1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
116 static void PlaySoundLevelActionIfLoop(int, int, int);
117 static void StopSoundLevelActionIfLoop(int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT_4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
281 stored_player[0].use_murphy_graphic = TRUE;
284 Feld[x][y] = EL_PLAYER_1;
293 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
294 int jx = player->jx, jy = player->jy;
296 player->present = TRUE;
298 if (!options.network || player->connected)
300 player->active = TRUE;
302 /* remove potentially duplicate players */
303 if (StorePlayer[jx][jy] == Feld[x][y])
304 StorePlayer[jx][jy] = 0;
306 StorePlayer[x][y] = Feld[x][y];
310 printf("Player %d activated.\n", player->element_nr);
311 printf("[Local player is %d and currently %s.]\n",
312 local_player->element_nr,
313 local_player->active ? "active" : "not active");
317 Feld[x][y] = EL_EMPTY;
318 player->jx = player->last_jx = x;
319 player->jy = player->last_jy = y;
324 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
325 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
326 else if (x > 0 && Feld[x-1][y] == EL_ACID)
327 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
329 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
330 else if (y > 0 && Feld[x][y-1] == EL_ACID)
331 Feld[x][y] = EL_ACID_POOL_BOTTOM;
332 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
333 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
341 case EL_SPACESHIP_RIGHT:
342 case EL_SPACESHIP_UP:
343 case EL_SPACESHIP_LEFT:
344 case EL_SPACESHIP_DOWN:
346 case EL_BD_BUTTERFLY_RIGHT:
347 case EL_BD_BUTTERFLY_UP:
348 case EL_BD_BUTTERFLY_LEFT:
349 case EL_BD_BUTTERFLY_DOWN:
350 case EL_BD_BUTTERFLY:
351 case EL_BD_FIREFLY_RIGHT:
352 case EL_BD_FIREFLY_UP:
353 case EL_BD_FIREFLY_LEFT:
354 case EL_BD_FIREFLY_DOWN:
356 case EL_PACMAN_RIGHT:
380 if (y == lev_fieldy - 1)
382 Feld[x][y] = EL_AMOEBA_GROWING;
383 Store[x][y] = EL_AMOEBA_WET;
387 case EL_DYNAMITE_ACTIVE:
392 local_player->lights_still_needed++;
395 case EL_SOKOBAN_FIELD_EMPTY:
396 local_player->sokobanfields_still_needed++;
400 local_player->friends_still_needed++;
405 MovDir[x][y] = 1 << RND(4);
409 Feld[x][y] = EL_EMPTY;
412 case EL_EM_KEY_1_FILE:
413 Feld[x][y] = EL_EM_KEY_1;
415 case EL_EM_KEY_2_FILE:
416 Feld[x][y] = EL_EM_KEY_2;
418 case EL_EM_KEY_3_FILE:
419 Feld[x][y] = EL_EM_KEY_3;
421 case EL_EM_KEY_4_FILE:
422 Feld[x][y] = EL_EM_KEY_4;
425 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
431 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
432 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
433 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
434 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
435 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
436 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
439 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
440 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
441 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
443 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
445 game.belt_dir[belt_nr] = belt_dir;
446 game.belt_dir_nr[belt_nr] = belt_dir_nr;
448 else /* more than one switch -- set it like the first switch */
450 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
455 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
457 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
460 case EL_LIGHT_SWITCH_ACTIVE:
462 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
470 void DrawGameDoorValues()
474 for (i=0; i<MAX_PLAYERS; i++)
476 if (stored_player[i].key[j])
477 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
478 el2edimg(EL_KEY_1 + j));
480 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
481 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
482 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
483 int2str(local_player->dynamite, 3), FONT_TEXT_2);
484 DrawText(DX + XX_SCORE, DY + YY_SCORE,
485 int2str(local_player->score, 5), FONT_TEXT_2);
486 DrawText(DX + XX_TIME, DY + YY_TIME,
487 int2str(TimeLeft, 3), FONT_TEXT_2);
492 =============================================================================
494 -----------------------------------------------------------------------------
495 initialize game engine due to level / tape version number
496 =============================================================================
499 static void InitGameEngine()
503 game.engine_version = (tape.playing ? tape.engine_version :
507 printf("level %d: level version == %06d\n", level_nr, level.game_version);
508 printf(" tape version == %06d [%s] [file: %06d]\n",
509 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
511 printf(" => game.engine_version == %06d\n", game.engine_version);
514 /* dynamically adjust player properties according to game engine version */
515 game.initial_move_delay =
516 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
517 INITIAL_MOVE_DELAY_OFF);
519 /* dynamically adjust player properties according to level information */
520 game.initial_move_delay_value =
521 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
523 /* dynamically adjust element properties according to game engine version */
525 static int ep_em_slippery_wall[] =
530 EL_EXPANDABLE_WALL_HORIZONTAL,
531 EL_EXPANDABLE_WALL_VERTICAL,
532 EL_EXPANDABLE_WALL_ANY
534 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
536 for (i=0; i<ep_em_slippery_wall_num; i++)
538 if (level.em_slippery_gems) /* special EM style gems behaviour */
539 Properties2[ep_em_slippery_wall[i]] |=
540 EP_BIT_EM_SLIPPERY_WALL;
542 Properties2[ep_em_slippery_wall[i]] &=
543 ~EP_BIT_EM_SLIPPERY_WALL;
546 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
547 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
548 Properties2[EL_EXPANDABLE_WALL_GROWING] |= EP_BIT_EM_SLIPPERY_WALL;
550 Properties2[EL_EXPANDABLE_WALL_GROWING] &=~EP_BIT_EM_SLIPPERY_WALL;
553 /* initialize changing elements information */
554 for (i=0; i<MAX_NUM_ELEMENTS; i++)
556 changing_element[i].base_element = EL_UNDEFINED;
557 changing_element[i].next_element = EL_UNDEFINED;
558 changing_element[i].change_delay = -1;
559 changing_element[i].pre_change_function = NULL;
560 changing_element[i].change_function = NULL;
561 changing_element[i].post_change_function = NULL;
565 while (changing_element_list[i].base_element != EL_UNDEFINED)
567 struct ChangingElementInfo *ce = &changing_element_list[i];
568 int element = ce->base_element;
570 changing_element[element].base_element = ce->base_element;
571 changing_element[element].next_element = ce->next_element;
572 changing_element[element].change_delay = ce->change_delay;
573 changing_element[element].pre_change_function = ce->pre_change_function;
574 changing_element[element].change_function = ce->change_function;
575 changing_element[element].post_change_function = ce->post_change_function;
583 =============================================================================
585 -----------------------------------------------------------------------------
586 initialize and start new game
587 =============================================================================
592 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
593 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
594 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
601 #if USE_NEW_AMOEBA_CODE
602 printf("Using new amoeba code.\n");
604 printf("Using old amoeba code.\n");
609 /* don't play tapes over network */
610 network_playing = (options.network && !tape.playing);
612 for (i=0; i<MAX_PLAYERS; i++)
614 struct PlayerInfo *player = &stored_player[i];
616 player->index_nr = i;
617 player->element_nr = EL_PLAYER_1 + i;
619 player->present = FALSE;
620 player->active = FALSE;
623 player->effective_action = 0;
624 player->programmed_action = 0;
627 player->gems_still_needed = level.gems_needed;
628 player->sokobanfields_still_needed = 0;
629 player->lights_still_needed = 0;
630 player->friends_still_needed = 0;
633 player->key[j] = FALSE;
635 player->dynamite = 0;
636 player->dynabomb_count = 0;
637 player->dynabomb_size = 1;
638 player->dynabombs_left = 0;
639 player->dynabomb_xl = FALSE;
641 player->MovDir = MV_NO_MOVING;
643 player->Pushing = FALSE;
644 player->Switching = FALSE;
646 player->GfxDir = MV_NO_MOVING;
647 player->GfxAction = ACTION_DEFAULT;
649 player->StepFrame = 0;
651 player->use_murphy_graphic = FALSE;
652 player->use_disk_red_graphic = FALSE;
654 player->actual_frame_counter = 0;
656 player->last_move_dir = MV_NO_MOVING;
657 player->is_moving = FALSE;
659 player->is_moving = FALSE;
660 player->is_waiting = FALSE;
661 player->is_digging = FALSE;
662 player->is_collecting = FALSE;
664 player->move_delay = game.initial_move_delay;
665 player->move_delay_value = game.initial_move_delay_value;
667 player->push_delay = 0;
668 player->push_delay_value = 5;
670 player->snapped = FALSE;
672 player->last_jx = player->last_jy = 0;
673 player->jx = player->jy = 0;
675 player->shield_normal_time_left = 0;
676 player->shield_deadly_time_left = 0;
678 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
679 SnapField(player, 0, 0);
681 player->LevelSolved = FALSE;
682 player->GameOver = FALSE;
685 network_player_action_received = FALSE;
687 #if defined(PLATFORM_UNIX)
688 /* initial null action */
690 SendToServer_MovePlayer(MV_NO_MOVING);
698 TimeLeft = level.time;
700 ScreenMovDir = MV_NO_MOVING;
704 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
706 AllPlayersGone = FALSE;
708 game.yam_content_nr = 0;
709 game.magic_wall_active = FALSE;
710 game.magic_wall_time_left = 0;
711 game.light_time_left = 0;
712 game.timegate_time_left = 0;
713 game.switchgate_pos = 0;
714 game.balloon_dir = MV_NO_MOVING;
715 game.explosions_delayed = TRUE;
719 game.belt_dir[i] = MV_NO_MOVING;
720 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
723 for (i=0; i<MAX_NUM_AMOEBA; i++)
724 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
726 for (x=0; x<lev_fieldx; x++)
728 for (y=0; y<lev_fieldy; y++)
730 Feld[x][y] = Ur[x][y];
731 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
732 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
734 JustStopped[x][y] = 0;
736 ExplodePhase[x][y] = 0;
737 ExplodeField[x][y] = EX_NO_EXPLOSION;
740 GfxAction[x][y] = ACTION_DEFAULT;
741 GfxRandom[x][y] = INIT_GFX_RANDOM();
742 GfxElement[x][y] = EL_UNDEFINED;
746 for(y=0; y<lev_fieldy; y++)
748 for(x=0; x<lev_fieldx; x++)
750 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
752 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
754 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
757 InitField(x, y, TRUE);
763 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
764 emulate_sb ? EMU_SOKOBAN :
765 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
767 /* correct non-moving belts to start moving left */
769 if (game.belt_dir[i] == MV_NO_MOVING)
770 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
772 /* check if any connected player was not found in playfield */
773 for (i=0; i<MAX_PLAYERS; i++)
775 struct PlayerInfo *player = &stored_player[i];
777 if (player->connected && !player->present)
779 for (j=0; j<MAX_PLAYERS; j++)
781 struct PlayerInfo *some_player = &stored_player[j];
782 int jx = some_player->jx, jy = some_player->jy;
784 /* assign first free player found that is present in the playfield */
785 if (some_player->present && !some_player->connected)
787 player->present = TRUE;
788 player->active = TRUE;
789 some_player->present = FALSE;
791 StorePlayer[jx][jy] = player->element_nr;
792 player->jx = player->last_jx = jx;
793 player->jy = player->last_jy = jy;
803 /* when playing a tape, eliminate all players who do not participate */
805 for (i=0; i<MAX_PLAYERS; i++)
807 if (stored_player[i].active && !tape.player_participates[i])
809 struct PlayerInfo *player = &stored_player[i];
810 int jx = player->jx, jy = player->jy;
812 player->active = FALSE;
813 StorePlayer[jx][jy] = 0;
814 Feld[jx][jy] = EL_EMPTY;
818 else if (!options.network && !setup.team_mode) /* && !tape.playing */
820 /* when in single player mode, eliminate all but the first active player */
822 for (i=0; i<MAX_PLAYERS; i++)
824 if (stored_player[i].active)
826 for (j=i+1; j<MAX_PLAYERS; j++)
828 if (stored_player[j].active)
830 struct PlayerInfo *player = &stored_player[j];
831 int jx = player->jx, jy = player->jy;
833 player->active = FALSE;
834 StorePlayer[jx][jy] = 0;
835 Feld[jx][jy] = EL_EMPTY;
842 /* when recording the game, store which players take part in the game */
845 for (i=0; i<MAX_PLAYERS; i++)
846 if (stored_player[i].active)
847 tape.player_participates[i] = TRUE;
852 for (i=0; i<MAX_PLAYERS; i++)
854 struct PlayerInfo *player = &stored_player[i];
856 printf("Player %d: present == %d, connected == %d, active == %d.\n",
861 if (local_player == player)
862 printf("Player %d is local player.\n", i+1);
866 if (BorderElement == EL_EMPTY)
869 SBX_Right = lev_fieldx - SCR_FIELDX;
871 SBY_Lower = lev_fieldy - SCR_FIELDY;
876 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
878 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
881 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
882 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
884 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
885 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
888 scroll_y = SBY_Upper;
889 if (local_player->jx >= SBX_Left + MIDPOSX)
890 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
891 local_player->jx - MIDPOSX :
893 if (local_player->jy >= SBY_Upper + MIDPOSY)
894 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
895 local_player->jy - MIDPOSY :
898 CloseDoor(DOOR_CLOSE_1);
903 /* after drawing the level, correct some elements */
904 if (game.timegate_time_left == 0)
905 CloseAllOpenTimegates();
907 if (setup.soft_scrolling)
908 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
910 redraw_mask |= REDRAW_FROM_BACKBUFFER;
913 /* copy default game door content to main double buffer */
914 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
915 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
918 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
921 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
922 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
923 BlitBitmap(drawto, drawto,
924 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
925 getFontWidth(FONT_LEVEL_NUMBER) * 3,
926 getFontHeight(FONT_LEVEL_NUMBER) - 1,
927 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
930 DrawGameDoorValues();
934 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
935 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
936 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
940 /* copy actual game door content to door double buffer for OpenDoor() */
941 BlitBitmap(drawto, bitmap_db_door,
942 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
944 OpenDoor(DOOR_OPEN_ALL);
946 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
947 if (setup.sound_music)
950 KeyboardAutoRepeatOff();
955 printf("Player %d %sactive.\n",
956 i + 1, (stored_player[i].active ? "" : "not "));
960 void InitMovDir(int x, int y)
962 int i, element = Feld[x][y];
963 static int xy[4][2] =
970 static int direction[3][4] =
972 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
973 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
974 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
984 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
987 case EL_SPACESHIP_RIGHT:
988 case EL_SPACESHIP_UP:
989 case EL_SPACESHIP_LEFT:
990 case EL_SPACESHIP_DOWN:
991 Feld[x][y] = EL_SPACESHIP;
992 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
995 case EL_BD_BUTTERFLY_RIGHT:
996 case EL_BD_BUTTERFLY_UP:
997 case EL_BD_BUTTERFLY_LEFT:
998 case EL_BD_BUTTERFLY_DOWN:
999 Feld[x][y] = EL_BD_BUTTERFLY;
1000 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1003 case EL_BD_FIREFLY_RIGHT:
1004 case EL_BD_FIREFLY_UP:
1005 case EL_BD_FIREFLY_LEFT:
1006 case EL_BD_FIREFLY_DOWN:
1007 Feld[x][y] = EL_BD_FIREFLY;
1008 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1011 case EL_PACMAN_RIGHT:
1013 case EL_PACMAN_LEFT:
1014 case EL_PACMAN_DOWN:
1015 Feld[x][y] = EL_PACMAN;
1016 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1019 case EL_SP_SNIKSNAK:
1020 MovDir[x][y] = MV_UP;
1023 case EL_SP_ELECTRON:
1024 MovDir[x][y] = MV_LEFT;
1031 Feld[x][y] = EL_MOLE;
1032 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1036 MovDir[x][y] = 1 << RND(4);
1037 if (element != EL_BUG &&
1038 element != EL_SPACESHIP &&
1039 element != EL_BD_BUTTERFLY &&
1040 element != EL_BD_FIREFLY)
1045 int x1 = x + xy[i][0];
1046 int y1 = y + xy[i][1];
1048 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1050 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1052 MovDir[x][y] = direction[0][i];
1055 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1056 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1058 MovDir[x][y] = direction[1][i];
1067 void InitAmoebaNr(int x, int y)
1070 int group_nr = AmoebeNachbarNr(x, y);
1074 for (i=1; i<MAX_NUM_AMOEBA; i++)
1076 if (AmoebaCnt[i] == 0)
1084 AmoebaNr[x][y] = group_nr;
1085 AmoebaCnt[group_nr]++;
1086 AmoebaCnt2[group_nr]++;
1092 boolean raise_level = FALSE;
1094 if (local_player->MovPos)
1097 if (tape.playing && tape.auto_play)
1098 tape.auto_play_level_solved = TRUE;
1100 local_player->LevelSolved = FALSE;
1102 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1106 if (!tape.playing && setup.sound_loops)
1107 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1108 SND_CTRL_PLAY_LOOP);
1110 while (TimeLeft > 0)
1112 if (!tape.playing && !setup.sound_loops)
1113 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1114 if (TimeLeft > 0 && !(TimeLeft % 10))
1115 RaiseScore(level.score[SC_ZEITBONUS]);
1116 if (TimeLeft > 100 && !(TimeLeft % 10))
1120 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1127 if (!tape.playing && setup.sound_loops)
1128 StopSound(SND_GAME_LEVELTIME_BONUS);
1130 else if (level.time == 0) /* level without time limit */
1132 if (!tape.playing && setup.sound_loops)
1133 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1134 SND_CTRL_PLAY_LOOP);
1136 while (TimePlayed < 999)
1138 if (!tape.playing && !setup.sound_loops)
1139 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1140 if (TimePlayed < 999 && !(TimePlayed % 10))
1141 RaiseScore(level.score[SC_ZEITBONUS]);
1142 if (TimePlayed < 900 && !(TimePlayed % 10))
1146 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1153 if (!tape.playing && setup.sound_loops)
1154 StopSound(SND_GAME_LEVELTIME_BONUS);
1157 /* Hero disappears */
1158 DrawLevelField(ExitX, ExitY);
1164 CloseDoor(DOOR_CLOSE_1);
1169 SaveTape(tape.level_nr); /* Ask to save tape */
1172 if (level_nr == leveldir_current->handicap_level)
1174 leveldir_current->handicap_level++;
1175 SaveLevelSetup_SeriesInfo();
1178 if (level_editor_test_game)
1179 local_player->score = -1; /* no highscore when playing from editor */
