1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
104 /* forward declaration for internal use */
106 static void ResetGfxAnimation(int, int);
109 static void InitBeltMovement(void);
110 static void CloseAllOpenTimegates(void);
111 static void CheckGravityMovement(struct PlayerInfo *);
112 static void KillHeroUnlessProtected(int, int);
114 static void PlaySoundLevel(int, int, int);
115 static void PlaySoundLevelNearest(int, int, int);
116 static void PlaySoundLevelAction(int, int, int);
117 static void PlaySoundLevelElementAction(int, int, int, int);
119 static void MapGameButtons();
120 static void HandleGameButtons(struct GadgetInfo *);
122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 /* ------------------------------------------------------------------------- */
126 /* definition of elements that automatically change to other elements after */
127 /* a specified time, eventually calling a function when changing */
128 /* ------------------------------------------------------------------------- */
130 /* forward declaration for changer functions */
131 static void InitBuggyBase(int x, int y);
132 static void WarnBuggyBase(int x, int y);
134 static void InitTrap(int x, int y);
135 static void ActivateTrap(int x, int y);
136 static void ChangeActiveTrap(int x, int y);
138 static void InitRobotWheel(int x, int y);
139 static void RunRobotWheel(int x, int y);
140 static void StopRobotWheel(int x, int y);
142 static void InitTimegateWheel(int x, int y);
143 static void RunTimegateWheel(int x, int y);
145 struct ChangingElementInfo
150 void (*pre_change_function)(int x, int y);
151 void (*change_function)(int x, int y);
152 void (*post_change_function)(int x, int y);
155 static struct ChangingElementInfo changing_element_list[] =
157 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
158 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
159 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
161 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
165 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
167 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
170 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
173 InitBuggyBase, NULL, NULL },
174 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
175 InitBuggyBase, WarnBuggyBase, NULL },
177 { EL_TRAP, EL_TRAP_ACTIVE, 0,
178 InitTrap, NULL, ActivateTrap },
179 { EL_TRAP_ACTIVE, EL_TRAP, 31,
180 NULL, ChangeActiveTrap, NULL },
182 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
183 InitRobotWheel, RunRobotWheel, StopRobotWheel },
185 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
186 InitTimegateWheel, RunTimegateWheel, NULL },
188 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
191 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
193 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
196 void GetPlayerConfig()
198 if (!audio.sound_available)
201 if (!audio.loops_available)
202 setup.sound_loops = FALSE;
204 if (!audio.music_available)
205 setup.sound_music = FALSE;
207 if (!video.fullscreen_available)
208 setup.fullscreen = FALSE;
210 setup.sound_simple = setup.sound;
212 SetAudioMode(setup.sound);
216 static int getBeltNrFromBeltElement(int element)
218 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
219 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
220 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
223 static int getBeltNrFromBeltActiveElement(int element)
225 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
226 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
227 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
230 static int getBeltNrFromBeltSwitchElement(int element)
232 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
233 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
234 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
237 static int getBeltDirNrFromBeltSwitchElement(int element)
239 static int belt_base_element[4] =
241 EL_CONVEYOR_BELT1_SWITCH_LEFT,
242 EL_CONVEYOR_BELT2_SWITCH_LEFT,
243 EL_CONVEYOR_BELT3_SWITCH_LEFT,
244 EL_CONVEYOR_BELT4_SWITCH_LEFT
247 int belt_nr = getBeltNrFromBeltSwitchElement(element);
248 int belt_dir_nr = element - belt_base_element[belt_nr];
250 return (belt_dir_nr % 3);
253 static int getBeltDirFromBeltSwitchElement(int element)
255 static int belt_move_dir[3] =
262 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
264 return belt_move_dir[belt_dir_nr];
267 static void InitField(int x, int y, boolean init_game)
274 if (stored_player[0].present)
276 Feld[x][y] = EL_SP_MURPHY_CLONE;
280 Feld[x][y] = EL_PLAYER1;
289 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
290 int jx = player->jx, jy = player->jy;
292 player->present = TRUE;
294 if (!options.network || player->connected)
296 player->active = TRUE;
298 /* remove potentially duplicate players */
299 if (StorePlayer[jx][jy] == Feld[x][y])
300 StorePlayer[jx][jy] = 0;
302 StorePlayer[x][y] = Feld[x][y];
306 printf("Player %d activated.\n", player->element_nr);
307 printf("[Local player is %d and currently %s.]\n",
308 local_player->element_nr,
309 local_player->active ? "active" : "not active");
313 Feld[x][y] = EL_EMPTY;
314 player->jx = player->last_jx = x;
315 player->jy = player->last_jy = y;
320 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
321 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
322 else if (x > 0 && Feld[x-1][y] == EL_ACID)
323 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
324 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
325 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
326 else if (y > 0 && Feld[x][y-1] == EL_ACID)
327 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
328 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
329 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
337 case EL_SPACESHIP_RIGHT:
338 case EL_SPACESHIP_UP:
339 case EL_SPACESHIP_LEFT:
340 case EL_SPACESHIP_DOWN:
342 case EL_BD_BUTTERFLY_RIGHT:
343 case EL_BD_BUTTERFLY_UP:
344 case EL_BD_BUTTERFLY_LEFT:
345 case EL_BD_BUTTERFLY_DOWN:
346 case EL_BD_BUTTERFLY:
347 case EL_BD_FIREFLY_RIGHT:
348 case EL_BD_FIREFLY_UP:
349 case EL_BD_FIREFLY_LEFT:
350 case EL_BD_FIREFLY_DOWN:
352 case EL_PACMAN_RIGHT:
376 if (y == lev_fieldy - 1)
378 Feld[x][y] = EL_AMOEBA_CREATING;
379 Store[x][y] = EL_AMOEBA_WET;
383 case EL_DYNAMITE_ACTIVE:
388 local_player->lights_still_needed++;
391 case EL_SOKOBAN_FIELD_EMPTY:
392 local_player->sokobanfields_still_needed++;
396 local_player->friends_still_needed++;
401 MovDir[x][y] = 1 << RND(4);
405 Feld[x][y] = EL_EMPTY;
408 case EL_EM_KEY1_FILE:
409 Feld[x][y] = EL_EM_KEY1;
411 case EL_EM_KEY2_FILE:
412 Feld[x][y] = EL_EM_KEY2;
414 case EL_EM_KEY3_FILE:
415 Feld[x][y] = EL_EM_KEY3;
417 case EL_EM_KEY4_FILE:
418 Feld[x][y] = EL_EM_KEY4;
421 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
422 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
423 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
424 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
425 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
426 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
427 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
428 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
429 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
430 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
431 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
432 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
435 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
436 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
437 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
439 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
441 game.belt_dir[belt_nr] = belt_dir;
442 game.belt_dir_nr[belt_nr] = belt_dir_nr;
444 else /* more than one switch -- set it like the first switch */
446 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
451 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
453 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
456 case EL_LIGHT_SWITCH_ACTIVE:
458 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
466 void DrawGameDoorValues()
470 for (i=0; i<MAX_PLAYERS; i++)
472 if (stored_player[i].key[j])
473 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
476 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
477 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
478 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
479 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
480 DrawText(DX + XX_SCORE, DY + YY_SCORE,
481 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
482 DrawText(DX + XX_TIME, DY + YY_TIME,
483 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
488 =============================================================================
490 -----------------------------------------------------------------------------
491 initialize game engine due to level / tape version number
492 =============================================================================
495 static void InitGameEngine()
499 game.engine_version = (tape.playing ? tape.engine_version :
503 printf("level %d: level version == %06d\n", level_nr, level.game_version);
504 printf(" tape version == %06d [%s] [file: %06d]\n",
505 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
507 printf(" => game.engine_version == %06d\n", game.engine_version);
510 /* dynamically adjust player properties according to game engine version */
511 game.initial_move_delay =
512 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
513 INITIAL_MOVE_DELAY_OFF);
515 /* dynamically adjust player properties according to level information */
516 game.initial_move_delay_value =
517 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
519 /* dynamically adjust element properties according to game engine version */
521 static int ep_em_slippery_wall[] =
530 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
532 for (i=0; i<ep_em_slippery_wall_num; i++)
534 if (level.em_slippery_gems) /* special EM style gems behaviour */
535 Properties2[ep_em_slippery_wall[i]] |=
536 EP_BIT_EM_SLIPPERY_WALL;
538 Properties2[ep_em_slippery_wall[i]] &=
539 ~EP_BIT_EM_SLIPPERY_WALL;
542 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
543 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
544 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
546 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
549 /* initialize changing elements information */
550 for (i=0; i<MAX_NUM_ELEMENTS; i++)
552 changing_element[i].base_element = EL_UNDEFINED;
553 changing_element[i].next_element = EL_UNDEFINED;
554 changing_element[i].change_delay = -1;
555 changing_element[i].pre_change_function = NULL;
556 changing_element[i].change_function = NULL;
557 changing_element[i].post_change_function = NULL;
561 while (changing_element_list[i].base_element != EL_UNDEFINED)
563 struct ChangingElementInfo *ce = &changing_element_list[i];
564 int element = ce->base_element;
566 changing_element[element].base_element = ce->base_element;
567 changing_element[element].next_element = ce->next_element;
568 changing_element[element].change_delay = ce->change_delay;
569 changing_element[element].pre_change_function = ce->pre_change_function;
570 changing_element[element].change_function = ce->change_function;
571 changing_element[element].post_change_function = ce->post_change_function;
579 =============================================================================
581 -----------------------------------------------------------------------------
582 initialize and start new game
583 =============================================================================
588 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
589 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
590 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
597 #if USE_NEW_AMOEBA_CODE
598 printf("Using new amoeba code.\n");
600 printf("Using old amoeba code.\n");
605 /* don't play tapes over network */
606 network_playing = (options.network && !tape.playing);
608 for (i=0; i<MAX_PLAYERS; i++)
610 struct PlayerInfo *player = &stored_player[i];
612 player->index_nr = i;
613 player->element_nr = EL_PLAYER1 + i;
615 player->present = FALSE;
616 player->active = FALSE;
619 player->effective_action = 0;
620 player->programmed_action = 0;
623 player->gems_still_needed = level.gems_needed;
624 player->sokobanfields_still_needed = 0;
625 player->lights_still_needed = 0;
626 player->friends_still_needed = 0;
629 player->key[j] = FALSE;
631 player->dynamite = 0;
632 player->dynabomb_count = 0;
633 player->dynabomb_size = 1;
634 player->dynabombs_left = 0;
635 player->dynabomb_xl = FALSE;
637 player->MovDir = MV_NO_MOVING;
639 player->Pushing = FALSE;
640 player->Switching = FALSE;
644 player->actual_frame_counter = 0;
646 player->frame_reset_delay = 0;
648 player->last_move_dir = MV_NO_MOVING;
649 player->is_moving = FALSE;
651 player->move_delay = game.initial_move_delay;
652 player->move_delay_value = game.initial_move_delay_value;
654 player->push_delay = 0;
655 player->push_delay_value = 5;
657 player->snapped = FALSE;
659 player->last_jx = player->last_jy = 0;
660 player->jx = player->jy = 0;
662 player->shield_normal_time_left = 0;
663 player->shield_deadly_time_left = 0;
665 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
666 SnapField(player, 0, 0);
668 player->LevelSolved = FALSE;
669 player->GameOver = FALSE;
672 network_player_action_received = FALSE;
674 #if defined(PLATFORM_UNIX)
675 /* initial null action */
677 SendToServer_MovePlayer(MV_NO_MOVING);
685 TimeLeft = level.time;
687 ScreenMovDir = MV_NO_MOVING;
691 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
693 AllPlayersGone = FALSE;
695 game.yam_content_nr = 0;
696 game.magic_wall_active = FALSE;
697 game.magic_wall_time_left = 0;
698 game.light_time_left = 0;
699 game.timegate_time_left = 0;
700 game.switchgate_pos = 0;
701 game.balloon_dir = MV_NO_MOVING;
702 game.explosions_delayed = TRUE;
706 game.belt_dir[i] = MV_NO_MOVING;
707 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
710 for (i=0; i<MAX_NUM_AMOEBA; i++)
711 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
713 for (x=0; x<lev_fieldx; x++)
715 for (y=0; y<lev_fieldy; y++)
717 Feld[x][y] = Ur[x][y];
718 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
719 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
721 JustStopped[x][y] = 0;
723 ExplodePhase[x][y] = 0;
724 ExplodeField[x][y] = EX_NO_EXPLOSION;
727 GfxAction[x][y] = ACTION_DEFAULT;
728 GfxRandom[x][y] = INIT_GFX_RANDOM();
732 for(y=0; y<lev_fieldy; y++)
734 for(x=0; x<lev_fieldx; x++)
736 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
738 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
740 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
743 InitField(x, y, TRUE);
749 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
750 emulate_sb ? EMU_SOKOBAN :
751 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
753 /* correct non-moving belts to start moving left */
755 if (game.belt_dir[i] == MV_NO_MOVING)
756 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
758 /* check if any connected player was not found in playfield */
759 for (i=0; i<MAX_PLAYERS; i++)
761 struct PlayerInfo *player = &stored_player[i];
763 if (player->connected && !player->present)
765 for (j=0; j<MAX_PLAYERS; j++)
767 struct PlayerInfo *some_player = &stored_player[j];
768 int jx = some_player->jx, jy = some_player->jy;
770 /* assign first free player found that is present in the playfield */
771 if (some_player->present && !some_player->connected)
773 player->present = TRUE;
774 player->active = TRUE;
775 some_player->present = FALSE;
777 StorePlayer[jx][jy] = player->element_nr;
778 player->jx = player->last_jx = jx;
779 player->jy = player->last_jy = jy;
789 /* when playing a tape, eliminate all players who do not participate */
791 for (i=0; i<MAX_PLAYERS; i++)
793 if (stored_player[i].active && !tape.player_participates[i])
795 struct PlayerInfo *player = &stored_player[i];
796 int jx = player->jx, jy = player->jy;
798 player->active = FALSE;
799 StorePlayer[jx][jy] = 0;
800 Feld[jx][jy] = EL_EMPTY;
804 else if (!options.network && !setup.team_mode) /* && !tape.playing */
806 /* when in single player mode, eliminate all but the first active player */
808 for (i=0; i<MAX_PLAYERS; i++)
810 if (stored_player[i].active)
812 for (j=i+1; j<MAX_PLAYERS; j++)
814 if (stored_player[j].active)
816 struct PlayerInfo *player = &stored_player[j];
817 int jx = player->jx, jy = player->jy;
819 player->active = FALSE;
820 StorePlayer[jx][jy] = 0;
821 Feld[jx][jy] = EL_EMPTY;
828 /* when recording the game, store which players take part in the game */
831 for (i=0; i<MAX_PLAYERS; i++)
832 if (stored_player[i].active)
833 tape.player_participates[i] = TRUE;
838 for (i=0; i<MAX_PLAYERS; i++)
840 struct PlayerInfo *player = &stored_player[i];
842 printf("Player %d: present == %d, connected == %d, active == %d.\n",
847 if (local_player == player)
848 printf("Player %d is local player.\n", i+1);
852 if (BorderElement == EL_EMPTY)
855 SBX_Right = lev_fieldx - SCR_FIELDX;
857 SBY_Lower = lev_fieldy - SCR_FIELDY;
862 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
864 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
867 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
868 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
870 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
871 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
874 scroll_y = SBY_Upper;
875 if (local_player->jx >= SBX_Left + MIDPOSX)
876 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
877 local_player->jx - MIDPOSX :
879 if (local_player->jy >= SBY_Upper + MIDPOSY)
880 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
881 local_player->jy - MIDPOSY :
884 CloseDoor(DOOR_CLOSE_1);
889 /* after drawing the level, correct some elements */
890 if (game.timegate_time_left == 0)
891 CloseAllOpenTimegates();
893 if (setup.soft_scrolling)
894 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
