_DOWN ||
2163 MovPos[x][y+1] <= TILEY / 2));
2165 smashed = MovingOrBlocked2Element(x, y+1);
2168 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2175 if (lastline || object_hit)
2180 ResetGfxAnimation(x, y);
2181 DrawLevelField(x, y);
2185 if ((element == EL_BOMB ||
2186 element == EL_SP_DISK_ORANGE ||
2187 element == EL_DX_SUPABOMB) &&
2188 (lastline || object_hit)) /* element is bomb */
2193 else if (element == EL_PEARL)
2195 Feld[x][y] = EL_PEARL_BREAKING;
2196 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2200 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2202 if (object_hit && IS_PLAYER(x, y+1))
2203 KillHeroUnlessProtected(x, y+1);
2204 else if (object_hit && smashed == EL_PENGUIN)
2208 Feld[x][y] = EL_AMOEBA_CREATING;
2209 Store[x][y] = EL_AMOEBA_WET;
2211 ResetRandomAnimationValue(x, y);
2216 if (!lastline && object_hit) /* check which object was hit */
2218 if (CAN_CHANGE(element) &&
2219 (smashed == EL_MAGIC_WALL ||
2220 smashed == EL_BD_MAGIC_WALL))
2223 int activated_magic_wall =
2224 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2225 EL_BD_MAGIC_WALL_ACTIVE);
2227 /* activate magic wall / mill */
2228 for (yy=0; yy<lev_fieldy; yy++)
2229 for (xx=0; xx<lev_fieldx; xx++)
2230 if (Feld[xx][yy] == smashed)
2231 Feld[xx][yy] = activated_magic_wall;
2233 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2234 game.magic_wall_active = TRUE;
2236 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2237 SND_MAGIC_WALL_ACTIVATING :
2238 SND_BD_MAGIC_WALL_ACTIVATING));
2241 if (IS_PLAYER(x, y + 1))
2243 KillHeroUnlessProtected(x, y+1);
2246 else if (smashed == EL_PENGUIN)
2251 else if (element == EL_BD_DIAMOND)
2253 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2259 else if ((element == EL_SP_INFOTRON ||
2260 element == EL_SP_ZONK) &&
2261 (smashed == EL_SP_SNIKSNAK ||
2262 smashed == EL_SP_ELECTRON ||
2263 smashed == EL_SP_DISK_ORANGE))
2268 else if (element == EL_ROCK ||
2269 element == EL_SP_ZONK ||
2270 element == EL_BD_ROCK)
2272 if (IS_ENEMY(smashed) ||
2273 smashed == EL_BOMB ||
2274 smashed == EL_SP_DISK_ORANGE ||
2275 smashed == EL_DX_SUPABOMB ||
2276 smashed == EL_SATELLITE ||
2277 smashed == EL_PIG ||
2278 smashed == EL_DRAGON ||
2284 else if (!IS_MOVING(x, y + 1))
2286 if (smashed == EL_LAMP ||
2287 smashed == EL_LAMP_ACTIVE)
2292 else if (smashed == EL_NUT)
2294 Feld[x][y+1] = EL_NUT_CRACKING;
2295 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2296 RaiseScoreElement(EL_NUT);
2299 else if (smashed == EL_PEARL)
2301 Feld[x][y+1] = EL_PEARL_BREAKING;
2302 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2305 else if (smashed == EL_DIAMOND)
2307 Feld[x][y+1] = EL_EMPTY;
2308 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2311 else if (IS_BELT_SWITCH(smashed))
2313 ToggleBeltSwitch(x, y+1);
2315 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2316 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2318 ToggleSwitchgateSwitch(x, y+1);
2320 else if (smashed == EL_LIGHT_SWITCH ||
2321 smashed == EL_LIGHT_SWITCH_ACTIVE)
2323 ToggleLightSwitch(x, y+1);
2329 /* play sound of magic wall / mill */
2331 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2332 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2334 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2335 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2336 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2337 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2343 printf("::: -> %d,%d [%d]\n", element, ACTION_IMPACT,
2344 element_info[element].sound[ACTION_IMPACT]);
2349 /* play sound of object that hits the ground */
2350 if (lastline || object_hit)
2351 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2354 void TurnRound(int x, int y)
2366 { 0, 0 }, { 0, 0 }, { 0, 0 },
2371 int left, right, back;
2375 { MV_DOWN, MV_UP, MV_RIGHT },
2376 { MV_UP, MV_DOWN, MV_LEFT },
2378 { MV_LEFT, MV_RIGHT, MV_DOWN },
2379 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2380 { MV_RIGHT, MV_LEFT, MV_UP }
2383 int element = Feld[x][y];
2384 int old_move_dir = MovDir[x][y];
2385 int left_dir = turn[old_move_dir].left;
2386 int right_dir = turn[old_move_dir].right;
2387 int back_dir = turn[old_move_dir].back;
2389 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2390 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2391 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2392 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2394 int left_x = x + left_dx, left_y = y + left_dy;
2395 int right_x = x + right_dx, right_y = y + right_dy;
2396 int move_x = x + move_dx, move_y = y + move_dy;
2398 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2400 TestIfBadThingTouchesOtherBadThing(x, y);
2402 if (IN_LEV_FIELD(right_x, right_y) &&
2403 IS_FREE(right_x, right_y))
2404 MovDir[x][y] = right_dir;
2405 else if (!IN_LEV_FIELD(move_x, move_y) ||
2406 !IS_FREE(move_x, move_y))
2407 MovDir[x][y] = left_dir;
2409 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2411 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2414 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2415 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2417 TestIfBadThingTouchesOtherBadThing(x, y);
2419 if (IN_LEV_FIELD(left_x, left_y) &&
2420 IS_FREE(left_x, left_y))
2421 MovDir[x][y] = left_dir;
2422 else if (!IN_LEV_FIELD(move_x, move_y) ||
2423 !IS_FREE(move_x, move_y))
2424 MovDir[x][y] = right_dir;
2426 if ((element == EL_SPACESHIP ||
2427 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2428 && MovDir[x][y] != old_move_dir)
2430 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2433 else if (element == EL_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 Feld[left_x][left_y] == EL_DIAMOND))
2440 can_turn_left = TRUE;
2441 if (IN_LEV_FIELD(right_x, right_y) &&
2442 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2443 Feld[right_x][right_y] == EL_DIAMOND))
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_DARK_YAMYAM)
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_MAMPF2(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_MAMPF2(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] = 16+16*RND(3);
2481 else if (element == EL_PACMAN)
2483 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2485 if (IN_LEV_FIELD(left_x, left_y) &&
2486 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2487 IS_AMOEBOID(Feld[left_x][left_y])))
2488 can_turn_left = TRUE;
2489 if (IN_LEV_FIELD(right_x, right_y) &&
2490 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2491 IS_AMOEBOID(Feld[right_x][right_y])))
2492 can_turn_right = TRUE;
2494 if (can_turn_left && can_turn_right)
2495 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2496 else if (can_turn_left)
2497 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2498 else if (can_turn_right)
2499 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2501 MovDir[x][y] = back_dir;
2503 MovDelay[x][y] = 6+RND(40);
2505 else if (element == EL_PIG)
2507 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2508 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2509 boolean should_move_on = FALSE;
2511 int rnd = RND(rnd_value);
2513 if (IN_LEV_FIELD(left_x, left_y) &&
2514 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2515 can_turn_left = TRUE;
2516 if (IN_LEV_FIELD(right_x, right_y) &&
2517 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2518 can_turn_right = TRUE;
2519 if (IN_LEV_FIELD(move_x, move_y) &&
2520 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2523 if (can_turn_left &&
2525 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2526 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2527 should_turn_left = TRUE;
2528 if (can_turn_right &&
2530 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2531 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2532 should_turn_right = TRUE;
2534 (!can_turn_left || !can_turn_right ||
2535 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2536 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2537 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2538 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2539 should_move_on = TRUE;
2541 if (should_turn_left || should_turn_right || should_move_on)
2543 if (should_turn_left && should_turn_right && should_move_on)
2544 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2545 rnd < 2*rnd_value/3 ? right_dir :
2547 else if (should_turn_left && should_turn_right)
2548 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2549 else if (should_turn_left && should_move_on)
2550 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2551 else if (should_turn_right && should_move_on)
2552 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2553 else if (should_turn_left)
2554 MovDir[x][y] = left_dir;
2555 else if (should_turn_right)
2556 MovDir[x][y] = right_dir;
2557 else if (should_move_on)
2558 MovDir[x][y] = old_move_dir;
2560 else if (can_move_on && rnd > rnd_value/8)
2561 MovDir[x][y] = old_move_dir;
2562 else if (can_turn_left && can_turn_right)
2563 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2564 else if (can_turn_left && rnd > rnd_value/8)
2565 MovDir[x][y] = left_dir;
2566 else if (can_turn_right && rnd > rnd_value/8)
2567 MovDir[x][y] = right_dir;
2569 MovDir[x][y] = back_dir;
2571 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2572 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2573 MovDir[x][y] = old_move_dir;
2577 else if (element == EL_DRAGON)
2579 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2581 int rnd = RND(rnd_value);
2583 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2584 can_turn_left = TRUE;
2585 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2586 can_turn_right = TRUE;
2587 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2590 if (can_move_on && rnd > rnd_value/8)
2591 MovDir[x][y] = old_move_dir;
2592 else if (can_turn_left && can_turn_right)
2593 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2594 else if (can_turn_left && rnd > rnd_value/8)
2595 MovDir[x][y] = left_dir;
2596 else if (can_turn_right && rnd > rnd_value/8)
2597 MovDir[x][y] = right_dir;
2599 MovDir[x][y] = back_dir;
2601 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2602 MovDir[x][y] = old_move_dir;
2606 else if (element == EL_MOLE)
2608 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2610 if (IN_LEV_FIELD(move_x, move_y) &&
2611 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2612 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2617 if (IN_LEV_FIELD(left_x, left_y) &&
2618 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2619 can_turn_left = TRUE;
2620 if (IN_LEV_FIELD(right_x, right_y) &&
2621 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2622 can_turn_right = TRUE;
2624 if (can_turn_left && can_turn_right)
2625 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2626 else if (can_turn_left)
2627 MovDir[x][y] = left_dir;
2629 MovDir[x][y] = right_dir;
2632 if (MovDir[x][y] != old_move_dir)
2635 else if (element == EL_BALLOON)
2637 MovDir[x][y] = game.balloon_dir;
2640 else if (element == EL_SPRING)
2642 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2643 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2644 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2645 MovDir[x][y] = MV_NO_MOVING;
2649 else if (element == EL_ROBOT ||
2650 element == EL_SATELLITE ||
2651 element == EL_PENGUIN)
2653 int attr_x = -1, attr_y = -1;
2664 for (i=0; i<MAX_PLAYERS; i++)
2666 struct PlayerInfo *player = &stored_player[i];
2667 int jx = player->jx, jy = player->jy;
2669 if (!player->active)
2672 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2680 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2686 if (element == EL_PENGUIN)
2689 static int xy[4][2] =
2699 int ex = x + xy[i%4][0];
2700 int ey = y + xy[i%4][1];
2702 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2711 MovDir[x][y] = MV_NO_MOVING;
2713 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2715 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2717 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2719 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2721 if (element == EL_ROBOT)
2725 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2726 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2727 Moving2Blocked(x, y, &newx, &newy);
2729 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2730 MovDelay[x][y] = 8+8*!RND(3);
2732 MovDelay[x][y] = 16;
