1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
116 static void PlaySoundLevelActionIfLoop(int, int, int);
117 static void StopSoundLevelActionIfLoop(int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT_4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
281 stored_player[0].use_murphy_graphic = TRUE;
284 Feld[x][y] = EL_PLAYER_1;
293 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
294 int jx = player->jx, jy = player->jy;
296 player->present = TRUE;
298 if (!options.network || player->connected)
300 player->active = TRUE;
302 /* remove potentially duplicate players */
303 if (StorePlayer[jx][jy] == Feld[x][y])
304 StorePlayer[jx][jy] = 0;
306 StorePlayer[x][y] = Feld[x][y];
310 printf("Player %d activated.\n", player->element_nr);
311 printf("[Local player is %d and currently %s.]\n",
312 local_player->element_nr,
313 local_player->active ? "active" : "not active");
317 Feld[x][y] = EL_EMPTY;
318 player->jx = player->last_jx = x;
319 player->jy = player->last_jy = y;
324 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
325 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
326 else if (x > 0 && Feld[x-1][y] == EL_ACID)
327 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
329 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
330 else if (y > 0 && Feld[x][y-1] == EL_ACID)
331 Feld[x][y] = EL_ACID_POOL_BOTTOM;
332 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
333 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
341 case EL_SPACESHIP_RIGHT:
342 case EL_SPACESHIP_UP:
343 case EL_SPACESHIP_LEFT:
344 case EL_SPACESHIP_DOWN:
346 case EL_BD_BUTTERFLY_RIGHT:
347 case EL_BD_BUTTERFLY_UP:
348 case EL_BD_BUTTERFLY_LEFT:
349 case EL_BD_BUTTERFLY_DOWN:
350 case EL_BD_BUTTERFLY:
351 case EL_BD_FIREFLY_RIGHT:
352 case EL_BD_FIREFLY_UP:
353 case EL_BD_FIREFLY_LEFT:
354 case EL_BD_FIREFLY_DOWN:
356 case EL_PACMAN_RIGHT:
380 if (y == lev_fieldy - 1)
382 Feld[x][y] = EL_AMOEBA_GROWING;
383 Store[x][y] = EL_AMOEBA_WET;
387 case EL_DYNAMITE_ACTIVE:
392 local_player->lights_still_needed++;
395 case EL_SOKOBAN_FIELD_EMPTY:
396 local_player->sokobanfields_still_needed++;
400 local_player->friends_still_needed++;
405 MovDir[x][y] = 1 << RND(4);
409 Feld[x][y] = EL_EMPTY;
412 case EL_EM_KEY_1_FILE:
413 Feld[x][y] = EL_EM_KEY_1;
415 case EL_EM_KEY_2_FILE:
416 Feld[x][y] = EL_EM_KEY_2;
418 case EL_EM_KEY_3_FILE:
419 Feld[x][y] = EL_EM_KEY_3;
421 case EL_EM_KEY_4_FILE:
422 Feld[x][y] = EL_EM_KEY_4;
425 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
431 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
432 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
433 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
434 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
435 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
436 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
439 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
440 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
441 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
443 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
445 game.belt_dir[belt_nr] = belt_dir;
446 game.belt_dir_nr[belt_nr] = belt_dir_nr;
448 else /* more than one switch -- set it like the first switch */
450 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
455 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
457 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
460 case EL_LIGHT_SWITCH_ACTIVE:
462 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
470 void DrawGameDoorValues()
474 for (i=0; i<MAX_PLAYERS; i++)
476 if (stored_player[i].key[j])
477 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
478 el2edimg(EL_KEY_1 + j));
480 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
481 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
482 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
483 int2str(local_player->dynamite, 3), FONT_TEXT_2);
484 DrawText(DX + XX_SCORE, DY + YY_SCORE,
485 int2str(local_player->score, 5), FONT_TEXT_2);
486 DrawText(DX + XX_TIME, DY + YY_TIME,
487 int2str(TimeLeft, 3), FONT_TEXT_2);
492 =============================================================================
494 -----------------------------------------------------------------------------
495 initialize game engine due to level / tape version number
496 =============================================================================
499 static void InitGameEngine()
503 game.engine_version = (tape.playing ? tape.engine_version :
507 printf("level %d: level version == %06d\n", level_nr, level.game_version);
508 printf(" tape version == %06d [%s] [file: %06d]\n",
509 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
511 printf(" => game.engine_version == %06d\n", game.engine_version);
514 /* dynamically adjust player properties according to game engine version */
515 game.initial_move_delay =
516 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
517 INITIAL_MOVE_DELAY_OFF);
519 /* dynamically adjust player properties according to level information */
520 game.initial_move_delay_value =
521 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
523 /* dynamically adjust element properties according to game engine version */
525 static int ep_em_slippery_wall[] =
530 EL_EXPANDABLE_WALL_HORIZONTAL,
531 EL_EXPANDABLE_WALL_VERTICAL,
532 EL_EXPANDABLE_WALL_ANY
534 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
536 for (i=0; i<ep_em_slippery_wall_num; i++)
539 SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
540 level.em_slippery_gems);
542 if (level.em_slippery_gems) /* special EM style gems behaviour */
543 PROPERTY_VAR(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL) |=
544 EP_BIT_EM_SLIPPERY_WALL;
546 PROPERTY_VAR(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL) &=
547 ~EP_BIT_EM_SLIPPERY_WALL;
551 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
553 SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
554 (level.em_slippery_gems &&
555 game.engine_version > VERSION_IDENT(2,0,1)));
557 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
558 Properties2[EL_EXPANDABLE_WALL_GROWING] |= EP_BIT_EM_SLIPPERY_WALL;
560 Properties2[EL_EXPANDABLE_WALL_GROWING] &=~EP_BIT_EM_SLIPPERY_WALL;
564 /* initialize changing elements information */
565 for (i=0; i<MAX_NUM_ELEMENTS; i++)
567 changing_element[i].base_element = EL_UNDEFINED;
568 changing_element[i].next_element = EL_UNDEFINED;
569 changing_element[i].change_delay = -1;
570 changing_element[i].pre_change_function = NULL;
571 changing_element[i].change_function = NULL;
572 changing_element[i].post_change_function = NULL;
576 while (changing_element_list[i].base_element != EL_UNDEFINED)
578 struct ChangingElementInfo *ce = &changing_element_list[i];
579 int element = ce->base_element;
581 changing_element[element].base_element = ce->base_element;
582 changing_element[element].next_element = ce->next_element;
583 changing_element[element].change_delay = ce->change_delay;
584 changing_element[element].pre_change_function = ce->pre_change_function;
585 changing_element[element].change_function = ce->change_function;
586 changing_element[element].post_change_function = ce->post_change_function;
594 =============================================================================
596 -----------------------------------------------------------------------------
597 initialize and start new game
598 =============================================================================
603 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
604 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
605 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
612 #if USE_NEW_AMOEBA_CODE
613 printf("Using new amoeba code.\n");
615 printf("Using old amoeba code.\n");
620 /* don't play tapes over network */
621 network_playing = (options.network && !tape.playing);
623 for (i=0; i<MAX_PLAYERS; i++)
625 struct PlayerInfo *player = &stored_player[i];
627 player->index_nr = i;
628 player->element_nr = EL_PLAYER_1 + i;
630 player->present = FALSE;
631 player->active = FALSE;
634 player->effective_action = 0;
635 player->programmed_action = 0;
638 player->gems_still_needed = level.gems_needed;
639 player->sokobanfields_still_needed = 0;
640 player->lights_still_needed = 0;
641 player->friends_still_needed = 0;
644 player->key[j] = FALSE;
646 player->dynamite = 0;
647 player->dynabomb_count = 0;
648 player->dynabomb_size = 1;
649 player->dynabombs_left = 0;
650 player->dynabomb_xl = FALSE;
652 player->MovDir = MV_NO_MOVING;
654 player->Pushing = FALSE;
655 player->Switching = FALSE;
657 player->GfxDir = MV_NO_MOVING;
658 player->GfxAction = ACTION_DEFAULT;
660 player->StepFrame = 0;
662 player->use_murphy_graphic = FALSE;
663 player->use_disk_red_graphic = FALSE;
665 player->actual_frame_counter = 0;
667 player->last_move_dir = MV_NO_MOVING;
668 player->is_moving = FALSE;
670 player->is_moving = FALSE;
671 player->is_waiting = FALSE;
672 player->is_digging = FALSE;
673 player->is_collecting = FALSE;
675 player->move_delay = game.initial_move_delay;
676 player->move_delay_value = game.initial_move_delay_value;
678 player->push_delay = 0;
679 player->push_delay_value = 5;
681 player->snapped = FALSE;
683 player->last_jx = player->last_jy = 0;
684 player->jx = player->jy = 0;
686 player->shield_normal_time_left = 0;
687 player->shield_deadly_time_left = 0;
689 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
690 SnapField(player, 0, 0);
692 player->LevelSolved = FALSE;
693 player->GameOver = FALSE;
696 network_player_action_received = FALSE;
698 #if defined(PLATFORM_UNIX)
699 /* initial null action */
701 SendToServer_MovePlayer(MV_NO_MOVING);
709 TimeLeft = level.time;
711 ScreenMovDir = MV_NO_MOVING;
715 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
717 AllPlayersGone = FALSE;
719 game.yam_content_nr = 0;
720 game.magic_wall_active = FALSE;
721 game.magic_wall_time_left = 0;
722 game.light_time_left = 0;
723 game.timegate_time_left = 0;
724 game.switchgate_pos = 0;
725 game.balloon_dir = MV_NO_MOVING;
726 game.explosions_delayed = TRUE;
730 game.belt_dir[i] = MV_NO_MOVING;
731 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
734 for (i=0; i<MAX_NUM_AMOEBA; i++)
735 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
737 for (x=0; x<lev_fieldx; x++)
739 for (y=0; y<lev_fieldy; y++)
741 Feld[x][y] = Ur[x][y];
742 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
743 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
745 JustStopped[x][y] = 0;
747 ExplodePhase[x][y] = 0;
748 ExplodeField[x][y] = EX_NO_EXPLOSION;
751 GfxAction[x][y] = ACTION_DEFAULT;
752 GfxRandom[x][y] = INIT_GFX_RANDOM();
753 GfxElement[x][y] = EL_UNDEFINED;
757 for(y=0; y<lev_fieldy; y++)
759 for(x=0; x<lev_fieldx; x++)
761 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
763 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
765 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
768 InitField(x, y, TRUE);
774 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
775 emulate_sb ? EMU_SOKOBAN :
776 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
778 /* correct non-moving belts to start moving left */
780 if (game.belt_dir[i] == MV_NO_MOVING)
781 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
783 /* check if any connected player was not found in playfield */
784 for (i=0; i<MAX_PLAYERS; i++)
786 struct PlayerInfo *player = &stored_player[i];
788 if (player->connected && !player->present)
790 for (j=0; j<MAX_PLAYERS; j++)
792 struct PlayerInfo *some_player = &stored_player[j];
793 int jx = some_player->jx, jy = some_player->jy;
795 /* assign first free player found that is present in the playfield */
796 if (some_player->present && !some_player->connected)
798 player->present = TRUE;
799 player->active = TRUE;
800 some_player->present = FALSE;
802 StorePlayer[jx][jy] = player->element_nr;
803 player->jx = player->last_jx = jx;
804 player->jy = player->last_jy = jy;
814 /* when playing a tape, eliminate all players who do not participate */
816 for (i=0; i<MAX_PLAYERS; i++)
818 if (stored_player[i].active && !tape.player_participates[i])
820 struct PlayerInfo *player = &stored_player[i];
821 int jx = player->jx, jy = player->jy;
823 player->active = FALSE;
824 StorePlayer[jx][jy] = 0;
825 Feld[jx][jy] = EL_EMPTY;
829 else if (!options.network && !setup.team_mode) /* && !tape.playing */
831 /* when in single player mode, eliminate all but the first active player */
833 for (i=0; i<MAX_PLAYERS; i++)
835 if (stored_player[i].active)
837 for (j=i+1; j<MAX_PLAYERS; j++)
839 if (stored_player[j].active)
841 struct PlayerInfo *player = &stored_player[j];
842 int jx = player->jx, jy = player->jy;
844 player->active = FALSE;
845 StorePlayer[jx][jy] = 0;
846 Feld[jx][jy] = EL_EMPTY;
853 /* when recording the game, store which players take part in the game */
856 for (i=0; i<MAX_PLAYERS; i++)
857 if (stored_player[i].active)
858 tape.player_participates[i] = TRUE;
863 for (i=0; i<MAX_PLAYERS; i++)
865 struct PlayerInfo *player = &stored_player[i];
867 printf("Player %d: present == %d, connected == %d, active == %d.\n",
872 if (local_player == player)
873 printf("Player %d is local player.\n", i+1);
877 if (BorderElement == EL_EMPTY)
880 SBX_Right = lev_fieldx - SCR_FIELDX;
882 SBY_Lower = lev_fieldy - SCR_FIELDY;
887 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
889 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
892 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
893 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
895 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
896 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
899 scroll_y = SBY_Upper;
900 if (local_player->jx >= SBX_Left + MIDPOSX)
901 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
902 local_player->jx - MIDPOSX :
904 if (local_player->jy >= SBY_Upper + MIDPOSY)
905 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
906 local_player->jy - MIDPOSY :
909 CloseDoor(DOOR_CLOSE_1);
914 /* after drawing the level, correct some elements */
915 if (game.timegate_time_left == 0)
916 CloseAllOpenTimegates();
918 if (setup.soft_scrolling)
919 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
921 redraw_mask |= REDRAW_FROM_BACKBUFFER;
924 /* copy default game door content to main double buffer */
925 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
926 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
929 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
932 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
933 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
934 BlitBitmap(drawto, drawto,
935 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
936 getFontWidth(FONT_LEVEL_NUMBER) * 3,
937 getFontHeight(FONT_LEVEL_NUMBER) - 1,
938 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
941 DrawGameDoorValues();
945 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
946 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
947 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
951 /* copy actual game door content to door double buffer for OpenDoor() */
952 BlitBitmap(drawto, bitmap_db_door,
953 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
955 OpenDoor(DOOR_OPEN_ALL);
957 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
958 if (setup.sound_music)
961 KeyboardAutoRepeatOff();
966 printf("Player %d %sactive.\n",
967 i + 1, (stored_player[i].active ? "" : "not "));
971 void InitMovDir(int x, int y)
973 int i, element = Feld[x][y];
974 static int xy[4][2] =
981 static int direction[3][4] =
983 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
984 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
985 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
995 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
998 case EL_SPACESHIP_RIGHT:
999 case EL_SPACESHIP_UP:
1000 case EL_SPACESHIP_LEFT:
1001 case EL_SPACESHIP_DOWN:
1002 Feld[x][y] = EL_SPACESHIP;
1003 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1006 case EL_BD_BUTTERFLY_RIGHT:
1007 case EL_BD_BUTTERFLY_UP:
1008 case EL_BD_BUTTERFLY_LEFT:
1009 case EL_BD_BUTTERFLY_DOWN:
1010 Feld[x][y] = EL_BD_BUTTERFLY;
1011 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1014 case EL_BD_FIREFLY_RIGHT:
1015 case EL_BD_FIREFLY_UP:
1016 case EL_BD_FIREFLY_LEFT:
1017 case EL_BD_FIREFLY_DOWN:
1018 Feld[x][y] = EL_BD_FIREFLY;
1019 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1022 case EL_PACMAN_RIGHT:
1024 case EL_PACMAN_LEFT:
1025 case EL_PACMAN_DOWN:
1026 Feld[x][y] = EL_PACMAN;
1027 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1030 case EL_SP_SNIKSNAK:
1031 MovDir[x][y] = MV_UP;
1034 case EL_SP_ELECTRON:
1035 MovDir[x][y] = MV_LEFT;
1042 Feld[x][y] = EL_MOLE;
1043 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1047 MovDir[x][y] = 1 << RND(4);
1048 if (element != EL_BUG &&
1049 element != EL_SPACESHIP &&
1050 element != EL_BD_BUTTERFLY &&
1051 element != EL_BD_FIREFLY)
1056 int x1 = x + xy[i][0];
1057 int y1 = y + xy[i][1];
1059 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1061 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1063 MovDir[x][y] = direction[0][i];
1066 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1067 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1069 MovDir[x][y] = direction[1][i];
1078 void InitAmoebaNr(int x, int y)
1081 int group_nr = AmoebeNachbarNr(x, y);
1085 for (i=1; i<MAX_NUM_AMOEBA; i++)
1087 if (AmoebaCnt[i] == 0)
1095 AmoebaNr[x][y] = group_nr;
1096 AmoebaCnt[group_nr]++;
1097 AmoebaCnt2[group_nr]++;
1103 boolean raise_level = FALSE;
1105 if (local_player->MovPos)
1108 if (tape.playing && tape.auto_play)
1109 tape.auto_play_level_solved = TRUE;
1111 local_player->LevelSolved = FALSE;
1113 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1117 if (!tape.playing && setup.sound_loops)
1118 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1119 SND_CTRL_PLAY_LOOP);
1121 while (TimeLeft > 0)
1123 if (!tape.playing && !setup.sound_loops)
1124 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1125 if (TimeLeft > 0 && !(TimeLeft % 10))
1126 RaiseScore(level.score[SC_ZEITBONUS]);
1127 if (TimeLeft > 100 && !(TimeLeft % 10))
1131 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1138 if (!tape.playing && setup.sound_loops)
1139 StopSound(SND_GAME_LEVELTIME_BONUS);
1141 else if (level.time == 0) /* level without time limit */
1143 if (!tape.playing && setup.sound_loops)
1144 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1145 SND_CTRL_PLAY_LOOP);
1147 while (TimePlayed < 999)
1149 if (!tape.playing && !setup.sound_loops)
1150 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1151 if (TimePlayed < 999 && !(TimePlayed % 10))
1152 RaiseScore(level.score[SC_ZEITBONUS]);
1153 if (TimePlayed < 900 && !(TimePlayed % 10))
1157 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1164 if (!tape.playing && setup.sound_loops)
1165 StopSound(SND_GAME_LEVELTIME_BONUS);
1168 /* Hero disappears */
1169 DrawLevelField(ExitX, ExitY);
1175 CloseDoor(DOOR_CLOSE_1);
1180 SaveTape(tape.level_nr); /* Ask to save tape */
1183 if (level_nr == leveldir_current->handicap_level)
1185 leveldir_current->handicap_level++;