896 redraw_mask |= REDRAW_FROM_BACKBUFFER;
899 /* copy default game door content to main double buffer */
900 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
901 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
904 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
905 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
908 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
909 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
910 BlitBitmap(drawto, drawto,
911 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
912 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
913 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
916 DrawGameDoorValues();
920 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
921 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
922 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
926 /* copy actual game door content to door double buffer for OpenDoor() */
927 BlitBitmap(drawto, bitmap_db_door,
928 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
930 OpenDoor(DOOR_OPEN_ALL);
932 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
933 if (setup.sound_music)
936 KeyboardAutoRepeatOff();
941 printf("Player %d %sactive.\n",
942 i + 1, (stored_player[i].active ? "" : "not "));
946 void InitMovDir(int x, int y)
948 int i, element = Feld[x][y];
949 static int xy[4][2] =
956 static int direction[3][4] =
958 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
959 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
960 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
970 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
973 case EL_SPACESHIP_RIGHT:
974 case EL_SPACESHIP_UP:
975 case EL_SPACESHIP_LEFT:
976 case EL_SPACESHIP_DOWN:
977 Feld[x][y] = EL_SPACESHIP;
978 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
981 case EL_BD_BUTTERFLY_RIGHT:
982 case EL_BD_BUTTERFLY_UP:
983 case EL_BD_BUTTERFLY_LEFT:
984 case EL_BD_BUTTERFLY_DOWN:
985 Feld[x][y] = EL_BD_BUTTERFLY;
986 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
989 case EL_BD_FIREFLY_RIGHT:
990 case EL_BD_FIREFLY_UP:
991 case EL_BD_FIREFLY_LEFT:
992 case EL_BD_FIREFLY_DOWN:
993 Feld[x][y] = EL_BD_FIREFLY;
994 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
997 case EL_PACMAN_RIGHT:
1000 case EL_PACMAN_DOWN:
1001 Feld[x][y] = EL_PACMAN;
1002 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1005 case EL_SP_SNIKSNAK:
1006 MovDir[x][y] = MV_UP;
1009 case EL_SP_ELECTRON:
1010 MovDir[x][y] = MV_LEFT;
1017 Feld[x][y] = EL_MOLE;
1018 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1022 MovDir[x][y] = 1 << RND(4);
1023 if (element != EL_BUG &&
1024 element != EL_SPACESHIP &&
1025 element != EL_BD_BUTTERFLY &&
1026 element != EL_BD_FIREFLY)
1031 int x1 = x + xy[i][0];
1032 int y1 = y + xy[i][1];
1034 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1036 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1038 MovDir[x][y] = direction[0][i];
1041 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1042 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1044 MovDir[x][y] = direction[1][i];
1053 void InitAmoebaNr(int x, int y)
1056 int group_nr = AmoebeNachbarNr(x, y);
1060 for (i=1; i<MAX_NUM_AMOEBA; i++)
1062 if (AmoebaCnt[i] == 0)
1070 AmoebaNr[x][y] = group_nr;
1071 AmoebaCnt[group_nr]++;
1072 AmoebaCnt2[group_nr]++;
1078 boolean raise_level = FALSE;
1080 if (local_player->MovPos)
1083 if (tape.playing && tape.auto_play)
1084 tape.auto_play_level_solved = TRUE;
1086 local_player->LevelSolved = FALSE;
1088 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1092 if (!tape.playing && setup.sound_loops)
1093 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1094 SND_CTRL_PLAY_LOOP);
1096 while (TimeLeft > 0)
1098 if (!tape.playing && !setup.sound_loops)
1099 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1100 if (TimeLeft > 0 && !(TimeLeft % 10))
1101 RaiseScore(level.score[SC_ZEITBONUS]);
1102 if (TimeLeft > 100 && !(TimeLeft % 10))
1106 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1113 if (!tape.playing && setup.sound_loops)
1114 StopSound(SND_GAME_LEVELTIME_BONUS);
1116 else if (level.time == 0) /* level without time limit */
1118 if (!tape.playing && setup.sound_loops)
1119 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1120 SND_CTRL_PLAY_LOOP);
1122 while (TimePlayed < 999)
1124 if (!tape.playing && !setup.sound_loops)
1125 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1126 if (TimePlayed < 999 && !(TimePlayed % 10))
1127 RaiseScore(level.score[SC_ZEITBONUS]);
1128 if (TimePlayed < 900 && !(TimePlayed % 10))
1132 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1139 if (!tape.playing && setup.sound_loops)
1140 StopSound(SND_GAME_LEVELTIME_BONUS);
1147 /* Hero disappears */
1148 DrawLevelField(ExitX, ExitY);
1154 CloseDoor(DOOR_CLOSE_1);
1159 SaveTape(tape.level_nr); /* Ask to save tape */
1162 if (level_nr == leveldir_current->handicap_level)
1164 leveldir_current->handicap_level++;
1165 SaveLevelSetup_SeriesInfo();
1168 if (level_editor_test_game)
1169 local_player->score = -1; /* no highscore when playing from editor */
1170 else if (level_nr < leveldir_current->last_level)
1171 raise_level = TRUE; /* advance to next level */
1173 if ((hi_pos = NewHiScore()) >= 0)
1175 game_status = HALLOFFAME;
1176 DrawHallOfFame(hi_pos);
1185 game_status = MAINMENU;
1202 LoadScore(level_nr);
1204 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1205 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1208 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1210 if (local_player->score > highscore[k].Score)
1212 /* player has made it to the hall of fame */
1214 if (k < MAX_SCORE_ENTRIES - 1)
1216 int m = MAX_SCORE_ENTRIES - 1;
1219 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1220 if (!strcmp(setup.player_name, highscore[l].Name))
1222 if (m == k) /* player's new highscore overwrites his old one */
1228 strcpy(highscore[l].Name, highscore[l - 1].Name);
1229 highscore[l].Score = highscore[l - 1].Score;
1236 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1237 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1238 highscore[k].Score = local_player->score;
1244 else if (!strncmp(setup.player_name, highscore[k].Name,
1245 MAX_PLAYER_NAME_LEN))
1246 break; /* player already there with a higher score */
1252 SaveScore(level_nr);
1257 static void ResetRandomAnimationValue(int x, int y)
1259 GfxRandom[x][y] = INIT_GFX_RANDOM();
1262 static void ResetGfxAnimation(int x, int y)
1266 int element = Feld[x][y];
1267 int graphic = el2img(element);
1269 /* reset random value not until one full delay cycle was reached */
1270 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
1271 GfxFrame[x][y] > ANIM_DELAY(graphic))
1273 ResetRandomAnimationValue(x, y);
1277 GfxAction[x][y] = ACTION_DEFAULT;
1280 if (Feld[x][y] == EL_ROCK)
1281 printf("ResetGfxAnimation: EL_ROCK [%d, %d]\n",
1282 JustStopped[x][y], MovDir[x][y]);
1286 void InitMovingField(int x, int y, int direction)
1288 int element = Feld[x][y];
1289 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1290 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1292 if (!JustStopped[x][y] || direction != MovDir[x][y])
1293 ResetGfxAnimation(x, y);
1295 MovDir[newx][newy] = MovDir[x][y] = direction;
1297 if (Feld[newx][newy] == EL_EMPTY)
1298 Feld[newx][newy] = EL_BLOCKED;
1300 if (direction == MV_DOWN && CAN_FALL(element))
1301 GfxAction[x][y] = ACTION_FALLING;
1303 GfxAction[x][y] = ACTION_MOVING;
1305 GfxFrame[newx][newy] = GfxFrame[x][y];
1306 GfxAction[newx][newy] = GfxAction[x][y];
1307 GfxRandom[newx][newy] = GfxRandom[x][y];
1310 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1312 int direction = MovDir[x][y];
1313 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1314 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1320 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1322 int oldx = x, oldy = y;
1323 int direction = MovDir[x][y];
1325 if (direction == MV_LEFT)
1327 else if (direction == MV_RIGHT)
1329 else if (direction == MV_UP)
1331 else if (direction == MV_DOWN)
1334 *comes_from_x = oldx;
1335 *comes_from_y = oldy;
1338 int MovingOrBlocked2Element(int x, int y)
1340 int element = Feld[x][y];
1342 if (element == EL_BLOCKED)
1346 Blocked2Moving(x, y, &oldx, &oldy);
1347 return Feld[oldx][oldy];
1353 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1355 /* like MovingOrBlocked2Element(), but if element is moving
1356 and (x,y) is the field the moving element is just leaving,
1357 return EL_BLOCKED instead of the element value */
1358 int element = Feld[x][y];
1360 if (IS_MOVING(x, y))
1362 if (element == EL_BLOCKED)
1366 Blocked2Moving(x, y, &oldx, &oldy);
1367 return Feld[oldx][oldy];
1376 static void RemoveField(int x, int y)
1378 Feld[x][y] = EL_EMPTY;
1384 void RemoveMovingField(int x, int y)
1386 int oldx = x, oldy = y, newx = x, newy = y;
1388 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1391 if (IS_MOVING(x, y))
1393 Moving2Blocked(x, y, &newx, &newy);
1394 if (Feld[newx][newy] != EL_BLOCKED)
1397 else if (Feld[x][y] == EL_BLOCKED)
1399 Blocked2Moving(x, y, &oldx, &oldy);
1400 if (!IS_MOVING(oldx, oldy))
1404 if (Feld[x][y] == EL_BLOCKED &&
1405 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1406 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1407 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1408 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1409 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1411 Feld[oldx][oldy] = EL_EMPTY;
1413 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1415 Feld[newx][newy] = EL_EMPTY;
1416 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1417 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1418 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1420 DrawLevelField(oldx, oldy);
1421 DrawLevelField(newx, newy);
1424 void DrawDynamite(int x, int y)
1426 int sx = SCREENX(x), sy = SCREENY(y);
1427 int graphic = el2img(Feld[x][y]);
1430 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1434 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1436 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1438 if (game.emulation == EMU_SUPAPLEX)
1439 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1440 else if (Store[x][y])
1441 DrawGraphicThruMask(sx, sy, graphic, frame);
1443 DrawGraphic(sx, sy, graphic, frame);
1446 void CheckDynamite(int x, int y)
1448 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1452 if (MovDelay[x][y] != 0)
1456 /* !!! correct: "PlaySoundLevelActionIfLoop" etc. !!! */
1457 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
1463 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1464 StopSound(SND_DYNAMITE_ACTIVE);
1466 StopSound(SND_DYNABOMB_ACTIVE);
1471 void Explode(int ex, int ey, int phase, int mode)
1475 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1476 int last_phase = num_phase * delay;
1477 int half_phase = (num_phase / 2) * delay;
1478 int first_phase_after_start = EX_PHASE_START + 1;
1480 if (game.explosions_delayed)
1482 ExplodeField[ex][ey] = mode;
1486 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1488 int center_element = Feld[ex][ey];
1490 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1492 /* put moving element to center field (and let it explode there) */
1493 center_element = MovingOrBlocked2Element(ex, ey);
1494 RemoveMovingField(ex, ey);
1495 Feld[ex][ey] = center_element;
1498 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1502 if (!IN_LEV_FIELD(x, y) ||
1503 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1504 (x != ex || y != ey)))
1507 element = Feld[x][y];
1509 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1511 element = MovingOrBlocked2Element(x, y);
1512 RemoveMovingField(x, y);
1515 if (IS_MASSIVE(element) || element == EL_FLAMES)
1518 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1520 if (IS_ACTIVE_BOMB(element))
1522 /* re-activate things under the bomb like gate or penguin */
1523 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1530 if (element == EL_EXPLOSION)
1531 element = Store2[x][y];
1533 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1535 switch(StorePlayer[ex][ey])
1538 Store[x][y] = EL_EMERALD_RED;
1541 Store[x][y] = EL_EMERALD;
1544 Store[x][y] = EL_EMERALD_PURPLE;
1548 Store[x][y] = EL_EMERALD_YELLOW;
1552 if (game.emulation == EMU_SUPAPLEX)
1553 Store[x][y] = EL_EMPTY;
1555 else if (center_element == EL_MOLE)
1556 Store[x][y] = EL_EMERALD_RED;
1557 else if (center_element == EL_PENGUIN)
1558 Store[x][y] = EL_EMERALD_PURPLE;
1559 else if (center_element == EL_BUG)
1560 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1561 else if (center_element == EL_BD_BUTTERFLY)
1562 Store[x][y] = EL_BD_DIAMOND;
1563 else if (center_element == EL_SP_ELECTRON)
1564 Store[x][y] = EL_SP_INFOTRON;
1565 else if (center_element == EL_YAMYAM)
1566 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1567 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1568 Store[x][y] = level.amoeba_content;
1569 else if (element == EL_WALL_EMERALD)
1570 Store[x][y] = EL_EMERALD;
1571 else if (element == EL_WALL_DIAMOND)
1572 Store[x][y] = EL_DIAMOND;
1573 else if (element == EL_WALL_BD_DIAMOND)
1574 Store[x][y] = EL_BD_DIAMOND;
1575 else if (element == EL_WALL_EMERALD_YELLOW)
1576 Store[x][y] = EL_EMERALD_YELLOW;
1577 else if (element == EL_WALL_EMERALD_RED)
1578 Store[x][y] = EL_EMERALD_RED;
1579 else if (element == EL_WALL_EMERALD_PURPLE)
1580 Store[x][y] = EL_EMERALD_PURPLE;
1581 else if (element == EL_WALL_PEARL)
1582 Store[x][y] = EL_PEARL;
1583 else if (element == EL_WALL_CRYSTAL)
1584 Store[x][y] = EL_CRYSTAL;
1585 else if (!IS_PFORTE(Store[x][y]))
1586 Store[x][y] = EL_EMPTY;
1588 if (x != ex || y != ey ||
1589 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1590 Store2[x][y] = element;
1592 if (AmoebaNr[x][y] &&
1593 (element == EL_AMOEBA_FULL ||
1594 element == EL_BD_AMOEBA ||
1595 element == EL_AMOEBA_CREATING))
1597 AmoebaCnt[AmoebaNr[x][y]]--;
1598 AmoebaCnt2[AmoebaNr[x][y]]--;
1601 Feld[x][y] = EL_EXPLOSION;
1602 MovDir[x][y] = MovPos[x][y] = 0;
1604 ExplodePhase[x][y] = 1;
1608 if (center_element == EL_YAMYAM)
1609 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1620 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1622 if (phase == first_phase_after_start)
1624 int element = Store2[x][y];
1626 if (element == EL_BLACK_ORB)
1628 Feld[x][y] = Store2[x][y];
1633 else if (phase == half_phase)
1635 int element = Store2[x][y];
1637 if (IS_PLAYER(x, y))
1638 KillHeroUnlessProtected(x, y);
1639 else if (IS_EXPLOSIVE(element))
1641 Feld[x][y] = Store2[x][y];
1645 else if (element == EL_AMOEBA_TO_DIAMOND)
1646 AmoebeUmwandeln(x, y);
1649 if (phase == last_phase)
1653 element = Feld[x][y] = Store[x][y];
1654 Store[x][y] = Store2[x][y] = 0;
1655 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1656 InitField(x, y, FALSE);
1657 if (CAN_MOVE(element) || COULD_MOVE(element))
1659 DrawLevelField(x, y);
1661 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1662 StorePlayer[x][y] = 0;
1664 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1666 int stored = Store[x][y];
1667 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1668 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1670 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1673 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1675 if (IS_PFORTE(Store[x][y]))
1677 DrawLevelElement(x, y, Store[x][y]);
1678 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1681 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1685 void DynaExplode(int ex, int ey)
1688 int dynabomb_size = 1;
1689 boolean dynabomb_xl = FALSE;
1690 struct PlayerInfo *player;
1691 static int xy[4][2] =
1699 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1701 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1702 dynabomb_size = player->dynabomb_size;
1703 dynabomb_xl = player->dynabomb_xl;
1704 player->dynabombs_left++;
1707 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1711 for (j=1; j<=dynabomb_size; j++)
1713 int x = ex + j * xy[i % 4][0];
1714 int y = ey + j * xy[i % 4][1];
1717 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1720 element = Feld[x][y];
1722 /* do not restart explosions of fields with active bombs */
1723 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1726 Explode(x, y, EX_PHASE_START, EX_BORDER);
1728 if (element != EL_EMPTY &&
1729 element != EL_SAND &&
1730 element != EL_EXPLOSION &&
1737 void Bang(int x, int y)
1739 int element = Feld[x][y];
1741 if (game.emulation == EMU_SUPAPLEX)
1742 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1744 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1747 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1755 case EL_BD_BUTTERFLY:
1758 case EL_DARK_YAMYAM:
1762 RaiseScoreElement(element);
1763 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1765 case EL_DYNABOMB_PLAYER1_ACTIVE:
1766 case EL_DYNABOMB_PLAYER2_ACTIVE:
1767 case EL_DYNABOMB_PLAYER3_ACTIVE:
1768 case EL_DYNABOMB_PLAYER4_ACTIVE:
1769 case EL_DYNABOMB_NR:
1770 case EL_DYNABOMB_SZ:
1771 case EL_DYNABOMB_XL:
1776 case EL_LAMP_ACTIVE:
1777 if (IS_PLAYER(x, y))
1778 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1780 Explode(x, y, EX_PHASE_START, EX_CENTER);
1783 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1788 void SplashAcid(int x, int y)
1790 int element = Feld[x][y];
1792 if (element != EL_ACID_SPLASH_LEFT &&
1793 element != EL_ACID_SPLASH_RIGHT)
1795 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1797 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1798 (!IN_LEV_FIELD(x-1, y-1) ||
1799 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1800 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1802 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1803 (!IN_LEV_FIELD(x+1, y-1) ||
1804 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1805 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1811 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1812 IMG_ACID_SPLASH_LEFT :
1813 IMG_ACID_SPLASH_RIGHT);