2740 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2742 boolean first_horiz = RND(2);
2743 int new_move_dir = MovDir[x][y];
2746 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2747 Moving2Blocked(x, y, &newx, &newy);
2749 if (IN_LEV_FIELD(newx, newy) &&
2750 (IS_FREE(newx, newy) ||
2751 Feld[newx][newy] == EL_ACID ||
2752 (element == EL_PENGUIN &&
2753 (Feld[newx][newy] == EL_EXIT_OPEN ||
2754 IS_MAMPF3(Feld[newx][newy])))))
2758 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2759 Moving2Blocked(x, y, &newx, &newy);
2761 if (IN_LEV_FIELD(newx, newy) &&
2762 (IS_FREE(newx, newy) ||
2763 Feld[newx][newy] == EL_ACID ||
2764 (element == EL_PENGUIN &&
2765 (Feld[newx][newy] == EL_EXIT_OPEN ||
2766 IS_MAMPF3(Feld[newx][newy])))))
2769 MovDir[x][y] = old_move_dir;
2776 static boolean JustBeingPushed(int x, int y)
2780 for (i=0; i<MAX_PLAYERS; i++)
2782 struct PlayerInfo *player = &stored_player[i];
2784 if (player->active && player->Pushing && player->MovPos)
2786 int next_jx = player->jx + (player->jx - player->last_jx);
2787 int next_jy = player->jy + (player->jy - player->last_jy);
2789 if (x == next_jx && y == next_jy)
2797 void StartMoving(int x, int y)
2799 static boolean use_spring_bug = TRUE;
2800 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2801 int element = Feld[x][y];
2806 GfxAction[x][y] = ACTION_DEFAULT;
2808 if (CAN_FALL(element) && y < lev_fieldy - 1)
2810 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2811 if (JustBeingPushed(x, y))
2814 if (element == EL_QUICKSAND_FULL)
2816 if (IS_FREE(x, y+1))
2818 InitMovingField(x, y, MV_DOWN);
2819 started_moving = TRUE;
2821 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2822 Store[x][y] = EL_ROCK;
2823 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2825 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2827 if (!MovDelay[x][y])
2828 MovDelay[x][y] = TILEY + 1;
2837 Feld[x][y] = EL_QUICKSAND_EMPTY;
2838 Feld[x][y+1] = EL_QUICKSAND_FULL;
2839 Store[x][y+1] = Store[x][y];
2841 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2844 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2845 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2847 InitMovingField(x, y, MV_DOWN);
2848 started_moving = TRUE;
2850 Feld[x][y] = EL_QUICKSAND_FILLING;
2851 Store[x][y] = element;
2852 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2854 else if (element == EL_MAGIC_WALL_FULL)
2856 if (IS_FREE(x, y+1))
2858 InitMovingField(x, y, MV_DOWN);
2859 started_moving = TRUE;
2861 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2862 Store[x][y] = EL_CHANGED(Store[x][y]);
2864 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2866 if (!MovDelay[x][y])
2867 MovDelay[x][y] = TILEY/4 + 1;
2876 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2877 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2878 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2882 else if (element == EL_BD_MAGIC_WALL_FULL)
2884 if (IS_FREE(x, y+1))
2886 InitMovingField(x, y, MV_DOWN);
2887 started_moving = TRUE;
2889 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2890 Store[x][y] = EL_CHANGED2(Store[x][y]);
2892 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2894 if (!MovDelay[x][y])
2895 MovDelay[x][y] = TILEY/4 + 1;
2904 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2905 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2906 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2910 else if (CAN_CHANGE(element) &&
2911 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2912 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2914 InitMovingField(x, y, MV_DOWN);
2915 started_moving = TRUE;
2918 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2919 EL_BD_MAGIC_WALL_FILLING);
2920 Store[x][y] = element;
2923 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2925 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2930 InitMovingField(x, y, MV_DOWN);
2931 started_moving = TRUE;
2933 Store[x][y] = EL_ACID;
2935 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2936 GfxAction[x][y+1] = ACTION_ACTIVE;
2939 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2944 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2946 if (MovDir[x][y] == MV_NO_MOVING)
2948 InitMovingField(x, y, MV_DOWN);
2949 started_moving = TRUE;
2952 else if (IS_FREE(x, y+1))
2954 if (JustStopped[x][y]) /* prevent animation from being restarted */
2955 MovDir[x][y] = MV_DOWN;
2957 InitMovingField(x, y, MV_DOWN);
2958 started_moving = TRUE;
2960 else if (element == EL_AMOEBA_DROP)
2962 Feld[x][y] = EL_AMOEBA_CREATING;
2963 Store[x][y] = EL_AMOEBA_WET;
2965 /* Store[x][y+1] must be zero, because:
2966 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2969 #if OLD_GAME_BEHAVIOUR
2970 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2972 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2973 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2974 element != EL_DX_SUPABOMB)
2977 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2978 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2979 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2980 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2983 boolean left = (x>0 && IS_FREE(x-1, y) &&
2984 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2985 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2986 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2990 if (left && right &&
2991 (game.emulation != EMU_BOULDERDASH &&
2992 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2993 left = !(right = RND(2));
2995 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2996 started_moving = TRUE;
2999 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3001 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3002 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3003 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3004 int belt_dir = game.belt_dir[belt_nr];
3006 if ((belt_dir == MV_LEFT && left_is_free) ||
3007 (belt_dir == MV_RIGHT && right_is_free))
3009 InitMovingField(x, y, belt_dir);
3010 started_moving = TRUE;
3012 GfxAction[x][y] = ACTION_DEFAULT;
3017 /* not "else if" because of EL_SPRING */
3018 if (CAN_MOVE(element) && !started_moving)
3022 if ((element == EL_SATELLITE ||
3023 element == EL_BALLOON ||
3024 element == EL_SPRING)
3025 && JustBeingPushed(x, y))
3030 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3031 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3033 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3035 Moving2Blocked(x, y, &newx, &newy);
3036 if (Feld[newx][newy] == EL_BLOCKED)
3037 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3042 if (!MovDelay[x][y]) /* start new movement phase */
3044 /* all objects that can change their move direction after each step */
3045 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3047 if (element != EL_YAMYAM &&
3048 element != EL_DARK_YAMYAM &&
3049 element != EL_PACMAN)
3052 if (element == EL_SPRING)
3053 printf("1--> %d\n", MovDir[x][y]);
3057 if (element == EL_SPRING)
3058 printf("2--> %d\n", MovDir[x][y]);
3060 if (MovDelay[x][y] && (element == EL_BUG ||
3061 element == EL_SPACESHIP ||
3062 element == EL_SP_SNIKSNAK ||
3063 element == EL_SP_ELECTRON ||
3064 element == EL_MOLE))
3065 DrawLevelField(x, y);
3069 if (MovDelay[x][y]) /* wait some time before next movement */
3073 if (element == EL_ROBOT ||
3074 element == EL_YAMYAM ||
3075 element == EL_DARK_YAMYAM)
3078 DrawLevelElementAnimationIfNeeded(x, y, element);
3080 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3082 int graphic = el2img(element);
3083 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3085 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3090 PlaySoundLevelAction(x, y, ACTION_WAITING);
3092 if (MovDelay[x][y] % 4 == 3)
3094 if (element == EL_YAMYAM)
3095 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3096 else if (element == EL_DARK_YAMYAM)
3097 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3101 else if (element == EL_SP_ELECTRON)
3102 DrawLevelElementAnimationIfNeeded(x, y, element);
3103 else if (element == EL_DRAGON)
3106 int dir = MovDir[x][y];
3107 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3108 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3109 int graphic = (dir == MV_LEFT ? IMG_FLAMES1_LEFT :
3110 dir == MV_RIGHT ? IMG_FLAMES1_RIGHT :
3111 dir == MV_UP ? IMG_FLAMES1_UP :
3112 dir == MV_DOWN ? IMG_FLAMES1_DOWN : IMG_EMPTY);
3113 int frame = getGraphicAnimationFrame(graphic, -1);
3115 for (i=1; i<=3; i++)
3117 int xx = x + i*dx, yy = y + i*dy;
3118 int sx = SCREENX(xx), sy = SCREENY(yy);
3119 int flame_graphic = graphic + (i - 1);
3121 if (!IN_LEV_FIELD(xx, yy) ||
3122 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3127 int flamed = MovingOrBlocked2Element(xx, yy);
3129 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3132 RemoveMovingField(xx, yy);
3134 Feld[xx][yy] = EL_FLAMES;
3135 if (IN_SCR_FIELD(sx, sy))
3136 DrawGraphic(sx, sy, flame_graphic, frame);
3140 if (Feld[xx][yy] == EL_FLAMES)
3141 Feld[xx][yy] = EL_EMPTY;
3142 DrawLevelField(xx, yy);
3147 if (MovDelay[x][y]) /* element still has to wait some time */
3149 PlaySoundLevelAction(x, y, ACTION_WAITING);
3155 /* now make next step */
3157 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3159 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3160 !PLAYER_PROTECTED(newx, newy))
3164 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3167 /* enemy got the player */
3169 KillHero(PLAYERINFO(newx, newy));
3174 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3175 element == EL_SATELLITE || element == EL_BALLOON) &&
3176 IN_LEV_FIELD(newx, newy) &&
3177 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3180 Store[x][y] = EL_ACID;
3182 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3184 if (Feld[newx][newy] == EL_EXIT_OPEN)
3186 Feld[x][y] = EL_EMPTY;
3187 DrawLevelField(x, y);
3189 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3190 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3191 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3193 local_player->friends_still_needed--;
3194 if (!local_player->friends_still_needed &&
3195 !local_player->GameOver && AllPlayersGone)
3196 local_player->LevelSolved = local_player->GameOver = TRUE;
3200 else if (IS_MAMPF3(Feld[newx][newy]))
3202 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3203 DrawLevelField(newx, newy);
3205 MovDir[x][y] = MV_NO_MOVING;
3207 else if (!IS_FREE(newx, newy))
3209 if (IS_PLAYER(x, y))
3210 DrawPlayerField(x, y);
3212 DrawLevelField(x, y);
3216 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3218 if (IS_GEM(Feld[newx][newy]))
3220 if (IS_MOVING(newx, newy))
3221 RemoveMovingField(newx, newy);
3224 Feld[newx][newy] = EL_EMPTY;
3225 DrawLevelField(newx, newy);
3228 PlaySoundLevel(x, y, SND_PIG_EATING);
3230 else if (!IS_FREE(newx, newy))
3232 if (IS_PLAYER(x, y))
3233 DrawPlayerField(x, y);
3235 DrawLevelField(x, y);
3239 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3241 if (!IS_FREE(newx, newy))
3243 if (IS_PLAYER(x, y))
3244 DrawPlayerField(x, y);
3246 DrawLevelField(x, y);
3251 boolean wanna_flame = !RND(10);
3252 int dx = newx - x, dy = newy - y;
3253 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3254 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3255 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3256 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3257 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3258 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3260 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3261 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3262 element1 != EL_FLAMES && element2 != EL_FLAMES)
3264 if (IS_PLAYER(x, y))
3265 DrawPlayerField(x, y);
3267 DrawLevelField(x, y);
3269 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3271 MovDelay[x][y] = 50;
3272 Feld[newx][newy] = EL_FLAMES;
3273 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3274 Feld[newx1][newy1] = EL_FLAMES;
3275 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3276 Feld[newx2][newy2] = EL_FLAMES;
3281 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3282 Feld[newx][newy] == EL_DIAMOND)
3284 if (IS_MOVING(newx, newy))
3285 RemoveMovingField(newx, newy);
3288 Feld[newx][newy] = EL_EMPTY;
3289 DrawLevelField(newx, newy);
3292 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3294 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3295 IS_MAMPF2(Feld[newx][newy]))
