1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
104 /* forward declaration for internal use */
106 static void ResetGfxAnimation(int, int);
109 static void InitBeltMovement(void);
110 static void CloseAllOpenTimegates(void);
111 static void CheckGravityMovement(struct PlayerInfo *);
112 static void KillHeroUnlessProtected(int, int);
114 static void PlaySoundLevel(int, int, int);
115 static void PlaySoundLevelNearest(int, int, int);
116 static void PlaySoundLevelAction(int, int, int);
117 static void PlaySoundLevelElementAction(int, int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
280 Feld[x][y] = EL_PLAYER1;
289 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
290 int jx = player->jx, jy = player->jy;
292 player->present = TRUE;
294 if (!options.network || player->connected)
296 player->active = TRUE;
298 /* remove potentially duplicate players */
299 if (StorePlayer[jx][jy] == Feld[x][y])
300 StorePlayer[jx][jy] = 0;
302 StorePlayer[x][y] = Feld[x][y];
306 printf("Player %d activated.\n", player->element_nr);
307 printf("[Local player is %d and currently %s.]\n",
308 local_player->element_nr,
309 local_player->active ? "active" : "not active");
313 Feld[x][y] = EL_EMPTY;
314 player->jx = player->last_jx = x;
315 player->jy = player->last_jy = y;
320 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
321 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
322 else if (x > 0 && Feld[x-1][y] == EL_ACID)
323 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
324 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
325 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
326 else if (y > 0 && Feld[x][y-1] == EL_ACID)
327 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
328 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
329 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
337 case EL_SPACESHIP_RIGHT:
338 case EL_SPACESHIP_UP:
339 case EL_SPACESHIP_LEFT:
340 case EL_SPACESHIP_DOWN:
342 case EL_BD_BUTTERFLY_RIGHT:
343 case EL_BD_BUTTERFLY_UP:
344 case EL_BD_BUTTERFLY_LEFT:
345 case EL_BD_BUTTERFLY_DOWN:
346 case EL_BD_BUTTERFLY:
347 case EL_BD_FIREFLY_RIGHT:
348 case EL_BD_FIREFLY_UP:
349 case EL_BD_FIREFLY_LEFT:
350 case EL_BD_FIREFLY_DOWN:
352 case EL_PACMAN_RIGHT:
376 if (y == lev_fieldy - 1)
378 Feld[x][y] = EL_AMOEBA_CREATING;
379 Store[x][y] = EL_AMOEBA_WET;
383 case EL_DYNAMITE_ACTIVE:
388 local_player->lights_still_needed++;
391 case EL_SOKOBAN_FIELD_EMPTY:
392 local_player->sokobanfields_still_needed++;
396 local_player->friends_still_needed++;
401 MovDir[x][y] = 1 << RND(4);
405 Feld[x][y] = EL_EMPTY;
408 case EL_EM_KEY1_FILE:
409 Feld[x][y] = EL_EM_KEY1;
411 case EL_EM_KEY2_FILE:
412 Feld[x][y] = EL_EM_KEY2;
414 case EL_EM_KEY3_FILE:
415 Feld[x][y] = EL_EM_KEY3;
417 case EL_EM_KEY4_FILE:
418 Feld[x][y] = EL_EM_KEY4;
421 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
422 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
423 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
424 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
425 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
426 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
427 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
428 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
429 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
430 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
431 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
432 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
435 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
436 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
437 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
439 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
441 game.belt_dir[belt_nr] = belt_dir;
442 game.belt_dir_nr[belt_nr] = belt_dir_nr;
444 else /* more than one switch -- set it like the first switch */
446 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
451 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
453 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
456 case EL_LIGHT_SWITCH_ACTIVE:
458 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
466 void DrawGameDoorValues()
470 for (i=0; i<MAX_PLAYERS; i++)
472 if (stored_player[i].key[j])
473 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
474 el2edimg(EL_KEY1 + j));
476 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
477 int2str(local_player->gems_still_needed, 3), FONT_DEFAULT_SMALL);
478 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
479 int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
480 DrawText(DX + XX_SCORE, DY + YY_SCORE,
481 int2str(local_player->score, 5), FONT_DEFAULT_SMALL);
482 DrawText(DX + XX_TIME, DY + YY_TIME,
483 int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
488 =============================================================================
490 -----------------------------------------------------------------------------
491 initialize game engine due to level / tape version number
492 =============================================================================
495 static void InitGameEngine()
499 game.engine_version = (tape.playing ? tape.engine_version :
503 printf("level %d: level version == %06d\n", level_nr, level.game_version);
504 printf(" tape version == %06d [%s] [file: %06d]\n",
505 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
507 printf(" => game.engine_version == %06d\n", game.engine_version);
510 /* dynamically adjust player properties according to game engine version */
511 game.initial_move_delay =
512 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
513 INITIAL_MOVE_DELAY_OFF);
515 /* dynamically adjust player properties according to level information */
516 game.initial_move_delay_value =
517 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
519 /* dynamically adjust element properties according to game engine version */
521 static int ep_em_slippery_wall[] =
530 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
532 for (i=0; i<ep_em_slippery_wall_num; i++)
534 if (level.em_slippery_gems) /* special EM style gems behaviour */
535 Properties2[ep_em_slippery_wall[i]] |=
536 EP_BIT_EM_SLIPPERY_WALL;
538 Properties2[ep_em_slippery_wall[i]] &=
539 ~EP_BIT_EM_SLIPPERY_WALL;
542 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
543 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
544 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
546 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
549 /* initialize changing elements information */
550 for (i=0; i<MAX_NUM_ELEMENTS; i++)
552 changing_element[i].base_element = EL_UNDEFINED;
553 changing_element[i].next_element = EL_UNDEFINED;
554 changing_element[i].change_delay = -1;
555 changing_element[i].pre_change_function = NULL;
556 changing_element[i].change_function = NULL;
557 changing_element[i].post_change_function = NULL;
561 while (changing_element_list[i].base_element != EL_UNDEFINED)
563 struct ChangingElementInfo *ce = &changing_element_list[i];
564 int element = ce->base_element;
566 changing_element[element].base_element = ce->base_element;
567 changing_element[element].next_element = ce->next_element;
568 changing_element[element].change_delay = ce->change_delay;
569 changing_element[element].pre_change_function = ce->pre_change_function;
570 changing_element[element].change_function = ce->change_function;
571 changing_element[element].post_change_function = ce->post_change_function;
579 =============================================================================
581 -----------------------------------------------------------------------------
582 initialize and start new game
583 =============================================================================
588 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
589 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
590 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
597 #if USE_NEW_AMOEBA_CODE
598 printf("Using new amoeba code.\n");
600 printf("Using old amoeba code.\n");
605 /* don't play tapes over network */
606 network_playing = (options.network && !tape.playing);
608 for (i=0; i<MAX_PLAYERS; i++)
610 struct PlayerInfo *player = &stored_player[i];
612 player->index_nr = i;
613 player->element_nr = EL_PLAYER1 + i;
615 player->present = FALSE;
616 player->active = FALSE;
619 player->effective_action = 0;
620 player->programmed_action = 0;
623 player->gems_still_needed = level.gems_needed;
624 player->sokobanfields_still_needed = 0;
625 player->lights_still_needed = 0;
626 player->friends_still_needed = 0;
629 player->key[j] = FALSE;
631 player->dynamite = 0;
632 player->dynabomb_count = 0;
633 player->dynabomb_size = 1;
634 player->dynabombs_left = 0;
635 player->dynabomb_xl = FALSE;
637 player->MovDir = MV_NO_MOVING;
639 player->Pushing = FALSE;
640 player->Switching = FALSE;
644 player->actual_frame_counter = 0;
646 player->frame_reset_delay = 0;
648 player->last_move_dir = MV_NO_MOVING;
649 player->is_moving = FALSE;
651 player->move_delay = game.initial_move_delay;
652 player->move_delay_value = game.initial_move_delay_value;
654 player->push_delay = 0;
655 player->push_delay_value = 5;
657 player->snapped = FALSE;
659 player->last_jx = player->last_jy = 0;
660 player->jx = player->jy = 0;
662 player->shield_normal_time_left = 0;
663 player->shield_deadly_time_left = 0;
665 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
666 SnapField(player, 0, 0);
668 player->LevelSolved = FALSE;
669 player->GameOver = FALSE;
672 network_player_action_received = FALSE;
674 #if defined(PLATFORM_UNIX)
675 /* initial null action */
677 SendToServer_MovePlayer(MV_NO_MOVING);
685 TimeLeft = level.time;
687 ScreenMovDir = MV_NO_MOVING;
691 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
693 AllPlayersGone = FALSE;
695 game.yam_content_nr = 0;
696 game.magic_wall_active = FALSE;
697 game.magic_wall_time_left = 0;
698 game.light_time_left = 0;
699 game.timegate_time_left = 0;
700 game.switchgate_pos = 0;
701 game.balloon_dir = MV_NO_MOVING;
702 game.explosions_delayed = TRUE;
706 game.belt_dir[i] = MV_NO_MOVING;
707 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
710 for (i=0; i<MAX_NUM_AMOEBA; i++)
711 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
713 for (x=0; x<lev_fieldx; x++)
715 for (y=0; y<lev_fieldy; y++)
717 Feld[x][y] = Ur[x][y];
718 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
719 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
721 JustStopped[x][y] = 0;
723 ExplodePhase[x][y] = 0;
724 ExplodeField[x][y] = EX_NO_EXPLOSION;
727 GfxAction[x][y] = ACTION_DEFAULT;
728 GfxRandom[x][y] = INIT_GFX_RANDOM();
732 for(y=0; y<lev_fieldy; y++)
734 for(x=0; x<lev_fieldx; x++)
736 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
738 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
740 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
743 InitField(x, y, TRUE);
749 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
750 emulate_sb ? EMU_SOKOBAN :
751 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
753 /* correct non-moving belts to start moving left */
755 if (game.belt_dir[i] == MV_NO_MOVING)
756 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
758 /* check if any connected player was not found in playfield */
759 for (i=0; i<MAX_PLAYERS; i++)
761 struct PlayerInfo *player = &stored_player[i];
763 if (player->connected && !player->present)
765 for (j=0; j<MAX_PLAYERS; j++)
767 struct PlayerInfo *some_player = &stored_player[j];
768 int jx = some_player->jx, jy = some_player->jy;
770 /* assign first free player found that is present in the playfield */
771 if (some_player->present && !some_player->connected)
773 player->present = TRUE;
774 player->active = TRUE;
775 some_player->present = FALSE;
777 StorePlayer[jx][jy] = player->element_nr;
778 player->jx = player->last_jx = jx;
779 player->jy = player->last_jy = jy;
789 /* when playing a tape, eliminate all players who do not participate */
791 for (i=0; i<MAX_PLAYERS; i++)
793 if (stored_player[i].active && !tape.player_participates[i])
795 struct PlayerInfo *player = &stored_player[i];
796 int jx = player->jx, jy = player->jy;
798 player->active = FALSE;
799 StorePlayer[jx][jy] = 0;
800 Feld[jx][jy] = EL_EMPTY;
804 else if (!options.network && !setup.team_mode) /* && !tape.playing */
806 /* when in single player mode, eliminate all but the first active player */
808 for (i=0; i<MAX_PLAYERS; i++)
810 if (stored_player[i].active)
812 for (j=i+1; j<MAX_PLAYERS; j++)
814 if (stored_player[j].active)
816 struct PlayerInfo *player = &stored_player[j];
817 int jx = player->jx, jy = player->jy;
819 player->active = FALSE;
820 StorePlayer[jx][jy] = 0;
821 Feld[jx][jy] = EL_EMPTY;
828 /* when recording the game, store which players take part in the game */
831 for (i=0; i<MAX_PLAYERS; i++)
832 if (stored_player[i].active)
833 tape.player_participates[i] = TRUE;
838 for (i=0; i<MAX_PLAYERS; i++)
840 struct PlayerInfo *player = &stored_player[i];
842 printf("Player %d: present == %d, connected == %d, active == %d.\n",
847 if (local_player == player)
848 printf("Player %d is local player.\n", i+1);
852 if (BorderElement == EL_EMPTY)
855 SBX_Right = lev_fieldx - SCR_FIELDX;
857 SBY_Lower = lev_fieldy - SCR_FIELDY;
862 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
864 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
867 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
868 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
870 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
871 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
874 scroll_y = SBY_Upper;
875 if (local_player->jx >= SBX_Left + MIDPOSX)
876 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
877 local_player->jx - MIDPOSX :
879 if (local_player->jy >= SBY_Upper + MIDPOSY)
880 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
881 local_player->jy - MIDPOSY :
884 CloseDoor(DOOR_CLOSE_1);
889 /* after drawing the level, correct some elements */
890 if (game.timegate_time_left == 0)
891 CloseAllOpenTimegates();
893 if (setup.soft_scrolling)
894 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
896 redraw_mask |= REDRAW_FROM_BACKBUFFER;
899 /* copy default game door content to main double buffer */
900 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
901 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
904 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
905 int2str(level_nr, 2), FONT_DEFAULT_SMALL);
908 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
909 int2str(level_nr, 3), FONT_SPECIAL_NARROW, FONT_OPAQUE);
910 BlitBitmap(drawto, drawto,
911 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
912 getFontWidth(FONT_SPECIAL_NARROW) * 3,
913 getFontHeight(FONT_SPECIAL_NARROW) - 1,
914 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
917 DrawGameDoorValues();
921 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
922 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
923 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
927 /* copy actual game door content to door double buffer for OpenDoor() */
928 BlitBitmap(drawto, bitmap_db_door,
929 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
931 OpenDoor(DOOR_OPEN_ALL);
933 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
934 if (setup.sound_music)
937 KeyboardAutoRepeatOff();
942 printf("Player %d %sactive.\n",
943 i + 1, (stored_player[i].active ? "" : "not "));
947 void InitMovDir(int x, int y)
949 int i, element = Feld[x][y];
950 static int xy[4][2] =
957 static int direction[3][4] =
959 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
960 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
961 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
971 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
974 case EL_SPACESHIP_RIGHT:
975 case EL_SPACESHIP_UP:
976 case EL_SPACESHIP_LEFT:
977 case EL_SPACESHIP_DOWN:
978 Feld[x][y] = EL_SPACESHIP;
979 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
982 case EL_BD_BUTTERFLY_RIGHT:
983 case EL_BD_BUTTERFLY_UP:
984 case EL_BD_BUTTERFLY_LEFT:
985 case EL_BD_BUTTERFLY_DOWN:
986 Feld[x][y] = EL_BD_BUTTERFLY;
987 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
990 case EL_BD_FIREFLY_RIGHT:
991 case EL_BD_FIREFLY_UP:
992 case EL_BD_FIREFLY_LEFT:
993 case EL_BD_FIREFLY_DOWN:
994 Feld[x][y] = EL_BD_FIREFLY;
995 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
998 case EL_PACMAN_RIGHT:
1000 case EL_PACMAN_LEFT:
1001 case EL_PACMAN_DOWN:
1002 Feld[x][y] = EL_PACMAN;
1003 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1006 case EL_SP_SNIKSNAK:
1007 MovDir[x][y] = MV_UP;
1010 case EL_SP_ELECTRON:
1011 MovDir[x][y] = MV_LEFT;
1018 Feld[x][y] = EL_MOLE;
1019 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1023 MovDir[x][y] = 1 << RND(4);
1024 if (element != EL_BUG &&
1025 element != EL_SPACESHIP &&
1026 element != EL_BD_BUTTERFLY &&
1027 element != EL_BD_FIREFLY)
1032 int x1 = x + xy[i][0];
1033 int y1 = y + xy[i][1];
1035 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1037 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1039 MovDir[x][y] = direction[0][i];
1042 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1043 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1045 MovDir[x][y] = direction[1][i];
1054 void InitAmoebaNr(int x, int y)
1057 int group_nr = AmoebeNachbarNr(x, y);
1061 for (i=1; i<MAX_NUM_AMOEBA; i++)
1063 if (AmoebaCnt[i] == 0)
1071 AmoebaNr[x][y] = group_nr;
1072 AmoebaCnt[group_nr]++;
1073 AmoebaCnt2[group_nr]++;
1079 boolean raise_level = FALSE;
1081 if (local_player->MovPos)
1084 if (tape.playing && tape.auto_play)
1085 tape.auto_play_level_solved = TRUE;
1087 local_player->LevelSolved = FALSE;
1089 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1093 if (!tape.playing && setup.sound_loops)
1094 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1095 SND_CTRL_PLAY_LOOP);
1097 while (TimeLeft > 0)
1099 if (!tape.playing && !setup.sound_loops)
1100 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1101 if (TimeLeft > 0 && !(TimeLeft % 10))
1102 RaiseScore(level.score[SC_ZEITBONUS]);
1103 if (TimeLeft > 100 && !(TimeLeft % 10))
1107 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
1114 if (!tape.playing && setup.sound_loops)
1115 StopSound(SND_GAME_LEVELTIME_BONUS);
1117 else if (level.time == 0) /* level without time limit */
1119 if (!tape.playing && setup.sound_loops)
1120 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1121 SND_CTRL_PLAY_LOOP);
1123 while (TimePlayed < 999)
1125 if (!tape.playing && !setup.sound_loops)
1126 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1127 if (TimePlayed < 999 && !(TimePlayed % 10))
1128 RaiseScore(level.score[SC_ZEITBONUS]);
1129 if (TimePlayed < 900 && !(TimePlayed % 10))
1133 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_DEFAULT_SMALL);
1140 if (!tape.playing && setup.sound_loops)
1141 StopSound(SND_GAME_LEVELTIME_BONUS);
1148 /* Hero disappears */
1149 DrawLevelField(ExitX, ExitY);
1155 CloseDoor(DOOR_CLOSE_1);
1160 SaveTape(tape.level_nr); /* Ask to save tape */
1163 if (level_nr == leveldir_current->handicap_level)
1165 leveldir_current->handicap_level++;
1166 SaveLevelSetup_SeriesInfo();