1815 if (!MovDelay[x][y]) /* initialize animation counter */
1818 if (MovDelay[x][y]) /* continue animation */
1821 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1823 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1825 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1828 if (!MovDelay[x][y])
1830 Feld[x][y] = EL_EMPTY;
1831 DrawLevelField(x, y);
1838 static void InitBeltMovement()
1840 static int belt_base_element[4] =
1842 EL_CONVEYOR_BELT1_LEFT,
1843 EL_CONVEYOR_BELT2_LEFT,
1844 EL_CONVEYOR_BELT3_LEFT,
1845 EL_CONVEYOR_BELT4_LEFT
1847 static int belt_base_active_element[4] =
1849 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1850 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1851 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1852 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1857 /* set frame order for belt animation graphic according to belt direction */
1864 int element = belt_base_active_element[belt_nr] + j;
1865 int graphic = el2img(element);
1867 if (game.belt_dir[i] == MV_LEFT)
1868 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1870 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1874 for(y=0; y<lev_fieldy; y++)
1876 for(x=0; x<lev_fieldx; x++)
1878 int element = Feld[x][y];
1882 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1884 int e_belt_nr = getBeltNrFromBeltElement(element);
1887 if (e_belt_nr == belt_nr)
1889 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1891 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1899 static void ToggleBeltSwitch(int x, int y)
1901 static int belt_base_element[4] =
1903 EL_CONVEYOR_BELT1_LEFT,
1904 EL_CONVEYOR_BELT2_LEFT,
1905 EL_CONVEYOR_BELT3_LEFT,
1906 EL_CONVEYOR_BELT4_LEFT
1908 static int belt_base_active_element[4] =
1910 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1911 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1912 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1913 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1915 static int belt_base_switch_element[4] =
1917 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1918 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1919 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1920 EL_CONVEYOR_BELT4_SWITCH_LEFT
1922 static int belt_move_dir[4] =
1930 int element = Feld[x][y];
1931 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1932 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1933 int belt_dir = belt_move_dir[belt_dir_nr];
1936 if (!IS_BELT_SWITCH(element))
1939 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1940 game.belt_dir[belt_nr] = belt_dir;
1942 if (belt_dir_nr == 3)
1945 /* set frame order for belt animation graphic according to belt direction */
1948 int element = belt_base_active_element[belt_nr] + i;
1949 int graphic = el2img(element);
1951 if (belt_dir == MV_LEFT)
1952 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1954 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1957 for (yy=0; yy<lev_fieldy; yy++)
1959 for (xx=0; xx<lev_fieldx; xx++)
1961 int element = Feld[xx][yy];
1963 if (IS_BELT_SWITCH(element))
1965 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1967 if (e_belt_nr == belt_nr)
1969 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1970 DrawLevelField(xx, yy);
1973 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1975 int e_belt_nr = getBeltNrFromBeltElement(element);
1977 if (e_belt_nr == belt_nr)
1979 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1981 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1982 DrawLevelField(xx, yy);
1985 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1987 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1989 if (e_belt_nr == belt_nr)
1991 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1993 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1994 DrawLevelField(xx, yy);
2001 static void ToggleSwitchgateSwitch(int x, int y)
2005 game.switchgate_pos = !game.switchgate_pos;
2007 for (yy=0; yy<lev_fieldy; yy++)
2009 for (xx=0; xx<lev_fieldx; xx++)
2011 int element = Feld[xx][yy];
2013 if (element == EL_SWITCHGATE_SWITCH_UP ||
2014 element == EL_SWITCHGATE_SWITCH_DOWN)
2016 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2017 DrawLevelField(xx, yy);
2019 else if (element == EL_SWITCHGATE_OPEN ||
2020 element == EL_SWITCHGATE_OPENING)
2022 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2023 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2025 else if (element == EL_SWITCHGATE_CLOSED ||
2026 element == EL_SWITCHGATE_CLOSING)
2028 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2029 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2035 static int getInvisibleActiveFromInvisibleElement(int element)
2037 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2038 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2039 EL_INVISIBLE_SAND_ACTIVE);
2042 static int getInvisibleFromInvisibleActiveElement(int element)
2044 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2045 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2049 static void RedrawAllLightSwitchesAndInvisibleElements()
2053 for (y=0; y<lev_fieldy; y++)
2055 for (x=0; x<lev_fieldx; x++)
2057 int element = Feld[x][y];
2059 if (element == EL_LIGHT_SWITCH &&
2060 game.light_time_left > 0)
2062 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2063 DrawLevelField(x, y);
2065 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2066 game.light_time_left == 0)
2068 Feld[x][y] = EL_LIGHT_SWITCH;
2069 DrawLevelField(x, y);
2071 else if (element == EL_INVISIBLE_STEELWALL ||
2072 element == EL_INVISIBLE_WALL ||
2073 element == EL_INVISIBLE_SAND)
2075 if (game.light_time_left > 0)
2076 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2078 DrawLevelField(x, y);
2080 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2081 element == EL_INVISIBLE_WALL_ACTIVE ||
2082 element == EL_INVISIBLE_SAND_ACTIVE)
2084 if (game.light_time_left == 0)
2085 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2087 DrawLevelField(x, y);
2093 static void ToggleLightSwitch(int x, int y)
2095 int element = Feld[x][y];
2097 game.light_time_left =
2098 (element == EL_LIGHT_SWITCH ?
2099 level.time_light * FRAMES_PER_SECOND : 0);
2101 RedrawAllLightSwitchesAndInvisibleElements();
2104 static void ActivateTimegateSwitch(int x, int y)
2108 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2110 for (yy=0; yy<lev_fieldy; yy++)
2112 for (xx=0; xx<lev_fieldx; xx++)
2114 int element = Feld[xx][yy];
2116 if (element == EL_TIMEGATE_CLOSED ||
2117 element == EL_TIMEGATE_CLOSING)
2119 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2120 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2124 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2126 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2127 DrawLevelField(xx, yy);
2134 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2137 void Impact(int x, int y)
2139 boolean lastline = (y == lev_fieldy-1);
2140 boolean object_hit = FALSE;
2141 int element = Feld[x][y];
2144 if (!lastline) /* check if element below was hit */
2146 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2149 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2150 MovDir[x][y+1] != MV_DOWN ||
2151 MovPos[x][y+1] <= TILEY / 2));
2153 smashed = MovingOrBlocked2Element(x, y+1);
2156 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2163 if (lastline || object_hit)
2168 ResetGfxAnimation(x, y);
2169 DrawLevelField(x, y);
2173 if ((element == EL_BOMB ||
2174 element == EL_SP_DISK_ORANGE ||
2175 element == EL_DX_SUPABOMB) &&
2176 (lastline || object_hit)) /* element is bomb */
2181 else if (element == EL_PEARL)
2183 Feld[x][y] = EL_PEARL_BREAKING;
2184 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2188 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2190 if (object_hit && IS_PLAYER(x, y+1))
2191 KillHeroUnlessProtected(x, y+1);
2192 else if (object_hit && smashed == EL_PENGUIN)
2196 Feld[x][y] = EL_AMOEBA_CREATING;
2197 Store[x][y] = EL_AMOEBA_WET;
2199 ResetRandomAnimationValue(x, y);
2204 if (!lastline && object_hit) /* check which object was hit */
2206 if (CAN_CHANGE(element) &&
2207 (smashed == EL_MAGIC_WALL ||
2208 smashed == EL_BD_MAGIC_WALL))
2211 int activated_magic_wall =
2212 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2213 EL_BD_MAGIC_WALL_ACTIVE);
2215 /* activate magic wall / mill */
2216 for (yy=0; yy<lev_fieldy; yy++)
2217 for (xx=0; xx<lev_fieldx; xx++)
2218 if (Feld[xx][yy] == smashed)
2219 Feld[xx][yy] = activated_magic_wall;
2221 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2222 game.magic_wall_active = TRUE;
2224 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2225 SND_MAGIC_WALL_ACTIVATING :
2226 SND_BD_MAGIC_WALL_ACTIVATING));
2229 if (IS_PLAYER(x, y + 1))
2231 KillHeroUnlessProtected(x, y+1);
2234 else if (smashed == EL_PENGUIN)
2239 else if (element == EL_BD_DIAMOND)
2241 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2247 else if ((element == EL_SP_INFOTRON ||
2248 element == EL_SP_ZONK) &&
2249 (smashed == EL_SP_SNIKSNAK ||
2250 smashed == EL_SP_ELECTRON ||
2251 smashed == EL_SP_DISK_ORANGE))
2256 else if (element == EL_ROCK ||
2257 element == EL_SP_ZONK ||
2258 element == EL_BD_ROCK)
2260 if (IS_ENEMY(smashed) ||
2261 smashed == EL_BOMB ||
2262 smashed == EL_SP_DISK_ORANGE ||
2263 smashed == EL_DX_SUPABOMB ||
2264 smashed == EL_SATELLITE ||
2265 smashed == EL_PIG ||
2266 smashed == EL_DRAGON ||
2272 else if (!IS_MOVING(x, y + 1))
2274 if (smashed == EL_LAMP ||
2275 smashed == EL_LAMP_ACTIVE)
2280 else if (smashed == EL_NUT)
2282 Feld[x][y+1] = EL_NUT_CRACKING;
2283 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2284 RaiseScoreElement(EL_NUT);
2287 else if (smashed == EL_PEARL)
2289 Feld[x][y+1] = EL_PEARL_BREAKING;
2290 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2293 else if (smashed == EL_DIAMOND)
2295 Feld[x][y+1] = EL_EMPTY;
2296 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2299 else if (IS_BELT_SWITCH(smashed))
2301 ToggleBeltSwitch(x, y+1);
2303 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2304 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2306 ToggleSwitchgateSwitch(x, y+1);
2308 else if (smashed == EL_LIGHT_SWITCH ||
2309 smashed == EL_LIGHT_SWITCH_ACTIVE)
2311 ToggleLightSwitch(x, y+1);
2317 /* play sound of magic wall / mill */
2319 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2320 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2322 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2323 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2324 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2325 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2330 /* play sound of object that hits the ground */
2331 if (lastline || object_hit)
2332 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2335 void TurnRound(int x, int y)
2347 { 0, 0 }, { 0, 0 }, { 0, 0 },
2352 int left, right, back;
2356 { MV_DOWN, MV_UP, MV_RIGHT },
2357 { MV_UP, MV_DOWN, MV_LEFT },
2359 { MV_LEFT, MV_RIGHT, MV_DOWN },
2360 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2361 { MV_RIGHT, MV_LEFT, MV_UP }
2364 int element = Feld[x][y];
2365 int old_move_dir = MovDir[x][y];
2366 int left_dir = turn[old_move_dir].left;
2367 int right_dir = turn[old_move_dir].right;
2368 int back_dir = turn[old_move_dir].back;
2370 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2371 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2372 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2373 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2375 int left_x = x + left_dx, left_y = y + left_dy;
2376 int right_x = x + right_dx, right_y = y + right_dy;
2377 int move_x = x + move_dx, move_y = y + move_dy;
2379 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2381 TestIfBadThingTouchesOtherBadThing(x, y);
2383 if (IN_LEV_FIELD(right_x, right_y) &&
2384 IS_FREE(right_x, right_y))
2385 MovDir[x][y] = right_dir;
2386 else if (!IN_LEV_FIELD(move_x, move_y) ||
2387 !IS_FREE(move_x, move_y))
2388 MovDir[x][y] = left_dir;
2390 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2392 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2395 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2396 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2398 TestIfBadThingTouchesOtherBadThing(x, y);
2400 if (IN_LEV_FIELD(left_x, left_y) &&
2401 IS_FREE(left_x, left_y))
2402 MovDir[x][y] = left_dir;
2403 else if (!IN_LEV_FIELD(move_x, move_y) ||
2404 !IS_FREE(move_x, move_y))
2405 MovDir[x][y] = right_dir;
2407 if ((element == EL_SPACESHIP ||
2408 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2409 && MovDir[x][y] != old_move_dir)
2411 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2414 else if (element == EL_YAMYAM)
2416 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2418 if (IN_LEV_FIELD(left_x, left_y) &&
2419 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2420 Feld[left_x][left_y] == EL_DIAMOND))
2421 can_turn_left = TRUE;
2422 if (IN_LEV_FIELD(right_x, right_y) &&
2423 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2424 Feld[right_x][right_y] == EL_DIAMOND))
2425 can_turn_right = TRUE;
2427 if (can_turn_left && can_turn_right)
2428 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2429 else if (can_turn_left)
2430 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2431 else if (can_turn_right)
2432 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2434 MovDir[x][y] = back_dir;
2436 MovDelay[x][y] = 16+16*RND(3);
2438 else if (element == EL_DARK_YAMYAM)
2440 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2442 if (IN_LEV_FIELD(left_x, left_y) &&
2443 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2444 IS_MAMPF2(Feld[left_x][left_y])))
2445 can_turn_left = TRUE;
2446 if (IN_LEV_FIELD(right_x, right_y) &&
2447 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2448 IS_MAMPF2(Feld[right_x][right_y])))
2449 can_turn_right = TRUE;
2451 if (can_turn_left && can_turn_right)
2452 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2453 else if (can_turn_left)
2454 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2455 else if (can_turn_right)
2456 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2458 MovDir[x][y] = back_dir;
2460 MovDelay[x][y] = 16+16*RND(3);
2462 else if (element == EL_PACMAN)
2464 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2466 if (IN_LEV_FIELD(left_x, left_y) &&
2467 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2468 IS_AMOEBOID(Feld[left_x][left_y])))
2469 can_turn_left = TRUE;
2470 if (IN_LEV_FIELD(right_x, right_y) &&
2471 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2472 IS_AMOEBOID(Feld[right_x][right_y])))
2473 can_turn_right = TRUE;
2475 if (can_turn_left && can_turn_right)
2476 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2477 else if (can_turn_left)
2478 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2479 else if (can_turn_right)
2480 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2482 MovDir[x][y] = back_dir;
2484 MovDelay[x][y] = 6+RND(40);
2486 else if (element == EL_PIG)
2488 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2489 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2490 boolean should_move_on = FALSE;
2492 int rnd = RND(rnd_value);
2494 if (IN_LEV_FIELD(left_x, left_y) &&
2495 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2496 can_turn_left = TRUE;
2497 if (IN_LEV_FIELD(right_x, right_y) &&
2498 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2499 can_turn_right = TRUE;
2500 if (IN_LEV_FIELD(move_x, move_y) &&
2501 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2504 if (can_turn_left &&
2506 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2507 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2508 should_turn_left = TRUE;
2509 if (can_turn_right &&
2511 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2512 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2513 should_turn_right = TRUE;
2515 (!can_turn_left || !can_turn_right ||
2516 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2517 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2518 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2519 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2520 should_move_on = TRUE;
2522 if (should_turn_left || should_turn_right || should_move_on)
2524 if (should_turn_left && should_turn_right && should_move_on)
2525 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2526 rnd < 2*rnd_value/3 ? right_dir :
2528 else if (should_turn_left && should_turn_right)
2529 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2530 else if (should_turn_left && should_move_on)
2531 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2532 else if (should_turn_right && should_move_on)
2533 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2534 else if (should_turn_left)
2535 MovDir[x][y] = left_dir;
2536 else if (should_turn_right)
2537 MovDir[x][y] = right_dir;
2538 else if (should_move_on)
2539 MovDir[x][y] = old_move_dir;
2541 else if (can_move_on && rnd > rnd_value/8)
2542 MovDir[x][y] = old_move_dir;
2543 else if (can_turn_left && can_turn_right)
2544 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2545 else if (can_turn_left && rnd > rnd_value/8)
2546 MovDir[x][y] = left_dir;
2547 else if (can_turn_right && rnd > rnd_value/8)
2548 MovDir[x][y] = right_dir;
2550 MovDir[x][y] = back_dir;
2552 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2553 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2554 MovDir[x][y] = old_move_dir;
2558 else if (element == EL_DRAGON)
2560 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2562 int rnd = RND(rnd_value);
2564 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2565 can_turn_left = TRUE;
2566 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2567 can_turn_right = TRUE;
2568 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2571 if (can_move_on && rnd > rnd_value/8)
2572 MovDir[x][y] = old_move_dir;
2573 else if (can_turn_left && can_turn_right)
2574 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2575 else if (can_turn_left && rnd > rnd_value/8)