1180 else if (level_nr < leveldir_current->last_level)
1181 raise_level = TRUE; /* advance to next level */
1183 if ((hi_pos = NewHiScore()) >= 0)
1185 game_status = HALLOFFAME;
1186 DrawHallOfFame(hi_pos);
1195 game_status = MAINMENU;
1212 LoadScore(level_nr);
1214 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1215 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1218 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1220 if (local_player->score > highscore[k].Score)
1222 /* player has made it to the hall of fame */
1224 if (k < MAX_SCORE_ENTRIES - 1)
1226 int m = MAX_SCORE_ENTRIES - 1;
1229 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1230 if (!strcmp(setup.player_name, highscore[l].Name))
1232 if (m == k) /* player's new highscore overwrites his old one */
1238 strcpy(highscore[l].Name, highscore[l - 1].Name);
1239 highscore[l].Score = highscore[l - 1].Score;
1246 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1247 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1248 highscore[k].Score = local_player->score;
1254 else if (!strncmp(setup.player_name, highscore[k].Name,
1255 MAX_PLAYER_NAME_LEN))
1256 break; /* player already there with a higher score */
1262 SaveScore(level_nr);
1267 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1269 if (player->GfxAction != action || player->GfxDir != dir)
1272 printf("Player frame reset! (%d => %d, %d => %d)\n",
1273 player->GfxAction, action, player->GfxDir, dir);
1276 player->GfxAction = action;
1277 player->GfxDir = dir;
1279 player->StepFrame = 0;
1283 static void ResetRandomAnimationValue(int x, int y)
1285 GfxRandom[x][y] = INIT_GFX_RANDOM();
1288 static void ResetGfxAnimation(int x, int y)
1291 GfxAction[x][y] = ACTION_DEFAULT;
1294 void InitMovingField(int x, int y, int direction)
1296 int element = Feld[x][y];
1297 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1298 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1300 if (!JustStopped[x][y] || direction != MovDir[x][y])
1301 ResetGfxAnimation(x, y);
1303 MovDir[newx][newy] = MovDir[x][y] = direction;
1305 if (Feld[newx][newy] == EL_EMPTY)
1306 Feld[newx][newy] = EL_BLOCKED;
1308 if (direction == MV_DOWN && CAN_FALL(element))
1309 GfxAction[x][y] = ACTION_FALLING;
1311 GfxAction[x][y] = ACTION_MOVING;
1313 GfxFrame[newx][newy] = GfxFrame[x][y];
1314 GfxAction[newx][newy] = GfxAction[x][y];
1315 GfxRandom[newx][newy] = GfxRandom[x][y];
1318 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1320 int direction = MovDir[x][y];
1321 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1322 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1328 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1330 int oldx = x, oldy = y;
1331 int direction = MovDir[x][y];
1333 if (direction == MV_LEFT)
1335 else if (direction == MV_RIGHT)
1337 else if (direction == MV_UP)
1339 else if (direction == MV_DOWN)
1342 *comes_from_x = oldx;
1343 *comes_from_y = oldy;
1346 int MovingOrBlocked2Element(int x, int y)
1348 int element = Feld[x][y];
1350 if (element == EL_BLOCKED)
1354 Blocked2Moving(x, y, &oldx, &oldy);
1355 return Feld[oldx][oldy];
1361 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1363 /* like MovingOrBlocked2Element(), but if element is moving
1364 and (x,y) is the field the moving element is just leaving,
1365 return EL_BLOCKED instead of the element value */
1366 int element = Feld[x][y];
1368 if (IS_MOVING(x, y))
1370 if (element == EL_BLOCKED)
1374 Blocked2Moving(x, y, &oldx, &oldy);
1375 return Feld[oldx][oldy];
1384 static void RemoveField(int x, int y)
1386 Feld[x][y] = EL_EMPTY;
1387 GfxElement[x][y] = EL_EMPTY;
1393 void RemoveMovingField(int x, int y)
1395 int oldx = x, oldy = y, newx = x, newy = y;
1397 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1400 if (IS_MOVING(x, y))
1402 Moving2Blocked(x, y, &newx, &newy);
1403 if (Feld[newx][newy] != EL_BLOCKED)
1406 else if (Feld[x][y] == EL_BLOCKED)
1408 Blocked2Moving(x, y, &oldx, &oldy);
1409 if (!IS_MOVING(oldx, oldy))
1413 if (Feld[x][y] == EL_BLOCKED &&
1414 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1415 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1416 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1417 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1418 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1420 Feld[oldx][oldy] = EL_EMPTY;
1422 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1424 Feld[newx][newy] = EL_EMPTY;
1425 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1426 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1427 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1429 DrawLevelField(oldx, oldy);
1430 DrawLevelField(newx, newy);
1433 void DrawDynamite(int x, int y)
1435 int sx = SCREENX(x), sy = SCREENY(y);
1436 int graphic = el2img(Feld[x][y]);
1439 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1443 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1445 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1449 DrawGraphicThruMask(sx, sy, graphic, frame);
1451 DrawGraphic(sx, sy, graphic, frame);
1453 if (game.emulation == EMU_SUPAPLEX)
1454 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1455 else if (Store[x][y])
1456 DrawGraphicThruMask(sx, sy, graphic, frame);
1458 DrawGraphic(sx, sy, graphic, frame);
1462 void CheckDynamite(int x, int y)
1464 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1468 if (MovDelay[x][y] != 0)
1471 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1478 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1480 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1481 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1482 StopSound(SND_DYNAMITE_ACTIVE);
1484 StopSound(SND_DYNABOMB_ACTIVE);
1490 void Explode(int ex, int ey, int phase, int mode)
1494 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1495 int last_phase = num_phase * delay;
1496 int half_phase = (num_phase / 2) * delay;
1497 int first_phase_after_start = EX_PHASE_START + 1;
1499 if (game.explosions_delayed)
1501 ExplodeField[ex][ey] = mode;
1505 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1507 int center_element = Feld[ex][ey];
1509 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1511 /* put moving element to center field (and let it explode there) */
1512 center_element = MovingOrBlocked2Element(ex, ey);
1513 RemoveMovingField(ex, ey);
1514 Feld[ex][ey] = center_element;
1517 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1521 if (!IN_LEV_FIELD(x, y) ||
1522 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1523 (x != ex || y != ey)))
1526 element = Feld[x][y];
1528 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1530 element = MovingOrBlocked2Element(x, y);
1531 RemoveMovingField(x, y);
1534 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1537 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1539 if (IS_ACTIVE_BOMB(element))
1541 /* re-activate things under the bomb like gate or penguin */
1542 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1549 if (element == EL_EXPLOSION)
1550 element = Store2[x][y];
1552 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1554 switch(StorePlayer[ex][ey])
1557 Store[x][y] = EL_EMERALD_RED;
1560 Store[x][y] = EL_EMERALD;
1563 Store[x][y] = EL_EMERALD_PURPLE;
1567 Store[x][y] = EL_EMERALD_YELLOW;
1571 if (game.emulation == EMU_SUPAPLEX)
1572 Store[x][y] = EL_EMPTY;
1574 else if (center_element == EL_MOLE)
1575 Store[x][y] = EL_EMERALD_RED;
1576 else if (center_element == EL_PENGUIN)
1577 Store[x][y] = EL_EMERALD_PURPLE;
1578 else if (center_element == EL_BUG)
1579 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1580 else if (center_element == EL_BD_BUTTERFLY)
1581 Store[x][y] = EL_BD_DIAMOND;
1582 else if (center_element == EL_SP_ELECTRON)
1583 Store[x][y] = EL_SP_INFOTRON;
1584 else if (center_element == EL_YAMYAM)
1585 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1586 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1587 Store[x][y] = level.amoeba_content;
1588 else if (element == EL_WALL_EMERALD)
1589 Store[x][y] = EL_EMERALD;
1590 else if (element == EL_WALL_DIAMOND)
1591 Store[x][y] = EL_DIAMOND;
1592 else if (element == EL_WALL_BD_DIAMOND)
1593 Store[x][y] = EL_BD_DIAMOND;
1594 else if (element == EL_WALL_EMERALD_YELLOW)
1595 Store[x][y] = EL_EMERALD_YELLOW;
1596 else if (element == EL_WALL_EMERALD_RED)
1597 Store[x][y] = EL_EMERALD_RED;
1598 else if (element == EL_WALL_EMERALD_PURPLE)
1599 Store[x][y] = EL_EMERALD_PURPLE;
1600 else if (element == EL_WALL_PEARL)
1601 Store[x][y] = EL_PEARL;
1602 else if (element == EL_WALL_CRYSTAL)
1603 Store[x][y] = EL_CRYSTAL;
1604 else if (!IS_PFORTE(Store[x][y]))
1605 Store[x][y] = EL_EMPTY;
1607 if (x != ex || y != ey ||
1608 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1609 Store2[x][y] = element;
1611 if (AmoebaNr[x][y] &&
1612 (element == EL_AMOEBA_FULL ||
1613 element == EL_BD_AMOEBA ||
1614 element == EL_AMOEBA_GROWING))
1616 AmoebaCnt[AmoebaNr[x][y]]--;
1617 AmoebaCnt2[AmoebaNr[x][y]]--;
1620 Feld[x][y] = EL_EXPLOSION;
1621 GfxElement[x][y] = EL_EMPTY;
1622 MovDir[x][y] = MovPos[x][y] = 0;
1624 ExplodePhase[x][y] = 1;
1628 if (center_element == EL_YAMYAM)
1629 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1640 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1642 if (phase == first_phase_after_start)
1644 int element = Store2[x][y];
1646 if (element == EL_BLACK_ORB)
1648 Feld[x][y] = Store2[x][y];
1653 else if (phase == half_phase)
1655 int element = Store2[x][y];
1657 if (IS_PLAYER(x, y))
1658 KillHeroUnlessProtected(x, y);
1659 else if (IS_EXPLOSIVE(element))
1661 Feld[x][y] = Store2[x][y];
1665 else if (element == EL_AMOEBA_TO_DIAMOND)
1666 AmoebeUmwandeln(x, y);
1669 if (phase == last_phase)
1673 element = Feld[x][y] = Store[x][y];
1674 Store[x][y] = Store2[x][y] = 0;
1675 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1676 InitField(x, y, FALSE);
1677 if (CAN_MOVE(element) || COULD_MOVE(element))
1679 DrawLevelField(x, y);
1681 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1682 StorePlayer[x][y] = 0;
1684 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1686 int stored = Store[x][y];
1687 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1688 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1690 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1693 DrawLevelFieldCrumbledSand(x, y);
1695 if (IS_PFORTE(Store[x][y]))
1697 DrawLevelElement(x, y, Store[x][y]);
1698 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1701 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1705 void DynaExplode(int ex, int ey)
1708 int dynabomb_size = 1;
1709 boolean dynabomb_xl = FALSE;
1710 struct PlayerInfo *player;
1711 static int xy[4][2] =
1719 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1721 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1722 dynabomb_size = player->dynabomb_size;
1723 dynabomb_xl = player->dynabomb_xl;
1724 player->dynabombs_left++;
1727 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1731 for (j=1; j<=dynabomb_size; j++)
1733 int x = ex + j * xy[i % 4][0];
1734 int y = ey + j * xy[i % 4][1];
1737 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1740 element = Feld[x][y];
1742 /* do not restart explosions of fields with active bombs */
1743 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1746 Explode(x, y, EX_PHASE_START, EX_BORDER);
1748 if (element != EL_EMPTY &&
1749 element != EL_SAND &&
1750 element != EL_EXPLOSION &&
1757 void Bang(int x, int y)
1759 int element = Feld[x][y];
1761 if (game.emulation == EMU_SUPAPLEX)
1762 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1764 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1767 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1775 case EL_BD_BUTTERFLY:
1778 case EL_DARK_YAMYAM:
1782 RaiseScoreElement(element);
1783 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1785 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1786 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1787 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1788 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1789 case EL_DYNABOMB_INCREASE_NUMBER:
1790 case EL_DYNABOMB_INCREASE_SIZE:
1791 case EL_DYNABOMB_INCREASE_POWER:
1796 case EL_LAMP_ACTIVE:
1797 if (IS_PLAYER(x, y))
1798 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1800 Explode(x, y, EX_PHASE_START, EX_CENTER);
1803 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1808 void SplashAcid(int x, int y)
1810 int element = Feld[x][y];
1812 if (element != EL_ACID_SPLASH_LEFT &&
1813 element != EL_ACID_SPLASH_RIGHT)
1815 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1817 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1818 (!IN_LEV_FIELD(x-1, y-1) ||
1819 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1820 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1822 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1823 (!IN_LEV_FIELD(x+1, y-1) ||
1824 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1825 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1829 static void InitBeltMovement()
1831 static int belt_base_element[4] =
1833 EL_CONVEYOR_BELT_1_LEFT,
1834 EL_CONVEYOR_BELT_2_LEFT,
1835 EL_CONVEYOR_BELT_3_LEFT,
1836 EL_CONVEYOR_BELT_4_LEFT
1838 static int belt_base_active_element[4] =
1840 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1841 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1842 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1843 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1848 /* set frame order for belt animation graphic according to belt direction */
1855 int element = belt_base_active_element[belt_nr] + j;
1856 int graphic = el2img(element);
1858 if (game.belt_dir[i] == MV_LEFT)
1859 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1861 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1865 for(y=0; y<lev_fieldy; y++)
1867 for(x=0; x<lev_fieldx; x++)
1869 int element = Feld[x][y];
1873 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1875 int e_belt_nr = getBeltNrFromBeltElement(element);
1878 if (e_belt_nr == belt_nr)
1880 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1882 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1890 static void ToggleBeltSwitch(int x, int y)
1892 static int belt_base_element[4] =
1894 EL_CONVEYOR_BELT_1_LEFT,
1895 EL_CONVEYOR_BELT_2_LEFT,
1896 EL_CONVEYOR_BELT_3_LEFT,
1897 EL_CONVEYOR_BELT_4_LEFT
1899 static int belt_base_active_element[4] =
1901 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1902 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1903 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1904 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1906 static int belt_base_switch_element[4] =
1908 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1909 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1910 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1911 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1913 static int belt_move_dir[4] =
1921 int element = Feld[x][y];
1922 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1923 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1924 int belt_dir = belt_move_dir[belt_dir_nr];
1927 if (!IS_BELT_SWITCH(element))
1930 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1931 game.belt_dir[belt_nr] = belt_dir;
1933 if (belt_dir_nr == 3)
1936 /* set frame order for belt animation graphic according to belt direction */
1939 int element = belt_base_active_element[belt_nr] + i;
1940 int graphic = el2img(element);
1942 if (belt_dir == MV_LEFT)
1943 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1945 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1948 for (yy=0; yy<lev_fieldy; yy++)
1950 for (xx=0; xx<lev_fieldx; xx++)
1952 int element = Feld[xx][yy];
1954 if (IS_BELT_SWITCH(element))
1956 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1958 if (e_belt_nr == belt_nr)
1960 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1961 DrawLevelField(xx, yy);
1964 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1966 int e_belt_nr = getBeltNrFromBeltElement(element);
1968 if (e_belt_nr == belt_nr)
1970 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1972 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1973 DrawLevelField(xx, yy);
1976 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1978 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1980 if (e_belt_nr == belt_nr)
1982 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1984 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1985 DrawLevelField(xx, yy);
1992 static void ToggleSwitchgateSwitch(int x, int y)
1996 game.switchgate_pos = !game.switchgate_pos;
1998 for (yy=0; yy<lev_fieldy; yy++)
2000 for (xx=0; xx<lev_fieldx; xx++)
2002 int element = Feld[xx][yy];
2004 if (element == EL_SWITCHGATE_SWITCH_UP ||
2005 element == EL_SWITCHGATE_SWITCH_DOWN)
2007 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2008 DrawLevelField(xx, yy);
2010 else if (element == EL_SWITCHGATE_OPEN ||
2011 element == EL_SWITCHGATE_OPENING)
2013 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2015 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2017 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2020 else if (element == EL_SWITCHGATE_CLOSED ||
2021 element == EL_SWITCHGATE_CLOSING)
2023 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2025 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2027 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2034 static int getInvisibleActiveFromInvisibleElement(int element)
2036 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2037 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2038 EL_INVISIBLE_SAND_ACTIVE);
2041 static int getInvisibleFromInvisibleActiveElement(int element)
2043 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2044 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2048 static void RedrawAllLightSwitchesAndInvisibleElements()
2052 for (y=0; y<lev_fieldy; y++)
2054 for (x=0; x<lev_fieldx; x++)
2056 int element = Feld[x][y];
2058 if (element == EL_LIGHT_SWITCH &&
2059 game.light_time_left > 0)
2061 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2062 DrawLevelField(x, y);
2064 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2065 game.light_time_left == 0)
2067 Feld[x][y] = EL_LIGHT_SWITCH;
2068 DrawLevelField(x, y);
2070 else if (element == EL_INVISIBLE_STEELWALL ||
2071 element == EL_INVISIBLE_WALL ||
2072 element == EL_INVISIBLE_SAND)
2074 if (game.light_time_left > 0)
2075 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2077 DrawLevelField(x, y);
2079 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2080 element == EL_INVISIBLE_WALL_ACTIVE ||
2081 element == EL_INVISIBLE_SAND_ACTIVE)
2083 if (game.light_time_left == 0)
2084 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2086 DrawLevelField(x, y);
2092 static void ToggleLightSwitch(int x, int y)
2094 int element = Feld[x][y];
2096 game.light_time_left =
2097 (element == EL_LIGHT_SWITCH ?