1186 SaveLevelSetup_SeriesInfo();
1189 if (level_editor_test_game)
1190 local_player->score = -1; /* no highscore when playing from editor */
1191 else if (level_nr < leveldir_current->last_level)
1192 raise_level = TRUE; /* advance to next level */
1194 if ((hi_pos = NewHiScore()) >= 0)
1196 game_status = HALLOFFAME;
1197 DrawHallOfFame(hi_pos);
1206 game_status = MAINMENU;
1223 LoadScore(level_nr);
1225 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1226 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1229 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1231 if (local_player->score > highscore[k].Score)
1233 /* player has made it to the hall of fame */
1235 if (k < MAX_SCORE_ENTRIES - 1)
1237 int m = MAX_SCORE_ENTRIES - 1;
1240 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1241 if (!strcmp(setup.player_name, highscore[l].Name))
1243 if (m == k) /* player's new highscore overwrites his old one */
1249 strcpy(highscore[l].Name, highscore[l - 1].Name);
1250 highscore[l].Score = highscore[l - 1].Score;
1257 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1258 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1259 highscore[k].Score = local_player->score;
1265 else if (!strncmp(setup.player_name, highscore[k].Name,
1266 MAX_PLAYER_NAME_LEN))
1267 break; /* player already there with a higher score */
1273 SaveScore(level_nr);
1278 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1280 if (player->GfxAction != action || player->GfxDir != dir)
1283 printf("Player frame reset! (%d => %d, %d => %d)\n",
1284 player->GfxAction, action, player->GfxDir, dir);
1287 player->GfxAction = action;
1288 player->GfxDir = dir;
1290 player->StepFrame = 0;
1294 static void ResetRandomAnimationValue(int x, int y)
1296 GfxRandom[x][y] = INIT_GFX_RANDOM();
1299 static void ResetGfxAnimation(int x, int y)
1302 GfxAction[x][y] = ACTION_DEFAULT;
1305 void InitMovingField(int x, int y, int direction)
1307 int element = Feld[x][y];
1308 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1309 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1311 if (!JustStopped[x][y] || direction != MovDir[x][y])
1312 ResetGfxAnimation(x, y);
1314 MovDir[newx][newy] = MovDir[x][y] = direction;
1316 if (Feld[newx][newy] == EL_EMPTY)
1317 Feld[newx][newy] = EL_BLOCKED;
1319 if (direction == MV_DOWN && CAN_FALL(element))
1320 GfxAction[x][y] = ACTION_FALLING;
1322 GfxAction[x][y] = ACTION_MOVING;
1324 GfxFrame[newx][newy] = GfxFrame[x][y];
1325 GfxAction[newx][newy] = GfxAction[x][y];
1326 GfxRandom[newx][newy] = GfxRandom[x][y];
1329 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1331 int direction = MovDir[x][y];
1332 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1333 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1339 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1341 int oldx = x, oldy = y;
1342 int direction = MovDir[x][y];
1344 if (direction == MV_LEFT)
1346 else if (direction == MV_RIGHT)
1348 else if (direction == MV_UP)
1350 else if (direction == MV_DOWN)
1353 *comes_from_x = oldx;
1354 *comes_from_y = oldy;
1357 int MovingOrBlocked2Element(int x, int y)
1359 int element = Feld[x][y];
1361 if (element == EL_BLOCKED)
1365 Blocked2Moving(x, y, &oldx, &oldy);
1366 return Feld[oldx][oldy];
1372 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1374 /* like MovingOrBlocked2Element(), but if element is moving
1375 and (x,y) is the field the moving element is just leaving,
1376 return EL_BLOCKED instead of the element value */
1377 int element = Feld[x][y];
1379 if (IS_MOVING(x, y))
1381 if (element == EL_BLOCKED)
1385 Blocked2Moving(x, y, &oldx, &oldy);
1386 return Feld[oldx][oldy];
1395 static void RemoveField(int x, int y)
1397 Feld[x][y] = EL_EMPTY;
1398 GfxElement[x][y] = EL_EMPTY;
1404 void RemoveMovingField(int x, int y)
1406 int oldx = x, oldy = y, newx = x, newy = y;
1408 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1411 if (IS_MOVING(x, y))
1413 Moving2Blocked(x, y, &newx, &newy);
1414 if (Feld[newx][newy] != EL_BLOCKED)
1417 else if (Feld[x][y] == EL_BLOCKED)
1419 Blocked2Moving(x, y, &oldx, &oldy);
1420 if (!IS_MOVING(oldx, oldy))
1424 if (Feld[x][y] == EL_BLOCKED &&
1425 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1426 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1427 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1428 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1429 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1431 Feld[oldx][oldy] = EL_EMPTY;
1433 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1435 Feld[newx][newy] = EL_EMPTY;
1436 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1437 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1438 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1440 DrawLevelField(oldx, oldy);
1441 DrawLevelField(newx, newy);
1444 void DrawDynamite(int x, int y)
1446 int sx = SCREENX(x), sy = SCREENY(y);
1447 int graphic = el2img(Feld[x][y]);
1450 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1454 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1456 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1460 DrawGraphicThruMask(sx, sy, graphic, frame);
1462 DrawGraphic(sx, sy, graphic, frame);
1464 if (game.emulation == EMU_SUPAPLEX)
1465 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1466 else if (Store[x][y])
1467 DrawGraphicThruMask(sx, sy, graphic, frame);
1469 DrawGraphic(sx, sy, graphic, frame);
1473 void CheckDynamite(int x, int y)
1475 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1479 if (MovDelay[x][y] != 0)
1482 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1489 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1491 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1492 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1493 StopSound(SND_DYNAMITE_ACTIVE);
1495 StopSound(SND_DYNABOMB_ACTIVE);
1501 void Explode(int ex, int ey, int phase, int mode)
1505 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1506 int last_phase = num_phase * delay;
1507 int half_phase = (num_phase / 2) * delay;
1508 int first_phase_after_start = EX_PHASE_START + 1;
1510 if (game.explosions_delayed)
1512 ExplodeField[ex][ey] = mode;
1516 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1518 int center_element = Feld[ex][ey];
1520 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1522 /* put moving element to center field (and let it explode there) */
1523 center_element = MovingOrBlocked2Element(ex, ey);
1524 RemoveMovingField(ex, ey);
1525 Feld[ex][ey] = center_element;
1528 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1532 if (!IN_LEV_FIELD(x, y) ||
1533 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1534 (x != ex || y != ey)))
1537 element = Feld[x][y];
1539 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1541 element = MovingOrBlocked2Element(x, y);
1542 RemoveMovingField(x, y);
1545 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1548 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1550 if (IS_ACTIVE_BOMB(element))
1552 /* re-activate things under the bomb like gate or penguin */
1553 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1560 if (element == EL_EXPLOSION)
1561 element = Store2[x][y];
1563 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1565 switch(StorePlayer[ex][ey])
1568 Store[x][y] = EL_EMERALD_RED;
1571 Store[x][y] = EL_EMERALD;
1574 Store[x][y] = EL_EMERALD_PURPLE;
1578 Store[x][y] = EL_EMERALD_YELLOW;
1582 if (game.emulation == EMU_SUPAPLEX)
1583 Store[x][y] = EL_EMPTY;
1585 else if (center_element == EL_MOLE)
1586 Store[x][y] = EL_EMERALD_RED;
1587 else if (center_element == EL_PENGUIN)
1588 Store[x][y] = EL_EMERALD_PURPLE;
1589 else if (center_element == EL_BUG)
1590 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1591 else if (center_element == EL_BD_BUTTERFLY)
1592 Store[x][y] = EL_BD_DIAMOND;
1593 else if (center_element == EL_SP_ELECTRON)
1594 Store[x][y] = EL_SP_INFOTRON;
1595 else if (center_element == EL_YAMYAM)
1596 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1597 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1598 Store[x][y] = level.amoeba_content;
1599 else if (element == EL_WALL_EMERALD)
1600 Store[x][y] = EL_EMERALD;
1601 else if (element == EL_WALL_DIAMOND)
1602 Store[x][y] = EL_DIAMOND;
1603 else if (element == EL_WALL_BD_DIAMOND)
1604 Store[x][y] = EL_BD_DIAMOND;
1605 else if (element == EL_WALL_EMERALD_YELLOW)
1606 Store[x][y] = EL_EMERALD_YELLOW;
1607 else if (element == EL_WALL_EMERALD_RED)
1608 Store[x][y] = EL_EMERALD_RED;
1609 else if (element == EL_WALL_EMERALD_PURPLE)
1610 Store[x][y] = EL_EMERALD_PURPLE;
1611 else if (element == EL_WALL_PEARL)
1612 Store[x][y] = EL_PEARL;
1613 else if (element == EL_WALL_CRYSTAL)
1614 Store[x][y] = EL_CRYSTAL;
1615 else if (!IS_PFORTE(Store[x][y]))
1616 Store[x][y] = EL_EMPTY;
1618 if (x != ex || y != ey ||
1619 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1620 Store2[x][y] = element;
1622 if (AmoebaNr[x][y] &&
1623 (element == EL_AMOEBA_FULL ||
1624 element == EL_BD_AMOEBA ||
1625 element == EL_AMOEBA_GROWING))
1627 AmoebaCnt[AmoebaNr[x][y]]--;
1628 AmoebaCnt2[AmoebaNr[x][y]]--;
1631 Feld[x][y] = EL_EXPLOSION;
1632 GfxElement[x][y] = EL_EMPTY;
1633 MovDir[x][y] = MovPos[x][y] = 0;
1635 ExplodePhase[x][y] = 1;
1639 if (center_element == EL_YAMYAM)
1640 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1651 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1653 if (phase == first_phase_after_start)
1655 int element = Store2[x][y];
1657 if (element == EL_BLACK_ORB)
1659 Feld[x][y] = Store2[x][y];
1664 else if (phase == half_phase)
1666 int element = Store2[x][y];
1668 if (IS_PLAYER(x, y))
1669 KillHeroUnlessProtected(x, y);
1670 else if (IS_EXPLOSIVE(element))
1672 Feld[x][y] = Store2[x][y];
1676 else if (element == EL_AMOEBA_TO_DIAMOND)
1677 AmoebeUmwandeln(x, y);
1680 if (phase == last_phase)
1684 element = Feld[x][y] = Store[x][y];
1685 Store[x][y] = Store2[x][y] = 0;
1686 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1687 InitField(x, y, FALSE);
1688 if (CAN_MOVE(element) || COULD_MOVE(element))
1690 DrawLevelField(x, y);
1692 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1693 StorePlayer[x][y] = 0;
1695 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1697 int stored = Store[x][y];
1698 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1699 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1701 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1704 DrawLevelFieldCrumbledSand(x, y);
1706 if (IS_PFORTE(Store[x][y]))
1708 DrawLevelElement(x, y, Store[x][y]);
1709 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1712 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1716 void DynaExplode(int ex, int ey)
1719 int dynabomb_size = 1;
1720 boolean dynabomb_xl = FALSE;
1721 struct PlayerInfo *player;
1722 static int xy[4][2] =
1730 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1732 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1733 dynabomb_size = player->dynabomb_size;
1734 dynabomb_xl = player->dynabomb_xl;
1735 player->dynabombs_left++;
1738 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1742 for (j=1; j<=dynabomb_size; j++)
1744 int x = ex + j * xy[i % 4][0];
1745 int y = ey + j * xy[i % 4][1];
1748 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1751 element = Feld[x][y];
1753 /* do not restart explosions of fields with active bombs */
1754 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1757 Explode(x, y, EX_PHASE_START, EX_BORDER);
1759 if (element != EL_EMPTY &&
1760 element != EL_SAND &&
1761 element != EL_EXPLOSION &&
1768 void Bang(int x, int y)
1770 int element = Feld[x][y];
1772 if (game.emulation == EMU_SUPAPLEX)
1773 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1775 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1778 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1786 case EL_BD_BUTTERFLY:
1789 case EL_DARK_YAMYAM:
1793 RaiseScoreElement(element);
1794 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1796 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1797 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1798 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1799 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1800 case EL_DYNABOMB_INCREASE_NUMBER:
1801 case EL_DYNABOMB_INCREASE_SIZE:
1802 case EL_DYNABOMB_INCREASE_POWER:
1807 case EL_LAMP_ACTIVE:
1808 if (IS_PLAYER(x, y))
1809 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1811 Explode(x, y, EX_PHASE_START, EX_CENTER);
1814 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1819 void SplashAcid(int x, int y)
1821 int element = Feld[x][y];
1823 if (element != EL_ACID_SPLASH_LEFT &&
1824 element != EL_ACID_SPLASH_RIGHT)
1826 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1828 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1829 (!IN_LEV_FIELD(x-1, y-1) ||
1830 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1831 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1833 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1834 (!IN_LEV_FIELD(x+1, y-1) ||
1835 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1836 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1840 static void InitBeltMovement()
1842 static int belt_base_element[4] =
1844 EL_CONVEYOR_BELT_1_LEFT,
1845 EL_CONVEYOR_BELT_2_LEFT,
1846 EL_CONVEYOR_BELT_3_LEFT,
1847 EL_CONVEYOR_BELT_4_LEFT
1849 static int belt_base_active_element[4] =
1851 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1852 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1853 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1854 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1859 /* set frame order for belt animation graphic according to belt direction */
1866 int element = belt_base_active_element[belt_nr] + j;
1867 int graphic = el2img(element);
1869 if (game.belt_dir[i] == MV_LEFT)
1870 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1872 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1876 for(y=0; y<lev_fieldy; y++)
1878 for(x=0; x<lev_fieldx; x++)
1880 int element = Feld[x][y];
1884 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1886 int e_belt_nr = getBeltNrFromBeltElement(element);
1889 if (e_belt_nr == belt_nr)
1891 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1893 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1901 static void ToggleBeltSwitch(int x, int y)
1903 static int belt_base_element[4] =
1905 EL_CONVEYOR_BELT_1_LEFT,
1906 EL_CONVEYOR_BELT_2_LEFT,
1907 EL_CONVEYOR_BELT_3_LEFT,
1908 EL_CONVEYOR_BELT_4_LEFT
1910 static int belt_base_active_element[4] =
1912 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1913 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1914 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1915 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1917 static int belt_base_switch_element[4] =
1919 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1920 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1921 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1922 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1924 static int belt_move_dir[4] =
1932 int element = Feld[x][y];
1933 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1934 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1935 int belt_dir = belt_move_dir[belt_dir_nr];
1938 if (!IS_BELT_SWITCH(element))
1941 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1942 game.belt_dir[belt_nr] = belt_dir;
1944 if (belt_dir_nr == 3)
1947 /* set frame order for belt animation graphic according to belt direction */
1950 int element = belt_base_active_element[belt_nr] + i;
1951 int graphic = el2img(element);
1953 if (belt_dir == MV_LEFT)
1954 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1956 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1959 for (yy=0; yy<lev_fieldy; yy++)
1961 for (xx=0; xx<lev_fieldx; xx++)
1963 int element = Feld[xx][yy];
1965 if (IS_BELT_SWITCH(element))
1967 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1969 if (e_belt_nr == belt_nr)
1971 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1972 DrawLevelField(xx, yy);
1975 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1977 int e_belt_nr = getBeltNrFromBeltElement(element);
1979 if (e_belt_nr == belt_nr)
1981 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1983 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1984 DrawLevelField(xx, yy);
1987 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1989 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1991 if (e_belt_nr == belt_nr)
1993 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1995 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1996 DrawLevelField(xx, yy);
2003 static void ToggleSwitchgateSwitch(int x, int y)
2007 game.switchgate_pos = !game.switchgate_pos;
2009 for (yy=0; yy<lev_fieldy; yy++)
2011 for (xx=0; xx<lev_fieldx; xx++)
2013 int element = Feld[xx][yy];
2015 if (element == EL_SWITCHGATE_SWITCH_UP ||
2016 element == EL_SWITCHGATE_SWITCH_DOWN)
2018 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2019 DrawLevelField(xx, yy);
2021 else if (element == EL_SWITCHGATE_OPEN ||
2022 element == EL_SWITCHGATE_OPENING)
2024 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2026 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2028 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2031 else if (element == EL_SWITCHGATE_CLOSED ||
2032 element == EL_SWITCHGATE_CLOSING)
2034 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2036 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2038 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2045 static int getInvisibleActiveFromInvisibleElement(int element)
2047 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2048 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2049 EL_INVISIBLE_SAND_ACTIVE);
2052 static int getInvisibleFromInvisibleActiveElement(int element)
2054 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2055 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2059 static void RedrawAllLightSwitchesAndInvisibleElements()
2063 for (y=0; y<lev_fieldy; y++)
2065 for (x=0; x<lev_fieldx; x++)
2067 int element = Feld[x][y];
2069 if (element == EL_LIGHT_SWITCH &&
2070 game.light_time_left > 0)
2072 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2073 DrawLevelField(x, y);
2075 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2076 game.light_time_left == 0)
2078 Feld[x][y] = EL_LIGHT_SWITCH;
2079 DrawLevelField(x, y);
2081 else if (element == EL_INVISIBLE_STEELWALL ||
2082 element == EL_INVISIBLE_WALL ||
2083 element == EL_INVISIBLE_SAND)
2085 if (game.light_time_left > 0)
2086 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2088 DrawLevelField(x, y);
2090 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2091 element == EL_INVISIBLE_WALL_ACTIVE ||
2092 element == EL_INVISIBLE_SAND_ACTIVE)
2094 if (game.light_time_left == 0)
2095 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2097 DrawLevelField(x, y);
2103 static void ToggleLightSwitch(int x, int y)
2105 int element = Feld[x][y];
2107 game.light_time_left =
2108 (element == EL_LIGHT_SWITCH ?