1169 if (level_editor_test_game)
1170 local_player->score = -1; /* no highscore when playing from editor */
1171 else if (level_nr < leveldir_current->last_level)
1172 raise_level = TRUE; /* advance to next level */
1174 if ((hi_pos = NewHiScore()) >= 0)
1176 game_status = HALLOFFAME;
1177 DrawHallOfFame(hi_pos);
1186 game_status = MAINMENU;
1203 LoadScore(level_nr);
1205 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1206 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1209 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1211 if (local_player->score > highscore[k].Score)
1213 /* player has made it to the hall of fame */
1215 if (k < MAX_SCORE_ENTRIES - 1)
1217 int m = MAX_SCORE_ENTRIES - 1;
1220 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1221 if (!strcmp(setup.player_name, highscore[l].Name))
1223 if (m == k) /* player's new highscore overwrites his old one */
1229 strcpy(highscore[l].Name, highscore[l - 1].Name);
1230 highscore[l].Score = highscore[l - 1].Score;
1237 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1238 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1239 highscore[k].Score = local_player->score;
1245 else if (!strncmp(setup.player_name, highscore[k].Name,
1246 MAX_PLAYER_NAME_LEN))
1247 break; /* player already there with a higher score */
1253 SaveScore(level_nr);
1258 static void ResetRandomAnimationValue(int x, int y)
1260 GfxRandom[x][y] = INIT_GFX_RANDOM();
1263 static void ResetGfxAnimation(int x, int y)
1267 int element = Feld[x][y];
1268 int graphic = el2img(element);
1270 /* reset random value not until one full delay cycle was reached */
1271 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
1272 GfxFrame[x][y] > ANIM_DELAY(graphic))
1274 ResetRandomAnimationValue(x, y);
1278 GfxAction[x][y] = ACTION_DEFAULT;
1281 if (Feld[x][y] == EL_ROCK)
1282 printf("ResetGfxAnimation: EL_ROCK [%d, %d]\n",
1283 JustStopped[x][y], MovDir[x][y]);
1287 void InitMovingField(int x, int y, int direction)
1289 int element = Feld[x][y];
1290 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1291 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1293 if (!JustStopped[x][y] || direction != MovDir[x][y])
1294 ResetGfxAnimation(x, y);
1296 MovDir[newx][newy] = MovDir[x][y] = direction;
1298 if (Feld[newx][newy] == EL_EMPTY)
1299 Feld[newx][newy] = EL_BLOCKED;
1301 if (direction == MV_DOWN && CAN_FALL(element))
1302 GfxAction[x][y] = ACTION_FALLING;
1304 GfxAction[x][y] = ACTION_MOVING;
1306 GfxFrame[newx][newy] = GfxFrame[x][y];
1307 GfxAction[newx][newy] = GfxAction[x][y];
1308 GfxRandom[newx][newy] = GfxRandom[x][y];
1311 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1313 int direction = MovDir[x][y];
1314 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1315 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1321 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1323 int oldx = x, oldy = y;
1324 int direction = MovDir[x][y];
1326 if (direction == MV_LEFT)
1328 else if (direction == MV_RIGHT)
1330 else if (direction == MV_UP)
1332 else if (direction == MV_DOWN)
1335 *comes_from_x = oldx;
1336 *comes_from_y = oldy;
1339 int MovingOrBlocked2Element(int x, int y)
1341 int element = Feld[x][y];
1343 if (element == EL_BLOCKED)
1347 Blocked2Moving(x, y, &oldx, &oldy);
1348 return Feld[oldx][oldy];
1354 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1356 /* like MovingOrBlocked2Element(), but if element is moving
1357 and (x,y) is the field the moving element is just leaving,
1358 return EL_BLOCKED instead of the element value */
1359 int element = Feld[x][y];
1361 if (IS_MOVING(x, y))
1363 if (element == EL_BLOCKED)
1367 Blocked2Moving(x, y, &oldx, &oldy);
1368 return Feld[oldx][oldy];
1377 static void RemoveField(int x, int y)
1379 Feld[x][y] = EL_EMPTY;
1385 void RemoveMovingField(int x, int y)
1387 int oldx = x, oldy = y, newx = x, newy = y;
1389 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1392 if (IS_MOVING(x, y))
1394 Moving2Blocked(x, y, &newx, &newy);
1395 if (Feld[newx][newy] != EL_BLOCKED)
1398 else if (Feld[x][y] == EL_BLOCKED)
1400 Blocked2Moving(x, y, &oldx, &oldy);
1401 if (!IS_MOVING(oldx, oldy))
1405 if (Feld[x][y] == EL_BLOCKED &&
1406 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1407 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1408 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1409 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1410 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1412 Feld[oldx][oldy] = EL_EMPTY;
1414 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1416 Feld[newx][newy] = EL_EMPTY;
1417 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1418 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1419 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1421 DrawLevelField(oldx, oldy);
1422 DrawLevelField(newx, newy);
1425 void DrawDynamite(int x, int y)
1427 int sx = SCREENX(x), sy = SCREENY(y);
1428 int graphic = el2img(Feld[x][y]);
1431 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1435 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1437 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1439 if (game.emulation == EMU_SUPAPLEX)
1440 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1441 else if (Store[x][y])
1442 DrawGraphicThruMask(sx, sy, graphic, frame);
1444 DrawGraphic(sx, sy, graphic, frame);
1447 void CheckDynamite(int x, int y)
1449 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1453 if (MovDelay[x][y] != 0)
1457 /* !!! correct: "PlaySoundLevelActionIfLoop" etc. !!! */
1458 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
1464 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1465 StopSound(SND_DYNAMITE_ACTIVE);
1467 StopSound(SND_DYNABOMB_ACTIVE);
1472 void Explode(int ex, int ey, int phase, int mode)
1476 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1477 int last_phase = num_phase * delay;
1478 int half_phase = (num_phase / 2) * delay;
1479 int first_phase_after_start = EX_PHASE_START + 1;
1481 if (game.explosions_delayed)
1483 ExplodeField[ex][ey] = mode;
1487 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1489 int center_element = Feld[ex][ey];
1491 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1493 /* put moving element to center field (and let it explode there) */
1494 center_element = MovingOrBlocked2Element(ex, ey);
1495 RemoveMovingField(ex, ey);
1496 Feld[ex][ey] = center_element;
1499 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1503 if (!IN_LEV_FIELD(x, y) ||
1504 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1505 (x != ex || y != ey)))
1508 element = Feld[x][y];
1510 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1512 element = MovingOrBlocked2Element(x, y);
1513 RemoveMovingField(x, y);
1516 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1519 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1521 if (IS_ACTIVE_BOMB(element))
1523 /* re-activate things under the bomb like gate or penguin */
1524 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1531 if (element == EL_EXPLOSION)
1532 element = Store2[x][y];
1534 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1536 switch(StorePlayer[ex][ey])
1539 Store[x][y] = EL_EMERALD_RED;
1542 Store[x][y] = EL_EMERALD;
1545 Store[x][y] = EL_EMERALD_PURPLE;
1549 Store[x][y] = EL_EMERALD_YELLOW;
1553 if (game.emulation == EMU_SUPAPLEX)
1554 Store[x][y] = EL_EMPTY;
1556 else if (center_element == EL_MOLE)
1557 Store[x][y] = EL_EMERALD_RED;
1558 else if (center_element == EL_PENGUIN)
1559 Store[x][y] = EL_EMERALD_PURPLE;
1560 else if (center_element == EL_BUG)
1561 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1562 else if (center_element == EL_BD_BUTTERFLY)
1563 Store[x][y] = EL_BD_DIAMOND;
1564 else if (center_element == EL_SP_ELECTRON)
1565 Store[x][y] = EL_SP_INFOTRON;
1566 else if (center_element == EL_YAMYAM)
1567 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1568 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1569 Store[x][y] = level.amoeba_content;
1570 else if (element == EL_WALL_EMERALD)
1571 Store[x][y] = EL_EMERALD;
1572 else if (element == EL_WALL_DIAMOND)
1573 Store[x][y] = EL_DIAMOND;
1574 else if (element == EL_WALL_BD_DIAMOND)
1575 Store[x][y] = EL_BD_DIAMOND;
1576 else if (element == EL_WALL_EMERALD_YELLOW)
1577 Store[x][y] = EL_EMERALD_YELLOW;
1578 else if (element == EL_WALL_EMERALD_RED)
1579 Store[x][y] = EL_EMERALD_RED;
1580 else if (element == EL_WALL_EMERALD_PURPLE)
1581 Store[x][y] = EL_EMERALD_PURPLE;
1582 else if (element == EL_WALL_PEARL)
1583 Store[x][y] = EL_PEARL;
1584 else if (element == EL_WALL_CRYSTAL)
1585 Store[x][y] = EL_CRYSTAL;
1586 else if (!IS_PFORTE(Store[x][y]))
1587 Store[x][y] = EL_EMPTY;
1589 if (x != ex || y != ey ||
1590 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1591 Store2[x][y] = element;
1593 if (AmoebaNr[x][y] &&
1594 (element == EL_AMOEBA_FULL ||
1595 element == EL_BD_AMOEBA ||
1596 element == EL_AMOEBA_CREATING))
1598 AmoebaCnt[AmoebaNr[x][y]]--;
1599 AmoebaCnt2[AmoebaNr[x][y]]--;
1602 Feld[x][y] = EL_EXPLOSION;
1603 MovDir[x][y] = MovPos[x][y] = 0;
1605 ExplodePhase[x][y] = 1;
1609 if (center_element == EL_YAMYAM)
1610 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1621 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1623 if (phase == first_phase_after_start)
1625 int element = Store2[x][y];
1627 if (element == EL_BLACK_ORB)
1629 Feld[x][y] = Store2[x][y];
1634 else if (phase == half_phase)
1636 int element = Store2[x][y];
1638 if (IS_PLAYER(x, y))
1639 KillHeroUnlessProtected(x, y);
1640 else if (IS_EXPLOSIVE(element))
1642 Feld[x][y] = Store2[x][y];
1646 else if (element == EL_AMOEBA_TO_DIAMOND)
1647 AmoebeUmwandeln(x, y);
1650 if (phase == last_phase)
1654 element = Feld[x][y] = Store[x][y];
1655 Store[x][y] = Store2[x][y] = 0;
1656 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1657 InitField(x, y, FALSE);
1658 if (CAN_MOVE(element) || COULD_MOVE(element))
1660 DrawLevelField(x, y);
1662 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1663 StorePlayer[x][y] = 0;
1665 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1667 int stored = Store[x][y];
1668 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1669 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1671 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1674 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1676 if (IS_PFORTE(Store[x][y]))
1678 DrawLevelElement(x, y, Store[x][y]);
1679 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1682 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1686 void DynaExplode(int ex, int ey)
1689 int dynabomb_size = 1;
1690 boolean dynabomb_xl = FALSE;
1691 struct PlayerInfo *player;
1692 static int xy[4][2] =
1700 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1702 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1703 dynabomb_size = player->dynabomb_size;
1704 dynabomb_xl = player->dynabomb_xl;
1705 player->dynabombs_left++;
1708 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1712 for (j=1; j<=dynabomb_size; j++)
1714 int x = ex + j * xy[i % 4][0];
1715 int y = ey + j * xy[i % 4][1];
1718 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1721 element = Feld[x][y];
1723 /* do not restart explosions of fields with active bombs */
1724 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1727 Explode(x, y, EX_PHASE_START, EX_BORDER);
1729 if (element != EL_EMPTY &&
1730 element != EL_SAND &&
1731 element != EL_EXPLOSION &&
1738 void Bang(int x, int y)
1740 int element = Feld[x][y];
1742 if (game.emulation == EMU_SUPAPLEX)
1743 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1745 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1748 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1756 case EL_BD_BUTTERFLY:
1759 case EL_DARK_YAMYAM:
1763 RaiseScoreElement(element);
1764 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1766 case EL_DYNABOMB_PLAYER1_ACTIVE:
1767 case EL_DYNABOMB_PLAYER2_ACTIVE:
1768 case EL_DYNABOMB_PLAYER3_ACTIVE:
1769 case EL_DYNABOMB_PLAYER4_ACTIVE:
1770 case EL_DYNABOMB_NR:
1771 case EL_DYNABOMB_SZ:
1772 case EL_DYNABOMB_XL:
1777 case EL_LAMP_ACTIVE:
1778 if (IS_PLAYER(x, y))
1779 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1781 Explode(x, y, EX_PHASE_START, EX_CENTER);
1784 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1789 void SplashAcid(int x, int y)
1791 int element = Feld[x][y];
1793 if (element != EL_ACID_SPLASH_LEFT &&
1794 element != EL_ACID_SPLASH_RIGHT)
1796 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1798 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1799 (!IN_LEV_FIELD(x-1, y-1) ||
1800 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1801 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1803 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1804 (!IN_LEV_FIELD(x+1, y-1) ||
1805 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1806 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1812 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1813 IMG_ACID_SPLASH_LEFT :
1814 IMG_ACID_SPLASH_RIGHT);
1816 if (!MovDelay[x][y]) /* initialize animation counter */
1819 if (MovDelay[x][y]) /* continue animation */
1822 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1824 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1826 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1829 if (!MovDelay[x][y])
1831 Feld[x][y] = EL_EMPTY;
1832 DrawLevelField(x, y);
1839 static void InitBeltMovement()
1841 static int belt_base_element[4] =
1843 EL_CONVEYOR_BELT1_LEFT,
1844 EL_CONVEYOR_BELT2_LEFT,
1845 EL_CONVEYOR_BELT3_LEFT,
1846 EL_CONVEYOR_BELT4_LEFT
1848 static int belt_base_active_element[4] =
1850 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1851 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1852 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1853 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1858 /* set frame order for belt animation graphic according to belt direction */
1865 int element = belt_base_active_element[belt_nr] + j;
1866 int graphic = el2img(element);
1868 if (game.belt_dir[i] == MV_LEFT)
1869 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1871 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1875 for(y=0; y<lev_fieldy; y++)
1877 for(x=0; x<lev_fieldx; x++)
1879 int element = Feld[x][y];
1883 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1885 int e_belt_nr = getBeltNrFromBeltElement(element);
1888 if (e_belt_nr == belt_nr)
1890 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1892 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1900 static void ToggleBeltSwitch(int x, int y)
1902 static int belt_base_element[4] =
1904 EL_CONVEYOR_BELT1_LEFT,
1905 EL_CONVEYOR_BELT2_LEFT,
1906 EL_CONVEYOR_BELT3_LEFT,
1907 EL_CONVEYOR_BELT4_LEFT
1909 static int belt_base_active_element[4] =
1911 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1912 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1913 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1914 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1916 static int belt_base_switch_element[4] =
1918 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1919 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1920 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1921 EL_CONVEYOR_BELT4_SWITCH_LEFT
1923 static int belt_move_dir[4] =
1931 int element = Feld[x][y];
1932 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1933 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1934 int belt_dir = belt_move_dir[belt_dir_nr];
1937 if (!IS_BELT_SWITCH(element))
1940 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1941 game.belt_dir[belt_nr] = belt_dir;
1943 if (belt_dir_nr == 3)
1946 /* set frame order for belt animation graphic according to belt direction */
1949 int element = belt_base_active_element[belt_nr] + i;
1950 int graphic = el2img(element);
1952 if (belt_dir == MV_LEFT)
1953 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1955 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1958 for (yy=0; yy<lev_fieldy; yy++)
1960 for (xx=0; xx<lev_fieldx; xx++)
1962 int element = Feld[xx][yy];
1964 if (IS_BELT_SWITCH(element))
1966 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1968 if (e_belt_nr == belt_nr)
1970 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1971 DrawLevelField(xx, yy);
1974 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1976 int e_belt_nr = getBeltNrFromBeltElement(element);
1978 if (e_belt_nr == belt_nr)
1980 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1982 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1983 DrawLevelField(xx, yy);
1986 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1988 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1990 if (e_belt_nr == belt_nr)
1992 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1994 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1995 DrawLevelField(xx, yy);
2002 static void ToggleSwitchgateSwitch(int x, int y)
2006 game.switchgate_pos = !game.switchgate_pos;
2008 for (yy=0; yy<lev_fieldy; yy++)
2010 for (xx=0; xx<lev_fieldx; xx++)
2012 int element = Feld[xx][yy];
2014 if (element == EL_SWITCHGATE_SWITCH_UP ||
2015 element == EL_SWITCHGATE_SWITCH_DOWN)
2017 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2018 DrawLevelField(xx, yy);
2020 else if (element == EL_SWITCHGATE_OPEN ||
2021 element == EL_SWITCHGATE_OPENING)
2023 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2024 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2026 else if (element == EL_SWITCHGATE_CLOSED ||
2027 element == EL_SWITCHGATE_CLOSING)
2029 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2030 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2036 static int getInvisibleActiveFromInvisibleElement(int element)
2038 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2039 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2040 EL_INVISIBLE_SAND_ACTIVE);
2043 static int getInvisibleFromInvisibleActiveElement(int element)
2045 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2046 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2050 static void RedrawAllLightSwitchesAndInvisibleElements()
2054 for (y=0; y<lev_fieldy; y++)
2056 for (x=0; x<lev_fieldx; x++)
2058 int element = Feld[x][y];
2060 if (element == EL_LIGHT_SWITCH &&
2061 game.light_time_left > 0)
2063 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2064 DrawLevelField(x, y);
2066 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2067 game.light_time_left == 0)
2069 Feld[x][y] = EL_LIGHT_SWITCH;
2070 DrawLevelField(x, y);
2072 else if (element == EL_INVISIBLE_STEELWALL ||
2073 element == EL_INVISIBLE_WALL ||
2074 element == EL_INVISIBLE_SAND)
2076 if (game.light_time_left > 0)
2077 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2079 DrawLevelField(x, y);
2081 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2082 element == EL_INVISIBLE_WALL_ACTIVE ||
2083 element == EL_INVISIBLE_SAND_ACTIVE)
2085 if (game.light_time_left == 0)
2086 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2088 DrawLevelField(x, y);
2094 static void ToggleLightSwitch(int x, int y)
2096 int element = Feld[x][y];
2098 game.light_time_left =
2099 (element == EL_LIGHT_SWITCH ?