2098 level.time_light * FRAMES_PER_SECOND : 0);
2100 RedrawAllLightSwitchesAndInvisibleElements();
2103 static void ActivateTimegateSwitch(int x, int y)
2107 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2109 for (yy=0; yy<lev_fieldy; yy++)
2111 for (xx=0; xx<lev_fieldx; xx++)
2113 int element = Feld[xx][yy];
2115 if (element == EL_TIMEGATE_CLOSED ||
2116 element == EL_TIMEGATE_CLOSING)
2118 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2119 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2123 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2125 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2126 DrawLevelField(xx, yy);
2133 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2136 void Impact(int x, int y)
2138 boolean lastline = (y == lev_fieldy-1);
2139 boolean object_hit = FALSE;
2140 int element = Feld[x][y];
2143 if (!lastline) /* check if element below was hit */
2145 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2148 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2149 MovDir[x][y+1] != MV_DOWN ||
2150 MovPos[x][y+1] <= TILEY / 2));
2152 smashed = MovingOrBlocked2Element(x, y+1);
2155 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2161 if (lastline || object_hit)
2163 ResetGfxAnimation(x, y);
2164 DrawLevelField(x, y);
2167 if ((element == EL_BOMB ||
2168 element == EL_SP_DISK_ORANGE ||
2169 element == EL_DX_SUPABOMB) &&
2170 (lastline || object_hit)) /* element is bomb */
2175 else if (element == EL_PEARL)
2177 Feld[x][y] = EL_PEARL_BREAKING;
2178 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2182 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2184 if (object_hit && IS_PLAYER(x, y+1))
2185 KillHeroUnlessProtected(x, y+1);
2186 else if (object_hit && smashed == EL_PENGUIN)
2190 Feld[x][y] = EL_AMOEBA_GROWING;
2191 Store[x][y] = EL_AMOEBA_WET;
2193 ResetRandomAnimationValue(x, y);
2198 if (!lastline && object_hit) /* check which object was hit */
2200 if (CAN_CHANGE(element) &&
2201 (smashed == EL_MAGIC_WALL ||
2202 smashed == EL_BD_MAGIC_WALL))
2205 int activated_magic_wall =
2206 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2207 EL_BD_MAGIC_WALL_ACTIVE);
2209 /* activate magic wall / mill */
2210 for (yy=0; yy<lev_fieldy; yy++)
2211 for (xx=0; xx<lev_fieldx; xx++)
2212 if (Feld[xx][yy] == smashed)
2213 Feld[xx][yy] = activated_magic_wall;
2215 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2216 game.magic_wall_active = TRUE;
2218 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2219 SND_MAGIC_WALL_ACTIVATING :
2220 SND_BD_MAGIC_WALL_ACTIVATING));
2223 if (IS_PLAYER(x, y + 1))
2225 KillHeroUnlessProtected(x, y+1);
2228 else if (smashed == EL_PENGUIN)
2233 else if (element == EL_BD_DIAMOND)
2235 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2241 else if ((element == EL_SP_INFOTRON ||
2242 element == EL_SP_ZONK) &&
2243 (smashed == EL_SP_SNIKSNAK ||
2244 smashed == EL_SP_ELECTRON ||
2245 smashed == EL_SP_DISK_ORANGE))
2250 else if (element == EL_ROCK ||
2251 element == EL_SP_ZONK ||
2252 element == EL_BD_ROCK)
2254 if (IS_ENEMY(smashed) ||
2255 smashed == EL_BOMB ||
2256 smashed == EL_SP_DISK_ORANGE ||
2257 smashed == EL_DX_SUPABOMB ||
2258 smashed == EL_SATELLITE ||
2259 smashed == EL_PIG ||
2260 smashed == EL_DRAGON ||
2266 else if (!IS_MOVING(x, y + 1))
2268 if (smashed == EL_LAMP ||
2269 smashed == EL_LAMP_ACTIVE)
2274 else if (smashed == EL_NUT)
2276 Feld[x][y+1] = EL_NUT_BREAKING;
2277 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2278 RaiseScoreElement(EL_NUT);
2281 else if (smashed == EL_PEARL)
2283 Feld[x][y+1] = EL_PEARL_BREAKING;
2284 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2287 else if (smashed == EL_DIAMOND)
2289 Feld[x][y+1] = EL_EMPTY;
2290 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2293 else if (IS_BELT_SWITCH(smashed))
2295 ToggleBeltSwitch(x, y+1);
2297 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2298 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2300 ToggleSwitchgateSwitch(x, y+1);
2302 else if (smashed == EL_LIGHT_SWITCH ||
2303 smashed == EL_LIGHT_SWITCH_ACTIVE)
2305 ToggleLightSwitch(x, y+1);
2311 /* play sound of magic wall / mill */
2313 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2314 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2316 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2317 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2318 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2319 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2324 /* play sound of object that hits the ground */
2325 if (lastline || object_hit)
2326 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2329 void TurnRound(int x, int y)
2341 { 0, 0 }, { 0, 0 }, { 0, 0 },
2346 int left, right, back;
2350 { MV_DOWN, MV_UP, MV_RIGHT },
2351 { MV_UP, MV_DOWN, MV_LEFT },
2353 { MV_LEFT, MV_RIGHT, MV_DOWN },
2354 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2355 { MV_RIGHT, MV_LEFT, MV_UP }
2358 int element = Feld[x][y];
2359 int old_move_dir = MovDir[x][y];
2360 int left_dir = turn[old_move_dir].left;
2361 int right_dir = turn[old_move_dir].right;
2362 int back_dir = turn[old_move_dir].back;
2364 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2365 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2366 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2367 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2369 int left_x = x + left_dx, left_y = y + left_dy;
2370 int right_x = x + right_dx, right_y = y + right_dy;
2371 int move_x = x + move_dx, move_y = y + move_dy;
2373 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2375 TestIfBadThingTouchesOtherBadThing(x, y);
2377 if (IN_LEV_FIELD(right_x, right_y) &&
2378 IS_FREE(right_x, right_y))
2379 MovDir[x][y] = right_dir;
2380 else if (!IN_LEV_FIELD(move_x, move_y) ||
2381 !IS_FREE(move_x, move_y))
2382 MovDir[x][y] = left_dir;
2384 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2386 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2389 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2390 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2392 TestIfBadThingTouchesOtherBadThing(x, y);
2394 if (IN_LEV_FIELD(left_x, left_y) &&
2395 IS_FREE(left_x, left_y))
2396 MovDir[x][y] = left_dir;
2397 else if (!IN_LEV_FIELD(move_x, move_y) ||
2398 !IS_FREE(move_x, move_y))
2399 MovDir[x][y] = right_dir;
2401 if ((element == EL_SPACESHIP ||
2402 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2403 && MovDir[x][y] != old_move_dir)
2405 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2408 else if (element == EL_YAMYAM)
2410 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2412 if (IN_LEV_FIELD(left_x, left_y) &&
2413 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2414 Feld[left_x][left_y] == EL_DIAMOND))
2415 can_turn_left = TRUE;
2416 if (IN_LEV_FIELD(right_x, right_y) &&
2417 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2418 Feld[right_x][right_y] == EL_DIAMOND))
2419 can_turn_right = TRUE;
2421 if (can_turn_left && can_turn_right)
2422 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2423 else if (can_turn_left)
2424 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2425 else if (can_turn_right)
2426 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2428 MovDir[x][y] = back_dir;
2430 MovDelay[x][y] = 16+16*RND(3);
2432 else if (element == EL_DARK_YAMYAM)
2434 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2436 if (IN_LEV_FIELD(left_x, left_y) &&
2437 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2438 IS_MAMPF2(Feld[left_x][left_y])))
2439 can_turn_left = TRUE;
2440 if (IN_LEV_FIELD(right_x, right_y) &&
2441 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2442 IS_MAMPF2(Feld[right_x][right_y])))
2443 can_turn_right = TRUE;
2445 if (can_turn_left && can_turn_right)
2446 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2447 else if (can_turn_left)
2448 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2449 else if (can_turn_right)
2450 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2452 MovDir[x][y] = back_dir;
2454 MovDelay[x][y] = 16+16*RND(3);
2456 else if (element == EL_PACMAN)
2458 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2460 if (IN_LEV_FIELD(left_x, left_y) &&
2461 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2462 IS_AMOEBOID(Feld[left_x][left_y])))
2463 can_turn_left = TRUE;
2464 if (IN_LEV_FIELD(right_x, right_y) &&
2465 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2466 IS_AMOEBOID(Feld[right_x][right_y])))
2467 can_turn_right = TRUE;
2469 if (can_turn_left && can_turn_right)
2470 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2471 else if (can_turn_left)
2472 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2473 else if (can_turn_right)
2474 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2476 MovDir[x][y] = back_dir;
2478 MovDelay[x][y] = 6+RND(40);
2480 else if (element == EL_PIG)
2482 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2483 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2484 boolean should_move_on = FALSE;
2486 int rnd = RND(rnd_value);
2488 if (IN_LEV_FIELD(left_x, left_y) &&
2489 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2490 can_turn_left = TRUE;
2491 if (IN_LEV_FIELD(right_x, right_y) &&
2492 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2493 can_turn_right = TRUE;
2494 if (IN_LEV_FIELD(move_x, move_y) &&
2495 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2498 if (can_turn_left &&
2500 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2501 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2502 should_turn_left = TRUE;
2503 if (can_turn_right &&
2505 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2506 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2507 should_turn_right = TRUE;
2509 (!can_turn_left || !can_turn_right ||
2510 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2511 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2512 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2513 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2514 should_move_on = TRUE;
2516 if (should_turn_left || should_turn_right || should_move_on)
2518 if (should_turn_left && should_turn_right && should_move_on)
2519 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2520 rnd < 2*rnd_value/3 ? right_dir :
2522 else if (should_turn_left && should_turn_right)
2523 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2524 else if (should_turn_left && should_move_on)
2525 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2526 else if (should_turn_right && should_move_on)
2527 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2528 else if (should_turn_left)
2529 MovDir[x][y] = left_dir;
2530 else if (should_turn_right)
2531 MovDir[x][y] = right_dir;
2532 else if (should_move_on)
2533 MovDir[x][y] = old_move_dir;
2535 else if (can_move_on && rnd > rnd_value/8)
2536 MovDir[x][y] = old_move_dir;
2537 else if (can_turn_left && can_turn_right)
2538 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2539 else if (can_turn_left && rnd > rnd_value/8)
2540 MovDir[x][y] = left_dir;
2541 else if (can_turn_right && rnd > rnd_value/8)
2542 MovDir[x][y] = right_dir;
2544 MovDir[x][y] = back_dir;
2546 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2547 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2548 MovDir[x][y] = old_move_dir;
2552 else if (element == EL_DRAGON)
2554 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2556 int rnd = RND(rnd_value);
2558 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2559 can_turn_left = TRUE;
2560 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2561 can_turn_right = TRUE;
2562 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2565 if (can_move_on && rnd > rnd_value/8)
2566 MovDir[x][y] = old_move_dir;
2567 else if (can_turn_left && can_turn_right)
2568 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2569 else if (can_turn_left && rnd > rnd_value/8)
2570 MovDir[x][y] = left_dir;
2571 else if (can_turn_right && rnd > rnd_value/8)
2572 MovDir[x][y] = right_dir;
2574 MovDir[x][y] = back_dir;
2576 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2577 MovDir[x][y] = old_move_dir;
2581 else if (element == EL_MOLE)
2583 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2585 if (IN_LEV_FIELD(move_x, move_y) &&
2586 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2587 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2592 if (IN_LEV_FIELD(left_x, left_y) &&
2593 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2594 can_turn_left = TRUE;
2595 if (IN_LEV_FIELD(right_x, right_y) &&
2596 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2597 can_turn_right = TRUE;
2599 if (can_turn_left && can_turn_right)
2600 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2601 else if (can_turn_left)
2602 MovDir[x][y] = left_dir;
2604 MovDir[x][y] = right_dir;
2607 if (MovDir[x][y] != old_move_dir)
2610 else if (element == EL_BALLOON)
2612 MovDir[x][y] = game.balloon_dir;
2615 else if (element == EL_SPRING)
2617 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2618 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2619 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2620 MovDir[x][y] = MV_NO_MOVING;
2624 else if (element == EL_ROBOT ||
2625 element == EL_SATELLITE ||
2626 element == EL_PENGUIN)
2628 int attr_x = -1, attr_y = -1;
2639 for (i=0; i<MAX_PLAYERS; i++)
2641 struct PlayerInfo *player = &stored_player[i];
2642 int jx = player->jx, jy = player->jy;
2644 if (!player->active)
2647 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2655 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2661 if (element == EL_PENGUIN)
2664 static int xy[4][2] =
2674 int ex = x + xy[i%4][0];
2675 int ey = y + xy[i%4][1];
2677 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2686 MovDir[x][y] = MV_NO_MOVING;
2688 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2690 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2692 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2694 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2696 if (element == EL_ROBOT)
2700 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2701 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2702 Moving2Blocked(x, y, &newx, &newy);
2704 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2705 MovDelay[x][y] = 8+8*!RND(3);
2707 MovDelay[x][y] = 16;
2715 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2717 boolean first_horiz = RND(2);
2718 int new_move_dir = MovDir[x][y];
2721 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2722 Moving2Blocked(x, y, &newx, &newy);
2724 if (IN_LEV_FIELD(newx, newy) &&
2725 (IS_FREE(newx, newy) ||
2726 Feld[newx][newy] == EL_ACID ||
2727 (element == EL_PENGUIN &&
2728 (Feld[newx][newy] == EL_EXIT_OPEN ||
2729 IS_MAMPF3(Feld[newx][newy])))))
2733 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2734 Moving2Blocked(x, y, &newx, &newy);
2736 if (IN_LEV_FIELD(newx, newy) &&
2737 (IS_FREE(newx, newy) ||
2738 Feld[newx][newy] == EL_ACID ||
2739 (element == EL_PENGUIN &&
2740 (Feld[newx][newy] == EL_EXIT_OPEN ||
2741 IS_MAMPF3(Feld[newx][newy])))))
2744 MovDir[x][y] = old_move_dir;
2751 static boolean JustBeingPushed(int x, int y)
2755 for (i=0; i<MAX_PLAYERS; i++)
2757 struct PlayerInfo *player = &stored_player[i];
2759 if (player->active && player->Pushing && player->MovPos)
2761 int next_jx = player->jx + (player->jx - player->last_jx);
2762 int next_jy = player->jy + (player->jy - player->last_jy);
2764 if (x == next_jx && y == next_jy)
2772 void StartMoving(int x, int y)
2774 static boolean use_spring_bug = TRUE;
2775 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2776 int element = Feld[x][y];
2781 GfxAction[x][y] = ACTION_DEFAULT;
2783 if (CAN_FALL(element) && y < lev_fieldy - 1)
2785 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2786 if (JustBeingPushed(x, y))
2789 if (element == EL_QUICKSAND_FULL)
2791 if (IS_FREE(x, y+1))
2793 InitMovingField(x, y, MV_DOWN);
2794 started_moving = TRUE;
2796 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2797 Store[x][y] = EL_ROCK;
