1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
116 static void PlaySoundLevelActionIfLoop(int, int, int);
117 static void StopSoundLevelActionIfLoop(int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT_4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
281 stored_player[0].use_murphy_graphic = TRUE;
284 Feld[x][y] = EL_PLAYER_1;
293 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
294 int jx = player->jx, jy = player->jy;
296 player->present = TRUE;
298 if (!options.network || player->connected)
300 player->active = TRUE;
302 /* remove potentially duplicate players */
303 if (StorePlayer[jx][jy] == Feld[x][y])
304 StorePlayer[jx][jy] = 0;
306 StorePlayer[x][y] = Feld[x][y];
310 printf("Player %d activated.\n", player->element_nr);
311 printf("[Local player is %d and currently %s.]\n",
312 local_player->element_nr,
313 local_player->active ? "active" : "not active");
317 Feld[x][y] = EL_EMPTY;
318 player->jx = player->last_jx = x;
319 player->jy = player->last_jy = y;
324 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
325 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
326 else if (x > 0 && Feld[x-1][y] == EL_ACID)
327 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
329 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
330 else if (y > 0 && Feld[x][y-1] == EL_ACID)
331 Feld[x][y] = EL_ACID_POOL_BOTTOM;
332 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
333 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
341 case EL_SPACESHIP_RIGHT:
342 case EL_SPACESHIP_UP:
343 case EL_SPACESHIP_LEFT:
344 case EL_SPACESHIP_DOWN:
346 case EL_BD_BUTTERFLY_RIGHT:
347 case EL_BD_BUTTERFLY_UP:
348 case EL_BD_BUTTERFLY_LEFT:
349 case EL_BD_BUTTERFLY_DOWN:
350 case EL_BD_BUTTERFLY:
351 case EL_BD_FIREFLY_RIGHT:
352 case EL_BD_FIREFLY_UP:
353 case EL_BD_FIREFLY_LEFT:
354 case EL_BD_FIREFLY_DOWN:
356 case EL_PACMAN_RIGHT:
380 if (y == lev_fieldy - 1)
382 Feld[x][y] = EL_AMOEBA_GROWING;
383 Store[x][y] = EL_AMOEBA_WET;
387 case EL_DYNAMITE_ACTIVE:
392 local_player->lights_still_needed++;
395 case EL_SOKOBAN_FIELD_EMPTY:
396 local_player->sokobanfields_still_needed++;
400 local_player->friends_still_needed++;
405 MovDir[x][y] = 1 << RND(4);
409 Feld[x][y] = EL_EMPTY;
412 case EL_EM_KEY_1_FILE:
413 Feld[x][y] = EL_EM_KEY_1;
415 case EL_EM_KEY_2_FILE:
416 Feld[x][y] = EL_EM_KEY_2;
418 case EL_EM_KEY_3_FILE:
419 Feld[x][y] = EL_EM_KEY_3;
421 case EL_EM_KEY_4_FILE:
422 Feld[x][y] = EL_EM_KEY_4;
425 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
431 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
432 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
433 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
434 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
435 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
436 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
439 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
440 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
441 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
443 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
445 game.belt_dir[belt_nr] = belt_dir;
446 game.belt_dir_nr[belt_nr] = belt_dir_nr;
448 else /* more than one switch -- set it like the first switch */
450 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
455 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
457 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
460 case EL_LIGHT_SWITCH_ACTIVE:
462 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
470 void DrawGameDoorValues()
474 for (i=0; i<MAX_PLAYERS; i++)
476 if (stored_player[i].key[j])
477 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
478 el2edimg(EL_KEY_1 + j));
480 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
481 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
482 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
483 int2str(local_player->dynamite, 3), FONT_TEXT_2);
484 DrawText(DX + XX_SCORE, DY + YY_SCORE,
485 int2str(local_player->score, 5), FONT_TEXT_2);
486 DrawText(DX + XX_TIME, DY + YY_TIME,
487 int2str(TimeLeft, 3), FONT_TEXT_2);
492 =============================================================================
494 -----------------------------------------------------------------------------
495 initialize game engine due to level / tape version number
496 =============================================================================
499 static void InitGameEngine()
503 game.engine_version = (tape.playing ? tape.engine_version :
507 printf("level %d: level version == %06d\n", level_nr, level.game_version);
508 printf(" tape version == %06d [%s] [file: %06d]\n",
509 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
511 printf(" => game.engine_version == %06d\n", game.engine_version);
514 /* dynamically adjust player properties according to game engine version */
515 game.initial_move_delay =
516 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
517 INITIAL_MOVE_DELAY_OFF);
519 /* dynamically adjust player properties according to level information */
520 game.initial_move_delay_value =
521 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
523 /* dynamically adjust element properties according to game engine version */
525 static int ep_em_slippery_wall[] =
530 EL_EXPANDABLE_WALL_HORIZONTAL,
531 EL_EXPANDABLE_WALL_VERTICAL,
532 EL_EXPANDABLE_WALL_ANY
534 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
536 for (i=0; i<ep_em_slippery_wall_num; i++)
538 if (level.em_slippery_gems) /* special EM style gems behaviour */
539 Properties2[ep_em_slippery_wall[i]] |=
540 EP_BIT_EM_SLIPPERY_WALL;
542 Properties2[ep_em_slippery_wall[i]] &=
543 ~EP_BIT_EM_SLIPPERY_WALL;
546 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
547 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
548 Properties2[EL_EXPANDABLE_WALL_GROWING] |= EP_BIT_EM_SLIPPERY_WALL;
550 Properties2[EL_EXPANDABLE_WALL_GROWING] &=~EP_BIT_EM_SLIPPERY_WALL;
553 /* initialize changing elements information */
554 for (i=0; i<MAX_NUM_ELEMENTS; i++)
556 changing_element[i].base_element = EL_UNDEFINED;
557 changing_element[i].next_element = EL_UNDEFINED;
558 changing_element[i].change_delay = -1;
559 changing_element[i].pre_change_function = NULL;
560 changing_element[i].change_function = NULL;
561 changing_element[i].post_change_function = NULL;
565 while (changing_element_list[i].base_element != EL_UNDEFINED)
567 struct ChangingElementInfo *ce = &changing_element_list[i];
568 int element = ce->base_element;
570 changing_element[element].base_element = ce->base_element;
571 changing_element[element].next_element = ce->next_element;
572 changing_element[element].change_delay = ce->change_delay;
573 changing_element[element].pre_change_function = ce->pre_change_function;
574 changing_element[element].change_function = ce->change_function;
575 changing_element[element].post_change_function = ce->post_change_function;
583 =============================================================================
585 -----------------------------------------------------------------------------
586 initialize and start new game
587 =============================================================================
592 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
593 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
594 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
601 #if USE_NEW_AMOEBA_CODE
602 printf("Using new amoeba code.\n");
604 printf("Using old amoeba code.\n");
609 /* don't play tapes over network */
610 network_playing = (options.network && !tape.playing);
612 for (i=0; i<MAX_PLAYERS; i++)
614 struct PlayerInfo *player = &stored_player[i];
616 player->index_nr = i;
617 player->element_nr = EL_PLAYER_1 + i;
619 player->present = FALSE;
620 player->active = FALSE;
623 player->effective_action = 0;
624 player->programmed_action = 0;
627 player->gems_still_needed = level.gems_needed;
628 player->sokobanfields_still_needed = 0;
629 player->lights_still_needed = 0;
630 player->friends_still_needed = 0;
633 player->key[j] = FALSE;
635 player->dynamite = 0;
636 player->dynabomb_count = 0;
637 player->dynabomb_size = 1;
638 player->dynabombs_left = 0;
639 player->dynabomb_xl = FALSE;
641 player->MovDir = MV_NO_MOVING;
643 player->Pushing = FALSE;
644 player->Switching = FALSE;
646 player->GfxDir = MV_NO_MOVING;
647 player->GfxAction = ACTION_DEFAULT;
649 player->StepFrame = 0;
651 player->use_murphy_graphic = FALSE;
652 player->use_disk_red_graphic = FALSE;
654 player->actual_frame_counter = 0;
656 player->last_move_dir = MV_NO_MOVING;
657 player->is_moving = FALSE;
659 player->is_moving = FALSE;
660 player->is_waiting = FALSE;
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();
740 GfxElement[x][y] = EL_UNDEFINED;
744 for(y=0; y<lev_fieldy; y++)
746 for(x=0; x<lev_fieldx; x++)
748 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
750 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
752 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
755 InitField(x, y, TRUE);
761 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
762 emulate_sb ? EMU_SOKOBAN :
763 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
765 /* correct non-moving belts to start moving left */
767 if (game.belt_dir[i] == MV_NO_MOVING)
768 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
770 /* check if any connected player was not found in playfield */
771 for (i=0; i<MAX_PLAYERS; i++)
773 struct PlayerInfo *player = &stored_player[i];
775 if (player->connected && !player->present)
777 for (j=0; j<MAX_PLAYERS; j++)
779 struct PlayerInfo *some_player = &stored_player[j];
780 int jx = some_player->jx, jy = some_player->jy;
782 /* assign first free player found that is present in the playfield */
783 if (some_player->present && !some_player->connected)
785 player->present = TRUE;
786 player->active = TRUE;
787 some_player->present = FALSE;
789 StorePlayer[jx][jy] = player->element_nr;
790 player->jx = player->last_jx = jx;
791 player->jy = player->last_jy = jy;
801 /* when playing a tape, eliminate all players who do not participate */
803 for (i=0; i<MAX_PLAYERS; i++)
805 if (stored_player[i].active && !tape.player_participates[i])
807 struct PlayerInfo *player = &stored_player[i];
808 int jx = player->jx, jy = player->jy;
810 player->active = FALSE;
811 StorePlayer[jx][jy] = 0;
812 Feld[jx][jy] = EL_EMPTY;
816 else if (!options.network && !setup.team_mode) /* && !tape.playing */
818 /* when in single player mode, eliminate all but the first active player */
820 for (i=0; i<MAX_PLAYERS; i++)
822 if (stored_player[i].active)
824 for (j=i+1; j<MAX_PLAYERS; j++)
826 if (stored_player[j].active)
828 struct PlayerInfo *player = &stored_player[j];
829 int jx = player->jx, jy = player->jy;
831 player->active = FALSE;
832 StorePlayer[jx][jy] = 0;
833 Feld[jx][jy] = EL_EMPTY;
840 /* when recording the game, store which players take part in the game */
843 for (i=0; i<MAX_PLAYERS; i++)
844 if (stored_player[i].active)
845 tape.player_participates[i] = TRUE;
850 for (i=0; i<MAX_PLAYERS; i++)
852 struct PlayerInfo *player = &stored_player[i];
854 printf("Player %d: present == %d, connected == %d, active == %d.\n",
859 if (local_player == player)
860 printf("Player %d is local player.\n", i+1);
864 if (BorderElement == EL_EMPTY)
867 SBX_Right = lev_fieldx - SCR_FIELDX;
869 SBY_Lower = lev_fieldy - SCR_FIELDY;
874 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
876 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
879 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
880 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
882 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
883 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
886 scroll_y = SBY_Upper;
887 if (local_player->jx >= SBX_Left + MIDPOSX)
888 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
889 local_player->jx - MIDPOSX :
891 if (local_player->jy >= SBY_Upper + MIDPOSY)
892 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
893 local_player->jy - MIDPOSY :
896 CloseDoor(DOOR_CLOSE_1);
901 /* after drawing the level, correct some elements */
902 if (game.timegate_time_left == 0)
903 CloseAllOpenTimegates();
905 if (setup.soft_scrolling)
906 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
908 redraw_mask |= REDRAW_FROM_BACKBUFFER;
911 /* copy default game door content to main double buffer */
912 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
913 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
916 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
919 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
920 int2str(level_nr, 3), FONT_LEVEL_NUMBER, FONT_OPAQUE);
921 BlitBitmap(drawto, drawto,
922 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
923 getFontWidth(FONT_LEVEL_NUMBER) * 3,
924 getFontHeight(FONT_LEVEL_NUMBER) - 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_TEXT_2);
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_TEXT_2);
1151 if (!tape.playing && setup.sound_loops)
1152 StopSound(SND_GAME_LEVELTIME_BONUS);
1155 /* Hero disappears */
1156 DrawLevelField(ExitX, ExitY);
1162 CloseDoor(DOOR_CLOSE_1);
1167 SaveTape(tape.level_nr); /* Ask to save tape */
1170 if (level_nr == leveldir_current->handicap_level)
1172 leveldir_current->handicap_level++;
1173 SaveLevelSetup_SeriesInfo();
1176 if (level_editor_test_game)
1177 local_player->score = -1; /* no highscore when playing from editor */
1178 else if (level_nr < leveldir_current->last_level)
1179 raise_level = TRUE; /* advance to next level */
1181 if ((hi_pos = NewHiScore()) >= 0)
1183 game_status = HALLOFFAME;
1184 DrawHallOfFame(hi_pos);
1193 game_status = MAINMENU;
1210 LoadScore(level_nr);
1212 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1213 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1216 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1218 if (local_player->score > highscore[k].Score)
1220 /* player has made it to the hall of fame */
1222 if (k < MAX_SCORE_ENTRIES - 1)
1224 int m = MAX_SCORE_ENTRIES - 1;
1227 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1228 if (!strcmp(setup.player_name, highscore[l].Name))
1230 if (m == k) /* player's new highscore overwrites his old one */
1236 strcpy(highscore[l].Name, highscore[l - 1].Name);
1237 highscore[l].Score = highscore[l - 1].Score;
1244 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1245 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1246 highscore[k].Score = local_player->score;
1252 else if (!strncmp(setup.player_name, highscore[k].Name,
1253 MAX_PLAYER_NAME_LEN))
1254 break; /* player already there with a higher score */
1260 SaveScore(level_nr);
1265 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1267 if (player->GfxAction != action || player->GfxDir != dir)
1270 printf("Player frame reset! (%d => %d, %d => %d)\n",
1271 player->GfxAction, action, player->GfxDir, dir);
1274 player->GfxAction = action;
1275 player->GfxDir = dir;
1277 player->StepFrame = 0;
1281 static void ResetRandomAnimationValue(int x, int y)
1283 GfxRandom[x][y] = INIT_GFX_RANDOM();
1286 static void ResetGfxAnimation(int x, int y)
1289 GfxAction[x][y] = ACTION_DEFAULT;
1292 void InitMovingField(int x, int y, int direction)
1294 int element = Feld[x][y];
1295 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1296 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1298 if (!JustStopped[x][y] || direction != MovDir[x][y])
1299 ResetGfxAnimation(x, y);
1301 MovDir[newx][newy] = MovDir[x][y] = direction;
1303 if (Feld[newx][newy] == EL_EMPTY)
1304 Feld[newx][newy] = EL_BLOCKED;
1306 if (direction == MV_DOWN && CAN_FALL(element))
1307 GfxAction[x][y] = ACTION_FALLING;
1309 GfxAction[x][y] = ACTION_MOVING;
1311 GfxFrame[newx][newy] = GfxFrame[x][y];
1312 GfxAction[newx][newy] = GfxAction[x][y];
1313 GfxRandom[newx][newy] = GfxRandom[x][y];
1316 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1318 int direction = MovDir[x][y];
1319 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1320 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1326 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1328 int oldx = x, oldy = y;