2100 level.time_light * FRAMES_PER_SECOND : 0);
2102 RedrawAllLightSwitchesAndInvisibleElements();
2105 static void ActivateTimegateSwitch(int x, int y)
2109 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2111 for (yy=0; yy<lev_fieldy; yy++)
2113 for (xx=0; xx<lev_fieldx; xx++)
2115 int element = Feld[xx][yy];
2117 if (element == EL_TIMEGATE_CLOSED ||
2118 element == EL_TIMEGATE_CLOSING)
2120 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2121 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2125 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2127 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2128 DrawLevelField(xx, yy);
2135 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2138 void Impact(int x, int y)
2140 boolean lastline = (y == lev_fieldy-1);
2141 boolean object_hit = FALSE;
2142 int element = Feld[x][y];
2145 if (!lastline) /* check if element below was hit */
2147 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2150 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2151 MovDir[x][y+1] != MV_DOWN ||
2152 MovPos[x][y+1] <= TILEY / 2));
2154 smashed = MovingOrBlocked2Element(x, y+1);
2157 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2164 if (lastline || object_hit)
2169 ResetGfxAnimation(x, y);
2170 DrawLevelField(x, y);
2174 if ((element == EL_BOMB ||
2175 element == EL_SP_DISK_ORANGE ||
2176 element == EL_DX_SUPABOMB) &&
2177 (lastline || object_hit)) /* element is bomb */
2182 else if (element == EL_PEARL)
2184 Feld[x][y] = EL_PEARL_BREAKING;
2185 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2189 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2191 if (object_hit && IS_PLAYER(x, y+1))
2192 KillHeroUnlessProtected(x, y+1);
2193 else if (object_hit && smashed == EL_PENGUIN)
2197 Feld[x][y] = EL_AMOEBA_CREATING;
2198 Store[x][y] = EL_AMOEBA_WET;
2200 ResetRandomAnimationValue(x, y);
2205 if (!lastline && object_hit) /* check which object was hit */
2207 if (CAN_CHANGE(element) &&
2208 (smashed == EL_MAGIC_WALL ||
2209 smashed == EL_BD_MAGIC_WALL))
2212 int activated_magic_wall =
2213 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2214 EL_BD_MAGIC_WALL_ACTIVE);
2216 /* activate magic wall / mill */
2217 for (yy=0; yy<lev_fieldy; yy++)
2218 for (xx=0; xx<lev_fieldx; xx++)
2219 if (Feld[xx][yy] == smashed)
2220 Feld[xx][yy] = activated_magic_wall;
2222 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2223 game.magic_wall_active = TRUE;
2225 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2226 SND_MAGIC_WALL_ACTIVATING :
2227 SND_BD_MAGIC_WALL_ACTIVATING));
2230 if (IS_PLAYER(x, y + 1))
2232 KillHeroUnlessProtected(x, y+1);
2235 else if (smashed == EL_PENGUIN)
2240 else if (element == EL_BD_DIAMOND)
2242 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2248 else if ((element == EL_SP_INFOTRON ||
2249 element == EL_SP_ZONK) &&
2250 (smashed == EL_SP_SNIKSNAK ||
2251 smashed == EL_SP_ELECTRON ||
2252 smashed == EL_SP_DISK_ORANGE))
2257 else if (element == EL_ROCK ||
2258 element == EL_SP_ZONK ||
2259 element == EL_BD_ROCK)
2261 if (IS_ENEMY(smashed) ||
2262 smashed == EL_BOMB ||
2263 smashed == EL_SP_DISK_ORANGE ||
2264 smashed == EL_DX_SUPABOMB ||
2265 smashed == EL_SATELLITE ||
2266 smashed == EL_PIG ||
2267 smashed == EL_DRAGON ||
2273 else if (!IS_MOVING(x, y + 1))
2275 if (smashed == EL_LAMP ||
2276 smashed == EL_LAMP_ACTIVE)
2281 else if (smashed == EL_NUT)
2283 Feld[x][y+1] = EL_NUT_CRACKING;
2284 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2285 RaiseScoreElement(EL_NUT);
2288 else if (smashed == EL_PEARL)
2290 Feld[x][y+1] = EL_PEARL_BREAKING;
2291 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2294 else if (smashed == EL_DIAMOND)
2296 Feld[x][y+1] = EL_EMPTY;
2297 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2300 else if (IS_BELT_SWITCH(smashed))
2302 ToggleBeltSwitch(x, y+1);
2304 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2305 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2307 ToggleSwitchgateSwitch(x, y+1);
2309 else if (smashed == EL_LIGHT_SWITCH ||
2310 smashed == EL_LIGHT_SWITCH_ACTIVE)
2312 ToggleLightSwitch(x, y+1);
2318 /* play sound of magic wall / mill */
2320 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2321 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2323 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2324 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2325 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2326 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2332 printf("::: -> %d,%d [%d]\n", element, ACTION_IMPACT,
2333 element_info[element].sound[ACTION_IMPACT]);
2338 /* play sound of object that hits the ground */
2339 if (lastline || object_hit)
2340 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2343 void TurnRound(int x, int y)
2355 { 0, 0 }, { 0, 0 }, { 0, 0 },
2360 int left, right, back;
2364 { MV_DOWN, MV_UP, MV_RIGHT },
2365 { MV_UP, MV_DOWN, MV_LEFT },
2367 { MV_LEFT, MV_RIGHT, MV_DOWN },
2368 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2369 { MV_RIGHT, MV_LEFT, MV_UP }
2372 int element = Feld[x][y];
2373 int old_move_dir = MovDir[x][y];
2374 int left_dir = turn[old_move_dir].left;
2375 int right_dir = turn[old_move_dir].right;
2376 int back_dir = turn[old_move_dir].back;
2378 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2379 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2380 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2381 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2383 int left_x = x + left_dx, left_y = y + left_dy;
2384 int right_x = x + right_dx, right_y = y + right_dy;
2385 int move_x = x + move_dx, move_y = y + move_dy;
2387 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2389 TestIfBadThingTouchesOtherBadThing(x, y);
2391 if (IN_LEV_FIELD(right_x, right_y) &&
2392 IS_FREE(right_x, right_y))
2393 MovDir[x][y] = right_dir;
2394 else if (!IN_LEV_FIELD(move_x, move_y) ||
2395 !IS_FREE(move_x, move_y))
2396 MovDir[x][y] = left_dir;
2398 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2400 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2403 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2404 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2406 TestIfBadThingTouchesOtherBadThing(x, y);
2408 if (IN_LEV_FIELD(left_x, left_y) &&
2409 IS_FREE(left_x, left_y))
2410 MovDir[x][y] = left_dir;
2411 else if (!IN_LEV_FIELD(move_x, move_y) ||
2412 !IS_FREE(move_x, move_y))
2413 MovDir[x][y] = right_dir;
2415 if ((element == EL_SPACESHIP ||
2416 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2417 && MovDir[x][y] != old_move_dir)
2419 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2422 else if (element == EL_YAMYAM)
2424 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2426 if (IN_LEV_FIELD(left_x, left_y) &&
2427 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2428 Feld[left_x][left_y] == EL_DIAMOND))
2429 can_turn_left = TRUE;
2430 if (IN_LEV_FIELD(right_x, right_y) &&
2431 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2432 Feld[right_x][right_y] == EL_DIAMOND))
2433 can_turn_right = TRUE;
2435 if (can_turn_left && can_turn_right)
2436 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2437 else if (can_turn_left)
2438 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2439 else if (can_turn_right)
2440 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2442 MovDir[x][y] = back_dir;
2444 MovDelay[x][y] = 16+16*RND(3);
2446 else if (element == EL_DARK_YAMYAM)
2448 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2450 if (IN_LEV_FIELD(left_x, left_y) &&
2451 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2452 IS_MAMPF2(Feld[left_x][left_y])))
2453 can_turn_left = TRUE;
2454 if (IN_LEV_FIELD(right_x, right_y) &&
2455 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2456 IS_MAMPF2(Feld[right_x][right_y])))
2457 can_turn_right = TRUE;
2459 if (can_turn_left && can_turn_right)
2460 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2461 else if (can_turn_left)
2462 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2463 else if (can_turn_right)
2464 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2466 MovDir[x][y] = back_dir;
2468 MovDelay[x][y] = 16+16*RND(3);
2470 else if (element == EL_PACMAN)
2472 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2474 if (IN_LEV_FIELD(left_x, left_y) &&
2475 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2476 IS_AMOEBOID(Feld[left_x][left_y])))
2477 can_turn_left = TRUE;
2478 if (IN_LEV_FIELD(right_x, right_y) &&
2479 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2480 IS_AMOEBOID(Feld[right_x][right_y])))
2481 can_turn_right = TRUE;
2483 if (can_turn_left && can_turn_right)
2484 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2485 else if (can_turn_left)
2486 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2487 else if (can_turn_right)
2488 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2490 MovDir[x][y] = back_dir;
2492 MovDelay[x][y] = 6+RND(40);
2494 else if (element == EL_PIG)
2496 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2497 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2498 boolean should_move_on = FALSE;
2500 int rnd = RND(rnd_value);
2502 if (IN_LEV_FIELD(left_x, left_y) &&
2503 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2504 can_turn_left = TRUE;
2505 if (IN_LEV_FIELD(right_x, right_y) &&
2506 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2507 can_turn_right = TRUE;
2508 if (IN_LEV_FIELD(move_x, move_y) &&
2509 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2512 if (can_turn_left &&
2514 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2515 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2516 should_turn_left = TRUE;
2517 if (can_turn_right &&
2519 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2520 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2521 should_turn_right = TRUE;
2523 (!can_turn_left || !can_turn_right ||
2524 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2525 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2526 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2527 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2528 should_move_on = TRUE;
2530 if (should_turn_left || should_turn_right || should_move_on)
2532 if (should_turn_left && should_turn_right && should_move_on)
2533 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2534 rnd < 2*rnd_value/3 ? right_dir :
2536 else if (should_turn_left && should_turn_right)
2537 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2538 else if (should_turn_left && should_move_on)
2539 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2540 else if (should_turn_right && should_move_on)
2541 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2542 else if (should_turn_left)
2543 MovDir[x][y] = left_dir;
2544 else if (should_turn_right)
2545 MovDir[x][y] = right_dir;
2546 else if (should_move_on)
2547 MovDir[x][y] = old_move_dir;
2549 else if (can_move_on && rnd > rnd_value/8)
2550 MovDir[x][y] = old_move_dir;
2551 else if (can_turn_left && can_turn_right)
2552 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2553 else if (can_turn_left && rnd > rnd_value/8)
2554 MovDir[x][y] = left_dir;
2555 else if (can_turn_right && rnd > rnd_value/8)
2556 MovDir[x][y] = right_dir;
2558 MovDir[x][y] = back_dir;
2560 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2561 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2562 MovDir[x][y] = old_move_dir;
2566 else if (element == EL_DRAGON)
2568 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2570 int rnd = RND(rnd_value);
2572 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2573 can_turn_left = TRUE;
2574 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2575 can_turn_right = TRUE;
2576 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2579 if (can_move_on && rnd > rnd_value/8)
2580 MovDir[x][y] = old_move_dir;
2581 else if (can_turn_left && can_turn_right)
2582 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2583 else if (can_turn_left && rnd > rnd_value/8)
2584 MovDir[x][y] = left_dir;
2585 else if (can_turn_right && rnd > rnd_value/8)
2586 MovDir[x][y] = right_dir;
2588 MovDir[x][y] = back_dir;
2590 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2591 MovDir[x][y] = old_move_dir;
2595 else if (element == EL_MOLE)
2597 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2599 if (IN_LEV_FIELD(move_x, move_y) &&
2600 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2601 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2606 if (IN_LEV_FIELD(left_x, left_y) &&
2607 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2608 can_turn_left = TRUE;
2609 if (IN_LEV_FIELD(right_x, right_y) &&
2610 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2611 can_turn_right = TRUE;
2613 if (can_turn_left && can_turn_right)
2614 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2615 else if (can_turn_left)
2616 MovDir[x][y] = left_dir;
2618 MovDir[x][y] = right_dir;
2621 if (MovDir[x][y] != old_move_dir)
2624 else if (element == EL_BALLOON)
2626 MovDir[x][y] = game.balloon_dir;
2629 else if (element == EL_SPRING)
2631 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2632 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2633 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2634 MovDir[x][y] = MV_NO_MOVING;
2638 else if (element == EL_ROBOT ||
2639 element == EL_SATELLITE ||
2640 element == EL_PENGUIN)
2642 int attr_x = -1, attr_y = -1;
2653 for (i=0; i<MAX_PLAYERS; i++)
2655 struct PlayerInfo *player = &stored_player[i];
2656 int jx = player->jx, jy = player->jy;
2658 if (!player->active)
2661 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2669 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2675 if (element == EL_PENGUIN)
2678 static int xy[4][2] =
2688 int ex = x + xy[i%4][0];
2689 int ey = y + xy[i%4][1];
2691 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2700 MovDir[x][y] = MV_NO_MOVING;
2702 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2704 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2706 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2708 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2710 if (element == EL_ROBOT)
2714 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2715 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2716 Moving2Blocked(x, y, &newx, &newy);
2718 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2719 MovDelay[x][y] = 8+8*!RND(3);
2721 MovDelay[x][y] = 16;
2729 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2731 boolean first_horiz = RND(2);
2732 int new_move_dir = MovDir[x][y];
2735 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2736 Moving2Blocked(x, y, &newx, &newy);
2738 if (IN_LEV_FIELD(newx, newy) &&
2739 (IS_FREE(newx, newy) ||
2740 Feld[newx][newy] == EL_ACID ||
2741 (element == EL_PENGUIN &&
2742 (Feld[newx][newy] == EL_EXIT_OPEN ||
2743 IS_MAMPF3(Feld[newx][newy])))))
2747 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2748 Moving2Blocked(x, y, &newx, &newy);
2750 if (IN_LEV_FIELD(newx, newy) &&
2751 (IS_FREE(newx, newy) ||
2752 Feld[newx][newy] == EL_ACID ||
2753 (element == EL_PENGUIN &&
2754 (Feld[newx][newy] == EL_EXIT_OPEN ||
2755 IS_MAMPF3(Feld[newx][newy])))))
2758 MovDir[x][y] = old_move_dir;
2765 static boolean JustBeingPushed(int x, int y)
2769 for (i=0; i<MAX_PLAYERS; i++)
2771 struct PlayerInfo *player = &stored_player[i];
2773 if (player->active && player->Pushing && player->MovPos)
2775 int next_jx = player->jx + (player->jx - player->last_jx);
2776 int next_jy = player->jy + (player->jy - player->last_jy);
2778 if (x == next_jx && y == next_jy)
2786 void StartMoving(int x, int y)
2788 static boolean use_spring_bug = TRUE;
2789 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2790 int element = Feld[x][y];
2795 GfxAction[x][y] = ACTION_DEFAULT;
2797 if (CAN_FALL(element) && y < lev_fieldy - 1)
2799 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2800 if (JustBeingPushed(x, y))
2803 if (element == EL_QUICKSAND_FULL)
2805 if (IS_FREE(x, y+1))
2807 InitMovingField(x, y, MV_DOWN);
2808 started_moving = TRUE;
2810 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2811 Store[x][y] = EL_ROCK;
2812 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2814 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2816 if (!MovDelay[x][y])