2109 level.time_light * FRAMES_PER_SECOND : 0);
2111 RedrawAllLightSwitchesAndInvisibleElements();
2114 static void ActivateTimegateSwitch(int x, int y)
2118 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2120 for (yy=0; yy<lev_fieldy; yy++)
2122 for (xx=0; xx<lev_fieldx; xx++)
2124 int element = Feld[xx][yy];
2126 if (element == EL_TIMEGATE_CLOSED ||
2127 element == EL_TIMEGATE_CLOSING)
2129 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2130 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2134 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2136 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2137 DrawLevelField(xx, yy);
2144 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2147 void Impact(int x, int y)
2149 boolean lastline = (y == lev_fieldy-1);
2150 boolean object_hit = FALSE;
2151 int element = Feld[x][y];
2154 if (!lastline) /* check if element below was hit */
2156 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2159 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2160 MovDir[x][y+1] != MV_DOWN ||
2161 MovPos[x][y+1] <= TILEY / 2));
2163 smashed = MovingOrBlocked2Element(x, y+1);
2166 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2172 if (lastline || object_hit)
2174 ResetGfxAnimation(x, y);
2175 DrawLevelField(x, y);
2178 if ((element == EL_BOMB ||
2179 element == EL_SP_DISK_ORANGE ||
2180 element == EL_DX_SUPABOMB) &&
2181 (lastline || object_hit)) /* element is bomb */
2186 else if (element == EL_PEARL)
2188 Feld[x][y] = EL_PEARL_BREAKING;
2189 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2193 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2195 if (object_hit && IS_PLAYER(x, y+1))
2196 KillHeroUnlessProtected(x, y+1);
2197 else if (object_hit && smashed == EL_PENGUIN)
2201 Feld[x][y] = EL_AMOEBA_GROWING;
2202 Store[x][y] = EL_AMOEBA_WET;
2204 ResetRandomAnimationValue(x, y);
2209 if (!lastline && object_hit) /* check which object was hit */
2211 if (CAN_CHANGE(element) &&
2212 (smashed == EL_MAGIC_WALL ||
2213 smashed == EL_BD_MAGIC_WALL))
2216 int activated_magic_wall =
2217 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2218 EL_BD_MAGIC_WALL_ACTIVE);
2220 /* activate magic wall / mill */
2221 for (yy=0; yy<lev_fieldy; yy++)
2222 for (xx=0; xx<lev_fieldx; xx++)
2223 if (Feld[xx][yy] == smashed)
2224 Feld[xx][yy] = activated_magic_wall;
2226 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2227 game.magic_wall_active = TRUE;
2229 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2230 SND_MAGIC_WALL_ACTIVATING :
2231 SND_BD_MAGIC_WALL_ACTIVATING));
2234 if (IS_PLAYER(x, y + 1))
2236 KillHeroUnlessProtected(x, y+1);
2239 else if (smashed == EL_PENGUIN)
2244 else if (element == EL_BD_DIAMOND)
2246 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2252 else if ((element == EL_SP_INFOTRON ||
2253 element == EL_SP_ZONK) &&
2254 (smashed == EL_SP_SNIKSNAK ||
2255 smashed == EL_SP_ELECTRON ||
2256 smashed == EL_SP_DISK_ORANGE))
2261 else if (element == EL_ROCK ||
2262 element == EL_SP_ZONK ||
2263 element == EL_BD_ROCK)
2265 if (IS_ENEMY(smashed) ||
2266 smashed == EL_BOMB ||
2267 smashed == EL_SP_DISK_ORANGE ||
2268 smashed == EL_DX_SUPABOMB ||
2269 smashed == EL_SATELLITE ||
2270 smashed == EL_PIG ||
2271 smashed == EL_DRAGON ||
2277 else if (!IS_MOVING(x, y + 1))
2279 if (smashed == EL_LAMP ||
2280 smashed == EL_LAMP_ACTIVE)
2285 else if (smashed == EL_NUT)
2287 Feld[x][y+1] = EL_NUT_BREAKING;
2288 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2289 RaiseScoreElement(EL_NUT);
2292 else if (smashed == EL_PEARL)
2294 Feld[x][y+1] = EL_PEARL_BREAKING;
2295 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2298 else if (smashed == EL_DIAMOND)
2300 Feld[x][y+1] = EL_EMPTY;
2301 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2304 else if (IS_BELT_SWITCH(smashed))
2306 ToggleBeltSwitch(x, y+1);
2308 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2309 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2311 ToggleSwitchgateSwitch(x, y+1);
2313 else if (smashed == EL_LIGHT_SWITCH ||
2314 smashed == EL_LIGHT_SWITCH_ACTIVE)
2316 ToggleLightSwitch(x, y+1);
2322 /* play sound of magic wall / mill */
2324 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2325 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2327 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2328 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2329 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2330 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2335 /* play sound of object that hits the ground */
2336 if (lastline || object_hit)
2337 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2340 void TurnRound(int x, int y)
2352 { 0, 0 }, { 0, 0 }, { 0, 0 },
2357 int left, right, back;
2361 { MV_DOWN, MV_UP, MV_RIGHT },
2362 { MV_UP, MV_DOWN, MV_LEFT },
2364 { MV_LEFT, MV_RIGHT, MV_DOWN },
2365 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2366 { MV_RIGHT, MV_LEFT, MV_UP }
2369 int element = Feld[x][y];
2370 int old_move_dir = MovDir[x][y];
2371 int left_dir = turn[old_move_dir].left;
2372 int right_dir = turn[old_move_dir].right;
2373 int back_dir = turn[old_move_dir].back;
2375 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2376 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2377 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2378 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2380 int left_x = x + left_dx, left_y = y + left_dy;
2381 int right_x = x + right_dx, right_y = y + right_dy;
2382 int move_x = x + move_dx, move_y = y + move_dy;
2384 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2386 TestIfBadThingTouchesOtherBadThing(x, y);
2388 if (IN_LEV_FIELD(right_x, right_y) &&
2389 IS_FREE(right_x, right_y))
2390 MovDir[x][y] = right_dir;
2391 else if (!IN_LEV_FIELD(move_x, move_y) ||
2392 !IS_FREE(move_x, move_y))
2393 MovDir[x][y] = left_dir;
2395 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2397 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2400 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2401 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2403 TestIfBadThingTouchesOtherBadThing(x, y);
2405 if (IN_LEV_FIELD(left_x, left_y) &&
2406 IS_FREE(left_x, left_y))
2407 MovDir[x][y] = left_dir;
2408 else if (!IN_LEV_FIELD(move_x, move_y) ||
2409 !IS_FREE(move_x, move_y))
2410 MovDir[x][y] = right_dir;
2412 if ((element == EL_SPACESHIP ||
2413 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2414 && MovDir[x][y] != old_move_dir)
2416 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2419 else if (element == EL_YAMYAM)
2421 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2423 if (IN_LEV_FIELD(left_x, left_y) &&
2424 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2425 Feld[left_x][left_y] == EL_DIAMOND))
2426 can_turn_left = TRUE;
2427 if (IN_LEV_FIELD(right_x, right_y) &&
2428 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2429 Feld[right_x][right_y] == EL_DIAMOND))
2430 can_turn_right = TRUE;
2432 if (can_turn_left && can_turn_right)
2433 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2434 else if (can_turn_left)
2435 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2436 else if (can_turn_right)
2437 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2439 MovDir[x][y] = back_dir;
2441 MovDelay[x][y] = 16+16*RND(3);
2443 else if (element == EL_DARK_YAMYAM)
2445 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2447 if (IN_LEV_FIELD(left_x, left_y) &&
2448 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2449 IS_MAMPF2(Feld[left_x][left_y])))
2450 can_turn_left = TRUE;
2451 if (IN_LEV_FIELD(right_x, right_y) &&
2452 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2453 IS_MAMPF2(Feld[right_x][right_y])))
2454 can_turn_right = TRUE;
2456 if (can_turn_left && can_turn_right)
2457 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2458 else if (can_turn_left)
2459 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2460 else if (can_turn_right)
2461 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2463 MovDir[x][y] = back_dir;
2465 MovDelay[x][y] = 16+16*RND(3);
2467 else if (element == EL_PACMAN)
2469 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2471 if (IN_LEV_FIELD(left_x, left_y) &&
2472 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2473 IS_AMOEBOID(Feld[left_x][left_y])))
2474 can_turn_left = TRUE;
2475 if (IN_LEV_FIELD(right_x, right_y) &&
2476 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2477 IS_AMOEBOID(Feld[right_x][right_y])))
2478 can_turn_right = TRUE;
2480 if (can_turn_left && can_turn_right)
2481 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2482 else if (can_turn_left)
2483 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2484 else if (can_turn_right)
2485 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2487 MovDir[x][y] = back_dir;
2489 MovDelay[x][y] = 6+RND(40);
2491 else if (element == EL_PIG)
2493 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2494 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2495 boolean should_move_on = FALSE;
2497 int rnd = RND(rnd_value);
2499 if (IN_LEV_FIELD(left_x, left_y) &&
2500 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2501 can_turn_left = TRUE;
2502 if (IN_LEV_FIELD(right_x, right_y) &&
2503 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2504 can_turn_right = TRUE;
2505 if (IN_LEV_FIELD(move_x, move_y) &&
2506 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2509 if (can_turn_left &&
2511 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2512 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2513 should_turn_left = TRUE;
2514 if (can_turn_right &&
2516 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2517 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2518 should_turn_right = TRUE;
2520 (!can_turn_left || !can_turn_right ||
2521 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2522 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2523 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2524 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2525 should_move_on = TRUE;
2527 if (should_turn_left || should_turn_right || should_move_on)
2529 if (should_turn_left && should_turn_right && should_move_on)
2530 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2531 rnd < 2*rnd_value/3 ? right_dir :
2533 else if (should_turn_left && should_turn_right)
2534 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2535 else if (should_turn_left && should_move_on)
2536 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2537 else if (should_turn_right && should_move_on)
2538 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2539 else if (should_turn_left)
2540 MovDir[x][y] = left_dir;
2541 else if (should_turn_right)
2542 MovDir[x][y] = right_dir;
2543 else if (should_move_on)
2544 MovDir[x][y] = old_move_dir;
2546 else if (can_move_on && rnd > rnd_value/8)
2547 MovDir[x][y] = old_move_dir;
2548 else if (can_turn_left && can_turn_right)
2549 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2550 else if (can_turn_left && rnd > rnd_value/8)
2551 MovDir[x][y] = left_dir;
2552 else if (can_turn_right && rnd > rnd_value/8)
2553 MovDir[x][y] = right_dir;
2555 MovDir[x][y] = back_dir;
2557 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2558 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2559 MovDir[x][y] = old_move_dir;
2563 else if (element == EL_DRAGON)
2565 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2567 int rnd = RND(rnd_value);
2569 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2570 can_turn_left = TRUE;
2571 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2572 can_turn_right = TRUE;
2573 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2576 if (can_move_on && rnd > rnd_value/8)
2577 MovDir[x][y] = old_move_dir;
2578 else if (can_turn_left && can_turn_right)
2579 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2580 else if (can_turn_left && rnd > rnd_value/8)
2581 MovDir[x][y] = left_dir;
2582 else if (can_turn_right && rnd > rnd_value/8)
2583 MovDir[x][y] = right_dir;
2585 MovDir[x][y] = back_dir;
2587 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2588 MovDir[x][y] = old_move_dir;
2592 else if (element == EL_MOLE)
2594 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2596 if (IN_LEV_FIELD(move_x, move_y) &&
2597 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2598 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2603 if (IN_LEV_FIELD(left_x, left_y) &&
2604 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2605 can_turn_left = TRUE;
2606 if (IN_LEV_FIELD(right_x, right_y) &&
2607 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2608 can_turn_right = TRUE;
2610 if (can_turn_left && can_turn_right)
2611 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2612 else if (can_turn_left)
2613 MovDir[x][y] = left_dir;
2615 MovDir[x][y] = right_dir;
2618 if (MovDir[x][y] != old_move_dir)
2621 else if (element == EL_BALLOON)
2623 MovDir[x][y] = game.balloon_dir;
2626 else if (element == EL_SPRING)
2628 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2629 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2630 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2631 MovDir[x][y] = MV_NO_MOVING;
2635 else if (element == EL_ROBOT ||
2636 element == EL_SATELLITE ||
2637 element == EL_PENGUIN)
2639 int attr_x = -1, attr_y = -1;
2650 for (i=0; i<MAX_PLAYERS; i++)
2652 struct PlayerInfo *player = &stored_player[i];
2653 int jx = player->jx, jy = player->jy;
2655 if (!player->active)
2658 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2666 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2672 if (element == EL_PENGUIN)
2675 static int xy[4][2] =
2685 int ex = x + xy[i%4][0];
2686 int ey = y + xy[i%4][1];
2688 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2697 MovDir[x][y] = MV_NO_MOVING;
2699 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2701 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2703 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2705 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2707 if (element == EL_ROBOT)
2711 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2712 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2713 Moving2Blocked(x, y, &newx, &newy);
2715 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2716 MovDelay[x][y] = 8+8*!RND(3);
2718 MovDelay[x][y] = 16;
2726 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2728 boolean first_horiz = RND(2);
2729 int new_move_dir = MovDir[x][y];
2732 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2733 Moving2Blocked(x, y, &newx, &newy);
2735 if (IN_LEV_FIELD(newx, newy) &&
2736 (IS_FREE(newx, newy) ||
2737 Feld[newx][newy] == EL_ACID ||
2738 (element == EL_PENGUIN &&
2739 (Feld[newx][newy] == EL_EXIT_OPEN ||
2740 IS_MAMPF3(Feld[newx][newy])))))
2744 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2745 Moving2Blocked(x, y, &newx, &newy);
2747 if (IN_LEV_FIELD(newx, newy) &&
2748 (IS_FREE(newx, newy) ||
2749 Feld[newx][newy] == EL_ACID ||
2750 (element == EL_PENGUIN &&
2751 (Feld[newx][newy] == EL_EXIT_OPEN ||
2752 IS_MAMPF3(Feld[newx][newy])))))
2755 MovDir[x][y] = old_move_dir;
2762 static boolean JustBeingPushed(int x, int y)
2766 for (i=0; i<MAX_PLAYERS; i++)
2768 struct PlayerInfo *player = &stored_player[i];
2770 if (player->active && player->Pushing && player->MovPos)
2772 int next_jx = player->jx + (player->jx - player->last_jx);
2773 int next_jy = player->jy + (player->jy - player->last_jy);
2775 if (x == next_jx && y == next_jy)
2783 void StartMoving(int x, int y)
2785 static boolean use_spring_bug = TRUE;
2786 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2787 int element = Feld[x][y];
2792 GfxAction[x][y] = ACTION_DEFAULT;
2794 if (CAN_FALL(element) && y < lev_fieldy - 1)
2796 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2797 if (JustBeingPushed(x, y))
2800 if (element == EL_QUICKSAND_FULL)
2802 if (IS_FREE(x, y+1))
2804 InitMovingField(x, y, MV_DOWN);
2805 started_moving = TRUE;