1329 int direction = MovDir[x][y];
1331 if (direction == MV_LEFT)
1333 else if (direction == MV_RIGHT)
1335 else if (direction == MV_UP)
1337 else if (direction == MV_DOWN)
1340 *comes_from_x = oldx;
1341 *comes_from_y = oldy;
1344 int MovingOrBlocked2Element(int x, int y)
1346 int element = Feld[x][y];
1348 if (element == EL_BLOCKED)
1352 Blocked2Moving(x, y, &oldx, &oldy);
1353 return Feld[oldx][oldy];
1359 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1361 /* like MovingOrBlocked2Element(), but if element is moving
1362 and (x,y) is the field the moving element is just leaving,
1363 return EL_BLOCKED instead of the element value */
1364 int element = Feld[x][y];
1366 if (IS_MOVING(x, y))
1368 if (element == EL_BLOCKED)
1372 Blocked2Moving(x, y, &oldx, &oldy);
1373 return Feld[oldx][oldy];
1382 static void RemoveField(int x, int y)
1384 Feld[x][y] = EL_EMPTY;
1390 void RemoveMovingField(int x, int y)
1392 int oldx = x, oldy = y, newx = x, newy = y;
1394 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1397 if (IS_MOVING(x, y))
1399 Moving2Blocked(x, y, &newx, &newy);
1400 if (Feld[newx][newy] != EL_BLOCKED)
1403 else if (Feld[x][y] == EL_BLOCKED)
1405 Blocked2Moving(x, y, &oldx, &oldy);
1406 if (!IS_MOVING(oldx, oldy))
1410 if (Feld[x][y] == EL_BLOCKED &&
1411 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1412 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1413 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1414 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1415 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1417 Feld[oldx][oldy] = EL_EMPTY;
1419 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1421 Feld[newx][newy] = EL_EMPTY;
1422 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1423 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1424 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1426 DrawLevelField(oldx, oldy);
1427 DrawLevelField(newx, newy);
1430 void DrawDynamite(int x, int y)
1432 int sx = SCREENX(x), sy = SCREENY(y);
1433 int graphic = el2img(Feld[x][y]);
1436 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1440 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1442 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1446 DrawGraphicThruMask(sx, sy, graphic, frame);
1448 DrawGraphic(sx, sy, graphic, frame);
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);
1459 void CheckDynamite(int x, int y)
1461 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1465 if (MovDelay[x][y] != 0)
1468 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1475 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1477 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1478 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1479 StopSound(SND_DYNAMITE_ACTIVE);
1481 StopSound(SND_DYNABOMB_ACTIVE);
1487 void Explode(int ex, int ey, int phase, int mode)
1491 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1492 int last_phase = num_phase * delay;
1493 int half_phase = (num_phase / 2) * delay;
1494 int first_phase_after_start = EX_PHASE_START + 1;
1496 if (game.explosions_delayed)
1498 ExplodeField[ex][ey] = mode;
1502 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1504 int center_element = Feld[ex][ey];
1506 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1508 /* put moving element to center field (and let it explode there) */
1509 center_element = MovingOrBlocked2Element(ex, ey);
1510 RemoveMovingField(ex, ey);
1511 Feld[ex][ey] = center_element;
1514 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1518 if (!IN_LEV_FIELD(x, y) ||
1519 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1520 (x != ex || y != ey)))
1523 element = Feld[x][y];
1525 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1527 element = MovingOrBlocked2Element(x, y);
1528 RemoveMovingField(x, y);
1531 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1534 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1536 if (IS_ACTIVE_BOMB(element))
1538 /* re-activate things under the bomb like gate or penguin */
1539 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1546 if (element == EL_EXPLOSION)
1547 element = Store2[x][y];
1549 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1551 switch(StorePlayer[ex][ey])
1554 Store[x][y] = EL_EMERALD_RED;
1557 Store[x][y] = EL_EMERALD;
1560 Store[x][y] = EL_EMERALD_PURPLE;
1564 Store[x][y] = EL_EMERALD_YELLOW;
1568 if (game.emulation == EMU_SUPAPLEX)
1569 Store[x][y] = EL_EMPTY;
1571 else if (center_element == EL_MOLE)
1572 Store[x][y] = EL_EMERALD_RED;
1573 else if (center_element == EL_PENGUIN)
1574 Store[x][y] = EL_EMERALD_PURPLE;
1575 else if (center_element == EL_BUG)
1576 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1577 else if (center_element == EL_BD_BUTTERFLY)
1578 Store[x][y] = EL_BD_DIAMOND;
1579 else if (center_element == EL_SP_ELECTRON)
1580 Store[x][y] = EL_SP_INFOTRON;
1581 else if (center_element == EL_YAMYAM)
1582 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1583 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1584 Store[x][y] = level.amoeba_content;
1585 else if (element == EL_WALL_EMERALD)
1586 Store[x][y] = EL_EMERALD;
1587 else if (element == EL_WALL_DIAMOND)
1588 Store[x][y] = EL_DIAMOND;
1589 else if (element == EL_WALL_BD_DIAMOND)
1590 Store[x][y] = EL_BD_DIAMOND;
1591 else if (element == EL_WALL_EMERALD_YELLOW)
1592 Store[x][y] = EL_EMERALD_YELLOW;
1593 else if (element == EL_WALL_EMERALD_RED)
1594 Store[x][y] = EL_EMERALD_RED;
1595 else if (element == EL_WALL_EMERALD_PURPLE)
1596 Store[x][y] = EL_EMERALD_PURPLE;
1597 else if (element == EL_WALL_PEARL)
1598 Store[x][y] = EL_PEARL;
1599 else if (element == EL_WALL_CRYSTAL)
1600 Store[x][y] = EL_CRYSTAL;
1601 else if (!IS_PFORTE(Store[x][y]))
1602 Store[x][y] = EL_EMPTY;
1604 if (x != ex || y != ey ||
1605 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1606 Store2[x][y] = element;
1608 if (AmoebaNr[x][y] &&
1609 (element == EL_AMOEBA_FULL ||
1610 element == EL_BD_AMOEBA ||
1611 element == EL_AMOEBA_GROWING))
1613 AmoebaCnt[AmoebaNr[x][y]]--;
1614 AmoebaCnt2[AmoebaNr[x][y]]--;
1617 Feld[x][y] = EL_EXPLOSION;
1618 MovDir[x][y] = MovPos[x][y] = 0;
1620 ExplodePhase[x][y] = 1;
1624 if (center_element == EL_YAMYAM)
1625 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1636 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1638 if (phase == first_phase_after_start)
1640 int element = Store2[x][y];
1642 if (element == EL_BLACK_ORB)
1644 Feld[x][y] = Store2[x][y];
1649 else if (phase == half_phase)
1651 int element = Store2[x][y];
1653 if (IS_PLAYER(x, y))
1654 KillHeroUnlessProtected(x, y);
1655 else if (IS_EXPLOSIVE(element))
1657 Feld[x][y] = Store2[x][y];
1661 else if (element == EL_AMOEBA_TO_DIAMOND)
1662 AmoebeUmwandeln(x, y);
1665 if (phase == last_phase)
1669 element = Feld[x][y] = Store[x][y];
1670 Store[x][y] = Store2[x][y] = 0;
1671 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1672 InitField(x, y, FALSE);
1673 if (CAN_MOVE(element) || COULD_MOVE(element))
1675 DrawLevelField(x, y);
1677 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1678 StorePlayer[x][y] = 0;
1680 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1682 int stored = Store[x][y];
1683 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1684 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1686 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1689 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1691 if (IS_PFORTE(Store[x][y]))
1693 DrawLevelElement(x, y, Store[x][y]);
1694 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1697 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1701 void DynaExplode(int ex, int ey)
1704 int dynabomb_size = 1;
1705 boolean dynabomb_xl = FALSE;
1706 struct PlayerInfo *player;
1707 static int xy[4][2] =
1715 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1717 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1718 dynabomb_size = player->dynabomb_size;
1719 dynabomb_xl = player->dynabomb_xl;
1720 player->dynabombs_left++;
1723 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1727 for (j=1; j<=dynabomb_size; j++)
1729 int x = ex + j * xy[i % 4][0];
1730 int y = ey + j * xy[i % 4][1];
1733 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1736 element = Feld[x][y];
1738 /* do not restart explosions of fields with active bombs */
1739 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1742 Explode(x, y, EX_PHASE_START, EX_BORDER);
1744 if (element != EL_EMPTY &&
1745 element != EL_SAND &&
1746 element != EL_EXPLOSION &&
1753 void Bang(int x, int y)
1755 int element = Feld[x][y];
1757 if (game.emulation == EMU_SUPAPLEX)
1758 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1760 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1763 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1771 case EL_BD_BUTTERFLY:
1774 case EL_DARK_YAMYAM:
1778 RaiseScoreElement(element);
1779 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1781 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1782 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1783 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1784 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1785 case EL_DYNABOMB_INCREASE_NUMBER:
1786 case EL_DYNABOMB_INCREASE_SIZE:
1787 case EL_DYNABOMB_INCREASE_POWER:
1792 case EL_LAMP_ACTIVE:
1793 if (IS_PLAYER(x, y))
1794 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1796 Explode(x, y, EX_PHASE_START, EX_CENTER);
1799 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1804 void SplashAcid(int x, int y)
1806 int element = Feld[x][y];
1808 if (element != EL_ACID_SPLASH_LEFT &&
1809 element != EL_ACID_SPLASH_RIGHT)
1811 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1813 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1814 (!IN_LEV_FIELD(x-1, y-1) ||
1815 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1816 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1818 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1819 (!IN_LEV_FIELD(x+1, y-1) ||
1820 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1821 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1825 static void InitBeltMovement()
1827 static int belt_base_element[4] =
1829 EL_CONVEYOR_BELT_1_LEFT,
1830 EL_CONVEYOR_BELT_2_LEFT,
1831 EL_CONVEYOR_BELT_3_LEFT,
1832 EL_CONVEYOR_BELT_4_LEFT
1834 static int belt_base_active_element[4] =
1836 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1837 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1838 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1839 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1844 /* set frame order for belt animation graphic according to belt direction */
1851 int element = belt_base_active_element[belt_nr] + j;
1852 int graphic = el2img(element);
1854 if (game.belt_dir[i] == MV_LEFT)
1855 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1857 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1861 for(y=0; y<lev_fieldy; y++)
1863 for(x=0; x<lev_fieldx; x++)
1865 int element = Feld[x][y];
1869 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1871 int e_belt_nr = getBeltNrFromBeltElement(element);
1874 if (e_belt_nr == belt_nr)
1876 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1878 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1886 static void ToggleBeltSwitch(int x, int y)
1888 static int belt_base_element[4] =
1890 EL_CONVEYOR_BELT_1_LEFT,
1891 EL_CONVEYOR_BELT_2_LEFT,
1892 EL_CONVEYOR_BELT_3_LEFT,
1893 EL_CONVEYOR_BELT_4_LEFT
1895 static int belt_base_active_element[4] =
1897 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1898 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1899 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1900 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1902 static int belt_base_switch_element[4] =
1904 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1905 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1906 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1907 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1909 static int belt_move_dir[4] =
1917 int element = Feld[x][y];
1918 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1919 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1920 int belt_dir = belt_move_dir[belt_dir_nr];
1923 if (!IS_BELT_SWITCH(element))
1926 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1927 game.belt_dir[belt_nr] = belt_dir;
1929 if (belt_dir_nr == 3)
1932 /* set frame order for belt animation graphic according to belt direction */
1935 int element = belt_base_active_element[belt_nr] + i;
1936 int graphic = el2img(element);
1938 if (belt_dir == MV_LEFT)
1939 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1941 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1944 for (yy=0; yy<lev_fieldy; yy++)
1946 for (xx=0; xx<lev_fieldx; xx++)
1948 int element = Feld[xx][yy];
1950 if (IS_BELT_SWITCH(element))
1952 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1954 if (e_belt_nr == belt_nr)
1956 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1957 DrawLevelField(xx, yy);
1960 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1962 int e_belt_nr = getBeltNrFromBeltElement(element);
1964 if (e_belt_nr == belt_nr)
1966 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1968 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1969 DrawLevelField(xx, yy);
1972 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1974 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1976 if (e_belt_nr == belt_nr)
1978 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1980 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1981 DrawLevelField(xx, yy);
1988 static void ToggleSwitchgateSwitch(int x, int y)
1992 game.switchgate_pos = !game.switchgate_pos;
1994 for (yy=0; yy<lev_fieldy; yy++)
1996 for (xx=0; xx<lev_fieldx; xx++)
1998 int element = Feld[xx][yy];
2000 if (element == EL_SWITCHGATE_SWITCH_UP ||
2001 element == EL_SWITCHGATE_SWITCH_DOWN)
2003 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2004 DrawLevelField(xx, yy);
2006 else if (element == EL_SWITCHGATE_OPEN ||
2007 element == EL_SWITCHGATE_OPENING)
2009 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2011 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2013 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2016 else if (element == EL_SWITCHGATE_CLOSED ||
2017 element == EL_SWITCHGATE_CLOSING)
2019 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2021 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2023 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2030 static int getInvisibleActiveFromInvisibleElement(int element)
2032 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2033 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2034 EL_INVISIBLE_SAND_ACTIVE);
2037 static int getInvisibleFromInvisibleActiveElement(int element)
2039 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2040 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2044 static void RedrawAllLightSwitchesAndInvisibleElements()
2048 for (y=0; y<lev_fieldy; y++)
2050 for (x=0; x<lev_fieldx; x++)
2052 int element = Feld[x][y];
2054 if (element == EL_LIGHT_SWITCH &&
2055 game.light_time_left > 0)
2057 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2058 DrawLevelField(x, y);
2060 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2061 game.light_time_left == 0)
2063 Feld[x][y] = EL_LIGHT_SWITCH;
2064 DrawLevelField(x, y);
2066 else if (element == EL_INVISIBLE_STEELWALL ||
2067 element == EL_INVISIBLE_WALL ||
2068 element == EL_INVISIBLE_SAND)
2070 if (game.light_time_left > 0)
2071 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2073 DrawLevelField(x, y);
2075 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2076 element == EL_INVISIBLE_WALL_ACTIVE ||
2077 element == EL_INVISIBLE_SAND_ACTIVE)
2079 if (game.light_time_left == 0)
2080 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2082 DrawLevelField(x, y);
2088 static void ToggleLightSwitch(int x, int y)
2090 int element = Feld[x][y];
2092 game.light_time_left =
2093 (element == EL_LIGHT_SWITCH ?
