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 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_ACTIVE 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".active", SND_ACTION_ACTIVE, TRUE },
140 { ".growing", SND_ACTION_UNKNOWN, TRUE },
141 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 /* other (non-loop) sound actions are optional */
144 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
145 { ".digging", SND_ACTION_DIGGING, FALSE },
146 { ".collecting", SND_ACTION_COLLECTING, FALSE },
147 { ".passing", SND_ACTION_PASSING, FALSE },
148 { ".impact", SND_ACTION_IMPACT, FALSE },
149 { ".pushing", SND_ACTION_PUSHING, FALSE },
150 { ".activating", SND_ACTION_ACTIVATING, FALSE },
153 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
154 static boolean is_loop_sound[NUM_SOUND_FILES];
156 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
161 static unsigned int getStateCheckSum(int counter)
164 unsigned int mult = 1;
165 unsigned int checksum = 0;
167 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
169 static boolean first_game = TRUE;
171 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
177 lastFeld[x][y] = Feld[x][y];
178 else if (lastFeld[x][y] != Feld[x][y])
179 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
180 x, y, lastFeld[x][y], Feld[x][y]);
184 checksum += mult++ * Ur[x][y];
185 checksum += mult++ * Feld[x][y];
188 checksum += mult++ * MovPos[x][y];
189 checksum += mult++ * MovDir[x][y];
190 checksum += mult++ * MovDelay[x][y];
191 checksum += mult++ * Store[x][y];
192 checksum += mult++ * Store2[x][y];
193 checksum += mult++ * StorePlayer[x][y];
194 checksum += mult++ * Frame[x][y];
195 checksum += mult++ * AmoebaNr[x][y];
196 checksum += mult++ * JustStopped[x][y];
197 checksum += mult++ * Stop[x][y];
201 if (counter == 3 && first_game)
212 void GetPlayerConfig()
214 if (!audio.sound_available)
217 if (!audio.loops_available)
218 setup.sound_loops = FALSE;
220 if (!audio.music_available)
221 setup.sound_music = FALSE;
223 if (!video.fullscreen_available)
224 setup.fullscreen = FALSE;
226 setup.sound_simple = setup.sound;
228 SetAudioMode(setup.sound);
232 static int getBeltNrFromBeltElement(int element)
234 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
235 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
236 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
239 static int getBeltNrFromBeltActiveElement(int element)
241 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
242 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
243 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
246 static int getBeltNrFromBeltSwitchElement(int element)
248 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
249 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
250 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
253 static int getBeltDirNrFromBeltSwitchElement(int element)
255 static int belt_base_element[4] =
257 EL_CONVEYOR_BELT1_SWITCH_LEFT,
258 EL_CONVEYOR_BELT2_SWITCH_LEFT,
259 EL_CONVEYOR_BELT3_SWITCH_LEFT,
260 EL_CONVEYOR_BELT4_SWITCH_LEFT
263 int belt_nr = getBeltNrFromBeltSwitchElement(element);
264 int belt_dir_nr = element - belt_base_element[belt_nr];
266 return (belt_dir_nr % 3);
269 static int getBeltDirFromBeltSwitchElement(int element)
271 static int belt_move_dir[3] =
278 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
280 return belt_move_dir[belt_dir_nr];
283 static void InitField(int x, int y, boolean init_game)
290 if (stored_player[0].present)
292 Feld[x][y] = EL_SP_MURPHY_CLONE;
296 Feld[x][y] = EL_PLAYER1;
305 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
306 int jx = player->jx, jy = player->jy;
308 player->present = TRUE;
310 if (!options.network || player->connected)
312 player->active = TRUE;
314 /* remove potentially duplicate players */
315 if (StorePlayer[jx][jy] == Feld[x][y])
316 StorePlayer[jx][jy] = 0;
318 StorePlayer[x][y] = Feld[x][y];
322 printf("Player %d activated.\n", player->element_nr);
323 printf("[Local player is %d and currently %s.]\n",
324 local_player->element_nr,
325 local_player->active ? "active" : "not active");
329 Feld[x][y] = EL_EMPTY;
330 player->jx = player->last_jx = x;
331 player->jy = player->last_jy = y;
336 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
337 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
338 else if (x > 0 && Feld[x-1][y] == EL_ACID)
339 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
340 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
341 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
342 else if (y > 0 && Feld[x][y-1] == EL_ACID)