2576 MovDir[x][y] = left_dir;
2577 else if (can_turn_right && rnd > rnd_value/8)
2578 MovDir[x][y] = right_dir;
2580 MovDir[x][y] = back_dir;
2582 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2583 MovDir[x][y] = old_move_dir;
2587 else if (element == EL_MOLE)
2589 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2591 if (IN_LEV_FIELD(move_x, move_y) &&
2592 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2593 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2598 if (IN_LEV_FIELD(left_x, left_y) &&
2599 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2600 can_turn_left = TRUE;
2601 if (IN_LEV_FIELD(right_x, right_y) &&
2602 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2603 can_turn_right = TRUE;
2605 if (can_turn_left && can_turn_right)
2606 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2607 else if (can_turn_left)
2608 MovDir[x][y] = left_dir;
2610 MovDir[x][y] = right_dir;
2613 if (MovDir[x][y] != old_move_dir)
2616 else if (element == EL_BALLOON)
2618 MovDir[x][y] = game.balloon_dir;
2621 else if (element == EL_SPRING)
2623 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2624 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2625 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2626 MovDir[x][y] = MV_NO_MOVING;
2630 else if (element == EL_ROBOT ||
2631 element == EL_SATELLITE ||
2632 element == EL_PENGUIN)
2634 int attr_x = -1, attr_y = -1;
2645 for (i=0; i<MAX_PLAYERS; i++)
2647 struct PlayerInfo *player = &stored_player[i];
2648 int jx = player->jx, jy = player->jy;
2650 if (!player->active)
2653 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2661 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2667 if (element == EL_PENGUIN)
2670 static int xy[4][2] =
2680 int ex = x + xy[i%4][0];
2681 int ey = y + xy[i%4][1];
2683 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2692 MovDir[x][y] = MV_NO_MOVING;
2694 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2696 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2698 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2700 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2702 if (element == EL_ROBOT)
2706 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2707 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2708 Moving2Blocked(x, y, &newx, &newy);
2710 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2711 MovDelay[x][y] = 8+8*!RND(3);
2713 MovDelay[x][y] = 16;
2721 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2723 boolean first_horiz = RND(2);
2724 int new_move_dir = MovDir[x][y];
2727 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2728 Moving2Blocked(x, y, &newx, &newy);
2730 if (IN_LEV_FIELD(newx, newy) &&
2731 (IS_FREE(newx, newy) ||
2732 Feld[newx][newy] == EL_ACID ||
2733 (element == EL_PENGUIN &&
2734 (Feld[newx][newy] == EL_EXIT_OPEN ||
2735 IS_MAMPF3(Feld[newx][newy])))))
2739 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2740 Moving2Blocked(x, y, &newx, &newy);
2742 if (IN_LEV_FIELD(newx, newy) &&
2743 (IS_FREE(newx, newy) ||
2744 Feld[newx][newy] == EL_ACID ||
2745 (element == EL_PENGUIN &&
2746 (Feld[newx][newy] == EL_EXIT_OPEN ||
2747 IS_MAMPF3(Feld[newx][newy])))))
2750 MovDir[x][y] = old_move_dir;
2757 static boolean JustBeingPushed(int x, int y)
2761 for (i=0; i<MAX_PLAYERS; i++)
2763 struct PlayerInfo *player = &stored_player[i];
2765 if (player->active && player->Pushing && player->MovPos)
2767 int next_jx = player->jx + (player->jx - player->last_jx);
2768 int next_jy = player->jy + (player->jy - player->last_jy);
2770 if (x == next_jx && y == next_jy)
2778 void StartMoving(int x, int y)
2780 static boolean use_spring_bug = TRUE;
2781 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2782 int element = Feld[x][y];
2787 GfxAction[x][y] = ACTION_DEFAULT;
2789 if (CAN_FALL(element) && y < lev_fieldy - 1)
2791 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2792 if (JustBeingPushed(x, y))
2795 if (element == EL_QUICKSAND_FULL)
2797 if (IS_FREE(x, y+1))
2799 InitMovingField(x, y, MV_DOWN);
2800 started_moving = TRUE;
2802 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2803 Store[x][y] = EL_ROCK;
2804 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2806 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2808 if (!MovDelay[x][y])
2809 MovDelay[x][y] = TILEY + 1;
2818 Feld[x][y] = EL_QUICKSAND_EMPTY;
2819 Feld[x][y+1] = EL_QUICKSAND_FULL;
2820 Store[x][y+1] = Store[x][y];
2822 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2825 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2826 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2828 InitMovingField(x, y, MV_DOWN);
2829 started_moving = TRUE;
2831 Feld[x][y] = EL_QUICKSAND_FILLING;
2832 Store[x][y] = element;
2833 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2835 else if (element == EL_MAGIC_WALL_FULL)
2837 if (IS_FREE(x, y+1))
2839 InitMovingField(x, y, MV_DOWN);
2840 started_moving = TRUE;
2842 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2843 Store[x][y] = EL_CHANGED(Store[x][y]);
2845 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2847 if (!MovDelay[x][y])
2848 MovDelay[x][y] = TILEY/4 + 1;
2857 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2858 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2859 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2863 else if (element == EL_BD_MAGIC_WALL_FULL)
2865 if (IS_FREE(x, y+1))
2867 InitMovingField(x, y, MV_DOWN);
2868 started_moving = TRUE;
2870 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2871 Store[x][y] = EL_CHANGED2(Store[x][y]);
2873 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2875 if (!MovDelay[x][y])
2876 MovDelay[x][y] = TILEY/4 + 1;
2885 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2886 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2887 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2891 else if (CAN_CHANGE(element) &&
2892 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2893 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2895 InitMovingField(x, y, MV_DOWN);
2896 started_moving = TRUE;
2899 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2900 EL_BD_MAGIC_WALL_FILLING);
2901 Store[x][y] = element;
2904 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2906 else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
2911 InitMovingField(x, y, MV_DOWN);
2912 started_moving = TRUE;
2914 Store[x][y] = EL_ACID;
2916 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2921 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2923 if (MovDir[x][y] == MV_NO_MOVING)
2925 InitMovingField(x, y, MV_DOWN);
2926 started_moving = TRUE;
2929 else if (IS_FREE(x, y+1))
2931 if (JustStopped[x][y]) /* prevent animation from being restarted */
2932 MovDir[x][y] = MV_DOWN;
2934 InitMovingField(x, y, MV_DOWN);
2935 started_moving = TRUE;
2937 else if (element == EL_AMOEBA_DROP)
2939 Feld[x][y] = EL_AMOEBA_CREATING;
2940 Store[x][y] = EL_AMOEBA_WET;
2942 /* Store[x][y+1] must be zero, because:
2943 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2946 #if OLD_GAME_BEHAVIOUR
2947 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2949 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2950 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2951 element != EL_DX_SUPABOMB)
2954 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2955 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2956 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2957 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2960 boolean left = (x>0 && IS_FREE(x-1, y) &&
2961 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2962 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2963 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2967 if (left && right &&
2968 (game.emulation != EMU_BOULDERDASH &&
2969 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2970 left = !(right = RND(2));
2972 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2973 started_moving = TRUE;
2976 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2978 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2979 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2980 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2981 int belt_dir = game.belt_dir[belt_nr];
2983 if ((belt_dir == MV_LEFT && left_is_free) ||
2984 (belt_dir == MV_RIGHT && right_is_free))
2986 InitMovingField(x, y, belt_dir);
2987 started_moving = TRUE;
2989 GfxAction[x][y] = ACTION_DEFAULT;
2994 /* not "else if" because of EL_SPRING */
2995 if (CAN_MOVE(element) && !started_moving)
2999 if ((element == EL_SATELLITE ||
3000 element == EL_BALLOON ||
3001 element == EL_SPRING)
3002 && JustBeingPushed(x, y))
3007 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3008 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3010 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3012 Moving2Blocked(x, y, &newx, &newy);
3013 if (Feld[newx][newy] == EL_BLOCKED)
3014 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3019 if (!MovDelay[x][y]) /* start new movement phase */
3021 /* all objects that can change their move direction after each step */
3022 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3024 if (element != EL_YAMYAM &&
3025 element != EL_DARK_YAMYAM &&
3026 element != EL_PACMAN)
3029 if (element == EL_SPRING)
3030 printf("1--> %d\n", MovDir[x][y]);
3034 if (element == EL_SPRING)
3035 printf("2--> %d\n", MovDir[x][y]);
3037 if (MovDelay[x][y] && (element == EL_BUG ||
3038 element == EL_SPACESHIP ||
3039 element == EL_SP_SNIKSNAK ||
3040 element == EL_SP_ELECTRON ||
3041 element == EL_MOLE))
3042 DrawLevelField(x, y);
3046 if (MovDelay[x][y]) /* wait some time before next movement */
3050 if (element == EL_ROBOT ||
3051 element == EL_YAMYAM ||
3052 element == EL_DARK_YAMYAM)
3055 DrawLevelElementAnimationIfNeeded(x, y, element);
3057 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3059 int graphic = el2img(element);
3060 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3062 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3067 PlaySoundLevelAction(x, y, ACTION_WAITING);
3069 if (MovDelay[x][y] % 4 == 3)
3071 if (element == EL_YAMYAM)
3072 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3073 else if (element == EL_DARK_YAMYAM)
3074 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3078 else if (element == EL_SP_ELECTRON)
3079 DrawLevelElementAnimationIfNeeded(x, y, element);
3080 else if (element == EL_DRAGON)
3083 int dir = MovDir[x][y];
3084 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3085 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3086 int graphic = (dir == MV_LEFT ? IMG_FLAMES1_LEFT :
3087 dir == MV_RIGHT ? IMG_FLAMES1_RIGHT :
3088 dir == MV_UP ? IMG_FLAMES1_UP :
3089 dir == MV_DOWN ? IMG_FLAMES1_DOWN : IMG_EMPTY);
3090 int frame = getGraphicAnimationFrame(graphic, -1);
3092 for (i=1; i<=3; i++)
3094 int xx = x + i*dx, yy = y + i*dy;
3095 int sx = SCREENX(xx), sy = SCREENY(yy);
3096 int flame_graphic = graphic + (i - 1);
3098 if (!IN_LEV_FIELD(xx, yy) ||
3099 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3104 int flamed = MovingOrBlocked2Element(xx, yy);
3106 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3109 RemoveMovingField(xx, yy);
3111 Feld[xx][yy] = EL_FLAMES;
3112 if (IN_SCR_FIELD(sx, sy))
3113 DrawGraphic(sx, sy, flame_graphic, frame);
3117 if (Feld[xx][yy] == EL_FLAMES)
3118 Feld[xx][yy] = EL_EMPTY;
3119 DrawLevelField(xx, yy);
3124 if (MovDelay[x][y]) /* element still has to wait some time */
3126 PlaySoundLevelAction(x, y, ACTION_WAITING);
3132 /* now make next step */
3134 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3136 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3137 !PLAYER_PROTECTED(newx, newy))
3141 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3144 /* enemy got the player */
3146 KillHero(PLAYERINFO(newx, newy));
3151 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3152 element == EL_SATELLITE || element == EL_BALLOON) &&
3153 IN_LEV_FIELD(newx, newy) &&
3154 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3157 Store[x][y] = EL_ACID;
3159 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3161 if (Feld[newx][newy] == EL_EXIT_OPEN)
3163 Feld[x][y] = EL_EMPTY;
3164 DrawLevelField(x, y);
3166 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3167 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3168 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3170 local_player->friends_still_needed--;
3171 if (!local_player->friends_still_needed &&
3172 !local_player->GameOver && AllPlayersGone)
3173 local_player->LevelSolved = local_player->GameOver = TRUE;
3177 else if (IS_MAMPF3(Feld[newx][newy]))
3179 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3180 DrawLevelField(newx, newy);
3182 MovDir[x][y] = MV_NO_MOVING;
3184 else if (!IS_FREE(newx, newy))
3186 if (IS_PLAYER(x, y))
3187 DrawPlayerField(x, y);
3189 DrawLevelField(x, y);
3193 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3195 if (IS_GEM(Feld[newx][newy]))
3197 if (IS_MOVING(newx, newy))
3198 RemoveMovingField(newx, newy);
3201 Feld[newx][newy] = EL_EMPTY;
3202 DrawLevelField(newx, newy);
3205 PlaySoundLevel(x, y, SND_PIG_EATING);
3207 else if (!IS_FREE(newx, newy))
3209 if (IS_PLAYER(x, y))
3210 DrawPlayerField(x, y);
3212 DrawLevelField(x, y);
3216 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3218 if (!IS_FREE(newx, newy))
3220 if (IS_PLAYER(x, y))
3221 DrawPlayerField(x, y);
3223 DrawLevelField(x, y);
3228 boolean wanna_flame = !RND(10);
3229 int dx = newx - x, dy = newy - y;
3230 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3231 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3232 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3233 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3234 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3235 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3237 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3238 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3239 element1 != EL_FLAMES && element2 != EL_FLAMES)
3241 if (IS_PLAYER(x, y))
3242 DrawPlayerField(x, y);
3244 DrawLevelField(x, y);
3246 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3248 MovDelay[x][y] = 50;
3249 Feld[newx][newy] = EL_FLAMES;
3250 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3251 Feld[newx1][newy1] = EL_FLAMES;
3252 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3253 Feld[newx2][newy2] = EL_FLAMES;
3258 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3259 Feld[newx][newy] == EL_DIAMOND)
3261 if (IS_MOVING(newx, newy))
3262 RemoveMovingField(newx, newy);
3265 Feld[newx][newy] = EL_EMPTY;
3266 DrawLevelField(newx, newy);
3269 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3271 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3272 IS_MAMPF2(Feld[newx][newy]))
3274 if (AmoebaNr[newx][newy])
3276 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3277 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3278 Feld[newx][newy] == EL_BD_AMOEBA)
3279 AmoebaCnt[AmoebaNr[newx][newy]]--;
3282 if (IS_MOVING(newx, newy))
3283 RemoveMovingField(newx, newy);
3286 Feld[newx][newy] = EL_EMPTY;
3287 DrawLevelField(newx, newy);
3290 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3292 else if ((element == EL_PACMAN || element == EL_MOLE)
3293 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3295 if (AmoebaNr[newx][newy])
3297 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3298 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3299 Feld[newx][newy] == EL_BD_AMOEBA)
3300 AmoebaCnt[AmoebaNr[newx][newy]]--;
3303 if (element == EL_MOLE)
3305 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3306 PlaySoundLevel(x, y, SND_MOLE_EATING);
3307 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3308 return; /* wait for shrinking amoeba */
3310 else /* element == EL_PACMAN */
3312 Feld[newx][newy] = EL_EMPTY;
3313 DrawLevelField(newx, newy);
3314 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3317 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3318 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3319 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3321 /* wait for shrinking amoeba to completely disappear */
3324 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3326 /* object was running against a wall */
3330 if (element == EL_BUG || element == EL_SPACESHIP ||
3331 element == EL_SP_SNIKSNAK)
3332 DrawLevelField(x, y);
3333 else if (element == EL_BUG || element == EL_SPACESHIP ||
3334 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3335 DrawLevelField(x, y);
3336 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3337 DrawLevelElementAnimationIfNeeded(x, y, element);
3338 else if (element == EL_SATELLITE)
3339 DrawLevelElementAnimationIfNeeded(x, y, element);
3340 else if (element == EL_SP_ELECTRON)
3341 DrawLevelElementAnimationIfNeeded(x, y, element);
3343 if (DONT_TOUCH(element))
3344 TestIfBadThingTouchesHero(x, y);
3346 PlaySoundLevelAction(x, y, ACTION_WAITING);
3351 InitMovingField(x, y, MovDir[x][y]);
3353 PlaySoundLevelAction(x, y, ACTION_MOVING);
3357 ContinueMoving(x, y);
3360 void ContinueMoving(int x, int y)
3362 int element = Feld[x][y];
3363 int direction = MovDir[x][y];
3364 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3365 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3366 int horiz_move = (dx != 0);
3367 int newx = x + dx, newy = y + dy;
3368 int step = (horiz_move ? dx : dy) * TILEX / 8;
3370 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3372 else if (element == EL_QUICKSAND_FILLING ||
3373 element == EL_QUICKSAND_EMPTYING)
3375 else if (element == EL_MAGIC_WALL_FILLING ||
3376 element == EL_BD_MAGIC_WALL_FILLING ||
3377 element == EL_MAGIC_WALL_EMPTYING ||
3378 element == EL_BD_MAGIC_WALL_EMPTYING)
3380 else if (CAN_FALL(element) && horiz_move &&
3381 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3383 else if (element == EL_SPRING && horiz_move)
3386 #if OLD_GAME_BEHAVIOUR
3387 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3391 MovPos[x][y] += step;