2094 level.time_light * FRAMES_PER_SECOND : 0);
2096 RedrawAllLightSwitchesAndInvisibleElements();
2099 static void ActivateTimegateSwitch(int x, int y)
2103 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2105 for (yy=0; yy<lev_fieldy; yy++)
2107 for (xx=0; xx<lev_fieldx; xx++)
2109 int element = Feld[xx][yy];
2111 if (element == EL_TIMEGATE_CLOSED ||
2112 element == EL_TIMEGATE_CLOSING)
2114 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2115 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2119 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2121 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2122 DrawLevelField(xx, yy);
2129 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2132 void Impact(int x, int y)
2134 boolean lastline = (y == lev_fieldy-1);
2135 boolean object_hit = FALSE;
2136 int element = Feld[x][y];
2139 if (!lastline) /* check if element below was hit */
2141 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2144 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2145 MovDir[x][y+1] != MV_DOWN ||
2146 MovPos[x][y+1] <= TILEY / 2));
2148 smashed = MovingOrBlocked2Element(x, y+1);
2151 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2157 if (lastline || object_hit)
2159 ResetGfxAnimation(x, y);
2160 DrawLevelField(x, y);
2163 if ((element == EL_BOMB ||
2164 element == EL_SP_DISK_ORANGE ||
2165 element == EL_DX_SUPABOMB) &&
2166 (lastline || object_hit)) /* element is bomb */
2171 else if (element == EL_PEARL)
2173 Feld[x][y] = EL_PEARL_BREAKING;
2174 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2178 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2180 if (object_hit && IS_PLAYER(x, y+1))
2181 KillHeroUnlessProtected(x, y+1);
2182 else if (object_hit && smashed == EL_PENGUIN)
2186 Feld[x][y] = EL_AMOEBA_GROWING;
2187 Store[x][y] = EL_AMOEBA_WET;
2189 ResetRandomAnimationValue(x, y);
2194 if (!lastline && object_hit) /* check which object was hit */
2196 if (CAN_CHANGE(element) &&
2197 (smashed == EL_MAGIC_WALL ||
2198 smashed == EL_BD_MAGIC_WALL))
2201 int activated_magic_wall =
2202 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2203 EL_BD_MAGIC_WALL_ACTIVE);
2205 /* activate magic wall / mill */
2206 for (yy=0; yy<lev_fieldy; yy++)
2207 for (xx=0; xx<lev_fieldx; xx++)
2208 if (Feld[xx][yy] == smashed)
2209 Feld[xx][yy] = activated_magic_wall;
2211 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2212 game.magic_wall_active = TRUE;
2214 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2215 SND_MAGIC_WALL_ACTIVATING :
2216 SND_BD_MAGIC_WALL_ACTIVATING));
2219 if (IS_PLAYER(x, y + 1))
2221 KillHeroUnlessProtected(x, y+1);
2224 else if (smashed == EL_PENGUIN)
2229 else if (element == EL_BD_DIAMOND)
2231 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2237 else if ((element == EL_SP_INFOTRON ||
2238 element == EL_SP_ZONK) &&
2239 (smashed == EL_SP_SNIKSNAK ||
2240 smashed == EL_SP_ELECTRON ||
2241 smashed == EL_SP_DISK_ORANGE))
2246 else if (element == EL_ROCK ||
2247 element == EL_SP_ZONK ||
2248 element == EL_BD_ROCK)
2250 if (IS_ENEMY(smashed) ||
2251 smashed == EL_BOMB ||
2252 smashed == EL_SP_DISK_ORANGE ||
2253 smashed == EL_DX_SUPABOMB ||
2254 smashed == EL_SATELLITE ||
2255 smashed == EL_PIG ||
2256 smashed == EL_DRAGON ||
2262 else if (!IS_MOVING(x, y + 1))
2264 if (smashed == EL_LAMP ||
2265 smashed == EL_LAMP_ACTIVE)
2270 else if (smashed == EL_NUT)
2272 Feld[x][y+1] = EL_NUT_BREAKING;
2273 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2274 RaiseScoreElement(EL_NUT);
2277 else if (smashed == EL_PEARL)
2279 Feld[x][y+1] = EL_PEARL_BREAKING;
2280 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2283 else if (smashed == EL_DIAMOND)
2285 Feld[x][y+1] = EL_EMPTY;
2286 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2289 else if (IS_BELT_SWITCH(smashed))
2291 ToggleBeltSwitch(x, y+1);
2293 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2294 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2296 ToggleSwitchgateSwitch(x, y+1);
2298 else if (smashed == EL_LIGHT_SWITCH ||
2299 smashed == EL_LIGHT_SWITCH_ACTIVE)
2301 ToggleLightSwitch(x, y+1);
2307 /* play sound of magic wall / mill */
2309 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2310 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2312 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2313 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2314 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2315 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2320 /* play sound of object that hits the ground */
2321 if (lastline || object_hit)
2322 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2325 void TurnRound(int x, int y)
2337 { 0, 0 }, { 0, 0 }, { 0, 0 },
2342 int left, right, back;
2346 { MV_DOWN, MV_UP, MV_RIGHT },
2347 { MV_UP, MV_DOWN, MV_LEFT },
2349 { MV_LEFT, MV_RIGHT, MV_DOWN },
2350 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2351 { MV_RIGHT, MV_LEFT, MV_UP }
2354 int element = Feld[x][y];
2355 int old_move_dir = MovDir[x][y];
2356 int left_dir = turn[old_move_dir].left;
2357 int right_dir = turn[old_move_dir].right;
2358 int back_dir = turn[old_move_dir].back;
2360 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2361 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2362 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2363 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2365 int left_x = x + left_dx, left_y = y + left_dy;
2366 int right_x = x + right_dx, right_y = y + right_dy;
2367 int move_x = x + move_dx, move_y = y + move_dy;
2369 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2371 TestIfBadThingTouchesOtherBadThing(x, y);
2373 if (IN_LEV_FIELD(right_x, right_y) &&
2374 IS_FREE(right_x, right_y))
2375 MovDir[x][y] = right_dir;
2376 else if (!IN_LEV_FIELD(move_x, move_y) ||
2377 !IS_FREE(move_x, move_y))
2378 MovDir[x][y] = left_dir;
2380 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2382 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2385 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2386 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2388 TestIfBadThingTouchesOtherBadThing(x, y);
2390 if (IN_LEV_FIELD(left_x, left_y) &&
2391 IS_FREE(left_x, left_y))
2392 MovDir[x][y] = left_dir;
2393 else if (!IN_LEV_FIELD(move_x, move_y) ||
2394 !IS_FREE(move_x, move_y))
2395 MovDir[x][y] = right_dir;
2397 if ((element == EL_SPACESHIP ||
2398 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2399 && MovDir[x][y] != old_move_dir)
2401 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2404 else if (element == EL_YAMYAM)
2406 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2408 if (IN_LEV_FIELD(left_x, left_y) &&
2409 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2410 Feld[left_x][left_y] == EL_DIAMOND))
2411 can_turn_left = TRUE;
2412 if (IN_LEV_FIELD(right_x, right_y) &&
2413 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2414 Feld[right_x][right_y] == EL_DIAMOND))
2415 can_turn_right = TRUE;
2417 if (can_turn_left && can_turn_right)
2418 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2419 else if (can_turn_left)
2420 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2421 else if (can_turn_right)
2422 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2424 MovDir[x][y] = back_dir;
2426 MovDelay[x][y] = 16+16*RND(3);
2428 else if (element == EL_DARK_YAMYAM)
2430 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2432 if (IN_LEV_FIELD(left_x, left_y) &&
2433 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2434 IS_MAMPF2(Feld[left_x][left_y])))
2435 can_turn_left = TRUE;
2436 if (IN_LEV_FIELD(right_x, right_y) &&
2437 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2438 IS_MAMPF2(Feld[right_x][right_y])))
2439 can_turn_right = TRUE;
2441 if (can_turn_left && can_turn_right)
2442 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2443 else if (can_turn_left)
2444 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2445 else if (can_turn_right)
2446 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2448 MovDir[x][y] = back_dir;
2450 MovDelay[x][y] = 16+16*RND(3);
2452 else if (element == EL_PACMAN)
2454 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2456 if (IN_LEV_FIELD(left_x, left_y) &&
2457 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2458 IS_AMOEBOID(Feld[left_x][left_y])))
2459 can_turn_left = TRUE;
2460 if (IN_LEV_FIELD(right_x, right_y) &&
2461 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2462 IS_AMOEBOID(Feld[right_x][right_y])))
2463 can_turn_right = TRUE;
2465 if (can_turn_left && can_turn_right)
2466 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2467 else if (can_turn_left)
2468 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2469 else if (can_turn_right)
2470 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2472 MovDir[x][y] = back_dir;
2474 MovDelay[x][y] = 6+RND(40);
2476 else if (element == EL_PIG)
2478 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2479 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2480 boolean should_move_on = FALSE;
2482 int rnd = RND(rnd_value);
2484 if (IN_LEV_FIELD(left_x, left_y) &&
2485 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2486 can_turn_left = TRUE;
2487 if (IN_LEV_FIELD(right_x, right_y) &&
2488 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2489 can_turn_right = TRUE;
2490 if (IN_LEV_FIELD(move_x, move_y) &&
2491 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2494 if (can_turn_left &&
2496 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2497 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2498 should_turn_left = TRUE;
2499 if (can_turn_right &&
2501 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2502 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2503 should_turn_right = TRUE;
2505 (!can_turn_left || !can_turn_right ||
2506 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2507 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2508 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2509 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2510 should_move_on = TRUE;
2512 if (should_turn_left || should_turn_right || should_move_on)
2514 if (should_turn_left && should_turn_right && should_move_on)
2515 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2516 rnd < 2*rnd_value/3 ? right_dir :
2518 else if (should_turn_left && should_turn_right)
2519 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2520 else if (should_turn_left && should_move_on)
2521 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2522 else if (should_turn_right && should_move_on)
2523 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2524 else if (should_turn_left)
2525 MovDir[x][y] = left_dir;
2526 else if (should_turn_right)
2527 MovDir[x][y] = right_dir;
2528 else if (should_move_on)
2529 MovDir[x][y] = old_move_dir;
2531 else if (can_move_on && rnd > rnd_value/8)
2532 MovDir[x][y] = old_move_dir;
2533 else if (can_turn_left && can_turn_right)
2534 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2535 else if (can_turn_left && rnd > rnd_value/8)
2536 MovDir[x][y] = left_dir;
2537 else if (can_turn_right && rnd > rnd_value/8)
2538 MovDir[x][y] = right_dir;
2540 MovDir[x][y] = back_dir;
2542 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2543 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2544 MovDir[x][y] = old_move_dir;
2548 else if (element == EL_DRAGON)
2550 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2552 int rnd = RND(rnd_value);
2554 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2555 can_turn_left = TRUE;
2556 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2557 can_turn_right = TRUE;
2558 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2561 if (can_move_on && rnd > rnd_value/8)
2562 MovDir[x][y] = old_move_dir;
2563 else if (can_turn_left && can_turn_right)
2564 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2565 else if (can_turn_left && rnd > rnd_value/8)
2566 MovDir[x][y] = left_dir;
2567 else if (can_turn_right && rnd > rnd_value/8)
2568 MovDir[x][y] = right_dir;
2570 MovDir[x][y] = back_dir;
2572 if (!IS_FREE(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_MOLE)
2579 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2581 if (IN_LEV_FIELD(move_x, move_y) &&
2582 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2583 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2588 if (IN_LEV_FIELD(left_x, left_y) &&
2589 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2590 can_turn_left = TRUE;
2591 if (IN_LEV_FIELD(right_x, right_y) &&
2592 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2593 can_turn_right = TRUE;
2595 if (can_turn_left && can_turn_right)
2596 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2597 else if (can_turn_left)
2598 MovDir[x][y] = left_dir;
2600 MovDir[x][y] = right_dir;
2603 if (MovDir[x][y] != old_move_dir)
2606 else if (element == EL_BALLOON)
2608 MovDir[x][y] = game.balloon_dir;
2611 else if (element == EL_SPRING)
2613 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2614 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2615 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2616 MovDir[x][y] = MV_NO_MOVING;
2620 else if (element == EL_ROBOT ||
2621 element == EL_SATELLITE ||
2622 element == EL_PENGUIN)
2624 int attr_x = -1, attr_y = -1;
2635 for (i=0; i<MAX_PLAYERS; i++)
2637 struct PlayerInfo *player = &stored_player[i];
2638 int jx = player->jx, jy = player->jy;
2640 if (!player->active)
2643 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2651 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2657 if (element == EL_PENGUIN)
2660 static int xy[4][2] =
2670 int ex = x + xy[i%4][0];
2671 int ey = y + xy[i%4][1];
2673 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2682 MovDir[x][y] = MV_NO_MOVING;
2684 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2686 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2688 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2690 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2692 if (element == EL_ROBOT)
2696 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2697 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2698 Moving2Blocked(x, y, &newx, &newy);
2700 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2701 MovDelay[x][y] = 8+8*!RND(3);
2703 MovDelay[x][y] = 16;
2711 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2713 boolean first_horiz = RND(2);
2714 int new_move_dir = MovDir[x][y];
2717 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2718 Moving2Blocked(x, y, &newx, &newy);
2720 if (IN_LEV_FIELD(newx, newy) &&
2721 (IS_FREE(newx, newy) ||
2722 Feld[newx][newy] == EL_ACID ||
2723 (element == EL_PENGUIN &&
2724 (Feld[newx][newy] == EL_EXIT_OPEN ||
2725 IS_MAMPF3(Feld[newx][newy])))))
2729 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2730 Moving2Blocked(x, y, &newx, &newy);
2732 if (IN_LEV_FIELD(newx, newy) &&
2733 (IS_FREE(newx, newy) ||
2734 Feld[newx][newy] == EL_ACID ||
2735 (element == EL_PENGUIN &&
2736 (Feld[newx][newy] == EL_EXIT_OPEN ||
2737 IS_MAMPF3(Feld[newx][newy])))))
2740 MovDir[x][y] = old_move_dir;
2747 static boolean JustBeingPushed(int x, int y)
2751 for (i=0; i<MAX_PLAYERS; i++)
2753 struct PlayerInfo *player = &stored_player[i];
2755 if (player->active && player->Pushing && player->MovPos)
2757 int next_jx = player->jx + (player->jx - player->last_jx);
2758 int next_jy = player->jy + (player->jy - player->last_jy);
2760 if (x == next_jx && y == next_jy)
2768 void StartMoving(int x, int y)
2770 static boolean use_spring_bug = TRUE;
2771 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2772 int element = Feld[x][y];
2777 GfxAction[x][y] = ACTION_DEFAULT;
2779 if (CAN_FALL(element) && y < lev_fieldy - 1)
2781 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2782 if (JustBeingPushed(x, y))
2785 if (element == EL_QUICKSAND_FULL)
2787 if (IS_FREE(x, y+1))
2789 InitMovingField(x, y, MV_DOWN);
2790 started_moving = TRUE;
2792 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2793 Store[x][y] = EL_ROCK;