343 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
344 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
345 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
353 case EL_SPACESHIP_RIGHT:
354 case EL_SPACESHIP_UP:
355 case EL_SPACESHIP_LEFT:
356 case EL_SPACESHIP_DOWN:
358 case EL_BD_BUTTERFLY_RIGHT:
359 case EL_BD_BUTTERFLY_UP:
360 case EL_BD_BUTTERFLY_LEFT:
361 case EL_BD_BUTTERFLY_DOWN:
362 case EL_BD_BUTTERFLY:
363 case EL_BD_FIREFLY_RIGHT:
364 case EL_BD_FIREFLY_UP:
365 case EL_BD_FIREFLY_LEFT:
366 case EL_BD_FIREFLY_DOWN:
368 case EL_PACMAN_RIGHT:
392 if (y == lev_fieldy - 1)
394 Feld[x][y] = EL_AMOEBA_CREATING;
395 Store[x][y] = EL_AMOEBA_WET;
399 case EL_DYNAMITE_ACTIVE:
404 local_player->lights_still_needed++;
407 case EL_SOKOBAN_FIELD_EMPTY:
408 local_player->sokobanfields_still_needed++;
412 local_player->friends_still_needed++;
417 MovDir[x][y] = 1 << RND(4);
421 Feld[x][y] = EL_EMPTY;
424 case EL_EM_KEY1_FILE:
425 Feld[x][y] = EL_EM_KEY1;
427 case EL_EM_KEY2_FILE:
428 Feld[x][y] = EL_EM_KEY2;
430 case EL_EM_KEY3_FILE:
431 Feld[x][y] = EL_EM_KEY3;
433 case EL_EM_KEY4_FILE:
434 Feld[x][y] = EL_EM_KEY4;
437 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
438 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
439 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
440 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
441 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
442 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
443 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
444 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
445 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
446 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
447 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
448 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
451 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
452 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
453 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
455 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
457 game.belt_dir[belt_nr] = belt_dir;
458 game.belt_dir_nr[belt_nr] = belt_dir_nr;
460 else /* more than one switch -- set it like the first switch */
462 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
467 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
469 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
472 case EL_LIGHT_SWITCH_ACTIVE:
474 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
482 void DrawGameDoorValues()
486 for (i=0; i<MAX_PLAYERS; i++)
488 if (stored_player[i].key[j])
489 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
490 GFX_SCHLUESSEL1 + j);
492 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
493 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
494 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
495 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
496 DrawText(DX + XX_SCORE, DY + YY_SCORE,
497 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
498 DrawText(DX + XX_TIME, DY + YY_TIME,
499 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
504 =============================================================================
506 -----------------------------------------------------------------------------
507 initialize sound effect lookup table for element actions
508 =============================================================================
513 int sound_effect_properties[NUM_SOUND_FILES];
517 debug_print_timestamp(0, NULL);
520 for (i=0; i<MAX_NUM_ELEMENTS; i++)
521 for (j=0; j<NUM_SND_ACTIONS; j++)
522 element_action_sound[i][j] = -1;
524 for (i=0; i<NUM_SOUND_FILES; i++)
526 int len_effect_text = strlen(sound_files[i].token);
528 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
529 is_loop_sound[i] = FALSE;
531 /* determine all loop sounds and identify certain sound classes */
533 for (j=0; sound_action_properties[j].text; j++)
535 int len_action_text = strlen(sound_action_properties[j].text);
537 if (len_action_text < len_effect_text &&
538 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
539 sound_action_properties[j].text) == 0)
541 sound_effect_properties[i] = sound_action_properties[j].value;
543 if (sound_action_properties[j].is_loop)
544 is_loop_sound[i] = TRUE;
548 /* associate elements and some selected sound actions */
550 for (j=0; j<MAX_NUM_ELEMENTS; j++)
552 if (element_info[j].sound_class_name)
554 int len_class_text = strlen(element_info[j].sound_class_name);
556 if (len_class_text + 1 < len_effect_text &&
557 strncmp(sound_files[i].token,
558 element_info[j].sound_class_name, len_class_text) == 0 &&
559 sound_files[i].token[len_class_text] == '.')