2799 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2801 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2804 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2806 if (!MovDelay[x][y])
2807 MovDelay[x][y] = TILEY + 1;
2816 Feld[x][y] = EL_QUICKSAND_EMPTY;
2817 Feld[x][y+1] = EL_QUICKSAND_FULL;
2818 Store[x][y+1] = Store[x][y];
2821 PlaySoundLevelAction(x, y, ACTION_FILLING);
2823 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2827 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2828 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2830 InitMovingField(x, y, MV_DOWN);
2831 started_moving = TRUE;
2833 Feld[x][y] = EL_QUICKSAND_FILLING;
2834 Store[x][y] = element;
2836 PlaySoundLevelAction(x, y, ACTION_FILLING);
2838 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2841 else if (element == EL_MAGIC_WALL_FULL)
2843 if (IS_FREE(x, y+1))
2845 InitMovingField(x, y, MV_DOWN);
2846 started_moving = TRUE;
2848 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2849 Store[x][y] = EL_CHANGED(Store[x][y]);
2851 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2853 if (!MovDelay[x][y])
2854 MovDelay[x][y] = TILEY/4 + 1;
2863 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2864 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2865 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2869 else if (element == EL_BD_MAGIC_WALL_FULL)
2871 if (IS_FREE(x, y+1))
2873 InitMovingField(x, y, MV_DOWN);
2874 started_moving = TRUE;
2876 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2877 Store[x][y] = EL_CHANGED2(Store[x][y]);
2879 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2881 if (!MovDelay[x][y])
2882 MovDelay[x][y] = TILEY/4 + 1;
2891 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2892 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2893 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2897 else if (CAN_CHANGE(element) &&
2898 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2899 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2901 InitMovingField(x, y, MV_DOWN);
2902 started_moving = TRUE;
2905 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2906 EL_BD_MAGIC_WALL_FILLING);
2907 Store[x][y] = element;
2910 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2912 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2917 InitMovingField(x, y, MV_DOWN);
2918 started_moving = TRUE;
2920 Store[x][y] = EL_ACID;
2922 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2923 GfxAction[x][y+1] = ACTION_ACTIVE;
2926 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2931 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2933 if (MovDir[x][y] == MV_NO_MOVING)
2935 InitMovingField(x, y, MV_DOWN);
2936 started_moving = TRUE;
2939 else if (IS_FREE(x, y+1))
2941 if (JustStopped[x][y]) /* prevent animation from being restarted */
2942 MovDir[x][y] = MV_DOWN;
2944 InitMovingField(x, y, MV_DOWN);
2945 started_moving = TRUE;
2947 else if (element == EL_AMOEBA_DROP)
2949 Feld[x][y] = EL_AMOEBA_GROWING;
2950 Store[x][y] = EL_AMOEBA_WET;
2952 /* Store[x][y+1] must be zero, because:
2953 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2956 #if OLD_GAME_BEHAVIOUR
2957 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2959 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2960 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2961 element != EL_DX_SUPABOMB)
2964 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2965 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2966 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2967 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2970 boolean left = (x>0 && IS_FREE(x-1, y) &&
2971 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2972 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2973 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2977 if (left && right &&
2978 (game.emulation != EMU_BOULDERDASH &&
2979 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2980 left = !(right = RND(2));
2982 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2983 started_moving = TRUE;
2986 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2988 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2989 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2990 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2991 int belt_dir = game.belt_dir[belt_nr];
2993 if ((belt_dir == MV_LEFT && left_is_free) ||
2994 (belt_dir == MV_RIGHT && right_is_free))
2996 InitMovingField(x, y, belt_dir);
2997 started_moving = TRUE;
2999 GfxAction[x][y] = ACTION_DEFAULT;
3004 /* not "else if" because of EL_SPRING */
3005 if (CAN_MOVE(element) && !started_moving)
3009 if ((element == EL_SATELLITE ||
3010 element == EL_BALLOON ||
3011 element == EL_SPRING)
3012 && JustBeingPushed(x, y))
3017 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3018 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3020 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3022 Moving2Blocked(x, y, &newx, &newy);
3023 if (Feld[newx][newy] == EL_BLOCKED)
3024 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3029 if (!MovDelay[x][y]) /* start new movement phase */
3031 /* all objects that can change their move direction after each step */
3032 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3034 if (element != EL_YAMYAM &&
3035 element != EL_DARK_YAMYAM &&
3036 element != EL_PACMAN)
3040 if (MovDelay[x][y] && (element == EL_BUG ||
3041 element == EL_SPACESHIP ||
3042 element == EL_SP_SNIKSNAK ||
3043 element == EL_SP_ELECTRON ||
3044 element == EL_MOLE))
3045 DrawLevelField(x, y);
3049 if (MovDelay[x][y]) /* wait some time before next movement */
3053 if (element == EL_ROBOT ||
3054 element == EL_YAMYAM ||
3055 element == EL_DARK_YAMYAM)
3057 DrawLevelElementAnimationIfNeeded(x, y, element);
3058 PlaySoundLevelAction(x, y, ACTION_WAITING);
3060 else if (element == EL_SP_ELECTRON)
3061 DrawLevelElementAnimationIfNeeded(x, y, element);
3062 else if (element == EL_DRAGON)
3065 int dir = MovDir[x][y];
3066 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3067 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3068 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3069 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3070 dir == MV_UP ? IMG_FLAMES_1_UP :
3071 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3072 int frame = getGraphicAnimationFrame(graphic, -1);
3074 for (i=1; i<=3; i++)
3076 int xx = x + i*dx, yy = y + i*dy;
3077 int sx = SCREENX(xx), sy = SCREENY(yy);
3078 int flame_graphic = graphic + (i - 1);
3080 if (!IN_LEV_FIELD(xx, yy) ||
3081 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3086 int flamed = MovingOrBlocked2Element(xx, yy);
3088 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3091 RemoveMovingField(xx, yy);
3093 Feld[xx][yy] = EL_FLAMES;
3094 if (IN_SCR_FIELD(sx, sy))
3095 DrawGraphic(sx, sy, flame_graphic, frame);
3099 if (Feld[xx][yy] == EL_FLAMES)
3100 Feld[xx][yy] = EL_EMPTY;
3101 DrawLevelField(xx, yy);
3106 if (MovDelay[x][y]) /* element still has to wait some time */
3108 PlaySoundLevelAction(x, y, ACTION_WAITING);
3114 /* now make next step */
3116 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3118 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3119 !PLAYER_PROTECTED(newx, newy))
3123 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3126 /* enemy got the player */
3128 KillHero(PLAYERINFO(newx, newy));
3133 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3134 element == EL_SATELLITE || element == EL_BALLOON) &&
3135 IN_LEV_FIELD(newx, newy) &&
3136 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3139 Store[x][y] = EL_ACID;
3141 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3143 if (Feld[newx][newy] == EL_EXIT_OPEN)
3145 Feld[x][y] = EL_EMPTY;
3146 DrawLevelField(x, y);
3148 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3149 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3150 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3152 local_player->friends_still_needed--;
3153 if (!local_player->friends_still_needed &&
3154 !local_player->GameOver && AllPlayersGone)
3155 local_player->LevelSolved = local_player->GameOver = TRUE;
3159 else if (IS_MAMPF3(Feld[newx][newy]))
3161 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3162 DrawLevelField(newx, newy);
3164 MovDir[x][y] = MV_NO_MOVING;
3166 else if (!IS_FREE(newx, newy))
3168 if (IS_PLAYER(x, y))
3169 DrawPlayerField(x, y);
3171 DrawLevelField(x, y);
3175 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3177 if (IS_GEM(Feld[newx][newy]))
3179 if (IS_MOVING(newx, newy))
3180 RemoveMovingField(newx, newy);
3183 Feld[newx][newy] = EL_EMPTY;
3184 DrawLevelField(newx, newy);
3187 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3189 else if (!IS_FREE(newx, newy))
3191 if (IS_PLAYER(x, y))
3192 DrawPlayerField(x, y);
3194 DrawLevelField(x, y);
3198 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3200 if (!IS_FREE(newx, newy))
3202 if (IS_PLAYER(x, y))
3203 DrawPlayerField(x, y);
3205 DrawLevelField(x, y);
3210 boolean wanna_flame = !RND(10);
3211 int dx = newx - x, dy = newy - y;
3212 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3213 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3214 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3215 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3216 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3217 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3219 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3220 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3221 element1 != EL_FLAMES && element2 != EL_FLAMES)
3223 if (IS_PLAYER(x, y))
3224 DrawPlayerField(x, y);
3226 DrawLevelField(x, y);
3228 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3230 MovDelay[x][y] = 50;
3231 Feld[newx][newy] = EL_FLAMES;
3232 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3233 Feld[newx1][newy1] = EL_FLAMES;
3234 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3235 Feld[newx2][newy2] = EL_FLAMES;
3240 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3241 Feld[newx][newy] == EL_DIAMOND)
3243 if (IS_MOVING(newx, newy))
3244 RemoveMovingField(newx, newy);
3247 Feld[newx][newy] = EL_EMPTY;
3248 DrawLevelField(newx, newy);
3251 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3253 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3254 IS_MAMPF2(Feld[newx][newy]))
3256 if (AmoebaNr[newx][newy])
3258 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3259 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3260 Feld[newx][newy] == EL_BD_AMOEBA)
3261 AmoebaCnt[AmoebaNr[newx][newy]]--;
3264 if (IS_MOVING(newx, newy))
3265 RemoveMovingField(newx, newy);
3268 Feld[newx][newy] = EL_EMPTY;
3269 DrawLevelField(newx, newy);
3272 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3274 else if ((element == EL_PACMAN || element == EL_MOLE)
3275 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3277 if (AmoebaNr[newx][newy])
3279 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3280 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3281 Feld[newx][newy] == EL_BD_AMOEBA)
3282 AmoebaCnt[AmoebaNr[newx][newy]]--;
3285 if (element == EL_MOLE)
3287 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3288 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3289 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3290 return; /* wait for shrinking amoeba */
3292 else /* element == EL_PACMAN */
3294 Feld[newx][newy] = EL_EMPTY;
3295 DrawLevelField(newx, newy);
3296 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3299 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3300 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3301 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3303 /* wait for shrinking amoeba to completely disappear */
3306 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3308 /* object was running against a wall */
3312 if (element == EL_BUG || element == EL_SPACESHIP ||
3313 element == EL_SP_SNIKSNAK)
3314 DrawLevelField(x, y);
3315 else if (element == EL_BUG || element == EL_SPACESHIP ||
3316 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3317 DrawLevelField(x, y);
3318 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3319 DrawLevelElementAnimationIfNeeded(x, y, element);
3320 else if (element == EL_SATELLITE)
3321 DrawLevelElementAnimationIfNeeded(x, y, element);
3322 else if (element == EL_SP_ELECTRON)
3323 DrawLevelElementAnimationIfNeeded(x, y, element);
3325 if (DONT_TOUCH(element))
3326 TestIfBadThingTouchesHero(x, y);
3328 PlaySoundLevelAction(x, y, ACTION_WAITING);
3333 InitMovingField(x, y, MovDir[x][y]);
3335 PlaySoundLevelAction(x, y, ACTION_MOVING);
3339 ContinueMoving(x, y);
3342 void ContinueMoving(int x, int y)
3344 int element = Feld[x][y];
3345 int direction = MovDir[x][y];
3346 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3347 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3348 int horiz_move = (dx != 0);
3349 int newx = x + dx, newy = y + dy;
3350 int step = (horiz_move ? dx : dy) * TILEX / 8;
3352 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3354 else if (element == EL_QUICKSAND_FILLING ||
3355 element == EL_QUICKSAND_EMPTYING)
3357 else if (element == EL_MAGIC_WALL_FILLING ||
3358 element == EL_BD_MAGIC_WALL_FILLING ||
3359 element == EL_MAGIC_WALL_EMPTYING ||
3360 element == EL_BD_MAGIC_WALL_EMPTYING)
3362 else if (CAN_FALL(element) && horiz_move &&
3363 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3365 else if (element == EL_SPRING && horiz_move)
3368 #if OLD_GAME_BEHAVIOUR
3369 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3373 MovPos[x][y] += step;
3375 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3377 Feld[x][y] = EL_EMPTY;
3378 Feld[newx][newy] = element;
3380 if (element == EL_MOLE)
3383 static int xy[4][2] =
3391 Feld[x][y] = EL_SAND;
3392 DrawLevelField(x, y);
3401 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3402 DrawLevelField(xx, yy); /* for "crumbled sand" */
3406 if (element == EL_QUICKSAND_FILLING)
3408 element = Feld[newx][newy] = get_next_element(element);
3409 Store[newx][newy] = Store[x][y];
3411 else if (element == EL_QUICKSAND_EMPTYING)
3413 Feld[x][y] = get_next_element(element);
3414 element = Feld[newx][newy] = Store[x][y];
3416 else if (element == EL_MAGIC_WALL_FILLING)
3418 element = Feld[newx][newy] = get_next_element(element);
3419 if (!game.magic_wall_active)
3420 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3421 Store[newx][newy] = Store[x][y];
3423 else if (element == EL_MAGIC_WALL_EMPTYING)
3425 Feld[x][y] = get_next_element(element);
3426 if (!game.magic_wall_active)
3427 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3428 element = Feld[newx][newy] = Store[x][y];
3430 else if (element == EL_BD_MAGIC_WALL_FILLING)
3432 element = Feld[newx][newy] = get_next_element(element);
3433 if (!game.magic_wall_active)
3434 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3435 Store[newx][newy] = Store[x][y];
3437 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3439 Feld[x][y] = get_next_element(element);
3440 if (!game.magic_wall_active)
3441 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3442 element = Feld[newx][newy] = Store[x][y];
3444 else if (element == EL_AMOEBA_DROPPING)
3446 Feld[x][y] = get_next_element(element);
3447 element = Feld[newx][newy] = Store[x][y];
3449 else if (Store[x][y] == EL_ACID)
3451 element = Feld[newx][newy] = EL_ACID;
3455 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3456 MovDelay[newx][newy] = 0;
3458 /* copy animation control values to new field */
3459 GfxFrame[newx][newy] = GfxFrame[x][y];
3460 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3461 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3463 ResetGfxAnimation(x, y); /* reset animation values for old field */
3467 if (!CAN_MOVE(element))
3468 MovDir[newx][newy] = 0;
3471 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3472 MovDir[newx][newy] = 0;
3475 if (!CAN_MOVE(element) ||
3476 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3477 MovDir[newx][newy] = 0;
3481 DrawLevelField(x, y);
3482 DrawLevelField(newx, newy);
3484 Stop[newx][newy] = TRUE;
3485 JustStopped[newx][newy] = 3;