2807 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2808 Store[x][y] = EL_ROCK;
2810 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2812 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2815 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2817 if (!MovDelay[x][y])
2818 MovDelay[x][y] = TILEY + 1;
2827 Feld[x][y] = EL_QUICKSAND_EMPTY;
2828 Feld[x][y+1] = EL_QUICKSAND_FULL;
2829 Store[x][y+1] = Store[x][y];
2832 PlaySoundLevelAction(x, y, ACTION_FILLING);
2834 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2838 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2839 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2841 InitMovingField(x, y, MV_DOWN);
2842 started_moving = TRUE;
2844 Feld[x][y] = EL_QUICKSAND_FILLING;
2845 Store[x][y] = element;
2847 PlaySoundLevelAction(x, y, ACTION_FILLING);
2849 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2852 else if (element == EL_MAGIC_WALL_FULL)
2854 if (IS_FREE(x, y+1))
2856 InitMovingField(x, y, MV_DOWN);
2857 started_moving = TRUE;
2859 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2860 Store[x][y] = EL_CHANGED(Store[x][y]);
2862 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2864 if (!MovDelay[x][y])
2865 MovDelay[x][y] = TILEY/4 + 1;
2874 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2875 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2876 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2880 else if (element == EL_BD_MAGIC_WALL_FULL)
2882 if (IS_FREE(x, y+1))
2884 InitMovingField(x, y, MV_DOWN);
2885 started_moving = TRUE;
2887 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2888 Store[x][y] = EL_CHANGED2(Store[x][y]);
2890 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2892 if (!MovDelay[x][y])
2893 MovDelay[x][y] = TILEY/4 + 1;
2902 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2903 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2904 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2908 else if (CAN_CHANGE(element) &&
2909 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2910 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2912 InitMovingField(x, y, MV_DOWN);
2913 started_moving = TRUE;
2916 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2917 EL_BD_MAGIC_WALL_FILLING);
2918 Store[x][y] = element;
2921 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2923 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2928 InitMovingField(x, y, MV_DOWN);
2929 started_moving = TRUE;
2931 Store[x][y] = EL_ACID;
2933 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2934 GfxAction[x][y+1] = ACTION_ACTIVE;
2937 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2942 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2944 if (MovDir[x][y] == MV_NO_MOVING)
2946 InitMovingField(x, y, MV_DOWN);
2947 started_moving = TRUE;
2950 else if (IS_FREE(x, y+1))
2952 if (JustStopped[x][y]) /* prevent animation from being restarted */
2953 MovDir[x][y] = MV_DOWN;
2955 InitMovingField(x, y, MV_DOWN);
2956 started_moving = TRUE;
2958 else if (element == EL_AMOEBA_DROP)
2960 Feld[x][y] = EL_AMOEBA_GROWING;
2961 Store[x][y] = EL_AMOEBA_WET;
2963 /* Store[x][y+1] must be zero, because:
2964 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2967 #if OLD_GAME_BEHAVIOUR
2968 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2970 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2971 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2972 element != EL_DX_SUPABOMB)
2975 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2976 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2977 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2978 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2981 boolean left = (x>0 && IS_FREE(x-1, y) &&
2982 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2983 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2984 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2988 if (left && right &&
2989 (game.emulation != EMU_BOULDERDASH &&
2990 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2991 left = !(right = RND(2));
2993 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2994 started_moving = TRUE;
2997 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2999 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3000 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3001 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3002 int belt_dir = game.belt_dir[belt_nr];
3004 if ((belt_dir == MV_LEFT && left_is_free) ||
3005 (belt_dir == MV_RIGHT && right_is_free))
3007 InitMovingField(x, y, belt_dir);
3008 started_moving = TRUE;
3010 GfxAction[x][y] = ACTION_DEFAULT;
3015 /* not "else if" because of EL_SPRING */
3016 if (CAN_MOVE(element) && !started_moving)
3020 if ((element == EL_SATELLITE ||
3021 element == EL_BALLOON ||
3022 element == EL_SPRING)
3023 && JustBeingPushed(x, y))
3028 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3029 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3031 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3033 Moving2Blocked(x, y, &newx, &newy);
3034 if (Feld[newx][newy] == EL_BLOCKED)
3035 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3040 if (!MovDelay[x][y]) /* start new movement phase */
3042 /* all objects that can change their move direction after each step */
3043 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3045 if (element != EL_YAMYAM &&
3046 element != EL_DARK_YAMYAM &&
3047 element != EL_PACMAN)
3051 if (MovDelay[x][y] && (element == EL_BUG ||
3052 element == EL_SPACESHIP ||
3053 element == EL_SP_SNIKSNAK ||
3054 element == EL_SP_ELECTRON ||
3055 element == EL_MOLE))
3056 DrawLevelField(x, y);
3060 if (MovDelay[x][y]) /* wait some time before next movement */
3064 if (element == EL_ROBOT ||
3065 element == EL_YAMYAM ||
3066 element == EL_DARK_YAMYAM)
3068 DrawLevelElementAnimationIfNeeded(x, y, element);
3069 PlaySoundLevelAction(x, y, ACTION_WAITING);
3071 else if (element == EL_SP_ELECTRON)
3072 DrawLevelElementAnimationIfNeeded(x, y, element);
3073 else if (element == EL_DRAGON)
3076 int dir = MovDir[x][y];
3077 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3078 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3079 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3080 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3081 dir == MV_UP ? IMG_FLAMES_1_UP :
3082 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3083 int frame = getGraphicAnimationFrame(graphic, -1);
3085 for (i=1; i<=3; i++)
3087 int xx = x + i*dx, yy = y + i*dy;
3088 int sx = SCREENX(xx), sy = SCREENY(yy);
3089 int flame_graphic = graphic + (i - 1);
3091 if (!IN_LEV_FIELD(xx, yy) ||
3092 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3097 int flamed = MovingOrBlocked2Element(xx, yy);
3099 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3102 RemoveMovingField(xx, yy);
3104 Feld[xx][yy] = EL_FLAMES;
3105 if (IN_SCR_FIELD(sx, sy))
3106 DrawGraphic(sx, sy, flame_graphic, frame);
3110 if (Feld[xx][yy] == EL_FLAMES)
3111 Feld[xx][yy] = EL_EMPTY;
3112 DrawLevelField(xx, yy);
3117 if (MovDelay[x][y]) /* element still has to wait some time */
3119 PlaySoundLevelAction(x, y, ACTION_WAITING);
3125 /* now make next step */
3127 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3129 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3130 !PLAYER_PROTECTED(newx, newy))
3134 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3137 /* enemy got the player */
3139 KillHero(PLAYERINFO(newx, newy));
3144 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3145 element == EL_SATELLITE || element == EL_BALLOON) &&
3146 IN_LEV_FIELD(newx, newy) &&
3147 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3150 Store[x][y] = EL_ACID;
3152 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3154 if (Feld[newx][newy] == EL_EXIT_OPEN)
3156 Feld[x][y] = EL_EMPTY;
3157 DrawLevelField(x, y);
3159 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3160 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3161 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3163 local_player->friends_still_needed--;
3164 if (!local_player->friends_still_needed &&
3165 !local_player->GameOver && AllPlayersGone)
3166 local_player->LevelSolved = local_player->GameOver = TRUE;
3170 else if (IS_MAMPF3(Feld[newx][newy]))
3172 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3173 DrawLevelField(newx, newy);
3175 MovDir[x][y] = MV_NO_MOVING;
3177 else if (!IS_FREE(newx, newy))
3179 if (IS_PLAYER(x, y))
3180 DrawPlayerField(x, y);
3182 DrawLevelField(x, y);
3186 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3188 if (IS_GEM(Feld[newx][newy]))
3190 if (IS_MOVING(newx, newy))
3191 RemoveMovingField(newx, newy);
3194 Feld[newx][newy] = EL_EMPTY;
3195 DrawLevelField(newx, newy);
3198 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3200 else if (!IS_FREE(newx, newy))
3202 if (IS_PLAYER(x, y))
3203 DrawPlayerField(x, y);
3205 DrawLevelField(x, y);
3209 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3211 if (!IS_FREE(newx, newy))
3213 if (IS_PLAYER(x, y))
3214 DrawPlayerField(x, y);
3216 DrawLevelField(x, y);
3221 boolean wanna_flame = !RND(10);
3222 int dx = newx - x, dy = newy - y;
3223 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3224 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3225 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3226 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3227 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3228 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3230 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3231 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3232 element1 != EL_FLAMES && element2 != EL_FLAMES)
3234 if (IS_PLAYER(x, y))
3235 DrawPlayerField(x, y);
3237 DrawLevelField(x, y);
3239 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3241 MovDelay[x][y] = 50;
3242 Feld[newx][newy] = EL_FLAMES;
3243 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3244 Feld[newx1][newy1] = EL_FLAMES;
3245 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3246 Feld[newx2][newy2] = EL_FLAMES;
3251 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3252 Feld[newx][newy] == EL_DIAMOND)
3254 if (IS_MOVING(newx, newy))
3255 RemoveMovingField(newx, newy);
3258 Feld[newx][newy] = EL_EMPTY;
3259 DrawLevelField(newx, newy);
3262 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3264 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3265 IS_MAMPF2(Feld[newx][newy]))
3267 if (AmoebaNr[newx][newy])
3269 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3270 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3271 Feld[newx][newy] == EL_BD_AMOEBA)
3272 AmoebaCnt[AmoebaNr[newx][newy]]--;
3275 if (IS_MOVING(newx, newy))
3276 RemoveMovingField(newx, newy);
3279 Feld[newx][newy] = EL_EMPTY;
3280 DrawLevelField(newx, newy);
3283 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3285 else if ((element == EL_PACMAN || element == EL_MOLE)
3286 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3288 if (AmoebaNr[newx][newy])
3290 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3291 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3292 Feld[newx][newy] == EL_BD_AMOEBA)
3293 AmoebaCnt[AmoebaNr[newx][newy]]--;
3296 if (element == EL_MOLE)
3298 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3299 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3300 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3301 return; /* wait for shrinking amoeba */
3303 else /* element == EL_PACMAN */
3305 Feld[newx][newy] = EL_EMPTY;
3306 DrawLevelField(newx, newy);
3307 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3310 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3311 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3312 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3314 /* wait for shrinking amoeba to completely disappear */
3317 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3319 /* object was running against a wall */
3323 if (element == EL_BUG || element == EL_SPACESHIP ||
3324 element == EL_SP_SNIKSNAK)
3325 DrawLevelField(x, y);
3326 else if (element == EL_BUG || element == EL_SPACESHIP ||
3327 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3328 DrawLevelField(x, y);
3329 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3330 DrawLevelElementAnimationIfNeeded(x, y, element);
3331 else if (element == EL_SATELLITE)
3332 DrawLevelElementAnimationIfNeeded(x, y, element);
3333 else if (element == EL_SP_ELECTRON)
3334 DrawLevelElementAnimationIfNeeded(x, y, element);
3336 if (DONT_TOUCH(element))
3337 TestIfBadThingTouchesHero(x, y);
3339 PlaySoundLevelAction(x, y, ACTION_WAITING);
3344 InitMovingField(x, y, MovDir[x][y]);
3346 PlaySoundLevelAction(x, y, ACTION_MOVING);
3350 ContinueMoving(x, y);
3353 void ContinueMoving(int x, int y)
3355 int element = Feld[x][y];
3356 int direction = MovDir[x][y];
3357 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3358 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3359 int horiz_move = (dx != 0);
3360 int newx = x + dx, newy = y + dy;
3361 int step = (horiz_move ? dx : dy) * TILEX / 8;
3363 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3365 else if (element == EL_QUICKSAND_FILLING ||
3366 element == EL_QUICKSAND_EMPTYING)
3368 else if (element == EL_MAGIC_WALL_FILLING ||
3369 element == EL_BD_MAGIC_WALL_FILLING ||
3370 element == EL_MAGIC_WALL_EMPTYING ||
3371 element == EL_BD_MAGIC_WALL_EMPTYING)
3373 else if (CAN_FALL(element) && horiz_move &&
3374 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3376 else if (element == EL_SPRING && horiz_move)
3379 #if OLD_GAME_BEHAVIOUR
3380 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3384 MovPos[x][y] += step;
3386 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3388 Feld[x][y] = EL_EMPTY;
3389 Feld[newx][newy] = element;
3391 if (element == EL_MOLE)
3394 static int xy[4][2] =
3402 Feld[x][y] = EL_SAND;
3403 DrawLevelField(x, y);
3412 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3413 DrawLevelField(xx, yy); /* for "crumbled sand" */
3417 if (element == EL_QUICKSAND_FILLING)
3419 element = Feld[newx][newy] = get_next_element(element);
3420 Store[newx][newy] = Store[x][y];
3422 else if (element == EL_QUICKSAND_EMPTYING)
3424 Feld[x][y] = get_next_element(element);
3425 element = Feld[newx][newy] = Store[x][y];
3427 else if (element == EL_MAGIC_WALL_FILLING)
3429 element = Feld[newx][newy] = get_next_element(element);
3430 if (!game.magic_wall_active)
3431 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3432 Store[newx][newy] = Store[x][y];
3434 else if (element == EL_MAGIC_WALL_EMPTYING)
3436 Feld[x][y] = get_next_element(element);
3437 if (!game.magic_wall_active)
3438 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3439 element = Feld[newx][newy] = Store[x][y];
3441 else if (element == EL_BD_MAGIC_WALL_FILLING)
3443 element = Feld[newx][newy] = get_next_element(element);
3444 if (!game.magic_wall_active)
3445 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3446 Store[newx][newy] = Store[x][y];
3448 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3450 Feld[x][y] = get_next_element(element);
3451 if (!game.magic_wall_active)
3452 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3453 element = Feld[newx][newy] = Store[x][y];
3455 else if (element == EL_AMOEBA_DROPPING)
3457 Feld[x][y] = get_next_element(element);
3458 element = Feld[newx][newy] = Store[x][y];
3460 else if (Store[x][y] == EL_ACID)
3462 element = Feld[newx][newy] = EL_ACID;
3466 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3467 MovDelay[newx][newy] = 0;
3469 /* copy animation control values to new field */
3470 GfxFrame[newx][newy] = GfxFrame[x][y];
3471 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3472 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3474 ResetGfxAnimation(x, y); /* reset animation values for old field */
3478 if (!CAN_MOVE(element))
3479 MovDir[newx][newy] = 0;
3482 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3483 MovDir[newx][newy] = 0;