3297 if (AmoebaNr[newx][newy])
3299 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3300 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3301 Feld[newx][newy] == EL_BD_AMOEBA)
3302 AmoebaCnt[AmoebaNr[newx][newy]]--;
3305 if (IS_MOVING(newx, newy))
3306 RemoveMovingField(newx, newy);
3309 Feld[newx][newy] = EL_EMPTY;
3310 DrawLevelField(newx, newy);
3313 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3315 else if ((element == EL_PACMAN || element == EL_MOLE)
3316 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3318 if (AmoebaNr[newx][newy])
3320 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3321 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3322 Feld[newx][newy] == EL_BD_AMOEBA)
3323 AmoebaCnt[AmoebaNr[newx][newy]]--;
3326 if (element == EL_MOLE)
3328 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3329 PlaySoundLevel(x, y, SND_MOLE_EATING);
3330 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3331 return; /* wait for shrinking amoeba */
3333 else /* element == EL_PACMAN */
3335 Feld[newx][newy] = EL_EMPTY;
3336 DrawLevelField(newx, newy);
3337 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3340 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3341 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3342 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3344 /* wait for shrinking amoeba to completely disappear */
3347 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3349 /* object was running against a wall */
3353 if (element == EL_BUG || element == EL_SPACESHIP ||
3354 element == EL_SP_SNIKSNAK)
3355 DrawLevelField(x, y);
3356 else if (element == EL_BUG || element == EL_SPACESHIP ||
3357 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3358 DrawLevelField(x, y);
3359 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3360 DrawLevelElementAnimationIfNeeded(x, y, element);
3361 else if (element == EL_SATELLITE)
3362 DrawLevelElementAnimationIfNeeded(x, y, element);
3363 else if (element == EL_SP_ELECTRON)
3364 DrawLevelElementAnimationIfNeeded(x, y, element);
3366 if (DONT_TOUCH(element))
3367 TestIfBadThingTouchesHero(x, y);
3369 PlaySoundLevelAction(x, y, ACTION_WAITING);
3374 InitMovingField(x, y, MovDir[x][y]);
3376 PlaySoundLevelAction(x, y, ACTION_MOVING);
3380 ContinueMoving(x, y);
3383 void ContinueMoving(int x, int y)
3385 int element = Feld[x][y];
3386 int direction = MovDir[x][y];
3387 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3388 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3389 int horiz_move = (dx != 0);
3390 int newx = x + dx, newy = y + dy;
3391 int step = (horiz_move ? dx : dy) * TILEX / 8;
3393 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3395 else if (element == EL_QUICKSAND_FILLING ||
3396 element == EL_QUICKSAND_EMPTYING)
3398 else if (element == EL_MAGIC_WALL_FILLING ||
3399 element == EL_BD_MAGIC_WALL_FILLING ||
3400 element == EL_MAGIC_WALL_EMPTYING ||
3401 element == EL_BD_MAGIC_WALL_EMPTYING)
3403 else if (CAN_FALL(element) && horiz_move &&
3404 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3406 else if (element == EL_SPRING && horiz_move)
3409 #if OLD_GAME_BEHAVIOUR
3410 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3414 MovPos[x][y] += step;
3416 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3418 Feld[x][y] = EL_EMPTY;
3419 Feld[newx][newy] = element;
3421 if (element == EL_MOLE)
3424 static int xy[4][2] =
3432 Feld[x][y] = EL_SAND;
3433 DrawLevelField(x, y);
3442 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3443 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3447 if (element == EL_QUICKSAND_FILLING)
3449 element = Feld[newx][newy] = get_next_element(element);
3450 Store[newx][newy] = Store[x][y];
3452 else if (element == EL_QUICKSAND_EMPTYING)
3454 Feld[x][y] = get_next_element(element);
3455 element = Feld[newx][newy] = Store[x][y];
3457 else if (element == EL_MAGIC_WALL_FILLING)
3459 element = Feld[newx][newy] = get_next_element(element);
3460 if (!game.magic_wall_active)
3461 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3462 Store[newx][newy] = Store[x][y];
3464 else if (element == EL_MAGIC_WALL_EMPTYING)
3466 Feld[x][y] = get_next_element(element);
3467 if (!game.magic_wall_active)
3468 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3469 element = Feld[newx][newy] = Store[x][y];
3471 else if (element == EL_BD_MAGIC_WALL_FILLING)
3473 element = Feld[newx][newy] = get_next_element(element);
3474 if (!game.magic_wall_active)
3475 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3476 Store[newx][newy] = Store[x][y];
3478 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3480 Feld[x][y] = get_next_element(element);
3481 if (!game.magic_wall_active)
3482 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3483 element = Feld[newx][newy] = Store[x][y];
3485 else if (element == EL_AMOEBA_DRIPPING)
3487 Feld[x][y] = get_next_element(element);
3488 element = Feld[newx][newy] = Store[x][y];
3490 else if (Store[x][y] == EL_ACID)
3492 element = Feld[newx][newy] = EL_ACID;
3496 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3497 MovDelay[newx][newy] = 0;
3500 /* all done in "InitMovingField()" */
3501 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3502 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3505 /* copy animation control values to new field */
3506 GfxFrame[newx][newy] = GfxFrame[x][y];
3507 GfxAction[newx][newy] = GfxAction[x][y];
3508 GfxRandom[newx][newy] = GfxRandom[x][y];
3510 ResetGfxAnimation(x, y); /* reset animation values for old field */
3514 if (!CAN_MOVE(element))
3515 MovDir[newx][newy] = 0;
3518 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3519 MovDir[newx][newy] = 0;
3522 if (!CAN_MOVE(element) ||
3523 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3524 MovDir[newx][newy] = 0;
3528 DrawLevelField(x, y);
3529 DrawLevelField(newx, newy);
3531 Stop[newx][newy] = TRUE;
3532 JustStopped[newx][newy] = 3;
3534 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3536 TestIfBadThingTouchesHero(newx, newy);
3537 TestIfBadThingTouchesFriend(newx, newy);
3538 TestIfBadThingTouchesOtherBadThing(newx, newy);
3540 else if (element == EL_PENGUIN)
3541 TestIfFriendTouchesBadThing(newx, newy);
3543 if (CAN_SMASH(element) && direction == MV_DOWN &&
3544 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3547 else /* still moving on */
3550 if (GfxAction[x][y] == ACTION_DEFAULT)
3552 printf("reset GfxAction...\n");
3554 GfxAction[x][y] = ACTION_MOVING;
3558 DrawLevelField(x, y);
3562 int AmoebeNachbarNr(int ax, int ay)
3565 int element = Feld[ax][ay];
3567 static int xy[4][2] =
3577 int x = ax + xy[i][0];
3578 int y = ay + xy[i][1];
3580 if (!IN_LEV_FIELD(x, y))
3583 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3584 group_nr = AmoebaNr[x][y];
3590 void AmoebenVereinigen(int ax, int ay)
3592 int i, x, y, xx, yy;
3593 int new_group_nr = AmoebaNr[ax][ay];
3594 static int xy[4][2] =
3602 if (new_group_nr == 0)
3610 if (!IN_LEV_FIELD(x, y))
3613 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3614 Feld[x][y] == EL_BD_AMOEBA ||
3615 Feld[x][y] == EL_AMOEBA_DEAD) &&
3616 AmoebaNr[x][y] != new_group_nr)
3618 int old_group_nr = AmoebaNr[x][y];
3620 if (old_group_nr == 0)
3623 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3624 AmoebaCnt[old_group_nr] = 0;
3625 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3626 AmoebaCnt2[old_group_nr] = 0;
3628 for (yy=0; yy<lev_fieldy; yy++)
3630 for (xx=0; xx<lev_fieldx; xx++)
3632 if (AmoebaNr[xx][yy] == old_group_nr)
3633 AmoebaNr[xx][yy] = new_group_nr;
3640 void AmoebeUmwandeln(int ax, int ay)
3644 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3646 int group_nr = AmoebaNr[ax][ay];
3651 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3652 printf("AmoebeUmwandeln(): This should never happen!\n");
3657 for (y=0; y<lev_fieldy; y++)
3659 for (x=0; x<lev_fieldx; x++)
3661 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3664 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3668 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3669 SND_AMOEBA_TURNING_TO_GEM :
3670 SND_AMOEBA_TURNING_TO_ROCK));
3675 static int xy[4][2] =
3688 if (!IN_LEV_FIELD(x, y))
3691 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3693 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3694 SND_AMOEBA_TURNING_TO_GEM :
3695 SND_AMOEBA_TURNING_TO_ROCK));
3702 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3705 int group_nr = AmoebaNr[ax][ay];
3706 boolean done = FALSE;
3711 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3712 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3717 for (y=0; y<lev_fieldy; y++)
3719 for (x=0; x<lev_fieldx; x++)
3721 if (AmoebaNr[x][y] == group_nr &&
3722 (Feld[x][y] == EL_AMOEBA_DEAD ||
3723 Feld[x][y] == EL_BD_AMOEBA ||
3724 Feld[x][y] == EL_AMOEBA_CREATING))
3727 Feld[x][y] = new_element;
3728 InitField(x, y, FALSE);
3729 DrawLevelField(x, y);
3736 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3737 SND_BD_AMOEBA_TURNING_TO_ROCK :
3738 SND_BD_AMOEBA_TURNING_TO_GEM));
3741 void AmoebeWaechst(int x, int y)
3743 static unsigned long sound_delay = 0;
3744 static unsigned long sound_delay_value = 0;
3746 if (!MovDelay[x][y]) /* start new growing cycle */
3750 if (DelayReached(&sound_delay, sound_delay_value))
3752 if (Store[x][y] == EL_BD_AMOEBA)
3753 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3755 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3756 sound_delay_value = 30;
3760 if (MovDelay[x][y]) /* wait some time before growing bigger */
3763 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3765 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3766 6 - MovDelay[x][y]);
3768 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3771 if (!MovDelay[x][y])
3773 Feld[x][y] = Store[x][y];
3775 DrawLevelField(x, y);
3780 void AmoebaDisappearing(int x, int y)
3782 static unsigned long sound_delay = 0;
3783 static unsigned long sound_delay_value = 0;
3785 if (!MovDelay[x][y]) /* start new shrinking cycle */
3789 if (DelayReached(&sound_delay, sound_delay_value))
3790 sound_delay_value = 30;
3793 if (MovDelay[x][y]) /* wait some time before shrinking */
3796 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3798 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3799 6 - MovDelay[x][y]);
3801 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3804 if (!MovDelay[x][y])
3806 Feld[x][y] = EL_EMPTY;
3807 DrawLevelField(x, y);
3809 /* don't let mole enter this field in this cycle;
3810 (give priority to objects falling to this field from above) */
3816 void AmoebeAbleger(int ax, int ay)
3819 int element = Feld[ax][ay];
3820 int newax = ax, neway = ay;
3821 static int xy[4][2] =
3829 if (!level.amoeba_speed)
3831 Feld[ax][ay] = EL_AMOEBA_DEAD;
3832 DrawLevelField(ax, ay);
3836 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3837 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3839 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3842 if (MovDelay[ax][ay])
3846 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3849 int x = ax + xy[start][0];
3850 int y = ay + xy[start][1];
3852 if (!IN_LEV_FIELD(x, y))
3855 if (IS_FREE(x, y) ||
3856 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3862 if (newax == ax && neway == ay)
3865 else /* normal or "filled" (BD style) amoeba */
3868 boolean waiting_for_player = FALSE;
3872 int j = (start + i) % 4;
3873 int x = ax + xy[j][0];
3874 int y = ay + xy[j][1];
3876 if (!IN_LEV_FIELD(x, y))
3879 if (IS_FREE(x, y) ||
3880 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3886 else if (IS_PLAYER(x, y))
3887 waiting_for_player = TRUE;
3890 if (newax == ax && neway == ay) /* amoeba cannot grow */
3892 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3894 Feld[ax][ay] = EL_AMOEBA_DEAD;
3895 DrawLevelField(ax, ay);
3896 AmoebaCnt[AmoebaNr[ax][ay]]--;
3898 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3900 if (element == EL_AMOEBA_FULL)
3901 AmoebeUmwandeln(ax, ay);
3902 else if (element == EL_BD_AMOEBA)
3903 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3908 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3910 /* amoeba gets larger by growing in some direction */
3912 int new_group_nr = AmoebaNr[ax][ay];
3915 if (new_group_nr == 0)
3917 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3918 printf("AmoebeAbleger(): This should never happen!\n");
3923 AmoebaNr[newax][neway] = new_group_nr;
3924 AmoebaCnt[new_group_nr]++;
3925 AmoebaCnt2[new_group_nr]++;