561 int sound_action_value = sound_effect_properties[i];
563 element_action_sound[j][sound_action_value] = i;
570 debug_print_timestamp(0, "InitGameEngine");
576 int element = EL_SAND;
577 int sound_action = SND_ACTION_DIGGING;
580 while (sound_action_properties[j].text)
582 if (sound_action_properties[j].value == sound_action)
583 printf("element %d, sound action '%s' == %d\n",
584 element, sound_action_properties[j].text,
585 element_action_sound[element][sound_action]);
594 =============================================================================
596 -----------------------------------------------------------------------------
597 initialize game engine due to level / tape version number
598 =============================================================================
601 static void InitGameEngine()
605 game.engine_version = (tape.playing ? tape.engine_version :
609 printf("level %d: level version == %06d\n", level_nr, level.game_version);
610 printf(" tape version == %06d [%s] [file: %06d]\n",
611 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
613 printf(" => game.engine_version == %06d\n", game.engine_version);
616 /* dynamically adjust player properties according to game engine version */
617 game.initial_move_delay =
618 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
619 INITIAL_MOVE_DELAY_OFF);
621 /* dynamically adjust player properties according to level information */
622 game.initial_move_delay_value =
623 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
625 /* dynamically adjust element properties according to game engine version */
627 static int ep_em_slippery_wall[] =
636 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
638 for (i=0; i<ep_em_slippery_wall_num; i++)
640 if (level.em_slippery_gems) /* special EM style gems behaviour */
641 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
642 EP_BIT_EM_SLIPPERY_WALL;
644 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
645 ~EP_BIT_EM_SLIPPERY_WALL;
648 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
649 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
650 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
652 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
658 =============================================================================
660 -----------------------------------------------------------------------------
661 initialize and start new game
662 =============================================================================
667 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
668 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
669 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
676 #if USE_NEW_AMOEBA_CODE
677 printf("Using new amoeba code.\n");
679 printf("Using old amoeba code.\n");
684 /* don't play tapes over network */
685 network_playing = (options.network && !tape.playing);
687 for (i=0; i<MAX_PLAYERS; i++)
689 struct PlayerInfo *player = &stored_player[i];
691 player->index_nr = i;
692 player->element_nr = EL_PLAYER1 + i;
694 player->present = FALSE;
695 player->active = FALSE;
698 player->effective_action = 0;
699 player->programmed_action = 0;
702 player->gems_still_needed = level.gems_needed;
703 player->sokobanfields_still_needed = 0;
704 player->lights_still_needed = 0;
705 player->friends_still_needed = 0;
708 player->key[j] = FALSE;
710 player->dynamite = 0;
711 player->dynabomb_count = 0;
712 player->dynabomb_size = 1;
713 player->dynabombs_left = 0;
714 player->dynabomb_xl = FALSE;
716 player->MovDir = MV_NO_MOVING;
718 player->Pushing = FALSE;
719 player->Switching = FALSE;
723 player->actual_frame_counter = 0;
725 player->frame_reset_delay = 0;
727 player->last_move_dir = MV_NO_MOVING;
728 player->is_moving = FALSE;
730 player->move_delay = game.initial_move_delay;
731 player->move_delay_value = game.initial_move_delay_value;
733 player->push_delay = 0;
734 player->push_delay_value = 5;
736 player->snapped = FALSE;
738 player->last_jx = player->last_jy = 0;
739 player->jx = player->jy = 0;
741 player->shield_normal_time_left = 0;
