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, FONT_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;
1392 void RemoveMovingField(int x, int y)
1394 int oldx = x, oldy = y, newx = x, newy = y;
1396 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1399 if (IS_MOVING(x, y))
1401 Moving2Blocked(x, y, &newx, &newy);
1402 if (Feld[newx][newy] != EL_BLOCKED)
1405 else if (Feld[x][y] == EL_BLOCKED)
1407 Blocked2Moving(x, y, &oldx, &oldy);
1408 if (!IS_MOVING(oldx, oldy))
1412 if (Feld[x][y] == EL_BLOCKED &&
1413 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1414 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1415 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1416 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1417 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1419 Feld[oldx][oldy] = EL_EMPTY;
1421 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1423 Feld[newx][newy] = EL_EMPTY;
1424 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1425 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1426 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1428 DrawLevelField(oldx, oldy);
1429 DrawLevelField(newx, newy);
1432 void DrawDynamite(int x, int y)
1434 int sx = SCREENX(x), sy = SCREENY(y);
1435 int graphic = el2img(Feld[x][y]);
1438 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1442 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1444 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1448 DrawGraphicThruMask(sx, sy, graphic, frame);
1450 DrawGraphic(sx, sy, graphic, frame);
1452 if (game.emulation == EMU_SUPAPLEX)
1453 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1454 else if (Store[x][y])
1455 DrawGraphicThruMask(sx, sy, graphic, frame);
1457 DrawGraphic(sx, sy, graphic, frame);
1461 void CheckDynamite(int x, int y)
1463 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1467 if (MovDelay[x][y] != 0)
1470 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1477 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1479 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1480 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1481 StopSound(SND_DYNAMITE_ACTIVE);
1483 StopSound(SND_DYNABOMB_ACTIVE);
1489 void Explode(int ex, int ey, int phase, int mode)
1493 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1494 int last_phase = num_phase * delay;
1495 int half_phase = (num_phase / 2) * delay;
1496 int first_phase_after_start = EX_PHASE_START + 1;
1498 if (game.explosions_delayed)
1500 ExplodeField[ex][ey] = mode;
1504 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1506 int center_element = Feld[ex][ey];
1508 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1510 /* put moving element to center field (and let it explode there) */
1511 center_element = MovingOrBlocked2Element(ex, ey);
1512 RemoveMovingField(ex, ey);
1513 Feld[ex][ey] = center_element;
1516 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1520 if (!IN_LEV_FIELD(x, y) ||
1521 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1522 (x != ex || y != ey)))
1525 element = Feld[x][y];
1527 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1529 element = MovingOrBlocked2Element(x, y);
1530 RemoveMovingField(x, y);
1533 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1536 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1538 if (IS_ACTIVE_BOMB(element))
1540 /* re-activate things under the bomb like gate or penguin */
1541 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1548 if (element == EL_EXPLOSION)
1549 element = Store2[x][y];
1551 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1553 switch(StorePlayer[ex][ey])
1556 Store[x][y] = EL_EMERALD_RED;
1559 Store[x][y] = EL_EMERALD;
1562 Store[x][y] = EL_EMERALD_PURPLE;
1566 Store[x][y] = EL_EMERALD_YELLOW;
1570 if (game.emulation == EMU_SUPAPLEX)
1571 Store[x][y] = EL_EMPTY;
1573 else if (center_element == EL_MOLE)
1574 Store[x][y] = EL_EMERALD_RED;
1575 else if (center_element == EL_PENGUIN)
1576 Store[x][y] = EL_EMERALD_PURPLE;
1577 else if (center_element == EL_BUG)
1578 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1579 else if (center_element == EL_BD_BUTTERFLY)
1580 Store[x][y] = EL_BD_DIAMOND;
1581 else if (center_element == EL_SP_ELECTRON)
1582 Store[x][y] = EL_SP_INFOTRON;
1583 else if (center_element == EL_YAMYAM)
1584 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1585 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1586 Store[x][y] = level.amoeba_content;
1587 else if (element == EL_WALL_EMERALD)
1588 Store[x][y] = EL_EMERALD;
1589 else if (element == EL_WALL_DIAMOND)
1590 Store[x][y] = EL_DIAMOND;
1591 else if (element == EL_WALL_BD_DIAMOND)
1592 Store[x][y] = EL_BD_DIAMOND;
1593 else if (element == EL_WALL_EMERALD_YELLOW)
1594 Store[x][y] = EL_EMERALD_YELLOW;
1595 else if (element == EL_WALL_EMERALD_RED)
1596 Store[x][y] = EL_EMERALD_RED;
1597 else if (element == EL_WALL_EMERALD_PURPLE)
1598 Store[x][y] = EL_EMERALD_PURPLE;
1599 else if (element == EL_WALL_PEARL)
1600 Store[x][y] = EL_PEARL;
1601 else if (element == EL_WALL_CRYSTAL)
1602 Store[x][y] = EL_CRYSTAL;
1603 else if (!IS_PFORTE(Store[x][y]))
1604 Store[x][y] = EL_EMPTY;
1606 if (x != ex || y != ey ||
1607 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1608 Store2[x][y] = element;
1610 if (AmoebaNr[x][y] &&
1611 (element == EL_AMOEBA_FULL ||
1612 element == EL_BD_AMOEBA ||
1613 element == EL_AMOEBA_GROWING))
1615 AmoebaCnt[AmoebaNr[x][y]]--;
1616 AmoebaCnt2[AmoebaNr[x][y]]--;
1619 Feld[x][y] = EL_EXPLOSION;
1620 MovDir[x][y] = MovPos[x][y] = 0;
1622 ExplodePhase[x][y] = 1;
1626 if (center_element == EL_YAMYAM)
1627 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1638 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1640 if (phase == first_phase_after_start)
1642 int element = Store2[x][y];
1644 if (element == EL_BLACK_ORB)
1646 Feld[x][y] = Store2[x][y];
1651 else if (phase == half_phase)
1653 int element = Store2[x][y];
1655 if (IS_PLAYER(x, y))
1656 KillHeroUnlessProtected(x, y);
1657 else if (IS_EXPLOSIVE(element))
1659 Feld[x][y] = Store2[x][y];
1663 else if (element == EL_AMOEBA_TO_DIAMOND)
1664 AmoebeUmwandeln(x, y);
1667 if (phase == last_phase)
1671 element = Feld[x][y] = Store[x][y];
1672 Store[x][y] = Store2[x][y] = 0;
1673 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1674 InitField(x, y, FALSE);
1675 if (CAN_MOVE(element) || COULD_MOVE(element))
1677 DrawLevelField(x, y);
1679 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1680 StorePlayer[x][y] = 0;
1682 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1684 int stored = Store[x][y];
1685 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1686 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1688 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1691 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1693 if (IS_PFORTE(Store[x][y]))
1695 DrawLevelElement(x, y, Store[x][y]);
1696 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1699 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1703 void DynaExplode(int ex, int ey)
1706 int dynabomb_size = 1;
1707 boolean dynabomb_xl = FALSE;
1708 struct PlayerInfo *player;
1709 static int xy[4][2] =
1717 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1719 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1720 dynabomb_size = player->dynabomb_size;
1721 dynabomb_xl = player->dynabomb_xl;
1722 player->dynabombs_left++;
1725 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1729 for (j=1; j<=dynabomb_size; j++)
1731 int x = ex + j * xy[i % 4][0];
1732 int y = ey + j * xy[i % 4][1];
1735 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1738 element = Feld[x][y];
1740 /* do not restart explosions of fields with active bombs */
1741 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1744 Explode(x, y, EX_PHASE_START, EX_BORDER);
1746 if (element != EL_EMPTY &&
1747 element != EL_SAND &&
1748 element != EL_EXPLOSION &&
1755 void Bang(int x, int y)
1757 int element = Feld[x][y];
1759 if (game.emulation == EMU_SUPAPLEX)
1760 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1762 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1765 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1773 case EL_BD_BUTTERFLY:
1776 case EL_DARK_YAMYAM:
1780 RaiseScoreElement(element);
1781 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1783 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1784 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1785 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1786 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1787 case EL_DYNABOMB_INCREASE_NUMBER:
1788 case EL_DYNABOMB_INCREASE_SIZE:
1789 case EL_DYNABOMB_INCREASE_POWER:
1794 case EL_LAMP_ACTIVE:
1795 if (IS_PLAYER(x, y))
1796 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1798 Explode(x, y, EX_PHASE_START, EX_CENTER);
1801 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1806 void SplashAcid(int x, int y)
1808 int element = Feld[x][y];
1810 if (element != EL_ACID_SPLASH_LEFT &&
1811 element != EL_ACID_SPLASH_RIGHT)
1813 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1815 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1816 (!IN_LEV_FIELD(x-1, y-1) ||
1817 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1818 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1820 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1821 (!IN_LEV_FIELD(x+1, y-1) ||
1822 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1823 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1827 static void InitBeltMovement()
1829 static int belt_base_element[4] =
1831 EL_CONVEYOR_BELT_1_LEFT,
1832 EL_CONVEYOR_BELT_2_LEFT,
1833 EL_CONVEYOR_BELT_3_LEFT,
1834 EL_CONVEYOR_BELT_4_LEFT
1836 static int belt_base_active_element[4] =
1838 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1839 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1840 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1841 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1846 /* set frame order for belt animation graphic according to belt direction */
1853 int element = belt_base_active_element[belt_nr] + j;
1854 int graphic = el2img(element);
1856 if (game.belt_dir[i] == MV_LEFT)
1857 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1859 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1863 for(y=0; y<lev_fieldy; y++)
1865 for(x=0; x<lev_fieldx; x++)
1867 int element = Feld[x][y];
1871 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1873 int e_belt_nr = getBeltNrFromBeltElement(element);
1876 if (e_belt_nr == belt_nr)
1878 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1880 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1888 static void ToggleBeltSwitch(int x, int y)
1890 static int belt_base_element[4] =
1892 EL_CONVEYOR_BELT_1_LEFT,
1893 EL_CONVEYOR_BELT_2_LEFT,
1894 EL_CONVEYOR_BELT_3_LEFT,
1895 EL_CONVEYOR_BELT_4_LEFT
1897 static int belt_base_active_element[4] =
1899 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1900 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1901 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1902 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1904 static int belt_base_switch_element[4] =
1906 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1907 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1908 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1909 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1911 static int belt_move_dir[4] =
1919 int element = Feld[x][y];
1920 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1921 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1922 int belt_dir = belt_move_dir[belt_dir_nr];
1925 if (!IS_BELT_SWITCH(element))
1928 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1929 game.belt_dir[belt_nr] = belt_dir;
1931 if (belt_dir_nr == 3)
1934 /* set frame order for belt animation graphic according to belt direction */
1937 int element = belt_base_active_element[belt_nr] + i;
1938 int graphic = el2img(element);
1940 if (belt_dir == MV_LEFT)
1941 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1943 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1946 for (yy=0; yy<lev_fieldy; yy++)
1948 for (xx=0; xx<lev_fieldx; xx++)
1950 int element = Feld[xx][yy];
1952 if (IS_BELT_SWITCH(element))
1954 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1956 if (e_belt_nr == belt_nr)
1958 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1959 DrawLevelField(xx, yy);
1962 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1964 int e_belt_nr = getBeltNrFromBeltElement(element);
1966 if (e_belt_nr == belt_nr)
1968 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1970 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1971 DrawLevelField(xx, yy);
1974 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1976 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1978 if (e_belt_nr == belt_nr)
1980 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1982 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1983 DrawLevelField(xx, yy);
1990 static void ToggleSwitchgateSwitch(int x, int y)
1994 game.switchgate_pos = !game.switchgate_pos;
1996 for (yy=0; yy<lev_fieldy; yy++)
1998 for (xx=0; xx<lev_fieldx; xx++)
2000 int element = Feld[xx][yy];
2002 if (element == EL_SWITCHGATE_SWITCH_UP ||
2003 element == EL_SWITCHGATE_SWITCH_DOWN)
2005 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2006 DrawLevelField(xx, yy);
2008 else if (element == EL_SWITCHGATE_OPEN ||
2009 element == EL_SWITCHGATE_OPENING)
2011 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2013 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2015 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2018 else if (element == EL_SWITCHGATE_CLOSED ||
2019 element == EL_SWITCHGATE_CLOSING)
2021 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2023 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2025 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2032 static int getInvisibleActiveFromInvisibleElement(int element)
2034 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2035 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2036 EL_INVISIBLE_SAND_ACTIVE);
2039 static int getInvisibleFromInvisibleActiveElement(int element)
2041 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2042 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2046 static void RedrawAllLightSwitchesAndInvisibleElements()
2050 for (y=0; y<lev_fieldy; y++)
2052 for (x=0; x<lev_fieldx; x++)
2054 int element = Feld[x][y];
2056 if (element == EL_LIGHT_SWITCH &&
2057 game.light_time_left > 0)
2059 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2060 DrawLevelField(x, y);
2062 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2063 game.light_time_left == 0)
2065 Feld[x][y] = EL_LIGHT_SWITCH;
2066 DrawLevelField(x, y);
2068 else if (element == EL_INVISIBLE_STEELWALL ||
2069 element == EL_INVISIBLE_WALL ||
2070 element == EL_INVISIBLE_SAND)
2072 if (game.light_time_left > 0)
2073 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2075 DrawLevelField(x, y);
2077 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2078 element == EL_INVISIBLE_WALL_ACTIVE ||
2079 element == EL_INVISIBLE_SAND_ACTIVE)
2081 if (game.light_time_left == 0)
2082 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2084 DrawLevelField(x, y);
2090 static void ToggleLightSwitch(int x, int y)
2092 int element = Feld[x][y];
2094 game.light_time_left =
2095 (element == EL_LIGHT_SWITCH ?
