1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
116 static void PlaySoundLevelActionIfLoop(int, int, int);
117 static void StopSoundLevelActionIfLoop(int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT_4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
281 stored_player[0].use_murphy_graphic = TRUE;
284 Feld[x][y] = EL_PLAYER_1;
293 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
294 int jx = player->jx, jy = player->jy;
296 player->present = TRUE;
298 if (!options.network || player->connected)
300 player->active = TRUE;
302 /* remove potentially duplicate players */
303 if (StorePlayer[jx][jy] == Feld[x][y])
304 StorePlayer[jx][jy] = 0;
306 StorePlayer[x][y] = Feld[x][y];
310 printf("Player %d activated.\n", player->element_nr);
311 printf("[Local player is %d and currently %s.]\n",
312 local_player->element_nr,
313 local_player->active ? "active" : "not active");
317 Feld[x][y] = EL_EMPTY;
318 player->jx = player->last_jx = x;
319 player->jy = player->last_jy = y;
324 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
325 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
326 else if (x > 0 && Feld[x-1][y] == EL_ACID)
327 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
328 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
329 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
330 else if (y > 0 && Feld[x][y-1] == EL_ACID)
331 Feld[x][y] = EL_ACID_POOL_BOTTOM;
332 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
333 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
341 case EL_SPACESHIP_RIGHT:
342 case EL_SPACESHIP_UP:
343 case EL_SPACESHIP_LEFT:
344 case EL_SPACESHIP_DOWN:
346 case EL_BD_BUTTERFLY_RIGHT:
347 case EL_BD_BUTTERFLY_UP:
348 case EL_BD_BUTTERFLY_LEFT:
349 case EL_BD_BUTTERFLY_DOWN:
350 case EL_BD_BUTTERFLY:
351 case EL_BD_FIREFLY_RIGHT:
352 case EL_BD_FIREFLY_UP:
353 case EL_BD_FIREFLY_LEFT:
354 case EL_BD_FIREFLY_DOWN:
356 case EL_PACMAN_RIGHT:
380 if (y == lev_fieldy - 1)
382 Feld[x][y] = EL_AMOEBA_GROWING;
383 Store[x][y] = EL_AMOEBA_WET;
387 case EL_DYNAMITE_ACTIVE:
392 local_player->lights_still_needed++;
395 case EL_SOKOBAN_FIELD_EMPTY:
396 local_player->sokobanfields_still_needed++;
400 local_player->friends_still_needed++;
405 MovDir[x][y] = 1 << RND(4);
409 Feld[x][y] = EL_EMPTY;
412 case EL_EM_KEY_1_FILE:
413 Feld[x][y] = EL_EM_KEY_1;
415 case EL_EM_KEY_2_FILE:
416 Feld[x][y] = EL_EM_KEY_2;
418 case EL_EM_KEY_3_FILE:
419 Feld[x][y] = EL_EM_KEY_3;
421 case EL_EM_KEY_4_FILE:
422 Feld[x][y] = EL_EM_KEY_4;
425 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
431 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
432 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
433 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
434 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
435 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
436 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
439 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
440 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
441 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
443 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
445 game.belt_dir[belt_nr] = belt_dir;
446 game.belt_dir_nr[belt_nr] = belt_dir_nr;
448 else /* more than one switch -- set it like the first switch */
450 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
455 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
457 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
460 case EL_LIGHT_SWITCH_ACTIVE:
462 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
470 void DrawGameDoorValues()
474 for (i=0; i<MAX_PLAYERS; i++)
476 if (stored_player[i].key[j])
477 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
478 el2edimg(EL_KEY_1 + j));
480 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
481 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
482 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
483 int2str(local_player->dynamite, 3), FONT_TEXT_2);
484 DrawText(DX + XX_SCORE, DY + YY_SCORE,
485 int2str(local_player->score, 5), FONT_TEXT_2);
486 DrawText(DX + XX_TIME, DY + YY_TIME,
487 int2str(TimeLeft, 3), FONT_TEXT_2);
492 =============================================================================
494 -----------------------------------------------------------------------------
495 initialize game engine due to level / tape version number
496 =============================================================================
499 static void InitGameEngine()
503 game.engine_version = (tape.playing ? tape.engine_version :
507 printf("level %d: level version == %06d\n", level_nr, level.game_version);
508 printf(" tape version == %06d [%s] [file: %06d]\n",
509 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
511 printf(" => game.engine_version == %06d\n", game.engine_version);
514 /* dynamically adjust player properties according to game engine version */
515 game.initial_move_delay =
516 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
517 INITIAL_MOVE_DELAY_OFF);
519 /* dynamically adjust player properties according to level information */
520 game.initial_move_delay_value =
521 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
523 /* dynamically adjust element properties according to game engine version */
525 static int ep_em_slippery_wall[] =
530 EL_EXPANDABLE_WALL_HORIZONTAL,
531 EL_EXPANDABLE_WALL_VERTICAL,
532 EL_EXPANDABLE_WALL_ANY
534 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
536 for (i=0; i<ep_em_slippery_wall_num; i++)
538 if (level.em_slippery_gems) /* special EM style gems behaviour */
539 Properties2[ep_em_slippery_wall[i]] |=
540 EP_BIT_EM_SLIPPERY_WALL;
542 Properties2[ep_em_slippery_wall[i]] &=
543 ~EP_BIT_EM_SLIPPERY_WALL;
546 /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
547 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
548 Properties2[EL_EXPANDABLE_WALL_GROWING] |= EP_BIT_EM_SLIPPERY_WALL;
550 Properties2[EL_EXPANDABLE_WALL_GROWING] &=~EP_BIT_EM_SLIPPERY_WALL;
553 /* initialize changing elements information */
554 for (i=0; i<MAX_NUM_ELEMENTS; i++)
556 changing_element[i].base_element = EL_UNDEFINED;
557 changing_element[i].next_element = EL_UNDEFINED;
558 changing_element[i].change_delay = -1;
559 changing_element[i].pre_change_function = NULL;
560 changing_element[i].change_function = NULL;
561 changing_element[i].post_change_function = NULL;
565 while (changing_element_list[i].base_element != EL_UNDEFINED)
567 struct ChangingElementInfo *ce = &changing_element_list[i];
568 int element = ce->base_element;
570 changing_element[element].base_element = ce->base_element;
571 changing_element[element].next_element = ce->next_element;
572 changing_element[element].change_delay = ce->change_delay;
573 changing_element[element].pre_change_function = ce->pre_change_function;
574 changing_element[element].change_function = ce->change_function;
575 changing_element[element].post_change_function = ce->post_change_function;
583 =============================================================================
585 -----------------------------------------------------------------------------
586 initialize and start new game
587 =============================================================================
592 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
593 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
594 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
601 #if USE_NEW_AMOEBA_CODE
602 printf("Using new amoeba code.\n");
604 printf("Using old amoeba code.\n");
609 /* don't play tapes over network */
610 network_playing = (options.network && !tape.playing);
612 for (i=0; i<MAX_PLAYERS; i++)
614 struct PlayerInfo *player = &stored_player[i];
616 player->index_nr = i;
617 player->element_nr = EL_PLAYER_1 + i;
619 player->present = FALSE;
620 player->active = FALSE;
623 player->effective_action = 0;
624 player->programmed_action = 0;
627 player->gems_still_needed = level.gems_needed;
628 player->sokobanfields_still_needed = 0;
629 player->lights_still_needed = 0;
630 player->friends_still_needed = 0;
633 player->key[j] = FALSE;
635 player->dynamite = 0;
636 player->dynabomb_count = 0;
637 player->dynabomb_size = 1;
638 player->dynabombs_left = 0;
639 player->dynabomb_xl = FALSE;
641 player->MovDir = MV_NO_MOVING;
643 player->Pushing = FALSE;
644 player->Switching = FALSE;
648 player->GfxAction = ACTION_DEFAULT;
650 player->use_murphy_graphic = FALSE;
651 player->use_disk_red_graphic = FALSE;
653 player->actual_frame_counter = 0;
655 player->last_move_dir = MV_NO_MOVING;
656 player->is_moving = FALSE;
658 player->is_moving = FALSE;
659 player->is_waiting = FALSE;
661 player->move_delay = game.initial_move_delay;
662 player->move_delay_value = game.initial_move_delay_value;
664 player->push_delay = 0;
665 player->push_delay_value = 5;
667 player->snapped = FALSE;
669 player->last_jx = player->last_jy = 0;
670 player->jx = player->jy = 0;
672 player->shield_normal_time_left = 0;
673 player->shield_deadly_time_left = 0;
675 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
676 SnapField(player, 0, 0);
678 player->LevelSolved = FALSE;
679 player->GameOver = FALSE;
682 network_player_action_received = FALSE;
684 #if defined(PLATFORM_UNIX)
685 /* initial null action */
687 SendToServer_MovePlayer(MV_NO_MOVING);
695 TimeLeft = level.time;
697 ScreenMovDir = MV_NO_MOVING;
701 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
703 AllPlayersGone = FALSE;
705 game.yam_content_nr = 0;
706 game.magic_wall_active = FALSE;
707 game.magic_wall_time_left = 0;
708 game.light_time_left = 0;
709 game.timegate_time_left = 0;
710 game.switchgate_pos = 0;
711 game.balloon_dir = MV_NO_MOVING;
712 game.explosions_delayed = TRUE;
716 game.belt_dir[i] = MV_NO_MOVING;
717 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
720 for (i=0; i<MAX_NUM_AMOEBA; i++)
721 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
723 for (x=0; x<lev_fieldx; x++)
725 for (y=0; y<lev_fieldy; y++)
727 Feld[x][y] = Ur[x][y];
728 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
729 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
731 JustStopped[x][y] = 0;
733 ExplodePhase[x][y] = 0;
734 ExplodeField[x][y] = EX_NO_EXPLOSION;
737 GfxAction[x][y] = ACTION_DEFAULT;
738 GfxRandom[x][y] = INIT_GFX_RANDOM();
739 GfxElement[x][y] = EL_UNDEFINED;
743 for(y=0; y<lev_fieldy; y++)
745 for(x=0; x<lev_fieldx; x++)
747 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
749 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
751 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
754 InitField(x, y, TRUE);
760 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
761 emulate_sb ? EMU_SOKOBAN :
762 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
764 /* correct non-moving belts to start moving left */
766 if (game.belt_dir[i] == MV_NO_MOVING)
767 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
769 /* check if any connected player was not found in playfield */
770 for (i=0; i<MAX_PLAYERS; i++)
772 struct PlayerInfo *player = &stored_player[i];
774 if (player->connected && !player->present)
776 for (j=0; j<MAX_PLAYERS; j++)
778 struct PlayerInfo *some_player = &stored_player[j];
779 int jx = some_player->jx, jy = some_player->jy;
781 /* assign first free player found that is present in the playfield */
782 if (some_player->present && !some_player->connected)
784 player->present = TRUE;
785 player->active = TRUE;
786 some_player->present = FALSE;
788 StorePlayer[jx][jy] = player->element_nr;
789 player->jx = player->last_jx = jx;
790 player->jy = player->last_jy = jy;
800 /* when playing a tape, eliminate all players who do not participate */
802 for (i=0; i<MAX_PLAYERS; i++)
804 if (stored_player[i].active && !tape.player_participates[i])
806 struct PlayerInfo *player = &stored_player[i];
807 int jx = player->jx, jy = player->jy;
809 player->active = FALSE;
810 StorePlayer[jx][jy] = 0;
811 Feld[jx][jy] = EL_EMPTY;
815 else if (!options.network && !setup.team_mode) /* && !tape.playing */
817 /* when in single player mode, eliminate all but the first active player */
819 for (i=0; i<MAX_PLAYERS; i++)
821 if (stored_player[i].active)
823 for (j=i+1; j<MAX_PLAYERS; j++)
825 if (stored_player[j].active)
827 struct PlayerInfo *player = &stored_player[j];
828 int jx = player->jx, jy = player->jy;
830 player->active = FALSE;
831 StorePlayer[jx][jy] = 0;
832 Feld[jx][jy] = EL_EMPTY;
839 /* when recording the game, store which players take part in the game */
842 for (i=0; i<MAX_PLAYERS; i++)
843 if (stored_player[i].active)
844 tape.player_participates[i] = TRUE;
849 for (i=0; i<MAX_PLAYERS; i++)
851 struct PlayerInfo *player = &stored_player[i];
853 printf("Player %d: present == %d, connected == %d, active == %d.\n",
858 if (local_player == player)
859 printf("Player %d is local player.\n", i+1);
863 if (BorderElement == EL_EMPTY)
866 SBX_Right = lev_fieldx - SCR_FIELDX;
868 SBY_Lower = lev_fieldy - SCR_FIELDY;
873 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
875 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
878 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
879 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
881 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
882 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
885 scroll_y = SBY_Upper;
886 if (local_player->jx >= SBX_Left + MIDPOSX)
887 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
888 local_player->jx - MIDPOSX :
890 if (local_player->jy >= SBY_Upper + MIDPOSY)
891 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
892 local_player->jy - MIDPOSY :
895 CloseDoor(DOOR_CLOSE_1);
900 /* after drawing the level, correct some elements */
901 if (game.timegate_time_left == 0)
902 CloseAllOpenTimegates();
904 if (setup.soft_scrolling)
905 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
907 redraw_mask |= REDRAW_FROM_BACKBUFFER;
910 /* copy default game door content to main double buffer */
911 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
912 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
915 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
918 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
919 int2str(level_nr, 3), FONT_LEVEL_NUMBER, FONT_OPAQUE);
920 BlitBitmap(drawto, drawto,
921 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
922 getFontWidth(FONT_LEVEL_NUMBER) * 3,
923 getFontHeight(FONT_LEVEL_NUMBER) - 1,
924 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
927 DrawGameDoorValues();
931 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
932 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
933 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
937 /* copy actual game door content to door double buffer for OpenDoor() */
938 BlitBitmap(drawto, bitmap_db_door,
939 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
941 OpenDoor(DOOR_OPEN_ALL);
943 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
944 if (setup.sound_music)
947 KeyboardAutoRepeatOff();
952 printf("Player %d %sactive.\n",
953 i + 1, (stored_player[i].active ? "" : "not "));
957 void InitMovDir(int x, int y)
959 int i, element = Feld[x][y];
960 static int xy[4][2] =
967 static int direction[3][4] =
969 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
970 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
971 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
981 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
984 case EL_SPACESHIP_RIGHT:
985 case EL_SPACESHIP_UP:
986 case EL_SPACESHIP_LEFT:
987 case EL_SPACESHIP_DOWN:
988 Feld[x][y] = EL_SPACESHIP;
989 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
992 case EL_BD_BUTTERFLY_RIGHT:
993 case EL_BD_BUTTERFLY_UP:
994 case EL_BD_BUTTERFLY_LEFT:
995 case EL_BD_BUTTERFLY_DOWN:
996 Feld[x][y] = EL_BD_BUTTERFLY;
997 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1000 case EL_BD_FIREFLY_RIGHT:
1001 case EL_BD_FIREFLY_UP:
1002 case EL_BD_FIREFLY_LEFT:
1003 case EL_BD_FIREFLY_DOWN:
1004 Feld[x][y] = EL_BD_FIREFLY;
1005 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1008 case EL_PACMAN_RIGHT:
1010 case EL_PACMAN_LEFT:
1011 case EL_PACMAN_DOWN:
1012 Feld[x][y] = EL_PACMAN;
1013 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1016 case EL_SP_SNIKSNAK:
1017 MovDir[x][y] = MV_UP;
1020 case EL_SP_ELECTRON:
1021 MovDir[x][y] = MV_LEFT;
1028 Feld[x][y] = EL_MOLE;
1029 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1033 MovDir[x][y] = 1 << RND(4);
1034 if (element != EL_BUG &&
1035 element != EL_SPACESHIP &&
1036 element != EL_BD_BUTTERFLY &&
1037 element != EL_BD_FIREFLY)
1042 int x1 = x + xy[i][0];
1043 int y1 = y + xy[i][1];
1045 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1047 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1049 MovDir[x][y] = direction[0][i];
1052 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1053 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1055 MovDir[x][y] = direction[1][i];
1064 void InitAmoebaNr(int x, int y)
1067 int group_nr = AmoebeNachbarNr(x, y);
1071 for (i=1; i<MAX_NUM_AMOEBA; i++)
1073 if (AmoebaCnt[i] == 0)
1081 AmoebaNr[x][y] = group_nr;
1082 AmoebaCnt[group_nr]++;
1083 AmoebaCnt2[group_nr]++;
1089 boolean raise_level = FALSE;
1091 if (local_player->MovPos)
1094 if (tape.playing && tape.auto_play)
1095 tape.auto_play_level_solved = TRUE;
1097 local_player->LevelSolved = FALSE;
1099 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1103 if (!tape.playing && setup.sound_loops)
1104 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1105 SND_CTRL_PLAY_LOOP);
1107 while (TimeLeft > 0)
1109 if (!tape.playing && !setup.sound_loops)
1110 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1111 if (TimeLeft > 0 && !(TimeLeft % 10))
1112 RaiseScore(level.score[SC_ZEITBONUS]);
1113 if (TimeLeft > 100 && !(TimeLeft % 10))
1117 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1124 if (!tape.playing && setup.sound_loops)
1125 StopSound(SND_GAME_LEVELTIME_BONUS);
1127 else if (level.time == 0) /* level without time limit */
1129 if (!tape.playing && setup.sound_loops)
1130 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1131 SND_CTRL_PLAY_LOOP);
1133 while (TimePlayed < 999)
1135 if (!tape.playing && !setup.sound_loops)
1136 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1137 if (TimePlayed < 999 && !(TimePlayed % 10))
1138 RaiseScore(level.score[SC_ZEITBONUS]);
1139 if (TimePlayed < 900 && !(TimePlayed % 10))
1143 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1150 if (!tape.playing && setup.sound_loops)
1151 StopSound(SND_GAME_LEVELTIME_BONUS);
1154 /* Hero disappears */
1155 DrawLevelField(ExitX, ExitY);
1161 CloseDoor(DOOR_CLOSE_1);
1166 SaveTape(tape.level_nr); /* Ask to save tape */
1169 if (level_nr == leveldir_current->handicap_level)
1171 leveldir_current->handicap_level++;
1172 SaveLevelSetup_SeriesInfo();
1175 if (level_editor_test_game)