2817 MovDelay[x][y] = TILEY + 1;
2826 Feld[x][y] = EL_QUICKSAND_EMPTY;
2827 Feld[x][y+1] = EL_QUICKSAND_FULL;
2828 Store[x][y+1] = Store[x][y];
2830 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2833 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2834 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2836 InitMovingField(x, y, MV_DOWN);
2837 started_moving = TRUE;
2839 Feld[x][y] = EL_QUICKSAND_FILLING;
2840 Store[x][y] = element;
2841 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2843 else if (element == EL_MAGIC_WALL_FULL)
2845 if (IS_FREE(x, y+1))
2847 InitMovingField(x, y, MV_DOWN);
2848 started_moving = TRUE;
2850 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2851 Store[x][y] = EL_CHANGED(Store[x][y]);
2853 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2855 if (!MovDelay[x][y])
2856 MovDelay[x][y] = TILEY/4 + 1;
2865 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2866 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2867 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2871 else if (element == EL_BD_MAGIC_WALL_FULL)
2873 if (IS_FREE(x, y+1))
2875 InitMovingField(x, y, MV_DOWN);
2876 started_moving = TRUE;
2878 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2879 Store[x][y] = EL_CHANGED2(Store[x][y]);
2881 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2883 if (!MovDelay[x][y])
2884 MovDelay[x][y] = TILEY/4 + 1;
2893 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2894 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2895 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2899 else if (CAN_CHANGE(element) &&
2900 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2901 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2903 InitMovingField(x, y, MV_DOWN);
2904 started_moving = TRUE;
2907 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2908 EL_BD_MAGIC_WALL_FILLING);
2909 Store[x][y] = element;
2912 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2914 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2919 InitMovingField(x, y, MV_DOWN);
2920 started_moving = TRUE;
2922 Store[x][y] = EL_ACID;
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_CREATING;
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)
3037 if (element == EL_SPRING)
3038 printf("1--> %d\n", MovDir[x][y]);
3042 if (element == EL_SPRING)
3043 printf("2--> %d\n", MovDir[x][y]);
3045 if (MovDelay[x][y] && (element == EL_BUG ||
3046 element == EL_SPACESHIP ||
3047 element == EL_SP_SNIKSNAK ||
3048 element == EL_SP_ELECTRON ||
3049 element == EL_MOLE))
3050 DrawLevelField(x, y);
3054 if (MovDelay[x][y]) /* wait some time before next movement */
3058 if (element == EL_ROBOT ||
3059 element == EL_YAMYAM ||
3060 element == EL_DARK_YAMYAM)
3063 DrawLevelElementAnimationIfNeeded(x, y, element);
3065 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3067 int graphic = el2img(element);
3068 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3070 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3075 PlaySoundLevelAction(x, y, ACTION_WAITING);
3077 if (MovDelay[x][y] % 4 == 3)
3079 if (element == EL_YAMYAM)
3080 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3081 else if (element == EL_DARK_YAMYAM)
3082 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3086 else if (element == EL_SP_ELECTRON)
3087 DrawLevelElementAnimationIfNeeded(x, y, element);
3088 else if (element == EL_DRAGON)
3091 int dir = MovDir[x][y];
3092 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3093 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3094 int graphic = (dir == MV_LEFT ? IMG_FLAMES1_LEFT :
3095 dir == MV_RIGHT ? IMG_FLAMES1_RIGHT :
3096 dir == MV_UP ? IMG_FLAMES1_UP :
3097 dir == MV_DOWN ? IMG_FLAMES1_DOWN : IMG_EMPTY);
3098 int frame = getGraphicAnimationFrame(graphic, -1);
3100 for (i=1; i<=3; i++)
3102 int xx = x + i*dx, yy = y + i*dy;
3103 int sx = SCREENX(xx), sy = SCREENY(yy);
3104 int flame_graphic = graphic + (i - 1);
3106 if (!IN_LEV_FIELD(xx, yy) ||
3107 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3112 int flamed = MovingOrBlocked2Element(xx, yy);
3114 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3117 RemoveMovingField(xx, yy);
3119 Feld[xx][yy] = EL_FLAMES;
3120 if (IN_SCR_FIELD(sx, sy))
3121 DrawGraphic(sx, sy, flame_graphic, frame);
3125 if (Feld[xx][yy] == EL_FLAMES)
3126 Feld[xx][yy] = EL_EMPTY;
3127 DrawLevelField(xx, yy);
3132 if (MovDelay[x][y]) /* element still has to wait some time */
3134 PlaySoundLevelAction(x, y, ACTION_WAITING);
3140 /* now make next step */
3142 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3144 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3145 !PLAYER_PROTECTED(newx, newy))
3149 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3152 /* enemy got the player */
3154 KillHero(PLAYERINFO(newx, newy));
3159 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3160 element == EL_SATELLITE || element == EL_BALLOON) &&
3161 IN_LEV_FIELD(newx, newy) &&
3162 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3165 Store[x][y] = EL_ACID;
3167 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3169 if (Feld[newx][newy] == EL_EXIT_OPEN)
3171 Feld[x][y] = EL_EMPTY;
3172 DrawLevelField(x, y);
3174 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3175 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3176 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3178 local_player->friends_still_needed--;
3179 if (!local_player->friends_still_needed &&
3180 !local_player->GameOver && AllPlayersGone)
3181 local_player->LevelSolved = local_player->GameOver = TRUE;
3185 else if (IS_MAMPF3(Feld[newx][newy]))
3187 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3188 DrawLevelField(newx, newy);
3190 MovDir[x][y] = MV_NO_MOVING;
3192 else if (!IS_FREE(newx, newy))
3194 if (IS_PLAYER(x, y))
3195 DrawPlayerField(x, y);
3197 DrawLevelField(x, y);
3201 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3203 if (IS_GEM(Feld[newx][newy]))
3205 if (IS_MOVING(newx, newy))
3206 RemoveMovingField(newx, newy);
3209 Feld[newx][newy] = EL_EMPTY;
3210 DrawLevelField(newx, newy);
3213 PlaySoundLevel(x, y, SND_PIG_EATING);
3215 else if (!IS_FREE(newx, newy))
3217 if (IS_PLAYER(x, y))
3218 DrawPlayerField(x, y);
3220 DrawLevelField(x, y);
3224 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3226 if (!IS_FREE(newx, newy))
3228 if (IS_PLAYER(x, y))
3229 DrawPlayerField(x, y);
3231 DrawLevelField(x, y);
3236 boolean wanna_flame = !RND(10);
3237 int dx = newx - x, dy = newy - y;
3238 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3239 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3240 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3241 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3242 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3243 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3245 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3246 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3247 element1 != EL_FLAMES && element2 != EL_FLAMES)
3249 if (IS_PLAYER(x, y))
3250 DrawPlayerField(x, y);
3252 DrawLevelField(x, y);
3254 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3256 MovDelay[x][y] = 50;
3257 Feld[newx][newy] = EL_FLAMES;
3258 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3259 Feld[newx1][newy1] = EL_FLAMES;
3260 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3261 Feld[newx2][newy2] = EL_FLAMES;
3266 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3267 Feld[newx][newy] == EL_DIAMOND)
3269 if (IS_MOVING(newx, newy))
3270 RemoveMovingField(newx, newy);
3273 Feld[newx][newy] = EL_EMPTY;
3274 DrawLevelField(newx, newy);
3277 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3279 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3280 IS_MAMPF2(Feld[newx][newy]))
3282 if (AmoebaNr[newx][newy])
3284 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3285 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3286 Feld[newx][newy] == EL_BD_AMOEBA)
3287 AmoebaCnt[AmoebaNr[newx][newy]]--;
3290 if (IS_MOVING(newx, newy))
3291 RemoveMovingField(newx, newy);
3294 Feld[newx][newy] = EL_EMPTY;
3295 DrawLevelField(newx, newy);
3298 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3300 else if ((element == EL_PACMAN || element == EL_MOLE)
3301 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3303 if (AmoebaNr[newx][newy])
3305 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3306 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3307 Feld[newx][newy] == EL_BD_AMOEBA)
3308 AmoebaCnt[AmoebaNr[newx][newy]]--;
3311 if (element == EL_MOLE)
3313 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3314 PlaySoundLevel(x, y, SND_MOLE_EATING);
3315 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3316 return; /* wait for shrinking amoeba */
3318 else /* element == EL_PACMAN */
3320 Feld[newx][newy] = EL_EMPTY;
3321 DrawLevelField(newx, newy);
3322 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3325 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3326 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3327 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3329 /* wait for shrinking amoeba to completely disappear */
3332 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3334 /* object was running against a wall */
3338 if (element == EL_BUG || element == EL_SPACESHIP ||
3339 element == EL_SP_SNIKSNAK)
3340 DrawLevelField(x, y);
3341 else if (element == EL_BUG || element == EL_SPACESHIP ||
3342 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3343 DrawLevelField(x, y);
3344 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3345 DrawLevelElementAnimationIfNeeded(x, y, element);
3346 else if (element == EL_SATELLITE)
3347 DrawLevelElementAnimationIfNeeded(x, y, element);
3348 else if (element == EL_SP_ELECTRON)
3349 DrawLevelElementAnimationIfNeeded(x, y, element);
3351 if (DONT_TOUCH(element))
3352 TestIfBadThingTouchesHero(x, y);
3354 PlaySoundLevelAction(x, y, ACTION_WAITING);
3359 InitMovingField(x, y, MovDir[x][y]);
3361 PlaySoundLevelAction(x, y, ACTION_MOVING);
3365 ContinueMoving(x, y);
3368 void ContinueMoving(int x, int y)
3370 int element = Feld[x][y];
3371 int direction = MovDir[x][y];
3372 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3373 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3374 int horiz_move = (dx != 0);
3375 int newx = x + dx, newy = y + dy;
3376 int step = (horiz_move ? dx : dy) * TILEX / 8;
3378 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3380 else if (element == EL_QUICKSAND_FILLING ||
3381 element == EL_QUICKSAND_EMPTYING)
3383 else if (element == EL_MAGIC_WALL_FILLING ||
3384 element == EL_BD_MAGIC_WALL_FILLING ||
3385 element == EL_MAGIC_WALL_EMPTYING ||
3386 element == EL_BD_MAGIC_WALL_EMPTYING)
3388 else if (CAN_FALL(element) && horiz_move &&
3389 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3391 else if (element == EL_SPRING && horiz_move)
3394 #if OLD_GAME_BEHAVIOUR
3395 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3399 MovPos[x][y] += step;
3401 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3403 Feld[x][y] = EL_EMPTY;
3404 Feld[newx][newy] = element;
3406 if (element == EL_MOLE)
3409 static int xy[4][2] =
3417 Feld[x][y] = EL_SAND;
3418 DrawLevelField(x, y);
3427 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3428 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3432 if (element == EL_QUICKSAND_FILLING)
3434 element = Feld[newx][newy] = get_next_element(element);
3435 Store[newx][newy] = Store[x][y];
3437 else if (element == EL_QUICKSAND_EMPTYING)
3439 Feld[x][y] = get_next_element(element);
3440 element = Feld[newx][newy] = Store[x][y];
3442 else if (element == EL_MAGIC_WALL_FILLING)
3444 element = Feld[newx][newy] = get_next_element(element);
3445 if (!game.magic_wall_active)
3446 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3447 Store[newx][newy] = Store[x][y];
3449 else if (element == EL_MAGIC_WALL_EMPTYING)
3451 Feld[x][y] = get_next_element(element);
3452 if (!game.magic_wall_active)
3453 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3454 element = Feld[newx][newy] = Store[x][y];
3456 else if (element == EL_BD_MAGIC_WALL_FILLING)
3458 element = Feld[newx][newy] = get_next_element(element);
3459 if (!game.magic_wall_active)
3460 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3461 Store[newx][newy] = Store[x][y];
3463 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3465 Feld[x][y] = get_next_element(element);
3466 if (!game.magic_wall_active)
3467 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3468 element = Feld[newx][newy] = Store[x][y];
3470 else if (element == EL_AMOEBA_DRIPPING)
3472 Feld[x][y] = get_next_element(element);
3473 element = Feld[newx][newy] = Store[x][y];
3475 else if (Store[x][y] == EL_ACID)
3477 element = Feld[newx][newy] = EL_ACID;
3481 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3482 MovDelay[newx][newy] = 0;
3485 /* all done in "InitMovingField()" */
3486 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3487 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3490 /* copy animation control values to new field */
3491 GfxFrame[newx][newy] = GfxFrame[x][y];
3492 GfxAction[newx][newy] = GfxAction[x][y];
3493 GfxRandom[newx][newy] = GfxRandom[x][y];
3495 ResetGfxAnimation(x, y); /* reset animation values for old field */
3499 if (!CAN_MOVE(element))
3500 MovDir[newx][newy] = 0;
3503 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3504 MovDir[newx][newy] = 0;
3507 if (!CAN_MOVE(element) ||
3508 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3509 MovDir[newx][newy] = 0;
3513 DrawLevelField(x, y);
3514 DrawLevelField(newx, newy);
3516 Stop[newx][newy] = TRUE;
3517 JustStopped[newx][newy] = 3;
3519 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3521 TestIfBadThingTouchesHero(newx, newy);
3522 TestIfBadThingTouchesFriend(newx, newy);
3523 TestIfBadThingTouchesOtherBadThing(newx, newy);
3525 else if (element == EL_PENGUIN)
3526 TestIfFriendTouchesBadThing(newx, newy);
3528 if (CAN_SMASH(element) && direction == MV_DOWN &&
3529 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3532 else /* still moving on */
3535 if (GfxAction[x][y] == ACTION_DEFAULT)
3537 printf("reset GfxAction...\n");
3539 GfxAction[x][y] = ACTION_MOVING;
3543 DrawLevelField(x, y);
3547 int AmoebeNachbarNr(int ax, int ay)
3550 int element = Feld[ax][ay];
3552 static int xy[4][2] =
3562 int x = ax + xy[i][0];
3563 int y = ay + xy[i][1];
3565 if (!IN_LEV_FIELD(x, y))
3568 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3569 group_nr = AmoebaNr[x][y];
3575 void AmoebenVereinigen(int ax, int ay)
3577 int i, x, y, xx, yy;
3578 int new_group_nr = AmoebaNr[ax][ay];
3579 static int xy[4][2] =
3587 if (new_group_nr == 0)
3595 if (!IN_LEV_FIELD(x, y))
3598 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3599 Feld[x][y] == EL_BD_AMOEBA ||
3600 Feld[x][y] == EL_AMOEBA_DEAD) &&
3601 AmoebaNr[x][y] != new_group_nr)
3603 int old_group_nr = AmoebaNr[x][y];
3605 if (old_group_nr == 0)
3608 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3609 AmoebaCnt[old_group_nr] = 0;
3610 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3611 AmoebaCnt2[old_group_nr] = 0;
3613 for (yy=0; yy<lev_fieldy; yy++)
3615 for (xx=0; xx<lev_fieldx; xx++)
3617 if (AmoebaNr[xx][yy] == old_group_nr)
3618 AmoebaNr[xx][yy] = new_group_nr;
3625 void AmoebeUmwandeln(int ax, int ay)
3629 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3631 int group_nr = AmoebaNr[ax][ay];
3636 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3637 printf("AmoebeUmwandeln(): This should never happen!\n");
3642 for (y=0; y<lev_fieldy; y++)
3644 for (x=0; x<lev_fieldx; x++)
3646 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3649 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3653 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3654 SND_AMOEBA_TURNING_TO_GEM :
3655 SND_AMOEBA_TURNING_TO_ROCK));
3660 static int xy[4][2] =
3673 if (!IN_LEV_FIELD(x, y))
3676 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3678 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3679 SND_AMOEBA_TURNING_TO_GEM :
3680 SND_AMOEBA_TURNING_TO_ROCK));
3687 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3690 int group_nr = AmoebaNr[ax][ay];