2096 level.time_light * FRAMES_PER_SECOND : 0);
2098 RedrawAllLightSwitchesAndInvisibleElements();
2101 static void ActivateTimegateSwitch(int x, int y)
2105 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2107 for (yy=0; yy<lev_fieldy; yy++)
2109 for (xx=0; xx<lev_fieldx; xx++)
2111 int element = Feld[xx][yy];
2113 if (element == EL_TIMEGATE_CLOSED ||
2114 element == EL_TIMEGATE_CLOSING)
2116 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2117 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2121 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2123 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2124 DrawLevelField(xx, yy);
2131 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2134 void Impact(int x, int y)
2136 boolean lastline = (y == lev_fieldy-1);
2137 boolean object_hit = FALSE;
2138 int element = Feld[x][y];
2141 if (!lastline) /* check if element below was hit */
2143 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2146 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2147 MovDir[x][y+1] != MV_DOWN ||
2148 MovPos[x][y+1] <= TILEY / 2));
2150 smashed = MovingOrBlocked2Element(x, y+1);
2153 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2159 if (lastline || object_hit)
2161 ResetGfxAnimation(x, y);
2162 DrawLevelField(x, y);
2165 if ((element == EL_BOMB ||
2166 element == EL_SP_DISK_ORANGE ||
2167 element == EL_DX_SUPABOMB) &&
2168 (lastline || object_hit)) /* element is bomb */
2173 else if (element == EL_PEARL)
2175 Feld[x][y] = EL_PEARL_BREAKING;
2176 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2180 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2182 if (object_hit && IS_PLAYER(x, y+1))
2183 KillHeroUnlessProtected(x, y+1);
2184 else if (object_hit && smashed == EL_PENGUIN)
2188 Feld[x][y] = EL_AMOEBA_GROWING;
2189 Store[x][y] = EL_AMOEBA_WET;
2191 ResetRandomAnimationValue(x, y);
2196 if (!lastline && object_hit) /* check which object was hit */
2198 if (CAN_CHANGE(element) &&
2199 (smashed == EL_MAGIC_WALL ||
2200 smashed == EL_BD_MAGIC_WALL))
2203 int activated_magic_wall =
2204 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2205 EL_BD_MAGIC_WALL_ACTIVE);
2207 /* activate magic wall / mill */
2208 for (yy=0; yy<lev_fieldy; yy++)
2209 for (xx=0; xx<lev_fieldx; xx++)
2210 if (Feld[xx][yy] == smashed)
2211 Feld[xx][yy] = activated_magic_wall;
2213 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2214 game.magic_wall_active = TRUE;
2216 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2217 SND_MAGIC_WALL_ACTIVATING :
2218 SND_BD_MAGIC_WALL_ACTIVATING));
2221 if (IS_PLAYER(x, y + 1))
2223 KillHeroUnlessProtected(x, y+1);
2226 else if (smashed == EL_PENGUIN)
2231 else if (element == EL_BD_DIAMOND)
2233 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2239 else if ((element == EL_SP_INFOTRON ||
2240 element == EL_SP_ZONK) &&
2241 (smashed == EL_SP_SNIKSNAK ||
2242 smashed == EL_SP_ELECTRON ||
2243 smashed == EL_SP_DISK_ORANGE))
2248 else if (element == EL_ROCK ||
2249 element == EL_SP_ZONK ||
2250 element == EL_BD_ROCK)
2252 if (IS_ENEMY(smashed) ||
2253 smashed == EL_BOMB ||
2254 smashed == EL_SP_DISK_ORANGE ||
2255 smashed == EL_DX_SUPABOMB ||
2256 smashed == EL_SATELLITE ||
2257 smashed == EL_PIG ||
2258 smashed == EL_DRAGON ||
2264 else if (!IS_MOVING(x, y + 1))
2266 if (smashed == EL_LAMP ||
2267 smashed == EL_LAMP_ACTIVE)
2272 else if (smashed == EL_NUT)
2274 Feld[x][y+1] = EL_NUT_BREAKING;
2275 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2276 RaiseScoreElement(EL_NUT);
2279 else if (smashed == EL_PEARL)
2281 Feld[x][y+1] = EL_PEARL_BREAKING;
2282 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2285 else if (smashed == EL_DIAMOND)
2287 Feld[x][y+1] = EL_EMPTY;
2288 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2291 else if (IS_BELT_SWITCH(smashed))
2293 ToggleBeltSwitch(x, y+1);
2295 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2296 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2298 ToggleSwitchgateSwitch(x, y+1);
2300 else if (smashed == EL_LIGHT_SWITCH ||
2301 smashed == EL_LIGHT_SWITCH_ACTIVE)
2303 ToggleLightSwitch(x, y+1);
2309 /* play sound of magic wall / mill */
2311 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2312 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2314 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2315 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2316 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2317 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2322 /* play sound of object that hits the ground */
2323 if (lastline || object_hit)
2324 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2327 void TurnRound(int x, int y)
2339 { 0, 0 }, { 0, 0 }, { 0, 0 },
2344 int left, right, back;
2348 { MV_DOWN, MV_UP, MV_RIGHT },
2349 { MV_UP, MV_DOWN, MV_LEFT },
2351 { MV_LEFT, MV_RIGHT, MV_DOWN },
2352 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2353 { MV_RIGHT, MV_LEFT, MV_UP }
2356 int element = Feld[x][y];
2357 int old_move_dir = MovDir[x][y];
2358 int left_dir = turn[old_move_dir].left;
2359 int right_dir = turn[old_move_dir].right;
2360 int back_dir = turn[old_move_dir].back;
2362 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2363 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2364 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2365 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2367 int left_x = x + left_dx, left_y = y + left_dy;
2368 int right_x = x + right_dx, right_y = y + right_dy;
2369 int move_x = x + move_dx, move_y = y + move_dy;
2371 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2373 TestIfBadThingTouchesOtherBadThing(x, y);
2375 if (IN_LEV_FIELD(right_x, right_y) &&
2376 IS_FREE(right_x, right_y))
2377 MovDir[x][y] = right_dir;
2378 else if (!IN_LEV_FIELD(move_x, move_y) ||
2379 !IS_FREE(move_x, move_y))
2380 MovDir[x][y] = left_dir;
2382 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2384 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2387 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2388 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2390 TestIfBadThingTouchesOtherBadThing(x, y);
2392 if (IN_LEV_FIELD(left_x, left_y) &&
2393 IS_FREE(left_x, left_y))
2394 MovDir[x][y] = left_dir;
2395 else if (!IN_LEV_FIELD(move_x, move_y) ||
2396 !IS_FREE(move_x, move_y))
2397 MovDir[x][y] = right_dir;
2399 if ((element == EL_SPACESHIP ||
2400 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2401 && MovDir[x][y] != old_move_dir)
2403 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2406 else if (element == EL_YAMYAM)
2408 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2410 if (IN_LEV_FIELD(left_x, left_y) &&
2411 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2412 Feld[left_x][left_y] == EL_DIAMOND))
2413 can_turn_left = TRUE;
2414 if (IN_LEV_FIELD(right_x, right_y) &&
2415 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2416 Feld[right_x][right_y] == EL_DIAMOND))
2417 can_turn_right = TRUE;
2419 if (can_turn_left && can_turn_right)
2420 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2421 else if (can_turn_left)
2422 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2423 else if (can_turn_right)
2424 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2426 MovDir[x][y] = back_dir;
2428 MovDelay[x][y] = 16+16*RND(3);
2430 else if (element == EL_DARK_YAMYAM)
2432 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2434 if (IN_LEV_FIELD(left_x, left_y) &&
2435 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2436 IS_MAMPF2(Feld[left_x][left_y])))
2437 can_turn_left = TRUE;
2438 if (IN_LEV_FIELD(right_x, right_y) &&
2439 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2440 IS_MAMPF2(Feld[right_x][right_y])))
2441 can_turn_right = TRUE;
2443 if (can_turn_left && can_turn_right)
2444 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2445 else if (can_turn_left)
2446 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2447 else if (can_turn_right)
2448 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2450 MovDir[x][y] = back_dir;
2452 MovDelay[x][y] = 16+16*RND(3);
2454 else if (element == EL_PACMAN)
2456 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2458 if (IN_LEV_FIELD(left_x, left_y) &&
2459 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2460 IS_AMOEBOID(Feld[left_x][left_y])))
2461 can_turn_left = TRUE;
2462 if (IN_LEV_FIELD(right_x, right_y) &&
2463 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2464 IS_AMOEBOID(Feld[right_x][right_y])))
2465 can_turn_right = TRUE;
2467 if (can_turn_left && can_turn_right)
2468 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2469 else if (can_turn_left)
2470 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2471 else if (can_turn_right)
2472 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2474 MovDir[x][y] = back_dir;
2476 MovDelay[x][y] = 6+RND(40);
2478 else if (element == EL_PIG)
2480 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2481 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2482 boolean should_move_on = FALSE;
2484 int rnd = RND(rnd_value);
2486 if (IN_LEV_FIELD(left_x, left_y) &&
2487 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2488 can_turn_left = TRUE;
2489 if (IN_LEV_FIELD(right_x, right_y) &&
2490 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2491 can_turn_right = TRUE;
2492 if (IN_LEV_FIELD(move_x, move_y) &&
2493 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2496 if (can_turn_left &&
2498 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2499 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2500 should_turn_left = TRUE;
2501 if (can_turn_right &&
2503 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2504 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2505 should_turn_right = TRUE;
2507 (!can_turn_left || !can_turn_right ||
2508 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2509 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2510 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2511 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2512 should_move_on = TRUE;
2514 if (should_turn_left || should_turn_right || should_move_on)
2516 if (should_turn_left && should_turn_right && should_move_on)
2517 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2518 rnd < 2*rnd_value/3 ? right_dir :
2520 else if (should_turn_left && should_turn_right)
2521 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2522 else if (should_turn_left && should_move_on)
2523 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2524 else if (should_turn_right && should_move_on)
2525 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2526 else if (should_turn_left)
2527 MovDir[x][y] = left_dir;
2528 else if (should_turn_right)
2529 MovDir[x][y] = right_dir;
2530 else if (should_move_on)
2531 MovDir[x][y] = old_move_dir;
2533 else if (can_move_on && rnd > rnd_value/8)
2534 MovDir[x][y] = old_move_dir;
2535 else if (can_turn_left && can_turn_right)
2536 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2537 else if (can_turn_left && rnd > rnd_value/8)
2538 MovDir[x][y] = left_dir;
2539 else if (can_turn_right && rnd > rnd_value/8)
2540 MovDir[x][y] = right_dir;
2542 MovDir[x][y] = back_dir;
2544 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2545 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2546 MovDir[x][y] = old_move_dir;
2550 else if (element == EL_DRAGON)
2552 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2554 int rnd = RND(rnd_value);
2556 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2557 can_turn_left = TRUE;
2558 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2559 can_turn_right = TRUE;
2560 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2563 if (can_move_on && rnd > rnd_value/8)
2564 MovDir[x][y] = old_move_dir;
2565 else if (can_turn_left && can_turn_right)
2566 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2567 else if (can_turn_left && rnd > rnd_value/8)
2568 MovDir[x][y] = left_dir;
2569 else if (can_turn_right && rnd > rnd_value/8)
2570 MovDir[x][y] = right_dir;
2572 MovDir[x][y] = back_dir;
2574 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2575 MovDir[x][y] = old_move_dir;
2579 else if (element == EL_MOLE)
2581 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2583 if (IN_LEV_FIELD(move_x, move_y) &&
2584 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2585 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2590 if (IN_LEV_FIELD(left_x, left_y) &&
2591 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2592 can_turn_left = TRUE;
2593 if (IN_LEV_FIELD(right_x, right_y) &&
2594 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2595 can_turn_right = TRUE;
2597 if (can_turn_left && can_turn_right)
2598 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2599 else if (can_turn_left)
2600 MovDir[x][y] = left_dir;
2602 MovDir[x][y] = right_dir;
2605 if (MovDir[x][y] != old_move_dir)
2608 else if (element == EL_BALLOON)
2610 MovDir[x][y] = game.balloon_dir;
2613 else if (element == EL_SPRING)
2615 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2616 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2617 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2618 MovDir[x][y] = MV_NO_MOVING;
2622 else if (element == EL_ROBOT ||
2623 element == EL_SATELLITE ||
2624 element == EL_PENGUIN)
2626 int attr_x = -1, attr_y = -1;
2637 for (i=0; i<MAX_PLAYERS; i++)
2639 struct PlayerInfo *player = &stored_player[i];
2640 int jx = player->jx, jy = player->jy;
2642 if (!player->active)
2645 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2653 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2659 if (element == EL_PENGUIN)
2662 static int xy[4][2] =
2672 int ex = x + xy[i%4][0];
2673 int ey = y + xy[i%4][1];
2675 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2684 MovDir[x][y] = MV_NO_MOVING;
2686 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2688 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2690 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2692 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2694 if (element == EL_ROBOT)
2698 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2699 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2700 Moving2Blocked(x, y, &newx, &newy);
2702 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2703 MovDelay[x][y] = 8+8*!RND(3);
2705 MovDelay[x][y] = 16;
2713 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2715 boolean first_horiz = RND(2);
2716 int new_move_dir = MovDir[x][y];
2719 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2720 Moving2Blocked(x, y, &newx, &newy);
2722 if (IN_LEV_FIELD(newx, newy) &&
2723 (IS_FREE(newx, newy) ||
2724 Feld[newx][newy] == EL_ACID ||
2725 (element == EL_PENGUIN &&
2726 (Feld[newx][newy] == EL_EXIT_OPEN ||
2727 IS_MAMPF3(Feld[newx][newy])))))
2731 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2732 Moving2Blocked(x, y, &newx, &newy);
2734 if (IN_LEV_FIELD(newx, newy) &&
2735 (IS_FREE(newx, newy) ||
2736 Feld[newx][newy] == EL_ACID ||
2737 (element == EL_PENGUIN &&
2738 (Feld[newx][newy] == EL_EXIT_OPEN ||
2739 IS_MAMPF3(Feld[newx][newy])))))
2742 MovDir[x][y] = old_move_dir;
2749 static boolean JustBeingPushed(int x, int y)
2753 for (i=0; i<MAX_PLAYERS; i++)
2755 struct PlayerInfo *player = &stored_player[i];
2757 if (player->active && player->Pushing && player->MovPos)
2759 int next_jx = player->jx + (player->jx - player->last_jx);
2760 int next_jy = player->jy + (player->jy - player->last_jy);
2762 if (x == next_jx && y == next_jy)
2770 void StartMoving(int x, int y)
2772 static boolean use_spring_bug = TRUE;
2773 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2774 int element = Feld[x][y];
2779 GfxAction[x][y] = ACTION_DEFAULT;
2781 if (CAN_FALL(element) && y < lev_fieldy - 1)
2783 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2784 if (JustBeingPushed(x, y))
2787 if (element == EL_QUICKSAND_FULL)
2789 if (IS_FREE(x, y+1))
2791 InitMovingField(x, y, MV_DOWN);
2792 started_moving = TRUE;
2794 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2795 Store[x][y] = EL_ROCK;