1176 local_player->score = -1; /* no highscore when playing from editor */
1177 else if (level_nr < leveldir_current->last_level)
1178 raise_level = TRUE; /* advance to next level */
1180 if ((hi_pos = NewHiScore()) >= 0)
1182 game_status = HALLOFFAME;
1183 DrawHallOfFame(hi_pos);
1192 game_status = MAINMENU;
1209 LoadScore(level_nr);
1211 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1212 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1215 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1217 if (local_player->score > highscore[k].Score)
1219 /* player has made it to the hall of fame */
1221 if (k < MAX_SCORE_ENTRIES - 1)
1223 int m = MAX_SCORE_ENTRIES - 1;
1226 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1227 if (!strcmp(setup.player_name, highscore[l].Name))
1229 if (m == k) /* player's new highscore overwrites his old one */
1235 strcpy(highscore[l].Name, highscore[l - 1].Name);
1236 highscore[l].Score = highscore[l - 1].Score;
1243 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1244 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1245 highscore[k].Score = local_player->score;
1251 else if (!strncmp(setup.player_name, highscore[k].Name,
1252 MAX_PLAYER_NAME_LEN))
1253 break; /* player already there with a higher score */
1259 SaveScore(level_nr);
1264 static void InitPlayerGfxAnimation(struct PlayerInfo *player, int action)
1266 if (player->GfxAction != action)
1268 player->GfxAction = action;
1273 static void ResetRandomAnimationValue(int x, int y)
1275 GfxRandom[x][y] = INIT_GFX_RANDOM();
1278 static void ResetGfxAnimation(int x, int y)
1281 GfxAction[x][y] = ACTION_DEFAULT;
1284 void InitMovingField(int x, int y, int direction)
1286 int element = Feld[x][y];
1287 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1288 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1290 if (!JustStopped[x][y] || direction != MovDir[x][y])
1291 ResetGfxAnimation(x, y);
1293 MovDir[newx][newy] = MovDir[x][y] = direction;
1295 if (Feld[newx][newy] == EL_EMPTY)
1296 Feld[newx][newy] = EL_BLOCKED;
1298 if (direction == MV_DOWN && CAN_FALL(element))
1299 GfxAction[x][y] = ACTION_FALLING;
1301 GfxAction[x][y] = ACTION_MOVING;
1303 GfxFrame[newx][newy] = GfxFrame[x][y];
1304 GfxAction[newx][newy] = GfxAction[x][y];
1305 GfxRandom[newx][newy] = GfxRandom[x][y];
1308 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1310 int direction = MovDir[x][y];
1311 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1312 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1318 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1320 int oldx = x, oldy = y;
1321 int direction = MovDir[x][y];
1323 if (direction == MV_LEFT)
1325 else if (direction == MV_RIGHT)
1327 else if (direction == MV_UP)
1329 else if (direction == MV_DOWN)
1332 *comes_from_x = oldx;
1333 *comes_from_y = oldy;
1336 int MovingOrBlocked2Element(int x, int y)
1338 int element = Feld[x][y];
1340 if (element == EL_BLOCKED)
1344 Blocked2Moving(x, y, &oldx, &oldy);
1345 return Feld[oldx][oldy];
1351 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1353 /* like MovingOrBlocked2Element(), but if element is moving
1354 and (x,y) is the field the moving element is just leaving,
1355 return EL_BLOCKED instead of the element value */
1356 int element = Feld[x][y];
1358 if (IS_MOVING(x, y))
1360 if (element == EL_BLOCKED)
1364 Blocked2Moving(x, y, &oldx, &oldy);
1365 return Feld[oldx][oldy];
1374 static void RemoveField(int x, int y)
1376 Feld[x][y] = EL_EMPTY;
1382 void RemoveMovingField(int x, int y)
1384 int oldx = x, oldy = y, newx = x, newy = y;
1386 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1389 if (IS_MOVING(x, y))
1391 Moving2Blocked(x, y, &newx, &newy);
1392 if (Feld[newx][newy] != EL_BLOCKED)
1395 else if (Feld[x][y] == EL_BLOCKED)
1397 Blocked2Moving(x, y, &oldx, &oldy);
1398 if (!IS_MOVING(oldx, oldy))
1402 if (Feld[x][y] == EL_BLOCKED &&
1403 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1404 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1405 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1406 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1407 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1409 Feld[oldx][oldy] = EL_EMPTY;
1411 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1413 Feld[newx][newy] = EL_EMPTY;
1414 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1415 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1416 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1418 DrawLevelField(oldx, oldy);
1419 DrawLevelField(newx, newy);
1422 void DrawDynamite(int x, int y)
1424 int sx = SCREENX(x), sy = SCREENY(y);
1425 int graphic = el2img(Feld[x][y]);
1428 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1432 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1434 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1438 DrawGraphicThruMask(sx, sy, graphic, frame);
1440 DrawGraphic(sx, sy, graphic, frame);
1442 if (game.emulation == EMU_SUPAPLEX)
1443 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1444 else if (Store[x][y])
1445 DrawGraphicThruMask(sx, sy, graphic, frame);
1447 DrawGraphic(sx, sy, graphic, frame);
1451 void CheckDynamite(int x, int y)
1453 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1457 if (MovDelay[x][y] != 0)
1460 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1467 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1469 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1470 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1471 StopSound(SND_DYNAMITE_ACTIVE);
1473 StopSound(SND_DYNABOMB_ACTIVE);
1479 void Explode(int ex, int ey, int phase, int mode)
1483 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1484 int last_phase = num_phase * delay;
1485 int half_phase = (num_phase / 2) * delay;
1486 int first_phase_after_start = EX_PHASE_START + 1;
1488 if (game.explosions_delayed)
1490 ExplodeField[ex][ey] = mode;
1494 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1496 int center_element = Feld[ex][ey];
1498 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1500 /* put moving element to center field (and let it explode there) */
1501 center_element = MovingOrBlocked2Element(ex, ey);
1502 RemoveMovingField(ex, ey);
1503 Feld[ex][ey] = center_element;
1506 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1510 if (!IN_LEV_FIELD(x, y) ||
1511 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1512 (x != ex || y != ey)))
1515 element = Feld[x][y];
1517 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1519 element = MovingOrBlocked2Element(x, y);
1520 RemoveMovingField(x, y);
1523 if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
1526 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1528 if (IS_ACTIVE_BOMB(element))
1530 /* re-activate things under the bomb like gate or penguin */
1531 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1538 if (element == EL_EXPLOSION)
1539 element = Store2[x][y];
1541 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1543 switch(StorePlayer[ex][ey])
1546 Store[x][y] = EL_EMERALD_RED;
1549 Store[x][y] = EL_EMERALD;
1552 Store[x][y] = EL_EMERALD_PURPLE;
1556 Store[x][y] = EL_EMERALD_YELLOW;
1560 if (game.emulation == EMU_SUPAPLEX)
1561 Store[x][y] = EL_EMPTY;
1563 else if (center_element == EL_MOLE)
1564 Store[x][y] = EL_EMERALD_RED;
1565 else if (center_element == EL_PENGUIN)
1566 Store[x][y] = EL_EMERALD_PURPLE;
1567 else if (center_element == EL_BUG)
1568 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1569 else if (center_element == EL_BD_BUTTERFLY)
1570 Store[x][y] = EL_BD_DIAMOND;
1571 else if (center_element == EL_SP_ELECTRON)
1572 Store[x][y] = EL_SP_INFOTRON;
1573 else if (center_element == EL_YAMYAM)
1574 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1575 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1576 Store[x][y] = level.amoeba_content;
1577 else if (element == EL_WALL_EMERALD)
1578 Store[x][y] = EL_EMERALD;
1579 else if (element == EL_WALL_DIAMOND)
1580 Store[x][y] = EL_DIAMOND;
1581 else if (element == EL_WALL_BD_DIAMOND)
1582 Store[x][y] = EL_BD_DIAMOND;
1583 else if (element == EL_WALL_EMERALD_YELLOW)
1584 Store[x][y] = EL_EMERALD_YELLOW;
1585 else if (element == EL_WALL_EMERALD_RED)
1586 Store[x][y] = EL_EMERALD_RED;
1587 else if (element == EL_WALL_EMERALD_PURPLE)
1588 Store[x][y] = EL_EMERALD_PURPLE;
1589 else if (element == EL_WALL_PEARL)
1590 Store[x][y] = EL_PEARL;
1591 else if (element == EL_WALL_CRYSTAL)
1592 Store[x][y] = EL_CRYSTAL;
1593 else if (!IS_PFORTE(Store[x][y]))
1594 Store[x][y] = EL_EMPTY;
1596 if (x != ex || y != ey ||
1597 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1598 Store2[x][y] = element;
1600 if (AmoebaNr[x][y] &&
1601 (element == EL_AMOEBA_FULL ||
1602 element == EL_BD_AMOEBA ||
1603 element == EL_AMOEBA_GROWING))
1605 AmoebaCnt[AmoebaNr[x][y]]--;
1606 AmoebaCnt2[AmoebaNr[x][y]]--;
1609 Feld[x][y] = EL_EXPLOSION;
1610 MovDir[x][y] = MovPos[x][y] = 0;
1612 ExplodePhase[x][y] = 1;
1616 if (center_element == EL_YAMYAM)
1617 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1628 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1630 if (phase == first_phase_after_start)
1632 int element = Store2[x][y];
1634 if (element == EL_BLACK_ORB)
1636 Feld[x][y] = Store2[x][y];
1641 else if (phase == half_phase)
1643 int element = Store2[x][y];
1645 if (IS_PLAYER(x, y))
1646 KillHeroUnlessProtected(x, y);
1647 else if (IS_EXPLOSIVE(element))
1649 Feld[x][y] = Store2[x][y];
1653 else if (element == EL_AMOEBA_TO_DIAMOND)
1654 AmoebeUmwandeln(x, y);
1657 if (phase == last_phase)
1661 element = Feld[x][y] = Store[x][y];
1662 Store[x][y] = Store2[x][y] = 0;
1663 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1664 InitField(x, y, FALSE);
1665 if (CAN_MOVE(element) || COULD_MOVE(element))
1667 DrawLevelField(x, y);
1669 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1670 StorePlayer[x][y] = 0;
1672 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1674 int stored = Store[x][y];
1675 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1676 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1678 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1681 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1683 if (IS_PFORTE(Store[x][y]))
1685 DrawLevelElement(x, y, Store[x][y]);
1686 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1689 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1693 void DynaExplode(int ex, int ey)
1696 int dynabomb_size = 1;
1697 boolean dynabomb_xl = FALSE;
1698 struct PlayerInfo *player;
1699 static int xy[4][2] =
1707 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1709 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1710 dynabomb_size = player->dynabomb_size;
1711 dynabomb_xl = player->dynabomb_xl;
1712 player->dynabombs_left++;
1715 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1719 for (j=1; j<=dynabomb_size; j++)
1721 int x = ex + j * xy[i % 4][0];
1722 int y = ey + j * xy[i % 4][1];
1725 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1728 element = Feld[x][y];
1730 /* do not restart explosions of fields with active bombs */
1731 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1734 Explode(x, y, EX_PHASE_START, EX_BORDER);
1736 if (element != EL_EMPTY &&
1737 element != EL_SAND &&
1738 element != EL_EXPLOSION &&
1745 void Bang(int x, int y)
1747 int element = Feld[x][y];
1749 if (game.emulation == EMU_SUPAPLEX)
1750 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1752 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1755 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1763 case EL_BD_BUTTERFLY:
1766 case EL_DARK_YAMYAM:
1770 RaiseScoreElement(element);
1771 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1773 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1774 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1775 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1776 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1777 case EL_DYNABOMB_INCREASE_NUMBER:
1778 case EL_DYNABOMB_INCREASE_SIZE:
1779 case EL_DYNABOMB_INCREASE_POWER:
1784 case EL_LAMP_ACTIVE:
1785 if (IS_PLAYER(x, y))
1786 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1788 Explode(x, y, EX_PHASE_START, EX_CENTER);
1791 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1796 void SplashAcid(int x, int y)
1798 int element = Feld[x][y];
1800 if (element != EL_ACID_SPLASH_LEFT &&
1801 element != EL_ACID_SPLASH_RIGHT)
1803 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1805 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1806 (!IN_LEV_FIELD(x-1, y-1) ||
1807 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1808 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1810 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1811 (!IN_LEV_FIELD(x+1, y-1) ||
1812 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1813 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1817 static void InitBeltMovement()
1819 static int belt_base_element[4] =
1821 EL_CONVEYOR_BELT_1_LEFT,
1822 EL_CONVEYOR_BELT_2_LEFT,
1823 EL_CONVEYOR_BELT_3_LEFT,
1824 EL_CONVEYOR_BELT_4_LEFT
1826 static int belt_base_active_element[4] =
1828 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1829 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1830 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1831 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1836 /* set frame order for belt animation graphic according to belt direction */
1843 int element = belt_base_active_element[belt_nr] + j;
1844 int graphic = el2img(element);
1846 if (game.belt_dir[i] == MV_LEFT)
1847 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1849 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1853 for(y=0; y<lev_fieldy; y++)
1855 for(x=0; x<lev_fieldx; x++)
1857 int element = Feld[x][y];
1861 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1863 int e_belt_nr = getBeltNrFromBeltElement(element);
1866 if (e_belt_nr == belt_nr)
1868 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1870 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1878 static void ToggleBeltSwitch(int x, int y)
1880 static int belt_base_element[4] =
1882 EL_CONVEYOR_BELT_1_LEFT,
1883 EL_CONVEYOR_BELT_2_LEFT,
1884 EL_CONVEYOR_BELT_3_LEFT,
1885 EL_CONVEYOR_BELT_4_LEFT
1887 static int belt_base_active_element[4] =
1889 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
1890 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
1891 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
1892 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
1894 static int belt_base_switch_element[4] =
1896 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
1897 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
1898 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
1899 EL_CONVEYOR_BELT_4_SWITCH_LEFT
1901 static int belt_move_dir[4] =
1909 int element = Feld[x][y];
1910 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1911 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1912 int belt_dir = belt_move_dir[belt_dir_nr];
1915 if (!IS_BELT_SWITCH(element))
1918 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1919 game.belt_dir[belt_nr] = belt_dir;
1921 if (belt_dir_nr == 3)
1924 /* set frame order for belt animation graphic according to belt direction */
1927 int element = belt_base_active_element[belt_nr] + i;
1928 int graphic = el2img(element);
1930 if (belt_dir == MV_LEFT)
1931 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1933 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1936 for (yy=0; yy<lev_fieldy; yy++)
1938 for (xx=0; xx<lev_fieldx; xx++)
1940 int element = Feld[xx][yy];
1942 if (IS_BELT_SWITCH(element))
1944 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1946 if (e_belt_nr == belt_nr)
1948 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1949 DrawLevelField(xx, yy);
1952 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1954 int e_belt_nr = getBeltNrFromBeltElement(element);
1956 if (e_belt_nr == belt_nr)
1958 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1960 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1961 DrawLevelField(xx, yy);
1964 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1966 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1968 if (e_belt_nr == belt_nr)
1970 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1972 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1973 DrawLevelField(xx, yy);
1980 static void ToggleSwitchgateSwitch(int x, int y)
1984 game.switchgate_pos = !game.switchgate_pos;
1986 for (yy=0; yy<lev_fieldy; yy++)
1988 for (xx=0; xx<lev_fieldx; xx++)
1990 int element = Feld[xx][yy];
1992 if (element == EL_SWITCHGATE_SWITCH_UP ||
1993 element == EL_SWITCHGATE_SWITCH_DOWN)
1995 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
1996 DrawLevelField(xx, yy);
1998 else if (element == EL_SWITCHGATE_OPEN ||
1999 element == EL_SWITCHGATE_OPENING)
2001 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2003 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2005 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2008 else if (element == EL_SWITCHGATE_CLOSED ||
2009 element == EL_SWITCHGATE_CLOSING)
2011 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2013 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2015 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2022 static int getInvisibleActiveFromInvisibleElement(int element)
2024 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2025 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2026 EL_INVISIBLE_SAND_ACTIVE);
2029 static int getInvisibleFromInvisibleActiveElement(int element)
2031 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2032 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2036 static void RedrawAllLightSwitchesAndInvisibleElements()
2040 for (y=0; y<lev_fieldy; y++)
2042 for (x=0; x<lev_fieldx; x++)
2044 int element = Feld[x][y];
2046 if (element == EL_LIGHT_SWITCH &&
2047 game.light_time_left > 0)
2049 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2050 DrawLevelField(x, y);
2052 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2053 game.light_time_left == 0)
2055 Feld[x][y] = EL_LIGHT_SWITCH;
2056 DrawLevelField(x, y);
2058 else if (element == EL_INVISIBLE_STEELWALL ||
2059 element == EL_INVISIBLE_WALL ||
2060 element == EL_INVISIBLE_SAND)
2062 if (game.light_time_left > 0)
2063 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2065 DrawLevelField(x, y);
2067 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2068 element == EL_INVISIBLE_WALL_ACTIVE ||
2069 element == EL_INVISIBLE_SAND_ACTIVE)
2071 if (game.light_time_left == 0)
2072 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2074 DrawLevelField(x, y);
2080 static void ToggleLightSwitch(int x, int y)
2082 int element = Feld[x][y];
2084 game.light_time_left =
2085 (element == EL_LIGHT_SWITCH ?