3691 boolean done = FALSE;
3696 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3697 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3702 for (y=0; y<lev_fieldy; y++)
3704 for (x=0; x<lev_fieldx; x++)
3706 if (AmoebaNr[x][y] == group_nr &&
3707 (Feld[x][y] == EL_AMOEBA_DEAD ||
3708 Feld[x][y] == EL_BD_AMOEBA ||
3709 Feld[x][y] == EL_AMOEBA_CREATING))
3712 Feld[x][y] = new_element;
3713 InitField(x, y, FALSE);
3714 DrawLevelField(x, y);
3721 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3722 SND_BD_AMOEBA_TURNING_TO_ROCK :
3723 SND_BD_AMOEBA_TURNING_TO_GEM));
3726 void AmoebeWaechst(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 growing cycle */
3735 if (DelayReached(&sound_delay, sound_delay_value))
3737 if (Store[x][y] == EL_BD_AMOEBA)
3738 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3740 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3741 sound_delay_value = 30;
3745 if (MovDelay[x][y]) /* wait some time before growing bigger */
3748 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3750 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3751 6 - MovDelay[x][y]);
3753 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3756 if (!MovDelay[x][y])
3758 Feld[x][y] = Store[x][y];
3760 DrawLevelField(x, y);
3765 void AmoebaDisappearing(int x, int y)
3767 static unsigned long sound_delay = 0;
3768 static unsigned long sound_delay_value = 0;
3770 if (!MovDelay[x][y]) /* start new shrinking cycle */
3774 if (DelayReached(&sound_delay, sound_delay_value))
3775 sound_delay_value = 30;
3778 if (MovDelay[x][y]) /* wait some time before shrinking */
3781 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3783 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3784 6 - MovDelay[x][y]);
3786 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3789 if (!MovDelay[x][y])
3791 Feld[x][y] = EL_EMPTY;
3792 DrawLevelField(x, y);
3794 /* don't let mole enter this field in this cycle;
3795 (give priority to objects falling to this field from above) */
3801 void AmoebeAbleger(int ax, int ay)
3804 int element = Feld[ax][ay];
3805 int newax = ax, neway = ay;
3806 static int xy[4][2] =
3814 if (!level.amoeba_speed)
3816 Feld[ax][ay] = EL_AMOEBA_DEAD;
3817 DrawLevelField(ax, ay);
3821 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3822 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3824 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3827 if (MovDelay[ax][ay])
3831 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3834 int x = ax + xy[start][0];
3835 int y = ay + xy[start][1];
3837 if (!IN_LEV_FIELD(x, y))
3840 if (IS_FREE(x, y) ||
3841 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3847 if (newax == ax && neway == ay)
3850 else /* normal or "filled" (BD style) amoeba */
3853 boolean waiting_for_player = FALSE;
3857 int j = (start + i) % 4;
3858 int x = ax + xy[j][0];
3859 int y = ay + xy[j][1];
3861 if (!IN_LEV_FIELD(x, y))
3864 if (IS_FREE(x, y) ||
3865 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3871 else if (IS_PLAYER(x, y))
3872 waiting_for_player = TRUE;
3875 if (newax == ax && neway == ay) /* amoeba cannot grow */
3877 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3879 Feld[ax][ay] = EL_AMOEBA_DEAD;
3880 DrawLevelField(ax, ay);
3881 AmoebaCnt[AmoebaNr[ax][ay]]--;
3883 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3885 if (element == EL_AMOEBA_FULL)
3886 AmoebeUmwandeln(ax, ay);
3887 else if (element == EL_BD_AMOEBA)
3888 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3893 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3895 /* amoeba gets larger by growing in some direction */
3897 int new_group_nr = AmoebaNr[ax][ay];
3900 if (new_group_nr == 0)
3902 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3903 printf("AmoebeAbleger(): This should never happen!\n");
3908 AmoebaNr[newax][neway] = new_group_nr;
3909 AmoebaCnt[new_group_nr]++;
3910 AmoebaCnt2[new_group_nr]++;
3912 /* if amoeba touches other amoeba(s) after growing, unify them */
3913 AmoebenVereinigen(newax, neway);
3915 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3917 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3923 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3924 (neway == lev_fieldy - 1 && newax != ax))
3926 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3927 Store[newax][neway] = element;
3929 else if (neway == ay)
3931 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3932 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3936 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3937 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3938 Store[ax][ay] = EL_AMOEBA_DROP;
3939 ContinueMoving(ax, ay);
3943 DrawLevelField(newax, neway);
3946 void Life(int ax, int ay)
3949 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3951 int element = Feld[ax][ay];
3952 boolean changed = FALSE;
3957 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3958 MovDelay[ax][ay] = life_time;
3960 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3963 if (MovDelay[ax][ay])
3967 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3969 int xx = ax+x1, yy = ay+y1;
3972 if (!IN_LEV_FIELD(xx, yy))
3975 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3977 int x = xx+x2, y = yy+y2;
3979 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3982 if (((Feld[x][y] == element ||
3983 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3985 (IS_FREE(x, y) && Stop[x][y]))
3989 if (xx == ax && yy == ay) /* field in the middle */
3991 if (nachbarn < life[0] || nachbarn > life[1])
3993 Feld[xx][yy] = EL_EMPTY;
3995 DrawLevelField(xx, yy);
3996 Stop[xx][yy] = TRUE;
4000 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4001 { /* free border field */
4002 if (nachbarn >= life[2] && nachbarn <= life[3])
4004 Feld[xx][yy] = element;
4005 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
4007 DrawLevelField(xx, yy);
4008 Stop[xx][yy] = TRUE;
4015 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
4016 SND_BIOMAZE_CREATING);
4019 static void InitRobotWheel(int x, int y)
4021 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4024 static void RunRobotWheel(int x, int y)
4026 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4029 static void StopRobotWheel(int x, int y)
4031 if (ZX == x && ZY == y)
4035 static void InitTimegateWheel(int x, int y)
4037 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4040 static void RunTimegateWheel(int x, int y)
4042 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4045 void CheckExit(int x, int y)
4047 if (local_player->gems_still_needed > 0 ||
4048 local_player->sokobanfields_still_needed > 0 ||
4049 local_player->lights_still_needed > 0)
4052 Feld[x][y] = EL_EXIT_OPENING;
4054 PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
4057 void CheckExitSP(int x, int y)
4059 if (local_player->gems_still_needed > 0)
4062 Feld[x][y] = EL_SP_EXIT_OPEN;
4064 PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
4067 static void CloseAllOpenTimegates()
4071 for (y=0; y<lev_fieldy; y++)
4073 for (x=0; x<lev_fieldx; x++)
4075 int element = Feld[x][y];
4077 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4079 Feld[x][y] = EL_TIMEGATE_CLOSING;
4080 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4086 void EdelsteinFunkeln(int x, int y)
4088 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4091 if (Feld[x][y] == EL_BD_DIAMOND)
4093 DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
4099 if (MovDelay[x][y] == 0) /* next animation frame */
4100 MovDelay[x][y] = 11 * !SimpleRND(500);
4102 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4106 if (setup.direct_draw && MovDelay[x][y])
4107 SetDrawtoField(DRAW_BUFFERED);
4110 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4112 DrawLevelElementAnimation(x, y, Feld[x][y]);
4115 if (MovDelay[x][y] != 0)
4117 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4118 10 - MovDelay[x][y]);
4120 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4122 if (setup.direct_draw)
4126 dest_x = FX + SCREENX(x) * TILEX;
4127 dest_y = FY + SCREENY(y) * TILEY;
4129 BlitBitmap(drawto_field, window,
4130 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4131 SetDrawtoField(DRAW_DIRECT);
4138 void MauerWaechst(int x, int y)
4142 if (!MovDelay[x][y]) /* next animation frame */
4143 MovDelay[x][y] = 3 * delay;
4145 if (MovDelay[x][y]) /* wait some time before next frame */
4149 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4151 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4152 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4154 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4157 if (!MovDelay[x][y])
4159 if (MovDir[x][y] == MV_LEFT)
4161 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4162 DrawLevelField(x - 1, y);
4164 else if (MovDir[x][y] == MV_RIGHT)
4166 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4167 DrawLevelField(x + 1, y);
4169 else if (MovDir[x][y] == MV_UP)
4171 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4172 DrawLevelField(x, y - 1);
4176 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4177 DrawLevelField(x, y + 1);
4180 Feld[x][y] = Store[x][y];
4182 MovDir[x][y] = MV_NO_MOVING;
4183 DrawLevelField(x, y);
4188 void MauerAbleger(int ax, int ay)
4190 int element = Feld[ax][ay];
4191 boolean oben_frei = FALSE, unten_frei = FALSE;
4192 boolean links_frei = FALSE, rechts_frei = FALSE;
4193 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4194 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4195 boolean new_wall = FALSE;
4197 if (!MovDelay[ax][ay]) /* start building new wall */
4198 MovDelay[ax][ay] = 6;
4200 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4203 if (MovDelay[ax][ay])
4207 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4209 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4211 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4213 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4216 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4220 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4221 Store[ax][ay-1] = element;
4222 MovDir[ax][ay-1] = MV_UP;
4223 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4224 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4225 IMG_WALL_GROWING_ACTIVE_UP, 0);
4230 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4231 Store[ax][ay+1] = element;
4232 MovDir[ax][ay+1] = MV_DOWN;
4233 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4234 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4235 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4240 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4241 element == EL_WALL_GROWING)
4245 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4246 Store[ax-1][ay] = element;
4247 MovDir[ax-1][ay] = MV_LEFT;
4248 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4249 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4250 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4256 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4257 Store[ax+1][ay] = element;
4258 MovDir[ax+1][ay] = MV_RIGHT;
4259 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4260 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4261 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4266 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4267 DrawLevelField(ax, ay);
4269 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4271 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4272 unten_massiv = TRUE;
4273 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4274 links_massiv = TRUE;
4275 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4276 rechts_massiv = TRUE;
4278 if (((oben_massiv && unten_massiv) ||
4279 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4280 ((links_massiv && rechts_massiv) ||
4281 element == EL_WALL_GROWING_Y))
4282 Feld[ax][ay] = EL_WALL;
4285 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4288 void CheckForDragon(int x, int y)
4291 boolean dragon_found = FALSE;
4292 static int xy[4][2] =
4304 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4306 if (IN_LEV_FIELD(xx, yy) &&
4307 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4309 if (Feld[xx][yy] == EL_DRAGON)
4310 dragon_found = TRUE;
4323 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4325 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4327 Feld[xx][yy] = EL_EMPTY;
4328 DrawLevelField(xx, yy);
4337 static void InitBuggyBase(int x, int y)
4339 int element = Feld[x][y];
4340 int activating_delay = FRAMES_PER_SECOND / 4;
4343 (element == EL_SP_BUGGY_BASE ?
4344 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4345 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4347 element == EL_SP_BUGGY_BASE_ACTIVE ?
4348 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4351 static void WarnBuggyBase(int x, int y)
4354 static int xy[4][2] =
4364 int xx = x + xy[i][0], yy = y + xy[i][1];
4366 if (IS_PLAYER(xx, yy))
4368 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4375 static void InitTrap(int x, int y)
4377 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4380 static void ActivateTrap(int x, int y)
4382 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4385 static void ChangeActiveTrap(int x, int y)
4387 int graphic = IMG_TRAP_ACTIVE;
4389 /* if new animation frame was drawn, correct crumbled sand border */
4390 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4391 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4394 static void ChangeElement(int x, int y)
4396 int element = Feld[x][y];
4398 if (MovDelay[x][y] == 0) /* initialize element change */
4400 MovDelay[x][y] = changing_element[element].change_delay + 1;
4402 ResetGfxAnimation(x, y);
4403 ResetRandomAnimationValue(x, y);
4405 if (changing_element[element].pre_change_function)
4406 changing_element[element].pre_change_function(x, y);
4411 if (MovDelay[x][y] != 0) /* continue element change */
4413 if (IS_ANIMATED(el2img(element)))
4414 DrawLevelElementAnimationIfNeeded(x, y, element);
4416 if (changing_element[element].change_function)
4417 changing_element[element].change_function(x, y);
4419 else /* finish element change */
4421 Feld[x][y] = changing_element[element].next_element;
4423 ResetGfxAnimation(x, y);
4424 ResetRandomAnimationValue(x, y);
4426 DrawLevelField(x, y);
4428 if (changing_element[element].post_change_function)
4429 changing_element[element].post_change_function(x, y);
4433 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4435 static byte stored_player_action[MAX_PLAYERS];
4436 static int num_stored_actions = 0;
4438 static boolean save_tape_entry = FALSE;
4440 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4441 int left = player_action & JOY_LEFT;
4442 int right = player_action & JOY_RIGHT;
4443 int up = player_action & JOY_UP;
4444 int down = player_action & JOY_DOWN;
4445 int button1 = player_action & JOY_BUTTON_1;
4446 int button2 = player_action & JOY_BUTTON_2;
4447 int dx = (left ? -1 : right ? 1 : 0);
4448 int dy = (up ? -1 : down ? 1 : 0);
4450 stored_player_action[player->index_nr] = 0;
4451 num_stored_actions++;
4453 if (!player->active || tape.pausing)
4459 save_tape_entry = TRUE;
4461 player->frame_reset_delay = 0;
4464 snapped = SnapField(player, dx, dy);
4468 bombed = PlaceBomb(player);
4469 moved = MoveFigure(player, dx, dy);
4472 if (tape.single_step && tape.recording && !tape.pausing)
4474 if (button1 || (bombed && !moved))
4476 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4477 SnapField(player, 0, 0); /* stop snapping */
4482 if (tape.recording && (moved || snapped || bombed))
4484 if (bombed && !moved)
4485 player_action &= JOY_BUTTON;
4487 stored_player_action[player->index_nr] = player_action;
4488 save_tape_entry = TRUE;
4490 else if (tape.playing && snapped)
4491 SnapField(player, 0, 0); /* stop snapping */
4493 stored_player_action[player->index_nr] = player_action;
4498 /* no actions for this player (no input at player's configured device) */
4500 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4501 SnapField(player, 0, 0);
4502 CheckGravityMovement(player);
4505 if (player->MovPos == 0) /* needed for tape.playing */
4506 player->is_moving = FALSE;
4509 if (player->MovPos == 0) /* needed for tape.playing */
4510 player->last_move_dir = MV_NO_MOVING;
4512 /* !!! CHECK THIS AGAIN !!!