2797 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2799 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2802 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2804 if (!MovDelay[x][y])
2805 MovDelay[x][y] = TILEY + 1;
2814 Feld[x][y] = EL_QUICKSAND_EMPTY;
2815 Feld[x][y+1] = EL_QUICKSAND_FULL;
2816 Store[x][y+1] = Store[x][y];
2819 PlaySoundLevelAction(x, y, ACTION_FILLING);
2821 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2825 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2826 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2828 InitMovingField(x, y, MV_DOWN);
2829 started_moving = TRUE;
2831 Feld[x][y] = EL_QUICKSAND_FILLING;
2832 Store[x][y] = element;
2834 PlaySoundLevelAction(x, y, ACTION_FILLING);
2836 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2839 else if (element == EL_MAGIC_WALL_FULL)
2841 if (IS_FREE(x, y+1))
2843 InitMovingField(x, y, MV_DOWN);
2844 started_moving = TRUE;
2846 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2847 Store[x][y] = EL_CHANGED(Store[x][y]);
2849 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2851 if (!MovDelay[x][y])
2852 MovDelay[x][y] = TILEY/4 + 1;
2861 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2862 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2863 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2867 else if (element == EL_BD_MAGIC_WALL_FULL)
2869 if (IS_FREE(x, y+1))
2871 InitMovingField(x, y, MV_DOWN);
2872 started_moving = TRUE;
2874 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2875 Store[x][y] = EL_CHANGED2(Store[x][y]);
2877 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2879 if (!MovDelay[x][y])
2880 MovDelay[x][y] = TILEY/4 + 1;
2889 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2890 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2891 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2895 else if (CAN_CHANGE(element) &&
2896 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2897 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2899 InitMovingField(x, y, MV_DOWN);
2900 started_moving = TRUE;
2903 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2904 EL_BD_MAGIC_WALL_FILLING);
2905 Store[x][y] = element;
2908 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2910 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2915 InitMovingField(x, y, MV_DOWN);
2916 started_moving = TRUE;
2918 Store[x][y] = EL_ACID;
2920 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2921 GfxAction[x][y+1] = ACTION_ACTIVE;
2924 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2929 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2931 if (MovDir[x][y] == MV_NO_MOVING)
2933 InitMovingField(x, y, MV_DOWN);
2934 started_moving = TRUE;
2937 else if (IS_FREE(x, y+1))
2939 if (JustStopped[x][y]) /* prevent animation from being restarted */
2940 MovDir[x][y] = MV_DOWN;
2942 InitMovingField(x, y, MV_DOWN);
2943 started_moving = TRUE;
2945 else if (element == EL_AMOEBA_DROP)
2947 Feld[x][y] = EL_AMOEBA_GROWING;
2948 Store[x][y] = EL_AMOEBA_WET;
2950 /* Store[x][y+1] must be zero, because:
2951 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2954 #if OLD_GAME_BEHAVIOUR
2955 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2957 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2958 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2959 element != EL_DX_SUPABOMB)
2962 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2963 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2964 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2965 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2968 boolean left = (x>0 && IS_FREE(x-1, y) &&
2969 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2970 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2971 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2975 if (left && right &&
2976 (game.emulation != EMU_BOULDERDASH &&
2977 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2978 left = !(right = RND(2));
2980 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2981 started_moving = TRUE;
2984 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2986 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2987 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2988 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2989 int belt_dir = game.belt_dir[belt_nr];
2991 if ((belt_dir == MV_LEFT && left_is_free) ||
2992 (belt_dir == MV_RIGHT && right_is_free))
2994 InitMovingField(x, y, belt_dir);
2995 started_moving = TRUE;
2997 GfxAction[x][y] = ACTION_DEFAULT;
3002 /* not "else if" because of EL_SPRING */
3003 if (CAN_MOVE(element) && !started_moving)
3007 if ((element == EL_SATELLITE ||
3008 element == EL_BALLOON ||
3009 element == EL_SPRING)
3010 && JustBeingPushed(x, y))
3015 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3016 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3018 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3020 Moving2Blocked(x, y, &newx, &newy);
3021 if (Feld[newx][newy] == EL_BLOCKED)
3022 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3027 if (!MovDelay[x][y]) /* start new movement phase */
3029 /* all objects that can change their move direction after each step */
3030 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3032 if (element != EL_YAMYAM &&
3033 element != EL_DARK_YAMYAM &&
3034 element != EL_PACMAN)
3038 if (MovDelay[x][y] && (element == EL_BUG ||
3039 element == EL_SPACESHIP ||
3040 element == EL_SP_SNIKSNAK ||
3041 element == EL_SP_ELECTRON ||
3042 element == EL_MOLE))
3043 DrawLevelField(x, y);
3047 if (MovDelay[x][y]) /* wait some time before next movement */
3051 if (element == EL_ROBOT ||
3052 element == EL_YAMYAM ||
3053 element == EL_DARK_YAMYAM)
3055 DrawLevelElementAnimationIfNeeded(x, y, element);
3056 PlaySoundLevelAction(x, y, ACTION_WAITING);
3058 else if (element == EL_SP_ELECTRON)
3059 DrawLevelElementAnimationIfNeeded(x, y, element);
3060 else if (element == EL_DRAGON)
3063 int dir = MovDir[x][y];
3064 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3065 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3066 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3067 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3068 dir == MV_UP ? IMG_FLAMES_1_UP :
3069 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3070 int frame = getGraphicAnimationFrame(graphic, -1);
3072 for (i=1; i<=3; i++)
3074 int xx = x + i*dx, yy = y + i*dy;
3075 int sx = SCREENX(xx), sy = SCREENY(yy);
3076 int flame_graphic = graphic + (i - 1);
3078 if (!IN_LEV_FIELD(xx, yy) ||
3079 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3084 int flamed = MovingOrBlocked2Element(xx, yy);
3086 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3089 RemoveMovingField(xx, yy);
3091 Feld[xx][yy] = EL_FLAMES;
3092 if (IN_SCR_FIELD(sx, sy))
3093 DrawGraphic(sx, sy, flame_graphic, frame);
3097 if (Feld[xx][yy] == EL_FLAMES)
3098 Feld[xx][yy] = EL_EMPTY;
3099 DrawLevelField(xx, yy);
3104 if (MovDelay[x][y]) /* element still has to wait some time */
3106 PlaySoundLevelAction(x, y, ACTION_WAITING);
3112 /* now make next step */
3114 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3116 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3117 !PLAYER_PROTECTED(newx, newy))
3121 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3124 /* enemy got the player */
3126 KillHero(PLAYERINFO(newx, newy));
3131 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3132 element == EL_SATELLITE || element == EL_BALLOON) &&
3133 IN_LEV_FIELD(newx, newy) &&
3134 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3137 Store[x][y] = EL_ACID;
3139 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3141 if (Feld[newx][newy] == EL_EXIT_OPEN)
3143 Feld[x][y] = EL_EMPTY;
3144 DrawLevelField(x, y);
3146 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3147 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3148 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3150 local_player->friends_still_needed--;
3151 if (!local_player->friends_still_needed &&
3152 !local_player->GameOver && AllPlayersGone)
3153 local_player->LevelSolved = local_player->GameOver = TRUE;
3157 else if (IS_MAMPF3(Feld[newx][newy]))
3159 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3160 DrawLevelField(newx, newy);
3162 MovDir[x][y] = MV_NO_MOVING;
3164 else if (!IS_FREE(newx, newy))
3166 if (IS_PLAYER(x, y))
3167 DrawPlayerField(x, y);
3169 DrawLevelField(x, y);
3173 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3175 if (IS_GEM(Feld[newx][newy]))
3177 if (IS_MOVING(newx, newy))
3178 RemoveMovingField(newx, newy);
3181 Feld[newx][newy] = EL_EMPTY;
3182 DrawLevelField(newx, newy);
3185 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3187 else if (!IS_FREE(newx, newy))
3189 if (IS_PLAYER(x, y))
3190 DrawPlayerField(x, y);
3192 DrawLevelField(x, y);
3196 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3198 if (!IS_FREE(newx, newy))
3200 if (IS_PLAYER(x, y))
3201 DrawPlayerField(x, y);
3203 DrawLevelField(x, y);
3208 boolean wanna_flame = !RND(10);
3209 int dx = newx - x, dy = newy - y;
3210 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3211 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3212 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3213 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3214 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3215 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3217 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3218 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3219 element1 != EL_FLAMES && element2 != EL_FLAMES)
3221 if (IS_PLAYER(x, y))
3222 DrawPlayerField(x, y);
3224 DrawLevelField(x, y);
3226 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3228 MovDelay[x][y] = 50;
3229 Feld[newx][newy] = EL_FLAMES;
3230 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3231 Feld[newx1][newy1] = EL_FLAMES;
3232 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3233 Feld[newx2][newy2] = EL_FLAMES;
3238 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3239 Feld[newx][newy] == EL_DIAMOND)
3241 if (IS_MOVING(newx, newy))
3242 RemoveMovingField(newx, newy);
3245 Feld[newx][newy] = EL_EMPTY;
3246 DrawLevelField(newx, newy);
3249 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3251 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3252 IS_MAMPF2(Feld[newx][newy]))
3254 if (AmoebaNr[newx][newy])
3256 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3257 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3258 Feld[newx][newy] == EL_BD_AMOEBA)
3259 AmoebaCnt[AmoebaNr[newx][newy]]--;
3262 if (IS_MOVING(newx, newy))
3263 RemoveMovingField(newx, newy);
3266 Feld[newx][newy] = EL_EMPTY;
3267 DrawLevelField(newx, newy);
3270 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3272 else if ((element == EL_PACMAN || element == EL_MOLE)
3273 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3275 if (AmoebaNr[newx][newy])
3277 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3278 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3279 Feld[newx][newy] == EL_BD_AMOEBA)
3280 AmoebaCnt[AmoebaNr[newx][newy]]--;
3283 if (element == EL_MOLE)
3285 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3286 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3287 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3288 return; /* wait for shrinking amoeba */
3290 else /* element == EL_PACMAN */
3292 Feld[newx][newy] = EL_EMPTY;
3293 DrawLevelField(newx, newy);
3294 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3297 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3298 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3299 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3301 /* wait for shrinking amoeba to completely disappear */
3304 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3306 /* object was running against a wall */
3310 if (element == EL_BUG || element == EL_SPACESHIP ||
3311 element == EL_SP_SNIKSNAK)
3312 DrawLevelField(x, y);
3313 else if (element == EL_BUG || element == EL_SPACESHIP ||
3314 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3315 DrawLevelField(x, y);
3316 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3317 DrawLevelElementAnimationIfNeeded(x, y, element);
3318 else if (element == EL_SATELLITE)
3319 DrawLevelElementAnimationIfNeeded(x, y, element);
3320 else if (element == EL_SP_ELECTRON)
3321 DrawLevelElementAnimationIfNeeded(x, y, element);
3323 if (DONT_TOUCH(element))
3324 TestIfBadThingTouchesHero(x, y);
3326 PlaySoundLevelAction(x, y, ACTION_WAITING);
3331 InitMovingField(x, y, MovDir[x][y]);
3333 PlaySoundLevelAction(x, y, ACTION_MOVING);
3337 ContinueMoving(x, y);
3340 void ContinueMoving(int x, int y)
3342 int element = Feld[x][y];
3343 int direction = MovDir[x][y];
3344 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3345 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3346 int horiz_move = (dx != 0);
3347 int newx = x + dx, newy = y + dy;
3348 int step = (horiz_move ? dx : dy) * TILEX / 8;
3350 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3352 else if (element == EL_QUICKSAND_FILLING ||
3353 element == EL_QUICKSAND_EMPTYING)
3355 else if (element == EL_MAGIC_WALL_FILLING ||
3356 element == EL_BD_MAGIC_WALL_FILLING ||
3357 element == EL_MAGIC_WALL_EMPTYING ||
3358 element == EL_BD_MAGIC_WALL_EMPTYING)
3360 else if (CAN_FALL(element) && horiz_move &&
3361 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3363 else if (element == EL_SPRING && horiz_move)
3366 #if OLD_GAME_BEHAVIOUR
3367 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3371 MovPos[x][y] += step;
3373 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3375 Feld[x][y] = EL_EMPTY;
3376 Feld[newx][newy] = element;
3378 if (element == EL_MOLE)
3381 static int xy[4][2] =
3389 Feld[x][y] = EL_SAND;
3390 DrawLevelField(x, y);
3399 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3400 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3404 if (element == EL_QUICKSAND_FILLING)
3406 element = Feld[newx][newy] = get_next_element(element);
3407 Store[newx][newy] = Store[x][y];
3409 else if (element == EL_QUICKSAND_EMPTYING)
3411 Feld[x][y] = get_next_element(element);
3412 element = Feld[newx][newy] = Store[x][y];
3414 else if (element == EL_MAGIC_WALL_FILLING)
3416 element = Feld[newx][newy] = get_next_element(element);
3417 if (!game.magic_wall_active)
3418 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3419 Store[newx][newy] = Store[x][y];
3421 else if (element == EL_MAGIC_WALL_EMPTYING)
3423 Feld[x][y] = get_next_element(element);
3424 if (!game.magic_wall_active)
3425 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3426 element = Feld[newx][newy] = Store[x][y];
3428 else if (element == EL_BD_MAGIC_WALL_FILLING)
3430 element = Feld[newx][newy] = get_next_element(element);
3431 if (!game.magic_wall_active)
3432 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3433 Store[newx][newy] = Store[x][y];
3435 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3437 Feld[x][y] = get_next_element(element);
3438 if (!game.magic_wall_active)
3439 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3440 element = Feld[newx][newy] = Store[x][y];
3442 else if (element == EL_AMOEBA_DROPPING)
3444 Feld[x][y] = get_next_element(element);
3445 element = Feld[newx][newy] = Store[x][y];
3447 else if (Store[x][y] == EL_ACID)
3449 element = Feld[newx][newy] = EL_ACID;
3453 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3454 MovDelay[newx][newy] = 0;
3456 /* copy animation control values to new field */
3457 GfxFrame[newx][newy] = GfxFrame[x][y];
3458 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3459 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3461 ResetGfxAnimation(x, y); /* reset animation values for old field */
3465 if (!CAN_MOVE(element))
3466 MovDir[newx][newy] = 0;
3469 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3470 MovDir[newx][newy] = 0;
3473 if (!CAN_MOVE(element) ||
3474 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3475 MovDir[newx][newy] = 0;
3479 DrawLevelField(x, y);