2086 level.time_light * FRAMES_PER_SECOND : 0);
2088 RedrawAllLightSwitchesAndInvisibleElements();
2091 static void ActivateTimegateSwitch(int x, int y)
2095 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2097 for (yy=0; yy<lev_fieldy; yy++)
2099 for (xx=0; xx<lev_fieldx; xx++)
2101 int element = Feld[xx][yy];
2103 if (element == EL_TIMEGATE_CLOSED ||
2104 element == EL_TIMEGATE_CLOSING)
2106 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2107 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2111 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2113 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2114 DrawLevelField(xx, yy);
2121 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2124 void Impact(int x, int y)
2126 boolean lastline = (y == lev_fieldy-1);
2127 boolean object_hit = FALSE;
2128 int element = Feld[x][y];
2131 if (!lastline) /* check if element below was hit */
2133 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2136 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2137 MovDir[x][y+1] != MV_DOWN ||
2138 MovPos[x][y+1] <= TILEY / 2));
2140 smashed = MovingOrBlocked2Element(x, y+1);
2143 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2149 if (lastline || object_hit)
2151 ResetGfxAnimation(x, y);
2152 DrawLevelField(x, y);
2155 if ((element == EL_BOMB ||
2156 element == EL_SP_DISK_ORANGE ||
2157 element == EL_DX_SUPABOMB) &&
2158 (lastline || object_hit)) /* element is bomb */
2163 else if (element == EL_PEARL)
2165 Feld[x][y] = EL_PEARL_BREAKING;
2166 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2170 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2172 if (object_hit && IS_PLAYER(x, y+1))
2173 KillHeroUnlessProtected(x, y+1);
2174 else if (object_hit && smashed == EL_PENGUIN)
2178 Feld[x][y] = EL_AMOEBA_GROWING;
2179 Store[x][y] = EL_AMOEBA_WET;
2181 ResetRandomAnimationValue(x, y);
2186 if (!lastline && object_hit) /* check which object was hit */
2188 if (CAN_CHANGE(element) &&
2189 (smashed == EL_MAGIC_WALL ||
2190 smashed == EL_BD_MAGIC_WALL))
2193 int activated_magic_wall =
2194 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2195 EL_BD_MAGIC_WALL_ACTIVE);
2197 /* activate magic wall / mill */
2198 for (yy=0; yy<lev_fieldy; yy++)
2199 for (xx=0; xx<lev_fieldx; xx++)
2200 if (Feld[xx][yy] == smashed)
2201 Feld[xx][yy] = activated_magic_wall;
2203 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2204 game.magic_wall_active = TRUE;
2206 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2207 SND_MAGIC_WALL_ACTIVATING :
2208 SND_BD_MAGIC_WALL_ACTIVATING));
2211 if (IS_PLAYER(x, y + 1))
2213 KillHeroUnlessProtected(x, y+1);
2216 else if (smashed == EL_PENGUIN)
2221 else if (element == EL_BD_DIAMOND)
2223 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2229 else if ((element == EL_SP_INFOTRON ||
2230 element == EL_SP_ZONK) &&
2231 (smashed == EL_SP_SNIKSNAK ||
2232 smashed == EL_SP_ELECTRON ||
2233 smashed == EL_SP_DISK_ORANGE))
2238 else if (element == EL_ROCK ||
2239 element == EL_SP_ZONK ||
2240 element == EL_BD_ROCK)
2242 if (IS_ENEMY(smashed) ||
2243 smashed == EL_BOMB ||
2244 smashed == EL_SP_DISK_ORANGE ||
2245 smashed == EL_DX_SUPABOMB ||
2246 smashed == EL_SATELLITE ||
2247 smashed == EL_PIG ||
2248 smashed == EL_DRAGON ||
2254 else if (!IS_MOVING(x, y + 1))
2256 if (smashed == EL_LAMP ||
2257 smashed == EL_LAMP_ACTIVE)
2262 else if (smashed == EL_NUT)
2264 Feld[x][y+1] = EL_NUT_BREAKING;
2265 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2266 RaiseScoreElement(EL_NUT);
2269 else if (smashed == EL_PEARL)
2271 Feld[x][y+1] = EL_PEARL_BREAKING;
2272 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2275 else if (smashed == EL_DIAMOND)
2277 Feld[x][y+1] = EL_EMPTY;
2278 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2281 else if (IS_BELT_SWITCH(smashed))
2283 ToggleBeltSwitch(x, y+1);
2285 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2286 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2288 ToggleSwitchgateSwitch(x, y+1);
2290 else if (smashed == EL_LIGHT_SWITCH ||
2291 smashed == EL_LIGHT_SWITCH_ACTIVE)
2293 ToggleLightSwitch(x, y+1);
2299 /* play sound of magic wall / mill */
2301 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2302 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2304 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2305 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2306 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2307 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2312 /* play sound of object that hits the ground */
2313 if (lastline || object_hit)
2314 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2317 void TurnRound(int x, int y)
2329 { 0, 0 }, { 0, 0 }, { 0, 0 },
2334 int left, right, back;
2338 { MV_DOWN, MV_UP, MV_RIGHT },
2339 { MV_UP, MV_DOWN, MV_LEFT },
2341 { MV_LEFT, MV_RIGHT, MV_DOWN },
2342 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2343 { MV_RIGHT, MV_LEFT, MV_UP }
2346 int element = Feld[x][y];
2347 int old_move_dir = MovDir[x][y];
2348 int left_dir = turn[old_move_dir].left;
2349 int right_dir = turn[old_move_dir].right;
2350 int back_dir = turn[old_move_dir].back;
2352 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2353 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2354 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2355 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2357 int left_x = x + left_dx, left_y = y + left_dy;
2358 int right_x = x + right_dx, right_y = y + right_dy;
2359 int move_x = x + move_dx, move_y = y + move_dy;
2361 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2363 TestIfBadThingTouchesOtherBadThing(x, y);
2365 if (IN_LEV_FIELD(right_x, right_y) &&
2366 IS_FREE(right_x, right_y))
2367 MovDir[x][y] = right_dir;
2368 else if (!IN_LEV_FIELD(move_x, move_y) ||
2369 !IS_FREE(move_x, move_y))
2370 MovDir[x][y] = left_dir;
2372 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2374 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2377 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2378 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2380 TestIfBadThingTouchesOtherBadThing(x, y);
2382 if (IN_LEV_FIELD(left_x, left_y) &&
2383 IS_FREE(left_x, left_y))
2384 MovDir[x][y] = left_dir;
2385 else if (!IN_LEV_FIELD(move_x, move_y) ||
2386 !IS_FREE(move_x, move_y))
2387 MovDir[x][y] = right_dir;
2389 if ((element == EL_SPACESHIP ||
2390 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2391 && MovDir[x][y] != old_move_dir)
2393 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2396 else if (element == EL_YAMYAM)
2398 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2400 if (IN_LEV_FIELD(left_x, left_y) &&
2401 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2402 Feld[left_x][left_y] == EL_DIAMOND))
2403 can_turn_left = TRUE;
2404 if (IN_LEV_FIELD(right_x, right_y) &&
2405 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2406 Feld[right_x][right_y] == EL_DIAMOND))
2407 can_turn_right = TRUE;
2409 if (can_turn_left && can_turn_right)
2410 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2411 else if (can_turn_left)
2412 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2413 else if (can_turn_right)
2414 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2416 MovDir[x][y] = back_dir;
2418 MovDelay[x][y] = 16+16*RND(3);
2420 else if (element == EL_DARK_YAMYAM)
2422 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2424 if (IN_LEV_FIELD(left_x, left_y) &&
2425 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2426 IS_MAMPF2(Feld[left_x][left_y])))
2427 can_turn_left = TRUE;
2428 if (IN_LEV_FIELD(right_x, right_y) &&
2429 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2430 IS_MAMPF2(Feld[right_x][right_y])))
2431 can_turn_right = TRUE;
2433 if (can_turn_left && can_turn_right)
2434 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2435 else if (can_turn_left)
2436 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2437 else if (can_turn_right)
2438 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2440 MovDir[x][y] = back_dir;
2442 MovDelay[x][y] = 16+16*RND(3);
2444 else if (element == EL_PACMAN)
2446 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2448 if (IN_LEV_FIELD(left_x, left_y) &&
2449 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2450 IS_AMOEBOID(Feld[left_x][left_y])))
2451 can_turn_left = TRUE;
2452 if (IN_LEV_FIELD(right_x, right_y) &&
2453 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2454 IS_AMOEBOID(Feld[right_x][right_y])))
2455 can_turn_right = TRUE;
2457 if (can_turn_left && can_turn_right)
2458 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2459 else if (can_turn_left)
2460 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2461 else if (can_turn_right)
2462 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2464 MovDir[x][y] = back_dir;
2466 MovDelay[x][y] = 6+RND(40);
2468 else if (element == EL_PIG)
2470 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2471 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2472 boolean should_move_on = FALSE;
2474 int rnd = RND(rnd_value);
2476 if (IN_LEV_FIELD(left_x, left_y) &&
2477 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2478 can_turn_left = TRUE;
2479 if (IN_LEV_FIELD(right_x, right_y) &&
2480 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2481 can_turn_right = TRUE;
2482 if (IN_LEV_FIELD(move_x, move_y) &&
2483 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2486 if (can_turn_left &&
2488 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2489 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2490 should_turn_left = TRUE;
2491 if (can_turn_right &&
2493 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2494 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2495 should_turn_right = TRUE;
2497 (!can_turn_left || !can_turn_right ||
2498 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2499 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2500 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2501 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2502 should_move_on = TRUE;
2504 if (should_turn_left || should_turn_right || should_move_on)
2506 if (should_turn_left && should_turn_right && should_move_on)
2507 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2508 rnd < 2*rnd_value/3 ? right_dir :
2510 else if (should_turn_left && should_turn_right)
2511 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2512 else if (should_turn_left && should_move_on)
2513 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2514 else if (should_turn_right && should_move_on)
2515 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2516 else if (should_turn_left)
2517 MovDir[x][y] = left_dir;
2518 else if (should_turn_right)
2519 MovDir[x][y] = right_dir;
2520 else if (should_move_on)
2521 MovDir[x][y] = old_move_dir;
2523 else if (can_move_on && rnd > rnd_value/8)
2524 MovDir[x][y] = old_move_dir;
2525 else if (can_turn_left && can_turn_right)
2526 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2527 else if (can_turn_left && rnd > rnd_value/8)
2528 MovDir[x][y] = left_dir;
2529 else if (can_turn_right && rnd > rnd_value/8)
2530 MovDir[x][y] = right_dir;
2532 MovDir[x][y] = back_dir;
2534 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2535 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2536 MovDir[x][y] = old_move_dir;
2540 else if (element == EL_DRAGON)
2542 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2544 int rnd = RND(rnd_value);
2546 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2547 can_turn_left = TRUE;
2548 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2549 can_turn_right = TRUE;
2550 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2553 if (can_move_on && rnd > rnd_value/8)
2554 MovDir[x][y] = old_move_dir;
2555 else if (can_turn_left && can_turn_right)
2556 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2557 else if (can_turn_left && rnd > rnd_value/8)
2558 MovDir[x][y] = left_dir;
2559 else if (can_turn_right && rnd > rnd_value/8)
2560 MovDir[x][y] = right_dir;
2562 MovDir[x][y] = back_dir;
2564 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2565 MovDir[x][y] = old_move_dir;
2569 else if (element == EL_MOLE)
2571 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2573 if (IN_LEV_FIELD(move_x, move_y) &&
2574 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2575 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2580 if (IN_LEV_FIELD(left_x, left_y) &&
2581 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2582 can_turn_left = TRUE;
2583 if (IN_LEV_FIELD(right_x, right_y) &&
2584 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2585 can_turn_right = TRUE;
2587 if (can_turn_left && can_turn_right)
2588 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2589 else if (can_turn_left)
2590 MovDir[x][y] = left_dir;
2592 MovDir[x][y] = right_dir;
2595 if (MovDir[x][y] != old_move_dir)
2598 else if (element == EL_BALLOON)
2600 MovDir[x][y] = game.balloon_dir;
2603 else if (element == EL_SPRING)
2605 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2606 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2607 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2608 MovDir[x][y] = MV_NO_MOVING;
2612 else if (element == EL_ROBOT ||
2613 element == EL_SATELLITE ||
2614 element == EL_PENGUIN)
2616 int attr_x = -1, attr_y = -1;
2627 for (i=0; i<MAX_PLAYERS; i++)
2629 struct PlayerInfo *player = &stored_player[i];
2630 int jx = player->jx, jy = player->jy;
2632 if (!player->active)
2635 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2643 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2649 if (element == EL_PENGUIN)
2652 static int xy[4][2] =
2662 int ex = x + xy[i%4][0];
2663 int ey = y + xy[i%4][1];
2665 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2674 MovDir[x][y] = MV_NO_MOVING;
2676 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2678 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2680 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2682 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2684 if (element == EL_ROBOT)
2688 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2689 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2690 Moving2Blocked(x, y, &newx, &newy);
2692 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2693 MovDelay[x][y] = 8+8*!RND(3);
2695 MovDelay[x][y] = 16;
2703 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2705 boolean first_horiz = RND(2);
2706 int new_move_dir = MovDir[x][y];
2709 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2710 Moving2Blocked(x, y, &newx, &newy);
2712 if (IN_LEV_FIELD(newx, newy) &&
2713 (IS_FREE(newx, newy) ||
2714 Feld[newx][newy] == EL_ACID ||
2715 (element == EL_PENGUIN &&
2716 (Feld[newx][newy] == EL_EXIT_OPEN ||
2717 IS_MAMPF3(Feld[newx][newy])))))
2721 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2722 Moving2Blocked(x, y, &newx, &newy);
2724 if (IN_LEV_FIELD(newx, newy) &&
2725 (IS_FREE(newx, newy) ||
2726 Feld[newx][newy] == EL_ACID ||
2727 (element == EL_PENGUIN &&
2728 (Feld[newx][newy] == EL_EXIT_OPEN ||
2729 IS_MAMPF3(Feld[newx][newy])))))
2732 MovDir[x][y] = old_move_dir;
2739 static boolean JustBeingPushed(int x, int y)
2743 for (i=0; i<MAX_PLAYERS; i++)
2745 struct PlayerInfo *player = &stored_player[i];
2747 if (player->active && player->Pushing && player->MovPos)
2749 int next_jx = player->jx + (player->jx - player->last_jx);
2750 int next_jy = player->jy + (player->jy - player->last_jy);
2752 if (x == next_jx && y == next_jy)
2760 void StartMoving(int x, int y)
2762 static boolean use_spring_bug = TRUE;
2763 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2764 int element = Feld[x][y];
2769 GfxAction[x][y] = ACTION_DEFAULT;
2771 if (CAN_FALL(element) && y < lev_fieldy - 1)
2773 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2774 if (JustBeingPushed(x, y))
2777 if (element == EL_QUICKSAND_FULL)
2779 if (IS_FREE(x, y+1))
2781 InitMovingField(x, y, MV_DOWN);
2782 started_moving = TRUE;
2784 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2785 Store[x][y] = EL_ROCK;