4513 (Seems to be needed for some EL_ROBOT stuff, but breaks
4514 tapes when walking through pipes!)
4517 /* it seems that "player->last_move_dir" is misused as some sort of
4518 "player->is_just_moving_in_this_moment", which is needed for the
4519 robot stuff (robots don't kill players when they are moving)
4523 /* if the player does not move for some time, reset animation to start */
4524 if (++player->frame_reset_delay > player->move_delay_value)
4529 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4531 TapeRecordAction(stored_player_action);
4532 num_stored_actions = 0;
4533 save_tape_entry = FALSE;
4536 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4538 TapeRecordAction(stored_player_action);
4539 num_stored_actions = 0;
4544 if (tape.playing && !tape.pausing && !player_action &&
4545 tape.counter < tape.length)
4547 int jx = player->jx, jy = player->jy;
4549 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4551 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4552 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4554 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4556 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4558 int el = Feld[jx+dx][jy];
4559 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4560 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4562 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4564 player->MovDir = next_joy;
4565 player->Frame = FrameCounter % 4;
4566 player->Pushing = TRUE;
4576 static unsigned long action_delay = 0;
4577 unsigned long action_delay_value;
4578 int magic_wall_x = 0, magic_wall_y = 0;
4579 int i, x, y, element, graphic;
4580 byte *recorded_player_action;
4581 byte summarized_player_action = 0;
4583 if (game_status != PLAYING)
4586 action_delay_value =
4587 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4589 if (tape.playing && tape.index_search && !tape.pausing)
4590 action_delay_value = 0;
4592 /* ---------- main game synchronization point ---------- */
4594 WaitUntilDelayReached(&action_delay, action_delay_value);
4596 if (network_playing && !network_player_action_received)
4600 printf("DEBUG: try to get network player actions in time\n");
4604 #if defined(PLATFORM_UNIX)
4605 /* last chance to get network player actions without main loop delay */
4609 if (game_status != PLAYING)
4612 if (!network_player_action_received)
4616 printf("DEBUG: failed to get network player actions in time\n");
4626 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4628 for (i=0; i<MAX_PLAYERS; i++)
4630 summarized_player_action |= stored_player[i].action;
4632 if (!network_playing)
4633 stored_player[i].effective_action = stored_player[i].action;
4636 #if defined(PLATFORM_UNIX)
4637 if (network_playing)
4638 SendToServer_MovePlayer(summarized_player_action);
4641 if (!options.network && !setup.team_mode)
4642 local_player->effective_action = summarized_player_action;
4644 for (i=0; i<MAX_PLAYERS; i++)
4646 int actual_player_action = stored_player[i].effective_action;
4648 if (stored_player[i].programmed_action)
4649 actual_player_action = stored_player[i].programmed_action;
4651 if (recorded_player_action)
4652 actual_player_action = recorded_player_action[i];
4654 PlayerActions(&stored_player[i], actual_player_action);
4655 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4658 network_player_action_received = FALSE;
4660 ScrollScreen(NULL, SCROLL_GO_ON);
4666 if (TimeFrames == 0 && local_player->active)
4668 extern unsigned int last_RND();
4670 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4671 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4678 if (GameFrameDelay >= 500)
4679 printf("FrameCounter == %d\n", FrameCounter);
4686 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4689 if (JustStopped[x][y] > 0)
4690 JustStopped[x][y]--;
4695 if (IS_BLOCKED(x, y))
4699 Blocked2Moving(x, y, &oldx, &oldy);
4700 if (!IS_MOVING(oldx, oldy))
4702 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4703 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4704 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4705 printf("GameActions(): This should never happen!\n");
4711 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4713 element = Feld[x][y];
4714 graphic = el2img(element);
4717 if (graphic_info[graphic].anim_global_sync)
4718 GfxFrame[x][y] = FrameCounter;
4721 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4722 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4723 ResetRandomAnimationValue(x, y);
4725 SetRandomAnimationValue(x, y);
4727 if (IS_INACTIVE(element))
4731 if (IS_ANIMATED(graphic))
4732 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4738 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4742 if (IS_ANIMATED(graphic) &&
4745 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4747 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4748 EdelsteinFunkeln(x, y);
4752 else if ((element == EL_ACID ||
4753 element == EL_EXIT_OPEN ||
4754 element == EL_SP_EXIT_OPEN ||
4755 element == EL_SP_TERMINAL ||
4756 element == EL_SP_TERMINAL_ACTIVE ||
4757 element == EL_EXTRA_TIME ||
4758 element == EL_SHIELD_NORMAL ||
4759 element == EL_SHIELD_DEADLY) &&
4760 IS_ANIMATED(graphic))
4761 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4764 else if (IS_MOVING(x, y))
4765 ContinueMoving(x, y);
4766 else if (IS_ACTIVE_BOMB(element))
4767 CheckDynamite(x, y);
4769 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4770 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4772 else if (element == EL_AMOEBA_CREATING)
4773 AmoebeWaechst(x, y);
4774 else if (element == EL_AMOEBA_SHRINKING)
4775 AmoebaDisappearing(x, y);
4777 #if !USE_NEW_AMOEBA_CODE
4778 else if (IS_AMOEBALIVE(element))
4779 AmoebeAbleger(x, y);
4782 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4785 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4787 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4788 TimegateWheel(x, y);
4791 else if (element == EL_ACID_SPLASH_LEFT ||
4792 element == EL_ACID_SPLASH_RIGHT)
4796 else if (element == EL_NUT_CRACKING)
4798 else if (element == EL_PEARL_BREAKING)
4799 BreakingPearl(x, y);
4801 else if (element == EL_EXIT_CLOSED)
4803 else if (element == EL_SP_EXIT_CLOSED)
4806 else if (element == EL_EXIT_OPENING)
4807 AusgangstuerOeffnen(x, y);
4809 else if (element == EL_WALL_GROWING_ACTIVE)
4811 else if (element == EL_WALL_GROWING ||
4812 element == EL_WALL_GROWING_X ||
4813 element == EL_WALL_GROWING_Y ||
4814 element == EL_WALL_GROWING_XY)
4816 else if (element == EL_FLAMES)
4817 CheckForDragon(x, y);
4819 else if (element == EL_SP_BUGGY_BASE ||
4820 element == EL_SP_BUGGY_BASE_ACTIVATING ||
4821 element == EL_SP_BUGGY_BASE_ACTIVE)
4822 CheckBuggyBase(x, y);
4823 else if (element == EL_TRAP ||
4824 element == EL_TRAP_ACTIVE)
4826 else if (IS_BELT_ACTIVE(element))
4827 DrawBeltAnimation(x, y, element);
4828 else if (element == EL_SWITCHGATE_OPENING)
4829 OpenSwitchgate(x, y);
4830 else if (element == EL_SWITCHGATE_CLOSING)
4831 CloseSwitchgate(x, y);
4832 else if (element == EL_TIMEGATE_OPENING)
4834 else if (element == EL_TIMEGATE_CLOSING)
4835 CloseTimegate(x, y);
4838 else if (IS_AUTO_CHANGING(element))
4839 ChangeElement(x, y);
4842 else if (element == EL_EXPLOSION)
4843 ; /* drawing of correct explosion animation is handled separately */
4844 else if (IS_ANIMATED(graphic))
4845 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4848 if (IS_BELT_ACTIVE(element))
4849 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4851 if (game.magic_wall_active)
4853 int jx = local_player->jx, jy = local_player->jy;
4855 /* play the element sound at the position nearest to the player */
4856 if ((element == EL_MAGIC_WALL_FULL ||
4857 element == EL_MAGIC_WALL_ACTIVE ||
4858 element == EL_MAGIC_WALL_EMPTYING ||
4859 element == EL_BD_MAGIC_WALL_FULL ||
4860 element == EL_BD_MAGIC_WALL_ACTIVE ||
4861 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4862 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4870 #if USE_NEW_AMOEBA_CODE
4871 /* new experimental amoeba growth stuff */
4873 if (!(FrameCounter % 8))
4876 static unsigned long random = 1684108901;
4878 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4881 x = (random >> 10) % lev_fieldx;
4882 y = (random >> 20) % lev_fieldy;
4884 x = RND(lev_fieldx);
4885 y = RND(lev_fieldy);
4887 element = Feld[x][y];
4889 if (!IS_PLAYER(x,y) &&
4890 (element == EL_EMPTY ||
4891 element == EL_SAND ||
4892 element == EL_QUICKSAND_EMPTY ||
4893 element == EL_ACID_SPLASH_LEFT ||
4894 element == EL_ACID_SPLASH_RIGHT))
4896 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4897 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4898 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4899 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4900 Feld[x][y] = EL_AMOEBA_DROP;
4903 random = random * 129 + 1;
4909 if (game.explosions_delayed)
4912 game.explosions_delayed = FALSE;
4914 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4916 element = Feld[x][y];
4918 if (ExplodeField[x][y])
4919 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4920 else if (element == EL_EXPLOSION)
4921 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4923 ExplodeField[x][y] = EX_NO_EXPLOSION;
4926 game.explosions_delayed = TRUE;
4929 if (game.magic_wall_active)
4931 if (!(game.magic_wall_time_left % 4))
4933 int element = Feld[magic_wall_x][magic_wall_y];
4935 if (element == EL_BD_MAGIC_WALL_FULL ||
4936 element == EL_BD_MAGIC_WALL_ACTIVE ||
4937 element == EL_BD_MAGIC_WALL_EMPTYING)
4938 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4940 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4943 if (game.magic_wall_time_left > 0)
4945 game.magic_wall_time_left--;
4946 if (!game.magic_wall_time_left)
4948 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4950 element = Feld[x][y];
4952 if (element == EL_MAGIC_WALL_ACTIVE ||
4953 element == EL_MAGIC_WALL_FULL)
4955 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4956 DrawLevelField(x, y);
4958 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4959 element == EL_BD_MAGIC_WALL_FULL)
4961 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4962 DrawLevelField(x, y);
4966 game.magic_wall_active = FALSE;
4971 if (game.light_time_left > 0)
4973 game.light_time_left--;
4975 if (game.light_time_left == 0)
4976 RedrawAllLightSwitchesAndInvisibleElements();
4979 if (game.timegate_time_left > 0)
4981 game.timegate_time_left--;
4983 if (game.timegate_time_left == 0)
4984 CloseAllOpenTimegates();
4987 for (i=0; i<MAX_PLAYERS; i++)
4989 struct PlayerInfo *player = &stored_player[i];
4991 if (SHIELD_ON(player))
4993 if (player->shield_deadly_time_left)
4994 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4995 else if (player->shield_normal_time_left)
4996 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5000 if (TimeFrames >= (1000 / GameFrameDelay))
5005 for (i=0; i<MAX_PLAYERS; i++)
5007 struct PlayerInfo *player = &stored_player[i];
5009 if (SHIELD_ON(player))
5011 player->shield_normal_time_left--;
5013 if (player->shield_deadly_time_left > 0)
5014 player->shield_deadly_time_left--;
5018 if (tape.recording || tape.playing)
5019 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5025 if (TimeLeft <= 10 && setup.time_limit)
5026 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5028 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
5030 if (!TimeLeft && setup.time_limit)
5031 for (i=0; i<MAX_PLAYERS; i++)
5032 KillHero(&stored_player[i]);
5034 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5035 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_DEFAULT_SMALL);
5040 if (options.debug) /* calculate frames per second */
5042 static unsigned long fps_counter = 0;
5043 static int fps_frames = 0;
5044 unsigned long fps_delay_ms = Counter() - fps_counter;
5048 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5050 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5053 fps_counter = Counter();
5056 redraw_mask |= REDRAW_FPS;
5060 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5062 int min_x = x, min_y = y, max_x = x, max_y = y;
5065 for (i=0; i<MAX_PLAYERS; i++)
5067 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5069 if (!stored_player[i].active || &stored_player[i] == player)
5072 min_x = MIN(min_x, jx);
5073 min_y = MIN(min_y, jy);
5074 max_x = MAX(max_x, jx);
5075 max_y = MAX(max_y, jy);
5078 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5081 static boolean AllPlayersInVisibleScreen()
5085 for (i=0; i<MAX_PLAYERS; i++)
5087 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5089 if (!stored_player[i].active)
5092 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5099 void ScrollLevel(int dx, int dy)
5101 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5104 BlitBitmap(drawto_field, drawto_field,
5105 FX + TILEX*(dx == -1) - softscroll_offset,
5106 FY + TILEY*(dy == -1) - softscroll_offset,
5107 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5108 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5109 FX + TILEX*(dx == 1) - softscroll_offset,
5110 FY + TILEY*(dy == 1) - softscroll_offset);
5114 x = (dx == 1 ? BX1 : BX2);
5115 for (y=BY1; y<=BY2; y++)
5116 DrawScreenField(x, y);
5121 y = (dy == 1 ? BY1 : BY2);
5122 for (x=BX1; x<=BX2; x++)
5123 DrawScreenField(x, y);
5126 redraw_mask |= REDRAW_FIELD;
5129 static void CheckGravityMovement(struct PlayerInfo *player)
5131 if (level.gravity && !player->programmed_action)
5133 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5134 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5136 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5137 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5138 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5139 int jx = player->jx, jy = player->jy;
5140 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5141 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5142 int new_jx = jx + dx, new_jy = jy + dy;
5143 boolean field_under_player_is_free =
5144 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5145 boolean player_is_moving_to_valid_field =
5146 (IN_LEV_FIELD(new_jx, new_jy) &&
5147 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5148 Feld[new_jx][new_jy] == EL_SAND));
5150 if (field_under_player_is_free &&
5151 !player_is_moving_to_valid_field &&
5152 !IS_TUBE(Feld[jx][jy]))
5153 player->programmed_action = MV_DOWN;
5157 boolean MoveFigureOneStep(struct PlayerInfo *player,
5158 int dx, int dy, int real_dx, int real_dy)
5160 int jx = player->jx, jy = player->jy;
5161 int new_jx = jx+dx, new_jy = jy+dy;
5165 if (!player->active || (!dx && !dy))
5166 return MF_NO_ACTION;
5168 player->MovDir = (dx < 0 ? MV_LEFT :
5171 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5173 if (!IN_LEV_FIELD(new_jx, new_jy))
5174 return MF_NO_ACTION;
5176 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5177 return MF_NO_ACTION;
5180 element = MovingOrBlocked2Element(new_jx, new_jy);
5182 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5185 if (DONT_GO_TO(element))
5187 if (element == EL_ACID && dx == 0 && dy == 1)
5190 Feld[jx][jy] = EL_PLAYER1;
5191 InitMovingField(jx, jy, MV_DOWN);
5192 Store[jx][jy] = EL_ACID;
5193 ContinueMoving(jx, jy);
5197 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5202 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5203 if (can_move != MF_MOVING)
5206 StorePlayer[jx][jy] = 0;
5207 player->last_jx = jx;
5208 player->last_jy = jy;
5209 jx = player->jx = new_jx;
5210 jy = player->jy = new_jy;
5211 StorePlayer[jx][jy] = player->element_nr;
5214 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5216 ScrollFigure(player, SCROLL_INIT);
5221 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5223 int jx = player->jx, jy = player->jy;
5224 int old_jx = jx, old_jy = jy;
5225 int moved = MF_NO_ACTION;
5227 if (!player->active || (!dx && !dy))
5231 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5235 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5236 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5240 /* remove the last programmed player action */
5241 player->programmed_action = 0;
5245 /* should only happen if pre-1.2 tape recordings are played */
5246 /* this is only for backward compatibility */
5248 int original_move_delay_value = player->move_delay_value;
5251 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5255 /* scroll remaining steps with finest movement resolution */
5256 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5258 while (player->MovPos)
5260 ScrollFigure(player, SCROLL_GO_ON);
5261 ScrollScreen(NULL, SCROLL_GO_ON);
5267 player->move_delay_value = original_move_delay_value;
5270 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5272 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5273 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5277 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5278 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5284 if (moved & MF_MOVING && !ScreenMovPos &&
5285 (player == local_player || !options.network))
5287 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5288 int offset = (setup.scroll_delay ? 3 : 0);
5290 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5292 /* actual player has left the screen -- scroll in that direction */
5293 if (jx != old_jx) /* player has moved horizontally */
5294 scroll_x += (jx - old_jx);
5295 else /* player has moved vertically */
5296 scroll_y += (jy - old_jy);
5300 if (jx != old_jx) /* player has moved horizontally */