3393 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3395 Feld[x][y] = EL_EMPTY;
3396 Feld[newx][newy] = element;
3398 if (element == EL_MOLE)
3401 static int xy[4][2] =
3409 Feld[x][y] = EL_SAND;
3410 DrawLevelField(x, y);
3419 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3420 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3424 if (element == EL_QUICKSAND_FILLING)
3426 element = Feld[newx][newy] = get_next_element(element);
3427 Store[newx][newy] = Store[x][y];
3429 else if (element == EL_QUICKSAND_EMPTYING)
3431 Feld[x][y] = get_next_element(element);
3432 element = Feld[newx][newy] = Store[x][y];
3434 else if (element == EL_MAGIC_WALL_FILLING)
3436 element = Feld[newx][newy] = get_next_element(element);
3437 if (!game.magic_wall_active)
3438 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3439 Store[newx][newy] = Store[x][y];
3441 else if (element == EL_MAGIC_WALL_EMPTYING)
3443 Feld[x][y] = get_next_element(element);
3444 if (!game.magic_wall_active)
3445 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3446 element = Feld[newx][newy] = Store[x][y];
3448 else if (element == EL_BD_MAGIC_WALL_FILLING)
3450 element = Feld[newx][newy] = get_next_element(element);
3451 if (!game.magic_wall_active)
3452 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3453 Store[newx][newy] = Store[x][y];
3455 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3457 Feld[x][y] = get_next_element(element);
3458 if (!game.magic_wall_active)
3459 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3460 element = Feld[newx][newy] = Store[x][y];
3462 else if (element == EL_AMOEBA_DRIPPING)
3464 Feld[x][y] = get_next_element(element);
3465 element = Feld[newx][newy] = Store[x][y];
3467 else if (Store[x][y] == EL_ACID)
3469 element = Feld[newx][newy] = EL_ACID;
3473 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3474 MovDelay[newx][newy] = 0;
3477 /* all done in "InitMovingField()" */
3478 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3479 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3482 /* copy animation control values to new field */
3483 GfxFrame[newx][newy] = GfxFrame[x][y];
3484 GfxAction[newx][newy] = GfxAction[x][y];
3485 GfxRandom[newx][newy] = GfxRandom[x][y];
3487 ResetGfxAnimation(x, y); /* reset animation values for old field */
3491 if (!CAN_MOVE(element))
3492 MovDir[newx][newy] = 0;
3495 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3496 MovDir[newx][newy] = 0;
3499 if (!CAN_MOVE(element) ||
3500 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3501 MovDir[newx][newy] = 0;
3505 DrawLevelField(x, y);
3506 DrawLevelField(newx, newy);
3508 Stop[newx][newy] = TRUE;
3509 JustStopped[newx][newy] = 3;
3511 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3513 TestIfBadThingTouchesHero(newx, newy);
3514 TestIfBadThingTouchesFriend(newx, newy);
3515 TestIfBadThingTouchesOtherBadThing(newx, newy);
3517 else if (element == EL_PENGUIN)
3518 TestIfFriendTouchesBadThing(newx, newy);
3520 if (CAN_SMASH(element) && direction == MV_DOWN &&
3521 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3524 else /* still moving on */
3527 if (GfxAction[x][y] == ACTION_DEFAULT)
3529 printf("reset GfxAction...\n");
3531 GfxAction[x][y] = ACTION_MOVING;
3535 DrawLevelField(x, y);
3539 int AmoebeNachbarNr(int ax, int ay)
3542 int element = Feld[ax][ay];
3544 static int xy[4][2] =
3554 int x = ax + xy[i][0];
3555 int y = ay + xy[i][1];
3557 if (!IN_LEV_FIELD(x, y))
3560 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3561 group_nr = AmoebaNr[x][y];
3567 void AmoebenVereinigen(int ax, int ay)
3569 int i, x, y, xx, yy;
3570 int new_group_nr = AmoebaNr[ax][ay];
3571 static int xy[4][2] =
3579 if (new_group_nr == 0)
3587 if (!IN_LEV_FIELD(x, y))
3590 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3591 Feld[x][y] == EL_BD_AMOEBA ||
3592 Feld[x][y] == EL_AMOEBA_DEAD) &&
3593 AmoebaNr[x][y] != new_group_nr)
3595 int old_group_nr = AmoebaNr[x][y];
3597 if (old_group_nr == 0)
3600 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3601 AmoebaCnt[old_group_nr] = 0;
3602 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3603 AmoebaCnt2[old_group_nr] = 0;
3605 for (yy=0; yy<lev_fieldy; yy++)
3607 for (xx=0; xx<lev_fieldx; xx++)
3609 if (AmoebaNr[xx][yy] == old_group_nr)
3610 AmoebaNr[xx][yy] = new_group_nr;
3617 void AmoebeUmwandeln(int ax, int ay)
3621 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3623 int group_nr = AmoebaNr[ax][ay];
3628 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3629 printf("AmoebeUmwandeln(): This should never happen!\n");
3634 for (y=0; y<lev_fieldy; y++)
3636 for (x=0; x<lev_fieldx; x++)
3638 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3641 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3645 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3646 SND_AMOEBA_TURNING_TO_GEM :
3647 SND_AMOEBA_TURNING_TO_ROCK));
3652 static int xy[4][2] =
3665 if (!IN_LEV_FIELD(x, y))
3668 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3670 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3671 SND_AMOEBA_TURNING_TO_GEM :
3672 SND_AMOEBA_TURNING_TO_ROCK));
3679 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3682 int group_nr = AmoebaNr[ax][ay];
3683 boolean done = FALSE;
3688 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3689 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3694 for (y=0; y<lev_fieldy; y++)
3696 for (x=0; x<lev_fieldx; x++)
3698 if (AmoebaNr[x][y] == group_nr &&
3699 (Feld[x][y] == EL_AMOEBA_DEAD ||
3700 Feld[x][y] == EL_BD_AMOEBA ||
3701 Feld[x][y] == EL_AMOEBA_CREATING))
3704 Feld[x][y] = new_element;
3705 InitField(x, y, FALSE);
3706 DrawLevelField(x, y);
3713 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3714 SND_BD_AMOEBA_TURNING_TO_ROCK :
3715 SND_BD_AMOEBA_TURNING_TO_GEM));
3718 void AmoebeWaechst(int x, int y)
3720 static unsigned long sound_delay = 0;
3721 static unsigned long sound_delay_value = 0;
3723 if (!MovDelay[x][y]) /* start new growing cycle */
3727 if (DelayReached(&sound_delay, sound_delay_value))
3729 if (Store[x][y] == EL_BD_AMOEBA)
3730 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3732 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3733 sound_delay_value = 30;
3737 if (MovDelay[x][y]) /* wait some time before growing bigger */
3740 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3742 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3743 6 - MovDelay[x][y]);
3745 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3748 if (!MovDelay[x][y])
3750 Feld[x][y] = Store[x][y];
3752 DrawLevelField(x, y);
3757 void AmoebaDisappearing(int x, int y)
3759 static unsigned long sound_delay = 0;
3760 static unsigned long sound_delay_value = 0;
3762 if (!MovDelay[x][y]) /* start new shrinking cycle */
3766 if (DelayReached(&sound_delay, sound_delay_value))
3767 sound_delay_value = 30;
3770 if (MovDelay[x][y]) /* wait some time before shrinking */
3773 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3775 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3776 6 - MovDelay[x][y]);
3778 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3781 if (!MovDelay[x][y])
3783 Feld[x][y] = EL_EMPTY;
3784 DrawLevelField(x, y);
3786 /* don't let mole enter this field in this cycle;
3787 (give priority to objects falling to this field from above) */
3793 void AmoebeAbleger(int ax, int ay)
3796 int element = Feld[ax][ay];
3797 int newax = ax, neway = ay;
3798 static int xy[4][2] =
3806 if (!level.amoeba_speed)
3808 Feld[ax][ay] = EL_AMOEBA_DEAD;
3809 DrawLevelField(ax, ay);
3813 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3814 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3816 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3819 if (MovDelay[ax][ay])
3823 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3826 int x = ax + xy[start][0];
3827 int y = ay + xy[start][1];
3829 if (!IN_LEV_FIELD(x, y))
3832 if (IS_FREE(x, y) ||
3833 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3839 if (newax == ax && neway == ay)
3842 else /* normal or "filled" (BD style) amoeba */
3845 boolean waiting_for_player = FALSE;
3849 int j = (start + i) % 4;
3850 int x = ax + xy[j][0];
3851 int y = ay + xy[j][1];
3853 if (!IN_LEV_FIELD(x, y))
3856 if (IS_FREE(x, y) ||
3857 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3863 else if (IS_PLAYER(x, y))
3864 waiting_for_player = TRUE;
3867 if (newax == ax && neway == ay) /* amoeba cannot grow */
3869 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3871 Feld[ax][ay] = EL_AMOEBA_DEAD;
3872 DrawLevelField(ax, ay);
3873 AmoebaCnt[AmoebaNr[ax][ay]]--;
3875 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3877 if (element == EL_AMOEBA_FULL)
3878 AmoebeUmwandeln(ax, ay);
3879 else if (element == EL_BD_AMOEBA)
3880 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3885 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3887 /* amoeba gets larger by growing in some direction */
3889 int new_group_nr = AmoebaNr[ax][ay];
3892 if (new_group_nr == 0)
3894 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3895 printf("AmoebeAbleger(): This should never happen!\n");
3900 AmoebaNr[newax][neway] = new_group_nr;
3901 AmoebaCnt[new_group_nr]++;
3902 AmoebaCnt2[new_group_nr]++;
3904 /* if amoeba touches other amoeba(s) after growing, unify them */
3905 AmoebenVereinigen(newax, neway);
3907 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3909 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3915 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3916 (neway == lev_fieldy - 1 && newax != ax))
3918 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3919 Store[newax][neway] = element;
3921 else if (neway == ay)
3923 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3924 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3928 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3929 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3930 Store[ax][ay] = EL_AMOEBA_DROP;
3931 ContinueMoving(ax, ay);
3935 DrawLevelField(newax, neway);
3938 void Life(int ax, int ay)
3941 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3943 int element = Feld[ax][ay];
3944 boolean changed = FALSE;
3949 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3950 MovDelay[ax][ay] = life_time;
3952 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3955 if (MovDelay[ax][ay])
3959 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3961 int xx = ax+x1, yy = ay+y1;
3964 if (!IN_LEV_FIELD(xx, yy))
3967 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3969 int x = xx+x2, y = yy+y2;
3971 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3974 if (((Feld[x][y] == element ||
3975 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3977 (IS_FREE(x, y) && Stop[x][y]))
3981 if (xx == ax && yy == ay) /* field in the middle */
3983 if (nachbarn < life[0] || nachbarn > life[1])
3985 Feld[xx][yy] = EL_EMPTY;
3987 DrawLevelField(xx, yy);
3988 Stop[xx][yy] = TRUE;
3992 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3993 { /* free border field */
3994 if (nachbarn >= life[2] && nachbarn <= life[3])
3996 Feld[xx][yy] = element;
3997 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3999 DrawLevelField(xx, yy);
4000 Stop[xx][yy] = TRUE;
4007 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
4008 SND_BIOMAZE_CREATING);
4011 static void InitRobotWheel(int x, int y)
4013 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4016 static void RunRobotWheel(int x, int y)
4018 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4021 static void StopRobotWheel(int x, int y)
4023 if (ZX == x && ZY == y)
4027 static void InitTimegateWheel(int x, int y)
4029 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4032 static void RunTimegateWheel(int x, int y)
4034 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4037 void CheckExit(int x, int y)
4039 if (local_player->gems_still_needed > 0 ||
4040 local_player->sokobanfields_still_needed > 0 ||
4041 local_player->lights_still_needed > 0)
4044 Feld[x][y] = EL_EXIT_OPENING;
4046 PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
4049 void CheckExitSP(int x, int y)
4051 if (local_player->gems_still_needed > 0)
4054 Feld[x][y] = EL_SP_EXIT_OPEN;
4056 PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
4059 static void CloseAllOpenTimegates()
4063 for (y=0; y<lev_fieldy; y++)
4065 for (x=0; x<lev_fieldx; x++)
4067 int element = Feld[x][y];
4069 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4071 Feld[x][y] = EL_TIMEGATE_CLOSING;
4072 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4078 void EdelsteinFunkeln(int x, int y)
4080 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4083 if (Feld[x][y] == EL_BD_DIAMOND)
4085 DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
4091 if (MovDelay[x][y] == 0) /* next animation frame */
4092 MovDelay[x][y] = 11 * !SimpleRND(500);
4094 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4098 if (setup.direct_draw && MovDelay[x][y])
4099 SetDrawtoField(DRAW_BUFFERED);
4102 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4104 DrawLevelElementAnimation(x, y, Feld[x][y]);
4107 if (MovDelay[x][y] != 0)
4109 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4110 10 - MovDelay[x][y]);
4112 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4114 if (setup.direct_draw)
4118 dest_x = FX + SCREENX(x) * TILEX;
4119 dest_y = FY + SCREENY(y) * TILEY;
4121 BlitBitmap(drawto_field, window,
4122 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4123 SetDrawtoField(DRAW_DIRECT);
4130 void MauerWaechst(int x, int y)
4134 if (!MovDelay[x][y]) /* next animation frame */
4135 MovDelay[x][y] = 3 * delay;
4137 if (MovDelay[x][y]) /* wait some time before next frame */
4141 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4143 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4144 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4146 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4149 if (!MovDelay[x][y])
4151 if (MovDir[x][y] == MV_LEFT)
4153 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4154 DrawLevelField(x - 1, y);
4156 else if (MovDir[x][y] == MV_RIGHT)
4158 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4159 DrawLevelField(x + 1, y);
4161 else if (MovDir[x][y] == MV_UP)
4163 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4164 DrawLevelField(x, y - 1);
4168 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4169 DrawLevelField(x, y + 1);
4172 Feld[x][y] = Store[x][y];
4174 MovDir[x][y] = MV_NO_MOVING;
4175 DrawLevelField(x, y);
4180 void MauerAbleger(int ax, int ay)
4182 int element = Feld[ax][ay];
4183 boolean oben_frei = FALSE, unten_frei = FALSE;
4184 boolean links_frei = FALSE, rechts_frei = FALSE;
4185 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4186 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4187 boolean new_wall = FALSE;
4189 if (!MovDelay[ax][ay]) /* start building new wall */
4190 MovDelay[ax][ay] = 6;
4192 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4195 if (MovDelay[ax][ay])
4199 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4201 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4203 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4205 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4208 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4212 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4213 Store[ax][ay-1] = element;
4214 MovDir[ax][ay-1] = MV_UP;
4215 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4216 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4217 IMG_WALL_GROWING_ACTIVE_UP, 0);
4222 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4223 Store[ax][ay+1] = element;
4224 MovDir[ax][ay+1] = MV_DOWN;
4225 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4226 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4227 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4232 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4233 element == EL_WALL_GROWING)
4237 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4238 Store[ax-1][ay] = element;
4239 MovDir[ax-1][ay] = MV_LEFT;
4240 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4241 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4242 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4248 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4249 Store[ax+1][ay] = element;
4250 MovDir[ax+1][ay] = MV_RIGHT;
4251 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4252 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4253 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4258 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4259 DrawLevelField(ax, ay);
4261 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4263 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4264 unten_massiv = TRUE;
4265 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4266 links_massiv = TRUE;
4267 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4268 rechts_massiv = TRUE;
4270 if (((oben_massiv && unten_massiv) ||
4271 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4272 ((links_massiv && rechts_massiv) ||
4273 element == EL_WALL_GROWING_Y))
4274 Feld[ax][ay] = EL_WALL;
4277 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4280 void CheckForDragon(int x, int y)
4283 boolean dragon_found = FALSE;
4284 static int xy[4][2] =
4296 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4298 if (IN_LEV_FIELD(xx, yy) &&
4299 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4301 if (Feld[xx][yy] == EL_DRAGON)
4302 dragon_found = TRUE;
4315 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4317 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4319 Feld[xx][yy] = EL_EMPTY;
4320 DrawLevelField(xx, yy);
4329 static void InitBuggyBase(int x, int y)
4331 int element = Feld[x][y];
4332 int activating_delay = FRAMES_PER_SECOND / 4;
4335 (element == EL_SP_BUGGY_BASE ?
4336 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4337 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4339 element == EL_SP_BUGGY_BASE_ACTIVE ?