742 player->shield_deadly_time_left = 0;
744 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
745 SnapField(player, 0, 0);
747 player->LevelSolved = FALSE;
748 player->GameOver = FALSE;
751 network_player_action_received = FALSE;
753 #if defined(PLATFORM_UNIX)
754 /* initial null action */
756 SendToServer_MovePlayer(MV_NO_MOVING);
764 TimeLeft = level.time;
766 ScreenMovDir = MV_NO_MOVING;
770 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
772 AllPlayersGone = FALSE;
774 game.yam_content_nr = 0;
775 game.magic_wall_active = FALSE;
776 game.magic_wall_time_left = 0;
777 game.light_time_left = 0;
778 game.timegate_time_left = 0;
779 game.switchgate_pos = 0;
780 game.balloon_dir = MV_NO_MOVING;
781 game.explosions_delayed = TRUE;
785 game.belt_dir[i] = MV_NO_MOVING;
786 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
789 for (i=0; i<MAX_NUM_AMOEBA; i++)
790 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
792 for (x=0; x<lev_fieldx; x++)
794 for (y=0; y<lev_fieldy; y++)
796 Feld[x][y] = Ur[x][y];
797 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
798 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
800 GfxAction[x][y] = GFX_ACTION_DEFAULT;
802 JustStopped[x][y] = 0;
804 ExplodeField[x][y] = EX_NO_EXPLOSION;
808 for(y=0; y<lev_fieldy; y++)
810 for(x=0; x<lev_fieldx; x++)
812 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
814 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
816 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
819 InitField(x, y, TRUE);
823 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
824 emulate_sb ? EMU_SOKOBAN :
825 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
827 /* correct non-moving belts to start moving left */
829 if (game.belt_dir[i] == MV_NO_MOVING)
830 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
832 /* check if any connected player was not found in playfield */
833 for (i=0; i<MAX_PLAYERS; i++)
835 struct PlayerInfo *player = &stored_player[i];
837 if (player->connected && !player->present)
839 for (j=0; j<MAX_PLAYERS; j++)
841 struct PlayerInfo *some_player = &stored_player[j];
842 int jx = some_player->jx, jy = some_player->jy;
844 /* assign first free player found that is present in the playfield */
845 if (some_player->present && !some_player->connected)
847 player->present = TRUE;
848 player->active = TRUE;
849 some_player->present = FALSE;
851 StorePlayer[jx][jy] = player->element_nr;
852 player->jx = player->last_jx = jx;
853 player->jy = player->last_jy = jy;
863 /* when playing a tape, eliminate all players who do not participate */
865 for (i=0; i<MAX_PLAYERS; i++)
867 if (stored_player[i].active && !tape.player_participates[i])
869 struct PlayerInfo *player = &stored_player[i];
870 int jx = player->jx, jy = player->jy;
872 player->active = FALSE;
873 StorePlayer[jx][jy] = 0;
874 Feld[jx][jy] = EL_EMPTY;
878 else if (!options.network && !setup.team_mode) /* && !tape.playing */
880 /* when in single player mode, eliminate all but the first active player */
882 for (i=0; i<MAX_PLAYERS; i++)
884 if (stored_player[i].active)
886 for (j=i+1; j<MAX_PLAYERS; j++)
888 if (stored_player[j].active)
890 struct PlayerInfo *player = &stored_player[j];
891 int jx = player->jx, jy = player->jy;
893 player->active = FALSE;
894 StorePlayer[jx][jy] = 0;
895 Feld[jx][jy] = EL_EMPTY;
902 /* when recording the game, store which players take part in the game */
905 for (i=0; i<MAX_PLAYERS; i++)
906 if (stored_player[i].active)
907 tape.player_participates[i] = TRUE;
912 for (i=0; i<MAX_PLAYERS; i++)
914 struct PlayerInfo *player = &stored_player[i];
916 printf("Player %d: present == %d, connected == %d, active == %d.\n",
921 if (local_player == player)
922 printf("Player %d is local player.\n", i+1);
926 if (BorderElement == EL_EMPTY)
929 SBX_Right = lev_fieldx - SCR_FIELDX;
931 SBY_Lower = lev_fieldy - SCR_FIELDY;
936 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
938 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
941 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