3486 if (!CAN_MOVE(element) ||
3487 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3488 MovDir[newx][newy] = 0;
3492 DrawLevelField(x, y);
3493 DrawLevelField(newx, newy);
3495 Stop[newx][newy] = TRUE;
3496 JustStopped[newx][newy] = 3;
3498 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3500 TestIfBadThingTouchesHero(newx, newy);
3501 TestIfBadThingTouchesFriend(newx, newy);
3502 TestIfBadThingTouchesOtherBadThing(newx, newy);
3504 else if (element == EL_PENGUIN)
3505 TestIfFriendTouchesBadThing(newx, newy);
3507 if (CAN_SMASH(element) && direction == MV_DOWN &&
3508 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3511 else /* still moving on */
3513 DrawLevelField(x, y);
3517 int AmoebeNachbarNr(int ax, int ay)
3520 int element = Feld[ax][ay];
3522 static int xy[4][2] =
3532 int x = ax + xy[i][0];
3533 int y = ay + xy[i][1];
3535 if (!IN_LEV_FIELD(x, y))
3538 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3539 group_nr = AmoebaNr[x][y];
3545 void AmoebenVereinigen(int ax, int ay)
3547 int i, x, y, xx, yy;
3548 int new_group_nr = AmoebaNr[ax][ay];
3549 static int xy[4][2] =
3557 if (new_group_nr == 0)
3565 if (!IN_LEV_FIELD(x, y))
3568 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3569 Feld[x][y] == EL_BD_AMOEBA ||
3570 Feld[x][y] == EL_AMOEBA_DEAD) &&
3571 AmoebaNr[x][y] != new_group_nr)
3573 int old_group_nr = AmoebaNr[x][y];
3575 if (old_group_nr == 0)
3578 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3579 AmoebaCnt[old_group_nr] = 0;
3580 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3581 AmoebaCnt2[old_group_nr] = 0;
3583 for (yy=0; yy<lev_fieldy; yy++)
3585 for (xx=0; xx<lev_fieldx; xx++)
3587 if (AmoebaNr[xx][yy] == old_group_nr)
3588 AmoebaNr[xx][yy] = new_group_nr;
3595 void AmoebeUmwandeln(int ax, int ay)
3599 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3601 int group_nr = AmoebaNr[ax][ay];
3606 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3607 printf("AmoebeUmwandeln(): This should never happen!\n");
3612 for (y=0; y<lev_fieldy; y++)
3614 for (x=0; x<lev_fieldx; x++)
3616 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3619 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3623 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3624 SND_AMOEBA_TURNING_TO_GEM :
3625 SND_AMOEBA_TURNING_TO_ROCK));
3630 static int xy[4][2] =
3643 if (!IN_LEV_FIELD(x, y))
3646 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3648 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3649 SND_AMOEBA_TURNING_TO_GEM :
3650 SND_AMOEBA_TURNING_TO_ROCK));
3657 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3660 int group_nr = AmoebaNr[ax][ay];
3661 boolean done = FALSE;
3666 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3667 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3672 for (y=0; y<lev_fieldy; y++)
3674 for (x=0; x<lev_fieldx; x++)
3676 if (AmoebaNr[x][y] == group_nr &&
3677 (Feld[x][y] == EL_AMOEBA_DEAD ||
3678 Feld[x][y] == EL_BD_AMOEBA ||
3679 Feld[x][y] == EL_AMOEBA_GROWING))
3682 Feld[x][y] = new_element;
3683 InitField(x, y, FALSE);
3684 DrawLevelField(x, y);
3691 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3692 SND_BD_AMOEBA_TURNING_TO_ROCK :
3693 SND_BD_AMOEBA_TURNING_TO_GEM));
3696 void AmoebeWaechst(int x, int y)
3698 static unsigned long sound_delay = 0;
3699 static unsigned long sound_delay_value = 0;
3701 if (!MovDelay[x][y]) /* start new growing cycle */
3705 if (DelayReached(&sound_delay, sound_delay_value))
3708 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3710 if (Store[x][y] == EL_BD_AMOEBA)
3711 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3713 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3715 sound_delay_value = 30;
3719 if (MovDelay[x][y]) /* wait some time before growing bigger */
3722 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3724 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3725 6 - MovDelay[x][y]);
3727 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3730 if (!MovDelay[x][y])
3732 Feld[x][y] = Store[x][y];
3734 DrawLevelField(x, y);
3739 void AmoebaDisappearing(int x, int y)
3741 static unsigned long sound_delay = 0;
3742 static unsigned long sound_delay_value = 0;
3744 if (!MovDelay[x][y]) /* start new shrinking cycle */
3748 if (DelayReached(&sound_delay, sound_delay_value))
3749 sound_delay_value = 30;
3752 if (MovDelay[x][y]) /* wait some time before shrinking */
3755 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3757 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3758 6 - MovDelay[x][y]);
3760 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3763 if (!MovDelay[x][y])
3765 Feld[x][y] = EL_EMPTY;
3766 DrawLevelField(x, y);
3768 /* don't let mole enter this field in this cycle;
3769 (give priority to objects falling to this field from above) */
3775 void AmoebeAbleger(int ax, int ay)
3778 int element = Feld[ax][ay];
3779 int graphic = el2img(element);
3780 int newax = ax, neway = ay;
3781 static int xy[4][2] =
3789 if (!level.amoeba_speed)
3791 Feld[ax][ay] = EL_AMOEBA_DEAD;
3792 DrawLevelField(ax, ay);
3796 if (IS_ANIMATED(graphic))
3797 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3799 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3800 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3802 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3805 if (MovDelay[ax][ay])
3809 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3812 int x = ax + xy[start][0];
3813 int y = ay + xy[start][1];
3815 if (!IN_LEV_FIELD(x, y))
3818 if (IS_FREE(x, y) ||
3819 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3825 if (newax == ax && neway == ay)
3828 else /* normal or "filled" (BD style) amoeba */
3831 boolean waiting_for_player = FALSE;
3835 int j = (start + i) % 4;
3836 int x = ax + xy[j][0];
3837 int y = ay + xy[j][1];
3839 if (!IN_LEV_FIELD(x, y))
3842 if (IS_FREE(x, y) ||
3843 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3849 else if (IS_PLAYER(x, y))
3850 waiting_for_player = TRUE;
3853 if (newax == ax && neway == ay) /* amoeba cannot grow */
3855 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3857 Feld[ax][ay] = EL_AMOEBA_DEAD;
3858 DrawLevelField(ax, ay);
3859 AmoebaCnt[AmoebaNr[ax][ay]]--;
3861 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3863 if (element == EL_AMOEBA_FULL)
3864 AmoebeUmwandeln(ax, ay);
3865 else if (element == EL_BD_AMOEBA)
3866 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3871 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3873 /* amoeba gets larger by growing in some direction */
3875 int new_group_nr = AmoebaNr[ax][ay];
3878 if (new_group_nr == 0)
3880 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3881 printf("AmoebeAbleger(): This should never happen!\n");
3886 AmoebaNr[newax][neway] = new_group_nr;
3887 AmoebaCnt[new_group_nr]++;
3888 AmoebaCnt2[new_group_nr]++;
3890 /* if amoeba touches other amoeba(s) after growing, unify them */
3891 AmoebenVereinigen(newax, neway);
3893 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3895 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3901 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3902 (neway == lev_fieldy - 1 && newax != ax))
3904 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3905 Store[newax][neway] = element;
3907 else if (neway == ay)
3909 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3911 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3913 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3918 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3919 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3920 Store[ax][ay] = EL_AMOEBA_DROP;
3921 ContinueMoving(ax, ay);
3925 DrawLevelField(newax, neway);
3928 void Life(int ax, int ay)
3931 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3933 int element = Feld[ax][ay];
3934 int graphic = el2img(element);
3935 boolean changed = FALSE;
3937 if (IS_ANIMATED(graphic))
3938 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3943 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3944 MovDelay[ax][ay] = life_time;
3946 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3949 if (MovDelay[ax][ay])
3953 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3955 int xx = ax+x1, yy = ay+y1;
3958 if (!IN_LEV_FIELD(xx, yy))
3961 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3963 int x = xx+x2, y = yy+y2;
3965 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3968 if (((Feld[x][y] == element ||
3969 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
3971 (IS_FREE(x, y) && Stop[x][y]))
3975 if (xx == ax && yy == ay) /* field in the middle */
3977 if (nachbarn < life[0] || nachbarn > life[1])
3979 Feld[xx][yy] = EL_EMPTY;
3981 DrawLevelField(xx, yy);
3982 Stop[xx][yy] = TRUE;
3986 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3987 { /* free border field */
3988 if (nachbarn >= life[2] && nachbarn <= life[3])
3990 Feld[xx][yy] = element;
3991 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
3993 DrawLevelField(xx, yy);
3994 Stop[xx][yy] = TRUE;
4001 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4002 SND_GAME_OF_LIFE_GROWING);
4005 static void InitRobotWheel(int x, int y)
4007 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4010 static void RunRobotWheel(int x, int y)
4012 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4015 static void StopRobotWheel(int x, int y)
4017 if (ZX == x && ZY == y)
4021 static void InitTimegateWheel(int x, int y)
4023 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4026 static void RunTimegateWheel(int x, int y)
4028 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4031 void CheckExit(int x, int y)
4033 if (local_player->gems_still_needed > 0 ||
4034 local_player->sokobanfields_still_needed > 0 ||
4035 local_player->lights_still_needed > 0)
4037 int element = Feld[x][y];
4038 int graphic = el2img(element);
4040 if (IS_ANIMATED(graphic))
4041 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4046 Feld[x][y] = EL_EXIT_OPENING;
4048 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4051 void CheckExitSP(int x, int y)
4053 if (local_player->gems_still_needed > 0)
4055 int element = Feld[x][y];
4056 int graphic = el2img(element);
4058 if (IS_ANIMATED(graphic))
4059 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4064 Feld[x][y] = EL_SP_EXIT_OPEN;
4066 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4069 static void CloseAllOpenTimegates()
4073 for (y=0; y<lev_fieldy; y++)
4075 for (x=0; x<lev_fieldx; x++)
4077 int element = Feld[x][y];
4079 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4081 Feld[x][y] = EL_TIMEGATE_CLOSING;
4083 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4085 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4092 void EdelsteinFunkeln(int x, int y)
4094 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4097 if (Feld[x][y] == EL_BD_DIAMOND)
4100 if (MovDelay[x][y] == 0) /* next animation frame */
4101 MovDelay[x][y] = 11 * !SimpleRND(500);
4103 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4107 if (setup.direct_draw && MovDelay[x][y])
4108 SetDrawtoField(DRAW_BUFFERED);
4110 DrawLevelElementAnimation(x, y, Feld[x][y]);
4112 if (MovDelay[x][y] != 0)
4114 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4115 10 - MovDelay[x][y]);
4117 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4119 if (setup.direct_draw)
4123 dest_x = FX + SCREENX(x) * TILEX;
4124 dest_y = FY + SCREENY(y) * TILEY;
4126 BlitBitmap(drawto_field, window,
4127 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4128 SetDrawtoField(DRAW_DIRECT);
4134 void MauerWaechst(int x, int y)
4138 if (!MovDelay[x][y]) /* next animation frame */
4139 MovDelay[x][y] = 3 * delay;
4141 if (MovDelay[x][y]) /* wait some time before next frame */
4145 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4147 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4148 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4150 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4153 if (!MovDelay[x][y])
4155 if (MovDir[x][y] == MV_LEFT)
4157 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4158 DrawLevelField(x - 1, y);
4160 else if (MovDir[x][y] == MV_RIGHT)
4162 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4163 DrawLevelField(x + 1, y);
4165 else if (MovDir[x][y] == MV_UP)
4167 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4168 DrawLevelField(x, y - 1);
4172 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4173 DrawLevelField(x, y + 1);
4176 Feld[x][y] = Store[x][y];
4178 MovDir[x][y] = MV_NO_MOVING;
4179 DrawLevelField(x, y);
4184 void MauerAbleger(int ax, int ay)
4186 int element = Feld[ax][ay];
4187 int graphic = el2img(element);
4188 boolean oben_frei = FALSE, unten_frei = FALSE;
4189 boolean links_frei = FALSE, rechts_frei = FALSE;
4190 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4191 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4192 boolean new_wall = FALSE;
4194 if (IS_ANIMATED(graphic))
4195 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
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_EXPANDABLE_WALL_VERTICAL ||
4217 element == EL_EXPANDABLE_WALL_ANY)
4221 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4222 Store[ax][ay-1] = element;
4223 MovDir[ax][ay-1] = MV_UP;
4224 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4225 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4226 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4231 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4232 Store[ax][ay+1] = element;
4233 MovDir[ax][ay+1] = MV_DOWN;
4234 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4235 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4236 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4241 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4242 element == EL_EXPANDABLE_WALL_ANY ||
4243 element == EL_EXPANDABLE_WALL)
4247 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4248 Store[ax-1][ay] = element;
4249 MovDir[ax-1][ay] = MV_LEFT;
4250 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4251 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4252 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4258 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4259 Store[ax+1][ay] = element;
4260 MovDir[ax+1][ay] = MV_RIGHT;
4261 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4262 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4263 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4268 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4269 DrawLevelField(ax, ay);
4271 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4273 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4274 unten_massiv = TRUE;
4275 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4276 links_massiv = TRUE;
4277 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4278 rechts_massiv = TRUE;
4280 if (((oben_massiv && unten_massiv) ||
4281 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4282 element == EL_EXPANDABLE_WALL) &&
4283 ((links_massiv && rechts_massiv) ||
4284 element == EL_EXPANDABLE_WALL_VERTICAL))
4285 Feld[ax][ay] = EL_WALL;
4289 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4291 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4295 void CheckForDragon(int x, int y)
4298 boolean dragon_found = FALSE;
4299 static int xy[4][2] =
4311 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4313 if (IN_LEV_FIELD(xx, yy) &&
4314 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4316 if (Feld[xx][yy] == EL_DRAGON)
4317 dragon_found = TRUE;
4330 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4332 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4334 Feld[xx][yy] = EL_EMPTY;
4335 DrawLevelField(xx, yy);
4344 static void InitBuggyBase(int x, int y)
4346 int element = Feld[x][y];
4347 int activating_delay = FRAMES_PER_SECOND / 4;
4350 (element == EL_SP_BUGGY_BASE ?
4351 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4352 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4354 element == EL_SP_BUGGY_BASE_ACTIVE ?