4340 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4343 static void WarnBuggyBase(int x, int y)
4346 static int xy[4][2] =
4356 int xx = x + xy[i][0], yy = y + xy[i][1];
4358 if (IS_PLAYER(xx, yy))
4360 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4367 static void InitTrap(int x, int y)
4369 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4372 static void ActivateTrap(int x, int y)
4374 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4377 static void ChangeActiveTrap(int x, int y)
4379 int graphic = IMG_TRAP_ACTIVE;
4381 /* if new animation frame was drawn, correct crumbled sand border */
4382 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4383 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4386 static void ChangeElement(int x, int y)
4388 int element = Feld[x][y];
4390 if (MovDelay[x][y] == 0) /* initialize element change */
4392 MovDelay[x][y] = changing_element[element].change_delay + 1;
4394 ResetGfxAnimation(x, y);
4395 ResetRandomAnimationValue(x, y);
4397 if (changing_element[element].pre_change_function)
4398 changing_element[element].pre_change_function(x, y);
4403 if (MovDelay[x][y] != 0) /* continue element change */
4405 if (IS_ANIMATED(el2img(element)))
4406 DrawLevelElementAnimationIfNeeded(x, y, element);
4408 if (changing_element[element].change_function)
4409 changing_element[element].change_function(x, y);
4411 else /* finish element change */
4413 Feld[x][y] = changing_element[element].next_element;
4415 ResetGfxAnimation(x, y);
4416 ResetRandomAnimationValue(x, y);
4418 DrawLevelField(x, y);
4420 if (changing_element[element].post_change_function)
4421 changing_element[element].post_change_function(x, y);
4425 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4427 static byte stored_player_action[MAX_PLAYERS];
4428 static int num_stored_actions = 0;
4430 static boolean save_tape_entry = FALSE;
4432 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4433 int left = player_action & JOY_LEFT;
4434 int right = player_action & JOY_RIGHT;
4435 int up = player_action & JOY_UP;
4436 int down = player_action & JOY_DOWN;
4437 int button1 = player_action & JOY_BUTTON_1;
4438 int button2 = player_action & JOY_BUTTON_2;
4439 int dx = (left ? -1 : right ? 1 : 0);
4440 int dy = (up ? -1 : down ? 1 : 0);
4442 stored_player_action[player->index_nr] = 0;
4443 num_stored_actions++;
4445 if (!player->active || tape.pausing)
4451 save_tape_entry = TRUE;
4453 player->frame_reset_delay = 0;
4456 snapped = SnapField(player, dx, dy);
4460 bombed = PlaceBomb(player);
4461 moved = MoveFigure(player, dx, dy);
4464 if (tape.single_step && tape.recording && !tape.pausing)
4466 if (button1 || (bombed && !moved))
4468 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4469 SnapField(player, 0, 0); /* stop snapping */
4474 if (tape.recording && (moved || snapped || bombed))
4476 if (bombed && !moved)
4477 player_action &= JOY_BUTTON;
4479 stored_player_action[player->index_nr] = player_action;
4480 save_tape_entry = TRUE;
4482 else if (tape.playing && snapped)
4483 SnapField(player, 0, 0); /* stop snapping */
4485 stored_player_action[player->index_nr] = player_action;
4490 /* no actions for this player (no input at player's configured device) */
4492 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4493 SnapField(player, 0, 0);
4494 CheckGravityMovement(player);
4497 if (player->MovPos == 0) /* needed for tape.playing */
4498 player->is_moving = FALSE;
4501 if (player->MovPos == 0) /* needed for tape.playing */
4502 player->last_move_dir = MV_NO_MOVING;
4504 /* !!! CHECK THIS AGAIN !!!
4505 (Seems to be needed for some EL_ROBOT stuff, but breaks
4506 tapes when walking through pipes!)
4509 /* it seems that "player->last_move_dir" is misused as some sort of
4510 "player->is_just_moving_in_this_moment", which is needed for the
4511 robot stuff (robots don't kill players when they are moving)
4515 /* if the player does not move for some time, reset animation to start */
4516 if (++player->frame_reset_delay > player->move_delay_value)
4521 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4523 TapeRecordAction(stored_player_action);
4524 num_stored_actions = 0;
4525 save_tape_entry = FALSE;
4528 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4530 TapeRecordAction(stored_player_action);
4531 num_stored_actions = 0;
4536 if (tape.playing && !tape.pausing && !player_action &&
4537 tape.counter < tape.length)
4539 int jx = player->jx, jy = player->jy;
4541 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4543 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4544 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4546 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4548 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4550 int el = Feld[jx+dx][jy];
4551 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4552 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4554 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4556 player->MovDir = next_joy;
4557 player->Frame = FrameCounter % 4;
4558 player->Pushing = TRUE;
4568 static unsigned long action_delay = 0;
4569 unsigned long action_delay_value;
4570 int magic_wall_x = 0, magic_wall_y = 0;
4571 int i, x, y, element, graphic;
4572 byte *recorded_player_action;
4573 byte summarized_player_action = 0;
4575 if (game_status != PLAYING)
4578 action_delay_value =
4579 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4581 if (tape.playing && tape.index_search && !tape.pausing)
4582 action_delay_value = 0;
4584 /* ---------- main game synchronization point ---------- */
4586 WaitUntilDelayReached(&action_delay, action_delay_value);
4588 if (network_playing && !network_player_action_received)
4592 printf("DEBUG: try to get network player actions in time\n");
4596 #if defined(PLATFORM_UNIX)
4597 /* last chance to get network player actions without main loop delay */
4601 if (game_status != PLAYING)
4604 if (!network_player_action_received)
4608 printf("DEBUG: failed to get network player actions in time\n");
4618 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4620 for (i=0; i<MAX_PLAYERS; i++)
4622 summarized_player_action |= stored_player[i].action;
4624 if (!network_playing)
4625 stored_player[i].effective_action = stored_player[i].action;
4628 #if defined(PLATFORM_UNIX)
4629 if (network_playing)
4630 SendToServer_MovePlayer(summarized_player_action);
4633 if (!options.network && !setup.team_mode)
4634 local_player->effective_action = summarized_player_action;
4636 for (i=0; i<MAX_PLAYERS; i++)
4638 int actual_player_action = stored_player[i].effective_action;
4640 if (stored_player[i].programmed_action)
4641 actual_player_action = stored_player[i].programmed_action;
4643 if (recorded_player_action)
4644 actual_player_action = recorded_player_action[i];
4646 PlayerActions(&stored_player[i], actual_player_action);
4647 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4650 network_player_action_received = FALSE;
4652 ScrollScreen(NULL, SCROLL_GO_ON);
4658 if (TimeFrames == 0 && local_player->active)
4660 extern unsigned int last_RND();
4662 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4663 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4670 if (GameFrameDelay >= 500)
4671 printf("FrameCounter == %d\n", FrameCounter);
4678 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4681 if (JustStopped[x][y] > 0)
4682 JustStopped[x][y]--;
4687 if (IS_BLOCKED(x, y))
4691 Blocked2Moving(x, y, &oldx, &oldy);
4692 if (!IS_MOVING(oldx, oldy))
4694 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4695 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4696 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4697 printf("GameActions(): This should never happen!\n");
4703 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4705 element = Feld[x][y];
4706 graphic = el2img(element);
4709 if (graphic_info[graphic].anim_global_sync)
4710 GfxFrame[x][y] = FrameCounter;
4713 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4714 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
4715 ResetRandomAnimationValue(x, y);
4717 SetRandomAnimationValue(x, y);
4719 if (IS_INACTIVE(element))
4723 if (IS_ANIMATED(graphic))
4724 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4730 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4734 if (IS_ANIMATED(graphic) &&
4737 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4739 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4740 EdelsteinFunkeln(x, y);
4744 else if ((element == EL_ACID ||
4745 element == EL_EXIT_OPEN ||
4746 element == EL_SP_EXIT_OPEN ||
4747 element == EL_SP_TERMINAL ||
4748 element == EL_SP_TERMINAL_ACTIVE ||
4749 element == EL_EXTRA_TIME ||
4750 element == EL_SHIELD_NORMAL ||
4751 element == EL_SHIELD_DEADLY) &&
4752 IS_ANIMATED(graphic))
4753 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4756 else if (IS_MOVING(x, y))
4757 ContinueMoving(x, y);
4758 else if (IS_ACTIVE_BOMB(element))
4759 CheckDynamite(x, y);
4761 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4762 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4764 else if (element == EL_AMOEBA_CREATING)
4765 AmoebeWaechst(x, y);
4766 else if (element == EL_AMOEBA_SHRINKING)
4767 AmoebaDisappearing(x, y);
4769 #if !USE_NEW_AMOEBA_CODE
4770 else if (IS_AMOEBALIVE(element))
4771 AmoebeAbleger(x, y);
4774 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4777 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4779 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4780 TimegateWheel(x, y);
4783 else if (element == EL_ACID_SPLASH_LEFT ||
4784 element == EL_ACID_SPLASH_RIGHT)
4788 else if (element == EL_NUT_CRACKING)
4790 else if (element == EL_PEARL_BREAKING)
4791 BreakingPearl(x, y);
4793 else if (element == EL_EXIT_CLOSED)
4795 else if (element == EL_SP_EXIT_CLOSED)
4798 else if (element == EL_EXIT_OPENING)
4799 AusgangstuerOeffnen(x, y);
4801 else if (element == EL_WALL_GROWING_ACTIVE)
4803 else if (element == EL_WALL_GROWING ||
4804 element == EL_WALL_GROWING_X ||
4805 element == EL_WALL_GROWING_Y ||
4806 element == EL_WALL_GROWING_XY)
4808 else if (element == EL_FLAMES)
4809 CheckForDragon(x, y);
4811 else if (element == EL_SP_BUGGY_BASE ||
4812 element == EL_SP_BUGGY_BASE_ACTIVATING ||
4813 element == EL_SP_BUGGY_BASE_ACTIVE)
4814 CheckBuggyBase(x, y);
4815 else if (element == EL_TRAP ||
4816 element == EL_TRAP_ACTIVE)
4818 else if (IS_BELT_ACTIVE(element))
4819 DrawBeltAnimation(x, y, element);
4820 else if (element == EL_SWITCHGATE_OPENING)
4821 OpenSwitchgate(x, y);
4822 else if (element == EL_SWITCHGATE_CLOSING)
4823 CloseSwitchgate(x, y);
4824 else if (element == EL_TIMEGATE_OPENING)
4826 else if (element == EL_TIMEGATE_CLOSING)
4827 CloseTimegate(x, y);
4830 else if (IS_AUTO_CHANGING(element))
4831 ChangeElement(x, y);
4834 else if (element == EL_EXPLOSION)
4835 ; /* drawing of correct explosion animation is handled separately */
4836 else if (IS_ANIMATED(graphic))
4837 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4840 if (IS_BELT_ACTIVE(element))
4841 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4843 if (game.magic_wall_active)
4845 int jx = local_player->jx, jy = local_player->jy;
4847 /* play the element sound at the position nearest to the player */
4848 if ((element == EL_MAGIC_WALL_FULL ||
4849 element == EL_MAGIC_WALL_ACTIVE ||
4850 element == EL_MAGIC_WALL_EMPTYING ||
4851 element == EL_BD_MAGIC_WALL_FULL ||
4852 element == EL_BD_MAGIC_WALL_ACTIVE ||
4853 element == EL_BD_MAGIC_WALL_EMPTYING) &&
4854 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
4862 #if USE_NEW_AMOEBA_CODE
4863 /* new experimental amoeba growth stuff */
4865 if (!(FrameCounter % 8))
4868 static unsigned long random = 1684108901;
4870 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4873 x = (random >> 10) % lev_fieldx;
4874 y = (random >> 20) % lev_fieldy;
4876 x = RND(lev_fieldx);
4877 y = RND(lev_fieldy);
4879 element = Feld[x][y];
4881 if (!IS_PLAYER(x,y) &&
4882 (element == EL_EMPTY ||
4883 element == EL_SAND ||
4884 element == EL_QUICKSAND_EMPTY ||
4885 element == EL_ACID_SPLASH_LEFT ||
4886 element == EL_ACID_SPLASH_RIGHT))
4888 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4889 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4890 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4891 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4892 Feld[x][y] = EL_AMOEBA_DROP;
4895 random = random * 129 + 1;
4901 if (game.explosions_delayed)
4904 game.explosions_delayed = FALSE;
4906 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4908 element = Feld[x][y];
4910 if (ExplodeField[x][y])
4911 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4912 else if (element == EL_EXPLOSION)
4913 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4915 ExplodeField[x][y] = EX_NO_EXPLOSION;
4918 game.explosions_delayed = TRUE;
4921 if (game.magic_wall_active)
4923 if (!(game.magic_wall_time_left % 4))
4925 int element = Feld[magic_wall_x][magic_wall_y];
4927 if (element == EL_BD_MAGIC_WALL_FULL ||
4928 element == EL_BD_MAGIC_WALL_ACTIVE ||
4929 element == EL_BD_MAGIC_WALL_EMPTYING)
4930 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
4932 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
4935 if (game.magic_wall_time_left > 0)
4937 game.magic_wall_time_left--;
4938 if (!game.magic_wall_time_left)
4940 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4942 element = Feld[x][y];
4944 if (element == EL_MAGIC_WALL_ACTIVE ||
4945 element == EL_MAGIC_WALL_FULL)
4947 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4948 DrawLevelField(x, y);
4950 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4951 element == EL_BD_MAGIC_WALL_FULL)
4953 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4954 DrawLevelField(x, y);
4958 game.magic_wall_active = FALSE;
4963 if (game.light_time_left > 0)
4965 game.light_time_left--;
4967 if (game.light_time_left == 0)
4968 RedrawAllLightSwitchesAndInvisibleElements();
4971 if (game.timegate_time_left > 0)
4973 game.timegate_time_left--;
4975 if (game.timegate_time_left == 0)
4976 CloseAllOpenTimegates();
4979 for (i=0; i<MAX_PLAYERS; i++)
4981 struct PlayerInfo *player = &stored_player[i];
4983 if (SHIELD_ON(player))
4985 if (player->shield_deadly_time_left)
4986 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4987 else if (player->shield_normal_time_left)
4988 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4992 if (TimeFrames >= (1000 / GameFrameDelay))
4997 for (i=0; i<MAX_PLAYERS; i++)
4999 struct PlayerInfo *player = &stored_player[i];
5001 if (SHIELD_ON(player))
5003 player->shield_normal_time_left--;
5005 if (player->shield_deadly_time_left > 0)
5006 player->shield_deadly_time_left--;
5010 if (tape.recording || tape.playing)
5011 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5017 if (TimeLeft <= 10 && setup.time_limit)
5018 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5020 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5022 if (!TimeLeft && setup.time_limit)
5023 for (i=0; i<MAX_PLAYERS; i++)
5024 KillHero(&stored_player[i]);
5026 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5027 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5032 if (options.debug) /* calculate frames per second */
5034 static unsigned long fps_counter = 0;
5035 static int fps_frames = 0;
5036 unsigned long fps_delay_ms = Counter() - fps_counter;
5040 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5042 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5045 fps_counter = Counter();
5048 redraw_mask |= REDRAW_FPS;
5052 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5054 int min_x = x, min_y = y, max_x = x, max_y = y;
5057 for (i=0; i<MAX_PLAYERS; i++)
5059 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5061 if (!stored_player[i].active || &stored_player[i] == player)
5064 min_x = MIN(min_x, jx);
5065 min_y = MIN(min_y, jy);
5066 max_x = MAX(max_x, jx);
5067 max_y = MAX(max_y, jy);
5070 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5073 static boolean AllPlayersInVisibleScreen()
5077 for (i=0; i<MAX_PLAYERS; i++)
5079 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5081 if (!stored_player[i].active)
5084 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5091 void ScrollLevel(int dx, int dy)
5093 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5096 BlitBitmap(drawto_field, drawto_field,
5097 FX + TILEX*(dx == -1) - softscroll_offset,
5098 FY + TILEY*(dy == -1) - softscroll_offset,
5099 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5100 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5101 FX + TILEX*(dx == 1) - softscroll_offset,
5102 FY + TILEY*(dy == 1) - softscroll_offset);
5106 x = (dx == 1 ? BX1 : BX2);
5107 for (y=BY1; y<=BY2; y++)
5108 DrawScreenField(x, y);
5113 y = (dy == 1 ? BY1 : BY2);
5114 for (x=BX1; x<=BX2; x++)
5115 DrawScreenField(x, y);
5118 redraw_mask |= REDRAW_FIELD;
5121 static void CheckGravityMovement(struct PlayerInfo *player)
5123 if (level.gravity && !player->programmed_action)
5125 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5126 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5128 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5129 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5130 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5131 int jx = player->jx, jy = player->jy;
5132 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5133 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5134 int new_jx = jx + dx, new_jy = jy + dy;
5135 boolean field_under_player_is_free =
5136 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5137 boolean player_is_moving_to_valid_field =
5138 (IN_LEV_FIELD(new_jx, new_jy) &&
5139 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5140 Feld[new_jx][new_jy] == EL_SAND));
5142 if (field_under_player_is_free &&
5143 !player_is_moving_to_valid_field &&
5144 !IS_TUBE(Feld[jx][jy]))
5145 player->programmed_action = MV_DOWN;
5149 boolean MoveFigureOneStep(struct PlayerInfo *player,
5150 int dx, int dy, int real_dx, int real_dy)
5152 int jx = player->jx, jy = player->jy;
5153 int new_jx = jx+dx, new_jy = jy+dy;
5157 if (!player->active || (!dx && !dy))
5158 return MF_NO_ACTION;
5160 player->MovDir = (dx < 0 ? MV_LEFT :
5163 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5165 if (!IN_LEV_FIELD(new_jx, new_jy))
5166 return MF_NO_ACTION;
5168 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5169 return MF_NO_ACTION;
5172 element = MovingOrBlocked2Element(new_jx, new_jy);
5174 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5177 if (DONT_GO_TO(element))
5179 if (element == EL_ACID && dx == 0 && dy == 1)
5182 Feld[jx][jy] = EL_PLAYER1;