2787 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
2789 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2792 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2794 if (!MovDelay[x][y])
2795 MovDelay[x][y] = TILEY + 1;
2804 Feld[x][y] = EL_QUICKSAND_EMPTY;
2805 Feld[x][y+1] = EL_QUICKSAND_FULL;
2806 Store[x][y+1] = Store[x][y];
2809 PlaySoundLevelAction(x, y, ACTION_FILLING);
2811 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2815 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2816 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2818 InitMovingField(x, y, MV_DOWN);
2819 started_moving = TRUE;
2821 Feld[x][y] = EL_QUICKSAND_FILLING;
2822 Store[x][y] = element;
2824 PlaySoundLevelAction(x, y, ACTION_FILLING);
2826 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2829 else if (element == EL_MAGIC_WALL_FULL)
2831 if (IS_FREE(x, y+1))
2833 InitMovingField(x, y, MV_DOWN);
2834 started_moving = TRUE;
2836 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2837 Store[x][y] = EL_CHANGED(Store[x][y]);
2839 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2841 if (!MovDelay[x][y])
2842 MovDelay[x][y] = TILEY/4 + 1;
2851 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2852 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2853 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2857 else if (element == EL_BD_MAGIC_WALL_FULL)
2859 if (IS_FREE(x, y+1))
2861 InitMovingField(x, y, MV_DOWN);
2862 started_moving = TRUE;
2864 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2865 Store[x][y] = EL_CHANGED2(Store[x][y]);
2867 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2869 if (!MovDelay[x][y])
2870 MovDelay[x][y] = TILEY/4 + 1;
2879 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2880 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2881 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2885 else if (CAN_CHANGE(element) &&
2886 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2887 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2889 InitMovingField(x, y, MV_DOWN);
2890 started_moving = TRUE;
2893 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2894 EL_BD_MAGIC_WALL_FILLING);
2895 Store[x][y] = element;
2898 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2900 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2905 InitMovingField(x, y, MV_DOWN);
2906 started_moving = TRUE;
2908 Store[x][y] = EL_ACID;
2910 /* !!! TEST !!! better use "_FALLING" etc. !!! */
2911 GfxAction[x][y+1] = ACTION_ACTIVE;
2914 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2919 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2921 if (MovDir[x][y] == MV_NO_MOVING)
2923 InitMovingField(x, y, MV_DOWN);
2924 started_moving = TRUE;
2927 else if (IS_FREE(x, y+1))
2929 if (JustStopped[x][y]) /* prevent animation from being restarted */
2930 MovDir[x][y] = MV_DOWN;
2932 InitMovingField(x, y, MV_DOWN);
2933 started_moving = TRUE;
2935 else if (element == EL_AMOEBA_DROP)
2937 Feld[x][y] = EL_AMOEBA_GROWING;
2938 Store[x][y] = EL_AMOEBA_WET;
2940 /* Store[x][y+1] must be zero, because:
2941 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2944 #if OLD_GAME_BEHAVIOUR
2945 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2947 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2948 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2949 element != EL_DX_SUPABOMB)
2952 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2953 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2954 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2955 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2958 boolean left = (x>0 && IS_FREE(x-1, y) &&
2959 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2960 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2961 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2965 if (left && right &&
2966 (game.emulation != EMU_BOULDERDASH &&
2967 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2968 left = !(right = RND(2));
2970 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2971 started_moving = TRUE;
2974 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2976 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2977 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2978 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2979 int belt_dir = game.belt_dir[belt_nr];
2981 if ((belt_dir == MV_LEFT && left_is_free) ||
2982 (belt_dir == MV_RIGHT && right_is_free))
2984 InitMovingField(x, y, belt_dir);
2985 started_moving = TRUE;
2987 GfxAction[x][y] = ACTION_DEFAULT;
2992 /* not "else if" because of EL_SPRING */
2993 if (CAN_MOVE(element) && !started_moving)
2997 if ((element == EL_SATELLITE ||
2998 element == EL_BALLOON ||
2999 element == EL_SPRING)
3000 && JustBeingPushed(x, y))
3005 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3006 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3008 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3010 Moving2Blocked(x, y, &newx, &newy);
3011 if (Feld[newx][newy] == EL_BLOCKED)
3012 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3017 if (!MovDelay[x][y]) /* start new movement phase */
3019 /* all objects that can change their move direction after each step */
3020 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3022 if (element != EL_YAMYAM &&
3023 element != EL_DARK_YAMYAM &&
3024 element != EL_PACMAN)
3028 if (MovDelay[x][y] && (element == EL_BUG ||
3029 element == EL_SPACESHIP ||
3030 element == EL_SP_SNIKSNAK ||
3031 element == EL_SP_ELECTRON ||
3032 element == EL_MOLE))
3033 DrawLevelField(x, y);
3037 if (MovDelay[x][y]) /* wait some time before next movement */
3041 if (element == EL_ROBOT ||
3042 element == EL_YAMYAM ||
3043 element == EL_DARK_YAMYAM)
3045 DrawLevelElementAnimationIfNeeded(x, y, element);
3046 PlaySoundLevelAction(x, y, ACTION_WAITING);
3048 else if (element == EL_SP_ELECTRON)
3049 DrawLevelElementAnimationIfNeeded(x, y, element);
3050 else if (element == EL_DRAGON)
3053 int dir = MovDir[x][y];
3054 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3055 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3056 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3057 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3058 dir == MV_UP ? IMG_FLAMES_1_UP :
3059 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3060 int frame = getGraphicAnimationFrame(graphic, -1);
3062 for (i=1; i<=3; i++)
3064 int xx = x + i*dx, yy = y + i*dy;
3065 int sx = SCREENX(xx), sy = SCREENY(yy);
3066 int flame_graphic = graphic + (i - 1);
3068 if (!IN_LEV_FIELD(xx, yy) ||
3069 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3074 int flamed = MovingOrBlocked2Element(xx, yy);
3076 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3079 RemoveMovingField(xx, yy);
3081 Feld[xx][yy] = EL_FLAMES;
3082 if (IN_SCR_FIELD(sx, sy))
3083 DrawGraphic(sx, sy, flame_graphic, frame);
3087 if (Feld[xx][yy] == EL_FLAMES)
3088 Feld[xx][yy] = EL_EMPTY;
3089 DrawLevelField(xx, yy);
3094 if (MovDelay[x][y]) /* element still has to wait some time */
3096 PlaySoundLevelAction(x, y, ACTION_WAITING);
3102 /* now make next step */
3104 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3106 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3107 !PLAYER_PROTECTED(newx, newy))
3111 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3114 /* enemy got the player */
3116 KillHero(PLAYERINFO(newx, newy));
3121 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3122 element == EL_SATELLITE || element == EL_BALLOON) &&
3123 IN_LEV_FIELD(newx, newy) &&
3124 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3127 Store[x][y] = EL_ACID;
3129 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3131 if (Feld[newx][newy] == EL_EXIT_OPEN)
3133 Feld[x][y] = EL_EMPTY;
3134 DrawLevelField(x, y);
3136 PlaySoundLevel(newx, newy, SND_CLASS_EXIT_PASSING);
3137 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3138 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3140 local_player->friends_still_needed--;
3141 if (!local_player->friends_still_needed &&
3142 !local_player->GameOver && AllPlayersGone)
3143 local_player->LevelSolved = local_player->GameOver = TRUE;
3147 else if (IS_MAMPF3(Feld[newx][newy]))
3149 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3150 DrawLevelField(newx, newy);
3152 MovDir[x][y] = MV_NO_MOVING;
3154 else if (!IS_FREE(newx, newy))
3156 if (IS_PLAYER(x, y))
3157 DrawPlayerField(x, y);
3159 DrawLevelField(x, y);
3163 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3165 if (IS_GEM(Feld[newx][newy]))
3167 if (IS_MOVING(newx, newy))
3168 RemoveMovingField(newx, newy);
3171 Feld[newx][newy] = EL_EMPTY;
3172 DrawLevelField(newx, newy);
3175 PlaySoundLevel(x, y, SND_PIG_DIGGING);
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_DRAGON && IN_LEV_FIELD(newx, newy))
3188 if (!IS_FREE(newx, newy))
3190 if (IS_PLAYER(x, y))
3191 DrawPlayerField(x, y);
3193 DrawLevelField(x, y);
3198 boolean wanna_flame = !RND(10);
3199 int dx = newx - x, dy = newy - y;
3200 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3201 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3202 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3203 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3204 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3205 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3207 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3208 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3209 element1 != EL_FLAMES && element2 != EL_FLAMES)
3211 if (IS_PLAYER(x, y))
3212 DrawPlayerField(x, y);
3214 DrawLevelField(x, y);
3216 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3218 MovDelay[x][y] = 50;
3219 Feld[newx][newy] = EL_FLAMES;
3220 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3221 Feld[newx1][newy1] = EL_FLAMES;
3222 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3223 Feld[newx2][newy2] = EL_FLAMES;
3228 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3229 Feld[newx][newy] == EL_DIAMOND)
3231 if (IS_MOVING(newx, newy))
3232 RemoveMovingField(newx, newy);
3235 Feld[newx][newy] = EL_EMPTY;
3236 DrawLevelField(newx, newy);
3239 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3241 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3242 IS_MAMPF2(Feld[newx][newy]))
3244 if (AmoebaNr[newx][newy])
3246 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3247 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3248 Feld[newx][newy] == EL_BD_AMOEBA)
3249 AmoebaCnt[AmoebaNr[newx][newy]]--;
3252 if (IS_MOVING(newx, newy))
3253 RemoveMovingField(newx, newy);
3256 Feld[newx][newy] = EL_EMPTY;
3257 DrawLevelField(newx, newy);
3260 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3262 else if ((element == EL_PACMAN || element == EL_MOLE)
3263 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3265 if (AmoebaNr[newx][newy])
3267 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3268 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3269 Feld[newx][newy] == EL_BD_AMOEBA)
3270 AmoebaCnt[AmoebaNr[newx][newy]]--;
3273 if (element == EL_MOLE)
3275 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3276 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3277 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3278 return; /* wait for shrinking amoeba */
3280 else /* element == EL_PACMAN */
3282 Feld[newx][newy] = EL_EMPTY;
3283 DrawLevelField(newx, newy);
3284 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3287 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3288 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3289 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3291 /* wait for shrinking amoeba to completely disappear */
3294 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3296 /* object was running against a wall */
3300 if (element == EL_BUG || element == EL_SPACESHIP ||
3301 element == EL_SP_SNIKSNAK)
3302 DrawLevelField(x, y);
3303 else if (element == EL_BUG || element == EL_SPACESHIP ||
3304 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3305 DrawLevelField(x, y);
3306 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3307 DrawLevelElementAnimationIfNeeded(x, y, element);
3308 else if (element == EL_SATELLITE)
3309 DrawLevelElementAnimationIfNeeded(x, y, element);
3310 else if (element == EL_SP_ELECTRON)
3311 DrawLevelElementAnimationIfNeeded(x, y, element);
3313 if (DONT_TOUCH(element))
3314 TestIfBadThingTouchesHero(x, y);
3316 PlaySoundLevelAction(x, y, ACTION_WAITING);
3321 InitMovingField(x, y, MovDir[x][y]);
3323 PlaySoundLevelAction(x, y, ACTION_MOVING);
3327 ContinueMoving(x, y);
3330 void ContinueMoving(int x, int y)
3332 int element = Feld[x][y];
3333 int direction = MovDir[x][y];
3334 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3335 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3336 int horiz_move = (dx != 0);
3337 int newx = x + dx, newy = y + dy;
3338 int step = (horiz_move ? dx : dy) * TILEX / 8;
3340 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3342 else if (element == EL_QUICKSAND_FILLING ||
3343 element == EL_QUICKSAND_EMPTYING)
3345 else if (element == EL_MAGIC_WALL_FILLING ||
3346 element == EL_BD_MAGIC_WALL_FILLING ||
3347 element == EL_MAGIC_WALL_EMPTYING ||
3348 element == EL_BD_MAGIC_WALL_EMPTYING)
3350 else if (CAN_FALL(element) && horiz_move &&
3351 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3353 else if (element == EL_SPRING && horiz_move)
3356 #if OLD_GAME_BEHAVIOUR
3357 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3361 MovPos[x][y] += step;
3363 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3365 Feld[x][y] = EL_EMPTY;
3366 Feld[newx][newy] = element;
3368 if (element == EL_MOLE)
3371 static int xy[4][2] =
3379 Feld[x][y] = EL_SAND;
3380 DrawLevelField(x, y);
3389 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3390 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3394 if (element == EL_QUICKSAND_FILLING)
3396 element = Feld[newx][newy] = get_next_element(element);
3397 Store[newx][newy] = Store[x][y];
3399 else if (element == EL_QUICKSAND_EMPTYING)
3401 Feld[x][y] = get_next_element(element);
3402 element = Feld[newx][newy] = Store[x][y];
3404 else if (element == EL_MAGIC_WALL_FILLING)
3406 element = Feld[newx][newy] = get_next_element(element);
3407 if (!game.magic_wall_active)
3408 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3409 Store[newx][newy] = Store[x][y];
3411 else if (element == EL_MAGIC_WALL_EMPTYING)
3413 Feld[x][y] = get_next_element(element);
3414 if (!game.magic_wall_active)
3415 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3416 element = Feld[newx][newy] = Store[x][y];
3418 else if (element == EL_BD_MAGIC_WALL_FILLING)
3420 element = Feld[newx][newy] = get_next_element(element);
3421 if (!game.magic_wall_active)
3422 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3423 Store[newx][newy] = Store[x][y];
3425 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3427 Feld[x][y] = get_next_element(element);
3428 if (!game.magic_wall_active)
3429 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3430 element = Feld[newx][newy] = Store[x][y];
3432 else if (element == EL_AMOEBA_DROPPING)
3434 Feld[x][y] = get_next_element(element);
3435 element = Feld[newx][newy] = Store[x][y];
3437 else if (Store[x][y] == EL_ACID)
3439 element = Feld[newx][newy] = EL_ACID;
3443 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3444 MovDelay[newx][newy] = 0;
3446 /* copy animation control values to new field */
3447 GfxFrame[newx][newy] = GfxFrame[x][y];
3448 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3449 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3451 ResetGfxAnimation(x, y); /* reset animation values for old field */
3455 if (!CAN_MOVE(element))
3456 MovDir[newx][newy] = 0;
3459 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3460 MovDir[newx][newy] = 0;
3463 if (!CAN_MOVE(element) ||
3464 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3465 MovDir[newx][newy] = 0;
3469 DrawLevelField(x, y);
3470 DrawLevelField(newx, newy);
3472 Stop[newx][newy] = TRUE;
3473 JustStopped[newx][newy] = 3;