942 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
944 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
945 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
948 scroll_y = SBY_Upper;
949 if (local_player->jx >= SBX_Left + MIDPOSX)
950 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
951 local_player->jx - MIDPOSX :
953 if (local_player->jy >= SBY_Upper + MIDPOSY)
954 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
955 local_player->jy - MIDPOSY :
958 CloseDoor(DOOR_CLOSE_1);
964 /* after drawing the level, correct some elements */
965 if (game.timegate_time_left == 0)
966 CloseAllOpenTimegates();
968 if (setup.soft_scrolling)
969 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
971 redraw_mask |= REDRAW_FROM_BACKBUFFER;
973 /* copy default game door content to main double buffer */
974 BlitBitmap(pix[PIX_DOOR], drawto,
975 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
978 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
979 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
982 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
983 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
984 BlitBitmap(drawto, drawto,
985 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
986 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
987 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
990 DrawGameDoorValues();
994 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
995 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
996 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1000 /* copy actual game door content to door double buffer for OpenDoor() */
1001 BlitBitmap(drawto, pix[PIX_DB_DOOR],
1002 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1004 OpenDoor(DOOR_OPEN_ALL);
1006 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1007 if (setup.sound_music)
1008 PlayMusic(level_nr);
1010 KeyboardAutoRepeatOff();
1015 printf("Player %d %sactive.\n",
1016 i + 1, (stored_player[i].active ? "" : "not "));
1020 void InitMovDir(int x, int y)
1022 int i, element = Feld[x][y];
1023 static int xy[4][2] =
1030 static int direction[3][4] =
1032 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1033 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1034 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1043 Feld[x][y] = EL_BUG;
1044 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1047 case EL_SPACESHIP_RIGHT:
1048 case EL_SPACESHIP_UP:
1049 case EL_SPACESHIP_LEFT:
1050 case EL_SPACESHIP_DOWN:
1051 Feld[x][y] = EL_SPACESHIP;
1052 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1055 case EL_BD_BUTTERFLY_RIGHT:
1056 case EL_BD_BUTTERFLY_UP:
1057 case EL_BD_BUTTERFLY_LEFT:
1058 case EL_BD_BUTTERFLY_DOWN:
1059 Feld[x][y] = EL_BD_BUTTERFLY;
1060 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1063 case EL_BD_FIREFLY_RIGHT:
1064 case EL_BD_FIREFLY_UP:
1065 case EL_BD_FIREFLY_LEFT:
1066 case EL_BD_FIREFLY_DOWN:
1067 Feld[x][y] = EL_BD_FIREFLY;
1068 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1071 case EL_PACMAN_RIGHT:
1073 case EL_PACMAN_LEFT:
1074 case EL_PACMAN_DOWN:
1075 Feld[x][y] = EL_PACMAN;
1076 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1079 case EL_SP_SNIKSNAK:
1080 MovDir[x][y] = MV_UP;
1083 case EL_SP_ELECTRON:
1084 MovDir[x][y] = MV_LEFT;
1091 Feld[x][y] = EL_MOLE;
1092 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1096 MovDir[x][y] = 1 << RND(4);
1097 if (element != EL_BUG &&
1098 element != EL_SPACESHIP &&
1099 element != EL_BD_BUTTERFLY &&
1100 element != EL_BD_FIREFLY)
1105 int x1 = x + xy[i][0];
1106 int y1 = y + xy[i][1];
1108 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1110 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1112 MovDir[x][y] = direction[0][i];
1115 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1116 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1118 MovDir[x][y] = direction[1][i];
1127 void InitAmoebaNr(int x, int y)
1130 int group_nr = AmoebeNachbarNr(x, y);
1134 for (i=1; i<MAX_NUM_AMOEBA; i++)