3927 /* if amoeba touches other amoeba(s) after growing, unify them */
3928 AmoebenVereinigen(newax, neway);
3930 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3932 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3938 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3939 (neway == lev_fieldy - 1 && newax != ax))
3941 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3942 Store[newax][neway] = element;
3944 else if (neway == ay)
3946 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3947 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3951 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3952 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3953 Store[ax][ay] = EL_AMOEBA_DROP;
3954 ContinueMoving(ax, ay);
3958 DrawLevelField(newax, neway);
3961 void Life(int ax, int ay)
3964 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3966 int element = Feld[ax][ay];
3967 boolean changed = FALSE;
3972 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3973 MovDelay[ax][ay] = life_time;
3975 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3978 if (MovDelay[ax][ay])
3982 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3984 int xx = ax+x1, yy = ay+y1;
3987 if (!IN_LEV_FIELD(xx, yy))
3990 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3992 int x = xx+x2, y = yy+y2;
3994 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3997 if (((Feld[x][y] == element ||
3998 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
4000 (IS_FREE(x, y) && Stop[x][y]))
4004 if (xx == ax && yy == ay) /* field in the middle */
4006 if (nachbarn < life[0] || nachbarn > life[1])
4008 Feld[xx][yy] = EL_EMPTY;
4010 DrawLevelField(xx, yy);
4011 Stop[xx][yy] = TRUE;
4015 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4016 { /* free border field */
4017 if (nachbarn >= life[2] && nachbarn <= life[3])
4019 Feld[xx][yy] = element;
4020 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
4022 DrawLevelField(xx, yy);
4023 Stop[xx][yy] = TRUE;
4030 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
4031 SND_BIOMAZE_CREATING);
4034 static void InitRobotWheel(int x, int y)
4036 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4039 static void RunRobotWheel(int x, int y)
4041 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4044 static void StopRobotWheel(int x, int y)
4046 if (ZX == x && ZY == y)
4050 static void InitTimegateWheel(int x, int y)
4052 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4055 static void RunTimegateWheel(int x, int y)
4057 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4060 void CheckExit(int x, int y)
4062 if (local_player->gems_still_needed > 0 ||
4063 local_player->sokobanfields_still_needed > 0 ||
4064 local_player->lights_still_needed > 0)
4067 Feld[x][y] = EL_EXIT_OPENING;
4069 PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
4072 void CheckExitSP(int x, int y)
4074 if (local_player->gems_still_needed > 0)
4077 Feld[x][y] = EL_SP_EXIT_OPEN;
4079 PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
4082 static void CloseAllOpenTimegates()
4086 for (y=0; y<lev_fieldy; y++)
4088 for (x=0; x<lev_fieldx; x++)
4090 int element = Feld[x][y];
4092 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4094 Feld[x][y] = EL_TIMEGATE_CLOSING;
4095 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4101 void EdelsteinFunkeln(int x, int y)
4103 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4106 if (Feld[x][y] == EL_BD_DIAMOND)
4108 DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
4114 if (MovDelay[x][y] == 0) /* next animation frame */
4115 MovDelay[x][y] = 11 * !SimpleRND(500);
4117 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4121 if (setup.direct_draw && MovDelay[x][y])
4122 SetDrawtoField(DRAW_BUFFERED);
4125 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4127 DrawLevelElementAnimation(x, y, Feld[x][y]);
4130 if (MovDelay[x][y] != 0)
4132 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4133 10 - MovDelay[x][y]);
4135 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4137 if (setup.direct_draw)
4141 dest_x = FX + SCREENX(x) * TILEX;
4142 dest_y = FY + SCREENY(y) * TILEY;
4144 BlitBitmap(drawto_field, window,
4145 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4146 SetDrawtoField(DRAW_DIRECT);
4153 void MauerWaechst(int x, int y)
4157 if (!MovDelay[x][y]) /* next animation frame */
4158 MovDelay[x][y] = 3 * delay;
4160 if (MovDelay[x][y]) /* wait some time before next frame */
4164 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4166 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4167 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4169 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4172 if (!MovDelay[x][y])
4174 if (MovDir[x][y] == MV_LEFT)
4176 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4177 DrawLevelField(x - 1, y);
4179 else if (MovDir[x][y] == MV_RIGHT)
4181 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4182 DrawLevelField(x + 1, y);
4184 else if (MovDir[x][y] == MV_UP)
4186 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4187 DrawLevelField(x, y - 1);
4191 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4192 DrawLevelField(x, y + 1);
4195 Feld[x][y] = Store[x][y];
4197 MovDir[x][y] = MV_NO_MOVING;
4198 DrawLevelField(x, y);
4203 void MauerAbleger(int ax, int ay)
4205 int element = Feld[ax][ay];
4206 boolean oben_frei = FALSE, unten_frei = FALSE;
4207 boolean links_frei = FALSE, rechts_frei = FALSE;
4208 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4209 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4210 boolean new_wall = FALSE;
4212 if (!MovDelay[ax][ay]) /* start building new wall */
4213 MovDelay[ax][ay] = 6;
4215 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4218 if (MovDelay[ax][ay])
4222 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4224 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4226 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4228 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4231 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4235 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4236 Store[ax][ay-1] = element;
4237 MovDir[ax][ay-1] = MV_UP;
4238 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4239 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4240 IMG_WALL_GROWING_ACTIVE_UP, 0);
4245 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4246 Store[ax][ay+1] = element;
4247 MovDir[ax][ay+1] = MV_DOWN;
4248 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4249 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4250 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4255 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4256 element == EL_WALL_GROWING)
4260 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4261 Store[ax-1][ay] = element;
4262 MovDir[ax-1][ay] = MV_LEFT;
4263 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4264 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4265 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4271 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4272 Store[ax+1][ay] = element;
4273 MovDir[ax+1][ay] = MV_RIGHT;
4274 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4275 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4276 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4281 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4282 DrawLevelField(ax, ay);
4284 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4286 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4287 unten_massiv = TRUE;
4288 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4289 links_massiv = TRUE;
4290 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4291 rechts_massiv = TRUE;
4293 if (((oben_massiv && unten_massiv) ||
4294 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4295 ((links_massiv && rechts_massiv) ||
4296 element == EL_WALL_GROWING_Y))
4297 Feld[ax][ay] = EL_WALL;
4300 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4303 void CheckForDragon(int x, int y)
4306 boolean dragon_found = FALSE;
4307 static int xy[4][2] =
4319 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4321 if (IN_LEV_FIELD(xx, yy) &&
4322 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4324 if (Feld[xx][yy] == EL_DRAGON)
4325 dragon_found = TRUE;
4338 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4340 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4342 Feld[xx][yy] = EL_EMPTY;
4343 DrawLevelField(xx, yy);
4352 static void InitBuggyBase(int x, int y)
4354 int element = Feld[x][y];
4355 int activating_delay = FRAMES_PER_SECOND / 4;
4358 (element == EL_SP_BUGGY_BASE ?
4359 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4360 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4362 element == EL_SP_BUGGY_BASE_ACTIVE ?
4363 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4366 static void WarnBuggyBase(int x, int y)
4369 static int xy[4][2] =
4379 int xx = x + xy[i][0], yy = y + xy[i][1];
4381 if (IS_PLAYER(xx, yy))
4383 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4390 static void InitTrap(int x, int y)
4392 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4395 static void ActivateTrap(int x, int y)
4397 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4400 static void ChangeActiveTrap(int x, int y)
4402 int graphic = IMG_TRAP_ACTIVE;
4404 /* if new animation frame was drawn, correct crumbled sand border */
4405 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4406 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4409 static void ChangeElement(int x, int y)
4411 int element = Feld[x][y];
4413 if (MovDelay[x][y] == 0) /* initialize element change */
4415 MovDelay[x][y] = changing_element[element].change_delay + 1;
4417 ResetGfxAnimation(x, y);
4418 ResetRandomAnimationValue(x, y);
4420 if (changing_element[element].pre_change_function)
4421 changing_element[element].pre_change_function(x, y);
4426 if (MovDelay[x][y] != 0) /* continue element change */
4428 if (IS_ANIMATED(el2img(element)))
4429 DrawLevelElementAnimationIfNeeded(x, y, element);
4431 if (changing_element[element].change_function)
4432 changing_element[element].change_function(x, y);
4434 else /* finish element change */
4436 Feld[x][y] = changing_element[element].next_element;
4438 ResetGfxAnimation(x, y);
4439 ResetRandomAnimationValue(x, y);
4441 DrawLevelField(x, y);
4443 if (changing_element[element].post_change_function)
4444 changing_element[element].post_change_function(x, y);
4448 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4450 static byte stored_player_action[MAX_PLAYERS];
4451 static int num_stored_actions = 0;
4453 static boolean save_tape_entry = FALSE;
4455 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4456 int left = player_action & JOY_LEFT;
4457 int right = player_action & JOY_RIGHT;
4458 int up = player_action & JOY_UP;
4459 int down = player_action & JOY_DOWN;
4460 int button1 = player_action & JOY_BUTTON_1;
4461 int button2 = player_action & JOY_BUTTON_2;
4462 int dx = (left ? -1 : right ? 1 : 0);
4463 int dy = (up ? -1 : down ? 1 : 0);
4465 stored_player_action[player->index_nr] = 0;
4466 num_stored_actions++;
4468 if (!player->active || tape.pausing)
4474 save_tape_entry = TRUE;
4476 player->frame_reset_delay = 0;
4479 snapped = SnapField(player, dx, dy);
4483 bombed = PlaceBomb(player);
4484 moved = MoveFigure(player, dx, dy);
4487 if (tape.single_step && tape.recording && !tape.pausing)
4489 if (button1 || (bombed && !moved))
4491 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4492 SnapField(player, 0, 0); /* stop snapping */
4497 if (tape.recording && (moved || snapped || bombed))
4499 if (bombed && !moved)
4500 player_action &= JOY_BUTTON;
4502 stored_player_action[player->index_nr] = player_action;
4503 save_tape_entry = TRUE;
4505 else if (tape.playing && snapped)
4506 SnapField(player, 0, 0); /* stop snapping */
4508 stored_player_action[player->index_nr] = player_action;
4513 /* no actions for this player (no input at player's configured device) */
4515 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4516 SnapField(player, 0, 0);
4517 CheckGravityMovement(player);
4520 if (player->MovPos == 0) /* needed for tape.playing */
4521 player->is_moving = FALSE;
4524 if (player->MovPos == 0) /* needed for tape.playing */
4525 player->last_move_dir = MV_NO_MOVING;
4527 /* !!! CHECK THIS AGAIN !!!
4528 (Seems to be needed for some EL_ROBOT stuff, but breaks
4529 tapes when walking through pipes!)