3475 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3477 TestIfBadThingTouchesHero(newx, newy);
3478 TestIfBadThingTouchesFriend(newx, newy);
3479 TestIfBadThingTouchesOtherBadThing(newx, newy);
3481 else if (element == EL_PENGUIN)
3482 TestIfFriendTouchesBadThing(newx, newy);
3484 if (CAN_SMASH(element) && direction == MV_DOWN &&
3485 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3488 else /* still moving on */
3490 DrawLevelField(x, y);
3494 int AmoebeNachbarNr(int ax, int ay)
3497 int element = Feld[ax][ay];
3499 static int xy[4][2] =
3509 int x = ax + xy[i][0];
3510 int y = ay + xy[i][1];
3512 if (!IN_LEV_FIELD(x, y))
3515 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3516 group_nr = AmoebaNr[x][y];
3522 void AmoebenVereinigen(int ax, int ay)
3524 int i, x, y, xx, yy;
3525 int new_group_nr = AmoebaNr[ax][ay];
3526 static int xy[4][2] =
3534 if (new_group_nr == 0)
3542 if (!IN_LEV_FIELD(x, y))
3545 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3546 Feld[x][y] == EL_BD_AMOEBA ||
3547 Feld[x][y] == EL_AMOEBA_DEAD) &&
3548 AmoebaNr[x][y] != new_group_nr)
3550 int old_group_nr = AmoebaNr[x][y];
3552 if (old_group_nr == 0)
3555 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3556 AmoebaCnt[old_group_nr] = 0;
3557 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3558 AmoebaCnt2[old_group_nr] = 0;
3560 for (yy=0; yy<lev_fieldy; yy++)
3562 for (xx=0; xx<lev_fieldx; xx++)
3564 if (AmoebaNr[xx][yy] == old_group_nr)
3565 AmoebaNr[xx][yy] = new_group_nr;
3572 void AmoebeUmwandeln(int ax, int ay)
3576 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3578 int group_nr = AmoebaNr[ax][ay];
3583 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3584 printf("AmoebeUmwandeln(): This should never happen!\n");
3589 for (y=0; y<lev_fieldy; y++)
3591 for (x=0; x<lev_fieldx; x++)
3593 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3596 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3600 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3601 SND_AMOEBA_TURNING_TO_GEM :
3602 SND_AMOEBA_TURNING_TO_ROCK));
3607 static int xy[4][2] =
3620 if (!IN_LEV_FIELD(x, y))
3623 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3625 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3626 SND_AMOEBA_TURNING_TO_GEM :
3627 SND_AMOEBA_TURNING_TO_ROCK));
3634 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3637 int group_nr = AmoebaNr[ax][ay];
3638 boolean done = FALSE;
3643 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3644 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3649 for (y=0; y<lev_fieldy; y++)
3651 for (x=0; x<lev_fieldx; x++)
3653 if (AmoebaNr[x][y] == group_nr &&
3654 (Feld[x][y] == EL_AMOEBA_DEAD ||
3655 Feld[x][y] == EL_BD_AMOEBA ||
3656 Feld[x][y] == EL_AMOEBA_GROWING))
3659 Feld[x][y] = new_element;
3660 InitField(x, y, FALSE);
3661 DrawLevelField(x, y);
3668 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3669 SND_BD_AMOEBA_TURNING_TO_ROCK :
3670 SND_BD_AMOEBA_TURNING_TO_GEM));
3673 void AmoebeWaechst(int x, int y)
3675 static unsigned long sound_delay = 0;
3676 static unsigned long sound_delay_value = 0;
3678 if (!MovDelay[x][y]) /* start new growing cycle */
3682 if (DelayReached(&sound_delay, sound_delay_value))
3685 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
3687 if (Store[x][y] == EL_BD_AMOEBA)
3688 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
3690 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
3692 sound_delay_value = 30;
3696 if (MovDelay[x][y]) /* wait some time before growing bigger */
3699 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3701 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
3702 6 - MovDelay[x][y]);
3704 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
3707 if (!MovDelay[x][y])
3709 Feld[x][y] = Store[x][y];
3711 DrawLevelField(x, y);
3716 void AmoebaDisappearing(int x, int y)
3718 static unsigned long sound_delay = 0;
3719 static unsigned long sound_delay_value = 0;
3721 if (!MovDelay[x][y]) /* start new shrinking cycle */
3725 if (DelayReached(&sound_delay, sound_delay_value))
3726 sound_delay_value = 30;
3729 if (MovDelay[x][y]) /* wait some time before shrinking */
3732 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3734 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3735 6 - MovDelay[x][y]);
3737 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3740 if (!MovDelay[x][y])
3742 Feld[x][y] = EL_EMPTY;
3743 DrawLevelField(x, y);
3745 /* don't let mole enter this field in this cycle;
3746 (give priority to objects falling to this field from above) */
3752 void AmoebeAbleger(int ax, int ay)
3755 int element = Feld[ax][ay];
3756 int graphic = el2img(element);
3757 int newax = ax, neway = ay;
3758 static int xy[4][2] =
3766 if (!level.amoeba_speed)
3768 Feld[ax][ay] = EL_AMOEBA_DEAD;
3769 DrawLevelField(ax, ay);
3773 if (IS_ANIMATED(graphic))
3774 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3776 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3777 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3779 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3782 if (MovDelay[ax][ay])
3786 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3789 int x = ax + xy[start][0];
3790 int y = ay + xy[start][1];
3792 if (!IN_LEV_FIELD(x, y))
3795 if (IS_FREE(x, y) ||
3796 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3802 if (newax == ax && neway == ay)
3805 else /* normal or "filled" (BD style) amoeba */
3808 boolean waiting_for_player = FALSE;
3812 int j = (start + i) % 4;
3813 int x = ax + xy[j][0];
3814 int y = ay + xy[j][1];
3816 if (!IN_LEV_FIELD(x, y))
3819 if (IS_FREE(x, y) ||
3820 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3826 else if (IS_PLAYER(x, y))
3827 waiting_for_player = TRUE;
3830 if (newax == ax && neway == ay) /* amoeba cannot grow */
3832 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3834 Feld[ax][ay] = EL_AMOEBA_DEAD;
3835 DrawLevelField(ax, ay);
3836 AmoebaCnt[AmoebaNr[ax][ay]]--;
3838 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3840 if (element == EL_AMOEBA_FULL)
3841 AmoebeUmwandeln(ax, ay);
3842 else if (element == EL_BD_AMOEBA)
3843 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3848 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3850 /* amoeba gets larger by growing in some direction */
3852 int new_group_nr = AmoebaNr[ax][ay];
3855 if (new_group_nr == 0)
3857 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3858 printf("AmoebeAbleger(): This should never happen!\n");
3863 AmoebaNr[newax][neway] = new_group_nr;
3864 AmoebaCnt[new_group_nr]++;
3865 AmoebaCnt2[new_group_nr]++;
3867 /* if amoeba touches other amoeba(s) after growing, unify them */
3868 AmoebenVereinigen(newax, neway);
3870 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3872 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3878 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3879 (neway == lev_fieldy - 1 && newax != ax))
3881 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
3882 Store[newax][neway] = element;
3884 else if (neway == ay)
3886 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3888 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
3890 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
3895 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3896 Feld[ax][ay] = EL_AMOEBA_DROPPING;
3897 Store[ax][ay] = EL_AMOEBA_DROP;
3898 ContinueMoving(ax, ay);
3902 DrawLevelField(newax, neway);
3905 void Life(int ax, int ay)
3908 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3910 int element = Feld[ax][ay];
3911 int graphic = el2img(element);
3912 boolean changed = FALSE;
3914 if (IS_ANIMATED(graphic))
3915 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
3920 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3921 MovDelay[ax][ay] = life_time;
3923 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3926 if (MovDelay[ax][ay])
3930 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3932 int xx = ax+x1, yy = ay+y1;
3935 if (!IN_LEV_FIELD(xx, yy))
3938 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3940 int x = xx+x2, y = yy+y2;
3942 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3945 if (((Feld[x][y] == element ||
3946 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
3948 (IS_FREE(x, y) && Stop[x][y]))
3952 if (xx == ax && yy == ay) /* field in the middle */
3954 if (nachbarn < life[0] || nachbarn > life[1])
3956 Feld[xx][yy] = EL_EMPTY;
3958 DrawLevelField(xx, yy);
3959 Stop[xx][yy] = TRUE;
3963 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3964 { /* free border field */
3965 if (nachbarn >= life[2] && nachbarn <= life[3])
3967 Feld[xx][yy] = element;
3968 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
3970 DrawLevelField(xx, yy);
3971 Stop[xx][yy] = TRUE;
3978 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
3979 SND_GAME_OF_LIFE_GROWING);
3982 static void InitRobotWheel(int x, int y)
3984 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3987 static void RunRobotWheel(int x, int y)
3989 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3992 static void StopRobotWheel(int x, int y)
3994 if (ZX == x && ZY == y)
3998 static void InitTimegateWheel(int x, int y)
4000 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4003 static void RunTimegateWheel(int x, int y)
4005 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4008 void CheckExit(int x, int y)
4010 if (local_player->gems_still_needed > 0 ||
4011 local_player->sokobanfields_still_needed > 0 ||
4012 local_player->lights_still_needed > 0)
4014 int element = Feld[x][y];
4015 int graphic = el2img(element);
4017 if (IS_ANIMATED(graphic))
4018 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4023 Feld[x][y] = EL_EXIT_OPENING;
4025 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4028 void CheckExitSP(int x, int y)
4030 if (local_player->gems_still_needed > 0)
4032 int element = Feld[x][y];
4033 int graphic = el2img(element);
4035 if (IS_ANIMATED(graphic))
4036 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4041 Feld[x][y] = EL_SP_EXIT_OPEN;
4043 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4046 static void CloseAllOpenTimegates()
4050 for (y=0; y<lev_fieldy; y++)
4052 for (x=0; x<lev_fieldx; x++)
4054 int element = Feld[x][y];
4056 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4058 Feld[x][y] = EL_TIMEGATE_CLOSING;
4060 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4062 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4069 void EdelsteinFunkeln(int x, int y)
4071 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4074 if (Feld[x][y] == EL_BD_DIAMOND)
4077 if (MovDelay[x][y] == 0) /* next animation frame */
4078 MovDelay[x][y] = 11 * !SimpleRND(500);
4080 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4084 if (setup.direct_draw && MovDelay[x][y])
4085 SetDrawtoField(DRAW_BUFFERED);
4087 DrawLevelElementAnimation(x, y, Feld[x][y]);
4089 if (MovDelay[x][y] != 0)
4091 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4092 10 - MovDelay[x][y]);
4094 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4096 if (setup.direct_draw)
4100 dest_x = FX + SCREENX(x) * TILEX;
4101 dest_y = FY + SCREENY(y) * TILEY;
4103 BlitBitmap(drawto_field, window,
4104 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4105 SetDrawtoField(DRAW_DIRECT);
4111 void MauerWaechst(int x, int y)
4115 if (!MovDelay[x][y]) /* next animation frame */
4116 MovDelay[x][y] = 3 * delay;
4118 if (MovDelay[x][y]) /* wait some time before next frame */
4122 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4124 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4125 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4127 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4130 if (!MovDelay[x][y])
4132 if (MovDir[x][y] == MV_LEFT)
4134 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4135 DrawLevelField(x - 1, y);
4137 else if (MovDir[x][y] == MV_RIGHT)
4139 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4140 DrawLevelField(x + 1, y);
4142 else if (MovDir[x][y] == MV_UP)
4144 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4145 DrawLevelField(x, y - 1);
4149 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4150 DrawLevelField(x, y + 1);
4153 Feld[x][y] = Store[x][y];
4155 MovDir[x][y] = MV_NO_MOVING;
4156 DrawLevelField(x, y);
4161 void MauerAbleger(int ax, int ay)
4163 int element = Feld[ax][ay];
4164 int graphic = el2img(element);
4165 boolean oben_frei = FALSE, unten_frei = FALSE;
4166 boolean links_frei = FALSE, rechts_frei = FALSE;
4167 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4168 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4169 boolean new_wall = FALSE;
4171 if (IS_ANIMATED(graphic))
4172 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4174 if (!MovDelay[ax][ay]) /* start building new wall */
4175 MovDelay[ax][ay] = 6;
4177 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4180 if (MovDelay[ax][ay])
4184 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4186 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4188 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4190 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4193 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4194 element == EL_EXPANDABLE_WALL_ANY)
4198 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4199 Store[ax][ay-1] = element;
4200 MovDir[ax][ay-1] = MV_UP;
4201 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4202 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4203 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4208 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4209 Store[ax][ay+1] = element;
4210 MovDir[ax][ay+1] = MV_DOWN;
4211 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4212 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4213 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4218 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4219 element == EL_EXPANDABLE_WALL_ANY ||
4220 element == EL_EXPANDABLE_WALL)
4224 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4225 Store[ax-1][ay] = element;
4226 MovDir[ax-1][ay] = MV_LEFT;
4227 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4228 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4229 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4235 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4236 Store[ax+1][ay] = element;
4237 MovDir[ax+1][ay] = MV_RIGHT;
4238 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4239 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4240 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4245 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4246 DrawLevelField(ax, ay);
4248 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4250 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4251 unten_massiv = TRUE;
4252 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4253 links_massiv = TRUE;
4254 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4255 rechts_massiv = TRUE;
4257 if (((oben_massiv && unten_massiv) ||
4258 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4259 element == EL_EXPANDABLE_WALL) &&
4260 ((links_massiv && rechts_massiv) ||
4261 element == EL_EXPANDABLE_WALL_VERTICAL))
4262 Feld[ax][ay] = EL_WALL;
4266 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4268 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4272 void CheckForDragon(int x, int y)
4275 boolean dragon_found = FALSE;
4276 static int xy[4][2] =
4288 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4290 if (IN_LEV_FIELD(xx, yy) &&
4291 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4293 if (Feld[xx][yy] == EL_DRAGON)
4294 dragon_found = TRUE;
4307 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4309 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4311 Feld[xx][yy] = EL_EMPTY;
4312 DrawLevelField(xx, yy);
4321 static void InitBuggyBase(int x, int y)
4323 int element = Feld[x][y];
4324 int activating_delay = FRAMES_PER_SECOND / 4;
4327 (element == EL_SP_BUGGY_BASE ?
4328 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4329 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4331 element == EL_SP_BUGGY_BASE_ACTIVE ?