2795 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2797 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2800 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2802 if (!MovDelay[x][y])
2803 MovDelay[x][y] = TILEY + 1;
2812 Feld[x][y] = EL_QUICKSAND_EMPTY;
2813 Feld[x][y+1] = EL_QUICKSAND_FULL;
2814 Store[x][y+1] = Store[x][y];
2817 PlaySoundLevelAction(x, y, ACTION_FILLING);
2819 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2823 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2824 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2826 InitMovingField(x, y, MV_DOWN);
2827 started_moving = TRUE;
2829 Feld[x][y] = EL_QUICKSAND_FILLING;
2830 Store[x][y] = element;
2832 PlaySoundLevelAction(x, y, ACTION_FILLING);
2834 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2837 else if (element == EL_MAGIC_WALL_FULL)
2839 if (IS_FREE(x, y+1))
2841 InitMovingField(x, y, MV_DOWN);
2842 started_moving = TRUE;
2844 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2845 Store[x][y] = EL_CHANGED(Store[x][y]);
2847 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2849 if (!MovDelay[x][y])
2850 MovDelay[x][y] = TILEY/4 + 1;
2859 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2860 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2861 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2865 else if (element == EL_BD_MAGIC_WALL_FULL)
2867 if (IS_FREE(x, y+1))
2869 InitMovingField(x, y, MV_DOWN);
2870 started_moving = TRUE;
2872 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2873 Store[x][y] = EL_CHANGED2(Store[x][y]);
2875 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2877 if (!MovDelay[x][y])
2878 MovDelay[x][y] = TILEY/4 + 1;
2887 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2888 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2889 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2893 else if (CAN_CHANGE(element) &&
2894 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2895 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2897 InitMovingField(x, y, MV_DOWN);
2898 started_moving = TRUE;
2901 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2902 EL_BD_MAGIC_WALL_FILLING);
2903 Store[x][y] = element;
2906 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2908 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2913 InitMovingField(x, y, MV_DOWN);
2914 started_moving = TRUE;
2916 Store[x][y] = EL_ACID;
2918 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2919 GfxAction[x][y+1] = ACTION_ACTIVE;
2922 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2927 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2929 if (MovDir[x][y] == MV_NO_MOVING)
2931 InitMovingField(x, y, MV_DOWN);
2932 started_moving = TRUE;
2935 else if (IS_FREE(x, y+1))
2937 if (JustStopped[x][y]) /* prevent animation from being restarted */
2938 MovDir[x][y] = MV_DOWN;
2940 InitMovingField(x, y, MV_DOWN);
2941 started_moving = TRUE;
2943 else if (element == EL_AMOEBA_DROP)
2945 Feld[x][y] = EL_AMOEBA_GROWING;
2946 Store[x][y] = EL_AMOEBA_WET;
2948 /* Store[x][y+1] must be zero, because:
2949 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2952 #if OLD_GAME_BEHAVIOUR
2953 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2955 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2956 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2957 element != EL_DX_SUPABOMB)
2960 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2961 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2962 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2963 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2966 boolean left = (x>0 && IS_FREE(x-1, y) &&
2967 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2968 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2969 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2973 if (left && right &&
2974 (game.emulation != EMU_BOULDERDASH &&
2975 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2976 left = !(right = RND(2));
2978 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2979 started_moving = TRUE;
2982 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2984 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2985 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2986 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2987 int belt_dir = game.belt_dir[belt_nr];
2989 if ((belt_dir == MV_LEFT && left_is_free) ||
2990 (belt_dir == MV_RIGHT && right_is_free))
2992 InitMovingField(x, y, belt_dir);
2993 started_moving = TRUE;
2995 GfxAction[x][y] = ACTION_DEFAULT;
3000 /* not "else if" because of EL_SPRING */
3001 if (CAN_MOVE(element) && !started_moving)
3005 if ((element == EL_SATELLITE ||
3006 element == EL_BALLOON ||
3007 element == EL_SPRING)
3008 && JustBeingPushed(x, y))
3013 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3014 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3016 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3018 Moving2Blocked(x, y, &newx, &newy);
3019 if (Feld[newx][newy] == EL_BLOCKED)
3020 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3025 if (!MovDelay[x][y]) /* start new movement phase */
3027 /* all objects that can change their move direction after each step */
3028 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3030 if (element != EL_YAMYAM &&
3031 element != EL_DARK_YAMYAM &&
3032 element != EL_PACMAN)
3036 if (MovDelay[x][y] && (element == EL_BUG ||
3037 element == EL_SPACESHIP ||
3038 element == EL_SP_SNIKSNAK ||
3039 element == EL_SP_ELECTRON ||
3040 element == EL_MOLE))
3041 DrawLevelField(x, y);
3045 if (MovDelay[x][y]) /* wait some time before next movement */
3049 if (element == EL_ROBOT ||
3050 element == EL_YAMYAM ||
3051 element == EL_DARK_YAMYAM)
3053 DrawLevelElementAnimationIfNeeded(x, y, element);
3054 PlaySoundLevelAction(x, y, ACTION_WAITING);
3056 else if (element == EL_SP_ELECTRON)
3057 DrawLevelElementAnimationIfNeeded(x, y, element);
3058 else if (element == EL_DRAGON)
3061 int dir = MovDir[x][y];
3062 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3063 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3064 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3065 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3066 dir == MV_UP ? IMG_FLAMES_1_UP :
3067 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3068 int frame = getGraphicAnimationFrame(graphic, -1);
3070 for (i=1; i<=3; i++)
3072 int xx = x + i*dx, yy = y + i*dy;
3073 int sx = SCREENX(xx), sy = SCREENY(yy);
3074 int flame_graphic = graphic + (i - 1);
3076 if (!IN_LEV_FIELD(xx, yy) ||
3077 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3082 int flamed = MovingOrBlocked2Element(xx, yy);
3084 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3087 RemoveMovingField(xx, yy);
3089 Feld[xx][yy] = EL_FLAMES;
3090 if (IN_SCR_FIELD(sx, sy))
3091 DrawGraphic(sx, sy, flame_graphic, frame);
3095 if (Feld[xx][yy] == EL_FLAMES)
3096 Feld[xx][yy] = EL_EMPTY;
3097 DrawLevelField(xx, yy);
3102 if (MovDelay[x][y]) /* element still has to wait some time */
3104 PlaySoundLevelAction(x, y, ACTION_WAITING);
3110 /* now make next step */
3112 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3114 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3115 !PLAYER_PROTECTED(newx, newy))
3119 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3122 /* enemy got the player */
3124 KillHero(PLAYERINFO(newx, newy));
3129 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3130 element == EL_SATELLITE || element == EL_BALLOON) &&
3131 IN_LEV_FIELD(newx, newy) &&
3132 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3135 Store[x][y] = EL_ACID;
3137 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3139 if (Feld[newx][newy] == EL_EXIT_OPEN)
3141 Feld[x][y] = EL_EMPTY;
3142 DrawLevelField(x, y);
3144 PlaySoundLevel(newx, newy, SND_CLASS_EXIT_PASSING);
3145 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3146 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3148 local_player->friends_still_needed--;
3149 if (!local_player->friends_still_needed &&
3150 !local_player->GameOver && AllPlayersGone)
3151 local_player->LevelSolved = local_player->GameOver = TRUE;
3155 else if (IS_MAMPF3(Feld[newx][newy]))
3157 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3158 DrawLevelField(newx, newy);
3160 MovDir[x][y] = MV_NO_MOVING;
3162 else if (!IS_FREE(newx, newy))
3164 if (IS_PLAYER(x, y))
3165 DrawPlayerField(x, y);
3167 DrawLevelField(x, y);
3171 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3173 if (IS_GEM(Feld[newx][newy]))
3175 if (IS_MOVING(newx, newy))
3176 RemoveMovingField(newx, newy);
3179 Feld[newx][newy] = EL_EMPTY;
3180 DrawLevelField(newx, newy);
3183 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3185 else if (!IS_FREE(newx, newy))
3187 if (IS_PLAYER(x, y))
3188 DrawPlayerField(x, y);
3190 DrawLevelField(x, y);
3194 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3196 if (!IS_FREE(newx, newy))
3198 if (IS_PLAYER(x, y))
3199 DrawPlayerField(x, y);
3201 DrawLevelField(x, y);
3206 boolean wanna_flame = !RND(10);
3207 int dx = newx - x, dy = newy - y;
3208 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3209 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3210 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3211 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3212 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3213 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3215 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3216 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3217 element1 != EL_FLAMES && element2 != EL_FLAMES)
3219 if (IS_PLAYER(x, y))
3220 DrawPlayerField(x, y);
3222 DrawLevelField(x, y);
3224 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3226 MovDelay[x][y] = 50;
3227 Feld[newx][newy] = EL_FLAMES;
3228 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3229 Feld[newx1][newy1] = EL_FLAMES;
3230 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3231 Feld[newx2][newy2] = EL_FLAMES;
3236 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3237 Feld[newx][newy] == EL_DIAMOND)
3239 if (IS_MOVING(newx, newy))
3240 RemoveMovingField(newx, newy);
3243 Feld[newx][newy] = EL_EMPTY;
3244 DrawLevelField(newx, newy);
3247 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3249 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3250 IS_MAMPF2(Feld[newx][newy]))
3252 if (AmoebaNr[newx][newy])
3254 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3255 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3256 Feld[newx][newy] == EL_BD_AMOEBA)
3257 AmoebaCnt[AmoebaNr[newx][newy]]--;
3260 if (IS_MOVING(newx, newy))
3261 RemoveMovingField(newx, newy);
3264 Feld[newx][newy] = EL_EMPTY;
3265 DrawLevelField(newx, newy);
3268 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3270 else if ((element == EL_PACMAN || element == EL_MOLE)
3271 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3273 if (AmoebaNr[newx][newy])
3275 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3276 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3277 Feld[newx][newy] == EL_BD_AMOEBA)
3278 AmoebaCnt[AmoebaNr[newx][newy]]--;
3281 if (element == EL_MOLE)
3283 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3284 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3285 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3286 return; /* wait for shrinking amoeba */
3288 else /* element == EL_PACMAN */
3290 Feld[newx][newy] = EL_EMPTY;
3291 DrawLevelField(newx, newy);
3292 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3295 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3296 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3297 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3299 /* wait for shrinking amoeba to completely disappear */
3302 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3304 /* object was running against a wall */
3308 if (element == EL_BUG || element == EL_SPACESHIP ||
3309 element == EL_SP_SNIKSNAK)
3310 DrawLevelField(x, y);
3311 else if (element == EL_BUG || element == EL_SPACESHIP ||
3312 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3313 DrawLevelField(x, y);
3314 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3315 DrawLevelElementAnimationIfNeeded(x, y, element);
3316 else if (element == EL_SATELLITE)
3317 DrawLevelElementAnimationIfNeeded(x, y, element);
3318 else if (element == EL_SP_ELECTRON)
3319 DrawLevelElementAnimationIfNeeded(x, y, element);
3321 if (DONT_TOUCH(element))
3322 TestIfBadThingTouchesHero(x, y);
3324 PlaySoundLevelAction(x, y, ACTION_WAITING);
3329 InitMovingField(x, y, MovDir[x][y]);
3331 PlaySoundLevelAction(x, y, ACTION_MOVING);
3335 ContinueMoving(x, y);
3338 void ContinueMoving(int x, int y)
3340 int element = Feld[x][y];
3341 int direction = MovDir[x][y];
3342 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3343 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3344 int horiz_move = (dx != 0);
3345 int newx = x + dx, newy = y + dy;
3346 int step = (horiz_move ? dx : dy) * TILEX / 8;
3348 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3350 else if (element == EL_QUICKSAND_FILLING ||
3351 element == EL_QUICKSAND_EMPTYING)
3353 else if (element == EL_MAGIC_WALL_FILLING ||
3354 element == EL_BD_MAGIC_WALL_FILLING ||
3355 element == EL_MAGIC_WALL_EMPTYING ||
3356 element == EL_BD_MAGIC_WALL_EMPTYING)
3358 else if (CAN_FALL(element) && horiz_move &&
3359 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3361 else if (element == EL_SPRING && horiz_move)
3364 #if OLD_GAME_BEHAVIOUR
3365 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3369 MovPos[x][y] += step;
3371 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3373 Feld[x][y] = EL_EMPTY;
3374 Feld[newx][newy] = element;
3376 if (element == EL_MOLE)
3379 static int xy[4][2] =
3387 Feld[x][y] = EL_SAND;
3388 DrawLevelField(x, y);
3397 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3398 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3402 if (element == EL_QUICKSAND_FILLING)
3404 element = Feld[newx][newy] = get_next_element(element);
3405 Store[newx][newy] = Store[x][y];
3407 else if (element == EL_QUICKSAND_EMPTYING)
3409 Feld[x][y] = get_next_element(element);
3410 element = Feld[newx][newy] = Store[x][y];
3412 else if (element == EL_MAGIC_WALL_FILLING)
3414 element = Feld[newx][newy] = get_next_element(element);
3415 if (!game.magic_wall_active)
3416 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3417 Store[newx][newy] = Store[x][y];
3419 else if (element == EL_MAGIC_WALL_EMPTYING)
3421 Feld[x][y] = get_next_element(element);
3422 if (!game.magic_wall_active)
3423 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3424 element = Feld[newx][newy] = Store[x][y];
3426 else if (element == EL_BD_MAGIC_WALL_FILLING)
3428 element = Feld[newx][newy] = get_next_element(element);
3429 if (!game.magic_wall_active)
3430 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3431 Store[newx][newy] = Store[x][y];
3433 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3435 Feld[x][y] = get_next_element(element);
3436 if (!game.magic_wall_active)
3437 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3438 element = Feld[newx][newy] = Store[x][y];
3440 else if (element == EL_AMOEBA_DROPPING)
3442 Feld[x][y] = get_next_element(element);
3443 element = Feld[newx][newy] = Store[x][y];
3445 else if (Store[x][y] == EL_ACID)
3447 element = Feld[newx][newy] = EL_ACID;
3451 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3452 MovDelay[newx][newy] = 0;
3454 /* copy animation control values to new field */
3455 GfxFrame[newx][newy] = GfxFrame[x][y];
3456 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3457 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3459 ResetGfxAnimation(x, y); /* reset animation values for old field */
3463 if (!CAN_MOVE(element))
3464 MovDir[newx][newy] = 0;
3467 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3468 MovDir[newx][newy] = 0;
3471 if (!CAN_MOVE(element) ||
3472 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3473 MovDir[newx][newy] = 0;
3477 DrawLevelField(x, y);
3478 DrawLevelField(newx, newy);
3480 Stop[newx][newy] = TRUE;
3481 JustStopped[newx][newy] = 3;