3480 DrawLevelField(newx, newy);
3482 Stop[newx][newy] = TRUE;
3483 JustStopped[newx][newy] = 3;
3485 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3487 TestIfBadThingTouchesHero(newx, newy);
3488 TestIfBadThingTouchesFriend(newx, newy);
3489 TestIfBadThingTouchesOtherBadThing(newx, newy);
3491 else if (element == EL_PENGUIN)
3492 TestIfFriendTouchesBadThing(newx, newy);
3494 if (CAN_SMASH(element) && direction == MV_DOWN &&
3495 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3498 else /* still moving on */
3500 DrawLevelField(x, y);
3504 int AmoebeNachbarNr(int ax, int ay)
3507 int element = Feld[ax][ay];
3509 static int xy[4][2] =
3519 int x = ax + xy[i][0];
3520 int y = ay + xy[i][1];
3522 if (!IN_LEV_FIELD(x, y))
3525 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3526 group_nr = AmoebaNr[x][y];
3532 void AmoebenVereinigen(int ax, int ay)
3534 int i, x, y, xx, yy;
3535 int new_group_nr = AmoebaNr[ax][ay];
3536 static int xy[4][2] =
3544 if (new_group_nr == 0)
3552 if (!IN_LEV_FIELD(x, y))
3555 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3556 Feld[x][y] == EL_BD_AMOEBA ||
3557 Feld[x][y] == EL_AMOEBA_DEAD) &&
3558 AmoebaNr[x][y] != new_group_nr)
3560 int old_group_nr = AmoebaNr[x][y];
3562 if (old_group_nr == 0)
3565 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3566 AmoebaCnt[old_group_nr] = 0;
3567 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3568 AmoebaCnt2[old_group_nr] = 0;
3570 for (yy=0; yy<lev_fieldy; yy++)
3572 for (xx=0; xx<lev_fieldx; xx++)
3574 if (AmoebaNr[xx][yy] == old_group_nr)
3575 AmoebaNr[xx][yy] = new_group_nr;
3582 void AmoebeUmwandeln(int ax, int ay)
3586 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3588 int group_nr = AmoebaNr[ax][ay];
3593 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3594 printf("AmoebeUmwandeln(): This should never happen!\n");
3599 for (y=0; y<lev_fieldy; y++)
3601 for (x=0; x<lev_fieldx; x++)
3603 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3606 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3610 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3611 SND_AMOEBA_TURNING_TO_GEM :
3612 SND_AMOEBA_TURNING_TO_ROCK));
3617 static int xy[4][2] =
3630 if (!IN_LEV_FIELD(x, y))
3633 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3635 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3636 SND_AMOEBA_TURNING_TO_GEM :
3637 SND_AMOEBA_TURNING_TO_ROCK));
3644 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3647 int group_nr = AmoebaNr[ax][ay];
3648 boolean done = FALSE;
3653 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3654 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3659 for (y=0; y<lev_fieldy; y++)
3661 for (x=0; x<lev_fieldx; x++)
3663 if (AmoebaNr[x][y] == group_nr &&
3664 (Feld[x][y] == EL_AMOEBA_DEAD ||
3665 Feld[x][y] == EL_BD_AMOEBA ||
3666 Feld[x][y] == EL_AMOEBA_GROWING))
3669 Feld[x][y] = new_element;
3670 InitField(x, y, FALSE);
3671 DrawLevelField(x, y);
3678 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3679 SND_BD_AMOEBA_TURNING_TO_ROCK :
3680 SND_BD_AMOEBA_TURNING_TO_GEM));
3683 void AmoebeWaechst(int x, int y)
3685 static unsigned long sound_delay = 0;
3686 static unsigned long sound_delay_value = 0;
3688 if (!MovDelay[x][y]) /* start new growing cycle */
3692 if (DelayReached(&sound_delay, sound_delay_value))
3695 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3697 if (Store[x][y] == EL_BD_AMOEBA)
3698 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3700 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3702 sound_delay_value = 30;
3706 if (MovDelay[x][y]) /* wait some time before growing bigger */
3709 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3711 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3712 6 - MovDelay[x][y]);
3714 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3717 if (!MovDelay[x][y])
3719 Feld[x][y] = Store[x][y];
3721 DrawLevelField(x, y);
3726 void AmoebaDisappearing(int x, int y)
3728 static unsigned long sound_delay = 0;
3729 static unsigned long sound_delay_value = 0;
3731 if (!MovDelay[x][y]) /* start new shrinking cycle */
3735 if (DelayReached(&sound_delay, sound_delay_value))
3736 sound_delay_value = 30;
3739 if (MovDelay[x][y]) /* wait some time before shrinking */
3742 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3744 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3745 6 - MovDelay[x][y]);
3747 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3750 if (!MovDelay[x][y])
3752 Feld[x][y] = EL_EMPTY;
3753 DrawLevelField(x, y);
3755 /* don't let mole enter this field in this cycle;
3756 (give priority to objects falling to this field from above) */
3762 void AmoebeAbleger(int ax, int ay)
3765 int element = Feld[ax][ay];
3766 int graphic = el2img(element);
3767 int newax = ax, neway = ay;
3768 static int xy[4][2] =
3776 if (!level.amoeba_speed)
3778 Feld[ax][ay] = EL_AMOEBA_DEAD;
3779 DrawLevelField(ax, ay);
3783 if (IS_ANIMATED(graphic))
3784 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3786 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3787 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3789 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3792 if (MovDelay[ax][ay])
3796 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3799 int x = ax + xy[start][0];
3800 int y = ay + xy[start][1];
3802 if (!IN_LEV_FIELD(x, y))
3805 if (IS_FREE(x, y) ||
3806 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3812 if (newax == ax && neway == ay)
3815 else /* normal or "filled" (BD style) amoeba */
3818 boolean waiting_for_player = FALSE;
3822 int j = (start + i) % 4;
3823 int x = ax + xy[j][0];
3824 int y = ay + xy[j][1];
3826 if (!IN_LEV_FIELD(x, y))
3829 if (IS_FREE(x, y) ||
3830 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3836 else if (IS_PLAYER(x, y))
3837 waiting_for_player = TRUE;
3840 if (newax == ax && neway == ay) /* amoeba cannot grow */
3842 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3844 Feld[ax][ay] = EL_AMOEBA_DEAD;
3845 DrawLevelField(ax, ay);
3846 AmoebaCnt[AmoebaNr[ax][ay]]--;
3848 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3850 if (element == EL_AMOEBA_FULL)
3851 AmoebeUmwandeln(ax, ay);
3852 else if (element == EL_BD_AMOEBA)
3853 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3858 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3860 /* amoeba gets larger by growing in some direction */
3862 int new_group_nr = AmoebaNr[ax][ay];
3865 if (new_group_nr == 0)
3867 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3868 printf("AmoebeAbleger(): This should never happen!\n");
3873 AmoebaNr[newax][neway] = new_group_nr;
3874 AmoebaCnt[new_group_nr]++;
3875 AmoebaCnt2[new_group_nr]++;
3877 /* if amoeba touches other amoeba(s) after growing, unify them */
3878 AmoebenVereinigen(newax, neway);
3880 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3882 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3888 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3889 (neway == lev_fieldy - 1 && newax != ax))
3891 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3892 Store[newax][neway] = element;
3894 else if (neway == ay)
3896 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3898 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3900 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3905 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3906 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3907 Store[ax][ay] = EL_AMOEBA_DROP;
3908 ContinueMoving(ax, ay);
3912 DrawLevelField(newax, neway);
3915 void Life(int ax, int ay)
3918 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3920 int element = Feld[ax][ay];
3921 int graphic = el2img(element);
3922 boolean changed = FALSE;
3924 if (IS_ANIMATED(graphic))
3925 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3930 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3931 MovDelay[ax][ay] = life_time;
3933 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3936 if (MovDelay[ax][ay])
3940 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3942 int xx = ax+x1, yy = ay+y1;
3945 if (!IN_LEV_FIELD(xx, yy))
3948 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3950 int x = xx+x2, y = yy+y2;
3952 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3955 if (((Feld[x][y] == element ||
3956 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
3958 (IS_FREE(x, y) && Stop[x][y]))
3962 if (xx == ax && yy == ay) /* field in the middle */
3964 if (nachbarn < life[0] || nachbarn > life[1])
3966 Feld[xx][yy] = EL_EMPTY;
3968 DrawLevelField(xx, yy);
3969 Stop[xx][yy] = TRUE;
3973 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3974 { /* free border field */
3975 if (nachbarn >= life[2] && nachbarn <= life[3])
3977 Feld[xx][yy] = element;
3978 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
3980 DrawLevelField(xx, yy);
3981 Stop[xx][yy] = TRUE;
3988 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
3989 SND_GAME_OF_LIFE_GROWING);
3992 static void InitRobotWheel(int x, int y)
3994 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3997 static void RunRobotWheel(int x, int y)
3999 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4002 static void StopRobotWheel(int x, int y)
4004 if (ZX == x && ZY == y)
4008 static void InitTimegateWheel(int x, int y)
4010 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4013 static void RunTimegateWheel(int x, int y)
4015 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4018 void CheckExit(int x, int y)
4020 if (local_player->gems_still_needed > 0 ||
4021 local_player->sokobanfields_still_needed > 0 ||
4022 local_player->lights_still_needed > 0)
4024 int element = Feld[x][y];
4025 int graphic = el2img(element);
4027 if (IS_ANIMATED(graphic))
4028 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4033 Feld[x][y] = EL_EXIT_OPENING;
4035 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4038 void CheckExitSP(int x, int y)
4040 if (local_player->gems_still_needed > 0)
4042 int element = Feld[x][y];
4043 int graphic = el2img(element);
4045 if (IS_ANIMATED(graphic))
4046 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4051 Feld[x][y] = EL_SP_EXIT_OPEN;
4053 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4056 static void CloseAllOpenTimegates()
4060 for (y=0; y<lev_fieldy; y++)
4062 for (x=0; x<lev_fieldx; x++)
4064 int element = Feld[x][y];
4066 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4068 Feld[x][y] = EL_TIMEGATE_CLOSING;
4070 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4072 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4079 void EdelsteinFunkeln(int x, int y)
4081 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4084 if (Feld[x][y] == EL_BD_DIAMOND)
4087 if (MovDelay[x][y] == 0) /* next animation frame */
4088 MovDelay[x][y] = 11 * !SimpleRND(500);
4090 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4094 if (setup.direct_draw && MovDelay[x][y])
4095 SetDrawtoField(DRAW_BUFFERED);
4097 DrawLevelElementAnimation(x, y, Feld[x][y]);
4099 if (MovDelay[x][y] != 0)
4101 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4102 10 - MovDelay[x][y]);
4104 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4106 if (setup.direct_draw)
4110 dest_x = FX + SCREENX(x) * TILEX;
4111 dest_y = FY + SCREENY(y) * TILEY;
4113 BlitBitmap(drawto_field, window,
4114 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4115 SetDrawtoField(DRAW_DIRECT);
4121 void MauerWaechst(int x, int y)
4125 if (!MovDelay[x][y]) /* next animation frame */
4126 MovDelay[x][y] = 3 * delay;
4128 if (MovDelay[x][y]) /* wait some time before next frame */
4132 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4134 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4135 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4137 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4140 if (!MovDelay[x][y])
4142 if (MovDir[x][y] == MV_LEFT)
4144 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4145 DrawLevelField(x - 1, y);
4147 else if (MovDir[x][y] == MV_RIGHT)
4149 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4150 DrawLevelField(x + 1, y);
4152 else if (MovDir[x][y] == MV_UP)
4154 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4155 DrawLevelField(x, y - 1);
4159 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4160 DrawLevelField(x, y + 1);
4163 Feld[x][y] = Store[x][y];
4165 MovDir[x][y] = MV_NO_MOVING;
4166 DrawLevelField(x, y);
4171 void MauerAbleger(int ax, int ay)
4173 int element = Feld[ax][ay];
4174 int graphic = el2img(element);
4175 boolean oben_frei = FALSE, unten_frei = FALSE;
4176 boolean links_frei = FALSE, rechts_frei = FALSE;
4177 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4178 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4179 boolean new_wall = FALSE;
4181 if (IS_ANIMATED(graphic))
4182 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4184 if (!MovDelay[ax][ay]) /* start building new wall */
4185 MovDelay[ax][ay] = 6;
4187 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4190 if (MovDelay[ax][ay])
4194 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4196 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4198 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4200 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4203 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4204 element == EL_EXPANDABLE_WALL_ANY)
4208 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4209 Store[ax][ay-1] = element;
4210 MovDir[ax][ay-1] = MV_UP;
4211 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4212 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4213 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4218 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4219 Store[ax][ay+1] = element;
4220 MovDir[ax][ay+1] = MV_DOWN;
4221 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4222 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4223 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4228 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4229 element == EL_EXPANDABLE_WALL_ANY ||
4230 element == EL_EXPANDABLE_WALL)
4234 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4235 Store[ax-1][ay] = element;
4236 MovDir[ax-1][ay] = MV_LEFT;
4237 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4238 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4239 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4245 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4246 Store[ax+1][ay] = element;
4247 MovDir[ax+1][ay] = MV_RIGHT;
4248 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4249 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4250 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4255 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4256 DrawLevelField(ax, ay);
4258 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4260 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4261 unten_massiv = TRUE;
4262 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4263 links_massiv = TRUE;
4264 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4265 rechts_massiv = TRUE;
4267 if (((oben_massiv && unten_massiv) ||
4268 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4269 element == EL_EXPANDABLE_WALL) &&
4270 ((links_massiv && rechts_massiv) ||
4271 element == EL_EXPANDABLE_WALL_VERTICAL))
4272 Feld[ax][ay] = EL_WALL;
4276 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4278 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4282 void CheckForDragon(int x, int y)
4285 boolean dragon_found = FALSE;
4286 static int xy[4][2] =
4298 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4300 if (IN_LEV_FIELD(xx, yy) &&
4301 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4303 if (Feld[xx][yy] == EL_DRAGON)
4304 dragon_found = TRUE;
4317 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4319 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4321 Feld[xx][yy] = EL_EMPTY;
4322 DrawLevelField(xx, yy);
4331 static void InitBuggyBase(int x, int y)
4333 int element = Feld[x][y];
4334 int activating_delay = FRAMES_PER_SECOND / 4;
4337 (element == EL_SP_BUGGY_BASE ?