4332 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4335 static void WarnBuggyBase(int x, int y)
4338 static int xy[4][2] =
4348 int xx = x + xy[i][0], yy = y + xy[i][1];
4350 if (IS_PLAYER(xx, yy))
4352 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4359 static void InitTrap(int x, int y)
4361 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4364 static void ActivateTrap(int x, int y)
4366 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4369 static void ChangeActiveTrap(int x, int y)
4371 int graphic = IMG_TRAP_ACTIVE;
4373 /* if new animation frame was drawn, correct crumbled sand border */
4374 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4375 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4378 static void ChangeElement(int x, int y)
4380 int element = Feld[x][y];
4382 if (MovDelay[x][y] == 0) /* initialize element change */
4384 MovDelay[x][y] = changing_element[element].change_delay + 1;
4386 ResetGfxAnimation(x, y);
4387 ResetRandomAnimationValue(x, y);
4389 if (changing_element[element].pre_change_function)
4390 changing_element[element].pre_change_function(x, y);
4395 if (MovDelay[x][y] != 0) /* continue element change */
4397 if (IS_ANIMATED(el2img(element)))
4398 DrawLevelElementAnimationIfNeeded(x, y, element);
4400 if (changing_element[element].change_function)
4401 changing_element[element].change_function(x, y);
4403 else /* finish element change */
4405 Feld[x][y] = changing_element[element].next_element;
4407 ResetGfxAnimation(x, y);
4408 ResetRandomAnimationValue(x, y);
4410 DrawLevelField(x, y);
4412 if (changing_element[element].post_change_function)
4413 changing_element[element].post_change_function(x, y);
4417 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4419 static byte stored_player_action[MAX_PLAYERS];
4420 static int num_stored_actions = 0;
4421 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4422 int left = player_action & JOY_LEFT;
4423 int right = player_action & JOY_RIGHT;
4424 int up = player_action & JOY_UP;
4425 int down = player_action & JOY_DOWN;
4426 int button1 = player_action & JOY_BUTTON_1;
4427 int button2 = player_action & JOY_BUTTON_2;
4428 int dx = (left ? -1 : right ? 1 : 0);
4429 int dy = (up ? -1 : down ? 1 : 0);
4431 stored_player_action[player->index_nr] = 0;
4432 num_stored_actions++;
4434 if (!player->active || tape.pausing)
4440 snapped = SnapField(player, dx, dy);
4444 bombed = PlaceBomb(player);
4445 moved = MoveFigure(player, dx, dy);
4448 if (tape.single_step && tape.recording && !tape.pausing)
4450 if (button1 || (bombed && !moved))
4452 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4453 SnapField(player, 0, 0); /* stop snapping */
4457 stored_player_action[player->index_nr] = player_action;
4461 /* no actions for this player (no input at player's configured device) */
4463 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4464 SnapField(player, 0, 0);
4465 CheckGravityMovement(player);
4467 if (player->MovPos == 0)
4468 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
4470 if (player->MovPos == 0) /* needed for tape.playing */
4471 player->is_moving = FALSE;
4474 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4476 TapeRecordAction(stored_player_action);
4477 num_stored_actions = 0;
4483 static unsigned long action_delay = 0;
4484 unsigned long action_delay_value;
4485 int magic_wall_x = 0, magic_wall_y = 0;
4486 int i, x, y, element, graphic;
4487 byte *recorded_player_action;
4488 byte summarized_player_action = 0;
4490 if (game_status != PLAYING)
4493 action_delay_value =
4494 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4496 if (tape.playing && tape.index_search && !tape.pausing)
4497 action_delay_value = 0;
4499 /* ---------- main game synchronization point ---------- */
4501 WaitUntilDelayReached(&action_delay, action_delay_value);
4503 if (network_playing && !network_player_action_received)
4507 printf("DEBUG: try to get network player actions in time\n");
4511 #if defined(PLATFORM_UNIX)
4512 /* last chance to get network player actions without main loop delay */
4516 if (game_status != PLAYING)
4519 if (!network_player_action_received)
4523 printf("DEBUG: failed to get network player actions in time\n");
4533 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4535 for (i=0; i<MAX_PLAYERS; i++)
4537 summarized_player_action |= stored_player[i].action;
4539 if (!network_playing)
4540 stored_player[i].effective_action = stored_player[i].action;
4543 #if defined(PLATFORM_UNIX)
4544 if (network_playing)
4545 SendToServer_MovePlayer(summarized_player_action);
4548 if (!options.network && !setup.team_mode)
4549 local_player->effective_action = summarized_player_action;
4551 for (i=0; i<MAX_PLAYERS; i++)
4553 int actual_player_action = stored_player[i].effective_action;
4555 if (stored_player[i].programmed_action)
4556 actual_player_action = stored_player[i].programmed_action;
4558 if (recorded_player_action)
4559 actual_player_action = recorded_player_action[i];
4561 PlayerActions(&stored_player[i], actual_player_action);
4562 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4565 network_player_action_received = FALSE;
4567 ScrollScreen(NULL, SCROLL_GO_ON);
4573 for (i=0; i<MAX_PLAYERS; i++)
4574 stored_player[i].Frame++;
4577 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4580 if (JustStopped[x][y] > 0)
4581 JustStopped[x][y]--;
4586 if (IS_BLOCKED(x, y))
4590 Blocked2Moving(x, y, &oldx, &oldy);
4591 if (!IS_MOVING(oldx, oldy))
4593 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4594 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4595 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4596 printf("GameActions(): This should never happen!\n");
4602 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4604 element = Feld[x][y];
4605 graphic = el2img(element);
4607 if (graphic_info[graphic].anim_global_sync)
4608 GfxFrame[x][y] = FrameCounter;
4610 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4611 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4612 ResetRandomAnimationValue(x, y);
4614 SetRandomAnimationValue(x, y);
4617 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
4620 if (IS_INACTIVE(element))
4622 if (IS_ANIMATED(graphic))
4623 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4628 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4632 if (IS_ANIMATED(graphic) &&
4635 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4637 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4638 EdelsteinFunkeln(x, y);
4640 else if ((element == EL_ACID ||
4641 element == EL_EXIT_OPEN ||
4642 element == EL_SP_EXIT_OPEN ||
4643 element == EL_SP_TERMINAL ||
4644 element == EL_SP_TERMINAL_ACTIVE ||
4645 element == EL_EXTRA_TIME ||
4646 element == EL_SHIELD_NORMAL ||
4647 element == EL_SHIELD_DEADLY) &&
4648 IS_ANIMATED(graphic))
4649 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4650 else if (IS_MOVING(x, y))
4651 ContinueMoving(x, y);
4652 else if (IS_ACTIVE_BOMB(element))
4653 CheckDynamite(x, y);
4655 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4656 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4658 else if (element == EL_AMOEBA_GROWING)
4659 AmoebeWaechst(x, y);
4660 else if (element == EL_AMOEBA_SHRINKING)
4661 AmoebaDisappearing(x, y);
4663 #if !USE_NEW_AMOEBA_CODE
4664 else if (IS_AMOEBALIVE(element))
4665 AmoebeAbleger(x, y);
4668 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
4670 else if (element == EL_EXIT_CLOSED)
4672 else if (element == EL_SP_EXIT_CLOSED)
4674 else if (element == EL_EXPANDABLE_WALL_GROWING)
4676 else if (element == EL_EXPANDABLE_WALL ||
4677 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4678 element == EL_EXPANDABLE_WALL_VERTICAL ||
4679 element == EL_EXPANDABLE_WALL_ANY)
4681 else if (element == EL_FLAMES)
4682 CheckForDragon(x, y);
4683 else if (IS_AUTO_CHANGING(element))
4684 ChangeElement(x, y);
4685 else if (element == EL_EXPLOSION)
4686 ; /* drawing of correct explosion animation is handled separately */
4687 else if (IS_ANIMATED(graphic))
4688 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4690 if (IS_BELT_ACTIVE(element))
4691 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4693 if (game.magic_wall_active)
4695 int jx = local_player->jx, jy = local_player->jy;
4697 /* play the element sound at the position nearest to the player */
4698 if ((element == EL_MAGIC_WALL_FULL ||
4699 element == EL_MAGIC_WALL_ACTIVE ||
4700 element == EL_MAGIC_WALL_EMPTYING ||
4701 element == EL_BD_MAGIC_WALL_FULL ||
4702 element == EL_BD_MAGIC_WALL_ACTIVE ||
4703 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4704 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4712 #if USE_NEW_AMOEBA_CODE
4713 /* new experimental amoeba growth stuff */
4715 if (!(FrameCounter % 8))
4718 static unsigned long random = 1684108901;
4720 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4723 x = (random >> 10) % lev_fieldx;
4724 y = (random >> 20) % lev_fieldy;
4726 x = RND(lev_fieldx);
4727 y = RND(lev_fieldy);
4729 element = Feld[x][y];
4731 if (!IS_PLAYER(x,y) &&
4732 (element == EL_EMPTY ||
4733 element == EL_SAND ||
4734 element == EL_QUICKSAND_EMPTY ||
4735 element == EL_ACID_SPLASH_LEFT ||
4736 element == EL_ACID_SPLASH_RIGHT))
4738 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4739 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4740 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4741 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4742 Feld[x][y] = EL_AMOEBA_DROP;
4745 random = random * 129 + 1;
4751 if (game.explosions_delayed)
4754 game.explosions_delayed = FALSE;
4756 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4758 element = Feld[x][y];
4760 if (ExplodeField[x][y])
4761 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4762 else if (element == EL_EXPLOSION)
4763 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4765 ExplodeField[x][y] = EX_NO_EXPLOSION;
4768 game.explosions_delayed = TRUE;
4771 if (game.magic_wall_active)
4773 if (!(game.magic_wall_time_left % 4))
4775 int element = Feld[magic_wall_x][magic_wall_y];
4777 if (element == EL_BD_MAGIC_WALL_FULL ||
4778 element == EL_BD_MAGIC_WALL_ACTIVE ||
4779 element == EL_BD_MAGIC_WALL_EMPTYING)
4780 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4782 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4785 if (game.magic_wall_time_left > 0)
4787 game.magic_wall_time_left--;
4788 if (!game.magic_wall_time_left)
4790 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4792 element = Feld[x][y];
4794 if (element == EL_MAGIC_WALL_ACTIVE ||
4795 element == EL_MAGIC_WALL_FULL)
4797 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4798 DrawLevelField(x, y);
4800 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4801 element == EL_BD_MAGIC_WALL_FULL)
4803 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4804 DrawLevelField(x, y);
4808 game.magic_wall_active = FALSE;
4813 if (game.light_time_left > 0)
4815 game.light_time_left--;
4817 if (game.light_time_left == 0)
4818 RedrawAllLightSwitchesAndInvisibleElements();
4821 if (game.timegate_time_left > 0)
4823 game.timegate_time_left--;
4825 if (game.timegate_time_left == 0)
4826 CloseAllOpenTimegates();
4829 for (i=0; i<MAX_PLAYERS; i++)
4831 struct PlayerInfo *player = &stored_player[i];
4833 if (SHIELD_ON(player))
4835 if (player->shield_deadly_time_left)
4836 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4837 else if (player->shield_normal_time_left)
4838 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4842 if (TimeFrames >= (1000 / GameFrameDelay))
4847 for (i=0; i<MAX_PLAYERS; i++)
4849 struct PlayerInfo *player = &stored_player[i];
4851 if (SHIELD_ON(player))
4853 player->shield_normal_time_left--;
4855 if (player->shield_deadly_time_left > 0)
4856 player->shield_deadly_time_left--;
4860 if (tape.recording || tape.playing)
4861 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4867 if (TimeLeft <= 10 && setup.time_limit)
4868 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4870 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
4872 if (!TimeLeft && setup.time_limit)
4873 for (i=0; i<MAX_PLAYERS; i++)
4874 KillHero(&stored_player[i]);
4876 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
4877 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
4882 if (options.debug) /* calculate frames per second */
4884 static unsigned long fps_counter = 0;
4885 static int fps_frames = 0;
4886 unsigned long fps_delay_ms = Counter() - fps_counter;
4890 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4892 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4895 fps_counter = Counter();
4898 redraw_mask |= REDRAW_FPS;
4905 for (i=0; i<MAX_PLAYERS; i++)
4906 stored_player[i].Frame++;
4910 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4912 int min_x = x, min_y = y, max_x = x, max_y = y;
4915 for (i=0; i<MAX_PLAYERS; i++)
4917 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4919 if (!stored_player[i].active || &stored_player[i] == player)
4922 min_x = MIN(min_x, jx);
4923 min_y = MIN(min_y, jy);
4924 max_x = MAX(max_x, jx);
4925 max_y = MAX(max_y, jy);
4928 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4931 static boolean AllPlayersInVisibleScreen()
4935 for (i=0; i<MAX_PLAYERS; i++)
4937 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4939 if (!stored_player[i].active)
4942 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4949 void ScrollLevel(int dx, int dy)
4951 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4954 BlitBitmap(drawto_field, drawto_field,
4955 FX + TILEX*(dx == -1) - softscroll_offset,
4956 FY + TILEY*(dy == -1) - softscroll_offset,
4957 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4958 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4959 FX + TILEX*(dx == 1) - softscroll_offset,
4960 FY + TILEY*(dy == 1) - softscroll_offset);
4964 x = (dx == 1 ? BX1 : BX2);
4965 for (y=BY1; y<=BY2; y++)
4966 DrawScreenField(x, y);
4971 y = (dy == 1 ? BY1 : BY2);
4972 for (x=BX1; x<=BX2; x++)
4973 DrawScreenField(x, y);
4976 redraw_mask |= REDRAW_FIELD;
4979 static void CheckGravityMovement(struct PlayerInfo *player)
4981 if (level.gravity && !player->programmed_action)
4983 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4984 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4986 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4987 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4988 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4989 int jx = player->jx, jy = player->jy;
4990 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4991 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4992 int new_jx = jx + dx, new_jy = jy + dy;
4993 boolean field_under_player_is_free =
4994 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4995 boolean player_is_moving_to_valid_field =
4996 (IN_LEV_FIELD(new_jx, new_jy) &&
4997 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4998 Feld[new_jx][new_jy] == EL_SAND));
5000 if (field_under_player_is_free &&
5001 !player_is_moving_to_valid_field &&
5002 !IS_TUBE(Feld[jx][jy]))
5003 player->programmed_action = MV_DOWN;
5007 boolean MoveFigureOneStep(struct PlayerInfo *player,
5008 int dx, int dy, int real_dx, int real_dy)
5010 int jx = player->jx, jy = player->jy;
5011 int new_jx = jx+dx, new_jy = jy+dy;
5015 if (!player->active || (!dx && !dy))
5016 return MF_NO_ACTION;
5018 player->MovDir = (dx < 0 ? MV_LEFT :
5021 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5023 if (!IN_LEV_FIELD(new_jx, new_jy))
5024 return MF_NO_ACTION;
5026 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5027 return MF_NO_ACTION;
5030 element = MovingOrBlocked2Element(new_jx, new_jy);
5032 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5035 if (DONT_GO_TO(element))
5037 if (element == EL_ACID && dx == 0 && dy == 1)
5040 Feld[jx][jy] = EL_PLAYER_1;
5041 InitMovingField(jx, jy, MV_DOWN);
5042 Store[jx][jy] = EL_ACID;
5043 ContinueMoving(jx, jy);
5047 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5052 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5053 if (can_move != MF_MOVING)
5056 StorePlayer[jx][jy] = 0;
5057 player->last_jx = jx;
5058 player->last_jy = jy;
5059 jx = player->jx = new_jx;
5060 jy = player->jy = new_jy;
5061 StorePlayer[jx][jy] = player->element_nr;
5064 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5066 ScrollFigure(player, SCROLL_INIT);
5071 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5073 int jx = player->jx, jy = player->jy;
5074 int old_jx = jx, old_jy = jy;
5075 int moved = MF_NO_ACTION;
5077 if (!player->active || (!dx && !dy))
5081 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5085 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5086 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5090 /* remove the last programmed player action */
5091 player->programmed_action = 0;
5095 /* should only happen if pre-1.2 tape recordings are played */
5096 /* this is only for backward compatibility */
5098 int original_move_delay_value = player->move_delay_value;
5101 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5105 /* scroll remaining steps with finest movement resolution */
5106 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5108 while (player->MovPos)
5110 ScrollFigure(player, SCROLL_GO_ON);
5111 ScrollScreen(NULL, SCROLL_GO_ON);
5117 player->move_delay_value = original_move_delay_value;
5120 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5122 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5123 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5127 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5128 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5134 if (moved & MF_MOVING && !ScreenMovPos &&
5135 (player == local_player || !options.network))
5137 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5138 int offset = (setup.scroll_delay ? 3 : 0);
5140 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5142 /* actual player has left the screen -- scroll in that direction */
5143 if (jx != old_jx) /* player has moved horizontally */
5144 scroll_x += (jx - old_jx);
5145 else /* player has moved vertically */
5146 scroll_y += (jy - old_jy);