4532 /* it seems that "player->last_move_dir" is misused as some sort of
4533 "player->is_just_moving_in_this_moment", which is needed for the
4534 robot stuff (robots don't kill players when they are moving)
4538 /* if the player does not move for some time, reset animation to start */
4539 if (++player->frame_reset_delay > player->move_delay_value)
4544 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4546 TapeRecordAction(stored_player_action);
4547 num_stored_actions = 0;
4548 save_tape_entry = FALSE;
4551 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4553 TapeRecordAction(stored_player_action);
4554 num_stored_actions = 0;
4559 if (tape.playing && !tape.pausing && !player_action &&
4560 tape.counter < tape.length)
4562 int jx = player->jx, jy = player->jy;
4564 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4566 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4567 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4569 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4571 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4573 int el = Feld[jx+dx][jy];
4574 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4575 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4577 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4579 player->MovDir = next_joy;
4580 player->Frame = FrameCounter % 4;
4581 player->Pushing = TRUE;
4591 static unsigned long action_delay = 0;
4592 unsigned long action_delay_value;
4593 int magic_wall_x = 0, magic_wall_y = 0;
4594 int i, x, y, element, graphic;
4595 byte *recorded_player_action;
4596 byte summarized_player_action = 0;
4598 if (game_status != PLAYING)
4601 action_delay_value =
4602 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4604 if (tape.playing && tape.index_search && !tape.pausing)
4605 action_delay_value = 0;
4607 /* ---------- main game synchronization point ---------- */
4609 WaitUntilDelayReached(&action_delay, action_delay_value);
4611 if (network_playing && !network_player_action_received)
4615 printf("DEBUG: try to get network player actions in time\n");
4619 #if defined(PLATFORM_UNIX)
4620 /* last chance to get network player actions without main loop delay */
4624 if (game_status != PLAYING)
4627 if (!network_player_action_received)
4631 printf("DEBUG: failed to get network player actions in time\n");
4641 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4643 for (i=0; i<MAX_PLAYERS; i++)
4645 summarized_player_action |= stored_player[i].action;
4647 if (!network_playing)
4648 stored_player[i].effective_action = stored_player[i].action;
4651 #if defined(PLATFORM_UNIX)
4652 if (network_playing)
4653 SendToServer_MovePlayer(summarized_player_action);
4656 if (!options.network && !setup.team_mode)
4657 local_player->effective_action = summarized_player_action;
4659 for (i=0; i<MAX_PLAYERS; i++)
4661 int actual_player_action = stored_player[i].effective_action;
4663 if (stored_player[i].programmed_action)
4664 actual_player_action = stored_player[i].programmed_action;
4666 if (recorded_player_action)
4667 actual_player_action = recorded_player_action[i];
4669 PlayerActions(&stored_player[i], actual_player_action);
4670 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4673 network_player_action_received = FALSE;
4675 ScrollScreen(NULL, SCROLL_GO_ON);
4681 if (TimeFrames == 0 && local_player->active)
4683 extern unsigned int last_RND();
4685 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4686 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4693 if (GameFrameDelay >= 500)
4694 printf("FrameCounter == %d\n", FrameCounter);
4701 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4704 if (JustStopped[x][y] > 0)
4705 JustStopped[x][y]--;
4710 if (IS_BLOCKED(x, y))
4714 Blocked2Moving(x, y, &oldx, &oldy);
4715 if (!IS_MOVING(oldx, oldy))
4717 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4718 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4719 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4720 printf("GameActions(): This should never happen!\n");
4726 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4728 element = Feld[x][y];
4729 graphic = el2img(element);
4732 if (graphic_info[graphic].anim_global_sync)
4733 GfxFrame[x][y] = FrameCounter;
4736 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4737 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4738 ResetRandomAnimationValue(x, y);
4740 SetRandomAnimationValue(x, y);
4742 if (IS_INACTIVE(element))
4746 if (IS_ANIMATED(graphic))
4747 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4753 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4757 if (IS_ANIMATED(graphic) &&
4760 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4762 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4763 EdelsteinFunkeln(x, y);
4767 else if ((element == EL_ACID ||
4768 element == EL_EXIT_OPEN ||
4769 element == EL_SP_EXIT_OPEN ||
4770 element == EL_SP_TERMINAL ||
4771 element == EL_SP_TERMINAL_ACTIVE ||
4772 element == EL_EXTRA_TIME ||
4773 element == EL_SHIELD_NORMAL ||
4774 element == EL_SHIELD_DEADLY) &&
4775 IS_ANIMATED(graphic))
4776 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4779 else if (IS_MOVING(x, y))
4780 ContinueMoving(x, y);
4781 else if (IS_ACTIVE_BOMB(element))
4782 CheckDynamite(x, y);
4784 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4785 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4787 else if (element == EL_AMOEBA_CREATING)
4788 AmoebeWaechst(x, y);
4789 else if (element == EL_AMOEBA_SHRINKING)
4790 AmoebaDisappearing(x, y);
4792 #if !USE_NEW_AMOEBA_CODE
4793 else if (IS_AMOEBALIVE(element))
4794 AmoebeAbleger(x, y);
4797 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4800 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4802 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4803 TimegateWheel(x, y);
4806 else if (element == EL_ACID_SPLASH_LEFT ||
4807 element == EL_ACID_SPLASH_RIGHT)
4811 else if (element == EL_NUT_CRACKING)
4813 else if (element == EL_PEARL_BREAKING)
4814 BreakingPearl(x, y);
4816 else if (element == EL_EXIT_CLOSED)
4818 else if (element == EL_SP_EXIT_CLOSED)
4821 else if (element == EL_EXIT_OPENING)
4822 AusgangstuerOeffnen(x, y);
4824 else if (element == EL_WALL_GROWING_ACTIVE)
4826 else if (element == EL_WALL_GROWING ||
4827 element == EL_WALL_GROWING_X ||
4828 element == EL_WALL_GROWING_Y ||
4829 element == EL_WALL_GROWING_XY)
4831 else if (element == EL_FLAMES)
4832 CheckForDragon(x, y);
4834 else if (element == EL_SP_BUGGY_BASE ||
4835 element == EL_SP_BUGGY_BASE_ACTIVATING ||
4836 element == EL_SP_BUGGY_BASE_ACTIVE)
4837 CheckBuggyBase(x, y);
4838 else if (element == EL_TRAP ||
4839 element == EL_TRAP_ACTIVE)
4841 else if (IS_BELT_ACTIVE(element))
4842 DrawBeltAnimation(x, y, element);
4843 else if (element == EL_SWITCHGATE_OPENING)
4844 OpenSwitchgate(x, y);
4845 else if (element == EL_SWITCHGATE_CLOSING)
4846 CloseSwitchgate(x, y);
4847 else if (element == EL_TIMEGATE_OPENING)
4849 else if (element == EL_TIMEGATE_CLOSING)
4850 CloseTimegate(x, y);
4853 else if (IS_AUTO_CHANGING(element))
4854 ChangeElement(x, y);
4857 else if (element == EL_EXPLOSION)
4858 ; /* drawing of correct explosion animation is handled separately */
4859 else if (IS_ANIMATED(graphic))
4860 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4863 if (IS_BELT_ACTIVE(element))
4864 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4866 if (game.magic_wall_active)
4868 int jx = local_player->jx, jy = local_player->jy;
4870 /* play the element sound at the position nearest to the player */
4871 if ((element == EL_MAGIC_WALL_FULL ||
4872 element == EL_MAGIC_WALL_ACTIVE ||
4873 element == EL_MAGIC_WALL_EMPTYING ||
4874 element == EL_BD_MAGIC_WALL_FULL ||
4875 element == EL_BD_MAGIC_WALL_ACTIVE ||
4876 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4877 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4885 #if USE_NEW_AMOEBA_CODE
4886 /* new experimental amoeba growth stuff */
4888 if (!(FrameCounter % 8))
4891 static unsigned long random = 1684108901;
4893 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4896 x = (random >> 10) % lev_fieldx;
4897 y = (random >> 20) % lev_fieldy;
4899 x = RND(lev_fieldx);
4900 y = RND(lev_fieldy);
4902 element = Feld[x][y];
4904 if (!IS_PLAYER(x,y) &&
4905 (element == EL_EMPTY ||
4906 element == EL_SAND ||
4907 element == EL_QUICKSAND_EMPTY ||
4908 element == EL_ACID_SPLASH_LEFT ||
4909 element == EL_ACID_SPLASH_RIGHT))
4911 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4912 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4913 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4914 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4915 Feld[x][y] = EL_AMOEBA_DROP;
4918 random = random * 129 + 1;
4924 if (game.explosions_delayed)
4927 game.explosions_delayed = FALSE;
4929 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4931 element = Feld[x][y];
4933 if (ExplodeField[x][y])
4934 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4935 else if (element == EL_EXPLOSION)
4936 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4938 ExplodeField[x][y] = EX_NO_EXPLOSION;
4941 game.explosions_delayed = TRUE;
4944 if (game.magic_wall_active)
4946 if (!(game.magic_wall_time_left % 4))
4948 int element = Feld[magic_wall_x][magic_wall_y];
4950 if (element == EL_BD_MAGIC_WALL_FULL ||
4951 element == EL_BD_MAGIC_WALL_ACTIVE ||
4952 element == EL_BD_MAGIC_WALL_EMPTYING)
4953 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4955 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4958 if (game.magic_wall_time_left > 0)
4960 game.magic_wall_time_left--;
4961 if (!game.magic_wall_time_left)
4963 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4965 element = Feld[x][y];
4967 if (element == EL_MAGIC_WALL_ACTIVE ||
4968 element == EL_MAGIC_WALL_FULL)
4970 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4971 DrawLevelField(x, y);
4973 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4974 element == EL_BD_MAGIC_WALL_FULL)
4976 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4977 DrawLevelField(x, y);
4981 game.magic_wall_active = FALSE;
4986 if (game.light_time_left > 0)
4988 game.light_time_left--;
4990 if (game.light_time_left == 0)
4991 RedrawAllLightSwitchesAndInvisibleElements();
4994 if (game.timegate_time_left > 0)
4996 game.timegate_time_left--;
4998 if (game.timegate_time_left == 0)
4999 CloseAllOpenTimegates();
5002 for (i=0; i<MAX_PLAYERS; i++)
5004 struct PlayerInfo *player = &stored_player[i];
5006 if (SHIELD_ON(player))
5008 if (player->shield_deadly_time_left)
5009 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5010 else if (player->shield_normal_time_left)
5011 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5015 if (TimeFrames >= (1000 / GameFrameDelay))
5020 for (i=0; i<MAX_PLAYERS; i++)
5022 struct PlayerInfo *player = &stored_player[i];
5024 if (SHIELD_ON(player))
5026 player->shield_normal_time_left--;
5028 if (player->shield_deadly_time_left > 0)
5029 player->shield_deadly_time_left--;
5033 if (tape.recording || tape.playing)
5034 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5040 if (TimeLeft <= 10 && setup.time_limit)
5041 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5043 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
5045 if (!TimeLeft && setup.time_limit)
5046 for (i=0; i<MAX_PLAYERS; i++)
5047 KillHero(&stored_player[i]);
5049 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5050 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_DEFAULT_SMALL);
5055 if (options.debug) /* calculate frames per second */
5057 static unsigned long fps_counter = 0;
5058 static int fps_frames = 0;
5059 unsigned long fps_delay_ms = Counter() - fps_counter;
5063 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5065 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5068 fps_counter = Counter();
5071 redraw_mask |= REDRAW_FPS;
5075 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5077 int min_x = x, min_y = y, max_x = x, max_y = y;
5080 for (i=0; i<MAX_PLAYERS; i++)
5082 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5084 if (!stored_player[i].active || &stored_player[i] == player)
5087 min_x = MIN(min_x, jx);
5088 min_y = MIN(min_y, jy);
5089 max_x = MAX(max_x, jx);
5090 max_y = MAX(max_y, jy);
5093 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5096 static boolean AllPlayersInVisibleScreen()
5100 for (i=0; i<MAX_PLAYERS; i++)
5102 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5104 if (!stored_player[i].active)
5107 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5114 void ScrollLevel(int dx, int dy)
5116 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5119 BlitBitmap(drawto_field, drawto_field,
5120 FX + TILEX*(dx == -1) - softscroll_offset,
5121 FY + TILEY*(dy == -1) - softscroll_offset,
5122 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5123 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5124 FX + TILEX*(dx == 1) - softscroll_offset,
5125 FY + TILEY*(dy == 1) - softscroll_offset);
5129 x = (dx == 1 ? BX1 : BX2);
5130 for (y=BY1; y<=BY2; y++)
5131 DrawScreenField(x, y);
5136 y = (dy == 1 ? BY1 : BY2);