4338 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4339 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4341 element == EL_SP_BUGGY_BASE_ACTIVE ?
4342 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4345 static void WarnBuggyBase(int x, int y)
4348 static int xy[4][2] =
4358 int xx = x + xy[i][0], yy = y + xy[i][1];
4360 if (IS_PLAYER(xx, yy))
4362 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4369 static void InitTrap(int x, int y)
4371 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4374 static void ActivateTrap(int x, int y)
4376 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4379 static void ChangeActiveTrap(int x, int y)
4381 int graphic = IMG_TRAP_ACTIVE;
4383 /* if new animation frame was drawn, correct crumbled sand border */
4384 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4385 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4388 static void ChangeElement(int x, int y)
4390 int element = Feld[x][y];
4392 if (MovDelay[x][y] == 0) /* initialize element change */
4394 MovDelay[x][y] = changing_element[element].change_delay + 1;
4396 ResetGfxAnimation(x, y);
4397 ResetRandomAnimationValue(x, y);
4399 if (changing_element[element].pre_change_function)
4400 changing_element[element].pre_change_function(x, y);
4405 if (MovDelay[x][y] != 0) /* continue element change */
4407 if (IS_ANIMATED(el2img(element)))
4408 DrawLevelElementAnimationIfNeeded(x, y, element);
4410 if (changing_element[element].change_function)
4411 changing_element[element].change_function(x, y);
4413 else /* finish element change */
4415 Feld[x][y] = changing_element[element].next_element;
4417 ResetGfxAnimation(x, y);
4418 ResetRandomAnimationValue(x, y);
4420 DrawLevelField(x, y);
4422 if (changing_element[element].post_change_function)
4423 changing_element[element].post_change_function(x, y);
4427 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4429 static byte stored_player_action[MAX_PLAYERS];
4430 static int num_stored_actions = 0;
4431 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4432 int left = player_action & JOY_LEFT;
4433 int right = player_action & JOY_RIGHT;
4434 int up = player_action & JOY_UP;
4435 int down = player_action & JOY_DOWN;
4436 int button1 = player_action & JOY_BUTTON_1;
4437 int button2 = player_action & JOY_BUTTON_2;
4438 int dx = (left ? -1 : right ? 1 : 0);
4439 int dy = (up ? -1 : down ? 1 : 0);
4441 stored_player_action[player->index_nr] = 0;
4442 num_stored_actions++;
4444 if (!player->active || tape.pausing)
4450 snapped = SnapField(player, dx, dy);
4454 bombed = PlaceBomb(player);
4455 moved = MoveFigure(player, dx, dy);
4458 if (tape.single_step && tape.recording && !tape.pausing)
4460 if (button1 || (bombed && !moved))
4462 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4463 SnapField(player, 0, 0); /* stop snapping */
4467 stored_player_action[player->index_nr] = player_action;
4471 /* no actions for this player (no input at player's configured device) */
4473 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4474 SnapField(player, 0, 0);
4475 CheckGravityMovement(player);
4477 if (player->MovPos == 0)
4480 printf("Trying... Player frame reset\n");
4483 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4486 if (player->MovPos == 0) /* needed for tape.playing */
4487 player->is_moving = FALSE;
4490 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4492 TapeRecordAction(stored_player_action);
4493 num_stored_actions = 0;
4499 static unsigned long action_delay = 0;
4500 unsigned long action_delay_value;
4501 int magic_wall_x = 0, magic_wall_y = 0;
4502 int i, x, y, element, graphic;
4503 byte *recorded_player_action;
4504 byte summarized_player_action = 0;
4506 if (game_status != PLAYING)
4509 action_delay_value =
4510 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4512 if (tape.playing && tape.index_search && !tape.pausing)
4513 action_delay_value = 0;
4515 /* ---------- main game synchronization point ---------- */
4517 WaitUntilDelayReached(&action_delay, action_delay_value);
4519 if (network_playing && !network_player_action_received)
4523 printf("DEBUG: try to get network player actions in time\n");
4527 #if defined(PLATFORM_UNIX)
4528 /* last chance to get network player actions without main loop delay */
4532 if (game_status != PLAYING)
4535 if (!network_player_action_received)
4539 printf("DEBUG: failed to get network player actions in time\n");
4549 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4551 for (i=0; i<MAX_PLAYERS; i++)
4553 summarized_player_action |= stored_player[i].action;
4555 if (!network_playing)
4556 stored_player[i].effective_action = stored_player[i].action;
4559 #if defined(PLATFORM_UNIX)
4560 if (network_playing)
4561 SendToServer_MovePlayer(summarized_player_action);
4564 if (!options.network && !setup.team_mode)
4565 local_player->effective_action = summarized_player_action;
4567 for (i=0; i<MAX_PLAYERS; i++)
4569 int actual_player_action = stored_player[i].effective_action;
4571 if (stored_player[i].programmed_action)
4572 actual_player_action = stored_player[i].programmed_action;
4574 if (recorded_player_action)
4575 actual_player_action = recorded_player_action[i];
4577 PlayerActions(&stored_player[i], actual_player_action);
4578 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4581 network_player_action_received = FALSE;
4583 ScrollScreen(NULL, SCROLL_GO_ON);
4589 for (i=0; i<MAX_PLAYERS; i++)
4590 stored_player[i].Frame++;
4593 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4596 if (JustStopped[x][y] > 0)
4597 JustStopped[x][y]--;
4602 if (IS_BLOCKED(x, y))
4606 Blocked2Moving(x, y, &oldx, &oldy);
4607 if (!IS_MOVING(oldx, oldy))
4609 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4610 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4611 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4612 printf("GameActions(): This should never happen!\n");
4618 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4620 element = Feld[x][y];
4621 graphic = el2img(element);
4623 if (graphic_info[graphic].anim_global_sync)
4624 GfxFrame[x][y] = FrameCounter;
4626 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4627 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4628 ResetRandomAnimationValue(x, y);
4630 SetRandomAnimationValue(x, y);
4633 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4636 if (IS_INACTIVE(element))
4638 if (IS_ANIMATED(graphic))
4639 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4644 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4648 if (IS_ANIMATED(graphic) &&
4651 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4653 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4654 EdelsteinFunkeln(x, y);
4656 else if ((element == EL_ACID ||
4657 element == EL_EXIT_OPEN ||
4658 element == EL_SP_EXIT_OPEN ||
4659 element == EL_SP_TERMINAL ||
4660 element == EL_SP_TERMINAL_ACTIVE ||
4661 element == EL_EXTRA_TIME ||
4662 element == EL_SHIELD_NORMAL ||
4663 element == EL_SHIELD_DEADLY) &&
4664 IS_ANIMATED(graphic))
4665 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4666 else if (IS_MOVING(x, y))
4667 ContinueMoving(x, y);
4668 else if (IS_ACTIVE_BOMB(element))
4669 CheckDynamite(x, y);
4671 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4672 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4674 else if (element == EL_AMOEBA_GROWING)
4675 AmoebeWaechst(x, y);
4676 else if (element == EL_AMOEBA_SHRINKING)
4677 AmoebaDisappearing(x, y);
4679 #if !USE_NEW_AMOEBA_CODE
4680 else if (IS_AMOEBALIVE(element))
4681 AmoebeAbleger(x, y);
4684 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4686 else if (element == EL_EXIT_CLOSED)
4688 else if (element == EL_SP_EXIT_CLOSED)
4690 else if (element == EL_EXPANDABLE_WALL_GROWING)
4692 else if (element == EL_EXPANDABLE_WALL ||
4693 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4694 element == EL_EXPANDABLE_WALL_VERTICAL ||
4695 element == EL_EXPANDABLE_WALL_ANY)
4697 else if (element == EL_FLAMES)
4698 CheckForDragon(x, y);
4699 else if (IS_AUTO_CHANGING(element))
4700 ChangeElement(x, y);
4701 else if (element == EL_EXPLOSION)
4702 ; /* drawing of correct explosion animation is handled separately */
4703 else if (IS_ANIMATED(graphic))
4704 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4706 if (IS_BELT_ACTIVE(element))
4707 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4709 if (game.magic_wall_active)
4711 int jx = local_player->jx, jy = local_player->jy;
4713 /* play the element sound at the position nearest to the player */
4714 if ((element == EL_MAGIC_WALL_FULL ||
4715 element == EL_MAGIC_WALL_ACTIVE ||
4716 element == EL_MAGIC_WALL_EMPTYING ||
4717 element == EL_BD_MAGIC_WALL_FULL ||
4718 element == EL_BD_MAGIC_WALL_ACTIVE ||
4719 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4720 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4728 #if USE_NEW_AMOEBA_CODE
4729 /* new experimental amoeba growth stuff */
4731 if (!(FrameCounter % 8))
4734 static unsigned long random = 1684108901;
4736 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4739 x = (random >> 10) % lev_fieldx;
4740 y = (random >> 20) % lev_fieldy;
4742 x = RND(lev_fieldx);
4743 y = RND(lev_fieldy);
4745 element = Feld[x][y];
4747 if (!IS_PLAYER(x,y) &&
4748 (element == EL_EMPTY ||
4749 element == EL_SAND ||
4750 element == EL_QUICKSAND_EMPTY ||
4751 element == EL_ACID_SPLASH_LEFT ||
4752 element == EL_ACID_SPLASH_RIGHT))
4754 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4755 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4756 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4757 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4758 Feld[x][y] = EL_AMOEBA_DROP;
4761 random = random * 129 + 1;
4767 if (game.explosions_delayed)
4770 game.explosions_delayed = FALSE;
4772 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4774 element = Feld[x][y];
4776 if (ExplodeField[x][y])
4777 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4778 else if (element == EL_EXPLOSION)
4779 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4781 ExplodeField[x][y] = EX_NO_EXPLOSION;
4784 game.explosions_delayed = TRUE;
4787 if (game.magic_wall_active)
4789 if (!(game.magic_wall_time_left % 4))
4791 int element = Feld[magic_wall_x][magic_wall_y];
4793 if (element == EL_BD_MAGIC_WALL_FULL ||
4794 element == EL_BD_MAGIC_WALL_ACTIVE ||
4795 element == EL_BD_MAGIC_WALL_EMPTYING)
4796 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4798 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4801 if (game.magic_wall_time_left > 0)
4803 game.magic_wall_time_left--;
4804 if (!game.magic_wall_time_left)
4806 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4808 element = Feld[x][y];
4810 if (element == EL_MAGIC_WALL_ACTIVE ||
4811 element == EL_MAGIC_WALL_FULL)
4813 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4814 DrawLevelField(x, y);
4816 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4817 element == EL_BD_MAGIC_WALL_FULL)
4819 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4820 DrawLevelField(x, y);
4824 game.magic_wall_active = FALSE;
4829 if (game.light_time_left > 0)
4831 game.light_time_left--;
4833 if (game.light_time_left == 0)
4834 RedrawAllLightSwitchesAndInvisibleElements();
4837 if (game.timegate_time_left > 0)
4839 game.timegate_time_left--;
4841 if (game.timegate_time_left == 0)
4842 CloseAllOpenTimegates();
4845 for (i=0; i<MAX_PLAYERS; i++)
4847 struct PlayerInfo *player = &stored_player[i];
4849 if (SHIELD_ON(player))
4851 if (player->shield_deadly_time_left)
4852 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4853 else if (player->shield_normal_time_left)
4854 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4858 if (TimeFrames >= (1000 / GameFrameDelay))
4863 for (i=0; i<MAX_PLAYERS; i++)
4865 struct PlayerInfo *player = &stored_player[i];
4867 if (SHIELD_ON(player))
4869 player->shield_normal_time_left--;
4871 if (player->shield_deadly_time_left > 0)
4872 player->shield_deadly_time_left--;
4876 if (tape.recording || tape.playing)
4877 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4883 if (TimeLeft <= 10 && setup.time_limit)
4884 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
4886 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4888 if (!TimeLeft && setup.time_limit)
4889 for (i=0; i<MAX_PLAYERS; i++)
4890 KillHero(&stored_player[i]);
4892 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4893 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4898 if (options.debug) /* calculate frames per second */
4900 static unsigned long fps_counter = 0;
4901 static int fps_frames = 0;
4902 unsigned long fps_delay_ms = Counter() - fps_counter;
4906 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4908 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4911 fps_counter = Counter();
4914 redraw_mask |= REDRAW_FPS;
4918 if (stored_player[0].jx != stored_player[0].last_jx ||
4919 stored_player[0].jy != stored_player[0].last_jy)
4920 printf("::: %d, %d, %d, %d, %d\n",
4921 stored_player[0].MovDir,
4922 stored_player[0].MovPos,
4923 stored_player[0].GfxPos,
4924 stored_player[0].Frame,
4925 stored_player[0].StepFrame);
4932 for (i=0; i<MAX_PLAYERS; i++)
4935 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
4937 stored_player[i].Frame += move_frames;
4939 if (stored_player[i].MovPos != 0)
4940 stored_player[i].StepFrame += move_frames;
4945 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4947 int min_x = x, min_y = y, max_x = x, max_y = y;
4950 for (i=0; i<MAX_PLAYERS; i++)
4952 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4954 if (!stored_player[i].active || &stored_player[i] == player)
4957 min_x = MIN(min_x, jx);
4958 min_y = MIN(min_y, jy);
4959 max_x = MAX(max_x, jx);
4960 max_y = MAX(max_y, jy);
4963 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4966 static boolean AllPlayersInVisibleScreen()