5150 if (jx != old_jx) /* player has moved horizontally */
5152 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5153 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5154 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5156 /* don't scroll over playfield boundaries */
5157 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5158 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5160 /* don't scroll more than one field at a time */
5161 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5163 /* don't scroll against the player's moving direction */
5164 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5165 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5166 scroll_x = old_scroll_x;
5168 else /* player has moved vertically */
5170 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5171 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5172 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5174 /* don't scroll over playfield boundaries */
5175 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5176 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5178 /* don't scroll more than one field at a time */
5179 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5181 /* don't scroll against the player's moving direction */
5182 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5183 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5184 scroll_y = old_scroll_y;
5188 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5190 if (!options.network && !AllPlayersInVisibleScreen())
5192 scroll_x = old_scroll_x;
5193 scroll_y = old_scroll_y;
5197 ScrollScreen(player, SCROLL_INIT);
5198 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5205 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5207 if (!(moved & MF_MOVING) && !player->Pushing)
5212 if (moved & MF_MOVING)
5214 if (old_jx != jx && old_jy == jy)
5215 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5216 else if (old_jx == jx && old_jy != jy)
5217 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5219 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5221 player->last_move_dir = player->MovDir;
5222 player->is_moving = TRUE;
5226 CheckGravityMovement(player);
5229 player->last_move_dir = MV_NO_MOVING;
5231 player->is_moving = FALSE;
5234 TestIfHeroTouchesBadThing(jx, jy);
5236 if (!player->active)
5242 void ScrollFigure(struct PlayerInfo *player, int mode)
5244 int jx = player->jx, jy = player->jy;
5245 int last_jx = player->last_jx, last_jy = player->last_jy;
5246 int move_stepsize = TILEX / player->move_delay_value;
5248 if (!player->active || !player->MovPos)
5251 if (mode == SCROLL_INIT)
5253 player->actual_frame_counter = FrameCounter;
5254 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5256 if (Feld[last_jx][last_jy] == EL_EMPTY)
5257 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5262 else if (!FrameReached(&player->actual_frame_counter, 1))
5265 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5266 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5268 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5269 Feld[last_jx][last_jy] = EL_EMPTY;
5271 /* before DrawPlayer() to draw correct player graphic for this case */
5272 if (player->MovPos == 0)
5273 CheckGravityMovement(player);
5277 if (player->MovPos == 0)
5279 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5281 /* continue with normal speed after quickly moving through gate */
5282 HALVE_PLAYER_SPEED(player);
5284 /* be able to make the next move without delay */
5285 player->move_delay = 0;
5288 player->last_jx = jx;
5289 player->last_jy = jy;
5291 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5292 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5296 if (local_player->friends_still_needed == 0 ||
5297 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5298 player->LevelSolved = player->GameOver = TRUE;
5301 if (tape.single_step && tape.recording && !tape.pausing &&
5302 !player->programmed_action)
5303 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5307 void ScrollScreen(struct PlayerInfo *player, int mode)
5309 static unsigned long screen_frame_counter = 0;
5311 if (mode == SCROLL_INIT)
5313 /* set scrolling step size according to actual player's moving speed */
5314 ScrollStepSize = TILEX / player->move_delay_value;
5316 screen_frame_counter = FrameCounter;
5317 ScreenMovDir = player->MovDir;
5318 ScreenMovPos = player->MovPos;
5319 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5322 else if (!FrameReached(&screen_frame_counter, 1))
5327 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5328 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5329 redraw_mask |= REDRAW_FIELD;
5332 ScreenMovDir = MV_NO_MOVING;
5335 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5337 int i, kill_x = -1, kill_y = -1;
5338 static int test_xy[4][2] =
5345 static int test_dir[4] =
5355 int test_x, test_y, test_move_dir, test_element;
5357 test_x = good_x + test_xy[i][0];
5358 test_y = good_y + test_xy[i][1];
5359 if (!IN_LEV_FIELD(test_x, test_y))
5363 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5366 test_element = Feld[test_x][test_y];
5368 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5371 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5372 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5374 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5375 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5383 if (kill_x != -1 || kill_y != -1)
5385 if (IS_PLAYER(good_x, good_y))
5387 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5389 if (player->shield_deadly_time_left > 0)
5390 Bang(kill_x, kill_y);
5391 else if (!PLAYER_PROTECTED(good_x, good_y))
5395 Bang(good_x, good_y);
5399 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5401 int i, kill_x = -1, kill_y = -1;
5402 int bad_element = Feld[bad_x][bad_y];
5403 static int test_xy[4][2] =
5410 static int test_dir[4] =
5418 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5423 int test_x, test_y, test_move_dir, test_element;
5425 test_x = bad_x + test_xy[i][0];
5426 test_y = bad_y + test_xy[i][1];
5427 if (!IN_LEV_FIELD(test_x, test_y))
5431 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5433 test_element = Feld[test_x][test_y];
5435 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5436 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5438 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5439 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5441 /* good thing is player or penguin that does not move away */
5442 if (IS_PLAYER(test_x, test_y))
5444 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5446 if (bad_element == EL_ROBOT && player->is_moving)
5447 continue; /* robot does not kill player if he is moving */
5453 else if (test_element == EL_PENGUIN)
5462 if (kill_x != -1 || kill_y != -1)
5464 if (IS_PLAYER(kill_x, kill_y))
5466 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5469 int dir = player->MovDir;
5470 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5471 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5473 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5474 newx != bad_x && newy != bad_y)
5475 ; /* robot does not kill player if he is moving */
5477 printf("-> %d\n", player->MovDir);
5479 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5480 newx != bad_x && newy != bad_y)
5481 ; /* robot does not kill player if he is moving */
5486 if (player->shield_deadly_time_left > 0)
5488 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5492 Bang(kill_x, kill_y);
5496 void TestIfHeroTouchesBadThing(int x, int y)
5498 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5501 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5503 TestIfGoodThingHitsBadThing(x, y, move_dir);
5506 void TestIfBadThingTouchesHero(int x, int y)
5508 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5511 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5513 TestIfBadThingHitsGoodThing(x, y, move_dir);
5516 void TestIfFriendTouchesBadThing(int x, int y)
5518 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5521 void TestIfBadThingTouchesFriend(int x, int y)
5523 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5526 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5528 int i, kill_x = bad_x, kill_y = bad_y;
5529 static int xy[4][2] =
5541 x = bad_x + xy[i][0];
5542 y = bad_y + xy[i][1];
5543 if (!IN_LEV_FIELD(x, y))
5546 element = Feld[x][y];
5547 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
5548 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
5556 if (kill_x != bad_x || kill_y != bad_y)
5560 void KillHero(struct PlayerInfo *player)
5562 int jx = player->jx, jy = player->jy;
5564 if (!player->active)
5567 if (IS_PFORTE(Feld[jx][jy]))
5568 Feld[jx][jy] = EL_EMPTY;
5570 /* deactivate shield (else Bang()/Explode() would not work right) */
5571 player->shield_normal_time_left = 0;
5572 player->shield_deadly_time_left = 0;
5578 static void KillHeroUnlessProtected(int x, int y)
5580 if (!PLAYER_PROTECTED(x, y))
5581 KillHero(PLAYERINFO(x, y));
5584 void BuryHero(struct PlayerInfo *player)
5586 int jx = player->jx, jy = player->jy;
5588 if (!player->active)
5591 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
5592 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5594 player->GameOver = TRUE;
5598 void RemoveHero(struct PlayerInfo *player)
5600 int jx = player->jx, jy = player->jy;
5601 int i, found = FALSE;
5603 player->present = FALSE;
5604 player->active = FALSE;
5606 if (!ExplodeField[jx][jy])
5607 StorePlayer[jx][jy] = 0;
5609 for (i=0; i<MAX_PLAYERS; i++)
5610 if (stored_player[i].active)
5614 AllPlayersGone = TRUE;
5620 int DigField(struct PlayerInfo *player,
5621 int x, int y, int real_dx, int real_dy, int mode)
5623 int jx = player->jx, jy = player->jy;
5624 int dx = x - jx, dy = y - jy;
5625 int move_direction = (dx == -1 ? MV_LEFT :
5626 dx == +1 ? MV_RIGHT :
5628 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5631 player->is_digging = FALSE;
5633 if (player->MovPos == 0)
5634 player->Pushing = FALSE;
5636 if (mode == DF_NO_PUSH)
5638 player->Switching = FALSE;
5639 player->push_delay = 0;
5640 return MF_NO_ACTION;
5643 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5644 return MF_NO_ACTION;
5646 if (IS_TUBE(Feld[jx][jy]))
5649 int tube_leave_directions[][2] =
5651 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5652 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5653 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5654 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5655 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5656 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5657 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5658 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5659 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5660 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5661 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5662 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5665 while (tube_leave_directions[i][0] != Feld[jx][jy])
5668 if (tube_leave_directions[i][0] == -1) /* should not happen */
5672 if (!(tube_leave_directions[i][1] & move_direction))
5673 return MF_NO_ACTION; /* tube has no opening in this direction */
5676 element = Feld[x][y];
5682 case EL_INVISIBLE_SAND:
5683 case EL_INVISIBLE_SAND_ACTIVE:
5686 case EL_SP_BUGGY_BASE:
5687 case EL_SP_BUGGY_BASE_ACTIVATING:
5689 if (mode != DF_SNAP && element == EL_SAND)
5690 GfxElement[x][y] = Feld[x][y];
5693 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5698 case EL_EMERALD_YELLOW:
5699 case EL_EMERALD_RED:
5700 case EL_EMERALD_PURPLE:
5702 case EL_SP_INFOTRON:
5706 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5707 element == EL_PEARL ? 5 :
5708 element == EL_CRYSTAL ? 8 : 1);
5709 if (local_player->gems_still_needed < 0)
5710 local_player->gems_still_needed = 0;
5711 RaiseScoreElement(element);
5712 DrawText(DX_EMERALDS, DY_EMERALDS,
5713 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
5714 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5719 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5720 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5724 Feld[x][y] = EL_EMPTY;
5725 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5733 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5735 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5738 case EL_SHIELD_NORMAL:
5740 player->shield_normal_time_left += 10;
5741 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5744 case EL_SHIELD_DEADLY:
5746 player->shield_normal_time_left += 10;
5747 player->shield_deadly_time_left += 10;
5748 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5752 case EL_SP_DISK_RED:
5755 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
5756 RaiseScoreElement(EL_DYNAMITE);
5757 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5759 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5762 case EL_DYNABOMB_INCREASE_NUMBER:
5764 player->dynabomb_count++;
5765 player->dynabombs_left++;
5766 RaiseScoreElement(EL_DYNAMITE);
5767 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
5770 case EL_DYNABOMB_INCREASE_SIZE:
5772 player->dynabomb_size++;
5773 RaiseScoreElement(EL_DYNAMITE);
5774 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
5777 case EL_DYNABOMB_INCREASE_POWER:
5779 player->dynabomb_xl = TRUE;
5780 RaiseScoreElement(EL_DYNAMITE);
5781 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
5789 int key_nr = element - EL_KEY_1;
5790 int graphic = el2edimg(element);
5793 player->key[key_nr] = TRUE;
5794 RaiseScoreElement(element);
5795 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5797 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5799 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5808 int key_nr = element - EL_EM_KEY_1;
5809 int graphic = el2edimg(EL_KEY_1 + key_nr);
5812 player->key[key_nr] = TRUE;
5813 RaiseScoreElement(element);
5814 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5816 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5818 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
5822 case EL_ROBOT_WHEEL:
5823 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5826 DrawLevelField(x, y);
5827 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5831 case EL_SP_TERMINAL:
5835 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5837 for (yy=0; yy<lev_fieldy; yy++)
5839 for (xx=0; xx<lev_fieldx; xx++)
5841 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5843 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5844 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5852 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
5853 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
5854 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
5855 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
5856 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
5857 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
5858 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
5859 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
5860 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
5861 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
5862 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
5863 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
5864 if (!player->Switching)
5866 player->Switching = TRUE;
5867 ToggleBeltSwitch(x, y);
5868 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
5873 case EL_SWITCHGATE_SWITCH_UP:
5874 case EL_SWITCHGATE_SWITCH_DOWN:
5875 if (!player->Switching)
5877 player->Switching = TRUE;
5878 ToggleSwitchgateSwitch(x, y);
5879 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
5884 case EL_LIGHT_SWITCH:
5885 case EL_LIGHT_SWITCH_ACTIVE:
5886 if (!player->Switching)
5888 player->Switching = TRUE;
5889 ToggleLightSwitch(x, y);
5890 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
5891 SND_LIGHT_SWITCH_ACTIVATING :
5892 SND_LIGHT_SWITCH_DEACTIVATING);
5897 case EL_TIMEGATE_SWITCH:
5898 ActivateTimegateSwitch(x, y);
5899 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
5904 case EL_BALLOON_SWITCH_LEFT:
5905 case EL_BALLOON_SWITCH_RIGHT:
5906 case EL_BALLOON_SWITCH_UP:
5907 case EL_BALLOON_SWITCH_DOWN:
5908 case EL_BALLOON_SWITCH_ANY:
5909 if (element == EL_BALLOON_SWITCH_ANY)
5910 game.balloon_dir = move_direction;
5912 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
5913 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
5914 element == EL_BALLOON_SWITCH_UP ? MV_UP :
5915 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
5917 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
5922 /* the following elements cannot be pushed by "snapping" */
5925 case EL_DX_SUPABOMB:
5927 case EL_TIME_ORB_EMPTY:
5929 case EL_SP_DISK_ORANGE:
5931 if (mode == DF_SNAP)
5932 return MF_NO_ACTION;
5934 /* no "break" -- fall through to next case */
5936 /* the following elements can be pushed by "snapping" */
5939 return MF_NO_ACTION;
5941 player->Pushing = TRUE;
5943 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5944 return MF_NO_ACTION;
5948 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5949 return MF_NO_ACTION;
5952 if (player->push_delay == 0)
5953 player->push_delay = FrameCounter;
5955 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5957 element != EL_SPRING)
5958 return MF_NO_ACTION;
5960 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5961 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
5962 element != EL_SPRING)
5963 return MF_NO_ACTION;
5966 if (mode == DF_SNAP)
5968 InitMovingField(x, y, move_direction);
5969 ContinueMoving(x, y);
5974 Feld[x + dx][y + dy] = element;
5977 if (element == EL_SPRING)
5979 Feld[x + dx][y + dy] = EL_SPRING;
5980 MovDir[x + dx][y + dy] = move_direction;
5983 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5985 DrawLevelField(x + dx, y + dy);
5986 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
5993 if (!player->key[element - EL_GATE_1])
5994 return MF_NO_ACTION;
5997 case EL_GATE_1_GRAY:
5998 case EL_GATE_2_GRAY:
5999 case EL_GATE_3_GRAY:
6000 case EL_GATE_4_GRAY:
6001 if (!player->key[element - EL_GATE_1_GRAY])
6002 return MF_NO_ACTION;