5137 for (x=BX1; x<=BX2; x++)
5138 DrawScreenField(x, y);
5141 redraw_mask |= REDRAW_FIELD;
5144 static void CheckGravityMovement(struct PlayerInfo *player)
5146 if (level.gravity && !player->programmed_action)
5148 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5149 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5151 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5152 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5153 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5154 int jx = player->jx, jy = player->jy;
5155 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5156 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5157 int new_jx = jx + dx, new_jy = jy + dy;
5158 boolean field_under_player_is_free =
5159 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5160 boolean player_is_moving_to_valid_field =
5161 (IN_LEV_FIELD(new_jx, new_jy) &&
5162 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5163 Feld[new_jx][new_jy] == EL_SAND));
5165 if (field_under_player_is_free &&
5166 !player_is_moving_to_valid_field &&
5167 !IS_TUBE(Feld[jx][jy]))
5168 player->programmed_action = MV_DOWN;
5172 boolean MoveFigureOneStep(struct PlayerInfo *player,
5173 int dx, int dy, int real_dx, int real_dy)
5175 int jx = player->jx, jy = player->jy;
5176 int new_jx = jx+dx, new_jy = jy+dy;
5180 if (!player->active || (!dx && !dy))
5181 return MF_NO_ACTION;
5183 player->MovDir = (dx < 0 ? MV_LEFT :
5186 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5188 if (!IN_LEV_FIELD(new_jx, new_jy))
5189 return MF_NO_ACTION;
5191 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5192 return MF_NO_ACTION;
5195 element = MovingOrBlocked2Element(new_jx, new_jy);
5197 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5200 if (DONT_GO_TO(element))
5202 if (element == EL_ACID && dx == 0 && dy == 1)
5205 Feld[jx][jy] = EL_PLAYER1;
5206 InitMovingField(jx, jy, MV_DOWN);
5207 Store[jx][jy] = EL_ACID;
5208 ContinueMoving(jx, jy);
5212 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5217 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5218 if (can_move != MF_MOVING)
5221 StorePlayer[jx][jy] = 0;
5222 player->last_jx = jx;
5223 player->last_jy = jy;
5224 jx = player->jx = new_jx;
5225 jy = player->jy = new_jy;
5226 StorePlayer[jx][jy] = player->element_nr;
5229 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5231 ScrollFigure(player, SCROLL_INIT);
5236 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5238 int jx = player->jx, jy = player->jy;
5239 int old_jx = jx, old_jy = jy;
5240 int moved = MF_NO_ACTION;
5242 if (!player->active || (!dx && !dy))
5246 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5250 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5251 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5255 /* remove the last programmed player action */
5256 player->programmed_action = 0;
5260 /* should only happen if pre-1.2 tape recordings are played */
5261 /* this is only for backward compatibility */
5263 int original_move_delay_value = player->move_delay_value;
5266 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5270 /* scroll remaining steps with finest movement resolution */
5271 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5273 while (player->MovPos)
5275 ScrollFigure(player, SCROLL_GO_ON);
5276 ScrollScreen(NULL, SCROLL_GO_ON);
5282 player->move_delay_value = original_move_delay_value;
5285 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5287 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5288 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5292 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5293 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5299 if (moved & MF_MOVING && !ScreenMovPos &&
5300 (player == local_player || !options.network))
5302 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5303 int offset = (setup.scroll_delay ? 3 : 0);
5305 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5307 /* actual player has left the screen -- scroll in that direction */
5308 if (jx != old_jx) /* player has moved horizontally */
5309 scroll_x += (jx - old_jx);
5310 else /* player has moved vertically */
5311 scroll_y += (jy - old_jy);
5315 if (jx != old_jx) /* player has moved horizontally */
5317 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5318 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5319 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5321 /* don't scroll over playfield boundaries */
5322 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5323 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5325 /* don't scroll more than one field at a time */
5326 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5328 /* don't scroll against the player's moving direction */
5329 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5330 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5331 scroll_x = old_scroll_x;
5333 else /* player has moved vertically */
5335 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5336 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5337 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5339 /* don't scroll over playfield boundaries */
5340 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5341 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5343 /* don't scroll more than one field at a time */
5344 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5346 /* don't scroll against the player's moving direction */
5347 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5348 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5349 scroll_y = old_scroll_y;
5353 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5355 if (!options.network && !AllPlayersInVisibleScreen())
5357 scroll_x = old_scroll_x;
5358 scroll_y = old_scroll_y;
5362 ScrollScreen(player, SCROLL_INIT);
5363 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5368 if (!(moved & MF_MOVING) && !player->Pushing)
5372 player->Frame = (player->Frame + 1) % 4;
5374 player->Frame += 1 * 0;
5377 if (moved & MF_MOVING)
5379 if (old_jx != jx && old_jy == jy)
5380 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5381 else if (old_jx == jx && old_jy != jy)
5382 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5384 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5386 player->last_move_dir = player->MovDir;
5387 player->is_moving = TRUE;
5391 CheckGravityMovement(player);
5394 player->last_move_dir = MV_NO_MOVING;
5396 player->is_moving = FALSE;
5399 TestIfHeroTouchesBadThing(jx, jy);
5401 if (!player->active)
5407 void ScrollFigure(struct PlayerInfo *player, int mode)
5409 int jx = player->jx, jy = player->jy;
5410 int last_jx = player->last_jx, last_jy = player->last_jy;
5411 int move_stepsize = TILEX / player->move_delay_value;
5413 if (!player->active || !player->MovPos)
5416 if (mode == SCROLL_INIT)
5418 player->actual_frame_counter = FrameCounter;
5419 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5423 if (Feld[last_jx][last_jy] == EL_EMPTY)
5424 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5429 else if (!FrameReached(&player->actual_frame_counter, 1))
5432 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5433 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5436 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5437 Feld[last_jx][last_jy] = EL_EMPTY;
5439 /* before DrawPlayer() to draw correct player graphic for this case */
5440 if (player->MovPos == 0)
5441 CheckGravityMovement(player);
5445 if (player->MovPos == 0)
5447 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5449 /* continue with normal speed after quickly moving through gate */
5450 HALVE_PLAYER_SPEED(player);
5452 /* be able to make the next move without delay */
5453 player->move_delay = 0;
5456 player->last_jx = jx;
5457 player->last_jy = jy;
5459 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5460 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5464 if (local_player->friends_still_needed == 0 ||
5465 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5466 player->LevelSolved = player->GameOver = TRUE;
5469 if (tape.single_step && tape.recording && !tape.pausing &&
5470 !player->programmed_action)
5471 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5475 void ScrollScreen(struct PlayerInfo *player, int mode)
5477 static unsigned long screen_frame_counter = 0;
5479 if (mode == SCROLL_INIT)
5481 /* set scrolling step size according to actual player's moving speed */
5482 ScrollStepSize = TILEX / player->move_delay_value;
5484 screen_frame_counter = FrameCounter;
5485 ScreenMovDir = player->MovDir;
5486 ScreenMovPos = player->MovPos;
5487 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5490 else if (!FrameReached(&screen_frame_counter, 1))
5495 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5496 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5497 redraw_mask |= REDRAW_FIELD;
5500 ScreenMovDir = MV_NO_MOVING;
5503 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5505 int i, kill_x = -1, kill_y = -1;
5506 static int test_xy[4][2] =
5513 static int test_dir[4] =
5523 int test_x, test_y, test_move_dir, test_element;
5525 test_x = good_x + test_xy[i][0];
5526 test_y = good_y + test_xy[i][1];
5527 if (!IN_LEV_FIELD(test_x, test_y))
5531 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5534 test_element = Feld[test_x][test_y];
5536 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5539 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5540 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5542 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5543 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5551 if (kill_x != -1 || kill_y != -1)
5553 if (IS_PLAYER(good_x, good_y))
5555 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5557 if (player->shield_deadly_time_left > 0)
5558 Bang(kill_x, kill_y);
5559 else if (!PLAYER_PROTECTED(good_x, good_y))
5563 Bang(good_x, good_y);
5567 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5569 int i, kill_x = -1, kill_y = -1;
5570 int bad_element = Feld[bad_x][bad_y];
5571 static int test_xy[4][2] =
5578 static int test_dir[4] =
5586 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5591 int test_x, test_y, test_move_dir, test_element;
5593 test_x = bad_x + test_xy[i][0];
5594 test_y = bad_y + test_xy[i][1];
5595 if (!IN_LEV_FIELD(test_x, test_y))
5599 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5601 test_element = Feld[test_x][test_y];
5603 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5604 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5606 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5607 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5609 /* good thing is player or penguin that does not move away */
5610 if (IS_PLAYER(test_x, test_y))
5612 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5614 if (bad_element == EL_ROBOT && player->is_moving)
5615 continue; /* robot does not kill player if he is moving */
5621 else if (test_element == EL_PENGUIN)
5630 if (kill_x != -1 || kill_y != -1)
5632 if (IS_PLAYER(kill_x, kill_y))
5634 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5637 int dir = player->MovDir;
5638 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5639 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5641 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5642 newx != bad_x && newy != bad_y)
5643 ; /* robot does not kill player if he is moving */
5645 printf("-> %d\n", player->MovDir);
5647 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5648 newx != bad_x && newy != bad_y)
5649 ; /* robot does not kill player if he is moving */
5654 if (player->shield_deadly_time_left > 0)
5656 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5660 Bang(kill_x, kill_y);
5664 void TestIfHeroTouchesBadThing(int x, int y)
5666 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5669 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5671 TestIfGoodThingHitsBadThing(x, y, move_dir);
5674 void TestIfBadThingTouchesHero(int x, int y)
5676 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5679 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5681 TestIfBadThingHitsGoodThing(x, y, move_dir);
5684 void TestIfFriendTouchesBadThing(int x, int y)
5686 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5689 void TestIfBadThingTouchesFriend(int x, int y)
5691 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5694 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5696 int i, kill_x = bad_x, kill_y = bad_y;
5697 static int xy[4][2] =
5709 x = bad_x + xy[i][0];
5710 y = bad_y + xy[i][1];
5711 if (!IN_LEV_FIELD(x, y))
5714 element = Feld[x][y];
5715 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5716 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5724 if (kill_x != bad_x || kill_y != bad_y)
5728 void KillHero(struct PlayerInfo *player)
5730 int jx = player->jx, jy = player->jy;
5732 if (!player->active)
5735 if (IS_PFORTE(Feld[jx][jy]))
5736 Feld[jx][jy] = EL_EMPTY;
5738 /* deactivate shield (else Bang()/Explode() would not work right) */
5739 player->shield_normal_time_left = 0;
5740 player->shield_deadly_time_left = 0;