3483 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3485 TestIfBadThingTouchesHero(newx, newy);
3486 TestIfBadThingTouchesFriend(newx, newy);
3487 TestIfBadThingTouchesOtherBadThing(newx, newy);
3489 else if (element == EL_PENGUIN)
3490 TestIfFriendTouchesBadThing(newx, newy);
3492 if (CAN_SMASH(element) && direction == MV_DOWN &&
3493 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3496 else /* still moving on */
3498 DrawLevelField(x, y);
3502 int AmoebeNachbarNr(int ax, int ay)
3505 int element = Feld[ax][ay];
3507 static int xy[4][2] =
3517 int x = ax + xy[i][0];
3518 int y = ay + xy[i][1];
3520 if (!IN_LEV_FIELD(x, y))
3523 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3524 group_nr = AmoebaNr[x][y];
3530 void AmoebenVereinigen(int ax, int ay)
3532 int i, x, y, xx, yy;
3533 int new_group_nr = AmoebaNr[ax][ay];
3534 static int xy[4][2] =
3542 if (new_group_nr == 0)
3550 if (!IN_LEV_FIELD(x, y))
3553 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3554 Feld[x][y] == EL_BD_AMOEBA ||
3555 Feld[x][y] == EL_AMOEBA_DEAD) &&
3556 AmoebaNr[x][y] != new_group_nr)
3558 int old_group_nr = AmoebaNr[x][y];
3560 if (old_group_nr == 0)
3563 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3564 AmoebaCnt[old_group_nr] = 0;
3565 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3566 AmoebaCnt2[old_group_nr] = 0;
3568 for (yy=0; yy<lev_fieldy; yy++)
3570 for (xx=0; xx<lev_fieldx; xx++)
3572 if (AmoebaNr[xx][yy] == old_group_nr)
3573 AmoebaNr[xx][yy] = new_group_nr;
3580 void AmoebeUmwandeln(int ax, int ay)
3584 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3586 int group_nr = AmoebaNr[ax][ay];
3591 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3592 printf("AmoebeUmwandeln(): This should never happen!\n");
3597 for (y=0; y<lev_fieldy; y++)
3599 for (x=0; x<lev_fieldx; x++)
3601 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3604 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3608 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3609 SND_AMOEBA_TURNING_TO_GEM :
3610 SND_AMOEBA_TURNING_TO_ROCK));
3615 static int xy[4][2] =
3628 if (!IN_LEV_FIELD(x, y))
3631 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3633 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3634 SND_AMOEBA_TURNING_TO_GEM :
3635 SND_AMOEBA_TURNING_TO_ROCK));
3642 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3645 int group_nr = AmoebaNr[ax][ay];
3646 boolean done = FALSE;
3651 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3652 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3657 for (y=0; y<lev_fieldy; y++)
3659 for (x=0; x<lev_fieldx; x++)
3661 if (AmoebaNr[x][y] == group_nr &&
3662 (Feld[x][y] == EL_AMOEBA_DEAD ||
3663 Feld[x][y] == EL_BD_AMOEBA ||
3664 Feld[x][y] == EL_AMOEBA_GROWING))
3667 Feld[x][y] = new_element;
3668 InitField(x, y, FALSE);
3669 DrawLevelField(x, y);
3676 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3677 SND_BD_AMOEBA_TURNING_TO_ROCK :
3678 SND_BD_AMOEBA_TURNING_TO_GEM));
3681 void AmoebeWaechst(int x, int y)
3683 static unsigned long sound_delay = 0;
3684 static unsigned long sound_delay_value = 0;
3686 if (!MovDelay[x][y]) /* start new growing cycle */
3690 if (DelayReached(&sound_delay, sound_delay_value))
3693 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3695 if (Store[x][y] == EL_BD_AMOEBA)
3696 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3698 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3700 sound_delay_value = 30;
3704 if (MovDelay[x][y]) /* wait some time before growing bigger */
3707 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3709 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3710 6 - MovDelay[x][y]);
3712 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3715 if (!MovDelay[x][y])
3717 Feld[x][y] = Store[x][y];
3719 DrawLevelField(x, y);
3724 void AmoebaDisappearing(int x, int y)
3726 static unsigned long sound_delay = 0;
3727 static unsigned long sound_delay_value = 0;
3729 if (!MovDelay[x][y]) /* start new shrinking cycle */
3733 if (DelayReached(&sound_delay, sound_delay_value))
3734 sound_delay_value = 30;
3737 if (MovDelay[x][y]) /* wait some time before shrinking */
3740 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3742 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3743 6 - MovDelay[x][y]);
3745 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3748 if (!MovDelay[x][y])
3750 Feld[x][y] = EL_EMPTY;
3751 DrawLevelField(x, y);
3753 /* don't let mole enter this field in this cycle;
3754 (give priority to objects falling to this field from above) */
3760 void AmoebeAbleger(int ax, int ay)
3763 int element = Feld[ax][ay];
3764 int graphic = el2img(element);
3765 int newax = ax, neway = ay;
3766 static int xy[4][2] =
3774 if (!level.amoeba_speed)
3776 Feld[ax][ay] = EL_AMOEBA_DEAD;
3777 DrawLevelField(ax, ay);
3781 if (IS_ANIMATED(graphic))
3782 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3784 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3785 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3787 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3790 if (MovDelay[ax][ay])
3794 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3797 int x = ax + xy[start][0];
3798 int y = ay + xy[start][1];
3800 if (!IN_LEV_FIELD(x, y))
3803 if (IS_FREE(x, y) ||
3804 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3810 if (newax == ax && neway == ay)
3813 else /* normal or "filled" (BD style) amoeba */
3816 boolean waiting_for_player = FALSE;
3820 int j = (start + i) % 4;
3821 int x = ax + xy[j][0];
3822 int y = ay + xy[j][1];
3824 if (!IN_LEV_FIELD(x, y))
3827 if (IS_FREE(x, y) ||
3828 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3834 else if (IS_PLAYER(x, y))
3835 waiting_for_player = TRUE;
3838 if (newax == ax && neway == ay) /* amoeba cannot grow */
3840 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3842 Feld[ax][ay] = EL_AMOEBA_DEAD;
3843 DrawLevelField(ax, ay);
3844 AmoebaCnt[AmoebaNr[ax][ay]]--;
3846 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3848 if (element == EL_AMOEBA_FULL)
3849 AmoebeUmwandeln(ax, ay);
3850 else if (element == EL_BD_AMOEBA)
3851 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3856 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3858 /* amoeba gets larger by growing in some direction */
3860 int new_group_nr = AmoebaNr[ax][ay];
3863 if (new_group_nr == 0)
3865 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3866 printf("AmoebeAbleger(): This should never happen!\n");
3871 AmoebaNr[newax][neway] = new_group_nr;
3872 AmoebaCnt[new_group_nr]++;
3873 AmoebaCnt2[new_group_nr]++;
3875 /* if amoeba touches other amoeba(s) after growing, unify them */
3876 AmoebenVereinigen(newax, neway);
3878 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3880 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3886 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3887 (neway == lev_fieldy - 1 && newax != ax))
3889 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3890 Store[newax][neway] = element;
3892 else if (neway == ay)
3894 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3896 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3898 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3903 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3904 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3905 Store[ax][ay] = EL_AMOEBA_DROP;
3906 ContinueMoving(ax, ay);
3910 DrawLevelField(newax, neway);
3913 void Life(int ax, int ay)
3916 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3918 int element = Feld[ax][ay];
3919 int graphic = el2img(element);
3920 boolean changed = FALSE;
3922 if (IS_ANIMATED(graphic))
3923 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3928 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3929 MovDelay[ax][ay] = life_time;
3931 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3934 if (MovDelay[ax][ay])
3938 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3940 int xx = ax+x1, yy = ay+y1;
3943 if (!IN_LEV_FIELD(xx, yy))
3946 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3948 int x = xx+x2, y = yy+y2;
3950 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3953 if (((Feld[x][y] == element ||
3954 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
3956 (IS_FREE(x, y) && Stop[x][y]))
3960 if (xx == ax && yy == ay) /* field in the middle */
3962 if (nachbarn < life[0] || nachbarn > life[1])
3964 Feld[xx][yy] = EL_EMPTY;
3966 DrawLevelField(xx, yy);
3967 Stop[xx][yy] = TRUE;
3971 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3972 { /* free border field */
3973 if (nachbarn >= life[2] && nachbarn <= life[3])
3975 Feld[xx][yy] = element;
3976 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
3978 DrawLevelField(xx, yy);
3979 Stop[xx][yy] = TRUE;
3986 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
3987 SND_GAME_OF_LIFE_GROWING);
3990 static void InitRobotWheel(int x, int y)
3992 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3995 static void RunRobotWheel(int x, int y)
3997 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4000 static void StopRobotWheel(int x, int y)
4002 if (ZX == x && ZY == y)
4006 static void InitTimegateWheel(int x, int y)
4008 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4011 static void RunTimegateWheel(int x, int y)
4013 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4016 void CheckExit(int x, int y)
4018 if (local_player->gems_still_needed > 0 ||
4019 local_player->sokobanfields_still_needed > 0 ||
4020 local_player->lights_still_needed > 0)
4022 int element = Feld[x][y];
4023 int graphic = el2img(element);
4025 if (IS_ANIMATED(graphic))
4026 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4031 Feld[x][y] = EL_EXIT_OPENING;
4033 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4036 void CheckExitSP(int x, int y)
4038 if (local_player->gems_still_needed > 0)
4040 int element = Feld[x][y];
4041 int graphic = el2img(element);
4043 if (IS_ANIMATED(graphic))
4044 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4049 Feld[x][y] = EL_SP_EXIT_OPEN;
4051 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4054 static void CloseAllOpenTimegates()
4058 for (y=0; y<lev_fieldy; y++)
4060 for (x=0; x<lev_fieldx; x++)
4062 int element = Feld[x][y];
4064 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4066 Feld[x][y] = EL_TIMEGATE_CLOSING;
4068 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4070 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4077 void EdelsteinFunkeln(int x, int y)
4079 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4082 if (Feld[x][y] == EL_BD_DIAMOND)
4085 if (MovDelay[x][y] == 0) /* next animation frame */
4086 MovDelay[x][y] = 11 * !SimpleRND(500);
4088 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4092 if (setup.direct_draw && MovDelay[x][y])
4093 SetDrawtoField(DRAW_BUFFERED);
4095 DrawLevelElementAnimation(x, y, Feld[x][y]);
4097 if (MovDelay[x][y] != 0)
4099 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4100 10 - MovDelay[x][y]);
4102 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4104 if (setup.direct_draw)
4108 dest_x = FX + SCREENX(x) * TILEX;
4109 dest_y = FY + SCREENY(y) * TILEY;
4111 BlitBitmap(drawto_field, window,
4112 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4113 SetDrawtoField(DRAW_DIRECT);
4119 void MauerWaechst(int x, int y)
4123 if (!MovDelay[x][y]) /* next animation frame */
4124 MovDelay[x][y] = 3 * delay;
4126 if (MovDelay[x][y]) /* wait some time before next frame */
4130 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4132 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4133 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4135 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4138 if (!MovDelay[x][y])
4140 if (MovDir[x][y] == MV_LEFT)
4142 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4143 DrawLevelField(x - 1, y);
4145 else if (MovDir[x][y] == MV_RIGHT)
4147 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4148 DrawLevelField(x + 1, y);
4150 else if (MovDir[x][y] == MV_UP)
4152 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4153 DrawLevelField(x, y - 1);
4157 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4158 DrawLevelField(x, y + 1);
4161 Feld[x][y] = Store[x][y];
4163 MovDir[x][y] = MV_NO_MOVING;
4164 DrawLevelField(x, y);
4169 void MauerAbleger(int ax, int ay)
4171 int element = Feld[ax][ay];
4172 int graphic = el2img(element);
4173 boolean oben_frei = FALSE, unten_frei = FALSE;
4174 boolean links_frei = FALSE, rechts_frei = FALSE;
4175 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4176 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4177 boolean new_wall = FALSE;
4179 if (IS_ANIMATED(graphic))
4180 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4182 if (!MovDelay[ax][ay]) /* start building new wall */
4183 MovDelay[ax][ay] = 6;
4185 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4188 if (MovDelay[ax][ay])
4192 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4194 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4196 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4198 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4201 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4202 element == EL_EXPANDABLE_WALL_ANY)
4206 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4207 Store[ax][ay-1] = element;
4208 MovDir[ax][ay-1] = MV_UP;
4209 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4210 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4211 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4216 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4217 Store[ax][ay+1] = element;
4218 MovDir[ax][ay+1] = MV_DOWN;
4219 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4220 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4221 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4226 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4227 element == EL_EXPANDABLE_WALL_ANY ||
4228 element == EL_EXPANDABLE_WALL)
4232 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4233 Store[ax-1][ay] = element;
4234 MovDir[ax-1][ay] = MV_LEFT;
4235 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4236 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4237 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4243 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4244 Store[ax+1][ay] = element;
4245 MovDir[ax+1][ay] = MV_RIGHT;
4246 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4247 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4248 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4253 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4254 DrawLevelField(ax, ay);
4256 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4258 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4259 unten_massiv = TRUE;
4260 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4261 links_massiv = TRUE;
4262 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4263 rechts_massiv = TRUE;
4265 if (((oben_massiv && unten_massiv) ||
4266 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4267 element == EL_EXPANDABLE_WALL) &&
4268 ((links_massiv && rechts_massiv) ||
4269 element == EL_EXPANDABLE_WALL_VERTICAL))
4270 Feld[ax][ay] = EL_WALL;
4274 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4276 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4280 void CheckForDragon(int x, int y)
4283 boolean dragon_found = FALSE;
4284 static int xy[4][2] =
4296 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4298 if (IN_LEV_FIELD(xx, yy) &&
4299 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4301 if (Feld[xx][yy] == EL_DRAGON)
4302 dragon_found = TRUE;
4315 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4317 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4319 Feld[xx][yy] = EL_EMPTY;
4320 DrawLevelField(xx, yy);
4329 static void InitBuggyBase(int x, int y)
4331 int element = Feld[x][y];
4332 int activating_delay = FRAMES_PER_SECOND / 4;
4335 (element == EL_SP_BUGGY_BASE ?
4336 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4337 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4339 element == EL_SP_BUGGY_BASE_ACTIVE ?