4970 for (i=0; i<MAX_PLAYERS; i++)
4972 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4974 if (!stored_player[i].active)
4977 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4984 void ScrollLevel(int dx, int dy)
4986 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4989 BlitBitmap(drawto_field, drawto_field,
4990 FX + TILEX*(dx == -1) - softscroll_offset,
4991 FY + TILEY*(dy == -1) - softscroll_offset,
4992 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4993 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4994 FX + TILEX*(dx == 1) - softscroll_offset,
4995 FY + TILEY*(dy == 1) - softscroll_offset);
4999 x = (dx == 1 ? BX1 : BX2);
5000 for (y=BY1; y<=BY2; y++)
5001 DrawScreenField(x, y);
5006 y = (dy == 1 ? BY1 : BY2);
5007 for (x=BX1; x<=BX2; x++)
5008 DrawScreenField(x, y);
5011 redraw_mask |= REDRAW_FIELD;
5014 static void CheckGravityMovement(struct PlayerInfo *player)
5016 if (level.gravity && !player->programmed_action)
5018 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5019 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5021 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5022 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5023 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5024 int jx = player->jx, jy = player->jy;
5025 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5026 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5027 int new_jx = jx + dx, new_jy = jy + dy;
5028 boolean field_under_player_is_free =
5029 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5030 boolean player_is_moving_to_valid_field =
5031 (IN_LEV_FIELD(new_jx, new_jy) &&
5032 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5033 Feld[new_jx][new_jy] == EL_SAND));
5035 if (field_under_player_is_free &&
5036 !player_is_moving_to_valid_field &&
5037 !IS_TUBE(Feld[jx][jy]))
5038 player->programmed_action = MV_DOWN;
5042 boolean MoveFigureOneStep(struct PlayerInfo *player,
5043 int dx, int dy, int real_dx, int real_dy)
5045 int jx = player->jx, jy = player->jy;
5046 int new_jx = jx+dx, new_jy = jy+dy;
5050 if (!player->active || (!dx && !dy))
5051 return MF_NO_ACTION;
5053 player->MovDir = (dx < 0 ? MV_LEFT :
5056 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5058 if (!IN_LEV_FIELD(new_jx, new_jy))
5059 return MF_NO_ACTION;
5061 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5062 return MF_NO_ACTION;
5065 element = MovingOrBlocked2Element(new_jx, new_jy);
5067 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5070 if (DONT_GO_TO(element))
5072 if (element == EL_ACID && dx == 0 && dy == 1)
5075 Feld[jx][jy] = EL_PLAYER_1;
5076 InitMovingField(jx, jy, MV_DOWN);
5077 Store[jx][jy] = EL_ACID;
5078 ContinueMoving(jx, jy);
5082 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5087 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5088 if (can_move != MF_MOVING)
5091 StorePlayer[jx][jy] = 0;
5092 player->last_jx = jx;
5093 player->last_jy = jy;
5094 jx = player->jx = new_jx;
5095 jy = player->jy = new_jy;
5096 StorePlayer[jx][jy] = player->element_nr;
5099 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5101 ScrollFigure(player, SCROLL_INIT);
5106 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5108 int jx = player->jx, jy = player->jy;
5109 int old_jx = jx, old_jy = jy;
5110 int moved = MF_NO_ACTION;
5112 if (!player->active || (!dx && !dy))
5116 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5120 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5121 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5125 /* remove the last programmed player action */
5126 player->programmed_action = 0;
5130 /* should only happen if pre-1.2 tape recordings are played */
5131 /* this is only for backward compatibility */
5133 int original_move_delay_value = player->move_delay_value;
5136 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5140 /* scroll remaining steps with finest movement resolution */
5141 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5143 while (player->MovPos)
5145 ScrollFigure(player, SCROLL_GO_ON);
5146 ScrollScreen(NULL, SCROLL_GO_ON);
5152 player->move_delay_value = original_move_delay_value;
5155 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5157 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5158 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5162 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5163 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5169 if (moved & MF_MOVING && !ScreenMovPos &&
5170 (player == local_player || !options.network))
5172 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5173 int offset = (setup.scroll_delay ? 3 : 0);
5175 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5177 /* actual player has left the screen -- scroll in that direction */
5178 if (jx != old_jx) /* player has moved horizontally */
5179 scroll_x += (jx - old_jx);
5180 else /* player has moved vertically */
5181 scroll_y += (jy - old_jy);
5185 if (jx != old_jx) /* player has moved horizontally */
5187 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5188 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5189 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5191 /* don't scroll over playfield boundaries */
5192 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5193 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5195 /* don't scroll more than one field at a time */
5196 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5198 /* don't scroll against the player's moving direction */
5199 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5200 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5201 scroll_x = old_scroll_x;
5203 else /* player has moved vertically */
5205 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5206 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5207 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5209 /* don't scroll over playfield boundaries */
5210 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5211 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5213 /* don't scroll more than one field at a time */
5214 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5216 /* don't scroll against the player's moving direction */
5217 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5218 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5219 scroll_y = old_scroll_y;
5223 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5225 if (!options.network && !AllPlayersInVisibleScreen())
5227 scroll_x = old_scroll_x;
5228 scroll_y = old_scroll_y;
5232 ScrollScreen(player, SCROLL_INIT);
5233 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5240 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5242 if (!(moved & MF_MOVING) && !player->Pushing)
5247 player->StepFrame = 0;
5249 if (moved & MF_MOVING)
5251 if (old_jx != jx && old_jy == jy)
5252 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5253 else if (old_jx == jx && old_jy != jy)
5254 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5256 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5258 player->last_move_dir = player->MovDir;
5259 player->is_moving = TRUE;
5263 CheckGravityMovement(player);
5266 player->last_move_dir = MV_NO_MOVING;
5268 player->is_moving = FALSE;
5271 TestIfHeroTouchesBadThing(jx, jy);
5273 if (!player->active)
5279 void ScrollFigure(struct PlayerInfo *player, int mode)
5281 int jx = player->jx, jy = player->jy;
5282 int last_jx = player->last_jx, last_jy = player->last_jy;
5283 int move_stepsize = TILEX / player->move_delay_value;
5285 if (!player->active || !player->MovPos)
5288 if (mode == SCROLL_INIT)
5290 player->actual_frame_counter = FrameCounter;
5291 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5293 if (Feld[last_jx][last_jy] == EL_EMPTY)
5294 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5299 else if (!FrameReached(&player->actual_frame_counter, 1))
5302 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5303 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5305 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5306 Feld[last_jx][last_jy] = EL_EMPTY;
5308 /* before DrawPlayer() to draw correct player graphic for this case */
5309 if (player->MovPos == 0)
5310 CheckGravityMovement(player);
5314 if (player->MovPos == 0)
5316 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5318 /* continue with normal speed after quickly moving through gate */
5319 HALVE_PLAYER_SPEED(player);
5321 /* be able to make the next move without delay */
5322 player->move_delay = 0;
5325 player->last_jx = jx;
5326 player->last_jy = jy;
5328 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5329 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5333 if (local_player->friends_still_needed == 0 ||
5334 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5335 player->LevelSolved = player->GameOver = TRUE;
5338 if (tape.single_step && tape.recording && !tape.pausing &&
5339 !player->programmed_action)
5340 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5344 void ScrollScreen(struct PlayerInfo *player, int mode)
5346 static unsigned long screen_frame_counter = 0;
5348 if (mode == SCROLL_INIT)
5350 /* set scrolling step size according to actual player's moving speed */
5351 ScrollStepSize = TILEX / player->move_delay_value;
5353 screen_frame_counter = FrameCounter;
5354 ScreenMovDir = player->MovDir;
5355 ScreenMovPos = player->MovPos;
5356 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5359 else if (!FrameReached(&screen_frame_counter, 1))
5364 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5365 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5366 redraw_mask |= REDRAW_FIELD;
5369 ScreenMovDir = MV_NO_MOVING;
5372 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5374 int i, kill_x = -1, kill_y = -1;
5375 static int test_xy[4][2] =
5382 static int test_dir[4] =
5392 int test_x, test_y, test_move_dir, test_element;
5394 test_x = good_x + test_xy[i][0];
5395 test_y = good_y + test_xy[i][1];
5396 if (!IN_LEV_FIELD(test_x, test_y))
5400 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5403 test_element = Feld[test_x][test_y];
5405 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5408 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5409 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5411 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5412 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5420 if (kill_x != -1 || kill_y != -1)
5422 if (IS_PLAYER(good_x, good_y))
5424 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5426 if (player->shield_deadly_time_left > 0)
5427 Bang(kill_x, kill_y);
5428 else if (!PLAYER_PROTECTED(good_x, good_y))
5432 Bang(good_x, good_y);
5436 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5438 int i, kill_x = -1, kill_y = -1;
5439 int bad_element = Feld[bad_x][bad_y];
5440 static int test_xy[4][2] =
5447 static int test_dir[4] =
5455 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5460 int test_x, test_y, test_move_dir, test_element;
5462 test_x = bad_x + test_xy[i][0];
5463 test_y = bad_y + test_xy[i][1];
5464 if (!IN_LEV_FIELD(test_x, test_y))
5468 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5470 test_element = Feld[test_x][test_y];
5472 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5473 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5475 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5476 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5478 /* good thing is player or penguin that does not move away */
5479 if (IS_PLAYER(test_x, test_y))
5481 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5483 if (bad_element == EL_ROBOT && player->is_moving)
5484 continue; /* robot does not kill player if he is moving */
5490 else if (test_element == EL_PENGUIN)
5499 if (kill_x != -1 || kill_y != -1)
5501 if (IS_PLAYER(kill_x, kill_y))
5503 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5506 int dir = player->MovDir;
5507 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5508 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5510 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5511 newx != bad_x && newy != bad_y)
5512 ; /* robot does not kill player if he is moving */
5514 printf("-> %d\n", player->MovDir);
5516 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5517 newx != bad_x && newy != bad_y)
5518 ; /* robot does not kill player if he is moving */
5523 if (player->shield_deadly_time_left > 0)
5525 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5529 Bang(kill_x, kill_y);
5533 void TestIfHeroTouchesBadThing(int x, int y)
5535 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5538 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5540 TestIfGoodThingHitsBadThing(x, y, move_dir);
5543 void TestIfBadThingTouchesHero(int x, int y)
5545 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5548 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5550 TestIfBadThingHitsGoodThing(x, y, move_dir);
5553 void TestIfFriendTouchesBadThing(int x, int y)
5555 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5558 void TestIfBadThingTouchesFriend(int x, int y)
5560 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5563 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5565 int i, kill_x = bad_x, kill_y = bad_y;
5566 static int xy[4][2] =
5578 x = bad_x + xy[i][0];
5579 y = bad_y + xy[i][1];
5580 if (!IN_LEV_FIELD(x, y))
5583 element = Feld[x][y];
5584 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5585 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5593 if (kill_x != bad_x || kill_y != bad_y)
5597 void KillHero(struct PlayerInfo *player)
5599 int jx = player->jx, jy = player->jy;
5601 if (!player->active)
5604 if (IS_PFORTE(Feld[jx][jy]))
5605 Feld[jx][jy] = EL_EMPTY;
5607 /* deactivate shield (else Bang()/Explode() would not work right) */
5608 player->shield_normal_time_left = 0;