3487 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3489 TestIfBadThingTouchesHero(newx, newy);
3490 TestIfBadThingTouchesFriend(newx, newy);
3491 TestIfBadThingTouchesOtherBadThing(newx, newy);
3493 else if (element == EL_PENGUIN)
3494 TestIfFriendTouchesBadThing(newx, newy);
3496 if (CAN_SMASH(element) && direction == MV_DOWN &&
3497 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3500 else /* still moving on */
3502 DrawLevelField(x, y);
3506 int AmoebeNachbarNr(int ax, int ay)
3509 int element = Feld[ax][ay];
3511 static int xy[4][2] =
3521 int x = ax + xy[i][0];
3522 int y = ay + xy[i][1];
3524 if (!IN_LEV_FIELD(x, y))
3527 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3528 group_nr = AmoebaNr[x][y];
3534 void AmoebenVereinigen(int ax, int ay)
3536 int i, x, y, xx, yy;
3537 int new_group_nr = AmoebaNr[ax][ay];
3538 static int xy[4][2] =
3546 if (new_group_nr == 0)
3554 if (!IN_LEV_FIELD(x, y))
3557 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3558 Feld[x][y] == EL_BD_AMOEBA ||
3559 Feld[x][y] == EL_AMOEBA_DEAD) &&
3560 AmoebaNr[x][y] != new_group_nr)
3562 int old_group_nr = AmoebaNr[x][y];
3564 if (old_group_nr == 0)
3567 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3568 AmoebaCnt[old_group_nr] = 0;
3569 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3570 AmoebaCnt2[old_group_nr] = 0;
3572 for (yy=0; yy<lev_fieldy; yy++)
3574 for (xx=0; xx<lev_fieldx; xx++)
3576 if (AmoebaNr[xx][yy] == old_group_nr)
3577 AmoebaNr[xx][yy] = new_group_nr;
3584 void AmoebeUmwandeln(int ax, int ay)
3588 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3590 int group_nr = AmoebaNr[ax][ay];
3595 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3596 printf("AmoebeUmwandeln(): This should never happen!\n");
3601 for (y=0; y<lev_fieldy; y++)
3603 for (x=0; x<lev_fieldx; x++)
3605 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3608 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3612 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3613 SND_AMOEBA_TURNING_TO_GEM :
3614 SND_AMOEBA_TURNING_TO_ROCK));
3619 static int xy[4][2] =
3632 if (!IN_LEV_FIELD(x, y))
3635 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3637 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3638 SND_AMOEBA_TURNING_TO_GEM :
3639 SND_AMOEBA_TURNING_TO_ROCK));
3646 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3649 int group_nr = AmoebaNr[ax][ay];
3650 boolean done = FALSE;
3655 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3656 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3661 for (y=0; y<lev_fieldy; y++)
3663 for (x=0; x<lev_fieldx; x++)
3665 if (AmoebaNr[x][y] == group_nr &&
3666 (Feld[x][y] == EL_AMOEBA_DEAD ||
3667 Feld[x][y] == EL_BD_AMOEBA ||
3668 Feld[x][y] == EL_AMOEBA_GROWING))
3671 Feld[x][y] = new_element;
3672 InitField(x, y, FALSE);
3673 DrawLevelField(x, y);
3680 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3681 SND_BD_AMOEBA_TURNING_TO_ROCK :
3682 SND_BD_AMOEBA_TURNING_TO_GEM));
3685 void AmoebeWaechst(int x, int y)
3687 static unsigned long sound_delay = 0;
3688 static unsigned long sound_delay_value = 0;
3690 if (!MovDelay[x][y]) /* start new growing cycle */
3694 if (DelayReached(&sound_delay, sound_delay_value))
3697 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3699 if (Store[x][y] == EL_BD_AMOEBA)
3700 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3702 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3704 sound_delay_value = 30;
3708 if (MovDelay[x][y]) /* wait some time before growing bigger */
3711 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3713 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3714 6 - MovDelay[x][y]);
3716 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3719 if (!MovDelay[x][y])
3721 Feld[x][y] = Store[x][y];
3723 DrawLevelField(x, y);
3728 void AmoebaDisappearing(int x, int y)
3730 static unsigned long sound_delay = 0;
3731 static unsigned long sound_delay_value = 0;
3733 if (!MovDelay[x][y]) /* start new shrinking cycle */
3737 if (DelayReached(&sound_delay, sound_delay_value))
3738 sound_delay_value = 30;
3741 if (MovDelay[x][y]) /* wait some time before shrinking */
3744 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3746 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3747 6 - MovDelay[x][y]);
3749 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3752 if (!MovDelay[x][y])
3754 Feld[x][y] = EL_EMPTY;
3755 DrawLevelField(x, y);
3757 /* don't let mole enter this field in this cycle;
3758 (give priority to objects falling to this field from above) */
3764 void AmoebeAbleger(int ax, int ay)
3767 int element = Feld[ax][ay];
3768 int graphic = el2img(element);
3769 int newax = ax, neway = ay;
3770 static int xy[4][2] =
3778 if (!level.amoeba_speed)
3780 Feld[ax][ay] = EL_AMOEBA_DEAD;
3781 DrawLevelField(ax, ay);
3785 if (IS_ANIMATED(graphic))
3786 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3788 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3789 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3791 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3794 if (MovDelay[ax][ay])
3798 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3801 int x = ax + xy[start][0];
3802 int y = ay + xy[start][1];
3804 if (!IN_LEV_FIELD(x, y))
3807 if (IS_FREE(x, y) ||
3808 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3814 if (newax == ax && neway == ay)
3817 else /* normal or "filled" (BD style) amoeba */
3820 boolean waiting_for_player = FALSE;
3824 int j = (start + i) % 4;
3825 int x = ax + xy[j][0];
3826 int y = ay + xy[j][1];
3828 if (!IN_LEV_FIELD(x, y))
3831 if (IS_FREE(x, y) ||
3832 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3838 else if (IS_PLAYER(x, y))
3839 waiting_for_player = TRUE;
3842 if (newax == ax && neway == ay) /* amoeba cannot grow */
3844 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3846 Feld[ax][ay] = EL_AMOEBA_DEAD;
3847 DrawLevelField(ax, ay);
3848 AmoebaCnt[AmoebaNr[ax][ay]]--;
3850 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3852 if (element == EL_AMOEBA_FULL)
3853 AmoebeUmwandeln(ax, ay);
3854 else if (element == EL_BD_AMOEBA)
3855 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3860 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3862 /* amoeba gets larger by growing in some direction */
3864 int new_group_nr = AmoebaNr[ax][ay];
3867 if (new_group_nr == 0)
3869 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3870 printf("AmoebeAbleger(): This should never happen!\n");
3875 AmoebaNr[newax][neway] = new_group_nr;
3876 AmoebaCnt[new_group_nr]++;
3877 AmoebaCnt2[new_group_nr]++;
3879 /* if amoeba touches other amoeba(s) after growing, unify them */
3880 AmoebenVereinigen(newax, neway);
3882 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3884 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3890 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3891 (neway == lev_fieldy - 1 && newax != ax))
3893 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3894 Store[newax][neway] = element;
3896 else if (neway == ay)
3898 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3900 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3902 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3907 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3908 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3909 Store[ax][ay] = EL_AMOEBA_DROP;
3910 ContinueMoving(ax, ay);
3914 DrawLevelField(newax, neway);
3917 void Life(int ax, int ay)
3920 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3922 int element = Feld[ax][ay];
3923 int graphic = el2img(element);
3924 boolean changed = FALSE;
3926 if (IS_ANIMATED(graphic))
3927 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3932 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3933 MovDelay[ax][ay] = life_time;
3935 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3938 if (MovDelay[ax][ay])
3942 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3944 int xx = ax+x1, yy = ay+y1;
3947 if (!IN_LEV_FIELD(xx, yy))
3950 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3952 int x = xx+x2, y = yy+y2;
3954 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3957 if (((Feld[x][y] == element ||
3958 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
3960 (IS_FREE(x, y) && Stop[x][y]))
3964 if (xx == ax && yy == ay) /* field in the middle */
3966 if (nachbarn < life[0] || nachbarn > life[1])
3968 Feld[xx][yy] = EL_EMPTY;
3970 DrawLevelField(xx, yy);
3971 Stop[xx][yy] = TRUE;
3975 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3976 { /* free border field */
3977 if (nachbarn >= life[2] && nachbarn <= life[3])
3979 Feld[xx][yy] = element;
3980 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
3982 DrawLevelField(xx, yy);
3983 Stop[xx][yy] = TRUE;
3990 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
3991 SND_GAME_OF_LIFE_GROWING);
3994 static void InitRobotWheel(int x, int y)
3996 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3999 static void RunRobotWheel(int x, int y)
4001 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4004 static void StopRobotWheel(int x, int y)
4006 if (ZX == x && ZY == y)
4010 static void InitTimegateWheel(int x, int y)
4012 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4015 static void RunTimegateWheel(int x, int y)
4017 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4020 void CheckExit(int x, int y)
4022 if (local_player->gems_still_needed > 0 ||
4023 local_player->sokobanfields_still_needed > 0 ||
4024 local_player->lights_still_needed > 0)
4026 int element = Feld[x][y];
4027 int graphic = el2img(element);
4029 if (IS_ANIMATED(graphic))
4030 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4035 Feld[x][y] = EL_EXIT_OPENING;
4037 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4040 void CheckExitSP(int x, int y)
4042 if (local_player->gems_still_needed > 0)
4044 int element = Feld[x][y];
4045 int graphic = el2img(element);
4047 if (IS_ANIMATED(graphic))
4048 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4053 Feld[x][y] = EL_SP_EXIT_OPEN;
4055 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4058 static void CloseAllOpenTimegates()
4062 for (y=0; y<lev_fieldy; y++)
4064 for (x=0; x<lev_fieldx; x++)
4066 int element = Feld[x][y];
4068 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4070 Feld[x][y] = EL_TIMEGATE_CLOSING;
4072 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4074 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4081 void EdelsteinFunkeln(int x, int y)
4083 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4086 if (Feld[x][y] == EL_BD_DIAMOND)
4089 if (MovDelay[x][y] == 0) /* next animation frame */
4090 MovDelay[x][y] = 11 * !SimpleRND(500);
4092 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4096 if (setup.direct_draw && MovDelay[x][y])
4097 SetDrawtoField(DRAW_BUFFERED);
4099 DrawLevelElementAnimation(x, y, Feld[x][y]);
4101 if (MovDelay[x][y] != 0)
4103 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4104 10 - MovDelay[x][y]);
4106 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4108 if (setup.direct_draw)
4112 dest_x = FX + SCREENX(x) * TILEX;
4113 dest_y = FY + SCREENY(y) * TILEY;
4115 BlitBitmap(drawto_field, window,
4116 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4117 SetDrawtoField(DRAW_DIRECT);
4123 void MauerWaechst(int x, int y)
4127 if (!MovDelay[x][y]) /* next animation frame */
4128 MovDelay[x][y] = 3 * delay;
4130 if (MovDelay[x][y]) /* wait some time before next frame */
4134 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4136 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4137 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4139 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4142 if (!MovDelay[x][y])
4144 if (MovDir[x][y] == MV_LEFT)
4146 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4147 DrawLevelField(x - 1, y);
4149 else if (MovDir[x][y] == MV_RIGHT)
4151 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4152 DrawLevelField(x + 1, y);
4154 else if (MovDir[x][y] == MV_UP)
4156 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4157 DrawLevelField(x, y - 1);
4161 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4162 DrawLevelField(x, y + 1);
4165 Feld[x][y] = Store[x][y];
4167 MovDir[x][y] = MV_NO_MOVING;
4168 DrawLevelField(x, y);
4173 void MauerAbleger(int ax, int ay)
4175 int element = Feld[ax][ay];
4176 int graphic = el2img(element);
4177 boolean oben_frei = FALSE, unten_frei = FALSE;
4178 boolean links_frei = FALSE, rechts_frei = FALSE;
4179 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4180 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4181 boolean new_wall = FALSE;
4183 if (IS_ANIMATED(graphic))
4184 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4186 if (!MovDelay[ax][ay]) /* start building new wall */
4187 MovDelay[ax][ay] = 6;
4189 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4192 if (MovDelay[ax][ay])
4196 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4198 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4200 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4202 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4205 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4206 element == EL_EXPANDABLE_WALL_ANY)
4210 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4211 Store[ax][ay-1] = element;
4212 MovDir[ax][ay-1] = MV_UP;
4213 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4214 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4215 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4220 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4221 Store[ax][ay+1] = element;
4222 MovDir[ax][ay+1] = MV_DOWN;
4223 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4224 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4225 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4230 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4231 element == EL_EXPANDABLE_WALL_ANY ||
4232 element == EL_EXPANDABLE_WALL)
4236 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4237 Store[ax-1][ay] = element;
4238 MovDir[ax-1][ay] = MV_LEFT;
4239 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4240 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4241 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4247 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4248 Store[ax+1][ay] = element;
4249 MovDir[ax+1][ay] = MV_RIGHT;
4250 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4251 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4252 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4257 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4258 DrawLevelField(ax, ay);
4260 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4262 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4263 unten_massiv = TRUE;
4264 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4265 links_massiv = TRUE;
4266 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4267 rechts_massiv = TRUE;
4269 if (((oben_massiv && unten_massiv) ||
4270 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4271 element == EL_EXPANDABLE_WALL) &&
4272 ((links_massiv && rechts_massiv) ||
4273 element == EL_EXPANDABLE_WALL_VERTICAL))
4274 Feld[ax][ay] = EL_WALL;
4278 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4280 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4284 void CheckForDragon(int x, int y)
4287 boolean dragon_found = FALSE;
4288 static int xy[4][2] =
4300 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4302 if (IN_LEV_FIELD(xx, yy) &&
4303 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4305 if (Feld[xx][yy] == EL_DRAGON)
4306 dragon_found = TRUE;
4319 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4321 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4323 Feld[xx][yy] = EL_EMPTY;
4324 DrawLevelField(xx, yy);
4333 static void InitBuggyBase(int x, int y)
4335 int element = Feld[x][y];
4336 int activating_delay = FRAMES_PER_SECOND / 4;
4339 (element == EL_SP_BUGGY_BASE ?
4340 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4341 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4343 element == EL_SP_BUGGY_BASE_ACTIVE ?