5183 InitMovingField(jx, jy, MV_DOWN);
5184 Store[jx][jy] = EL_ACID;
5185 ContinueMoving(jx, jy);
5189 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5194 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5195 if (can_move != MF_MOVING)
5198 StorePlayer[jx][jy] = 0;
5199 player->last_jx = jx;
5200 player->last_jy = jy;
5201 jx = player->jx = new_jx;
5202 jy = player->jy = new_jy;
5203 StorePlayer[jx][jy] = player->element_nr;
5206 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5208 ScrollFigure(player, SCROLL_INIT);
5213 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5215 int jx = player->jx, jy = player->jy;
5216 int old_jx = jx, old_jy = jy;
5217 int moved = MF_NO_ACTION;
5219 if (!player->active || (!dx && !dy))
5223 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5227 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5228 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5232 /* remove the last programmed player action */
5233 player->programmed_action = 0;
5237 /* should only happen if pre-1.2 tape recordings are played */
5238 /* this is only for backward compatibility */
5240 int original_move_delay_value = player->move_delay_value;
5243 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5247 /* scroll remaining steps with finest movement resolution */
5248 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5250 while (player->MovPos)
5252 ScrollFigure(player, SCROLL_GO_ON);
5253 ScrollScreen(NULL, SCROLL_GO_ON);
5259 player->move_delay_value = original_move_delay_value;
5262 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5264 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5265 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5269 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5270 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5276 if (moved & MF_MOVING && !ScreenMovPos &&
5277 (player == local_player || !options.network))
5279 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5280 int offset = (setup.scroll_delay ? 3 : 0);
5282 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5284 /* actual player has left the screen -- scroll in that direction */
5285 if (jx != old_jx) /* player has moved horizontally */
5286 scroll_x += (jx - old_jx);
5287 else /* player has moved vertically */
5288 scroll_y += (jy - old_jy);
5292 if (jx != old_jx) /* player has moved horizontally */
5294 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5295 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5296 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5298 /* don't scroll over playfield boundaries */
5299 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5300 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5302 /* don't scroll more than one field at a time */
5303 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5305 /* don't scroll against the player's moving direction */
5306 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5307 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5308 scroll_x = old_scroll_x;
5310 else /* player has moved vertically */
5312 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5313 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5314 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5316 /* don't scroll over playfield boundaries */
5317 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5318 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5320 /* don't scroll more than one field at a time */
5321 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5323 /* don't scroll against the player's moving direction */
5324 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5325 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5326 scroll_y = old_scroll_y;
5330 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5332 if (!options.network && !AllPlayersInVisibleScreen())
5334 scroll_x = old_scroll_x;
5335 scroll_y = old_scroll_y;
5339 ScrollScreen(player, SCROLL_INIT);
5340 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5345 if (!(moved & MF_MOVING) && !player->Pushing)
5349 player->Frame = (player->Frame + 1) % 4;
5351 player->Frame += 1 * 0;
5354 if (moved & MF_MOVING)
5356 if (old_jx != jx && old_jy == jy)
5357 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5358 else if (old_jx == jx && old_jy != jy)
5359 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5361 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5363 player->last_move_dir = player->MovDir;
5364 player->is_moving = TRUE;
5368 CheckGravityMovement(player);
5371 player->last_move_dir = MV_NO_MOVING;
5373 player->is_moving = FALSE;
5376 TestIfHeroTouchesBadThing(jx, jy);
5378 if (!player->active)
5384 void ScrollFigure(struct PlayerInfo *player, int mode)
5386 int jx = player->jx, jy = player->jy;
5387 int last_jx = player->last_jx, last_jy = player->last_jy;
5388 int move_stepsize = TILEX / player->move_delay_value;
5390 if (!player->active || !player->MovPos)
5393 if (mode == SCROLL_INIT)
5395 player->actual_frame_counter = FrameCounter;
5396 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5400 if (Feld[last_jx][last_jy] == EL_EMPTY)
5401 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5406 else if (!FrameReached(&player->actual_frame_counter, 1))
5409 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5410 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5413 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5414 Feld[last_jx][last_jy] = EL_EMPTY;
5416 /* before DrawPlayer() to draw correct player graphic for this case */
5417 if (player->MovPos == 0)
5418 CheckGravityMovement(player);
5422 if (player->MovPos == 0)
5424 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5426 /* continue with normal speed after quickly moving through gate */
5427 HALVE_PLAYER_SPEED(player);
5429 /* be able to make the next move without delay */
5430 player->move_delay = 0;
5433 player->last_jx = jx;
5434 player->last_jy = jy;
5436 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5437 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5441 if (local_player->friends_still_needed == 0 ||
5442 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5443 player->LevelSolved = player->GameOver = TRUE;
5446 if (tape.single_step && tape.recording && !tape.pausing &&
5447 !player->programmed_action)
5448 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5452 void ScrollScreen(struct PlayerInfo *player, int mode)
5454 static unsigned long screen_frame_counter = 0;
5456 if (mode == SCROLL_INIT)
5458 /* set scrolling step size according to actual player's moving speed */
5459 ScrollStepSize = TILEX / player->move_delay_value;
5461 screen_frame_counter = FrameCounter;
5462 ScreenMovDir = player->MovDir;
5463 ScreenMovPos = player->MovPos;
5464 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5467 else if (!FrameReached(&screen_frame_counter, 1))
5472 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5473 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5474 redraw_mask |= REDRAW_FIELD;
5477 ScreenMovDir = MV_NO_MOVING;
5480 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5482 int i, kill_x = -1, kill_y = -1;
5483 static int test_xy[4][2] =
5490 static int test_dir[4] =
5500 int test_x, test_y, test_move_dir, test_element;
5502 test_x = good_x + test_xy[i][0];
5503 test_y = good_y + test_xy[i][1];
5504 if (!IN_LEV_FIELD(test_x, test_y))
5508 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5511 test_element = Feld[test_x][test_y];
5513 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5516 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5517 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5519 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5520 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5528 if (kill_x != -1 || kill_y != -1)
5530 if (IS_PLAYER(good_x, good_y))
5532 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5534 if (player->shield_deadly_time_left > 0)
5535 Bang(kill_x, kill_y);
5536 else if (!PLAYER_PROTECTED(good_x, good_y))
5540 Bang(good_x, good_y);
5544 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5546 int i, kill_x = -1, kill_y = -1;
5547 int bad_element = Feld[bad_x][bad_y];
5548 static int test_xy[4][2] =
5555 static int test_dir[4] =
5563 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5568 int test_x, test_y, test_move_dir, test_element;
5570 test_x = bad_x + test_xy[i][0];
5571 test_y = bad_y + test_xy[i][1];
5572 if (!IN_LEV_FIELD(test_x, test_y))
5576 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5578 test_element = Feld[test_x][test_y];
5580 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5581 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5583 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5584 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5586 /* good thing is player or penguin that does not move away */
5587 if (IS_PLAYER(test_x, test_y))
5589 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5591 if (bad_element == EL_ROBOT && player->is_moving)
5592 continue; /* robot does not kill player if he is moving */
5598 else if (test_element == EL_PENGUIN)
5607 if (kill_x != -1 || kill_y != -1)
5609 if (IS_PLAYER(kill_x, kill_y))
5611 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5614 int dir = player->MovDir;
5615 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5616 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5618 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5619 newx != bad_x && newy != bad_y)
5620 ; /* robot does not kill player if he is moving */
5622 printf("-> %d\n", player->MovDir);
5624 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5625 newx != bad_x && newy != bad_y)
5626 ; /* robot does not kill player if he is moving */
5631 if (player->shield_deadly_time_left > 0)
5633 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5637 Bang(kill_x, kill_y);
5641 void TestIfHeroTouchesBadThing(int x, int y)
5643 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5646 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5648 TestIfGoodThingHitsBadThing(x, y, move_dir);
5651 void TestIfBadThingTouchesHero(int x, int y)
5653 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5656 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5658 TestIfBadThingHitsGoodThing(x, y, move_dir);
5661 void TestIfFriendTouchesBadThing(int x, int y)
5663 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5666 void TestIfBadThingTouchesFriend(int x, int y)
5668 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5671 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5673 int i, kill_x = bad_x, kill_y = bad_y;
5674 static int xy[4][2] =
5686 x = bad_x + xy[i][0];
5687 y = bad_y + xy[i][1];
5688 if (!IN_LEV_FIELD(x, y))
5691 element = Feld[x][y];
5692 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5693 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5701 if (kill_x != bad_x || kill_y != bad_y)
5705 void KillHero(struct PlayerInfo *player)
5707 int jx = player->jx, jy = player->jy;
5709 if (!player->active)
5712 if (IS_PFORTE(Feld[jx][jy]))
5713 Feld[jx][jy] = EL_EMPTY;
5715 /* deactivate shield (else Bang()/Explode() would not work right) */
5716 player->shield_normal_time_left = 0;
5717 player->shield_deadly_time_left = 0;
5723 static void KillHeroUnlessProtected(int x, int y)
5725 if (!PLAYER_PROTECTED(x, y))
5726 KillHero(PLAYERINFO(x, y));
5729 void BuryHero(struct PlayerInfo *player)
5731 int jx = player->jx, jy = player->jy;
5733 if (!player->active)
5736 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5737 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5739 player->GameOver = TRUE;
5743 void RemoveHero(struct PlayerInfo *player)
5745 int jx = player->jx, jy = player->jy;
5746 int i, found = FALSE;
5748 player->present = FALSE;
5749 player->active = FALSE;
5751 if (!ExplodeField[jx][jy])
5752 StorePlayer[jx][jy] = 0;
5754 for (i=0; i<MAX_PLAYERS; i++)
5755 if (stored_player[i].active)
5759 AllPlayersGone = TRUE;
5765 int DigField(struct PlayerInfo *player,
5766 int x, int y, int real_dx, int real_dy, int mode)
5768 int jx = player->jx, jy = player->jy;
5769 int dx = x - jx, dy = y - jy;
5770 int move_direction = (dx == -1 ? MV_LEFT :
5771 dx == +1 ? MV_RIGHT :
5773 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5776 if (player->MovPos == 0)
5777 player->Pushing = FALSE;
5779 if (mode == DF_NO_PUSH)
5781 player->Switching = FALSE;
5782 player->push_delay = 0;
5783 return MF_NO_ACTION;
5786 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5787 return MF_NO_ACTION;
5789 if (IS_TUBE(Feld[jx][jy]))
5792 int tube_leave_directions[][2] =
5794 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5795 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5796 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5797 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5798 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5799 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5800 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5801 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5802 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5803 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5804 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5805 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5808 while (tube_leave_directions[i][0] != Feld[jx][jy])
5811 if (tube_leave_directions[i][0] == -1) /* should not happen */
5815 if (!(tube_leave_directions[i][1] & move_direction))
5816 return MF_NO_ACTION; /* tube has no opening in this direction */
5819 element = Feld[x][y];
5825 case EL_INVISIBLE_SAND:
5826 case EL_INVISIBLE_SAND_ACTIVE:
5829 case EL_SP_BUGGY_BASE:
5830 case EL_SP_BUGGY_BASE_ACTIVATING:
5832 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5837 case EL_EMERALD_YELLOW:
5838 case EL_EMERALD_RED:
5839 case EL_EMERALD_PURPLE:
5841 case EL_SP_INFOTRON:
5845 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5846 element == EL_PEARL ? 5 :
5847 element == EL_CRYSTAL ? 8 : 1);
5848 if (local_player->gems_still_needed < 0)
5849 local_player->gems_still_needed = 0;
5850 RaiseScoreElement(element);
5851 DrawText(DX_EMERALDS, DY_EMERALDS,
5852 int2str(local_player->gems_still_needed, 3),
5853 FS_SMALL, FC_YELLOW);
5854 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5859 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5860 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5864 Feld[x][y] = EL_EMPTY;
5865 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5873 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5875 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5878 case EL_SHIELD_NORMAL:
5880 player->shield_normal_time_left += 10;
5881 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5884 case EL_SHIELD_DEADLY:
5886 player->shield_normal_time_left += 10;
5887 player->shield_deadly_time_left += 10;
5888 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5892 case EL_SP_DISK_RED:
5895 RaiseScoreElement(EL_DYNAMITE);
5896 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5897 int2str(local_player->dynamite, 3),
5898 FS_SMALL, FC_YELLOW);
5899 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5902 case EL_DYNABOMB_NR:
5904 player->dynabomb_count++;
5905 player->dynabombs_left++;
5906 RaiseScoreElement(EL_DYNAMITE);
5907 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5910 case EL_DYNABOMB_SZ:
5912 player->dynabomb_size++;
5913 RaiseScoreElement(EL_DYNAMITE);
5914 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5917 case EL_DYNABOMB_XL:
5919 player->dynabomb_xl = TRUE;
5920 RaiseScoreElement(EL_DYNAMITE);
5921 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5929 int key_nr = element - EL_KEY1;
5932 player->key[key_nr] = TRUE;
5933 RaiseScoreElement(element);
5934 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5936 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5938 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5947 int key_nr = element - EL_EM_KEY1;
5950 player->key[key_nr] = TRUE;
5951 RaiseScoreElement(element);
5952 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5954 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5956 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5960 case EL_ROBOT_WHEEL:
5961 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5964 DrawLevelField(x, y);
5965 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5969 case EL_SP_TERMINAL:
5973 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5975 for (yy=0; yy<lev_fieldy; yy++)
5977 for (xx=0; xx<lev_fieldx; xx++)
5979 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5981 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5982 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5990 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
5991 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
5992 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
5993 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
5994 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
5995 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
5996 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
5997 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
5998 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
5999 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6000 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6001 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6002 if (!player->Switching)
6004 player->Switching = TRUE;
6005 ToggleBeltSwitch(x, y);
6006 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6011 case EL_SWITCHGATE_SWITCH_UP:
6012 case EL_SWITCHGATE_SWITCH_DOWN:
6013 if (!player->Switching)
6015 player->Switching = TRUE;
6016 ToggleSwitchgateSwitch(x, y);
6017 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6022 case EL_LIGHT_SWITCH:
6023 case EL_LIGHT_SWITCH_ACTIVE:
6024 if (!player->Switching)
6026 player->Switching = TRUE;
6027 ToggleLightSwitch(x, y);
6028 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6029 SND_LIGHT_SWITCH_ACTIVATING :
6030 SND_LIGHT_SWITCH_DEACTIVATING);
6035 case EL_TIMEGATE_SWITCH:
6036 ActivateTimegateSwitch(x, y);
6037 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6042 case EL_BALLOON_SEND_LEFT:
6043 case EL_BALLOON_SEND_RIGHT:
6044 case EL_BALLOON_SEND_UP:
6045 case EL_BALLOON_SEND_DOWN:
6046 case EL_BALLOON_SEND_ANY_DIRECTION:
6047 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6048 game.balloon_dir = move_direction;
6050 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6051 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6052 element == EL_BALLOON_SEND_UP ? MV_UP :