4355 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4358 static void WarnBuggyBase(int x, int y)
4361 static int xy[4][2] =
4371 int xx = x + xy[i][0], yy = y + xy[i][1];
4373 if (IS_PLAYER(xx, yy))
4375 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4382 static void InitTrap(int x, int y)
4384 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4387 static void ActivateTrap(int x, int y)
4389 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4392 static void ChangeActiveTrap(int x, int y)
4394 int graphic = IMG_TRAP_ACTIVE;
4396 /* if new animation frame was drawn, correct crumbled sand border */
4397 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4398 DrawLevelFieldCrumbledSand(x, y);
4401 static void ChangeElement(int x, int y)
4403 int element = Feld[x][y];
4405 if (MovDelay[x][y] == 0) /* initialize element change */
4407 MovDelay[x][y] = changing_element[element].change_delay + 1;
4409 ResetGfxAnimation(x, y);
4410 ResetRandomAnimationValue(x, y);
4412 if (changing_element[element].pre_change_function)
4413 changing_element[element].pre_change_function(x, y);
4418 if (MovDelay[x][y] != 0) /* continue element change */
4420 if (IS_ANIMATED(el2img(element)))
4421 DrawLevelElementAnimationIfNeeded(x, y, element);
4423 if (changing_element[element].change_function)
4424 changing_element[element].change_function(x, y);
4426 else /* finish element change */
4428 Feld[x][y] = changing_element[element].next_element;
4430 ResetGfxAnimation(x, y);
4431 ResetRandomAnimationValue(x, y);
4433 DrawLevelField(x, y);
4435 if (changing_element[element].post_change_function)
4436 changing_element[element].post_change_function(x, y);
4440 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4442 static byte stored_player_action[MAX_PLAYERS];
4443 static int num_stored_actions = 0;
4444 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4445 int left = player_action & JOY_LEFT;
4446 int right = player_action & JOY_RIGHT;
4447 int up = player_action & JOY_UP;
4448 int down = player_action & JOY_DOWN;
4449 int button1 = player_action & JOY_BUTTON_1;
4450 int button2 = player_action & JOY_BUTTON_2;
4451 int dx = (left ? -1 : right ? 1 : 0);
4452 int dy = (up ? -1 : down ? 1 : 0);
4454 stored_player_action[player->index_nr] = 0;
4455 num_stored_actions++;
4457 if (!player->active || tape.pausing)
4463 snapped = SnapField(player, dx, dy);
4467 bombed = PlaceBomb(player);
4468 moved = MoveFigure(player, dx, dy);
4471 if (tape.single_step && tape.recording && !tape.pausing)
4473 if (button1 || (bombed && !moved))
4475 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4476 SnapField(player, 0, 0); /* stop snapping */
4480 stored_player_action[player->index_nr] = player_action;
4484 /* no actions for this player (no input at player's configured device) */
4486 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4487 SnapField(player, 0, 0);
4488 CheckGravityMovement(player);
4490 if (player->MovPos == 0)
4493 printf("Trying... Player frame reset\n");
4496 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
4499 if (player->MovPos == 0) /* needed for tape.playing */
4500 player->is_moving = FALSE;
4503 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4505 TapeRecordAction(stored_player_action);
4506 num_stored_actions = 0;
4512 static unsigned long action_delay = 0;
4513 unsigned long action_delay_value;
4514 int magic_wall_x = 0, magic_wall_y = 0;
4515 int i, x, y, element, graphic;
4516 byte *recorded_player_action;
4517 byte summarized_player_action = 0;
4519 if (game_status != PLAYING)
4522 action_delay_value =
4523 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4525 if (tape.playing && tape.index_search && !tape.pausing)
4526 action_delay_value = 0;
4528 /* ---------- main game synchronization point ---------- */
4530 WaitUntilDelayReached(&action_delay, action_delay_value);
4532 if (network_playing && !network_player_action_received)
4536 printf("DEBUG: try to get network player actions in time\n");
4540 #if defined(PLATFORM_UNIX)
4541 /* last chance to get network player actions without main loop delay */
4545 if (game_status != PLAYING)
4548 if (!network_player_action_received)
4552 printf("DEBUG: failed to get network player actions in time\n");
4562 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4564 for (i=0; i<MAX_PLAYERS; i++)
4566 summarized_player_action |= stored_player[i].action;
4568 if (!network_playing)
4569 stored_player[i].effective_action = stored_player[i].action;
4572 #if defined(PLATFORM_UNIX)
4573 if (network_playing)
4574 SendToServer_MovePlayer(summarized_player_action);
4577 if (!options.network && !setup.team_mode)
4578 local_player->effective_action = summarized_player_action;
4580 for (i=0; i<MAX_PLAYERS; i++)
4582 int actual_player_action = stored_player[i].effective_action;
4584 if (stored_player[i].programmed_action)
4585 actual_player_action = stored_player[i].programmed_action;
4587 if (recorded_player_action)
4588 actual_player_action = recorded_player_action[i];
4590 PlayerActions(&stored_player[i], actual_player_action);
4591 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4594 network_player_action_received = FALSE;
4596 ScrollScreen(NULL, SCROLL_GO_ON);
4602 for (i=0; i<MAX_PLAYERS; i++)
4603 stored_player[i].Frame++;
4606 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4609 if (JustStopped[x][y] > 0)
4610 JustStopped[x][y]--;
4615 if (IS_BLOCKED(x, y))
4619 Blocked2Moving(x, y, &oldx, &oldy);
4620 if (!IS_MOVING(oldx, oldy))
4622 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4623 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4624 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4625 printf("GameActions(): This should never happen!\n");
4631 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4633 element = Feld[x][y];
4634 graphic = el2img(element);
4636 if (graphic_info[graphic].anim_global_sync)
4637 GfxFrame[x][y] = FrameCounter;
4639 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4640 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4641 ResetRandomAnimationValue(x, y);
4643 SetRandomAnimationValue(x, y);
4646 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4649 if (IS_INACTIVE(element))
4651 if (IS_ANIMATED(graphic))
4652 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4657 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4661 if (IS_ANIMATED(graphic) &&
4664 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4666 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4667 EdelsteinFunkeln(x, y);
4669 else if ((element == EL_ACID ||
4670 element == EL_EXIT_OPEN ||
4671 element == EL_SP_EXIT_OPEN ||
4672 element == EL_SP_TERMINAL ||
4673 element == EL_SP_TERMINAL_ACTIVE ||
4674 element == EL_EXTRA_TIME ||
4675 element == EL_SHIELD_NORMAL ||
4676 element == EL_SHIELD_DEADLY) &&
4677 IS_ANIMATED(graphic))
4678 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4679 else if (IS_MOVING(x, y))
4680 ContinueMoving(x, y);
4681 else if (IS_ACTIVE_BOMB(element))
4682 CheckDynamite(x, y);
4684 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4685 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4687 else if (element == EL_AMOEBA_GROWING)
4688 AmoebeWaechst(x, y);
4689 else if (element == EL_AMOEBA_SHRINKING)
4690 AmoebaDisappearing(x, y);
4692 #if !USE_NEW_AMOEBA_CODE
4693 else if (IS_AMOEBALIVE(element))
4694 AmoebeAbleger(x, y);
4697 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4699 else if (element == EL_EXIT_CLOSED)
4701 else if (element == EL_SP_EXIT_CLOSED)
4703 else if (element == EL_EXPANDABLE_WALL_GROWING)
4705 else if (element == EL_EXPANDABLE_WALL ||
4706 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4707 element == EL_EXPANDABLE_WALL_VERTICAL ||
4708 element == EL_EXPANDABLE_WALL_ANY)
4710 else if (element == EL_FLAMES)
4711 CheckForDragon(x, y);
4712 else if (IS_AUTO_CHANGING(element))
4713 ChangeElement(x, y);
4714 else if (element == EL_EXPLOSION)
4715 ; /* drawing of correct explosion animation is handled separately */
4716 else if (IS_ANIMATED(graphic))
4717 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4719 if (IS_BELT_ACTIVE(element))
4720 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4722 if (game.magic_wall_active)
4724 int jx = local_player->jx, jy = local_player->jy;
4726 /* play the element sound at the position nearest to the player */
4727 if ((element == EL_MAGIC_WALL_FULL ||
4728 element == EL_MAGIC_WALL_ACTIVE ||
4729 element == EL_MAGIC_WALL_EMPTYING ||
4730 element == EL_BD_MAGIC_WALL_FULL ||
4731 element == EL_BD_MAGIC_WALL_ACTIVE ||
4732 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4733 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4741 #if USE_NEW_AMOEBA_CODE
4742 /* new experimental amoeba growth stuff */
4744 if (!(FrameCounter % 8))
4747 static unsigned long random = 1684108901;
4749 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4752 x = (random >> 10) % lev_fieldx;
4753 y = (random >> 20) % lev_fieldy;
4755 x = RND(lev_fieldx);
4756 y = RND(lev_fieldy);
4758 element = Feld[x][y];
4760 if (!IS_PLAYER(x,y) &&
4761 (element == EL_EMPTY ||
4762 element == EL_SAND ||
4763 element == EL_QUICKSAND_EMPTY ||
4764 element == EL_ACID_SPLASH_LEFT ||
4765 element == EL_ACID_SPLASH_RIGHT))
4767 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4768 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4769 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4770 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4771 Feld[x][y] = EL_AMOEBA_DROP;
4774 random = random * 129 + 1;
4780 if (game.explosions_delayed)
4783 game.explosions_delayed = FALSE;
4785 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4787 element = Feld[x][y];
4789 if (ExplodeField[x][y])
4790 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4791 else if (element == EL_EXPLOSION)
4792 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4794 ExplodeField[x][y] = EX_NO_EXPLOSION;
4797 game.explosions_delayed = TRUE;
4800 if (game.magic_wall_active)
4802 if (!(game.magic_wall_time_left % 4))
4804 int element = Feld[magic_wall_x][magic_wall_y];
4806 if (element == EL_BD_MAGIC_WALL_FULL ||
4807 element == EL_BD_MAGIC_WALL_ACTIVE ||
4808 element == EL_BD_MAGIC_WALL_EMPTYING)
4809 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4811 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4814 if (game.magic_wall_time_left > 0)
4816 game.magic_wall_time_left--;
4817 if (!game.magic_wall_time_left)
4819 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4821 element = Feld[x][y];
4823 if (element == EL_MAGIC_WALL_ACTIVE ||
4824 element == EL_MAGIC_WALL_FULL)
4826 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4827 DrawLevelField(x, y);
4829 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4830 element == EL_BD_MAGIC_WALL_FULL)
4832 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4833 DrawLevelField(x, y);
4837 game.magic_wall_active = FALSE;
4842 if (game.light_time_left > 0)
4844 game.light_time_left--;
4846 if (game.light_time_left == 0)
4847 RedrawAllLightSwitchesAndInvisibleElements();
4850 if (game.timegate_time_left > 0)
4852 game.timegate_time_left--;
4854 if (game.timegate_time_left == 0)
4855 CloseAllOpenTimegates();
4858 for (i=0; i<MAX_PLAYERS; i++)
4860 struct PlayerInfo *player = &stored_player[i];
4862 if (SHIELD_ON(player))
4864 if (player->shield_deadly_time_left)
4865 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4866 else if (player->shield_normal_time_left)
4867 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4871 if (TimeFrames >= (1000 / GameFrameDelay))
4876 for (i=0; i<MAX_PLAYERS; i++)
4878 struct PlayerInfo *player = &stored_player[i];
4880 if (SHIELD_ON(player))
4882 player->shield_normal_time_left--;
4884 if (player->shield_deadly_time_left > 0)
4885 player->shield_deadly_time_left--;
4889 if (tape.recording || tape.playing)
4890 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4896 if (TimeLeft <= 10 && setup.time_limit)
4897 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
4899 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4901 if (!TimeLeft && setup.time_limit)
4902 for (i=0; i<MAX_PLAYERS; i++)
4903 KillHero(&stored_player[i]);
4905 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4906 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4911 if (options.debug) /* calculate frames per second */
4913 static unsigned long fps_counter = 0;
4914 static int fps_frames = 0;
4915 unsigned long fps_delay_ms = Counter() - fps_counter;
4919 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4921 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4924 fps_counter = Counter();
4927 redraw_mask |= REDRAW_FPS;
4931 if (stored_player[0].jx != stored_player[0].last_jx ||
4932 stored_player[0].jy != stored_player[0].last_jy)
4933 printf("::: %d, %d, %d, %d, %d\n",
4934 stored_player[0].MovDir,
4935 stored_player[0].MovPos,
4936 stored_player[0].GfxPos,
4937 stored_player[0].Frame,
4938 stored_player[0].StepFrame);
4945 for (i=0; i<MAX_PLAYERS; i++)
4948 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
4950 stored_player[i].Frame += move_frames;
4952 if (stored_player[i].MovPos != 0)
4953 stored_player[i].StepFrame += move_frames;
4958 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4960 int min_x = x, min_y = y, max_x = x, max_y = y;
4963 for (i=0; i<MAX_PLAYERS; i++)
4965 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4967 if (!stored_player[i].active || &stored_player[i] == player)
4970 min_x = MIN(min_x, jx);
4971 min_y = MIN(min_y, jy);
4972 max_x = MAX(max_x, jx);
4973 max_y = MAX(max_y, jy);
4976 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4979 static boolean AllPlayersInVisibleScreen()
4983 for (i=0; i<MAX_PLAYERS; i++)
4985 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4987 if (!stored_player[i].active)
4990 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4997 void ScrollLevel(int dx, int dy)
4999 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5002 BlitBitmap(drawto_field, drawto_field,
5003 FX + TILEX*(dx == -1) - softscroll_offset,
5004 FY + TILEY*(dy == -1) - softscroll_offset,
5005 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5006 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5007 FX + TILEX*(dx == 1) - softscroll_offset,
5008 FY + TILEY*(dy == 1) - softscroll_offset);
5012 x = (dx == 1 ? BX1 : BX2);
5013 for (y=BY1; y<=BY2; y++)
5014 DrawScreenField(x, y);
5019 y = (dy == 1 ? BY1 : BY2);
5020 for (x=BX1; x<=BX2; x++)
5021 DrawScreenField(x, y);
5024 redraw_mask |= REDRAW_FIELD;
5027 static void CheckGravityMovement(struct PlayerInfo *player)
5029 if (level.gravity && !player->programmed_action)
5031 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5032 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5034 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5035 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5036 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5037 int jx = player->jx, jy = player->jy;
5038 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5039 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5040 int new_jx = jx + dx, new_jy = jy + dy;
5041 boolean field_under_player_is_free =
5042 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5043 boolean player_is_moving_to_valid_field =
5044 (IN_LEV_FIELD(new_jx, new_jy) &&
5045 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5046 Feld[new_jx][new_jy] == EL_SAND));
5048 if (field_under_player_is_free &&
5049 !player_is_moving_to_valid_field &&
5050 !IS_TUBE(Feld[jx][jy]))
5051 player->programmed_action = MV_DOWN;
5055 boolean MoveFigureOneStep(struct PlayerInfo *player,
5056 int dx, int dy, int real_dx, int real_dy)
5058 int jx = player->jx, jy = player->jy;
5059 int new_jx = jx+dx, new_jy = jy+dy;
5063 if (!player->active || (!dx && !dy))
5064 return MF_NO_ACTION;
5066 player->MovDir = (dx < 0 ? MV_LEFT :
5069 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5071 if (!IN_LEV_FIELD(new_jx, new_jy))
5072 return MF_NO_ACTION;
5074 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5075 return MF_NO_ACTION;
5078 element = MovingOrBlocked2Element(new_jx, new_jy);
5080 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5083 if (DONT_GO_TO(element))
5085 if (element == EL_ACID && dx == 0 && dy == 1)
5088 Feld[jx][jy] = EL_PLAYER_1;
5089 InitMovingField(jx, jy, MV_DOWN);
5090 Store[jx][jy] = EL_ACID;
5091 ContinueMoving(jx, jy);
5095 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5100 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5101 if (can_move != MF_MOVING)
5104 StorePlayer[jx][jy] = 0;
5105 player->last_jx = jx;
5106 player->last_jy = jy;
5107 jx = player->jx = new_jx;
5108 jy = player->jy = new_jy;
5109 StorePlayer[jx][jy] = player->element_nr;
5112 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5114 ScrollFigure(player, SCROLL_INIT);
5119 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5121 int jx = player->jx, jy = player->jy;
5122 int old_jx = jx, old_jy = jy;
5123 int moved = MF_NO_ACTION;
5125 if (!player->active || (!dx && !dy))
5129 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5133 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5134 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5138 /* remove the last programmed player action */
5139 player->programmed_action = 0;
5143 /* should only happen if pre-1.2 tape recordings are played */
5144 /* this is only for backward compatibility */
5146 int original_move_delay_value = player->move_delay_value;
5149 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5153 /* scroll remaining steps with finest movement resolution */
5154 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5156 while (player->MovPos)
5158 ScrollFigure(player, SCROLL_GO_ON);
5159 ScrollScreen(NULL, SCROLL_GO_ON);
5165 player->move_delay_value = original_move_delay_value;
5168 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5170 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5171 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5175 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5176 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5182 if (moved & MF_MOVING && !ScreenMovPos &&
5183 (player == local_player || !options.network))
5185 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5186 int offset = (setup.scroll_delay ? 3 : 0);
5188 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5190 /* actual player has left the screen -- scroll in that direction */