5302 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5303 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5304 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5306 /* don't scroll over playfield boundaries */
5307 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5308 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5310 /* don't scroll more than one field at a time */
5311 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5313 /* don't scroll against the player's moving direction */
5314 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5315 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5316 scroll_x = old_scroll_x;
5318 else /* player has moved vertically */
5320 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5321 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5322 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5324 /* don't scroll over playfield boundaries */
5325 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5326 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5328 /* don't scroll more than one field at a time */
5329 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5331 /* don't scroll against the player's moving direction */
5332 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5333 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5334 scroll_y = old_scroll_y;
5338 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5340 if (!options.network && !AllPlayersInVisibleScreen())
5342 scroll_x = old_scroll_x;
5343 scroll_y = old_scroll_y;
5347 ScrollScreen(player, SCROLL_INIT);
5348 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5353 if (!(moved & MF_MOVING) && !player->Pushing)
5357 player->Frame = (player->Frame + 1) % 4;
5359 player->Frame += 1 * 0;
5362 if (moved & MF_MOVING)
5364 if (old_jx != jx && old_jy == jy)
5365 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5366 else if (old_jx == jx && old_jy != jy)
5367 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5369 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5371 player->last_move_dir = player->MovDir;
5372 player->is_moving = TRUE;
5376 CheckGravityMovement(player);
5379 player->last_move_dir = MV_NO_MOVING;
5381 player->is_moving = FALSE;
5384 TestIfHeroTouchesBadThing(jx, jy);
5386 if (!player->active)
5392 void ScrollFigure(struct PlayerInfo *player, int mode)
5394 int jx = player->jx, jy = player->jy;
5395 int last_jx = player->last_jx, last_jy = player->last_jy;
5396 int move_stepsize = TILEX / player->move_delay_value;
5398 if (!player->active || !player->MovPos)
5401 if (mode == SCROLL_INIT)
5403 player->actual_frame_counter = FrameCounter;
5404 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5408 if (Feld[last_jx][last_jy] == EL_EMPTY)
5409 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5414 else if (!FrameReached(&player->actual_frame_counter, 1))
5417 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5418 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5421 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5422 Feld[last_jx][last_jy] = EL_EMPTY;
5424 /* before DrawPlayer() to draw correct player graphic for this case */
5425 if (player->MovPos == 0)
5426 CheckGravityMovement(player);
5430 if (player->MovPos == 0)
5432 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5434 /* continue with normal speed after quickly moving through gate */
5435 HALVE_PLAYER_SPEED(player);
5437 /* be able to make the next move without delay */
5438 player->move_delay = 0;
5441 player->last_jx = jx;
5442 player->last_jy = jy;
5444 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5445 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5449 if (local_player->friends_still_needed == 0 ||
5450 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5451 player->LevelSolved = player->GameOver = TRUE;
5454 if (tape.single_step && tape.recording && !tape.pausing &&
5455 !player->programmed_action)
5456 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5460 void ScrollScreen(struct PlayerInfo *player, int mode)
5462 static unsigned long screen_frame_counter = 0;
5464 if (mode == SCROLL_INIT)
5466 /* set scrolling step size according to actual player's moving speed */
5467 ScrollStepSize = TILEX / player->move_delay_value;
5469 screen_frame_counter = FrameCounter;
5470 ScreenMovDir = player->MovDir;
5471 ScreenMovPos = player->MovPos;
5472 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5475 else if (!FrameReached(&screen_frame_counter, 1))
5480 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5481 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5482 redraw_mask |= REDRAW_FIELD;
5485 ScreenMovDir = MV_NO_MOVING;
5488 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5490 int i, kill_x = -1, kill_y = -1;
5491 static int test_xy[4][2] =
5498 static int test_dir[4] =
5508 int test_x, test_y, test_move_dir, test_element;
5510 test_x = good_x + test_xy[i][0];
5511 test_y = good_y + test_xy[i][1];
5512 if (!IN_LEV_FIELD(test_x, test_y))
5516 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5519 test_element = Feld[test_x][test_y];
5521 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5524 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5525 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5527 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5528 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5536 if (kill_x != -1 || kill_y != -1)
5538 if (IS_PLAYER(good_x, good_y))
5540 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5542 if (player->shield_deadly_time_left > 0)
5543 Bang(kill_x, kill_y);
5544 else if (!PLAYER_PROTECTED(good_x, good_y))
5548 Bang(good_x, good_y);
5552 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5554 int i, kill_x = -1, kill_y = -1;
5555 int bad_element = Feld[bad_x][bad_y];
5556 static int test_xy[4][2] =
5563 static int test_dir[4] =
5571 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5576 int test_x, test_y, test_move_dir, test_element;
5578 test_x = bad_x + test_xy[i][0];
5579 test_y = bad_y + test_xy[i][1];
5580 if (!IN_LEV_FIELD(test_x, test_y))
5584 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5586 test_element = Feld[test_x][test_y];
5588 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5589 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5591 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5592 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5594 /* good thing is player or penguin that does not move away */
5595 if (IS_PLAYER(test_x, test_y))
5597 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5599 if (bad_element == EL_ROBOT && player->is_moving)
5600 continue; /* robot does not kill player if he is moving */
5606 else if (test_element == EL_PENGUIN)
5615 if (kill_x != -1 || kill_y != -1)
5617 if (IS_PLAYER(kill_x, kill_y))
5619 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5622 int dir = player->MovDir;
5623 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5624 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5626 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5627 newx != bad_x && newy != bad_y)
5628 ; /* robot does not kill player if he is moving */
5630 printf("-> %d\n", player->MovDir);
5632 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5633 newx != bad_x && newy != bad_y)
5634 ; /* robot does not kill player if he is moving */
5639 if (player->shield_deadly_time_left > 0)
5641 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5645 Bang(kill_x, kill_y);
5649 void TestIfHeroTouchesBadThing(int x, int y)
5651 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5654 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5656 TestIfGoodThingHitsBadThing(x, y, move_dir);
5659 void TestIfBadThingTouchesHero(int x, int y)
5661 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5664 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5666 TestIfBadThingHitsGoodThing(x, y, move_dir);
5669 void TestIfFriendTouchesBadThing(int x, int y)
5671 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5674 void TestIfBadThingTouchesFriend(int x, int y)
5676 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5679 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5681 int i, kill_x = bad_x, kill_y = bad_y;
5682 static int xy[4][2] =
5694 x = bad_x + xy[i][0];
5695 y = bad_y + xy[i][1];
5696 if (!IN_LEV_FIELD(x, y))
5699 element = Feld[x][y];
5700 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5701 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5709 if (kill_x != bad_x || kill_y != bad_y)
5713 void KillHero(struct PlayerInfo *player)
5715 int jx = player->jx, jy = player->jy;
5717 if (!player->active)
5720 if (IS_PFORTE(Feld[jx][jy]))
5721 Feld[jx][jy] = EL_EMPTY;
5723 /* deactivate shield (else Bang()/Explode() would not work right) */
5724 player->shield_normal_time_left = 0;
5725 player->shield_deadly_time_left = 0;
5731 static void KillHeroUnlessProtected(int x, int y)
5733 if (!PLAYER_PROTECTED(x, y))
5734 KillHero(PLAYERINFO(x, y));
5737 void BuryHero(struct PlayerInfo *player)
5739 int jx = player->jx, jy = player->jy;
5741 if (!player->active)
5744 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5745 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5747 player->GameOver = TRUE;
5751 void RemoveHero(struct PlayerInfo *player)
5753 int jx = player->jx, jy = player->jy;
5754 int i, found = FALSE;
5756 player->present = FALSE;
5757 player->active = FALSE;
5759 if (!ExplodeField[jx][jy])
5760 StorePlayer[jx][jy] = 0;
5762 for (i=0; i<MAX_PLAYERS; i++)
5763 if (stored_player[i].active)
5767 AllPlayersGone = TRUE;
5773 int DigField(struct PlayerInfo *player,
5774 int x, int y, int real_dx, int real_dy, int mode)
5776 int jx = player->jx, jy = player->jy;
5777 int dx = x - jx, dy = y - jy;
5778 int move_direction = (dx == -1 ? MV_LEFT :
5779 dx == +1 ? MV_RIGHT :
5781 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5784 if (player->MovPos == 0)
5785 player->Pushing = FALSE;
5787 if (mode == DF_NO_PUSH)
5789 player->Switching = FALSE;
5790 player->push_delay = 0;
5791 return MF_NO_ACTION;
5794 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5795 return MF_NO_ACTION;
5797 if (IS_TUBE(Feld[jx][jy]))
5800 int tube_leave_directions[][2] =
5802 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5803 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5804 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5805 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5806 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5807 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5808 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5809 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5810 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5811 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5812 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5813 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5816 while (tube_leave_directions[i][0] != Feld[jx][jy])
5819 if (tube_leave_directions[i][0] == -1) /* should not happen */
5823 if (!(tube_leave_directions[i][1] & move_direction))
5824 return MF_NO_ACTION; /* tube has no opening in this direction */
5827 element = Feld[x][y];
5833 case EL_INVISIBLE_SAND:
5834 case EL_INVISIBLE_SAND_ACTIVE:
5837 case EL_SP_BUGGY_BASE:
5838 case EL_SP_BUGGY_BASE_ACTIVATING:
5840 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5845 case EL_EMERALD_YELLOW:
5846 case EL_EMERALD_RED:
5847 case EL_EMERALD_PURPLE:
5849 case EL_SP_INFOTRON:
5853 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5854 element == EL_PEARL ? 5 :
5855 element == EL_CRYSTAL ? 8 : 1);
5856 if (local_player->gems_still_needed < 0)
5857 local_player->gems_still_needed = 0;
5858 RaiseScoreElement(element);
5859 DrawText(DX_EMERALDS, DY_EMERALDS,
5860 int2str(local_player->gems_still_needed, 3),
5861 FONT_DEFAULT_SMALL);
5862 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5867 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5868 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5872 Feld[x][y] = EL_EMPTY;
5873 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5881 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
5883 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5886 case EL_SHIELD_NORMAL:
5888 player->shield_normal_time_left += 10;
5889 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5892 case EL_SHIELD_DEADLY:
5894 player->shield_normal_time_left += 10;
5895 player->shield_deadly_time_left += 10;
5896 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5900 case EL_SP_DISK_RED:
5903 RaiseScoreElement(EL_DYNAMITE);
5904 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5905 int2str(local_player->dynamite, 3), FONT_DEFAULT_SMALL);
5906 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5909 case EL_DYNABOMB_NR:
5911 player->dynabomb_count++;
5912 player->dynabombs_left++;
5913 RaiseScoreElement(EL_DYNAMITE);
5914 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5917 case EL_DYNABOMB_SZ:
5919 player->dynabomb_size++;
5920 RaiseScoreElement(EL_DYNAMITE);
5921 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5924 case EL_DYNABOMB_XL:
5926 player->dynabomb_xl = TRUE;
5927 RaiseScoreElement(EL_DYNAMITE);
5928 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5936 int key_nr = element - EL_KEY1;
5937 int graphic = el2edimg(element);
5940 player->key[key_nr] = TRUE;
5941 RaiseScoreElement(element);
5942 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5944 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5946 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5955 int key_nr = element - EL_EM_KEY1;
5956 int graphic = el2edimg(EL_KEY1 + key_nr);
5959 player->key[key_nr] = TRUE;
5960 RaiseScoreElement(element);
5961 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5963 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5965 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5969 case EL_ROBOT_WHEEL:
5970 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5973 DrawLevelField(x, y);
5974 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5978 case EL_SP_TERMINAL:
5982 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5984 for (yy=0; yy<lev_fieldy; yy++)
5986 for (xx=0; xx<lev_fieldx; xx++)
5988 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5990 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5991 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5999 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6000 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6001 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6002 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6003 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6004 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6005 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6006 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6007 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6008 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6009 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6010 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6011 if (!player->Switching)
6013 player->Switching = TRUE;
6014 ToggleBeltSwitch(x, y);
6015 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6020 case EL_SWITCHGATE_SWITCH_UP:
6021 case EL_SWITCHGATE_SWITCH_DOWN:
6022 if (!player->Switching)
6024 player->Switching = TRUE;
6025 ToggleSwitchgateSwitch(x, y);
6026 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6031 case EL_LIGHT_SWITCH:
6032 case EL_LIGHT_SWITCH_ACTIVE:
6033 if (!player->Switching)
6035 player->Switching = TRUE;
6036 ToggleLightSwitch(x, y);
6037 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6038 SND_LIGHT_SWITCH_ACTIVATING :
6039 SND_LIGHT_SWITCH_DEACTIVATING);
6044 case EL_TIMEGATE_SWITCH:
6045 ActivateTimegateSwitch(x, y);
6046 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6051 case EL_BALLOON_SEND_LEFT:
6052 case EL_BALLOON_SEND_RIGHT:
6053 case EL_BALLOON_SEND_UP:
6054 case EL_BALLOON_SEND_DOWN:
6055 case EL_BALLOON_SEND_ANY_DIRECTION:
6056 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6057 game.balloon_dir = move_direction;
6059 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6060 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6061 element == EL_BALLOON_SEND_UP ? MV_UP :
6062 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6064 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6069 /* the following elements cannot be pushed by "snapping" */
6072 case EL_DX_SUPABOMB:
6074 case EL_TIME_ORB_EMPTY:
6076 case EL_SP_DISK_ORANGE:
6078 if (mode == DF_SNAP)
6079 return MF_NO_ACTION;
6081 /* no "break" -- fall through to next case */
6083 /* the following elements can be pushed by "snapping" */
6086 return MF_NO_ACTION;
6088 player->Pushing = TRUE;
6090 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6091 return MF_NO_ACTION;
6095 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6096 return MF_NO_ACTION;
6099 if (player->push_delay == 0)
6100 player->push_delay = FrameCounter;
6102 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6104 element != EL_SPRING)
6105 return MF_NO_ACTION;
6107 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6108 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6109 element != EL_SPRING)
6110 return MF_NO_ACTION;
6113 if (mode == DF_SNAP)
6115 InitMovingField(x, y, move_direction);
6116 ContinueMoving(x, y);
6121 Feld[x + dx][y + dy] = element;
6124 if (element == EL_SPRING)