5746 static void KillHeroUnlessProtected(int x, int y)
5748 if (!PLAYER_PROTECTED(x, y))
5749 KillHero(PLAYERINFO(x, y));
5752 void BuryHero(struct PlayerInfo *player)
5754 int jx = player->jx, jy = player->jy;
5756 if (!player->active)
5759 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5760 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5762 player->GameOver = TRUE;
5766 void RemoveHero(struct PlayerInfo *player)
5768 int jx = player->jx, jy = player->jy;
5769 int i, found = FALSE;
5771 player->present = FALSE;
5772 player->active = FALSE;
5774 if (!ExplodeField[jx][jy])
5775 StorePlayer[jx][jy] = 0;
5777 for (i=0; i<MAX_PLAYERS; i++)
5778 if (stored_player[i].active)
5782 AllPlayersGone = TRUE;
5788 int DigField(struct PlayerInfo *player,
5789 int x, int y, int real_dx, int real_dy, int mode)
5791 int jx = player->jx, jy = player->jy;
5792 int dx = x - jx, dy = y - jy;
5793 int move_direction = (dx == -1 ? MV_LEFT :
5794 dx == +1 ? MV_RIGHT :
5796 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5799 player->is_digging = FALSE;
5801 if (player->MovPos == 0)
5802 player->Pushing = FALSE;
5804 if (mode == DF_NO_PUSH)
5806 player->Switching = FALSE;
5807 player->push_delay = 0;
5808 return MF_NO_ACTION;
5811 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5812 return MF_NO_ACTION;
5814 if (IS_TUBE(Feld[jx][jy]))
5817 int tube_leave_directions[][2] =
5819 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5820 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5821 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5822 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5823 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5824 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5825 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5826 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5827 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5828 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5829 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5830 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5833 while (tube_leave_directions[i][0] != Feld[jx][jy])
5836 if (tube_leave_directions[i][0] == -1) /* should not happen */
5840 if (!(tube_leave_directions[i][1] & move_direction))
5841 return MF_NO_ACTION; /* tube has no opening in this direction */
5844 element = Feld[x][y];
5850 case EL_INVISIBLE_SAND:
5851 case EL_INVISIBLE_SAND_ACTIVE:
5854 case EL_SP_BUGGY_BASE:
5855 case EL_SP_BUGGY_BASE_ACTIVATING:
5857 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5862 case EL_EMERALD_YELLOW:
5863 case EL_EMERALD_RED:
5864 case EL_EMERALD_PURPLE:
5866 case EL_SP_INFOTRON:
5870 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5871 element == EL_PEARL ? 5 :
5872 element == EL_CRYSTAL ? 8 : 1);
5873 if (local_player->gems_still_needed < 0)
5874 local_player->gems_still_needed = 0;
5875 RaiseScoreElement(element);
5876 DrawText(DX_EMERALDS, DY_EMERALDS,
5877 int2str(local_player->gems_still_needed, 3),
5878 FONT_DEFAULT_SMALL);
5879 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5884 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5885 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5889 Feld[x][y] = EL_EMPTY;
5890 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5898 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
5900 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5903 case EL_SHIELD_NORMAL:
5905 player->shield_normal_time_left += 10;
5906 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5909 case EL_SHIELD_DEADLY:
5911 player->shield_normal_time_left += 10;
5912 player->shield_deadly_time_left += 10;
5913 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5917 case EL_SP_DISK_RED:
5920 RaiseScoreElement(EL_DYNAMITE);
5921 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5922 int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
5923 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5926 case EL_DYNABOMB_NR:
5928 player->dynabomb_count++;
5929 player->dynabombs_left++;
5930 RaiseScoreElement(EL_DYNAMITE);
5931 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5934 case EL_DYNABOMB_SZ:
5936 player->dynabomb_size++;
5937 RaiseScoreElement(EL_DYNAMITE);
5938 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5941 case EL_DYNABOMB_XL:
5943 player->dynabomb_xl = TRUE;
5944 RaiseScoreElement(EL_DYNAMITE);
5945 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5953 int key_nr = element - EL_KEY1;
5954 int graphic = el2edimg(element);
5957 player->key[key_nr] = TRUE;
5958 RaiseScoreElement(element);
5959 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5961 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5963 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5972 int key_nr = element - EL_EM_KEY1;
5973 int graphic = el2edimg(EL_KEY1 + key_nr);
5976 player->key[key_nr] = TRUE;
5977 RaiseScoreElement(element);
5978 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5980 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5982 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5986 case EL_ROBOT_WHEEL:
5987 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5990 DrawLevelField(x, y);
5991 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5995 case EL_SP_TERMINAL:
5999 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6001 for (yy=0; yy<lev_fieldy; yy++)
6003 for (xx=0; xx<lev_fieldx; xx++)
6005 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6007 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6008 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6016 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6017 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6018 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6019 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6020 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6021 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6022 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6023 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6024 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6025 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6026 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6027 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6028 if (!player->Switching)
6030 player->Switching = TRUE;
6031 ToggleBeltSwitch(x, y);
6032 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6037 case EL_SWITCHGATE_SWITCH_UP:
6038 case EL_SWITCHGATE_SWITCH_DOWN:
6039 if (!player->Switching)
6041 player->Switching = TRUE;
6042 ToggleSwitchgateSwitch(x, y);
6043 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6048 case EL_LIGHT_SWITCH:
6049 case EL_LIGHT_SWITCH_ACTIVE:
6050 if (!player->Switching)
6052 player->Switching = TRUE;
6053 ToggleLightSwitch(x, y);
6054 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6055 SND_LIGHT_SWITCH_ACTIVATING :
6056 SND_LIGHT_SWITCH_DEACTIVATING);
6061 case EL_TIMEGATE_SWITCH:
6062 ActivateTimegateSwitch(x, y);
6063 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6068 case EL_BALLOON_SEND_LEFT:
6069 case EL_BALLOON_SEND_RIGHT:
6070 case EL_BALLOON_SEND_UP:
6071 case EL_BALLOON_SEND_DOWN:
6072 case EL_BALLOON_SEND_ANY_DIRECTION:
6073 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6074 game.balloon_dir = move_direction;
6076 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6077 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6078 element == EL_BALLOON_SEND_UP ? MV_UP :
6079 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6081 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6086 /* the following elements cannot be pushed by "snapping" */
6089 case EL_DX_SUPABOMB:
6091 case EL_TIME_ORB_EMPTY:
6093 case EL_SP_DISK_ORANGE:
6095 if (mode == DF_SNAP)
6096 return MF_NO_ACTION;
6098 /* no "break" -- fall through to next case */
6100 /* the following elements can be pushed by "snapping" */
6103 return MF_NO_ACTION;
6105 player->Pushing = TRUE;
6107 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6108 return MF_NO_ACTION;
6112 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6113 return MF_NO_ACTION;
6116 if (player->push_delay == 0)
6117 player->push_delay = FrameCounter;
6119 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6121 element != EL_SPRING)
6122 return MF_NO_ACTION;
6124 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6125 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6126 element != EL_SPRING)
6127 return MF_NO_ACTION;
6130 if (mode == DF_SNAP)
6132 InitMovingField(x, y, move_direction);
6133 ContinueMoving(x, y);
6138 Feld[x + dx][y + dy] = element;
6141 if (element == EL_SPRING)
6143 Feld[x + dx][y + dy] = EL_SPRING;
6144 MovDir[x + dx][y + dy] = move_direction;
6147 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6149 DrawLevelField(x + dx, y + dy);
6150 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6157 if (!player->key[element - EL_GATE1])
6158 return MF_NO_ACTION;
6165 if (!player->key[element - EL_GATE1_GRAY])
6166 return MF_NO_ACTION;
6173 if (!player->key[element - EL_EM_GATE1])
6174 return MF_NO_ACTION;
6175 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6176 return MF_NO_ACTION;
6178 /* automatically move to the next field with double speed */
6179 player->programmed_action = move_direction;
6180 DOUBLE_PLAYER_SPEED(player);
6182 PlaySoundLevel(x, y, SND_GATE_PASSING);
6185 case EL_EM_GATE1_GRAY:
6186 case EL_EM_GATE2_GRAY:
6187 case EL_EM_GATE3_GRAY:
6188 case EL_EM_GATE4_GRAY:
6189 if (!player->key[element - EL_EM_GATE1_GRAY])
6190 return MF_NO_ACTION;
6191 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6192 return MF_NO_ACTION;
6194 /* automatically move to the next field with double speed */
6195 player->programmed_action = move_direction;
6196 DOUBLE_PLAYER_SPEED(player);
6198 PlaySoundLevel(x, y, SND_GATE_PASSING);
6201 case EL_SWITCHGATE_OPEN:
6202 case EL_TIMEGATE_OPEN:
6203 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6204 return MF_NO_ACTION;
6206 /* automatically move to the next field with double speed */
6207 player->programmed_action = move_direction;
6208 DOUBLE_PLAYER_SPEED(player);
6210 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6213 case EL_SP_PORT1_LEFT:
6214 case EL_SP_PORT2_LEFT:
6215 case EL_SP_PORT1_RIGHT:
6216 case EL_SP_PORT2_RIGHT:
6217 case EL_SP_PORT1_UP:
6218 case EL_SP_PORT2_UP:
6219 case EL_SP_PORT1_DOWN:
6220 case EL_SP_PORT2_DOWN:
6225 element != EL_SP_PORT1_LEFT &&
6226 element != EL_SP_PORT2_LEFT &&
6227 element != EL_SP_PORT_X &&
6228 element != EL_SP_PORT_XY) ||
6230 element != EL_SP_PORT1_RIGHT &&
6231 element != EL_SP_PORT2_RIGHT &&
6232 element != EL_SP_PORT_X &&
6233 element != EL_SP_PORT_XY) ||
6235 element != EL_SP_PORT1_UP &&
6236 element != EL_SP_PORT2_UP &&
6237 element != EL_SP_PORT_Y &&
6238 element != EL_SP_PORT_XY) ||
6240 element != EL_SP_PORT1_DOWN &&
6241 element != EL_SP_PORT2_DOWN &&
6242 element != EL_SP_PORT_Y &&
6243 element != EL_SP_PORT_XY) ||
6244 !IN_LEV_FIELD(x + dx, y + dy) ||
6245 !IS_FREE(x + dx, y + dy))
6246 return MF_NO_ACTION;
6248 /* automatically move to the next field with double speed */
6249 player->programmed_action = move_direction;
6250 DOUBLE_PLAYER_SPEED(player);
6252 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6256 case EL_TUBE_VERTICAL:
6257 case EL_TUBE_HORIZONTAL:
6258 case EL_TUBE_VERTICAL_LEFT:
6259 case EL_TUBE_VERTICAL_RIGHT:
6260 case EL_TUBE_HORIZONTAL_UP:
6261 case EL_TUBE_HORIZONTAL_DOWN:
6262 case EL_TUBE_LEFT_UP:
6263 case EL_TUBE_LEFT_DOWN:
6264 case EL_TUBE_RIGHT_UP:
6265 case EL_TUBE_RIGHT_DOWN:
6268 int tube_enter_directions[][2] =
6270 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6271 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6272 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6273 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6274 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6275 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6276 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6277 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6278 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6279 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6280 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6281 { -1, MV_NO_MOVING }
6284 while (tube_enter_directions[i][0] != element)
6287 if (tube_enter_directions[i][0] == -1) /* should not happen */
6291 if (!(tube_enter_directions[i][1] & move_direction))
6292 return MF_NO_ACTION; /* tube has no opening in this direction */
6294 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6298 case EL_EXIT_CLOSED:
6299 case EL_SP_EXIT_CLOSED:
6300 case EL_EXIT_OPENING:
6301 return MF_NO_ACTION;
6305 case EL_SP_EXIT_OPEN:
6306 if (mode == DF_SNAP)
6307 return MF_NO_ACTION;
6309 if (element == EL_EXIT_OPEN)
6310 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6312 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6317 Feld[x][y] = EL_LAMP_ACTIVE;
6318 local_player->lights_still_needed--;
6319 DrawLevelField(x, y);
6320 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6324 case EL_TIME_ORB_FULL:
6325 Feld[x][y] = EL_TIME_ORB_EMPTY;