5609 player->shield_deadly_time_left = 0;
5615 static void KillHeroUnlessProtected(int x, int y)
5617 if (!PLAYER_PROTECTED(x, y))
5618 KillHero(PLAYERINFO(x, y));
5621 void BuryHero(struct PlayerInfo *player)
5623 int jx = player->jx, jy = player->jy;
5625 if (!player->active)
5628 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5629 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5631 player->GameOver = TRUE;
5635 void RemoveHero(struct PlayerInfo *player)
5637 int jx = player->jx, jy = player->jy;
5638 int i, found = FALSE;
5640 player->present = FALSE;
5641 player->active = FALSE;
5643 if (!ExplodeField[jx][jy])
5644 StorePlayer[jx][jy] = 0;
5646 for (i=0; i<MAX_PLAYERS; i++)
5647 if (stored_player[i].active)
5651 AllPlayersGone = TRUE;
5657 int DigField(struct PlayerInfo *player,
5658 int x, int y, int real_dx, int real_dy, int mode)
5660 int jx = player->jx, jy = player->jy;
5661 int dx = x - jx, dy = y - jy;
5662 int move_direction = (dx == -1 ? MV_LEFT :
5663 dx == +1 ? MV_RIGHT :
5665 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5668 if (player->MovPos == 0)
5670 player->is_digging = FALSE;
5671 player->is_collecting = FALSE;
5674 if (player->MovPos == 0)
5675 player->Pushing = FALSE;
5677 if (mode == DF_NO_PUSH)
5679 player->Switching = FALSE;
5680 player->push_delay = 0;
5681 return MF_NO_ACTION;
5684 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5685 return MF_NO_ACTION;
5687 if (IS_TUBE(Feld[jx][jy]))
5690 int tube_leave_directions[][2] =
5692 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5693 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5694 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5695 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5696 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5697 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5698 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5699 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5700 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5701 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5702 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5703 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5706 while (tube_leave_directions[i][0] != Feld[jx][jy])
5709 if (tube_leave_directions[i][0] == -1) /* should not happen */
5713 if (!(tube_leave_directions[i][1] & move_direction))
5714 return MF_NO_ACTION; /* tube has no opening in this direction */
5717 element = Feld[x][y];
5723 case EL_INVISIBLE_SAND:
5724 case EL_INVISIBLE_SAND_ACTIVE:
5727 case EL_SP_BUGGY_BASE:
5728 case EL_SP_BUGGY_BASE_ACTIVATING:
5730 if (mode != DF_SNAP && element == EL_SAND)
5731 GfxElement[x][y] = Feld[x][y];
5734 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5739 case EL_EMERALD_YELLOW:
5740 case EL_EMERALD_RED:
5741 case EL_EMERALD_PURPLE:
5743 case EL_SP_INFOTRON:
5747 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5748 element == EL_PEARL ? 5 :
5749 element == EL_CRYSTAL ? 8 : 1);
5750 if (local_player->gems_still_needed < 0)
5751 local_player->gems_still_needed = 0;
5752 RaiseScoreElement(element);
5753 DrawText(DX_EMERALDS, DY_EMERALDS,
5754 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5755 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5760 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5761 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5765 Feld[x][y] = EL_EMPTY;
5766 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5774 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5776 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
5779 case EL_SHIELD_NORMAL:
5781 player->shield_normal_time_left += 10;
5782 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5785 case EL_SHIELD_DEADLY:
5787 player->shield_normal_time_left += 10;
5788 player->shield_deadly_time_left += 10;
5789 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5793 case EL_SP_DISK_RED:
5796 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5797 RaiseScoreElement(EL_DYNAMITE);
5798 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5800 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5803 case EL_DYNABOMB_INCREASE_NUMBER:
5805 player->dynabomb_count++;
5806 player->dynabombs_left++;
5807 RaiseScoreElement(EL_DYNAMITE);
5808 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5811 case EL_DYNABOMB_INCREASE_SIZE:
5813 player->dynabomb_size++;
5814 RaiseScoreElement(EL_DYNAMITE);
5815 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5818 case EL_DYNABOMB_INCREASE_POWER:
5820 player->dynabomb_xl = TRUE;
5821 RaiseScoreElement(EL_DYNAMITE);
5822 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5830 int key_nr = element - EL_KEY_1;
5831 int graphic = el2edimg(element);
5834 player->key[key_nr] = TRUE;
5835 RaiseScoreElement(element);
5836 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5838 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5840 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5849 int key_nr = element - EL_EM_KEY_1;
5850 int graphic = el2edimg(EL_KEY_1 + key_nr);
5853 player->key[key_nr] = TRUE;
5854 RaiseScoreElement(element);
5855 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5857 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5859 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5863 case EL_ROBOT_WHEEL:
5864 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5867 DrawLevelField(x, y);
5868 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5872 case EL_SP_TERMINAL:
5876 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5878 for (yy=0; yy<lev_fieldy; yy++)
5880 for (xx=0; xx<lev_fieldx; xx++)
5882 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5884 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5885 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5893 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
5894 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
5895 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
5896 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
5897 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
5898 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
5899 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
5900 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
5901 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
5902 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
5903 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
5904 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
5905 if (!player->Switching)
5907 player->Switching = TRUE;
5908 ToggleBeltSwitch(x, y);
5909 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
5914 case EL_SWITCHGATE_SWITCH_UP:
5915 case EL_SWITCHGATE_SWITCH_DOWN:
5916 if (!player->Switching)
5918 player->Switching = TRUE;
5919 ToggleSwitchgateSwitch(x, y);
5920 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
5925 case EL_LIGHT_SWITCH:
5926 case EL_LIGHT_SWITCH_ACTIVE:
5927 if (!player->Switching)
5929 player->Switching = TRUE;
5930 ToggleLightSwitch(x, y);
5931 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
5932 SND_LIGHT_SWITCH_ACTIVATING :
5933 SND_LIGHT_SWITCH_DEACTIVATING);
5938 case EL_TIMEGATE_SWITCH:
5939 ActivateTimegateSwitch(x, y);
5940 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
5945 case EL_BALLOON_SWITCH_LEFT:
5946 case EL_BALLOON_SWITCH_RIGHT:
5947 case EL_BALLOON_SWITCH_UP:
5948 case EL_BALLOON_SWITCH_DOWN:
5949 case EL_BALLOON_SWITCH_ANY:
5950 if (element == EL_BALLOON_SWITCH_ANY)
5951 game.balloon_dir = move_direction;
5953 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
5954 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
5955 element == EL_BALLOON_SWITCH_UP ? MV_UP :
5956 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
5958 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
5963 /* the following elements cannot be pushed by "snapping" */
5966 case EL_DX_SUPABOMB:
5968 case EL_TIME_ORB_EMPTY:
5970 case EL_SP_DISK_ORANGE:
5972 if (mode == DF_SNAP)
5973 return MF_NO_ACTION;
5975 /* no "break" -- fall through to next case */
5977 /* the following elements can be pushed by "snapping" */
5980 return MF_NO_ACTION;
5982 player->Pushing = TRUE;
5984 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5985 return MF_NO_ACTION;
5989 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5990 return MF_NO_ACTION;
5993 if (player->push_delay == 0)
5994 player->push_delay = FrameCounter;
5996 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5998 element != EL_SPRING)
5999 return MF_NO_ACTION;
6001 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6002 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6003 element != EL_SPRING)
6004 return MF_NO_ACTION;
6007 if (mode == DF_SNAP)
6009 InitMovingField(x, y, move_direction);
6010 ContinueMoving(x, y);
6015 Feld[x + dx][y + dy] = element;
6018 if (element == EL_SPRING)
6020 Feld[x + dx][y + dy] = EL_SPRING;
6021 MovDir[x + dx][y + dy] = move_direction;
6024 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6026 DrawLevelField(x + dx, y + dy);
6027 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6034 if (!player->key[element - EL_GATE_1])
6035 return MF_NO_ACTION;
6038 case EL_GATE_1_GRAY:
6039 case EL_GATE_2_GRAY:
6040 case EL_GATE_3_GRAY:
6041 case EL_GATE_4_GRAY:
6042 if (!player->key[element - EL_GATE_1_GRAY])
6043 return MF_NO_ACTION;
6050 if (!player->key[element - EL_EM_GATE_1])
6051 return MF_NO_ACTION;
6052 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6053 return MF_NO_ACTION;
6055 /* automatically move to the next field with double speed */
6056 player->programmed_action = move_direction;
6057 DOUBLE_PLAYER_SPEED(player);
6059 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6062 case EL_EM_GATE_1_GRAY:
6063 case EL_EM_GATE_2_GRAY:
6064 case EL_EM_GATE_3_GRAY:
6065 case EL_EM_GATE_4_GRAY:
6066 if (!player->key[element - EL_EM_GATE_1_GRAY])
6067 return MF_NO_ACTION;
6068 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6069 return MF_NO_ACTION;
6071 /* automatically move to the next field with double speed */
6072 player->programmed_action = move_direction;
6073 DOUBLE_PLAYER_SPEED(player);
6076 PlaySoundLevelAction(x, y, ACTION_PASSING);
6078 PlaySoundLevel(x, y, SND_GATE_PASSING);
6082 case EL_SWITCHGATE_OPEN:
6083 case EL_TIMEGATE_OPEN:
6084 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6085 return MF_NO_ACTION;
6087 /* automatically move to the next field with double speed */
6088 player->programmed_action = move_direction;
6089 DOUBLE_PLAYER_SPEED(player);
6091 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6094 case EL_SP_PORT_LEFT:
6095 case EL_SP_GRAVITY_PORT_LEFT:
6096 case EL_SP_PORT_RIGHT:
6097 case EL_SP_GRAVITY_PORT_RIGHT:
6099 case EL_SP_GRAVITY_PORT_UP:
6100 case EL_SP_PORT_DOWN:
6101 case EL_SP_GRAVITY_PORT_DOWN:
6102 case EL_SP_PORT_HORIZONTAL:
6103 case EL_SP_PORT_VERTICAL:
6104 case EL_SP_PORT_ANY:
6106 element != EL_SP_PORT_LEFT &&
6107 element != EL_SP_GRAVITY_PORT_LEFT &&
6108 element != EL_SP_PORT_HORIZONTAL &&
6109 element != EL_SP_PORT_ANY) ||
6111 element != EL_SP_PORT_RIGHT &&
6112 element != EL_SP_GRAVITY_PORT_RIGHT &&
6113 element != EL_SP_PORT_HORIZONTAL &&
6114 element != EL_SP_PORT_ANY) ||
6116 element != EL_SP_PORT_UP &&
6117 element != EL_SP_GRAVITY_PORT_UP &&
6118 element != EL_SP_PORT_VERTICAL &&
6119 element != EL_SP_PORT_ANY) ||
6121 element != EL_SP_PORT_DOWN &&
6122 element != EL_SP_GRAVITY_PORT_DOWN &&
6123 element != EL_SP_PORT_VERTICAL &&
6124 element != EL_SP_PORT_ANY) ||
6125 !IN_LEV_FIELD(x + dx, y + dy) ||
6126 !IS_FREE(x + dx, y + dy))
6127 return MF_NO_ACTION;
6129 /* automatically move to the next field with double speed */
6130 player->programmed_action = move_direction;
6131 DOUBLE_PLAYER_SPEED(player);
6133 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6137 case EL_TUBE_VERTICAL:
6138 case EL_TUBE_HORIZONTAL:
6139 case EL_TUBE_VERTICAL_LEFT:
6140 case EL_TUBE_VERTICAL_RIGHT:
6141 case EL_TUBE_HORIZONTAL_UP:
6142 case EL_TUBE_HORIZONTAL_DOWN:
6143 case EL_TUBE_LEFT_UP:
6144 case EL_TUBE_LEFT_DOWN:
6145 case EL_TUBE_RIGHT_UP:
6146 case EL_TUBE_RIGHT_DOWN:
6149 int tube_enter_directions[][2] =
6151 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6152 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6153 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6154 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6155 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6156 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6157 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6158 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6159 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6160 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6161 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6162 { -1, MV_NO_MOVING }
6165 while (tube_enter_directions[i][0] != element)
6168 if (tube_enter_directions[i][0] == -1) /* should not happen */
6172 if (!(tube_enter_directions[i][1] & move_direction))
6173 return MF_NO_ACTION; /* tube has no opening in this direction */
6175 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6179 case EL_EXIT_CLOSED:
6180 case EL_SP_EXIT_CLOSED:
6181 case EL_EXIT_OPENING:
6182 return MF_NO_ACTION;
6186 case EL_SP_EXIT_OPEN:
6187 if (mode == DF_SNAP)
6188 return MF_NO_ACTION;
6190 if (element == EL_EXIT_OPEN)
6191 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6193 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6198 Feld[x][y] = EL_LAMP_ACTIVE;
6199 local_player->lights_still_needed--;
6200 DrawLevelField(x, y);
6201 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6205 case EL_TIME_ORB_FULL:
6206 Feld[x][y] = EL_TIME_ORB_EMPTY;
6208 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6209 DrawLevelField(x, y);
6210 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6214 case EL_SOKOBAN_FIELD_EMPTY:
6217 case EL_SOKOBAN_OBJECT:
6218 case EL_SOKOBAN_FIELD_FULL:
6220 case EL_SP_DISK_YELLOW:
6222 if (mode == DF_SNAP)
6223 return MF_NO_ACTION;
6225 player->Pushing = TRUE;
6227 if (!IN_LEV_FIELD(x+dx, y+dy)
6228 || (!IS_FREE(x+dx, y+dy)
6229 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6230 || !IS_SB_ELEMENT(element))))
6231 return MF_NO_ACTION;
6235 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6236 return MF_NO_ACTION;
6238 else if (dy && real_dx)
6240 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6241 return MF_NO_ACTION;
6244 if (player->push_delay == 0)
6245 player->push_delay = FrameCounter;
6247 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6248 !tape.playing && element != EL_BALLOON)
6249 return MF_NO_ACTION;
6251 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6252 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6253 element != EL_BALLOON)
6254 return MF_NO_ACTION;
6257 if (IS_SB_ELEMENT(element))
6259 if (element == EL_SOKOBAN_FIELD_FULL)
6261 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6262 local_player->sokobanfields_still_needed++;
6267 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6269 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6270 local_player->sokobanfields_still_needed--;
6271 if (element == EL_SOKOBAN_OBJECT)
6273 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6275 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6279 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6281 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6286 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6287 if (element == EL_SOKOBAN_FIELD_FULL)
6289 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6291 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6295 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6297 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6304 Feld[x+dx][y+dy] = element;
6305 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6308 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6310 DrawLevelField(x, y);
6311 DrawLevelField(x + dx, y + dy);
6313 if (IS_SB_ELEMENT(element) &&
6314 local_player->sokobanfields_still_needed == 0 &&
6315 game.emulation == EMU_SOKOBAN)
6317 player->LevelSolved = player->GameOver = TRUE;
6318 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6329 if (IS_PUSHABLE(element))
6331 if (mode == DF_SNAP)
6332 return MF_NO_ACTION;
6334 if (CAN_FALL(element) && dy)
6335 return MF_NO_ACTION;
6337 player->Pushing = TRUE;
6339 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6340 return MF_NO_ACTION;
6344 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6345 return MF_NO_ACTION;
6347 else if (dy && real_dx)
6349 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6350 return MF_NO_ACTION;
6353 if (player->push_delay == 0)
6354 player->push_delay = FrameCounter;
6356 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6357 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6358 return MF_NO_ACTION;
6361 Feld[x + dx][y + dy] = element;
6363 player->push_delay_value = 2 + RND(8);
6365 DrawLevelField(x + dx, y + dy);
6366 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6371 return MF_NO_ACTION;
6374 player->push_delay = 0;
6376 if (Feld[x][y] != element) /* really digged/collected something */
6378 if (GfxElement[x][y] == EL_SAND)
6379 player->is_digging = TRUE;
6381 player->is_collecting = TRUE;
6387 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6389 int jx = player->jx, jy = player->jy;
6390 int x = jx + dx, y = jy + dy;
6392 if (!player->active || !IN_LEV_FIELD(x, y))
6400 if (player->MovPos == 0)
6401 player->Pushing = FALSE;
6403 player->snapped = FALSE;
6405 if (player->MovPos == 0)
6407 player->is_digging = FALSE;
6408 player->is_collecting = FALSE;
6414 if (player->snapped)
6417 player->MovDir = (dx < 0 ? MV_LEFT :
6420 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6422 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6425 player->snapped = TRUE;
6426 player->is_digging = FALSE;
6427 player->is_collecting = FALSE;
6429 DrawLevelField(x, y);
6435 boolean PlaceBomb(struct PlayerInfo *player)
6437 int jx = player->jx, jy = player->jy;
6440 if (!player->active || player->MovPos)
6443 element = Feld[jx][jy];
6445 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6446 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6449 if (element != EL_EMPTY)
6450 Store[jx][jy] = element;
6452 MovDelay[jx][jy] = 96;
6454 ResetGfxAnimation(jx, jy);
6455 ResetRandomAnimationValue(jx, jy);
6457 if (player->dynamite)
6459 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6460 EL_DYNAMITE_ACTIVE);
6463 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6465 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6468 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6470 if (game.emulation == EMU_SUPAPLEX)
6471 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6473 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6477 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6482 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6483 player->dynabombs_left--;
6485 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6486 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6488 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6494 /* ------------------------------------------------------------------------- */
6495 /* game sound playing functions */
6496 /* ------------------------------------------------------------------------- */
6498 static int *loop_sound_frame = NULL;
6499 static int *loop_sound_volume = NULL;
6501 void InitPlaySoundLevel()
6503 int num_sounds = getSoundListSize();
6505 if (loop_sound_frame != NULL)
6506 free(loop_sound_frame);
6508 if (loop_sound_volume != NULL)
6509 free(loop_sound_volume);
6511 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6512 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6515 static void PlaySoundLevel(int x, int y, int nr)
6517 int sx = SCREENX(x), sy = SCREENY(y);
6518 int volume, stereo_position;
6519 int max_distance = 8;
6520 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6522 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6523 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6526 if (!IN_LEV_FIELD(x, y) ||
6527 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6528 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6531 volume = SOUND_MAX_VOLUME;
6533 if (!IN_SCR_FIELD(sx, sy))
6535 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6536 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6538 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6541 stereo_position = (SOUND_MAX_LEFT +
6542 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6543 (SCR_FIELDX + 2 * max_distance));
6545 if (IS_LOOP_SOUND(nr))
6547 /* This assures that quieter loop sounds do not overwrite louder ones,
6548 while restarting sound volume comparison with each new game frame. */
6550 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6553 loop_sound_volume[nr] = volume;
6554 loop_sound_frame[nr] = FrameCounter;
6557 PlaySoundExt(nr, volume, stereo_position, type);
6560 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6562 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6563 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6564 y < LEVELY(BY1) ? LEVELY(BY1) :
6565 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6569 static void PlaySoundLevelAction(int x, int y, int action)
6571 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6574 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6576 int sound_effect = element_info[element].sound[action];
6578 if (sound_effect != SND_UNDEFINED)
6579 PlaySoundLevel(x, y, sound_effect);
6582 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6584 int sound_effect = element_info[Feld[x][y]].sound[action];
6586 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6587 PlaySoundLevel(x, y, sound_effect);
6590 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6592 int sound_effect = element_info[Feld[x][y]].sound[action];
6594 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6595 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6598 void RaiseScore(int value)
6600 local_player->score += value;
6601 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6604 void RaiseScoreElement(int element)
6610 case EL_EMERALD_YELLOW:
6611 case EL_EMERALD_RED:
6612 case EL_EMERALD_PURPLE:
6613 RaiseScore(level.score[SC_EDELSTEIN]);
6616 RaiseScore(level.score[SC_DIAMANT]);
6619 case EL_BD_BUTTERFLY:
6620 RaiseScore(level.score[SC_KAEFER]);
6624 RaiseScore(level.score[SC_FLIEGER]);
6627 case EL_DARK_YAMYAM:
6628 RaiseScore(level.score[SC_MAMPFER]);
6631 RaiseScore(level.score[SC_ROBOT]);
6634 RaiseScore(level.score[SC_PACMAN]);
6637 RaiseScore(level.score[SC_KOKOSNUSS]);
6640 RaiseScore(level.score[SC_DYNAMIT]);
6646 RaiseScore(level.score[SC_SCHLUESSEL]);
6653 void RequestQuitGame(boolean ask_if_really_quit)
6655 if (AllPlayersGone ||
6656 !ask_if_really_quit ||
6657 level_editor_test_game ||
6658 Request("Do you really want to quit the game ?",
6659 REQ_ASK | REQ_STAY_CLOSED))
6661 #if defined(PLATFORM_UNIX)
6662 if (options.network)
6663 SendToServer_StopPlaying();
6667 game_status = MAINMENU;
6673 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6678 /* ---------- new game button stuff ---------------------------------------- */
6680 /* graphic position values for game buttons */
6681 #define GAME_BUTTON_XSIZE 30
6682 #define GAME_BUTTON_YSIZE 30
6683 #define GAME_BUTTON_XPOS 5
6684 #define GAME_BUTTON_YPOS 215
6685 #define SOUND_BUTTON_XPOS 5
6686 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6688 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6689 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6690 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6691 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6692 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6693 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6700 } gamebutton_info[NUM_GAME_BUTTONS] =
6703 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6708 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6713 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6718 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6719 SOUND_CTRL_ID_MUSIC,
6720 "background music on/off"
6723 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6724 SOUND_CTRL_ID_LOOPS,
6725 "sound loops on/off"
6728 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6729 SOUND_CTRL_ID_SIMPLE,
6730 "normal sounds on/off"
6734 void CreateGameButtons()
6738 for (i=0; i<NUM_GAME_BUTTONS; i++)
6740 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6741 struct GadgetInfo *gi;
6744 unsigned long event_mask;
6745 int gd_xoffset, gd_yoffset;
6746 int gd_x1, gd_x2, gd_y1, gd_y2;
6749 gd_xoffset = gamebutton_info[i].x;
6750 gd_yoffset = gamebutton_info[i].y;
6751 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6752 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6754 if (id == GAME_CTRL_ID_STOP ||
6755 id == GAME_CTRL_ID_PAUSE ||
6756 id == GAME_CTRL_ID_PLAY)
6758 button_type = GD_TYPE_NORMAL_BUTTON;
6760 event_mask = GD_EVENT_RELEASED;
6761 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6762 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6766 button_type = GD_TYPE_CHECK_BUTTON;
6768 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6769 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6770 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6771 event_mask = GD_EVENT_PRESSED;
6772 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6773 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6776 gi = CreateGadget(GDI_CUSTOM_ID, id,
6777 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6778 GDI_X, DX + gd_xoffset,
6779 GDI_Y, DY + gd_yoffset,
6780 GDI_WIDTH, GAME_BUTTON_XSIZE,
6781 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6782 GDI_TYPE, button_type,
6783 GDI_STATE, GD_BUTTON_UNPRESSED,
6784 GDI_CHECKED, checked,
6785 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6786 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6787 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6788 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6789 GDI_EVENT_MASK, event_mask,
6790 GDI_CALLBACK_ACTION, HandleGameButtons,
6794 Error(ERR_EXIT, "cannot create gadget");
6796 game_gadget[id] = gi;
6800 void FreeGameButtons()
6804 for (i=0; i<NUM_GAME_BUTTONS; i++)
6805 FreeGadget(game_gadget[i]);
6808 static void MapGameButtons()
6812 for (i=0; i<NUM_GAME_BUTTONS; i++)
6813 MapGadget(game_gadget[i]);
6816 void UnmapGameButtons()
6820 for (i=0; i<NUM_GAME_BUTTONS; i++)
6821 UnmapGadget(game_gadget[i]);
6824 static void HandleGameButtons(struct GadgetInfo *gi)
6826 int id = gi->custom_id;
6828 if (game_status != PLAYING)
6833 case GAME_CTRL_ID_STOP:
6834 RequestQuitGame(TRUE);
6837 case GAME_CTRL_ID_PAUSE:
6838 if (options.network)
6840 #if defined(PLATFORM_UNIX)
6842 SendToServer_ContinuePlaying();
6844 SendToServer_PausePlaying();
6848 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6851 case GAME_CTRL_ID_PLAY:
6854 #if defined(PLATFORM_UNIX)
6855 if (options.network)
6856 SendToServer_ContinuePlaying();
6860 tape.pausing = FALSE;
6861 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6866 case SOUND_CTRL_ID_MUSIC:
6867 if (setup.sound_music)
6869 setup.sound_music = FALSE;
6872 else if (audio.music_available)
6874 setup.sound = setup.sound_music = TRUE;
6875 PlayMusic(level_nr);
6879 case SOUND_CTRL_ID_LOOPS:
6880 if (setup.sound_loops)
6881 setup.sound_loops = FALSE;
6882 else if (audio.loops_available)
6883 setup.sound = setup.sound_loops = TRUE;
6886 case SOUND_CTRL_ID_SIMPLE:
6887 if (setup.sound_simple)
6888 setup.sound_simple = FALSE;
6889 else if (audio.sound_available)
6890 setup.sound = setup.sound_simple = TRUE;