6126 Feld[x + dx][y + dy] = EL_SPRING;
6127 MovDir[x + dx][y + dy] = move_direction;
6130 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6132 DrawLevelField(x + dx, y + dy);
6133 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6140 if (!player->key[element - EL_GATE1])
6141 return MF_NO_ACTION;
6148 if (!player->key[element - EL_GATE1_GRAY])
6149 return MF_NO_ACTION;
6156 if (!player->key[element - EL_EM_GATE1])
6157 return MF_NO_ACTION;
6158 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6159 return MF_NO_ACTION;
6161 /* automatically move to the next field with double speed */
6162 player->programmed_action = move_direction;
6163 DOUBLE_PLAYER_SPEED(player);
6165 PlaySoundLevel(x, y, SND_GATE_PASSING);
6168 case EL_EM_GATE1_GRAY:
6169 case EL_EM_GATE2_GRAY:
6170 case EL_EM_GATE3_GRAY:
6171 case EL_EM_GATE4_GRAY:
6172 if (!player->key[element - EL_EM_GATE1_GRAY])
6173 return MF_NO_ACTION;
6174 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6175 return MF_NO_ACTION;
6177 /* automatically move to the next field with double speed */
6178 player->programmed_action = move_direction;
6179 DOUBLE_PLAYER_SPEED(player);
6181 PlaySoundLevel(x, y, SND_GATE_PASSING);
6184 case EL_SWITCHGATE_OPEN:
6185 case EL_TIMEGATE_OPEN:
6186 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6187 return MF_NO_ACTION;
6189 /* automatically move to the next field with double speed */
6190 player->programmed_action = move_direction;
6191 DOUBLE_PLAYER_SPEED(player);
6193 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6196 case EL_SP_PORT1_LEFT:
6197 case EL_SP_PORT2_LEFT:
6198 case EL_SP_PORT1_RIGHT:
6199 case EL_SP_PORT2_RIGHT:
6200 case EL_SP_PORT1_UP:
6201 case EL_SP_PORT2_UP:
6202 case EL_SP_PORT1_DOWN:
6203 case EL_SP_PORT2_DOWN:
6208 element != EL_SP_PORT1_LEFT &&
6209 element != EL_SP_PORT2_LEFT &&
6210 element != EL_SP_PORT_X &&
6211 element != EL_SP_PORT_XY) ||
6213 element != EL_SP_PORT1_RIGHT &&
6214 element != EL_SP_PORT2_RIGHT &&
6215 element != EL_SP_PORT_X &&
6216 element != EL_SP_PORT_XY) ||
6218 element != EL_SP_PORT1_UP &&
6219 element != EL_SP_PORT2_UP &&
6220 element != EL_SP_PORT_Y &&
6221 element != EL_SP_PORT_XY) ||
6223 element != EL_SP_PORT1_DOWN &&
6224 element != EL_SP_PORT2_DOWN &&
6225 element != EL_SP_PORT_Y &&
6226 element != EL_SP_PORT_XY) ||
6227 !IN_LEV_FIELD(x + dx, y + dy) ||
6228 !IS_FREE(x + dx, y + dy))
6229 return MF_NO_ACTION;
6231 /* automatically move to the next field with double speed */
6232 player->programmed_action = move_direction;
6233 DOUBLE_PLAYER_SPEED(player);
6235 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6239 case EL_TUBE_VERTICAL:
6240 case EL_TUBE_HORIZONTAL:
6241 case EL_TUBE_VERTICAL_LEFT:
6242 case EL_TUBE_VERTICAL_RIGHT:
6243 case EL_TUBE_HORIZONTAL_UP:
6244 case EL_TUBE_HORIZONTAL_DOWN:
6245 case EL_TUBE_LEFT_UP:
6246 case EL_TUBE_LEFT_DOWN:
6247 case EL_TUBE_RIGHT_UP:
6248 case EL_TUBE_RIGHT_DOWN:
6251 int tube_enter_directions[][2] =
6253 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6254 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6255 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6256 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6257 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6258 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6259 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6260 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6261 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6262 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6263 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6264 { -1, MV_NO_MOVING }
6267 while (tube_enter_directions[i][0] != element)
6270 if (tube_enter_directions[i][0] == -1) /* should not happen */
6274 if (!(tube_enter_directions[i][1] & move_direction))
6275 return MF_NO_ACTION; /* tube has no opening in this direction */
6277 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6281 case EL_EXIT_CLOSED:
6282 case EL_SP_EXIT_CLOSED:
6283 case EL_EXIT_OPENING:
6284 return MF_NO_ACTION;
6288 case EL_SP_EXIT_OPEN:
6289 if (mode == DF_SNAP)
6290 return MF_NO_ACTION;
6292 if (element == EL_EXIT_OPEN)
6293 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6295 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6300 Feld[x][y] = EL_LAMP_ACTIVE;
6301 local_player->lights_still_needed--;
6302 DrawLevelField(x, y);
6303 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6307 case EL_TIME_ORB_FULL:
6308 Feld[x][y] = EL_TIME_ORB_EMPTY;
6310 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_DEFAULT_SMALL);
6311 DrawLevelField(x, y);
6312 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6316 case EL_SOKOBAN_FIELD_EMPTY:
6319 case EL_SOKOBAN_OBJECT:
6320 case EL_SOKOBAN_FIELD_FULL:
6322 case EL_SP_DISK_YELLOW:
6324 if (mode == DF_SNAP)
6325 return MF_NO_ACTION;
6327 player->Pushing = TRUE;
6329 if (!IN_LEV_FIELD(x+dx, y+dy)
6330 || (!IS_FREE(x+dx, y+dy)
6331 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6332 || !IS_SB_ELEMENT(element))))
6333 return MF_NO_ACTION;
6337 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6338 return MF_NO_ACTION;
6340 else if (dy && real_dx)
6342 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6343 return MF_NO_ACTION;
6346 if (player->push_delay == 0)
6347 player->push_delay = FrameCounter;
6349 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6350 !tape.playing && element != EL_BALLOON)
6351 return MF_NO_ACTION;
6353 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6354 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6355 element != EL_BALLOON)
6356 return MF_NO_ACTION;
6359 if (IS_SB_ELEMENT(element))
6361 if (element == EL_SOKOBAN_FIELD_FULL)
6363 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6364 local_player->sokobanfields_still_needed++;
6369 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6371 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6372 local_player->sokobanfields_still_needed--;
6373 if (element == EL_SOKOBAN_OBJECT)
6374 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6376 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6380 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6381 if (element == EL_SOKOBAN_FIELD_FULL)
6382 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6384 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6390 Feld[x+dx][y+dy] = element;
6391 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6394 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6396 DrawLevelField(x, y);
6397 DrawLevelField(x + dx, y + dy);
6399 if (IS_SB_ELEMENT(element) &&
6400 local_player->sokobanfields_still_needed == 0 &&
6401 game.emulation == EMU_SOKOBAN)
6403 player->LevelSolved = player->GameOver = TRUE;
6404 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6415 if (IS_PUSHABLE(element))
6417 if (mode == DF_SNAP)
6418 return MF_NO_ACTION;
6420 if (CAN_FALL(element) && dy)
6421 return MF_NO_ACTION;
6423 player->Pushing = TRUE;
6425 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6426 return MF_NO_ACTION;
6430 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6431 return MF_NO_ACTION;
6433 else if (dy && real_dx)
6435 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6436 return MF_NO_ACTION;
6439 if (player->push_delay == 0)
6440 player->push_delay = FrameCounter;
6442 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6443 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6444 return MF_NO_ACTION;
6447 Feld[x + dx][y + dy] = element;
6449 player->push_delay_value = 2 + RND(8);
6451 DrawLevelField(x + dx, y + dy);
6452 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6457 return MF_NO_ACTION;
6460 player->push_delay = 0;
6465 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6467 int jx = player->jx, jy = player->jy;
6468 int x = jx + dx, y = jy + dy;
6470 if (!player->active || !IN_LEV_FIELD(x, y))
6478 if (player->MovPos == 0)
6479 player->Pushing = FALSE;
6481 player->snapped = FALSE;
6485 if (player->snapped)
6488 player->MovDir = (dx < 0 ? MV_LEFT :
6491 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6493 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6496 player->snapped = TRUE;
6497 DrawLevelField(x, y);
6503 boolean PlaceBomb(struct PlayerInfo *player)
6505 int jx = player->jx, jy = player->jy;
6508 if (!player->active || player->MovPos)
6511 element = Feld[jx][jy];
6513 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6514 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6517 if (element != EL_EMPTY)
6518 Store[jx][jy] = element;
6520 MovDelay[jx][jy] = 96;
6522 ResetGfxAnimation(jx, jy);
6523 ResetRandomAnimationValue(jx, jy);
6525 if (player->dynamite)
6527 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6530 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6531 FONT_DEFAULT_SMALL);
6532 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6534 if (game.emulation == EMU_SUPAPLEX)
6535 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6537 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6540 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6545 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6546 player->dynabombs_left--;
6548 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6549 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6551 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6557 /* ------------------------------------------------------------------------- */
6558 /* game sound playing functions */
6559 /* ------------------------------------------------------------------------- */
6561 static int *loop_sound_frame = NULL;
6562 static int *loop_sound_volume = NULL;
6564 void InitPlaySoundLevel()
6566 int num_sounds = getSoundListSize();
6568 if (loop_sound_frame != NULL)
6569 free(loop_sound_frame);
6571 if (loop_sound_volume != NULL)
6572 free(loop_sound_volume);
6574 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6575 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6578 static void PlaySoundLevel(int x, int y, int nr)
6580 int sx = SCREENX(x), sy = SCREENY(y);
6581 int volume, stereo_position;
6582 int max_distance = 8;
6583 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6585 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6586 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6589 if (!IN_LEV_FIELD(x, y) ||
6590 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6591 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6594 volume = SOUND_MAX_VOLUME;
6596 if (!IN_SCR_FIELD(sx, sy))
6598 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6599 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6601 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6604 stereo_position = (SOUND_MAX_LEFT +
6605 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6606 (SCR_FIELDX + 2 * max_distance));
6608 if (IS_LOOP_SOUND(nr))
6610 /* This assures that quieter loop sounds do not overwrite louder ones,
6611 while restarting sound volume comparison with each new game frame. */
6613 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6616 loop_sound_volume[nr] = volume;
6617 loop_sound_frame[nr] = FrameCounter;
6620 PlaySoundExt(nr, volume, stereo_position, type);
6623 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6625 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6626 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6627 y < LEVELY(BY1) ? LEVELY(BY1) :
6628 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6632 static void PlaySoundLevelAction(int x, int y, int sound_action)
6634 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6637 static void PlaySoundLevelElementAction(int x, int y, int element,
6640 int sound_effect = element_info[element].sound[sound_action];
6642 if (sound_effect != SND_UNDEFINED)
6643 PlaySoundLevel(x, y, sound_effect);
6646 void RaiseScore(int value)
6648 local_player->score += value;
6649 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6650 FONT_DEFAULT_SMALL);
6653 void RaiseScoreElement(int element)
6659 case EL_EMERALD_YELLOW:
6660 case EL_EMERALD_RED:
6661 case EL_EMERALD_PURPLE:
6662 RaiseScore(level.score[SC_EDELSTEIN]);
6665 RaiseScore(level.score[SC_DIAMANT]);
6668 case EL_BD_BUTTERFLY:
6669 RaiseScore(level.score[SC_KAEFER]);
6673 RaiseScore(level.score[SC_FLIEGER]);
6676 case EL_DARK_YAMYAM:
6677 RaiseScore(level.score[SC_MAMPFER]);
6680 RaiseScore(level.score[SC_ROBOT]);
6683 RaiseScore(level.score[SC_PACMAN]);
6686 RaiseScore(level.score[SC_KOKOSNUSS]);
6689 RaiseScore(level.score[SC_DYNAMIT]);
6695 RaiseScore(level.score[SC_SCHLUESSEL]);
6702 void RequestQuitGame(boolean ask_if_really_quit)
6704 if (AllPlayersGone ||
6705 !ask_if_really_quit ||
6706 level_editor_test_game ||
6707 Request("Do you really want to quit the game ?",
6708 REQ_ASK | REQ_STAY_CLOSED))
6710 #if defined(PLATFORM_UNIX)
6711 if (options.network)
6712 SendToServer_StopPlaying();
6716 game_status = MAINMENU;
6722 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6727 /* ---------- new game button stuff ---------------------------------------- */
6729 /* graphic position values for game buttons */
6730 #define GAME_BUTTON_XSIZE 30
6731 #define GAME_BUTTON_YSIZE 30
6732 #define GAME_BUTTON_XPOS 5
6733 #define GAME_BUTTON_YPOS 215
6734 #define SOUND_BUTTON_XPOS 5
6735 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6737 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6738 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6739 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6740 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6741 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6742 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6749 } gamebutton_info[NUM_GAME_BUTTONS] =
6752 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6757 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6762 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6767 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6768 SOUND_CTRL_ID_MUSIC,
6769 "background music on/off"
6772 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6773 SOUND_CTRL_ID_LOOPS,
6774 "sound loops on/off"
6777 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6778 SOUND_CTRL_ID_SIMPLE,
6779 "normal sounds on/off"
6783 void CreateGameButtons()
6787 for (i=0; i<NUM_GAME_BUTTONS; i++)
6789 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6790 struct GadgetInfo *gi;
6793 unsigned long event_mask;
6794 int gd_xoffset, gd_yoffset;
6795 int gd_x1, gd_x2, gd_y1, gd_y2;
6798 gd_xoffset = gamebutton_info[i].x;
6799 gd_yoffset = gamebutton_info[i].y;
6800 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6801 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6803 if (id == GAME_CTRL_ID_STOP ||
6804 id == GAME_CTRL_ID_PAUSE ||
6805 id == GAME_CTRL_ID_PLAY)
6807 button_type = GD_TYPE_NORMAL_BUTTON;
6809 event_mask = GD_EVENT_RELEASED;
6810 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6811 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6815 button_type = GD_TYPE_CHECK_BUTTON;
6817 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6818 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6819 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6820 event_mask = GD_EVENT_PRESSED;
6821 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6822 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6825 gi = CreateGadget(GDI_CUSTOM_ID, id,
6826 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6827 GDI_X, DX + gd_xoffset,
6828 GDI_Y, DY + gd_yoffset,
6829 GDI_WIDTH, GAME_BUTTON_XSIZE,
6830 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6831 GDI_TYPE, button_type,
6832 GDI_STATE, GD_BUTTON_UNPRESSED,
6833 GDI_CHECKED, checked,
6834 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6835 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6836 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6837 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6838 GDI_EVENT_MASK, event_mask,
6839 GDI_CALLBACK_ACTION, HandleGameButtons,
6843 Error(ERR_EXIT, "cannot create gadget");
6845 game_gadget[id] = gi;
6849 void FreeGameButtons()
6853 for (i=0; i<NUM_GAME_BUTTONS; i++)
6854 FreeGadget(game_gadget[i]);
6857 static void MapGameButtons()
6861 for (i=0; i<NUM_GAME_BUTTONS; i++)
6862 MapGadget(game_gadget[i]);
6865 void UnmapGameButtons()
6869 for (i=0; i<NUM_GAME_BUTTONS; i++)
6870 UnmapGadget(game_gadget[i]);
6873 static void HandleGameButtons(struct GadgetInfo *gi)
6875 int id = gi->custom_id;
6877 if (game_status != PLAYING)
6882 case GAME_CTRL_ID_STOP:
6883 RequestQuitGame(TRUE);
6886 case GAME_CTRL_ID_PAUSE:
6887 if (options.network)
6889 #if defined(PLATFORM_UNIX)
6891 SendToServer_ContinuePlaying();
6893 SendToServer_PausePlaying();
6897 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6900 case GAME_CTRL_ID_PLAY:
6903 #if defined(PLATFORM_UNIX)
6904 if (options.network)
6905 SendToServer_ContinuePlaying();
6909 tape.pausing = FALSE;
6910 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6915 case SOUND_CTRL_ID_MUSIC:
6916 if (setup.sound_music)
6918 setup.sound_music = FALSE;
6921 else if (audio.music_available)
6923 setup.sound = setup.sound_music = TRUE;
6924 PlayMusic(level_nr);
6928 case SOUND_CTRL_ID_LOOPS:
6929 if (setup.sound_loops)
6930 setup.sound_loops = FALSE;
6931 else if (audio.loops_available)
6932 setup.sound = setup.sound_loops = TRUE;
6935 case SOUND_CTRL_ID_SIMPLE:
6936 if (setup.sound_simple)
6937 setup.sound_simple = FALSE;
6938 else if (audio.sound_available)
6939 setup.sound = setup.sound_simple = TRUE;