4344 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4347 static void WarnBuggyBase(int x, int y)
4350 static int xy[4][2] =
4360 int xx = x + xy[i][0], yy = y + xy[i][1];
4362 if (IS_PLAYER(xx, yy))
4364 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4371 static void InitTrap(int x, int y)
4373 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4376 static void ActivateTrap(int x, int y)
4378 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4381 static void ChangeActiveTrap(int x, int y)
4383 int graphic = IMG_TRAP_ACTIVE;
4385 /* if new animation frame was drawn, correct crumbled sand border */
4386 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4387 DrawLevelFieldCrumbledSand(x, y);
4390 static void ChangeElement(int x, int y)
4392 int element = Feld[x][y];
4394 if (MovDelay[x][y] == 0) /* initialize element change */
4396 MovDelay[x][y] = changing_element[element].change_delay + 1;
4398 ResetGfxAnimation(x, y);
4399 ResetRandomAnimationValue(x, y);
4401 if (changing_element[element].pre_change_function)
4402 changing_element[element].pre_change_function(x, y);
4407 if (MovDelay[x][y] != 0) /* continue element change */
4409 if (IS_ANIMATED(el2img(element)))
4410 DrawLevelElementAnimationIfNeeded(x, y, element);
4412 if (changing_element[element].change_function)
4413 changing_element[element].change_function(x, y);
4415 else /* finish element change */
4417 Feld[x][y] = changing_element[element].next_element;
4419 ResetGfxAnimation(x, y);
4420 ResetRandomAnimationValue(x, y);
4422 DrawLevelField(x, y);
4424 if (changing_element[element].post_change_function)
4425 changing_element[element].post_change_function(x, y);
4429 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4431 static byte stored_player_action[MAX_PLAYERS];
4432 static int num_stored_actions = 0;
4433 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4434 int left = player_action & JOY_LEFT;
4435 int right = player_action & JOY_RIGHT;
4436 int up = player_action & JOY_UP;
4437 int down = player_action & JOY_DOWN;
4438 int button1 = player_action & JOY_BUTTON_1;
4439 int button2 = player_action & JOY_BUTTON_2;
4440 int dx = (left ? -1 : right ? 1 : 0);
4441 int dy = (up ? -1 : down ? 1 : 0);
4443 stored_player_action[player->index_nr] = 0;
4444 num_stored_actions++;
4446 if (!player->active || tape.pausing)
4452 snapped = SnapField(player, dx, dy);
4456 bombed = PlaceBomb(player);
4457 moved = MoveFigure(player, dx, dy);
4460 if (tape.single_step && tape.recording && !tape.pausing)
4462 if (button1 || (bombed && !moved))
4464 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4465 SnapField(player, 0, 0); /* stop snapping */
4469 stored_player_action[player->index_nr] = player_action;
4473 /* no actions for this player (no input at player's configured device) */
4475 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4476 SnapField(player, 0, 0);
4477 CheckGravityMovement(player);
4479 if (player->MovPos == 0)
4482 printf("Trying... Player frame reset\n");
4485 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4488 if (player->MovPos == 0) /* needed for tape.playing */
4489 player->is_moving = FALSE;
4492 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4494 TapeRecordAction(stored_player_action);
4495 num_stored_actions = 0;
4501 static unsigned long action_delay = 0;
4502 unsigned long action_delay_value;
4503 int magic_wall_x = 0, magic_wall_y = 0;
4504 int i, x, y, element, graphic;
4505 byte *recorded_player_action;
4506 byte summarized_player_action = 0;
4508 if (game_status != PLAYING)
4511 action_delay_value =
4512 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4514 if (tape.playing && tape.index_search && !tape.pausing)
4515 action_delay_value = 0;
4517 /* ---------- main game synchronization point ---------- */
4519 WaitUntilDelayReached(&action_delay, action_delay_value);
4521 if (network_playing && !network_player_action_received)
4525 printf("DEBUG: try to get network player actions in time\n");
4529 #if defined(PLATFORM_UNIX)
4530 /* last chance to get network player actions without main loop delay */
4534 if (game_status != PLAYING)
4537 if (!network_player_action_received)
4541 printf("DEBUG: failed to get network player actions in time\n");
4551 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4553 for (i=0; i<MAX_PLAYERS; i++)
4555 summarized_player_action |= stored_player[i].action;
4557 if (!network_playing)
4558 stored_player[i].effective_action = stored_player[i].action;
4561 #if defined(PLATFORM_UNIX)
4562 if (network_playing)
4563 SendToServer_MovePlayer(summarized_player_action);
4566 if (!options.network && !setup.team_mode)
4567 local_player->effective_action = summarized_player_action;
4569 for (i=0; i<MAX_PLAYERS; i++)
4571 int actual_player_action = stored_player[i].effective_action;
4573 if (stored_player[i].programmed_action)
4574 actual_player_action = stored_player[i].programmed_action;
4576 if (recorded_player_action)
4577 actual_player_action = recorded_player_action[i];
4579 PlayerActions(&stored_player[i], actual_player_action);
4580 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4583 network_player_action_received = FALSE;
4585 ScrollScreen(NULL, SCROLL_GO_ON);
4591 for (i=0; i<MAX_PLAYERS; i++)
4592 stored_player[i].Frame++;
4595 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4598 if (JustStopped[x][y] > 0)
4599 JustStopped[x][y]--;
4604 if (IS_BLOCKED(x, y))
4608 Blocked2Moving(x, y, &oldx, &oldy);
4609 if (!IS_MOVING(oldx, oldy))
4611 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4612 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4613 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4614 printf("GameActions(): This should never happen!\n");
4620 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4622 element = Feld[x][y];
4623 graphic = el2img(element);
4625 if (graphic_info[graphic].anim_global_sync)
4626 GfxFrame[x][y] = FrameCounter;
4628 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4629 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4630 ResetRandomAnimationValue(x, y);
4632 SetRandomAnimationValue(x, y);
4635 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4638 if (IS_INACTIVE(element))
4640 if (IS_ANIMATED(graphic))
4641 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4646 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4650 if (IS_ANIMATED(graphic) &&
4653 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4655 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4656 EdelsteinFunkeln(x, y);
4658 else if ((element == EL_ACID ||
4659 element == EL_EXIT_OPEN ||
4660 element == EL_SP_EXIT_OPEN ||
4661 element == EL_SP_TERMINAL ||
4662 element == EL_SP_TERMINAL_ACTIVE ||
4663 element == EL_EXTRA_TIME ||
4664 element == EL_SHIELD_NORMAL ||
4665 element == EL_SHIELD_DEADLY) &&
4666 IS_ANIMATED(graphic))
4667 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4668 else if (IS_MOVING(x, y))
4669 ContinueMoving(x, y);
4670 else if (IS_ACTIVE_BOMB(element))
4671 CheckDynamite(x, y);
4673 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4674 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4676 else if (element == EL_AMOEBA_GROWING)
4677 AmoebeWaechst(x, y);
4678 else if (element == EL_AMOEBA_SHRINKING)
4679 AmoebaDisappearing(x, y);
4681 #if !USE_NEW_AMOEBA_CODE
4682 else if (IS_AMOEBALIVE(element))
4683 AmoebeAbleger(x, y);
4686 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4688 else if (element == EL_EXIT_CLOSED)
4690 else if (element == EL_SP_EXIT_CLOSED)
4692 else if (element == EL_EXPANDABLE_WALL_GROWING)
4694 else if (element == EL_EXPANDABLE_WALL ||
4695 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4696 element == EL_EXPANDABLE_WALL_VERTICAL ||
4697 element == EL_EXPANDABLE_WALL_ANY)
4699 else if (element == EL_FLAMES)
4700 CheckForDragon(x, y);
4701 else if (IS_AUTO_CHANGING(element))
4702 ChangeElement(x, y);
4703 else if (element == EL_EXPLOSION)
4704 ; /* drawing of correct explosion animation is handled separately */
4705 else if (IS_ANIMATED(graphic))
4706 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4708 if (IS_BELT_ACTIVE(element))
4709 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4711 if (game.magic_wall_active)
4713 int jx = local_player->jx, jy = local_player->jy;
4715 /* play the element sound at the position nearest to the player */
4716 if ((element == EL_MAGIC_WALL_FULL ||
4717 element == EL_MAGIC_WALL_ACTIVE ||
4718 element == EL_MAGIC_WALL_EMPTYING ||
4719 element == EL_BD_MAGIC_WALL_FULL ||
4720 element == EL_BD_MAGIC_WALL_ACTIVE ||
4721 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4722 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4730 #if USE_NEW_AMOEBA_CODE
4731 /* new experimental amoeba growth stuff */
4733 if (!(FrameCounter % 8))
4736 static unsigned long random = 1684108901;
4738 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4741 x = (random >> 10) % lev_fieldx;
4742 y = (random >> 20) % lev_fieldy;
4744 x = RND(lev_fieldx);
4745 y = RND(lev_fieldy);
4747 element = Feld[x][y];
4749 if (!IS_PLAYER(x,y) &&
4750 (element == EL_EMPTY ||
4751 element == EL_SAND ||
4752 element == EL_QUICKSAND_EMPTY ||
4753 element == EL_ACID_SPLASH_LEFT ||
4754 element == EL_ACID_SPLASH_RIGHT))
4756 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4757 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4758 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4759 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4760 Feld[x][y] = EL_AMOEBA_DROP;
4763 random = random * 129 + 1;
4769 if (game.explosions_delayed)
4772 game.explosions_delayed = FALSE;
4774 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4776 element = Feld[x][y];
4778 if (ExplodeField[x][y])
4779 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4780 else if (element == EL_EXPLOSION)
4781 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4783 ExplodeField[x][y] = EX_NO_EXPLOSION;
4786 game.explosions_delayed = TRUE;
4789 if (game.magic_wall_active)
4791 if (!(game.magic_wall_time_left % 4))
4793 int element = Feld[magic_wall_x][magic_wall_y];
4795 if (element == EL_BD_MAGIC_WALL_FULL ||
4796 element == EL_BD_MAGIC_WALL_ACTIVE ||
4797 element == EL_BD_MAGIC_WALL_EMPTYING)
4798 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4800 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4803 if (game.magic_wall_time_left > 0)
4805 game.magic_wall_time_left--;
4806 if (!game.magic_wall_time_left)
4808 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4810 element = Feld[x][y];
4812 if (element == EL_MAGIC_WALL_ACTIVE ||
4813 element == EL_MAGIC_WALL_FULL)
4815 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4816 DrawLevelField(x, y);
4818 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4819 element == EL_BD_MAGIC_WALL_FULL)
4821 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4822 DrawLevelField(x, y);
4826 game.magic_wall_active = FALSE;
4831 if (game.light_time_left > 0)
4833 game.light_time_left--;
4835 if (game.light_time_left == 0)
4836 RedrawAllLightSwitchesAndInvisibleElements();
4839 if (game.timegate_time_left > 0)
4841 game.timegate_time_left--;
4843 if (game.timegate_time_left == 0)
4844 CloseAllOpenTimegates();
4847 for (i=0; i<MAX_PLAYERS; i++)
4849 struct PlayerInfo *player = &stored_player[i];
4851 if (SHIELD_ON(player))
4853 if (player->shield_deadly_time_left)
4854 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4855 else if (player->shield_normal_time_left)
4856 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4860 if (TimeFrames >= (1000 / GameFrameDelay))
4865 for (i=0; i<MAX_PLAYERS; i++)
4867 struct PlayerInfo *player = &stored_player[i];
4869 if (SHIELD_ON(player))
4871 player->shield_normal_time_left--;
4873 if (player->shield_deadly_time_left > 0)
4874 player->shield_deadly_time_left--;
4878 if (tape.recording || tape.playing)
4879 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4885 if (TimeLeft <= 10 && setup.time_limit)
4886 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
4888 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4890 if (!TimeLeft && setup.time_limit)
4891 for (i=0; i<MAX_PLAYERS; i++)
4892 KillHero(&stored_player[i]);
4894 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4895 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4900 if (options.debug) /* calculate frames per second */
4902 static unsigned long fps_counter = 0;
4903 static int fps_frames = 0;
4904 unsigned long fps_delay_ms = Counter() - fps_counter;
4908 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4910 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4913 fps_counter = Counter();
4916 redraw_mask |= REDRAW_FPS;
4920 if (stored_player[0].jx != stored_player[0].last_jx ||
4921 stored_player[0].jy != stored_player[0].last_jy)
4922 printf("::: %d, %d, %d, %d, %d\n",
4923 stored_player[0].MovDir,
4924 stored_player[0].MovPos,
4925 stored_player[0].GfxPos,
4926 stored_player[0].Frame,
4927 stored_player[0].StepFrame);
4934 for (i=0; i<MAX_PLAYERS; i++)
4937 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
4939 stored_player[i].Frame += move_frames;
4941 if (stored_player[i].MovPos != 0)
4942 stored_player[i].StepFrame += move_frames;
4947 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4949 int min_x = x, min_y = y, max_x = x, max_y = y;
4952 for (i=0; i<MAX_PLAYERS; i++)
4954 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4956 if (!stored_player[i].active || &stored_player[i] == player)
4959 min_x = MIN(min_x, jx);
4960 min_y = MIN(min_y, jy);
4961 max_x = MAX(max_x, jx);
4962 max_y = MAX(max_y, jy);
4965 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4968 static boolean AllPlayersInVisibleScreen()
4972 for (i=0; i<MAX_PLAYERS; i++)
4974 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4976 if (!stored_player[i].active)
4979 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4986 void ScrollLevel(int dx, int dy)
4988 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4991 BlitBitmap(drawto_field, drawto_field,
4992 FX + TILEX*(dx == -1) - softscroll_offset,
4993 FY + TILEY*(dy == -1) - softscroll_offset,
4994 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4995 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4996 FX + TILEX*(dx == 1) - softscroll_offset,
4997 FY + TILEY*(dy == 1) - softscroll_offset);
5001 x = (dx == 1 ? BX1 : BX2);
5002 for (y=BY1; y<=BY2; y++)
5003 DrawScreenField(x, y);
5008 y = (dy == 1 ? BY1 : BY2);
5009 for (x=BX1; x<=BX2; x++)
5010 DrawScreenField(x, y);
5013 redraw_mask |= REDRAW_FIELD;
5016 static void CheckGravityMovement(struct PlayerInfo *player)
5018 if (level.gravity && !player->programmed_action)
5020 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5021 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5023 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5024 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5025 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5026 int jx = player->jx, jy = player->jy;
5027 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5028 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5029 int new_jx = jx + dx, new_jy = jy + dy;
5030 boolean field_under_player_is_free =
5031 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5032 boolean player_is_moving_to_valid_field =
5033 (IN_LEV_FIELD(new_jx, new_jy) &&
5034 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5035 Feld[new_jx][new_jy] == EL_SAND));
5037 if (field_under_player_is_free &&
5038 !player_is_moving_to_valid_field &&
5039 !IS_TUBE(Feld[jx][jy]))
5040 player->programmed_action = MV_DOWN;
5044 boolean MoveFigureOneStep(struct PlayerInfo *player,
5045 int dx, int dy, int real_dx, int real_dy)
5047 int jx = player->jx, jy = player->jy;
5048 int new_jx = jx+dx, new_jy = jy+dy;
5052 if (!player->active || (!dx && !dy))
5053 return MF_NO_ACTION;
5055 player->MovDir = (dx < 0 ? MV_LEFT :
5058 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5060 if (!IN_LEV_FIELD(new_jx, new_jy))
5061 return MF_NO_ACTION;
5063 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5064 return MF_NO_ACTION;
5067 element = MovingOrBlocked2Element(new_jx, new_jy);
5069 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5072 if (DONT_GO_TO(element))
5074 if (element == EL_ACID && dx == 0 && dy == 1)
5077 Feld[jx][jy] = EL_PLAYER_1;
5078 InitMovingField(jx, jy, MV_DOWN);
5079 Store[jx][jy] = EL_ACID;
5080 ContinueMoving(jx, jy);
5084 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5089 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5090 if (can_move != MF_MOVING)
5093 StorePlayer[jx][jy] = 0;
5094 player->last_jx = jx;
5095 player->last_jy = jy;
5096 jx = player->jx = new_jx;
5097 jy = player->jy = new_jy;
5098 StorePlayer[jx][jy] = player->element_nr;
5101 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5103 ScrollFigure(player, SCROLL_INIT);
5108 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5110 int jx = player->jx, jy = player->jy;
5111 int old_jx = jx, old_jy = jy;
5112 int moved = MF_NO_ACTION;
5114 if (!player->active || (!dx && !dy))
5118 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5122 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5123 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5127 /* remove the last programmed player action */
5128 player->programmed_action = 0;
5132 /* should only happen if pre-1.2 tape recordings are played */
5133 /* this is only for backward compatibility */
5135 int original_move_delay_value = player->move_delay_value;
5138 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5142 /* scroll remaining steps with finest movement resolution */
5143 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5145 while (player->MovPos)
5147 ScrollFigure(player, SCROLL_GO_ON);
5148 ScrollScreen(NULL, SCROLL_GO_ON);
5154 player->move_delay_value = original_move_delay_value;
5157 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5159 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5160 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5164 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5165 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5171 if (moved & MF_MOVING && !ScreenMovPos &&
5172 (player == local_player || !options.network))
5174 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5175 int offset = (setup.scroll_delay ? 3 : 0);
5177 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5179 /* actual player has left the screen -- scroll in that direction */