5191 if (jx != old_jx) /* player has moved horizontally */
5192 scroll_x += (jx - old_jx);
5193 else /* player has moved vertically */
5194 scroll_y += (jy - old_jy);
5198 if (jx != old_jx) /* player has moved horizontally */
5200 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5201 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5202 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5204 /* don't scroll over playfield boundaries */
5205 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5206 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5208 /* don't scroll more than one field at a time */
5209 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5211 /* don't scroll against the player's moving direction */
5212 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5213 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5214 scroll_x = old_scroll_x;
5216 else /* player has moved vertically */
5218 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5219 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5220 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5222 /* don't scroll over playfield boundaries */
5223 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5224 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5226 /* don't scroll more than one field at a time */
5227 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5229 /* don't scroll against the player's moving direction */
5230 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5231 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5232 scroll_y = old_scroll_y;
5236 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5238 if (!options.network && !AllPlayersInVisibleScreen())
5240 scroll_x = old_scroll_x;
5241 scroll_y = old_scroll_y;
5245 ScrollScreen(player, SCROLL_INIT);
5246 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5253 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5255 if (!(moved & MF_MOVING) && !player->Pushing)
5260 player->StepFrame = 0;
5262 if (moved & MF_MOVING)
5264 if (old_jx != jx && old_jy == jy)
5265 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5266 else if (old_jx == jx && old_jy != jy)
5267 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5269 DrawLevelField(jx, jy); /* for "crumbled sand" */
5271 player->last_move_dir = player->MovDir;
5272 player->is_moving = TRUE;
5276 CheckGravityMovement(player);
5279 player->last_move_dir = MV_NO_MOVING;
5281 player->is_moving = FALSE;
5284 TestIfHeroTouchesBadThing(jx, jy);
5286 if (!player->active)
5292 void ScrollFigure(struct PlayerInfo *player, int mode)
5294 int jx = player->jx, jy = player->jy;
5295 int last_jx = player->last_jx, last_jy = player->last_jy;
5296 int move_stepsize = TILEX / player->move_delay_value;
5298 if (!player->active || !player->MovPos)
5301 if (mode == SCROLL_INIT)
5303 player->actual_frame_counter = FrameCounter;
5304 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5306 if (Feld[last_jx][last_jy] == EL_EMPTY)
5307 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5312 else if (!FrameReached(&player->actual_frame_counter, 1))
5315 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5316 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5318 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5319 Feld[last_jx][last_jy] = EL_EMPTY;
5321 /* before DrawPlayer() to draw correct player graphic for this case */
5322 if (player->MovPos == 0)
5323 CheckGravityMovement(player);
5327 if (player->MovPos == 0)
5329 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5331 /* continue with normal speed after quickly moving through gate */
5332 HALVE_PLAYER_SPEED(player);
5334 /* be able to make the next move without delay */
5335 player->move_delay = 0;
5338 player->last_jx = jx;
5339 player->last_jy = jy;
5341 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5342 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5346 if (local_player->friends_still_needed == 0 ||
5347 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5348 player->LevelSolved = player->GameOver = TRUE;
5351 if (tape.single_step && tape.recording && !tape.pausing &&
5352 !player->programmed_action)
5353 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5357 void ScrollScreen(struct PlayerInfo *player, int mode)
5359 static unsigned long screen_frame_counter = 0;
5361 if (mode == SCROLL_INIT)
5363 /* set scrolling step size according to actual player's moving speed */
5364 ScrollStepSize = TILEX / player->move_delay_value;
5366 screen_frame_counter = FrameCounter;
5367 ScreenMovDir = player->MovDir;
5368 ScreenMovPos = player->MovPos;
5369 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5372 else if (!FrameReached(&screen_frame_counter, 1))
5377 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5378 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5379 redraw_mask |= REDRAW_FIELD;
5382 ScreenMovDir = MV_NO_MOVING;
5385 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5387 int i, kill_x = -1, kill_y = -1;
5388 static int test_xy[4][2] =
5395 static int test_dir[4] =
5405 int test_x, test_y, test_move_dir, test_element;
5407 test_x = good_x + test_xy[i][0];
5408 test_y = good_y + test_xy[i][1];
5409 if (!IN_LEV_FIELD(test_x, test_y))
5413 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5416 test_element = Feld[test_x][test_y];
5418 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5421 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5422 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5424 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5425 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5433 if (kill_x != -1 || kill_y != -1)
5435 if (IS_PLAYER(good_x, good_y))
5437 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5439 if (player->shield_deadly_time_left > 0)
5440 Bang(kill_x, kill_y);
5441 else if (!PLAYER_PROTECTED(good_x, good_y))
5445 Bang(good_x, good_y);
5449 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5451 int i, kill_x = -1, kill_y = -1;
5452 int bad_element = Feld[bad_x][bad_y];
5453 static int test_xy[4][2] =
5460 static int test_dir[4] =
5468 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5473 int test_x, test_y, test_move_dir, test_element;
5475 test_x = bad_x + test_xy[i][0];
5476 test_y = bad_y + test_xy[i][1];
5477 if (!IN_LEV_FIELD(test_x, test_y))
5481 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5483 test_element = Feld[test_x][test_y];
5485 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5486 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5488 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5489 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5491 /* good thing is player or penguin that does not move away */
5492 if (IS_PLAYER(test_x, test_y))
5494 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5496 if (bad_element == EL_ROBOT && player->is_moving)
5497 continue; /* robot does not kill player if he is moving */
5503 else if (test_element == EL_PENGUIN)
5512 if (kill_x != -1 || kill_y != -1)
5514 if (IS_PLAYER(kill_x, kill_y))
5516 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5519 int dir = player->MovDir;
5520 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5521 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5523 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5524 newx != bad_x && newy != bad_y)
5525 ; /* robot does not kill player if he is moving */
5527 printf("-> %d\n", player->MovDir);
5529 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5530 newx != bad_x && newy != bad_y)
5531 ; /* robot does not kill player if he is moving */
5536 if (player->shield_deadly_time_left > 0)
5538 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5542 Bang(kill_x, kill_y);
5546 void TestIfHeroTouchesBadThing(int x, int y)
5548 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5551 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5553 TestIfGoodThingHitsBadThing(x, y, move_dir);
5556 void TestIfBadThingTouchesHero(int x, int y)
5558 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5561 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5563 TestIfBadThingHitsGoodThing(x, y, move_dir);
5566 void TestIfFriendTouchesBadThing(int x, int y)
5568 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5571 void TestIfBadThingTouchesFriend(int x, int y)
5573 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5576 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5578 int i, kill_x = bad_x, kill_y = bad_y;
5579 static int xy[4][2] =
5591 x = bad_x + xy[i][0];
5592 y = bad_y + xy[i][1];
5593 if (!IN_LEV_FIELD(x, y))
5596 element = Feld[x][y];
5597 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5598 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5606 if (kill_x != bad_x || kill_y != bad_y)
5610 void KillHero(struct PlayerInfo *player)
5612 int jx = player->jx, jy = player->jy;
5614 if (!player->active)
5617 if (IS_PFORTE(Feld[jx][jy]))
5618 Feld[jx][jy] = EL_EMPTY;
5620 /* deactivate shield (else Bang()/Explode() would not work right) */
5621 player->shield_normal_time_left = 0;
5622 player->shield_deadly_time_left = 0;
5628 static void KillHeroUnlessProtected(int x, int y)
5630 if (!PLAYER_PROTECTED(x, y))
5631 KillHero(PLAYERINFO(x, y));
5634 void BuryHero(struct PlayerInfo *player)
5636 int jx = player->jx, jy = player->jy;
5638 if (!player->active)
5641 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5642 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5644 player->GameOver = TRUE;
5648 void RemoveHero(struct PlayerInfo *player)
5650 int jx = player->jx, jy = player->jy;
5651 int i, found = FALSE;
5653 player->present = FALSE;
5654 player->active = FALSE;
5656 if (!ExplodeField[jx][jy])
5657 StorePlayer[jx][jy] = 0;
5659 for (i=0; i<MAX_PLAYERS; i++)
5660 if (stored_player[i].active)
5664 AllPlayersGone = TRUE;
5670 int DigField(struct PlayerInfo *player,
5671 int x, int y, int real_dx, int real_dy, int mode)
5673 int jx = player->jx, jy = player->jy;
5674 int dx = x - jx, dy = y - jy;
5675 int move_direction = (dx == -1 ? MV_LEFT :
5676 dx == +1 ? MV_RIGHT :
5678 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5681 if (player->MovPos == 0)
5683 player->is_digging = FALSE;
5684 player->is_collecting = FALSE;
5687 if (player->MovPos == 0)
5688 player->Pushing = FALSE;
5690 if (mode == DF_NO_PUSH)
5692 player->Switching = FALSE;
5693 player->push_delay = 0;
5694 return MF_NO_ACTION;
5697 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5698 return MF_NO_ACTION;
5700 if (IS_TUBE(Feld[jx][jy]))
5703 int tube_leave_directions[][2] =
5705 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5706 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5707 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5708 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5709 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5710 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5711 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5712 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5713 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5714 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5715 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5716 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5719 while (tube_leave_directions[i][0] != Feld[jx][jy])
5722 if (tube_leave_directions[i][0] == -1) /* should not happen */
5726 if (!(tube_leave_directions[i][1] & move_direction))
5727 return MF_NO_ACTION; /* tube has no opening in this direction */
5730 element = Feld[x][y];
5736 case EL_INVISIBLE_SAND:
5737 case EL_INVISIBLE_SAND_ACTIVE:
5740 case EL_SP_BUGGY_BASE:
5741 case EL_SP_BUGGY_BASE_ACTIVATING:
5744 if (mode != DF_SNAP && element != EL_EMPTY)
5746 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
5747 player->is_digging = TRUE;
5750 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5755 case EL_EMERALD_YELLOW:
5756 case EL_EMERALD_RED:
5757 case EL_EMERALD_PURPLE:
5759 case EL_SP_INFOTRON:
5764 if (mode != DF_SNAP)
5766 GfxElement[x][y] = element;
5767 player->is_collecting = TRUE;
5770 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5771 element == EL_PEARL ? 5 :
5772 element == EL_CRYSTAL ? 8 : 1);
5773 if (local_player->gems_still_needed < 0)
5774 local_player->gems_still_needed = 0;
5775 RaiseScoreElement(element);
5776 DrawText(DX_EMERALDS, DY_EMERALDS,
5777 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5778 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5783 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5784 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5788 Feld[x][y] = EL_EMPTY;
5789 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5797 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5799 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
5802 case EL_SHIELD_NORMAL:
5804 player->shield_normal_time_left += 10;
5805 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5808 case EL_SHIELD_DEADLY:
5810 player->shield_normal_time_left += 10;
5811 player->shield_deadly_time_left += 10;
5812 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5816 case EL_SP_DISK_RED:
5819 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5820 RaiseScoreElement(EL_DYNAMITE);
5821 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5823 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5826 case EL_DYNABOMB_INCREASE_NUMBER:
5828 player->dynabomb_count++;
5829 player->dynabombs_left++;
5830 RaiseScoreElement(EL_DYNAMITE);
5831 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5834 case EL_DYNABOMB_INCREASE_SIZE:
5836 player->dynabomb_size++;
5837 RaiseScoreElement(EL_DYNAMITE);
5838 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5841 case EL_DYNABOMB_INCREASE_POWER:
5843 player->dynabomb_xl = TRUE;
5844 RaiseScoreElement(EL_DYNAMITE);
5845 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5853 int key_nr = element - EL_KEY_1;
5854 int graphic = el2edimg(element);
5857 player->key[key_nr] = TRUE;
5858 RaiseScoreElement(element);
5859 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5861 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5863 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5872 int key_nr = element - EL_EM_KEY_1;
5873 int graphic = el2edimg(EL_KEY_1 + key_nr);
5876 player->key[key_nr] = TRUE;
5877 RaiseScoreElement(element);
5878 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5880 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5882 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5886 case EL_ROBOT_WHEEL:
5887 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5890 DrawLevelField(x, y);
5891 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5895 case EL_SP_TERMINAL:
5899 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5901 for (yy=0; yy<lev_fieldy; yy++)
5903 for (xx=0; xx<lev_fieldx; xx++)
5905 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5907 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5908 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5916 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
5917 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
5918 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
5919 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
5920 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
5921 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
5922 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
5923 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
5924 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
5925 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
5926 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
5927 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
5928 if (!player->Switching)
5930 player->Switching = TRUE;
5931 ToggleBeltSwitch(x, y);
5932 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
5937 case EL_SWITCHGATE_SWITCH_UP:
5938 case EL_SWITCHGATE_SWITCH_DOWN:
5939 if (!player->Switching)
5941 player->Switching = TRUE;
5942 ToggleSwitchgateSwitch(x, y);
5943 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
5948 case EL_LIGHT_SWITCH:
5949 case EL_LIGHT_SWITCH_ACTIVE:
5950 if (!player->Switching)
5952 player->Switching = TRUE;
5953 ToggleLightSwitch(x, y);
5954 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
5955 SND_LIGHT_SWITCH_ACTIVATING :
5956 SND_LIGHT_SWITCH_DEACTIVATING);
5961 case EL_TIMEGATE_SWITCH:
5962 ActivateTimegateSwitch(x, y);
5963 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
5968 case EL_BALLOON_SWITCH_LEFT:
5969 case EL_BALLOON_SWITCH_RIGHT:
5970 case EL_BALLOON_SWITCH_UP:
5971 case EL_BALLOON_SWITCH_DOWN:
5972 case EL_BALLOON_SWITCH_ANY:
5973 if (element == EL_BALLOON_SWITCH_ANY)
5974 game.balloon_dir = move_direction;
5976 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
5977 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
5978 element == EL_BALLOON_SWITCH_UP ? MV_UP :
5979 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
5981 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
5986 /* the following elements cannot be pushed by "snapping" */
5989 case EL_DX_SUPABOMB:
5991 case EL_TIME_ORB_EMPTY:
5993 case EL_SP_DISK_ORANGE:
5995 if (mode == DF_SNAP)
5996 return MF_NO_ACTION;
5998 /* no "break" -- fall through to next case */
6000 /* the following elements can be pushed by "snapping" */
6003 return MF_NO_ACTION;
6005 player->Pushing = TRUE;
6007 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6008 return MF_NO_ACTION;
6012 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6013 return MF_NO_ACTION;
6016 if (player->push_delay == 0)
6017 player->push_delay = FrameCounter;
6019 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6021 element != EL_SPRING)
6022 return MF_NO_ACTION;
6024 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6025 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6026 element != EL_SPRING)
6027 return MF_NO_ACTION;
6030 if (mode == DF_SNAP)
6032 InitMovingField(x, y, move_direction);
6033 ContinueMoving(x, y);
6038 Feld[x + dx][y + dy] = element;
6041 if (element == EL_SPRING)
6043 Feld[x + dx][y + dy] = EL_SPRING;
6044 MovDir[x + dx][y + dy] = move_direction;
6047 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6049 DrawLevelField(x + dx, y + dy);
6050 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6057 if (!player->key[element - EL_GATE_1])
6058 return MF_NO_ACTION;
6061 case EL_GATE_1_GRAY:
6062 case EL_GATE_2_GRAY:
6063 case EL_GATE_3_GRAY:
6064 case EL_GATE_4_GRAY:
6065 if (!player->key[element - EL_GATE_1_GRAY])
6066 return MF_NO_ACTION;
6073 if (!player->key[element - EL_EM_GATE_1])
6074 return MF_NO_ACTION;
6075 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6076 return MF_NO_ACTION;
6078 /* automatically move to the next field with double speed */
6079 player->programmed_action = move_direction;
6080 DOUBLE_PLAYER_SPEED(player);
6082 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6085 case EL_EM_GATE_1_GRAY:
6086 case EL_EM_GATE_2_GRAY:
6087 case EL_EM_GATE_3_GRAY:
6088 case EL_EM_GATE_4_GRAY:
6089 if (!player->key[element - EL_EM_GATE_1_GRAY])
6090 return MF_NO_ACTION;
6091 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6092 return MF_NO_ACTION;
6094 /* automatically move to the next field with double speed */
6095 player->programmed_action = move_direction;
6096 DOUBLE_PLAYER_SPEED(player);
6099 PlaySoundLevelAction(x, y, ACTION_PASSING);
6101 PlaySoundLevel(x, y, SND_GATE_PASSING);
6105 case EL_SWITCHGATE_OPEN:
6106 case EL_TIMEGATE_OPEN:
6107 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6108 return MF_NO_ACTION;
6110 /* automatically move to the next field with double speed */
6111 player->programmed_action = move_direction;
6112 DOUBLE_PLAYER_SPEED(player);
6114 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6117 case EL_SP_PORT_LEFT:
6118 case EL_SP_GRAVITY_PORT_LEFT:
6119 case EL_SP_PORT_RIGHT:
6120 case EL_SP_GRAVITY_PORT_RIGHT:
6122 case EL_SP_GRAVITY_PORT_UP:
6123 case EL_SP_PORT_DOWN:
6124 case EL_SP_GRAVITY_PORT_DOWN:
6125 case EL_SP_PORT_HORIZONTAL:
6126 case EL_SP_PORT_VERTICAL:
6127 case EL_SP_PORT_ANY:
6129 element != EL_SP_PORT_LEFT &&
6130 element != EL_SP_GRAVITY_PORT_LEFT &&
6131 element != EL_SP_PORT_HORIZONTAL &&
6132 element != EL_SP_PORT_ANY) ||
6134 element != EL_SP_PORT_RIGHT &&
6135 element != EL_SP_GRAVITY_PORT_RIGHT &&
6136 element != EL_SP_PORT_HORIZONTAL &&
6137 element != EL_SP_PORT_ANY) ||
6139 element != EL_SP_PORT_UP &&
6140 element != EL_SP_GRAVITY_PORT_UP &&
6141 element != EL_SP_PORT_VERTICAL &&
6142 element != EL_SP_PORT_ANY) ||
6144 element != EL_SP_PORT_DOWN &&
6145 element != EL_SP_GRAVITY_PORT_DOWN &&
6146 element != EL_SP_PORT_VERTICAL &&
6147 element != EL_SP_PORT_ANY) ||
6148 !IN_LEV_FIELD(x + dx, y + dy) ||
6149 !IS_FREE(x + dx, y + dy))
6150 return MF_NO_ACTION;
6152 /* automatically move to the next field with double speed */
6153 player->programmed_action = move_direction;
6154 DOUBLE_PLAYER_SPEED(player);
6156 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6160 case EL_TUBE_VERTICAL:
6161 case EL_TUBE_HORIZONTAL:
6162 case EL_TUBE_VERTICAL_LEFT:
6163 case EL_TUBE_VERTICAL_RIGHT:
6164 case EL_TUBE_HORIZONTAL_UP:
6165 case EL_TUBE_HORIZONTAL_DOWN:
6166 case EL_TUBE_LEFT_UP:
6167 case EL_TUBE_LEFT_DOWN:
6168 case EL_TUBE_RIGHT_UP:
6169 case EL_TUBE_RIGHT_DOWN:
6172 int tube_enter_directions[][2] =
6174 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6175 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6176 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6177 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6178 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6179 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6180 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6181 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6182 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6183 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6184 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6185 { -1, MV_NO_MOVING }
6188 while (tube_enter_directions[i][0] != element)
6191 if (tube_enter_directions[i][0] == -1) /* should not happen */
6195 if (!(tube_enter_directions[i][1] & move_direction))
6196 return MF_NO_ACTION; /* tube has no opening in this direction */
6198 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6202 case EL_EXIT_CLOSED:
6203 case EL_SP_EXIT_CLOSED:
6204 case EL_EXIT_OPENING:
6205 return MF_NO_ACTION;
6209 case EL_SP_EXIT_OPEN:
6210 if (mode == DF_SNAP)
6211 return MF_NO_ACTION;
6213 if (element == EL_EXIT_OPEN)
6214 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6216 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6221 Feld[x][y] = EL_LAMP_ACTIVE;
6222 local_player->lights_still_needed--;
6223 DrawLevelField(x, y);
6224 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6228 case EL_TIME_ORB_FULL:
6229 Feld[x][y] = EL_TIME_ORB_EMPTY;
6231 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6232 DrawLevelField(x, y);
6233 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6237 case EL_SOKOBAN_FIELD_EMPTY:
6240 case EL_SOKOBAN_OBJECT:
6241 case EL_SOKOBAN_FIELD_FULL:
6243 case EL_SP_DISK_YELLOW:
6245 if (mode == DF_SNAP)
6246 return MF_NO_ACTION;
6248 player->Pushing = TRUE;
6250 if (!IN_LEV_FIELD(x+dx, y+dy)
6251 || (!IS_FREE(x+dx, y+dy)
6252 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6253 || !IS_SB_ELEMENT(element))))
6254 return MF_NO_ACTION;
6258 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6259 return MF_NO_ACTION;
6261 else if (dy && real_dx)
6263 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6264 return MF_NO_ACTION;
6267 if (player->push_delay == 0)
6268 player->push_delay = FrameCounter;
6270 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6271 !tape.playing && element != EL_BALLOON)
6272 return MF_NO_ACTION;
6274 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6275 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6276 element != EL_BALLOON)
6277 return MF_NO_ACTION;
6280 if (IS_SB_ELEMENT(element))
6282 if (element == EL_SOKOBAN_FIELD_FULL)
6284 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6285 local_player->sokobanfields_still_needed++;
6290 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6292 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6293 local_player->sokobanfields_still_needed--;
6294 if (element == EL_SOKOBAN_OBJECT)
6296 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6298 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6302 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6304 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6309 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6310 if (element == EL_SOKOBAN_FIELD_FULL)
6312 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6314 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6318 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6320 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6327 Feld[x+dx][y+dy] = element;
6328 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6331 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6333 DrawLevelField(x, y);
6334 DrawLevelField(x + dx, y + dy);
6336 if (IS_SB_ELEMENT(element) &&
6337 local_player->sokobanfields_still_needed == 0 &&
6338 game.emulation == EMU_SOKOBAN)
6340 player->LevelSolved = player->GameOver = TRUE;
6341 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6352 if (IS_PUSHABLE(element))
6354 if (mode == DF_SNAP)
6355 return MF_NO_ACTION;
6357 if (CAN_FALL(element) && dy)
6358 return MF_NO_ACTION;
6360 player->Pushing = TRUE;
6362 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6363 return MF_NO_ACTION;
6367 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6368 return MF_NO_ACTION;
6370 else if (dy && real_dx)
6372 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6373 return MF_NO_ACTION;
6376 if (player->push_delay == 0)
6377 player->push_delay = FrameCounter;
6379 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6380 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6381 return MF_NO_ACTION;
6384 Feld[x + dx][y + dy] = element;
6386 player->push_delay_value = 2 + RND(8);
6388 DrawLevelField(x + dx, y + dy);
6389 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6394 return MF_NO_ACTION;
6397 player->push_delay = 0;
6399 if (Feld[x][y] != element) /* really digged/collected something */
6400 player->is_collecting = !player->is_digging;
6405 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6407 int jx = player->jx, jy = player->jy;
6408 int x = jx + dx, y = jy + dy;
6410 if (!player->active || !IN_LEV_FIELD(x, y))
6418 if (player->MovPos == 0)
6419 player->Pushing = FALSE;
6421 player->snapped = FALSE;
6423 if (player->MovPos == 0)
6425 player->is_digging = FALSE;
6426 player->is_collecting = FALSE;
6432 if (player->snapped)
6435 player->MovDir = (dx < 0 ? MV_LEFT :
6438 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6440 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6443 player->snapped = TRUE;
6444 player->is_digging = FALSE;
6445 player->is_collecting = FALSE;
6447 DrawLevelField(x, y);
6453 boolean PlaceBomb(struct PlayerInfo *player)
6455 int jx = player->jx, jy = player->jy;
6458 if (!player->active || player->MovPos)
6461 element = Feld[jx][jy];
6463 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6464 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6467 if (element != EL_EMPTY)
6468 Store[jx][jy] = element;
6470 MovDelay[jx][jy] = 96;
6472 ResetGfxAnimation(jx, jy);
6473 ResetRandomAnimationValue(jx, jy);
6475 if (player->dynamite)
6477 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6478 EL_DYNAMITE_ACTIVE);
6481 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6483 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6486 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6488 if (game.emulation == EMU_SUPAPLEX)
6489 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6491 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6495 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6500 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6501 player->dynabombs_left--;
6503 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6504 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6506 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6512 /* ------------------------------------------------------------------------- */
6513 /* game sound playing functions */
6514 /* ------------------------------------------------------------------------- */
6516 static int *loop_sound_frame = NULL;
6517 static int *loop_sound_volume = NULL;
6519 void InitPlaySoundLevel()
6521 int num_sounds = getSoundListSize();
6523 if (loop_sound_frame != NULL)
6524 free(loop_sound_frame);
6526 if (loop_sound_volume != NULL)
6527 free(loop_sound_volume);
6529 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6530 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6533 static void PlaySoundLevel(int x, int y, int nr)
6535 int sx = SCREENX(x), sy = SCREENY(y);
6536 int volume, stereo_position;
6537 int max_distance = 8;
6538 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6540 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6541 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6544 if (!IN_LEV_FIELD(x, y) ||
6545 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6546 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6549 volume = SOUND_MAX_VOLUME;
6551 if (!IN_SCR_FIELD(sx, sy))
6553 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6554 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6556 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6559 stereo_position = (SOUND_MAX_LEFT +
6560 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6561 (SCR_FIELDX + 2 * max_distance));
6563 if (IS_LOOP_SOUND(nr))
6565 /* This assures that quieter loop sounds do not overwrite louder ones,
6566 while restarting sound volume comparison with each new game frame. */
6568 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6571 loop_sound_volume[nr] = volume;
6572 loop_sound_frame[nr] = FrameCounter;
6575 PlaySoundExt(nr, volume, stereo_position, type);
6578 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6580 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6581 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6582 y < LEVELY(BY1) ? LEVELY(BY1) :
6583 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6587 static void PlaySoundLevelAction(int x, int y, int action)
6589 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6592 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6594 int sound_effect = element_info[element].sound[action];
6596 if (sound_effect != SND_UNDEFINED)
6597 PlaySoundLevel(x, y, sound_effect);
6600 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6602 int sound_effect = element_info[Feld[x][y]].sound[action];
6604 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6605 PlaySoundLevel(x, y, sound_effect);
6608 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6610 int sound_effect = element_info[Feld[x][y]].sound[action];
6612 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6613 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6616 void RaiseScore(int value)
6618 local_player->score += value;
6619 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6622 void RaiseScoreElement(int element)
6628 case EL_EMERALD_YELLOW:
6629 case EL_EMERALD_RED:
6630 case EL_EMERALD_PURPLE:
6631 RaiseScore(level.score[SC_EDELSTEIN]);
6634 RaiseScore(level.score[SC_DIAMANT]);
6637 case EL_BD_BUTTERFLY:
6638 RaiseScore(level.score[SC_KAEFER]);
6642 RaiseScore(level.score[SC_FLIEGER]);
6645 case EL_DARK_YAMYAM:
6646 RaiseScore(level.score[SC_MAMPFER]);
6649 RaiseScore(level.score[SC_ROBOT]);
6652 RaiseScore(level.score[SC_PACMAN]);
6655 RaiseScore(level.score[SC_KOKOSNUSS]);
6658 RaiseScore(level.score[SC_DYNAMIT]);
6664 RaiseScore(level.score[SC_SCHLUESSEL]);
6671 void RequestQuitGame(boolean ask_if_really_quit)
6673 if (AllPlayersGone ||
6674 !ask_if_really_quit ||
6675 level_editor_test_game ||
6676 Request("Do you really want to quit the game ?",
6677 REQ_ASK | REQ_STAY_CLOSED))
6679 #if defined(PLATFORM_UNIX)
6680 if (options.network)
6681 SendToServer_StopPlaying();
6685 game_status = MAINMENU;
6691 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6696 /* ---------- new game button stuff ---------------------------------------- */
6698 /* graphic position values for game buttons */
6699 #define GAME_BUTTON_XSIZE 30
6700 #define GAME_BUTTON_YSIZE 30
6701 #define GAME_BUTTON_XPOS 5
6702 #define GAME_BUTTON_YPOS 215
6703 #define SOUND_BUTTON_XPOS 5
6704 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6706 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6707 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6708 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6709 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6710 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6711 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6718 } gamebutton_info[NUM_GAME_BUTTONS] =
6721 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6726 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6731 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6736 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6737 SOUND_CTRL_ID_MUSIC,
6738 "background music on/off"
6741 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6742 SOUND_CTRL_ID_LOOPS,
6743 "sound loops on/off"
6746 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6747 SOUND_CTRL_ID_SIMPLE,
6748 "normal sounds on/off"
6752 void CreateGameButtons()
6756 for (i=0; i<NUM_GAME_BUTTONS; i++)
6758 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6759 struct GadgetInfo *gi;
6762 unsigned long event_mask;
6763 int gd_xoffset, gd_yoffset;
6764 int gd_x1, gd_x2, gd_y1, gd_y2;
6767 gd_xoffset = gamebutton_info[i].x;
6768 gd_yoffset = gamebutton_info[i].y;
6769 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6770 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6772 if (id == GAME_CTRL_ID_STOP ||
6773 id == GAME_CTRL_ID_PAUSE ||
6774 id == GAME_CTRL_ID_PLAY)
6776 button_type = GD_TYPE_NORMAL_BUTTON;
6778 event_mask = GD_EVENT_RELEASED;
6779 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6780 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6784 button_type = GD_TYPE_CHECK_BUTTON;
6786 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6787 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6788 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6789 event_mask = GD_EVENT_PRESSED;
6790 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6791 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6794 gi = CreateGadget(GDI_CUSTOM_ID, id,
6795 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6796 GDI_X, DX + gd_xoffset,
6797 GDI_Y, DY + gd_yoffset,
6798 GDI_WIDTH, GAME_BUTTON_XSIZE,
6799 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6800 GDI_TYPE, button_type,
6801 GDI_STATE, GD_BUTTON_UNPRESSED,
6802 GDI_CHECKED, checked,
6803 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6804 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6805 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6806 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6807 GDI_EVENT_MASK, event_mask,
6808 GDI_CALLBACK_ACTION, HandleGameButtons,
6812 Error(ERR_EXIT, "cannot create gadget");
6814 game_gadget[id] = gi;
6818 void FreeGameButtons()
6822 for (i=0; i<NUM_GAME_BUTTONS; i++)
6823 FreeGadget(game_gadget[i]);
6826 static void MapGameButtons()
6830 for (i=0; i<NUM_GAME_BUTTONS; i++)
6831 MapGadget(game_gadget[i]);
6834 void UnmapGameButtons()
6838 for (i=0; i<NUM_GAME_BUTTONS; i++)
6839 UnmapGadget(game_gadget[i]);
6842 static void HandleGameButtons(struct GadgetInfo *gi)
6844 int id = gi->custom_id;
6846 if (game_status != PLAYING)
6851 case GAME_CTRL_ID_STOP:
6852 RequestQuitGame(TRUE);
6855 case GAME_CTRL_ID_PAUSE:
6856 if (options.network)
6858 #if defined(PLATFORM_UNIX)
6860 SendToServer_ContinuePlaying();
6862 SendToServer_PausePlaying();
6866 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6869 case GAME_CTRL_ID_PLAY:
6872 #if defined(PLATFORM_UNIX)
6873 if (options.network)
6874 SendToServer_ContinuePlaying();
6878 tape.pausing = FALSE;
6879 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6884 case SOUND_CTRL_ID_MUSIC:
6885 if (setup.sound_music)
6887 setup.sound_music = FALSE;
6890 else if (audio.music_available)
6892 setup.sound = setup.sound_music = TRUE;
6893 PlayMusic(level_nr);
6897 case SOUND_CTRL_ID_LOOPS:
6898 if (setup.sound_loops)
6899 setup.sound_loops = FALSE;
6900 else if (audio.loops_available)
6901 setup.sound = setup.sound_loops = TRUE;
6904 case SOUND_CTRL_ID_SIMPLE:
6905 if (setup.sound_simple)
6906 setup.sound_simple = FALSE;
6907 else if (audio.sound_available)
6908 setup.sound = setup.sound_simple = TRUE;