4340 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4343 static void WarnBuggyBase(int x, int y)
4346 static int xy[4][2] =
4356 int xx = x + xy[i][0], yy = y + xy[i][1];
4358 if (IS_PLAYER(xx, yy))
4360 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4367 static void InitTrap(int x, int y)
4369 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4372 static void ActivateTrap(int x, int y)
4374 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4377 static void ChangeActiveTrap(int x, int y)
4379 int graphic = IMG_TRAP_ACTIVE;
4381 /* if new animation frame was drawn, correct crumbled sand border */
4382 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4383 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4386 static void ChangeElement(int x, int y)
4388 int element = Feld[x][y];
4390 if (MovDelay[x][y] == 0) /* initialize element change */
4392 MovDelay[x][y] = changing_element[element].change_delay + 1;
4394 ResetGfxAnimation(x, y);
4395 ResetRandomAnimationValue(x, y);
4397 if (changing_element[element].pre_change_function)
4398 changing_element[element].pre_change_function(x, y);
4403 if (MovDelay[x][y] != 0) /* continue element change */
4405 if (IS_ANIMATED(el2img(element)))
4406 DrawLevelElementAnimationIfNeeded(x, y, element);
4408 if (changing_element[element].change_function)
4409 changing_element[element].change_function(x, y);
4411 else /* finish element change */
4413 Feld[x][y] = changing_element[element].next_element;
4415 ResetGfxAnimation(x, y);
4416 ResetRandomAnimationValue(x, y);
4418 DrawLevelField(x, y);
4420 if (changing_element[element].post_change_function)
4421 changing_element[element].post_change_function(x, y);
4425 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4427 static byte stored_player_action[MAX_PLAYERS];
4428 static int num_stored_actions = 0;
4429 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4430 int left = player_action & JOY_LEFT;
4431 int right = player_action & JOY_RIGHT;
4432 int up = player_action & JOY_UP;
4433 int down = player_action & JOY_DOWN;
4434 int button1 = player_action & JOY_BUTTON_1;
4435 int button2 = player_action & JOY_BUTTON_2;
4436 int dx = (left ? -1 : right ? 1 : 0);
4437 int dy = (up ? -1 : down ? 1 : 0);
4439 stored_player_action[player->index_nr] = 0;
4440 num_stored_actions++;
4442 if (!player->active || tape.pausing)
4448 snapped = SnapField(player, dx, dy);
4452 bombed = PlaceBomb(player);
4453 moved = MoveFigure(player, dx, dy);
4456 if (tape.single_step && tape.recording && !tape.pausing)
4458 if (button1 || (bombed && !moved))
4460 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4461 SnapField(player, 0, 0); /* stop snapping */
4465 stored_player_action[player->index_nr] = player_action;
4469 /* no actions for this player (no input at player's configured device) */
4471 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4472 SnapField(player, 0, 0);
4473 CheckGravityMovement(player);
4475 if (player->MovPos == 0)
4478 printf("Trying... Player frame reset\n");
4481 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4484 if (player->MovPos == 0) /* needed for tape.playing */
4485 player->is_moving = FALSE;
4488 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4490 TapeRecordAction(stored_player_action);
4491 num_stored_actions = 0;
4497 static unsigned long action_delay = 0;
4498 unsigned long action_delay_value;
4499 int magic_wall_x = 0, magic_wall_y = 0;
4500 int i, x, y, element, graphic;
4501 byte *recorded_player_action;
4502 byte summarized_player_action = 0;
4504 if (game_status != PLAYING)
4507 action_delay_value =
4508 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4510 if (tape.playing && tape.index_search && !tape.pausing)
4511 action_delay_value = 0;
4513 /* ---------- main game synchronization point ---------- */
4515 WaitUntilDelayReached(&action_delay, action_delay_value);
4517 if (network_playing && !network_player_action_received)
4521 printf("DEBUG: try to get network player actions in time\n");
4525 #if defined(PLATFORM_UNIX)
4526 /* last chance to get network player actions without main loop delay */
4530 if (game_status != PLAYING)
4533 if (!network_player_action_received)
4537 printf("DEBUG: failed to get network player actions in time\n");
4547 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4549 for (i=0; i<MAX_PLAYERS; i++)
4551 summarized_player_action |= stored_player[i].action;
4553 if (!network_playing)
4554 stored_player[i].effective_action = stored_player[i].action;
4557 #if defined(PLATFORM_UNIX)
4558 if (network_playing)
4559 SendToServer_MovePlayer(summarized_player_action);
4562 if (!options.network && !setup.team_mode)
4563 local_player->effective_action = summarized_player_action;
4565 for (i=0; i<MAX_PLAYERS; i++)
4567 int actual_player_action = stored_player[i].effective_action;
4569 if (stored_player[i].programmed_action)
4570 actual_player_action = stored_player[i].programmed_action;
4572 if (recorded_player_action)
4573 actual_player_action = recorded_player_action[i];
4575 PlayerActions(&stored_player[i], actual_player_action);
4576 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4579 network_player_action_received = FALSE;
4581 ScrollScreen(NULL, SCROLL_GO_ON);
4587 for (i=0; i<MAX_PLAYERS; i++)
4588 stored_player[i].Frame++;
4591 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4594 if (JustStopped[x][y] > 0)
4595 JustStopped[x][y]--;
4600 if (IS_BLOCKED(x, y))
4604 Blocked2Moving(x, y, &oldx, &oldy);
4605 if (!IS_MOVING(oldx, oldy))
4607 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4608 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4609 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4610 printf("GameActions(): This should never happen!\n");
4616 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4618 element = Feld[x][y];
4619 graphic = el2img(element);
4621 if (graphic_info[graphic].anim_global_sync)
4622 GfxFrame[x][y] = FrameCounter;
4624 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4625 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4626 ResetRandomAnimationValue(x, y);
4628 SetRandomAnimationValue(x, y);
4631 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4634 if (IS_INACTIVE(element))
4636 if (IS_ANIMATED(graphic))
4637 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4642 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4646 if (IS_ANIMATED(graphic) &&
4649 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4651 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4652 EdelsteinFunkeln(x, y);
4654 else if ((element == EL_ACID ||
4655 element == EL_EXIT_OPEN ||
4656 element == EL_SP_EXIT_OPEN ||
4657 element == EL_SP_TERMINAL ||
4658 element == EL_SP_TERMINAL_ACTIVE ||
4659 element == EL_EXTRA_TIME ||
4660 element == EL_SHIELD_NORMAL ||
4661 element == EL_SHIELD_DEADLY) &&
4662 IS_ANIMATED(graphic))
4663 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4664 else if (IS_MOVING(x, y))
4665 ContinueMoving(x, y);
4666 else if (IS_ACTIVE_BOMB(element))
4667 CheckDynamite(x, y);
4669 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4670 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4672 else if (element == EL_AMOEBA_GROWING)
4673 AmoebeWaechst(x, y);
4674 else if (element == EL_AMOEBA_SHRINKING)
4675 AmoebaDisappearing(x, y);
4677 #if !USE_NEW_AMOEBA_CODE
4678 else if (IS_AMOEBALIVE(element))
4679 AmoebeAbleger(x, y);
4682 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4684 else if (element == EL_EXIT_CLOSED)
4686 else if (element == EL_SP_EXIT_CLOSED)
4688 else if (element == EL_EXPANDABLE_WALL_GROWING)
4690 else if (element == EL_EXPANDABLE_WALL ||
4691 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4692 element == EL_EXPANDABLE_WALL_VERTICAL ||
4693 element == EL_EXPANDABLE_WALL_ANY)
4695 else if (element == EL_FLAMES)
4696 CheckForDragon(x, y);
4697 else if (IS_AUTO_CHANGING(element))
4698 ChangeElement(x, y);
4699 else if (element == EL_EXPLOSION)
4700 ; /* drawing of correct explosion animation is handled separately */
4701 else if (IS_ANIMATED(graphic))
4702 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4704 if (IS_BELT_ACTIVE(element))
4705 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4707 if (game.magic_wall_active)
4709 int jx = local_player->jx, jy = local_player->jy;
4711 /* play the element sound at the position nearest to the player */
4712 if ((element == EL_MAGIC_WALL_FULL ||
4713 element == EL_MAGIC_WALL_ACTIVE ||
4714 element == EL_MAGIC_WALL_EMPTYING ||
4715 element == EL_BD_MAGIC_WALL_FULL ||
4716 element == EL_BD_MAGIC_WALL_ACTIVE ||
4717 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4718 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4726 #if USE_NEW_AMOEBA_CODE
4727 /* new experimental amoeba growth stuff */
4729 if (!(FrameCounter % 8))
4732 static unsigned long random = 1684108901;
4734 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4737 x = (random >> 10) % lev_fieldx;
4738 y = (random >> 20) % lev_fieldy;
4740 x = RND(lev_fieldx);
4741 y = RND(lev_fieldy);
4743 element = Feld[x][y];
4745 if (!IS_PLAYER(x,y) &&
4746 (element == EL_EMPTY ||
4747 element == EL_SAND ||
4748 element == EL_QUICKSAND_EMPTY ||
4749 element == EL_ACID_SPLASH_LEFT ||
4750 element == EL_ACID_SPLASH_RIGHT))
4752 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4753 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4754 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4755 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4756 Feld[x][y] = EL_AMOEBA_DROP;
4759 random = random * 129 + 1;
4765 if (game.explosions_delayed)
4768 game.explosions_delayed = FALSE;
4770 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4772 element = Feld[x][y];
4774 if (ExplodeField[x][y])
4775 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4776 else if (element == EL_EXPLOSION)
4777 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4779 ExplodeField[x][y] = EX_NO_EXPLOSION;
4782 game.explosions_delayed = TRUE;
4785 if (game.magic_wall_active)
4787 if (!(game.magic_wall_time_left % 4))
4789 int element = Feld[magic_wall_x][magic_wall_y];
4791 if (element == EL_BD_MAGIC_WALL_FULL ||
4792 element == EL_BD_MAGIC_WALL_ACTIVE ||
4793 element == EL_BD_MAGIC_WALL_EMPTYING)
4794 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4796 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4799 if (game.magic_wall_time_left > 0)
4801 game.magic_wall_time_left--;
4802 if (!game.magic_wall_time_left)
4804 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4806 element = Feld[x][y];
4808 if (element == EL_MAGIC_WALL_ACTIVE ||
4809 element == EL_MAGIC_WALL_FULL)
4811 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4812 DrawLevelField(x, y);
4814 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4815 element == EL_BD_MAGIC_WALL_FULL)
4817 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4818 DrawLevelField(x, y);
4822 game.magic_wall_active = FALSE;
4827 if (game.light_time_left > 0)
4829 game.light_time_left--;
4831 if (game.light_time_left == 0)
4832 RedrawAllLightSwitchesAndInvisibleElements();
4835 if (game.timegate_time_left > 0)
4837 game.timegate_time_left--;
4839 if (game.timegate_time_left == 0)
4840 CloseAllOpenTimegates();
4843 for (i=0; i<MAX_PLAYERS; i++)
4845 struct PlayerInfo *player = &stored_player[i];
4847 if (SHIELD_ON(player))
4849 if (player->shield_deadly_time_left)
4850 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4851 else if (player->shield_normal_time_left)
4852 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4856 if (TimeFrames >= (1000 / GameFrameDelay))
4861 for (i=0; i<MAX_PLAYERS; i++)
4863 struct PlayerInfo *player = &stored_player[i];
4865 if (SHIELD_ON(player))
4867 player->shield_normal_time_left--;
4869 if (player->shield_deadly_time_left > 0)
4870 player->shield_deadly_time_left--;
4874 if (tape.recording || tape.playing)
4875 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4881 if (TimeLeft <= 10 && setup.time_limit)
4882 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4884 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4886 if (!TimeLeft && setup.time_limit)
4887 for (i=0; i<MAX_PLAYERS; i++)
4888 KillHero(&stored_player[i]);
4890 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4891 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4896 if (options.debug) /* calculate frames per second */
4898 static unsigned long fps_counter = 0;
4899 static int fps_frames = 0;
4900 unsigned long fps_delay_ms = Counter() - fps_counter;
4904 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4906 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4909 fps_counter = Counter();
4912 redraw_mask |= REDRAW_FPS;
4916 if (stored_player[0].jx != stored_player[0].last_jx ||
4917 stored_player[0].jy != stored_player[0].last_jy)
4918 printf("::: %d, %d, %d, %d, %d\n",
4919 stored_player[0].MovDir,
4920 stored_player[0].MovPos,
4921 stored_player[0].GfxPos,
4922 stored_player[0].Frame,
4923 stored_player[0].StepFrame);
4930 for (i=0; i<MAX_PLAYERS; i++)
4933 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
4935 stored_player[i].Frame += move_frames;
4937 if (stored_player[i].MovPos != 0)
4938 stored_player[i].StepFrame += move_frames;
4943 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4945 int min_x = x, min_y = y, max_x = x, max_y = y;
4948 for (i=0; i<MAX_PLAYERS; i++)
4950 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4952 if (!stored_player[i].active || &stored_player[i] == player)
4955 min_x = MIN(min_x, jx);
4956 min_y = MIN(min_y, jy);
4957 max_x = MAX(max_x, jx);
4958 max_y = MAX(max_y, jy);
4961 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4964 static boolean AllPlayersInVisibleScreen()
4968 for (i=0; i<MAX_PLAYERS; i++)
4970 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4972 if (!stored_player[i].active)
4975 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4982 void ScrollLevel(int dx, int dy)
4984 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4987 BlitBitmap(drawto_field, drawto_field,
4988 FX + TILEX*(dx == -1) - softscroll_offset,
4989 FY + TILEY*(dy == -1) - softscroll_offset,
4990 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4991 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4992 FX + TILEX*(dx == 1) - softscroll_offset,
4993 FY + TILEY*(dy == 1) - softscroll_offset);
4997 x = (dx == 1 ? BX1 : BX2);
4998 for (y=BY1; y<=BY2; y++)
4999 DrawScreenField(x, y);
5004 y = (dy == 1 ? BY1 : BY2);
5005 for (x=BX1; x<=BX2; x++)
5006 DrawScreenField(x, y);
5009 redraw_mask |= REDRAW_FIELD;
5012 static void CheckGravityMovement(struct PlayerInfo *player)
5014 if (level.gravity && !player->programmed_action)
5016 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5017 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5019 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5020 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5021 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5022 int jx = player->jx, jy = player->jy;
5023 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5024 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5025 int new_jx = jx + dx, new_jy = jy + dy;
5026 boolean field_under_player_is_free =
5027 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5028 boolean player_is_moving_to_valid_field =
5029 (IN_LEV_FIELD(new_jx, new_jy) &&
5030 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5031 Feld[new_jx][new_jy] == EL_SAND));
5033 if (field_under_player_is_free &&
5034 !player_is_moving_to_valid_field &&
5035 !IS_TUBE(Feld[jx][jy]))
5036 player->programmed_action = MV_DOWN;
5040 boolean MoveFigureOneStep(struct PlayerInfo *player,
5041 int dx, int dy, int real_dx, int real_dy)
5043 int jx = player->jx, jy = player->jy;
5044 int new_jx = jx+dx, new_jy = jy+dy;
5048 if (!player->active || (!dx && !dy))
5049 return MF_NO_ACTION;
5051 player->MovDir = (dx < 0 ? MV_LEFT :
5054 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5056 if (!IN_LEV_FIELD(new_jx, new_jy))
5057 return MF_NO_ACTION;
5059 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5060 return MF_NO_ACTION;
5063 element = MovingOrBlocked2Element(new_jx, new_jy);
5065 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5068 if (DONT_GO_TO(element))
5070 if (element == EL_ACID && dx == 0 && dy == 1)
5073 Feld[jx][jy] = EL_PLAYER_1;
5074 InitMovingField(jx, jy, MV_DOWN);
5075 Store[jx][jy] = EL_ACID;
5076 ContinueMoving(jx, jy);
5080 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5085 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5086 if (can_move != MF_MOVING)
5089 StorePlayer[jx][jy] = 0;
5090 player->last_jx = jx;
5091 player->last_jy = jy;
5092 jx = player->jx = new_jx;
5093 jy = player->jy = new_jy;
5094 StorePlayer[jx][jy] = player->element_nr;
5097 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5099 ScrollFigure(player, SCROLL_INIT);
5104 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5106 int jx = player->jx, jy = player->jy;
5107 int old_jx = jx, old_jy = jy;
5108 int moved = MF_NO_ACTION;
5110 if (!player->active || (!dx && !dy))
5114 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5118 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5119 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5123 /* remove the last programmed player action */
5124 player->programmed_action = 0;
5128 /* should only happen if pre-1.2 tape recordings are played */
5129 /* this is only for backward compatibility */
5131 int original_move_delay_value = player->move_delay_value;
5134 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5138 /* scroll remaining steps with finest movement resolution */
5139 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5141 while (player->MovPos)
5143 ScrollFigure(player, SCROLL_GO_ON);
5144 ScrollScreen(NULL, SCROLL_GO_ON);
5150 player->move_delay_value = original_move_delay_value;
5153 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5155 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5156 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5160 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5161 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5167 if (moved & MF_MOVING && !ScreenMovPos &&
5168 (player == local_player || !options.network))
5170 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5171 int offset = (setup.scroll_delay ? 3 : 0);