5180 if (jx != old_jx) /* player has moved horizontally */
5181 scroll_x += (jx - old_jx);
5182 else /* player has moved vertically */
5183 scroll_y += (jy - old_jy);
5187 if (jx != old_jx) /* player has moved horizontally */
5189 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5190 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5191 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5193 /* don't scroll over playfield boundaries */
5194 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5195 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5197 /* don't scroll more than one field at a time */
5198 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5200 /* don't scroll against the player's moving direction */
5201 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5202 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5203 scroll_x = old_scroll_x;
5205 else /* player has moved vertically */
5207 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5208 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5209 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5211 /* don't scroll over playfield boundaries */
5212 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5213 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5215 /* don't scroll more than one field at a time */
5216 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5218 /* don't scroll against the player's moving direction */
5219 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5220 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5221 scroll_y = old_scroll_y;
5225 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5227 if (!options.network && !AllPlayersInVisibleScreen())
5229 scroll_x = old_scroll_x;
5230 scroll_y = old_scroll_y;
5234 ScrollScreen(player, SCROLL_INIT);
5235 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5242 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5244 if (!(moved & MF_MOVING) && !player->Pushing)
5249 player->StepFrame = 0;
5251 if (moved & MF_MOVING)
5253 if (old_jx != jx && old_jy == jy)
5254 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5255 else if (old_jx == jx && old_jy != jy)
5256 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5258 DrawLevelField(jx, jy); /* for "crumbled sand" */
5260 player->last_move_dir = player->MovDir;
5261 player->is_moving = TRUE;
5265 CheckGravityMovement(player);
5268 player->last_move_dir = MV_NO_MOVING;
5270 player->is_moving = FALSE;
5273 TestIfHeroTouchesBadThing(jx, jy);
5275 if (!player->active)
5281 void ScrollFigure(struct PlayerInfo *player, int mode)
5283 int jx = player->jx, jy = player->jy;
5284 int last_jx = player->last_jx, last_jy = player->last_jy;
5285 int move_stepsize = TILEX / player->move_delay_value;
5287 if (!player->active || !player->MovPos)
5290 if (mode == SCROLL_INIT)
5292 player->actual_frame_counter = FrameCounter;
5293 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5295 if (Feld[last_jx][last_jy] == EL_EMPTY)
5296 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5301 else if (!FrameReached(&player->actual_frame_counter, 1))
5304 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5305 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5307 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5308 Feld[last_jx][last_jy] = EL_EMPTY;
5310 /* before DrawPlayer() to draw correct player graphic for this case */
5311 if (player->MovPos == 0)
5312 CheckGravityMovement(player);
5316 if (player->MovPos == 0)
5318 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5320 /* continue with normal speed after quickly moving through gate */
5321 HALVE_PLAYER_SPEED(player);
5323 /* be able to make the next move without delay */
5324 player->move_delay = 0;
5327 player->last_jx = jx;
5328 player->last_jy = jy;
5330 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5331 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5335 if (local_player->friends_still_needed == 0 ||
5336 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5337 player->LevelSolved = player->GameOver = TRUE;
5340 if (tape.single_step && tape.recording && !tape.pausing &&
5341 !player->programmed_action)
5342 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5346 void ScrollScreen(struct PlayerInfo *player, int mode)
5348 static unsigned long screen_frame_counter = 0;
5350 if (mode == SCROLL_INIT)
5352 /* set scrolling step size according to actual player's moving speed */
5353 ScrollStepSize = TILEX / player->move_delay_value;
5355 screen_frame_counter = FrameCounter;
5356 ScreenMovDir = player->MovDir;
5357 ScreenMovPos = player->MovPos;
5358 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5361 else if (!FrameReached(&screen_frame_counter, 1))
5366 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5367 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5368 redraw_mask |= REDRAW_FIELD;
5371 ScreenMovDir = MV_NO_MOVING;
5374 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5376 int i, kill_x = -1, kill_y = -1;
5377 static int test_xy[4][2] =
5384 static int test_dir[4] =
5394 int test_x, test_y, test_move_dir, test_element;
5396 test_x = good_x + test_xy[i][0];
5397 test_y = good_y + test_xy[i][1];
5398 if (!IN_LEV_FIELD(test_x, test_y))
5402 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5405 test_element = Feld[test_x][test_y];
5407 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5410 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5411 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5413 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5414 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5422 if (kill_x != -1 || kill_y != -1)
5424 if (IS_PLAYER(good_x, good_y))
5426 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5428 if (player->shield_deadly_time_left > 0)
5429 Bang(kill_x, kill_y);
5430 else if (!PLAYER_PROTECTED(good_x, good_y))
5434 Bang(good_x, good_y);
5438 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5440 int i, kill_x = -1, kill_y = -1;
5441 int bad_element = Feld[bad_x][bad_y];
5442 static int test_xy[4][2] =
5449 static int test_dir[4] =
5457 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5462 int test_x, test_y, test_move_dir, test_element;
5464 test_x = bad_x + test_xy[i][0];
5465 test_y = bad_y + test_xy[i][1];
5466 if (!IN_LEV_FIELD(test_x, test_y))
5470 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5472 test_element = Feld[test_x][test_y];
5474 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5475 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5477 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5478 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5480 /* good thing is player or penguin that does not move away */
5481 if (IS_PLAYER(test_x, test_y))
5483 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5485 if (bad_element == EL_ROBOT && player->is_moving)
5486 continue; /* robot does not kill player if he is moving */
5492 else if (test_element == EL_PENGUIN)
5501 if (kill_x != -1 || kill_y != -1)
5503 if (IS_PLAYER(kill_x, kill_y))
5505 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5508 int dir = player->MovDir;
5509 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5510 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5512 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5513 newx != bad_x && newy != bad_y)
5514 ; /* robot does not kill player if he is moving */
5516 printf("-> %d\n", player->MovDir);
5518 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5519 newx != bad_x && newy != bad_y)
5520 ; /* robot does not kill player if he is moving */
5525 if (player->shield_deadly_time_left > 0)
5527 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5531 Bang(kill_x, kill_y);
5535 void TestIfHeroTouchesBadThing(int x, int y)
5537 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5540 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5542 TestIfGoodThingHitsBadThing(x, y, move_dir);
5545 void TestIfBadThingTouchesHero(int x, int y)
5547 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5550 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5552 TestIfBadThingHitsGoodThing(x, y, move_dir);
5555 void TestIfFriendTouchesBadThing(int x, int y)
5557 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5560 void TestIfBadThingTouchesFriend(int x, int y)
5562 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5565 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5567 int i, kill_x = bad_x, kill_y = bad_y;
5568 static int xy[4][2] =
5580 x = bad_x + xy[i][0];
5581 y = bad_y + xy[i][1];
5582 if (!IN_LEV_FIELD(x, y))
5585 element = Feld[x][y];
5586 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5587 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5595 if (kill_x != bad_x || kill_y != bad_y)
5599 void KillHero(struct PlayerInfo *player)
5601 int jx = player->jx, jy = player->jy;
5603 if (!player->active)
5606 if (IS_PFORTE(Feld[jx][jy]))
5607 Feld[jx][jy] = EL_EMPTY;
5609 /* deactivate shield (else Bang()/Explode() would not work right) */
5610 player->shield_normal_time_left = 0;
5611 player->shield_deadly_time_left = 0;
5617 static void KillHeroUnlessProtected(int x, int y)
5619 if (!PLAYER_PROTECTED(x, y))
5620 KillHero(PLAYERINFO(x, y));
5623 void BuryHero(struct PlayerInfo *player)
5625 int jx = player->jx, jy = player->jy;
5627 if (!player->active)
5630 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5631 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5633 player->GameOver = TRUE;
5637 void RemoveHero(struct PlayerInfo *player)
5639 int jx = player->jx, jy = player->jy;
5640 int i, found = FALSE;
5642 player->present = FALSE;
5643 player->active = FALSE;
5645 if (!ExplodeField[jx][jy])
5646 StorePlayer[jx][jy] = 0;
5648 for (i=0; i<MAX_PLAYERS; i++)
5649 if (stored_player[i].active)
5653 AllPlayersGone = TRUE;
5659 int DigField(struct PlayerInfo *player,
5660 int x, int y, int real_dx, int real_dy, int mode)
5662 int jx = player->jx, jy = player->jy;
5663 int dx = x - jx, dy = y - jy;
5664 int move_direction = (dx == -1 ? MV_LEFT :
5665 dx == +1 ? MV_RIGHT :
5667 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5670 if (player->MovPos == 0)
5672 player->is_digging = FALSE;
5673 player->is_collecting = FALSE;
5676 if (player->MovPos == 0)
5677 player->Pushing = FALSE;
5679 if (mode == DF_NO_PUSH)
5681 player->Switching = FALSE;
5682 player->push_delay = 0;
5683 return MF_NO_ACTION;
5686 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5687 return MF_NO_ACTION;
5689 if (IS_TUBE(Feld[jx][jy]))
5692 int tube_leave_directions[][2] =
5694 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5695 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5696 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5697 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5698 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5699 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5700 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5701 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5702 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5703 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5704 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5705 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5708 while (tube_leave_directions[i][0] != Feld[jx][jy])
5711 if (tube_leave_directions[i][0] == -1) /* should not happen */
5715 if (!(tube_leave_directions[i][1] & move_direction))
5716 return MF_NO_ACTION; /* tube has no opening in this direction */
5719 element = Feld[x][y];
5725 case EL_INVISIBLE_SAND:
5726 case EL_INVISIBLE_SAND_ACTIVE:
5729 case EL_SP_BUGGY_BASE:
5730 case EL_SP_BUGGY_BASE_ACTIVATING:
5733 if (mode != DF_SNAP && element != EL_EMPTY)
5735 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5736 player->is_digging = TRUE;
5739 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5744 case EL_EMERALD_YELLOW:
5745 case EL_EMERALD_RED:
5746 case EL_EMERALD_PURPLE:
5748 case EL_SP_INFOTRON:
5753 if (mode != DF_SNAP)
5755 GfxElement[x][y] = element;
5756 player->is_collecting = TRUE;
5759 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5760 element == EL_PEARL ? 5 :
5761 element == EL_CRYSTAL ? 8 : 1);
5762 if (local_player->gems_still_needed < 0)
5763 local_player->gems_still_needed = 0;
5764 RaiseScoreElement(element);
5765 DrawText(DX_EMERALDS, DY_EMERALDS,
5766 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5767 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5772 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5773 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5777 Feld[x][y] = EL_EMPTY;
5778 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5786 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5788 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
5791 case EL_SHIELD_NORMAL:
5793 player->shield_normal_time_left += 10;
5794 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5797 case EL_SHIELD_DEADLY:
5799 player->shield_normal_time_left += 10;
5800 player->shield_deadly_time_left += 10;
5801 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5805 case EL_SP_DISK_RED:
5808 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5809 RaiseScoreElement(EL_DYNAMITE);
5810 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5812 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5815 case EL_DYNABOMB_INCREASE_NUMBER:
5817 player->dynabomb_count++;
5818 player->dynabombs_left++;
5819 RaiseScoreElement(EL_DYNAMITE);
5820 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5823 case EL_DYNABOMB_INCREASE_SIZE:
5825 player->dynabomb_size++;
5826 RaiseScoreElement(EL_DYNAMITE);
5827 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5830 case EL_DYNABOMB_INCREASE_POWER:
5832 player->dynabomb_xl = TRUE;
5833 RaiseScoreElement(EL_DYNAMITE);
5834 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5842 int key_nr = element - EL_KEY_1;
5843 int graphic = el2edimg(element);
5846 player->key[key_nr] = TRUE;
5847 RaiseScoreElement(element);
5848 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5850 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5852 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5861 int key_nr = element - EL_EM_KEY_1;
5862 int graphic = el2edimg(EL_KEY_1 + key_nr);
5865 player->key[key_nr] = TRUE;
5866 RaiseScoreElement(element);
5867 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5869 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5871 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5875 case EL_ROBOT_WHEEL:
5876 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5879 DrawLevelField(x, y);
5880 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5884 case EL_SP_TERMINAL:
5888 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5890 for (yy=0; yy<lev_fieldy; yy++)
5892 for (xx=0; xx<lev_fieldx; xx++)
5894 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5896 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5897 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5905 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
5906 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
5907 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
5908 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
5909 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
5910 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
5911 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
5912 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
5913 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
5914 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
5915 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
5916 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
5917 if (!player->Switching)
5919 player->Switching = TRUE;
5920 ToggleBeltSwitch(x, y);
5921 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
5926 case EL_SWITCHGATE_SWITCH_UP:
5927 case EL_SWITCHGATE_SWITCH_DOWN:
5928 if (!player->Switching)
5930 player->Switching = TRUE;
5931 ToggleSwitchgateSwitch(x, y);
5932 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
5937 case EL_LIGHT_SWITCH:
5938 case EL_LIGHT_SWITCH_ACTIVE:
5939 if (!player->Switching)
5941 player->Switching = TRUE;
5942 ToggleLightSwitch(x, y);
5943 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
5944 SND_LIGHT_SWITCH_ACTIVATING :
5945 SND_LIGHT_SWITCH_DEACTIVATING);
5950 case EL_TIMEGATE_SWITCH:
5951 ActivateTimegateSwitch(x, y);
5952 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
5957 case EL_BALLOON_SWITCH_LEFT:
5958 case EL_BALLOON_SWITCH_RIGHT:
5959 case EL_BALLOON_SWITCH_UP:
5960 case EL_BALLOON_SWITCH_DOWN:
5961 case EL_BALLOON_SWITCH_ANY:
5962 if (element == EL_BALLOON_SWITCH_ANY)
5963 game.balloon_dir = move_direction;
5965 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
5966 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
5967 element == EL_BALLOON_SWITCH_UP ? MV_UP :
5968 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
5970 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
5975 /* the following elements cannot be pushed by "snapping" */
5978 case EL_DX_SUPABOMB:
5980 case EL_TIME_ORB_EMPTY:
5982 case EL_SP_DISK_ORANGE:
5984 if (mode == DF_SNAP)
5985 return MF_NO_ACTION;
5987 /* no "break" -- fall through to next case */
5989 /* the following elements can be pushed by "snapping" */
5992 return MF_NO_ACTION;
5994 player->Pushing = TRUE;
5996 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5997 return MF_NO_ACTION;
6001 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6002 return MF_NO_ACTION;
6005 if (player->push_delay == 0)
6006 player->push_delay = FrameCounter;
6008 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6010 element != EL_SPRING)
6011 return MF_NO_ACTION;
6013 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6014 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6015 element != EL_SPRING)
6016 return MF_NO_ACTION;
6019 if (mode == DF_SNAP)
6021 InitMovingField(x, y, move_direction);
6022 ContinueMoving(x, y);
6027 Feld[x + dx][y + dy] = element;
6030 if (element == EL_SPRING)
6032 Feld[x + dx][y + dy] = EL_SPRING;
6033 MovDir[x + dx][y + dy] = move_direction;
6036 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6038 DrawLevelField(x + dx, y + dy);
6039 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6046 if (!player->key[element - EL_GATE_1])
6047 return MF_NO_ACTION;
6050 case EL_GATE_1_GRAY:
6051 case EL_GATE_2_GRAY:
6052 case EL_GATE_3_GRAY:
6053 case EL_GATE_4_GRAY:
6054 if (!player->key[element - EL_GATE_1_GRAY])
6055 return MF_NO_ACTION;
6062 if (!player->key[element - EL_EM_GATE_1])
6063 return MF_NO_ACTION;
6064 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6065 return MF_NO_ACTION;
6067 /* automatically move to the next field with double speed */
6068 player->programmed_action = move_direction;
6069 DOUBLE_PLAYER_SPEED(player);
6071 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6074 case EL_EM_GATE_1_GRAY:
6075 case EL_EM_GATE_2_GRAY:
6076 case EL_EM_GATE_3_GRAY:
6077 case EL_EM_GATE_4_GRAY:
6078 if (!player->key[element - EL_EM_GATE_1_GRAY])
6079 return MF_NO_ACTION;
6080 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6081 return MF_NO_ACTION;
6083 /* automatically move to the next field with double speed */
6084 player->programmed_action = move_direction;
6085 DOUBLE_PLAYER_SPEED(player);
6088 PlaySoundLevelAction(x, y, ACTION_PASSING);
6090 PlaySoundLevel(x, y, SND_GATE_PASSING);
6094 case EL_SWITCHGATE_OPEN:
6095 case EL_TIMEGATE_OPEN:
6096 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6097 return MF_NO_ACTION;
6099 /* automatically move to the next field with double speed */
6100 player->programmed_action = move_direction;
6101 DOUBLE_PLAYER_SPEED(player);
6103 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6106 case EL_SP_PORT_LEFT:
6107 case EL_SP_GRAVITY_PORT_LEFT:
6108 case EL_SP_PORT_RIGHT:
6109 case EL_SP_GRAVITY_PORT_RIGHT:
6111 case EL_SP_GRAVITY_PORT_UP:
6112 case EL_SP_PORT_DOWN:
6113 case EL_SP_GRAVITY_PORT_DOWN:
6114 case EL_SP_PORT_HORIZONTAL:
6115 case EL_SP_PORT_VERTICAL:
6116 case EL_SP_PORT_ANY:
6118 element != EL_SP_PORT_LEFT &&
6119 element != EL_SP_GRAVITY_PORT_LEFT &&
6120 element != EL_SP_PORT_HORIZONTAL &&
6121 element != EL_SP_PORT_ANY) ||
6123 element != EL_SP_PORT_RIGHT &&
6124 element != EL_SP_GRAVITY_PORT_RIGHT &&
6125 element != EL_SP_PORT_HORIZONTAL &&
6126 element != EL_SP_PORT_ANY) ||
6128 element != EL_SP_PORT_UP &&
6129 element != EL_SP_GRAVITY_PORT_UP &&
6130 element != EL_SP_PORT_VERTICAL &&
6131 element != EL_SP_PORT_ANY) ||
6133 element != EL_SP_PORT_DOWN &&
6134 element != EL_SP_GRAVITY_PORT_DOWN &&
6135 element != EL_SP_PORT_VERTICAL &&
6136 element != EL_SP_PORT_ANY) ||
6137 !IN_LEV_FIELD(x + dx, y + dy) ||
6138 !IS_FREE(x + dx, y + dy))
6139 return MF_NO_ACTION;
6141 /* automatically move to the next field with double speed */
6142 player->programmed_action = move_direction;
6143 DOUBLE_PLAYER_SPEED(player);
6145 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6149 case EL_TUBE_VERTICAL:
6150 case EL_TUBE_HORIZONTAL:
6151 case EL_TUBE_VERTICAL_LEFT:
6152 case EL_TUBE_VERTICAL_RIGHT:
6153 case EL_TUBE_HORIZONTAL_UP:
6154 case EL_TUBE_HORIZONTAL_DOWN:
6155 case EL_TUBE_LEFT_UP:
6156 case EL_TUBE_LEFT_DOWN:
6157 case EL_TUBE_RIGHT_UP:
6158 case EL_TUBE_RIGHT_DOWN:
6161 int tube_enter_directions[][2] =
6163 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6164 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6165 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6166 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6167 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6168 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6169 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6170 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6171 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6172 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6173 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6174 { -1, MV_NO_MOVING }
6177 while (tube_enter_directions[i][0] != element)
6180 if (tube_enter_directions[i][0] == -1) /* should not happen */
6184 if (!(tube_enter_directions[i][1] & move_direction))
6185 return MF_NO_ACTION; /* tube has no opening in this direction */
6187 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6191 case EL_EXIT_CLOSED:
6192 case EL_SP_EXIT_CLOSED:
6193 case EL_EXIT_OPENING:
6194 return MF_NO_ACTION;
6198 case EL_SP_EXIT_OPEN:
6199 if (mode == DF_SNAP)
6200 return MF_NO_ACTION;
6202 if (element == EL_EXIT_OPEN)
6203 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6205 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6210 Feld[x][y] = EL_LAMP_ACTIVE;
6211 local_player->lights_still_needed--;
6212 DrawLevelField(x, y);
6213 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6217 case EL_TIME_ORB_FULL:
6218 Feld[x][y] = EL_TIME_ORB_EMPTY;
6220 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6221 DrawLevelField(x, y);
6222 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6226 case EL_SOKOBAN_FIELD_EMPTY:
6229 case EL_SOKOBAN_OBJECT:
6230 case EL_SOKOBAN_FIELD_FULL:
6232 case EL_SP_DISK_YELLOW:
6234 if (mode == DF_SNAP)
6235 return MF_NO_ACTION;
6237 player->Pushing = TRUE;
6239 if (!IN_LEV_FIELD(x+dx, y+dy)
6240 || (!IS_FREE(x+dx, y+dy)
6241 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6242 || !IS_SB_ELEMENT(element))))
6243 return MF_NO_ACTION;
6247 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6248 return MF_NO_ACTION;
6250 else if (dy && real_dx)
6252 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6253 return MF_NO_ACTION;
6256 if (player->push_delay == 0)
6257 player->push_delay = FrameCounter;
6259 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6260 !tape.playing && element != EL_BALLOON)
6261 return MF_NO_ACTION;
6263 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6264 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6265 element != EL_BALLOON)
6266 return MF_NO_ACTION;
6269 if (IS_SB_ELEMENT(element))
6271 if (element == EL_SOKOBAN_FIELD_FULL)
6273 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6274 local_player->sokobanfields_still_needed++;
6279 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6281 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6282 local_player->sokobanfields_still_needed--;
6283 if (element == EL_SOKOBAN_OBJECT)
6285 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6287 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6291 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6293 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6298 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6299 if (element == EL_SOKOBAN_FIELD_FULL)
6301 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6303 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6307 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6309 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6316 Feld[x+dx][y+dy] = element;
6317 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6320 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6322 DrawLevelField(x, y);
6323 DrawLevelField(x + dx, y + dy);
6325 if (IS_SB_ELEMENT(element) &&
6326 local_player->sokobanfields_still_needed == 0 &&
6327 game.emulation == EMU_SOKOBAN)
6329 player->LevelSolved = player->GameOver = TRUE;
6330 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6341 if (IS_PUSHABLE(element))
6343 if (mode == DF_SNAP)
6344 return MF_NO_ACTION;
6346 if (CAN_FALL(element) && dy)
6347 return MF_NO_ACTION;
6349 player->Pushing = TRUE;
6351 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6352 return MF_NO_ACTION;
6356 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6357 return MF_NO_ACTION;
6359 else if (dy && real_dx)
6361 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6362 return MF_NO_ACTION;
6365 if (player->push_delay == 0)
6366 player->push_delay = FrameCounter;
6368 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6369 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6370 return MF_NO_ACTION;
6373 Feld[x + dx][y + dy] = element;
6375 player->push_delay_value = 2 + RND(8);
6377 DrawLevelField(x + dx, y + dy);
6378 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6383 return MF_NO_ACTION;
6386 player->push_delay = 0;
6388 if (Feld[x][y] != element) /* really digged/collected something */
6389 player->is_collecting = !player->is_digging;
6394 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6396 int jx = player->jx, jy = player->jy;
6397 int x = jx + dx, y = jy + dy;
6399 if (!player->active || !IN_LEV_FIELD(x, y))
6407 if (player->MovPos == 0)
6408 player->Pushing = FALSE;
6410 player->snapped = FALSE;
6412 if (player->MovPos == 0)
6414 player->is_digging = FALSE;
6415 player->is_collecting = FALSE;
6421 if (player->snapped)
6424 player->MovDir = (dx < 0 ? MV_LEFT :
6427 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6429 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6432 player->snapped = TRUE;
6433 player->is_digging = FALSE;
6434 player->is_collecting = FALSE;
6436 DrawLevelField(x, y);
6442 boolean PlaceBomb(struct PlayerInfo *player)
6444 int jx = player->jx, jy = player->jy;
6447 if (!player->active || player->MovPos)
6450 element = Feld[jx][jy];
6452 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6453 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6456 if (element != EL_EMPTY)
6457 Store[jx][jy] = element;
6459 MovDelay[jx][jy] = 96;
6461 ResetGfxAnimation(jx, jy);
6462 ResetRandomAnimationValue(jx, jy);
6464 if (player->dynamite)
6466 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6467 EL_DYNAMITE_ACTIVE);
6470 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6472 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6475 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6477 if (game.emulation == EMU_SUPAPLEX)
6478 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6480 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6484 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6489 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6490 player->dynabombs_left--;
6492 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6493 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6495 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6501 /* ------------------------------------------------------------------------- */
6502 /* game sound playing functions */
6503 /* ------------------------------------------------------------------------- */
6505 static int *loop_sound_frame = NULL;
6506 static int *loop_sound_volume = NULL;
6508 void InitPlaySoundLevel()
6510 int num_sounds = getSoundListSize();
6512 if (loop_sound_frame != NULL)
6513 free(loop_sound_frame);
6515 if (loop_sound_volume != NULL)
6516 free(loop_sound_volume);
6518 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6519 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6522 static void PlaySoundLevel(int x, int y, int nr)
6524 int sx = SCREENX(x), sy = SCREENY(y);
6525 int volume, stereo_position;
6526 int max_distance = 8;
6527 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6529 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6530 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6533 if (!IN_LEV_FIELD(x, y) ||
6534 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6535 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6538 volume = SOUND_MAX_VOLUME;
6540 if (!IN_SCR_FIELD(sx, sy))
6542 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6543 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6545 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6548 stereo_position = (SOUND_MAX_LEFT +
6549 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6550 (SCR_FIELDX + 2 * max_distance));
6552 if (IS_LOOP_SOUND(nr))
6554 /* This assures that quieter loop sounds do not overwrite louder ones,
6555 while restarting sound volume comparison with each new game frame. */
6557 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6560 loop_sound_volume[nr] = volume;
6561 loop_sound_frame[nr] = FrameCounter;
6564 PlaySoundExt(nr, volume, stereo_position, type);
6567 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6569 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6570 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6571 y < LEVELY(BY1) ? LEVELY(BY1) :
6572 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6576 static void PlaySoundLevelAction(int x, int y, int action)
6578 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6581 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6583 int sound_effect = element_info[element].sound[action];
6585 if (sound_effect != SND_UNDEFINED)
6586 PlaySoundLevel(x, y, sound_effect);
6589 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6591 int sound_effect = element_info[Feld[x][y]].sound[action];
6593 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6594 PlaySoundLevel(x, y, sound_effect);
6597 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6599 int sound_effect = element_info[Feld[x][y]].sound[action];
6601 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6602 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6605 void RaiseScore(int value)
6607 local_player->score += value;
6608 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6611 void RaiseScoreElement(int element)
6617 case EL_EMERALD_YELLOW:
6618 case EL_EMERALD_RED:
6619 case EL_EMERALD_PURPLE:
6620 RaiseScore(level.score[SC_EDELSTEIN]);
6623 RaiseScore(level.score[SC_DIAMANT]);
6626 case EL_BD_BUTTERFLY:
6627 RaiseScore(level.score[SC_KAEFER]);
6631 RaiseScore(level.score[SC_FLIEGER]);
6634 case EL_DARK_YAMYAM:
6635 RaiseScore(level.score[SC_MAMPFER]);
6638 RaiseScore(level.score[SC_ROBOT]);
6641 RaiseScore(level.score[SC_PACMAN]);
6644 RaiseScore(level.score[SC_KOKOSNUSS]);
6647 RaiseScore(level.score[SC_DYNAMIT]);
6653 RaiseScore(level.score[SC_SCHLUESSEL]);
6660 void RequestQuitGame(boolean ask_if_really_quit)
6662 if (AllPlayersGone ||
6663 !ask_if_really_quit ||
6664 level_editor_test_game ||
6665 Request("Do you really want to quit the game ?",
6666 REQ_ASK | REQ_STAY_CLOSED))
6668 #if defined(PLATFORM_UNIX)
6669 if (options.network)
6670 SendToServer_StopPlaying();
6674 game_status = MAINMENU;
6680 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6685 /* ---------- new game button stuff ---------------------------------------- */
6687 /* graphic position values for game buttons */
6688 #define GAME_BUTTON_XSIZE 30
6689 #define GAME_BUTTON_YSIZE 30
6690 #define GAME_BUTTON_XPOS 5
6691 #define GAME_BUTTON_YPOS 215
6692 #define SOUND_BUTTON_XPOS 5
6693 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6695 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6696 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6697 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6698 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6699 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6700 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6707 } gamebutton_info[NUM_GAME_BUTTONS] =
6710 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6715 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6720 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6725 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6726 SOUND_CTRL_ID_MUSIC,
6727 "background music on/off"
6730 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6731 SOUND_CTRL_ID_LOOPS,
6732 "sound loops on/off"
6735 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6736 SOUND_CTRL_ID_SIMPLE,
6737 "normal sounds on/off"
6741 void CreateGameButtons()
6745 for (i=0; i<NUM_GAME_BUTTONS; i++)
6747 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6748 struct GadgetInfo *gi;
6751 unsigned long event_mask;
6752 int gd_xoffset, gd_yoffset;
6753 int gd_x1, gd_x2, gd_y1, gd_y2;
6756 gd_xoffset = gamebutton_info[i].x;
6757 gd_yoffset = gamebutton_info[i].y;
6758 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6759 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6761 if (id == GAME_CTRL_ID_STOP ||
6762 id == GAME_CTRL_ID_PAUSE ||
6763 id == GAME_CTRL_ID_PLAY)
6765 button_type = GD_TYPE_NORMAL_BUTTON;
6767 event_mask = GD_EVENT_RELEASED;
6768 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6769 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6773 button_type = GD_TYPE_CHECK_BUTTON;
6775 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6776 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6777 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6778 event_mask = GD_EVENT_PRESSED;
6779 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6780 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6783 gi = CreateGadget(GDI_CUSTOM_ID, id,
6784 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6785 GDI_X, DX + gd_xoffset,
6786 GDI_Y, DY + gd_yoffset,
6787 GDI_WIDTH, GAME_BUTTON_XSIZE,
6788 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6789 GDI_TYPE, button_type,
6790 GDI_STATE, GD_BUTTON_UNPRESSED,
6791 GDI_CHECKED, checked,
6792 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6793 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6794 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6795 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6796 GDI_EVENT_MASK, event_mask,
6797 GDI_CALLBACK_ACTION, HandleGameButtons,
6801 Error(ERR_EXIT, "cannot create gadget");
6803 game_gadget[id] = gi;
6807 void FreeGameButtons()
6811 for (i=0; i<NUM_GAME_BUTTONS; i++)
6812 FreeGadget(game_gadget[i]);
6815 static void MapGameButtons()
6819 for (i=0; i<NUM_GAME_BUTTONS; i++)
6820 MapGadget(game_gadget[i]);
6823 void UnmapGameButtons()
6827 for (i=0; i<NUM_GAME_BUTTONS; i++)
6828 UnmapGadget(game_gadget[i]);
6831 static void HandleGameButtons(struct GadgetInfo *gi)
6833 int id = gi->custom_id;
6835 if (game_status != PLAYING)
6840 case GAME_CTRL_ID_STOP:
6841 RequestQuitGame(TRUE);
6844 case GAME_CTRL_ID_PAUSE:
6845 if (options.network)
6847 #if defined(PLATFORM_UNIX)
6849 SendToServer_ContinuePlaying();
6851 SendToServer_PausePlaying();
6855 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6858 case GAME_CTRL_ID_PLAY:
6861 #if defined(PLATFORM_UNIX)
6862 if (options.network)
6863 SendToServer_ContinuePlaying();
6867 tape.pausing = FALSE;
6868 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6873 case SOUND_CTRL_ID_MUSIC:
6874 if (setup.sound_music)
6876 setup.sound_music = FALSE;
6879 else if (audio.music_available)
6881 setup.sound = setup.sound_music = TRUE;
6882 PlayMusic(level_nr);
6886 case SOUND_CTRL_ID_LOOPS:
6887 if (setup.sound_loops)
6888 setup.sound_loops = FALSE;
6889 else if (audio.loops_available)
6890 setup.sound = setup.sound_loops = TRUE;
6893 case SOUND_CTRL_ID_SIMPLE:
6894 if (setup.sound_simple)
6895 setup.sound_simple = FALSE;
6896 else if (audio.sound_available)
6897 setup.sound = setup.sound_simple = TRUE;