6053 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6055 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6060 /* the following elements cannot be pushed by "snapping" */
6063 case EL_DX_SUPABOMB:
6065 case EL_TIME_ORB_EMPTY:
6067 case EL_SP_DISK_ORANGE:
6069 if (mode == DF_SNAP)
6070 return MF_NO_ACTION;
6072 /* no "break" -- fall through to next case */
6074 /* the following elements can be pushed by "snapping" */
6077 return MF_NO_ACTION;
6079 player->Pushing = TRUE;
6081 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6082 return MF_NO_ACTION;
6086 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6087 return MF_NO_ACTION;
6090 if (player->push_delay == 0)
6091 player->push_delay = FrameCounter;
6093 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6095 element != EL_SPRING)
6096 return MF_NO_ACTION;
6098 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6099 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6100 element != EL_SPRING)
6101 return MF_NO_ACTION;
6104 if (mode == DF_SNAP)
6106 InitMovingField(x, y, move_direction);
6107 ContinueMoving(x, y);
6112 Feld[x + dx][y + dy] = element;
6115 if (element == EL_SPRING)
6117 Feld[x + dx][y + dy] = EL_SPRING;
6118 MovDir[x + dx][y + dy] = move_direction;
6121 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6123 DrawLevelField(x + dx, y + dy);
6124 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6131 if (!player->key[element - EL_GATE1])
6132 return MF_NO_ACTION;
6139 if (!player->key[element - EL_GATE1_GRAY])
6140 return MF_NO_ACTION;
6147 if (!player->key[element - EL_EM_GATE1])
6148 return MF_NO_ACTION;
6149 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6150 return MF_NO_ACTION;
6152 /* automatically move to the next field with double speed */
6153 player->programmed_action = move_direction;
6154 DOUBLE_PLAYER_SPEED(player);
6156 PlaySoundLevel(x, y, SND_GATE_PASSING);
6159 case EL_EM_GATE1_GRAY:
6160 case EL_EM_GATE2_GRAY:
6161 case EL_EM_GATE3_GRAY:
6162 case EL_EM_GATE4_GRAY:
6163 if (!player->key[element - EL_EM_GATE1_GRAY])
6164 return MF_NO_ACTION;
6165 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6166 return MF_NO_ACTION;
6168 /* automatically move to the next field with double speed */
6169 player->programmed_action = move_direction;
6170 DOUBLE_PLAYER_SPEED(player);
6172 PlaySoundLevel(x, y, SND_GATE_PASSING);
6175 case EL_SWITCHGATE_OPEN:
6176 case EL_TIMEGATE_OPEN:
6177 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6178 return MF_NO_ACTION;
6180 /* automatically move to the next field with double speed */
6181 player->programmed_action = move_direction;
6182 DOUBLE_PLAYER_SPEED(player);
6184 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6187 case EL_SP_PORT1_LEFT:
6188 case EL_SP_PORT2_LEFT:
6189 case EL_SP_PORT1_RIGHT:
6190 case EL_SP_PORT2_RIGHT:
6191 case EL_SP_PORT1_UP:
6192 case EL_SP_PORT2_UP:
6193 case EL_SP_PORT1_DOWN:
6194 case EL_SP_PORT2_DOWN:
6199 element != EL_SP_PORT1_LEFT &&
6200 element != EL_SP_PORT2_LEFT &&
6201 element != EL_SP_PORT_X &&
6202 element != EL_SP_PORT_XY) ||
6204 element != EL_SP_PORT1_RIGHT &&
6205 element != EL_SP_PORT2_RIGHT &&
6206 element != EL_SP_PORT_X &&
6207 element != EL_SP_PORT_XY) ||
6209 element != EL_SP_PORT1_UP &&
6210 element != EL_SP_PORT2_UP &&
6211 element != EL_SP_PORT_Y &&
6212 element != EL_SP_PORT_XY) ||
6214 element != EL_SP_PORT1_DOWN &&
6215 element != EL_SP_PORT2_DOWN &&
6216 element != EL_SP_PORT_Y &&
6217 element != EL_SP_PORT_XY) ||
6218 !IN_LEV_FIELD(x + dx, y + dy) ||
6219 !IS_FREE(x + dx, y + dy))
6220 return MF_NO_ACTION;
6222 /* automatically move to the next field with double speed */
6223 player->programmed_action = move_direction;
6224 DOUBLE_PLAYER_SPEED(player);
6226 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6230 case EL_TUBE_VERTICAL:
6231 case EL_TUBE_HORIZONTAL:
6232 case EL_TUBE_VERTICAL_LEFT:
6233 case EL_TUBE_VERTICAL_RIGHT:
6234 case EL_TUBE_HORIZONTAL_UP:
6235 case EL_TUBE_HORIZONTAL_DOWN:
6236 case EL_TUBE_LEFT_UP:
6237 case EL_TUBE_LEFT_DOWN:
6238 case EL_TUBE_RIGHT_UP:
6239 case EL_TUBE_RIGHT_DOWN:
6242 int tube_enter_directions[][2] =
6244 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6245 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6246 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6247 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6248 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6249 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6250 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6251 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6252 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6253 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6254 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6255 { -1, MV_NO_MOVING }
6258 while (tube_enter_directions[i][0] != element)
6261 if (tube_enter_directions[i][0] == -1) /* should not happen */
6265 if (!(tube_enter_directions[i][1] & move_direction))
6266 return MF_NO_ACTION; /* tube has no opening in this direction */
6268 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6272 case EL_EXIT_CLOSED:
6273 case EL_SP_EXIT_CLOSED:
6274 case EL_EXIT_OPENING:
6275 return MF_NO_ACTION;
6279 case EL_SP_EXIT_OPEN:
6280 if (mode == DF_SNAP)
6281 return MF_NO_ACTION;
6283 if (element == EL_EXIT_OPEN)
6284 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6286 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6291 Feld[x][y] = EL_LAMP_ACTIVE;
6292 local_player->lights_still_needed--;
6293 DrawLevelField(x, y);
6294 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6298 case EL_TIME_ORB_FULL:
6299 Feld[x][y] = EL_TIME_ORB_EMPTY;
6301 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6302 DrawLevelField(x, y);
6303 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6307 case EL_SOKOBAN_FIELD_EMPTY:
6310 case EL_SOKOBAN_OBJECT:
6311 case EL_SOKOBAN_FIELD_FULL:
6313 case EL_SP_DISK_YELLOW:
6315 if (mode == DF_SNAP)
6316 return MF_NO_ACTION;
6318 player->Pushing = TRUE;
6320 if (!IN_LEV_FIELD(x+dx, y+dy)
6321 || (!IS_FREE(x+dx, y+dy)
6322 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6323 || !IS_SB_ELEMENT(element))))
6324 return MF_NO_ACTION;
6328 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6329 return MF_NO_ACTION;
6331 else if (dy && real_dx)
6333 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6334 return MF_NO_ACTION;
6337 if (player->push_delay == 0)
6338 player->push_delay = FrameCounter;
6340 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6341 !tape.playing && element != EL_BALLOON)
6342 return MF_NO_ACTION;
6344 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6345 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6346 element != EL_BALLOON)
6347 return MF_NO_ACTION;
6350 if (IS_SB_ELEMENT(element))
6352 if (element == EL_SOKOBAN_FIELD_FULL)
6354 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6355 local_player->sokobanfields_still_needed++;
6360 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6362 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6363 local_player->sokobanfields_still_needed--;
6364 if (element == EL_SOKOBAN_OBJECT)
6365 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6367 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6371 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6372 if (element == EL_SOKOBAN_FIELD_FULL)
6373 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6375 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6381 Feld[x+dx][y+dy] = element;
6382 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6385 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6387 DrawLevelField(x, y);
6388 DrawLevelField(x + dx, y + dy);
6390 if (IS_SB_ELEMENT(element) &&
6391 local_player->sokobanfields_still_needed == 0 &&
6392 game.emulation == EMU_SOKOBAN)
6394 player->LevelSolved = player->GameOver = TRUE;
6395 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6406 if (IS_PUSHABLE(element))
6408 if (mode == DF_SNAP)
6409 return MF_NO_ACTION;
6411 if (CAN_FALL(element) && dy)
6412 return MF_NO_ACTION;
6414 player->Pushing = TRUE;
6416 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6417 return MF_NO_ACTION;
6421 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6422 return MF_NO_ACTION;
6424 else if (dy && real_dx)
6426 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6427 return MF_NO_ACTION;
6430 if (player->push_delay == 0)
6431 player->push_delay = FrameCounter;
6433 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6434 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6435 return MF_NO_ACTION;
6438 Feld[x + dx][y + dy] = element;
6440 player->push_delay_value = 2 + RND(8);
6442 DrawLevelField(x + dx, y + dy);
6443 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6448 return MF_NO_ACTION;
6451 player->push_delay = 0;
6456 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6458 int jx = player->jx, jy = player->jy;
6459 int x = jx + dx, y = jy + dy;
6461 if (!player->active || !IN_LEV_FIELD(x, y))
6469 if (player->MovPos == 0)
6470 player->Pushing = FALSE;
6472 player->snapped = FALSE;
6476 if (player->snapped)
6479 player->MovDir = (dx < 0 ? MV_LEFT :
6482 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6484 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6487 player->snapped = TRUE;
6488 DrawLevelField(x, y);
6494 boolean PlaceBomb(struct PlayerInfo *player)
6496 int jx = player->jx, jy = player->jy;
6499 if (!player->active || player->MovPos)
6502 element = Feld[jx][jy];
6504 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6505 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6508 if (element != EL_EMPTY)
6509 Store[jx][jy] = element;
6511 MovDelay[jx][jy] = 96;
6513 ResetGfxAnimation(jx, jy);
6514 ResetRandomAnimationValue(jx, jy);
6516 if (player->dynamite)
6518 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6521 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6522 FS_SMALL, FC_YELLOW);
6523 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6525 if (game.emulation == EMU_SUPAPLEX)
6526 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6528 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6531 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6536 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6537 player->dynabombs_left--;
6539 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6540 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6542 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6548 /* ------------------------------------------------------------------------- */
6549 /* game sound playing functions */
6550 /* ------------------------------------------------------------------------- */
6552 static int *loop_sound_frame = NULL;
6553 static int *loop_sound_volume = NULL;
6555 void InitPlaySoundLevel()
6557 int num_sounds = getSoundListSize();
6559 if (loop_sound_frame != NULL)
6560 free(loop_sound_frame);
6562 if (loop_sound_volume != NULL)
6563 free(loop_sound_volume);
6565 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6566 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6569 static void PlaySoundLevel(int x, int y, int nr)
6571 int sx = SCREENX(x), sy = SCREENY(y);
6572 int volume, stereo_position;
6573 int max_distance = 8;
6574 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6576 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6577 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6580 if (!IN_LEV_FIELD(x, y) ||
6581 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6582 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6585 volume = SOUND_MAX_VOLUME;
6587 if (!IN_SCR_FIELD(sx, sy))
6589 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6590 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6592 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6595 stereo_position = (SOUND_MAX_LEFT +
6596 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6597 (SCR_FIELDX + 2 * max_distance));
6599 if (IS_LOOP_SOUND(nr))
6601 /* This assures that quieter loop sounds do not overwrite louder ones,
6602 while restarting sound volume comparison with each new game frame. */
6604 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6607 loop_sound_volume[nr] = volume;
6608 loop_sound_frame[nr] = FrameCounter;
6611 PlaySoundExt(nr, volume, stereo_position, type);
6614 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6616 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6617 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6618 y < LEVELY(BY1) ? LEVELY(BY1) :
6619 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6623 static void PlaySoundLevelAction(int x, int y, int sound_action)
6625 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6628 static void PlaySoundLevelElementAction(int x, int y, int element,
6631 int sound_effect = element_info[element].sound[sound_action];
6633 if (sound_effect != SND_UNDEFINED)
6634 PlaySoundLevel(x, y, sound_effect);
6637 void RaiseScore(int value)
6639 local_player->score += value;
6640 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6641 FS_SMALL, FC_YELLOW);
6644 void RaiseScoreElement(int element)
6650 case EL_EMERALD_YELLOW:
6651 case EL_EMERALD_RED:
6652 case EL_EMERALD_PURPLE:
6653 RaiseScore(level.score[SC_EDELSTEIN]);
6656 RaiseScore(level.score[SC_DIAMANT]);
6659 case EL_BD_BUTTERFLY:
6660 RaiseScore(level.score[SC_KAEFER]);
6664 RaiseScore(level.score[SC_FLIEGER]);
6667 case EL_DARK_YAMYAM:
6668 RaiseScore(level.score[SC_MAMPFER]);
6671 RaiseScore(level.score[SC_ROBOT]);
6674 RaiseScore(level.score[SC_PACMAN]);
6677 RaiseScore(level.score[SC_KOKOSNUSS]);
6680 RaiseScore(level.score[SC_DYNAMIT]);
6686 RaiseScore(level.score[SC_SCHLUESSEL]);
6693 void RequestQuitGame(boolean ask_if_really_quit)
6695 if (AllPlayersGone ||
6696 !ask_if_really_quit ||
6697 level_editor_test_game ||
6698 Request("Do you really want to quit the game ?",
6699 REQ_ASK | REQ_STAY_CLOSED))
6701 #if defined(PLATFORM_UNIX)
6702 if (options.network)
6703 SendToServer_StopPlaying();
6707 game_status = MAINMENU;
6713 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6718 /* ---------- new game button stuff ---------------------------------------- */
6720 /* graphic position values for game buttons */
6721 #define GAME_BUTTON_XSIZE 30
6722 #define GAME_BUTTON_YSIZE 30
6723 #define GAME_BUTTON_XPOS 5
6724 #define GAME_BUTTON_YPOS 215
6725 #define SOUND_BUTTON_XPOS 5
6726 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6728 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6729 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6730 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6731 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6732 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6733 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6740 } gamebutton_info[NUM_GAME_BUTTONS] =
6743 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6748 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6753 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6758 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6759 SOUND_CTRL_ID_MUSIC,
6760 "background music on/off"
6763 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6764 SOUND_CTRL_ID_LOOPS,
6765 "sound loops on/off"
6768 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6769 SOUND_CTRL_ID_SIMPLE,
6770 "normal sounds on/off"
6774 void CreateGameButtons()
6778 for (i=0; i<NUM_GAME_BUTTONS; i++)
6780 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6781 struct GadgetInfo *gi;
6784 unsigned long event_mask;
6785 int gd_xoffset, gd_yoffset;
6786 int gd_x1, gd_x2, gd_y1, gd_y2;
6789 gd_xoffset = gamebutton_info[i].x;
6790 gd_yoffset = gamebutton_info[i].y;
6791 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6792 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6794 if (id == GAME_CTRL_ID_STOP ||
6795 id == GAME_CTRL_ID_PAUSE ||
6796 id == GAME_CTRL_ID_PLAY)
6798 button_type = GD_TYPE_NORMAL_BUTTON;
6800 event_mask = GD_EVENT_RELEASED;
6801 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6802 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6806 button_type = GD_TYPE_CHECK_BUTTON;
6808 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6809 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6810 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6811 event_mask = GD_EVENT_PRESSED;
6812 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6813 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6816 gi = CreateGadget(GDI_CUSTOM_ID, id,
6817 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6818 GDI_X, DX + gd_xoffset,
6819 GDI_Y, DY + gd_yoffset,
6820 GDI_WIDTH, GAME_BUTTON_XSIZE,
6821 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6822 GDI_TYPE, button_type,
6823 GDI_STATE, GD_BUTTON_UNPRESSED,
6824 GDI_CHECKED, checked,
6825 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6826 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6827 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6828 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6829 GDI_EVENT_MASK, event_mask,
6830 GDI_CALLBACK_ACTION, HandleGameButtons,
6834 Error(ERR_EXIT, "cannot create gadget");
6836 game_gadget[id] = gi;
6840 void FreeGameButtons()
6844 for (i=0; i<NUM_GAME_BUTTONS; i++)
6845 FreeGadget(game_gadget[i]);
6848 static void MapGameButtons()
6852 for (i=0; i<NUM_GAME_BUTTONS; i++)
6853 MapGadget(game_gadget[i]);
6856 void UnmapGameButtons()
6860 for (i=0; i<NUM_GAME_BUTTONS; i++)
6861 UnmapGadget(game_gadget[i]);
6864 static void HandleGameButtons(struct GadgetInfo *gi)
6866 int id = gi->custom_id;
6868 if (game_status != PLAYING)
6873 case GAME_CTRL_ID_STOP:
6874 RequestQuitGame(TRUE);
6877 case GAME_CTRL_ID_PAUSE:
6878 if (options.network)
6880 #if defined(PLATFORM_UNIX)
6882 SendToServer_ContinuePlaying();
6884 SendToServer_PausePlaying();
6888 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6891 case GAME_CTRL_ID_PLAY:
6894 #if defined(PLATFORM_UNIX)
6895 if (options.network)
6896 SendToServer_ContinuePlaying();
6900 tape.pausing = FALSE;
6901 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6906 case SOUND_CTRL_ID_MUSIC:
6907 if (setup.sound_music)
6909 setup.sound_music = FALSE;
6912 else if (audio.music_available)
6914 setup.sound = setup.sound_music = TRUE;
6915 PlayMusic(level_nr);
6919 case SOUND_CTRL_ID_LOOPS:
6920 if (setup.sound_loops)
6921 setup.sound_loops = FALSE;
6922 else if (audio.loops_available)
6923 setup.sound = setup.sound_loops = TRUE;
6926 case SOUND_CTRL_ID_SIMPLE:
6927 if (setup.sound_simple)
6928 setup.sound_simple = FALSE;
6929 else if (audio.sound_available)
6930 setup.sound = setup.sound_simple = TRUE;