5173 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5175 /* actual player has left the screen -- scroll in that direction */
5176 if (jx != old_jx) /* player has moved horizontally */
5177 scroll_x += (jx - old_jx);
5178 else /* player has moved vertically */
5179 scroll_y += (jy - old_jy);
5183 if (jx != old_jx) /* player has moved horizontally */
5185 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5186 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5187 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5189 /* don't scroll over playfield boundaries */
5190 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5191 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5193 /* don't scroll more than one field at a time */
5194 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5196 /* don't scroll against the player's moving direction */
5197 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5198 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5199 scroll_x = old_scroll_x;
5201 else /* player has moved vertically */
5203 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5204 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5205 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5207 /* don't scroll over playfield boundaries */
5208 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5209 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5211 /* don't scroll more than one field at a time */
5212 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5214 /* don't scroll against the player's moving direction */
5215 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5216 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5217 scroll_y = old_scroll_y;
5221 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5223 if (!options.network && !AllPlayersInVisibleScreen())
5225 scroll_x = old_scroll_x;
5226 scroll_y = old_scroll_y;
5230 ScrollScreen(player, SCROLL_INIT);
5231 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5238 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5240 if (!(moved & MF_MOVING) && !player->Pushing)
5245 player->StepFrame = 0;
5247 if (moved & MF_MOVING)
5249 if (old_jx != jx && old_jy == jy)
5250 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5251 else if (old_jx == jx && old_jy != jy)
5252 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5254 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5256 player->last_move_dir = player->MovDir;
5257 player->is_moving = TRUE;
5261 CheckGravityMovement(player);
5264 player->last_move_dir = MV_NO_MOVING;
5266 player->is_moving = FALSE;
5269 TestIfHeroTouchesBadThing(jx, jy);
5271 if (!player->active)
5277 void ScrollFigure(struct PlayerInfo *player, int mode)
5279 int jx = player->jx, jy = player->jy;
5280 int last_jx = player->last_jx, last_jy = player->last_jy;
5281 int move_stepsize = TILEX / player->move_delay_value;
5283 if (!player->active || !player->MovPos)
5286 if (mode == SCROLL_INIT)
5288 player->actual_frame_counter = FrameCounter;
5289 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5291 if (Feld[last_jx][last_jy] == EL_EMPTY)
5292 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5297 else if (!FrameReached(&player->actual_frame_counter, 1))
5300 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5301 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5303 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5304 Feld[last_jx][last_jy] = EL_EMPTY;
5306 /* before DrawPlayer() to draw correct player graphic for this case */
5307 if (player->MovPos == 0)
5308 CheckGravityMovement(player);
5312 if (player->MovPos == 0)
5314 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5316 /* continue with normal speed after quickly moving through gate */
5317 HALVE_PLAYER_SPEED(player);
5319 /* be able to make the next move without delay */
5320 player->move_delay = 0;
5323 player->last_jx = jx;
5324 player->last_jy = jy;
5326 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5327 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5331 if (local_player->friends_still_needed == 0 ||
5332 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5333 player->LevelSolved = player->GameOver = TRUE;
5336 if (tape.single_step && tape.recording && !tape.pausing &&
5337 !player->programmed_action)
5338 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5342 void ScrollScreen(struct PlayerInfo *player, int mode)
5344 static unsigned long screen_frame_counter = 0;
5346 if (mode == SCROLL_INIT)
5348 /* set scrolling step size according to actual player's moving speed */
5349 ScrollStepSize = TILEX / player->move_delay_value;
5351 screen_frame_counter = FrameCounter;
5352 ScreenMovDir = player->MovDir;
5353 ScreenMovPos = player->MovPos;
5354 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5357 else if (!FrameReached(&screen_frame_counter, 1))
5362 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5363 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5364 redraw_mask |= REDRAW_FIELD;
5367 ScreenMovDir = MV_NO_MOVING;
5370 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5372 int i, kill_x = -1, kill_y = -1;
5373 static int test_xy[4][2] =
5380 static int test_dir[4] =
5390 int test_x, test_y, test_move_dir, test_element;
5392 test_x = good_x + test_xy[i][0];
5393 test_y = good_y + test_xy[i][1];
5394 if (!IN_LEV_FIELD(test_x, test_y))
5398 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5401 test_element = Feld[test_x][test_y];
5403 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5406 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5407 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5409 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5410 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5418 if (kill_x != -1 || kill_y != -1)
5420 if (IS_PLAYER(good_x, good_y))
5422 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5424 if (player->shield_deadly_time_left > 0)
5425 Bang(kill_x, kill_y);
5426 else if (!PLAYER_PROTECTED(good_x, good_y))
5430 Bang(good_x, good_y);
5434 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5436 int i, kill_x = -1, kill_y = -1;
5437 int bad_element = Feld[bad_x][bad_y];
5438 static int test_xy[4][2] =
5445 static int test_dir[4] =
5453 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5458 int test_x, test_y, test_move_dir, test_element;
5460 test_x = bad_x + test_xy[i][0];
5461 test_y = bad_y + test_xy[i][1];
5462 if (!IN_LEV_FIELD(test_x, test_y))
5466 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5468 test_element = Feld[test_x][test_y];
5470 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5471 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5473 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5474 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5476 /* good thing is player or penguin that does not move away */
5477 if (IS_PLAYER(test_x, test_y))
5479 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5481 if (bad_element == EL_ROBOT && player->is_moving)
5482 continue; /* robot does not kill player if he is moving */
5488 else if (test_element == EL_PENGUIN)
5497 if (kill_x != -1 || kill_y != -1)
5499 if (IS_PLAYER(kill_x, kill_y))
5501 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5504 int dir = player->MovDir;
5505 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5506 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5508 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5509 newx != bad_x && newy != bad_y)
5510 ; /* robot does not kill player if he is moving */
5512 printf("-> %d\n", player->MovDir);
5514 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5515 newx != bad_x && newy != bad_y)
5516 ; /* robot does not kill player if he is moving */
5521 if (player->shield_deadly_time_left > 0)
5523 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5527 Bang(kill_x, kill_y);
5531 void TestIfHeroTouchesBadThing(int x, int y)
5533 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5536 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5538 TestIfGoodThingHitsBadThing(x, y, move_dir);
5541 void TestIfBadThingTouchesHero(int x, int y)
5543 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5546 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5548 TestIfBadThingHitsGoodThing(x, y, move_dir);
5551 void TestIfFriendTouchesBadThing(int x, int y)
5553 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5556 void TestIfBadThingTouchesFriend(int x, int y)
5558 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5561 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5563 int i, kill_x = bad_x, kill_y = bad_y;
5564 static int xy[4][2] =
5576 x = bad_x + xy[i][0];
5577 y = bad_y + xy[i][1];
5578 if (!IN_LEV_FIELD(x, y))
5581 element = Feld[x][y];
5582 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5583 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5591 if (kill_x != bad_x || kill_y != bad_y)
5595 void KillHero(struct PlayerInfo *player)
5597 int jx = player->jx, jy = player->jy;
5599 if (!player->active)
5602 if (IS_PFORTE(Feld[jx][jy]))
5603 Feld[jx][jy] = EL_EMPTY;
5605 /* deactivate shield (else Bang()/Explode() would not work right) */
5606 player->shield_normal_time_left = 0;
5607 player->shield_deadly_time_left = 0;
5613 static void KillHeroUnlessProtected(int x, int y)
5615 if (!PLAYER_PROTECTED(x, y))
5616 KillHero(PLAYERINFO(x, y));
5619 void BuryHero(struct PlayerInfo *player)
5621 int jx = player->jx, jy = player->jy;
5623 if (!player->active)
5626 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5627 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5629 player->GameOver = TRUE;
5633 void RemoveHero(struct PlayerInfo *player)
5635 int jx = player->jx, jy = player->jy;
5636 int i, found = FALSE;
5638 player->present = FALSE;
5639 player->active = FALSE;
5641 if (!ExplodeField[jx][jy])
5642 StorePlayer[jx][jy] = 0;
5644 for (i=0; i<MAX_PLAYERS; i++)
5645 if (stored_player[i].active)
5649 AllPlayersGone = TRUE;
5655 int DigField(struct PlayerInfo *player,
5656 int x, int y, int real_dx, int real_dy, int mode)
5658 int jx = player->jx, jy = player->jy;
5659 int dx = x - jx, dy = y - jy;
5660 int move_direction = (dx == -1 ? MV_LEFT :
5661 dx == +1 ? MV_RIGHT :
5663 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5666 if (player->MovPos == 0)
5667 player->is_digging = FALSE;
5669 if (player->MovPos == 0)
5670 player->Pushing = FALSE;
5672 if (mode == DF_NO_PUSH)
5674 player->Switching = FALSE;
5675 player->push_delay = 0;
5676 return MF_NO_ACTION;
5679 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5680 return MF_NO_ACTION;
5682 if (IS_TUBE(Feld[jx][jy]))
5685 int tube_leave_directions[][2] =
5687 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5688 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5689 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5690 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5691 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5692 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5693 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5694 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5695 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5696 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5697 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5698 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5701 while (tube_leave_directions[i][0] != Feld[jx][jy])
5704 if (tube_leave_directions[i][0] == -1) /* should not happen */
5708 if (!(tube_leave_directions[i][1] & move_direction))
5709 return MF_NO_ACTION; /* tube has no opening in this direction */
5712 element = Feld[x][y];
5718 case EL_INVISIBLE_SAND:
5719 case EL_INVISIBLE_SAND_ACTIVE:
5722 case EL_SP_BUGGY_BASE:
5723 case EL_SP_BUGGY_BASE_ACTIVATING:
5725 if (mode != DF_SNAP && element == EL_SAND)
5726 GfxElement[x][y] = Feld[x][y];
5729 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5734 case EL_EMERALD_YELLOW:
5735 case EL_EMERALD_RED:
5736 case EL_EMERALD_PURPLE:
5738 case EL_SP_INFOTRON:
5742 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5743 element == EL_PEARL ? 5 :
5744 element == EL_CRYSTAL ? 8 : 1);
5745 if (local_player->gems_still_needed < 0)
5746 local_player->gems_still_needed = 0;
5747 RaiseScoreElement(element);
5748 DrawText(DX_EMERALDS, DY_EMERALDS,
5749 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5750 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5755 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5756 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5760 Feld[x][y] = EL_EMPTY;
5761 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5769 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5771 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5774 case EL_SHIELD_NORMAL:
5776 player->shield_normal_time_left += 10;
5777 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5780 case EL_SHIELD_DEADLY:
5782 player->shield_normal_time_left += 10;
5783 player->shield_deadly_time_left += 10;
5784 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5788 case EL_SP_DISK_RED:
5791 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5792 RaiseScoreElement(EL_DYNAMITE);
5793 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5795 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5798 case EL_DYNABOMB_INCREASE_NUMBER:
5800 player->dynabomb_count++;
5801 player->dynabombs_left++;
5802 RaiseScoreElement(EL_DYNAMITE);
5803 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5806 case EL_DYNABOMB_INCREASE_SIZE:
5808 player->dynabomb_size++;
5809 RaiseScoreElement(EL_DYNAMITE);
5810 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5813 case EL_DYNABOMB_INCREASE_POWER:
5815 player->dynabomb_xl = TRUE;
5816 RaiseScoreElement(EL_DYNAMITE);
5817 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5825 int key_nr = element - EL_KEY_1;
5826 int graphic = el2edimg(element);
5829 player->key[key_nr] = TRUE;
5830 RaiseScoreElement(element);
5831 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5833 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5835 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5844 int key_nr = element - EL_EM_KEY_1;
5845 int graphic = el2edimg(EL_KEY_1 + key_nr);
5848 player->key[key_nr] = TRUE;
5849 RaiseScoreElement(element);
5850 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5852 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5854 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5858 case EL_ROBOT_WHEEL:
5859 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5862 DrawLevelField(x, y);
5863 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5867 case EL_SP_TERMINAL:
5871 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5873 for (yy=0; yy<lev_fieldy; yy++)
5875 for (xx=0; xx<lev_fieldx; xx++)
5877 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5879 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5880 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5888 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
5889 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
5890 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
5891 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
5892 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
5893 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
5894 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
5895 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
5896 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
5897 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
5898 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
5899 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
5900 if (!player->Switching)
5902 player->Switching = TRUE;
5903 ToggleBeltSwitch(x, y);
5904 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
5909 case EL_SWITCHGATE_SWITCH_UP:
5910 case EL_SWITCHGATE_SWITCH_DOWN:
5911 if (!player->Switching)
5913 player->Switching = TRUE;
5914 ToggleSwitchgateSwitch(x, y);
5915 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
5920 case EL_LIGHT_SWITCH:
5921 case EL_LIGHT_SWITCH_ACTIVE:
5922 if (!player->Switching)
5924 player->Switching = TRUE;
5925 ToggleLightSwitch(x, y);
5926 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
5927 SND_LIGHT_SWITCH_ACTIVATING :
5928 SND_LIGHT_SWITCH_DEACTIVATING);
5933 case EL_TIMEGATE_SWITCH:
5934 ActivateTimegateSwitch(x, y);
5935 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
5940 case EL_BALLOON_SWITCH_LEFT:
5941 case EL_BALLOON_SWITCH_RIGHT:
5942 case EL_BALLOON_SWITCH_UP:
5943 case EL_BALLOON_SWITCH_DOWN:
5944 case EL_BALLOON_SWITCH_ANY:
5945 if (element == EL_BALLOON_SWITCH_ANY)
5946 game.balloon_dir = move_direction;
5948 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
5949 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
5950 element == EL_BALLOON_SWITCH_UP ? MV_UP :
5951 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
5953 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
5958 /* the following elements cannot be pushed by "snapping" */
5961 case EL_DX_SUPABOMB:
5963 case EL_TIME_ORB_EMPTY:
5965 case EL_SP_DISK_ORANGE:
5967 if (mode == DF_SNAP)
5968 return MF_NO_ACTION;
5970 /* no "break" -- fall through to next case */
5972 /* the following elements can be pushed by "snapping" */
5975 return MF_NO_ACTION;
5977 player->Pushing = TRUE;
5979 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5980 return MF_NO_ACTION;
5984 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5985 return MF_NO_ACTION;
5988 if (player->push_delay == 0)
5989 player->push_delay = FrameCounter;
5991 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5993 element != EL_SPRING)
5994 return MF_NO_ACTION;
5996 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5997 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
5998 element != EL_SPRING)
5999 return MF_NO_ACTION;
6002 if (mode == DF_SNAP)
6004 InitMovingField(x, y, move_direction);
6005 ContinueMoving(x, y);
6010 Feld[x + dx][y + dy] = element;
6013 if (element == EL_SPRING)
6015 Feld[x + dx][y + dy] = EL_SPRING;
6016 MovDir[x + dx][y + dy] = move_direction;
6019 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6021 DrawLevelField(x + dx, y + dy);
6022 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6029 if (!player->key[element - EL_GATE_1])
6030 return MF_NO_ACTION;
6033 case EL_GATE_1_GRAY:
6034 case EL_GATE_2_GRAY:
6035 case EL_GATE_3_GRAY:
6036 case EL_GATE_4_GRAY:
6037 if (!player->key[element - EL_GATE_1_GRAY])
6038 return MF_NO_ACTION;
6045 if (!player->key[element - EL_EM_GATE_1])
6046 return MF_NO_ACTION;
6047 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6048 return MF_NO_ACTION;
6050 /* automatically move to the next field with double speed */
6051 player->programmed_action = move_direction;
6052 DOUBLE_PLAYER_SPEED(player);
6054 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6057 case EL_EM_GATE_1_GRAY:
6058 case EL_EM_GATE_2_GRAY:
6059 case EL_EM_GATE_3_GRAY:
6060 case EL_EM_GATE_4_GRAY:
6061 if (!player->key[element - EL_EM_GATE_1_GRAY])
6062 return MF_NO_ACTION;
6063 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6064 return MF_NO_ACTION;
6066 /* automatically move to the next field with double speed */
6067 player->programmed_action = move_direction;
6068 DOUBLE_PLAYER_SPEED(player);
6071 PlaySoundLevelAction(x, y, ACTION_PASSING);
6073 PlaySoundLevel(x, y, SND_GATE_PASSING);
6077 case EL_SWITCHGATE_OPEN:
6078 case EL_TIMEGATE_OPEN:
6079 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6080 return MF_NO_ACTION;
6082 /* automatically move to the next field with double speed */
6083 player->programmed_action = move_direction;
6084 DOUBLE_PLAYER_SPEED(player);
6086 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6089 case EL_SP_PORT_LEFT:
6090 case EL_SP_GRAVITY_PORT_LEFT:
6091 case EL_SP_PORT_RIGHT:
6092 case EL_SP_GRAVITY_PORT_RIGHT:
6094 case EL_SP_GRAVITY_PORT_UP:
6095 case EL_SP_PORT_DOWN:
6096 case EL_SP_GRAVITY_PORT_DOWN:
6097 case EL_SP_PORT_HORIZONTAL:
6098 case EL_SP_PORT_VERTICAL:
6099 case EL_SP_PORT_ANY:
6101 element != EL_SP_PORT_LEFT &&
6102 element != EL_SP_GRAVITY_PORT_LEFT &&
6103 element != EL_SP_PORT_HORIZONTAL &&
6104 element != EL_SP_PORT_ANY) ||
6106 element != EL_SP_PORT_RIGHT &&
6107 element != EL_SP_GRAVITY_PORT_RIGHT &&
6108 element != EL_SP_PORT_HORIZONTAL &&
6109 element != EL_SP_PORT_ANY) ||
6111 element != EL_SP_PORT_UP &&
6112 element != EL_SP_GRAVITY_PORT_UP &&
6113 element != EL_SP_PORT_VERTICAL &&
6114 element != EL_SP_PORT_ANY) ||
6116 element != EL_SP_PORT_DOWN &&
6117 element != EL_SP_GRAVITY_PORT_DOWN &&
6118 element != EL_SP_PORT_VERTICAL &&
6119 element != EL_SP_PORT_ANY) ||
6120 !IN_LEV_FIELD(x + dx, y + dy) ||
6121 !IS_FREE(x + dx, y + dy))
6122 return MF_NO_ACTION;
6124 /* automatically move to the next field with double speed */
6125 player->programmed_action = move_direction;
6126 DOUBLE_PLAYER_SPEED(player);
6128 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6132 case EL_TUBE_VERTICAL:
6133 case EL_TUBE_HORIZONTAL:
6134 case EL_TUBE_VERTICAL_LEFT:
6135 case EL_TUBE_VERTICAL_RIGHT:
6136 case EL_TUBE_HORIZONTAL_UP:
6137 case EL_TUBE_HORIZONTAL_DOWN:
6138 case EL_TUBE_LEFT_UP:
6139 case EL_TUBE_LEFT_DOWN:
6140 case EL_TUBE_RIGHT_UP:
6141 case EL_TUBE_RIGHT_DOWN:
6144 int tube_enter_directions[][2] =
6146 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6147 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6148 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6149 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6150 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6151 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6152 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6153 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6154 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6155 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6156 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6157 { -1, MV_NO_MOVING }
6160 while (tube_enter_directions[i][0] != element)
6163 if (tube_enter_directions[i][0] == -1) /* should not happen */
6167 if (!(tube_enter_directions[i][1] & move_direction))
6168 return MF_NO_ACTION; /* tube has no opening in this direction */
6170 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6174 case EL_EXIT_CLOSED:
6175 case EL_SP_EXIT_CLOSED:
6176 case EL_EXIT_OPENING:
6177 return MF_NO_ACTION;
6181 case EL_SP_EXIT_OPEN:
6182 if (mode == DF_SNAP)
6183 return MF_NO_ACTION;
6185 if (element == EL_EXIT_OPEN)
6186 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6188 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6193 Feld[x][y] = EL_LAMP_ACTIVE;
6194 local_player->lights_still_needed--;
6195 DrawLevelField(x, y);
6196 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6200 case EL_TIME_ORB_FULL:
6201 Feld[x][y] = EL_TIME_ORB_EMPTY;
6203 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6204 DrawLevelField(x, y);
6205 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6209 case EL_SOKOBAN_FIELD_EMPTY:
6212 case EL_SOKOBAN_OBJECT:
6213 case EL_SOKOBAN_FIELD_FULL:
6215 case EL_SP_DISK_YELLOW:
6217 if (mode == DF_SNAP)
6218 return MF_NO_ACTION;
6220 player->Pushing = TRUE;
6222 if (!IN_LEV_FIELD(x+dx, y+dy)
6223 || (!IS_FREE(x+dx, y+dy)
6224 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6225 || !IS_SB_ELEMENT(element))))
6226 return MF_NO_ACTION;
6230 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6231 return MF_NO_ACTION;
6233 else if (dy && real_dx)
6235 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6236 return MF_NO_ACTION;
6239 if (player->push_delay == 0)
6240 player->push_delay = FrameCounter;
6242 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6243 !tape.playing && element != EL_BALLOON)
6244 return MF_NO_ACTION;
6246 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6247 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6248 element != EL_BALLOON)
6249 return MF_NO_ACTION;
6252 if (IS_SB_ELEMENT(element))
6254 if (element == EL_SOKOBAN_FIELD_FULL)
6256 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6257 local_player->sokobanfields_still_needed++;
6262 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6264 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6265 local_player->sokobanfields_still_needed--;
6266 if (element == EL_SOKOBAN_OBJECT)
6268 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6270 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6274 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6276 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6281 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6282 if (element == EL_SOKOBAN_FIELD_FULL)
6284 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6286 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6290 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6292 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6299 Feld[x+dx][y+dy] = element;
6300 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6303 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6305 DrawLevelField(x, y);
6306 DrawLevelField(x + dx, y + dy);
6308 if (IS_SB_ELEMENT(element) &&
6309 local_player->sokobanfields_still_needed == 0 &&
6310 game.emulation == EMU_SOKOBAN)
6312 player->LevelSolved = player->GameOver = TRUE;
6313 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6324 if (IS_PUSHABLE(element))
6326 if (mode == DF_SNAP)
6327 return MF_NO_ACTION;
6329 if (CAN_FALL(element) && dy)
6330 return MF_NO_ACTION;
6332 player->Pushing = TRUE;
6334 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6335 return MF_NO_ACTION;
6339 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6340 return MF_NO_ACTION;
6342 else if (dy && real_dx)
6344 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6345 return MF_NO_ACTION;
6348 if (player->push_delay == 0)
6349 player->push_delay = FrameCounter;
6351 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6352 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6353 return MF_NO_ACTION;
6356 Feld[x + dx][y + dy] = element;
6358 player->push_delay_value = 2 + RND(8);
6360 DrawLevelField(x + dx, y + dy);
6361 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6366 return MF_NO_ACTION;
6369 player->push_delay = 0;
6371 if (Feld[x][y] != element) /* really digged something */
6372 player->is_digging = TRUE;
6377 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6379 int jx = player->jx, jy = player->jy;
6380 int x = jx + dx, y = jy + dy;
6382 if (!player->active || !IN_LEV_FIELD(x, y))
6390 if (player->MovPos == 0)
6391 player->Pushing = FALSE;
6393 player->snapped = FALSE;
6395 if (player->MovPos == 0)
6396 player->is_digging = FALSE;
6401 if (player->snapped)
6404 player->MovDir = (dx < 0 ? MV_LEFT :
6407 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6409 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6412 player->snapped = TRUE;
6413 player->is_digging = FALSE;
6414 DrawLevelField(x, y);
6420 boolean PlaceBomb(struct PlayerInfo *player)
6422 int jx = player->jx, jy = player->jy;
6425 if (!player->active || player->MovPos)
6428 element = Feld[jx][jy];
6430 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6431 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6434 if (element != EL_EMPTY)
6435 Store[jx][jy] = element;
6437 MovDelay[jx][jy] = 96;
6439 ResetGfxAnimation(jx, jy);
6440 ResetRandomAnimationValue(jx, jy);
6442 if (player->dynamite)
6444 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6445 EL_DYNAMITE_ACTIVE);
6448 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6450 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6453 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6455 if (game.emulation == EMU_SUPAPLEX)
6456 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6458 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6462 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6467 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6468 player->dynabombs_left--;
6470 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6471 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6473 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6479 /* ------------------------------------------------------------------------- */
6480 /* game sound playing functions */
6481 /* ------------------------------------------------------------------------- */
6483 static int *loop_sound_frame = NULL;
6484 static int *loop_sound_volume = NULL;
6486 void InitPlaySoundLevel()
6488 int num_sounds = getSoundListSize();
6490 if (loop_sound_frame != NULL)
6491 free(loop_sound_frame);
6493 if (loop_sound_volume != NULL)
6494 free(loop_sound_volume);
6496 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6497 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6500 static void PlaySoundLevel(int x, int y, int nr)
6502 int sx = SCREENX(x), sy = SCREENY(y);
6503 int volume, stereo_position;
6504 int max_distance = 8;
6505 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6507 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6508 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6511 if (!IN_LEV_FIELD(x, y) ||
6512 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6513 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6516 volume = SOUND_MAX_VOLUME;
6518 if (!IN_SCR_FIELD(sx, sy))
6520 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6521 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6523 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6526 stereo_position = (SOUND_MAX_LEFT +
6527 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6528 (SCR_FIELDX + 2 * max_distance));
6530 if (IS_LOOP_SOUND(nr))
6532 /* This assures that quieter loop sounds do not overwrite louder ones,
6533 while restarting sound volume comparison with each new game frame. */
6535 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6538 loop_sound_volume[nr] = volume;
6539 loop_sound_frame[nr] = FrameCounter;
6542 PlaySoundExt(nr, volume, stereo_position, type);
6545 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6547 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6548 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6549 y < LEVELY(BY1) ? LEVELY(BY1) :
6550 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6554 static void PlaySoundLevelAction(int x, int y, int action)
6556 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6559 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6561 int sound_effect = element_info[element].sound[action];
6563 if (sound_effect != SND_UNDEFINED)
6564 PlaySoundLevel(x, y, sound_effect);
6567 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6569 int sound_effect = element_info[Feld[x][y]].sound[action];
6571 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6572 PlaySoundLevel(x, y, sound_effect);
6575 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6577 int sound_effect = element_info[Feld[x][y]].sound[action];
6579 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6580 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6583 void RaiseScore(int value)
6585 local_player->score += value;
6586 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6589 void RaiseScoreElement(int element)
6595 case EL_EMERALD_YELLOW:
6596 case EL_EMERALD_RED:
6597 case EL_EMERALD_PURPLE:
6598 RaiseScore(level.score[SC_EDELSTEIN]);
6601 RaiseScore(level.score[SC_DIAMANT]);
6604 case EL_BD_BUTTERFLY:
6605 RaiseScore(level.score[SC_KAEFER]);
6609 RaiseScore(level.score[SC_FLIEGER]);
6612 case EL_DARK_YAMYAM:
6613 RaiseScore(level.score[SC_MAMPFER]);
6616 RaiseScore(level.score[SC_ROBOT]);
6619 RaiseScore(level.score[SC_PACMAN]);
6622 RaiseScore(level.score[SC_KOKOSNUSS]);
6625 RaiseScore(level.score[SC_DYNAMIT]);
6631 RaiseScore(level.score[SC_SCHLUESSEL]);
6638 void RequestQuitGame(boolean ask_if_really_quit)
6640 if (AllPlayersGone ||
6641 !ask_if_really_quit ||
6642 level_editor_test_game ||
6643 Request("Do you really want to quit the game ?",
6644 REQ_ASK | REQ_STAY_CLOSED))
6646 #if defined(PLATFORM_UNIX)
6647 if (options.network)
6648 SendToServer_StopPlaying();
6652 game_status = MAINMENU;
6658 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6663 /* ---------- new game button stuff ---------------------------------------- */
6665 /* graphic position values for game buttons */
6666 #define GAME_BUTTON_XSIZE 30
6667 #define GAME_BUTTON_YSIZE 30
6668 #define GAME_BUTTON_XPOS 5
6669 #define GAME_BUTTON_YPOS 215
6670 #define SOUND_BUTTON_XPOS 5
6671 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6673 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6674 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6675 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6676 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6677 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6678 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6685 } gamebutton_info[NUM_GAME_BUTTONS] =
6688 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6693 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6698 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6703 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6704 SOUND_CTRL_ID_MUSIC,
6705 "background music on/off"
6708 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6709 SOUND_CTRL_ID_LOOPS,
6710 "sound loops on/off"
6713 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6714 SOUND_CTRL_ID_SIMPLE,
6715 "normal sounds on/off"
6719 void CreateGameButtons()
6723 for (i=0; i<NUM_GAME_BUTTONS; i++)
6725 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6726 struct GadgetInfo *gi;
6729 unsigned long event_mask;
6730 int gd_xoffset, gd_yoffset;
6731 int gd_x1, gd_x2, gd_y1, gd_y2;
6734 gd_xoffset = gamebutton_info[i].x;
6735 gd_yoffset = gamebutton_info[i].y;
6736 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6737 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6739 if (id == GAME_CTRL_ID_STOP ||
6740 id == GAME_CTRL_ID_PAUSE ||
6741 id == GAME_CTRL_ID_PLAY)
6743 button_type = GD_TYPE_NORMAL_BUTTON;
6745 event_mask = GD_EVENT_RELEASED;
6746 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6747 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6751 button_type = GD_TYPE_CHECK_BUTTON;
6753 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6754 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6755 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6756 event_mask = GD_EVENT_PRESSED;
6757 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6758 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6761 gi = CreateGadget(GDI_CUSTOM_ID, id,
6762 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6763 GDI_X, DX + gd_xoffset,
6764 GDI_Y, DY + gd_yoffset,
6765 GDI_WIDTH, GAME_BUTTON_XSIZE,
6766 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6767 GDI_TYPE, button_type,
6768 GDI_STATE, GD_BUTTON_UNPRESSED,
6769 GDI_CHECKED, checked,
6770 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6771 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6772 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6773 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6774 GDI_EVENT_MASK, event_mask,
6775 GDI_CALLBACK_ACTION, HandleGameButtons,
6779 Error(ERR_EXIT, "cannot create gadget");
6781 game_gadget[id] = gi;
6785 void FreeGameButtons()
6789 for (i=0; i<NUM_GAME_BUTTONS; i++)
6790 FreeGadget(game_gadget[i]);
6793 static void MapGameButtons()
6797 for (i=0; i<NUM_GAME_BUTTONS; i++)
6798 MapGadget(game_gadget[i]);
6801 void UnmapGameButtons()
6805 for (i=0; i<NUM_GAME_BUTTONS; i++)
6806 UnmapGadget(game_gadget[i]);
6809 static void HandleGameButtons(struct GadgetInfo *gi)
6811 int id = gi->custom_id;
6813 if (game_status != PLAYING)
6818 case GAME_CTRL_ID_STOP:
6819 RequestQuitGame(TRUE);
6822 case GAME_CTRL_ID_PAUSE:
6823 if (options.network)
6825 #if defined(PLATFORM_UNIX)
6827 SendToServer_ContinuePlaying();
6829 SendToServer_PausePlaying();
6833 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6836 case GAME_CTRL_ID_PLAY:
6839 #if defined(PLATFORM_UNIX)
6840 if (options.network)
6841 SendToServer_ContinuePlaying();
6845 tape.pausing = FALSE;
6846 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6851 case SOUND_CTRL_ID_MUSIC:
6852 if (setup.sound_music)
6854 setup.sound_music = FALSE;
6857 else if (audio.music_available)
6859 setup.sound = setup.sound_music = TRUE;
6860 PlayMusic(level_nr);
6864 case SOUND_CTRL_ID_LOOPS:
6865 if (setup.sound_loops)
6866 setup.sound_loops = FALSE;
6867 else if (audio.loops_available)
6868 setup.sound = setup.sound_loops = TRUE;
6871 case SOUND_CTRL_ID_SIMPLE:
6872 if (setup.sound_simple)
6873 setup.sound_simple = FALSE;
6874 else if (audio.sound_available)
6875 setup.sound = setup.sound_simple = TRUE;