6009 if (!player->key[element - EL_EM_GATE_1])
6010 return MF_NO_ACTION;
6011 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6012 return MF_NO_ACTION;
6014 /* automatically move to the next field with double speed */
6015 player->programmed_action = move_direction;
6016 DOUBLE_PLAYER_SPEED(player);
6018 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6021 case EL_EM_GATE_1_GRAY:
6022 case EL_EM_GATE_2_GRAY:
6023 case EL_EM_GATE_3_GRAY:
6024 case EL_EM_GATE_4_GRAY:
6025 if (!player->key[element - EL_EM_GATE_1_GRAY])
6026 return MF_NO_ACTION;
6027 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6028 return MF_NO_ACTION;
6030 /* automatically move to the next field with double speed */
6031 player->programmed_action = move_direction;
6032 DOUBLE_PLAYER_SPEED(player);
6035 PlaySoundLevelAction(x, y, ACTION_PASSING);
6037 PlaySoundLevel(x, y, SND_GATE_PASSING);
6041 case EL_SWITCHGATE_OPEN:
6042 case EL_TIMEGATE_OPEN:
6043 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6044 return MF_NO_ACTION;
6046 /* automatically move to the next field with double speed */
6047 player->programmed_action = move_direction;
6048 DOUBLE_PLAYER_SPEED(player);
6050 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6053 case EL_SP_PORT_LEFT:
6054 case EL_SP_GRAVITY_PORT_LEFT:
6055 case EL_SP_PORT_RIGHT:
6056 case EL_SP_GRAVITY_PORT_RIGHT:
6058 case EL_SP_GRAVITY_PORT_UP:
6059 case EL_SP_PORT_DOWN:
6060 case EL_SP_GRAVITY_PORT_DOWN:
6061 case EL_SP_PORT_HORIZONTAL:
6062 case EL_SP_PORT_VERTICAL:
6063 case EL_SP_PORT_ANY:
6065 element != EL_SP_PORT_LEFT &&
6066 element != EL_SP_GRAVITY_PORT_LEFT &&
6067 element != EL_SP_PORT_HORIZONTAL &&
6068 element != EL_SP_PORT_ANY) ||
6070 element != EL_SP_PORT_RIGHT &&
6071 element != EL_SP_GRAVITY_PORT_RIGHT &&
6072 element != EL_SP_PORT_HORIZONTAL &&
6073 element != EL_SP_PORT_ANY) ||
6075 element != EL_SP_PORT_UP &&
6076 element != EL_SP_GRAVITY_PORT_UP &&
6077 element != EL_SP_PORT_VERTICAL &&
6078 element != EL_SP_PORT_ANY) ||
6080 element != EL_SP_PORT_DOWN &&
6081 element != EL_SP_GRAVITY_PORT_DOWN &&
6082 element != EL_SP_PORT_VERTICAL &&
6083 element != EL_SP_PORT_ANY) ||
6084 !IN_LEV_FIELD(x + dx, y + dy) ||
6085 !IS_FREE(x + dx, y + dy))
6086 return MF_NO_ACTION;
6088 /* automatically move to the next field with double speed */
6089 player->programmed_action = move_direction;
6090 DOUBLE_PLAYER_SPEED(player);
6092 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6096 case EL_TUBE_VERTICAL:
6097 case EL_TUBE_HORIZONTAL:
6098 case EL_TUBE_VERTICAL_LEFT:
6099 case EL_TUBE_VERTICAL_RIGHT:
6100 case EL_TUBE_HORIZONTAL_UP:
6101 case EL_TUBE_HORIZONTAL_DOWN:
6102 case EL_TUBE_LEFT_UP:
6103 case EL_TUBE_LEFT_DOWN:
6104 case EL_TUBE_RIGHT_UP:
6105 case EL_TUBE_RIGHT_DOWN:
6108 int tube_enter_directions[][2] =
6110 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6111 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6112 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6113 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6114 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6115 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6116 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6117 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6118 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6119 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6120 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6121 { -1, MV_NO_MOVING }
6124 while (tube_enter_directions[i][0] != element)
6127 if (tube_enter_directions[i][0] == -1) /* should not happen */
6131 if (!(tube_enter_directions[i][1] & move_direction))
6132 return MF_NO_ACTION; /* tube has no opening in this direction */
6134 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6138 case EL_EXIT_CLOSED:
6139 case EL_SP_EXIT_CLOSED:
6140 case EL_EXIT_OPENING:
6141 return MF_NO_ACTION;
6145 case EL_SP_EXIT_OPEN:
6146 if (mode == DF_SNAP)
6147 return MF_NO_ACTION;
6149 if (element == EL_EXIT_OPEN)
6150 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6152 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6157 Feld[x][y] = EL_LAMP_ACTIVE;
6158 local_player->lights_still_needed--;
6159 DrawLevelField(x, y);
6160 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6164 case EL_TIME_ORB_FULL:
6165 Feld[x][y] = EL_TIME_ORB_EMPTY;
6167 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6168 DrawLevelField(x, y);
6169 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6173 case EL_SOKOBAN_FIELD_EMPTY:
6176 case EL_SOKOBAN_OBJECT:
6177 case EL_SOKOBAN_FIELD_FULL:
6179 case EL_SP_DISK_YELLOW:
6181 if (mode == DF_SNAP)
6182 return MF_NO_ACTION;
6184 player->Pushing = TRUE;
6186 if (!IN_LEV_FIELD(x+dx, y+dy)
6187 || (!IS_FREE(x+dx, y+dy)
6188 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6189 || !IS_SB_ELEMENT(element))))
6190 return MF_NO_ACTION;
6194 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6195 return MF_NO_ACTION;
6197 else if (dy && real_dx)
6199 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6200 return MF_NO_ACTION;
6203 if (player->push_delay == 0)
6204 player->push_delay = FrameCounter;
6206 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6207 !tape.playing && element != EL_BALLOON)
6208 return MF_NO_ACTION;
6210 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6211 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6212 element != EL_BALLOON)
6213 return MF_NO_ACTION;
6216 if (IS_SB_ELEMENT(element))
6218 if (element == EL_SOKOBAN_FIELD_FULL)
6220 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6221 local_player->sokobanfields_still_needed++;
6226 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6228 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6229 local_player->sokobanfields_still_needed--;
6230 if (element == EL_SOKOBAN_OBJECT)
6232 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
6234 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
6238 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6240 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6245 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6246 if (element == EL_SOKOBAN_FIELD_FULL)
6248 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
6250 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6254 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
6256 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6263 Feld[x+dx][y+dy] = element;
6264 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6267 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6269 DrawLevelField(x, y);
6270 DrawLevelField(x + dx, y + dy);
6272 if (IS_SB_ELEMENT(element) &&
6273 local_player->sokobanfields_still_needed == 0 &&
6274 game.emulation == EMU_SOKOBAN)
6276 player->LevelSolved = player->GameOver = TRUE;
6277 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
6288 if (IS_PUSHABLE(element))
6290 if (mode == DF_SNAP)
6291 return MF_NO_ACTION;
6293 if (CAN_FALL(element) && dy)
6294 return MF_NO_ACTION;
6296 player->Pushing = TRUE;
6298 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6299 return MF_NO_ACTION;
6303 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6304 return MF_NO_ACTION;
6306 else if (dy && real_dx)
6308 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6309 return MF_NO_ACTION;
6312 if (player->push_delay == 0)
6313 player->push_delay = FrameCounter;
6315 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6316 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6317 return MF_NO_ACTION;
6320 Feld[x + dx][y + dy] = element;
6322 player->push_delay_value = 2 + RND(8);
6324 DrawLevelField(x + dx, y + dy);
6325 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6330 return MF_NO_ACTION;
6333 player->push_delay = 0;
6335 if (Feld[x][y] != element) /* really digged something */
6336 player->is_digging = TRUE;
6341 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6343 int jx = player->jx, jy = player->jy;
6344 int x = jx + dx, y = jy + dy;
6346 if (!player->active || !IN_LEV_FIELD(x, y))
6354 if (player->MovPos == 0)
6355 player->Pushing = FALSE;
6357 player->snapped = FALSE;
6358 player->is_digging = FALSE;
6362 if (player->snapped)
6365 player->MovDir = (dx < 0 ? MV_LEFT :
6368 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6370 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6373 player->snapped = TRUE;
6374 player->is_digging = FALSE;
6375 DrawLevelField(x, y);
6381 boolean PlaceBomb(struct PlayerInfo *player)
6383 int jx = player->jx, jy = player->jy;
6386 if (!player->active || player->MovPos)
6389 element = Feld[jx][jy];
6391 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6392 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6395 if (element != EL_EMPTY)
6396 Store[jx][jy] = element;
6398 MovDelay[jx][jy] = 96;
6400 ResetGfxAnimation(jx, jy);
6401 ResetRandomAnimationValue(jx, jy);
6403 if (player->dynamite)
6405 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
6406 EL_DYNAMITE_ACTIVE);
6409 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6411 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6414 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6416 if (game.emulation == EMU_SUPAPLEX)
6417 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6419 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6423 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6428 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
6429 player->dynabombs_left--;
6431 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6432 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6434 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
6440 /* ------------------------------------------------------------------------- */
6441 /* game sound playing functions */
6442 /* ------------------------------------------------------------------------- */
6444 static int *loop_sound_frame = NULL;
6445 static int *loop_sound_volume = NULL;
6447 void InitPlaySoundLevel()
6449 int num_sounds = getSoundListSize();
6451 if (loop_sound_frame != NULL)
6452 free(loop_sound_frame);
6454 if (loop_sound_volume != NULL)
6455 free(loop_sound_volume);
6457 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6458 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6461 static void PlaySoundLevel(int x, int y, int nr)
6463 int sx = SCREENX(x), sy = SCREENY(y);
6464 int volume, stereo_position;
6465 int max_distance = 8;
6466 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6468 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6469 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6472 if (!IN_LEV_FIELD(x, y) ||
6473 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6474 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6477 volume = SOUND_MAX_VOLUME;
6479 if (!IN_SCR_FIELD(sx, sy))
6481 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6482 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6484 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6487 stereo_position = (SOUND_MAX_LEFT +
6488 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6489 (SCR_FIELDX + 2 * max_distance));
6491 if (IS_LOOP_SOUND(nr))
6493 /* This assures that quieter loop sounds do not overwrite louder ones,
6494 while restarting sound volume comparison with each new game frame. */
6496 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6499 loop_sound_volume[nr] = volume;
6500 loop_sound_frame[nr] = FrameCounter;
6503 PlaySoundExt(nr, volume, stereo_position, type);
6506 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6508 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6509 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6510 y < LEVELY(BY1) ? LEVELY(BY1) :
6511 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6515 static void PlaySoundLevelAction(int x, int y, int action)
6517 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
6520 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
6522 int sound_effect = element_info[element].sound[action];
6524 if (sound_effect != SND_UNDEFINED)
6525 PlaySoundLevel(x, y, sound_effect);
6528 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
6530 int sound_effect = element_info[Feld[x][y]].sound[action];
6532 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6533 PlaySoundLevel(x, y, sound_effect);
6536 static void StopSoundLevelActionIfLoop(int x, int y, int action)
6538 int sound_effect = element_info[Feld[x][y]].sound[action];
6540 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
6541 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
6544 void RaiseScore(int value)
6546 local_player->score += value;
6547 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
6550 void RaiseScoreElement(int element)
6556 case EL_EMERALD_YELLOW:
6557 case EL_EMERALD_RED:
6558 case EL_EMERALD_PURPLE:
6559 RaiseScore(level.score[SC_EDELSTEIN]);
6562 RaiseScore(level.score[SC_DIAMANT]);
6565 case EL_BD_BUTTERFLY:
6566 RaiseScore(level.score[SC_KAEFER]);
6570 RaiseScore(level.score[SC_FLIEGER]);
6573 case EL_DARK_YAMYAM:
6574 RaiseScore(level.score[SC_MAMPFER]);
6577 RaiseScore(level.score[SC_ROBOT]);
6580 RaiseScore(level.score[SC_PACMAN]);
6583 RaiseScore(level.score[SC_KOKOSNUSS]);
6586 RaiseScore(level.score[SC_DYNAMIT]);
6592 RaiseScore(level.score[SC_SCHLUESSEL]);
6599 void RequestQuitGame(boolean ask_if_really_quit)
6601 if (AllPlayersGone ||
6602 !ask_if_really_quit ||
6603 level_editor_test_game ||
6604 Request("Do you really want to quit the game ?",
6605 REQ_ASK | REQ_STAY_CLOSED))
6607 #if defined(PLATFORM_UNIX)
6608 if (options.network)
6609 SendToServer_StopPlaying();
6613 game_status = MAINMENU;
6619 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6624 /* ---------- new game button stuff ---------------------------------------- */
6626 /* graphic position values for game buttons */
6627 #define GAME_BUTTON_XSIZE 30
6628 #define GAME_BUTTON_YSIZE 30
6629 #define GAME_BUTTON_XPOS 5
6630 #define GAME_BUTTON_YPOS 215
6631 #define SOUND_BUTTON_XPOS 5
6632 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6634 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6635 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6636 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6637 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6638 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6639 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6646 } gamebutton_info[NUM_GAME_BUTTONS] =
6649 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6654 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6659 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6664 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6665 SOUND_CTRL_ID_MUSIC,
6666 "background music on/off"
6669 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6670 SOUND_CTRL_ID_LOOPS,
6671 "sound loops on/off"
6674 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6675 SOUND_CTRL_ID_SIMPLE,
6676 "normal sounds on/off"
6680 void CreateGameButtons()
6684 for (i=0; i<NUM_GAME_BUTTONS; i++)
6686 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6687 struct GadgetInfo *gi;
6690 unsigned long event_mask;
6691 int gd_xoffset, gd_yoffset;
6692 int gd_x1, gd_x2, gd_y1, gd_y2;
6695 gd_xoffset = gamebutton_info[i].x;
6696 gd_yoffset = gamebutton_info[i].y;
6697 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6698 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6700 if (id == GAME_CTRL_ID_STOP ||
6701 id == GAME_CTRL_ID_PAUSE ||
6702 id == GAME_CTRL_ID_PLAY)
6704 button_type = GD_TYPE_NORMAL_BUTTON;
6706 event_mask = GD_EVENT_RELEASED;
6707 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6708 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6712 button_type = GD_TYPE_CHECK_BUTTON;
6714 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6715 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6716 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6717 event_mask = GD_EVENT_PRESSED;
6718 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6719 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6722 gi = CreateGadget(GDI_CUSTOM_ID, id,
6723 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6724 GDI_X, DX + gd_xoffset,
6725 GDI_Y, DY + gd_yoffset,
6726 GDI_WIDTH, GAME_BUTTON_XSIZE,
6727 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6728 GDI_TYPE, button_type,
6729 GDI_STATE, GD_BUTTON_UNPRESSED,
6730 GDI_CHECKED, checked,
6731 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6732 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6733 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6734 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6735 GDI_EVENT_MASK, event_mask,
6736 GDI_CALLBACK_ACTION, HandleGameButtons,
6740 Error(ERR_EXIT, "cannot create gadget");
6742 game_gadget[id] = gi;
6746 void FreeGameButtons()
6750 for (i=0; i<NUM_GAME_BUTTONS; i++)
6751 FreeGadget(game_gadget[i]);
6754 static void MapGameButtons()
6758 for (i=0; i<NUM_GAME_BUTTONS; i++)
6759 MapGadget(game_gadget[i]);
6762 void UnmapGameButtons()
6766 for (i=0; i<NUM_GAME_BUTTONS; i++)
6767 UnmapGadget(game_gadget[i]);
6770 static void HandleGameButtons(struct GadgetInfo *gi)
6772 int id = gi->custom_id;
6774 if (game_status != PLAYING)
6779 case GAME_CTRL_ID_STOP:
6780 RequestQuitGame(TRUE);
6783 case GAME_CTRL_ID_PAUSE:
6784 if (options.network)
6786 #if defined(PLATFORM_UNIX)
6788 SendToServer_ContinuePlaying();
6790 SendToServer_PausePlaying();
6794 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6797 case GAME_CTRL_ID_PLAY:
6800 #if defined(PLATFORM_UNIX)
6801 if (options.network)
6802 SendToServer_ContinuePlaying();
6806 tape.pausing = FALSE;
6807 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6812 case SOUND_CTRL_ID_MUSIC:
6813 if (setup.sound_music)
6815 setup.sound_music = FALSE;
6818 else if (audio.music_available)
6820 setup.sound = setup.sound_music = TRUE;
6821 PlayMusic(level_nr);
6825 case SOUND_CTRL_ID_LOOPS:
6826 if (setup.sound_loops)
6827 setup.sound_loops = FALSE;
6828 else if (audio.loops_available)
6829 setup.sound = setup.sound_loops = TRUE;
6832 case SOUND_CTRL_ID_SIMPLE:
6833 if (setup.sound_simple)
6834 setup.sound_simple = FALSE;
6835 else if (audio.sound_available)
6836 setup.sound = setup.sound_simple = TRUE;