6327 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
6328 DrawLevelField(x, y);
6329 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6333 case EL_SOKOBAN_FIELD_EMPTY:
6336 case EL_SOKOBAN_OBJECT:
6337 case EL_SOKOBAN_FIELD_FULL:
6339 case EL_SP_DISK_YELLOW:
6341 if (mode == DF_SNAP)
6342 return MF_NO_ACTION;
6344 player->Pushing = TRUE;
6346 if (!IN_LEV_FIELD(x+dx, y+dy)
6347 || (!IS_FREE(x+dx, y+dy)
6348 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6349 || !IS_SB_ELEMENT(element))))
6350 return MF_NO_ACTION;
6354 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6355 return MF_NO_ACTION;
6357 else if (dy && real_dx)
6359 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6360 return MF_NO_ACTION;
6363 if (player->push_delay == 0)
6364 player->push_delay = FrameCounter;
6366 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6367 !tape.playing && element != EL_BALLOON)
6368 return MF_NO_ACTION;
6370 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6371 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6372 element != EL_BALLOON)
6373 return MF_NO_ACTION;
6376 if (IS_SB_ELEMENT(element))
6378 if (element == EL_SOKOBAN_FIELD_FULL)
6380 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6381 local_player->sokobanfields_still_needed++;
6386 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6388 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6389 local_player->sokobanfields_still_needed--;
6390 if (element == EL_SOKOBAN_OBJECT)
6391 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6393 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6397 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6398 if (element == EL_SOKOBAN_FIELD_FULL)
6399 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6401 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6407 Feld[x+dx][y+dy] = element;
6408 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6411 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6413 DrawLevelField(x, y);
6414 DrawLevelField(x + dx, y + dy);
6416 if (IS_SB_ELEMENT(element) &&
6417 local_player->sokobanfields_still_needed == 0 &&
6418 game.emulation == EMU_SOKOBAN)
6420 player->LevelSolved = player->GameOver = TRUE;
6421 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6432 if (IS_PUSHABLE(element))
6434 if (mode == DF_SNAP)
6435 return MF_NO_ACTION;
6437 if (CAN_FALL(element) && dy)
6438 return MF_NO_ACTION;
6440 player->Pushing = TRUE;
6442 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6443 return MF_NO_ACTION;
6447 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6448 return MF_NO_ACTION;
6450 else if (dy && real_dx)
6452 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6453 return MF_NO_ACTION;
6456 if (player->push_delay == 0)
6457 player->push_delay = FrameCounter;
6459 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6460 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6461 return MF_NO_ACTION;
6464 Feld[x + dx][y + dy] = element;
6466 player->push_delay_value = 2 + RND(8);
6468 DrawLevelField(x + dx, y + dy);
6469 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6474 return MF_NO_ACTION;
6477 player->push_delay = 0;
6479 if (Feld[x][y] != element) /* really digged something */
6480 player->is_digging = TRUE;
6485 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6487 int jx = player->jx, jy = player->jy;
6488 int x = jx + dx, y = jy + dy;
6490 if (!player->active || !IN_LEV_FIELD(x, y))
6498 if (player->MovPos == 0)
6499 player->Pushing = FALSE;
6501 player->snapped = FALSE;
6502 player->is_digging = FALSE;
6506 if (player->snapped)
6509 player->MovDir = (dx < 0 ? MV_LEFT :
6512 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6514 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6517 player->snapped = TRUE;
6518 player->is_digging = FALSE;
6519 DrawLevelField(x, y);
6525 boolean PlaceBomb(struct PlayerInfo *player)
6527 int jx = player->jx, jy = player->jy;
6530 if (!player->active || player->MovPos)
6533 element = Feld[jx][jy];
6535 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6536 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6539 if (element != EL_EMPTY)
6540 Store[jx][jy] = element;
6542 MovDelay[jx][jy] = 96;
6544 ResetGfxAnimation(jx, jy);
6545 ResetRandomAnimationValue(jx, jy);
6547 if (player->dynamite)
6549 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6552 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6553 FONT_DEFAULT_SMALL);
6554 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6556 if (game.emulation == EMU_SUPAPLEX)
6557 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6559 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6562 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6567 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6568 player->dynabombs_left--;
6570 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6571 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6573 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6579 /* ------------------------------------------------------------------------- */
6580 /* game sound playing functions */
6581 /* ------------------------------------------------------------------------- */
6583 static int *loop_sound_frame = NULL;
6584 static int *loop_sound_volume = NULL;
6586 void InitPlaySoundLevel()
6588 int num_sounds = getSoundListSize();
6590 if (loop_sound_frame != NULL)
6591 free(loop_sound_frame);
6593 if (loop_sound_volume != NULL)
6594 free(loop_sound_volume);
6596 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6597 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6600 static void PlaySoundLevel(int x, int y, int nr)
6602 int sx = SCREENX(x), sy = SCREENY(y);
6603 int volume, stereo_position;
6604 int max_distance = 8;
6605 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6607 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6608 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6611 if (!IN_LEV_FIELD(x, y) ||
6612 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6613 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6616 volume = SOUND_MAX_VOLUME;
6618 if (!IN_SCR_FIELD(sx, sy))
6620 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6621 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6623 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6626 stereo_position = (SOUND_MAX_LEFT +
6627 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6628 (SCR_FIELDX + 2 * max_distance));
6630 if (IS_LOOP_SOUND(nr))
6632 /* This assures that quieter loop sounds do not overwrite louder ones,
6633 while restarting sound volume comparison with each new game frame. */
6635 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6638 loop_sound_volume[nr] = volume;
6639 loop_sound_frame[nr] = FrameCounter;
6642 PlaySoundExt(nr, volume, stereo_position, type);
6645 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6647 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6648 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6649 y < LEVELY(BY1) ? LEVELY(BY1) :
6650 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6654 static void PlaySoundLevelAction(int x, int y, int sound_action)
6656 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6659 static void PlaySoundLevelElementAction(int x, int y, int element,
6662 int sound_effect = element_info[element].sound[sound_action];
6664 if (sound_effect != SND_UNDEFINED)
6665 PlaySoundLevel(x, y, sound_effect);
6668 void RaiseScore(int value)
6670 local_player->score += value;
6671 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6672 FONT_DEFAULT_SMALL);
6675 void RaiseScoreElement(int element)
6681 case EL_EMERALD_YELLOW:
6682 case EL_EMERALD_RED:
6683 case EL_EMERALD_PURPLE:
6684 RaiseScore(level.score[SC_EDELSTEIN]);
6687 RaiseScore(level.score[SC_DIAMANT]);
6690 case EL_BD_BUTTERFLY:
6691 RaiseScore(level.score[SC_KAEFER]);
6695 RaiseScore(level.score[SC_FLIEGER]);
6698 case EL_DARK_YAMYAM:
6699 RaiseScore(level.score[SC_MAMPFER]);
6702 RaiseScore(level.score[SC_ROBOT]);
6705 RaiseScore(level.score[SC_PACMAN]);
6708 RaiseScore(level.score[SC_KOKOSNUSS]);
6711 RaiseScore(level.score[SC_DYNAMIT]);
6717 RaiseScore(level.score[SC_SCHLUESSEL]);
6724 void RequestQuitGame(boolean ask_if_really_quit)
6726 if (AllPlayersGone ||
6727 !ask_if_really_quit ||
6728 level_editor_test_game ||
6729 Request("Do you really want to quit the game ?",
6730 REQ_ASK | REQ_STAY_CLOSED))
6732 #if defined(PLATFORM_UNIX)
6733 if (options.network)
6734 SendToServer_StopPlaying();
6738 game_status = MAINMENU;
6744 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6749 /* ---------- new game button stuff ---------------------------------------- */
6751 /* graphic position values for game buttons */
6752 #define GAME_BUTTON_XSIZE 30
6753 #define GAME_BUTTON_YSIZE 30
6754 #define GAME_BUTTON_XPOS 5
6755 #define GAME_BUTTON_YPOS 215
6756 #define SOUND_BUTTON_XPOS 5
6757 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6759 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6760 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6761 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6762 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6763 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6764 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6771 } gamebutton_info[NUM_GAME_BUTTONS] =
6774 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6779 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6784 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6789 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6790 SOUND_CTRL_ID_MUSIC,
6791 "background music on/off"
6794 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6795 SOUND_CTRL_ID_LOOPS,
6796 "sound loops on/off"
6799 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6800 SOUND_CTRL_ID_SIMPLE,
6801 "normal sounds on/off"
6805 void CreateGameButtons()
6809 for (i=0; i<NUM_GAME_BUTTONS; i++)
6811 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6812 struct GadgetInfo *gi;
6815 unsigned long event_mask;
6816 int gd_xoffset, gd_yoffset;
6817 int gd_x1, gd_x2, gd_y1, gd_y2;
6820 gd_xoffset = gamebutton_info[i].x;
6821 gd_yoffset = gamebutton_info[i].y;
6822 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6823 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6825 if (id == GAME_CTRL_ID_STOP ||
6826 id == GAME_CTRL_ID_PAUSE ||
6827 id == GAME_CTRL_ID_PLAY)
6829 button_type = GD_TYPE_NORMAL_BUTTON;
6831 event_mask = GD_EVENT_RELEASED;
6832 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6833 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6837 button_type = GD_TYPE_CHECK_BUTTON;
6839 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6840 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6841 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6842 event_mask = GD_EVENT_PRESSED;
6843 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6844 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6847 gi = CreateGadget(GDI_CUSTOM_ID, id,
6848 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6849 GDI_X, DX + gd_xoffset,
6850 GDI_Y, DY + gd_yoffset,
6851 GDI_WIDTH, GAME_BUTTON_XSIZE,
6852 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6853 GDI_TYPE, button_type,
6854 GDI_STATE, GD_BUTTON_UNPRESSED,
6855 GDI_CHECKED, checked,
6856 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6857 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6858 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6859 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6860 GDI_EVENT_MASK, event_mask,
6861 GDI_CALLBACK_ACTION, HandleGameButtons,
6865 Error(ERR_EXIT, "cannot create gadget");
6867 game_gadget[id] = gi;
6871 void FreeGameButtons()
6875 for (i=0; i<NUM_GAME_BUTTONS; i++)
6876 FreeGadget(game_gadget[i]);
6879 static void MapGameButtons()
6883 for (i=0; i<NUM_GAME_BUTTONS; i++)
6884 MapGadget(game_gadget[i]);
6887 void UnmapGameButtons()
6891 for (i=0; i<NUM_GAME_BUTTONS; i++)
6892 UnmapGadget(game_gadget[i]);
6895 static void HandleGameButtons(struct GadgetInfo *gi)
6897 int id = gi->custom_id;
6899 if (game_status != PLAYING)
6904 case GAME_CTRL_ID_STOP:
6905 RequestQuitGame(TRUE);
6908 case GAME_CTRL_ID_PAUSE:
6909 if (options.network)
6911 #if defined(PLATFORM_UNIX)
6913 SendToServer_ContinuePlaying();
6915 SendToServer_PausePlaying();
6919 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6922 case GAME_CTRL_ID_PLAY:
6925 #if defined(PLATFORM_UNIX)
6926 if (options.network)
6927 SendToServer_ContinuePlaying();
6931 tape.pausing = FALSE;
6932 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6937 case SOUND_CTRL_ID_MUSIC:
6938 if (setup.sound_music)
6940 setup.sound_music = FALSE;
6943 else if (audio.music_available)
6945 setup.sound = setup.sound_music = TRUE;
6946 PlayMusic(level_nr);
6950 case SOUND_CTRL_ID_LOOPS:
6951 if (setup.sound_loops)
6952 setup.sound_loops = FALSE;
6953 else if (audio.loops_available)
6954 setup.sound = setup.sound_loops = TRUE;
6957 case SOUND_CTRL_ID_SIMPLE:
6958 if (setup.sound_simple)
6959 setup.sound_simple = FALSE;
6960 else if (audio.sound_available)
6961 setup.sound = setup.sound_simple = TRUE;