1136 if (AmoebaCnt[i] == 0)
1144 AmoebaNr[x][y] = group_nr;
1145 AmoebaCnt[group_nr]++;
1146 AmoebaCnt2[group_nr]++;
1152 boolean raise_level = FALSE;
1154 if (local_player->MovPos)
1157 local_player->LevelSolved = FALSE;
1159 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1163 if (!tape.playing && setup.sound_loops)
1164 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1165 SND_CTRL_PLAY_LOOP);
1167 while (TimeLeft > 0)
1169 if (!tape.playing && !setup.sound_loops)
1170 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1171 if (TimeLeft > 0 && !(TimeLeft % 10))
1172 RaiseScore(level.score[SC_ZEITBONUS]);
1173 if (TimeLeft > 100 && !(TimeLeft % 10))
1177 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1184 if (!tape.playing && setup.sound_loops)
1185 StopSound(SND_GAME_LEVELTIME_BONUS);
1187 else if (level.time == 0) /* level without time limit */
1189 if (!tape.playing && setup.sound_loops)
1190 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1191 SND_CTRL_PLAY_LOOP);
1193 while (TimePlayed < 999)
1195 if (!tape.playing && !setup.sound_loops)
1196 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1197 if (TimePlayed < 999 && !(TimePlayed % 10))
1198 RaiseScore(level.score[SC_ZEITBONUS]);
1199 if (TimePlayed < 900 && !(TimePlayed % 10))
1203 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1210 if (!tape.playing && setup.sound_loops)
1211 StopSound(SND_GAME_LEVELTIME_BONUS);
1218 /* Hero disappears */
1219 DrawLevelField(ExitX, ExitY);
1225 CloseDoor(DOOR_CLOSE_1);
1230 SaveTape(tape.level_nr); /* Ask to save tape */
1233 if (level_nr == leveldir_current->handicap_level)
1235 leveldir_current->handicap_level++;
1236 SaveLevelSetup_SeriesInfo();
1239 if (level_editor_test_game)
1240 local_player->score = -1; /* no highscore when playing from editor */
1241 else if (level_nr < leveldir_current->last_level)
1242 raise_level = TRUE; /* advance to next level */
1244 if ((hi_pos = NewHiScore()) >= 0)
1246 game_status = HALLOFFAME;
1247 DrawHallOfFame(hi_pos);
1256 game_status = MAINMENU;
1273 LoadScore(level_nr);
1275 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1276 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1279 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1281 if (local_player->score > highscore[k].Score)
1283 /* player has made it to the hall of fame */
1285 if (k < MAX_SCORE_ENTRIES - 1)
1287 int m = MAX_SCORE_ENTRIES - 1;
1290 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1291 if (!strcmp(setup.player_name, highscore[l].Name))
1293 if (m == k) /* player's new highscore overwrites his old one */
1299 strcpy(highscore[l].Name, highscore[l - 1].Name);
1300 highscore[l].Score = highscore[l - 1].Score;
1307 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1308 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1309 highscore[k].Score = local_player->score;
1315 else if (!strncmp(setup.player_name, highscore[k].Name,
1316 MAX_PLAYER_NAME_LEN))
1317 break; /* player already there with a higher score */
1323 SaveScore(level_nr);
1328 void InitMovingField(int x, int y, int direction)
1330 int element = Feld[x][y];
1331 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1332 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1334 MovDir[x][y] = direction;
1335 MovDir[newx][newy] = direction;
1337 if (Feld[newx][newy] == EL_EMPTY)
1338 Feld[newx][newy] = EL_BLOCKED;
1340 if (direction == MV_DOWN && CAN_FALL(element))
1341 GfxAction[x][y] = GFX_ACTION_FALLING;
1343 GfxAction[x][y] = GFX_ACTION_MOVING;
1346 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1348 int direction = MovDir[x][y];
1349 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1350 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1356 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1358 int oldx = x, oldy = y;
1359 int direction = MovDir[x][y];
1361 if (direction == MV_LEFT)
1363 else if (direction == MV_RIGHT)
1365 else if (direction == MV_UP)
1367 else if (direction == MV_DOWN)
1370 *comes_from_x = oldx;
1371 *comes_from_y = oldy;
1374 int MovingOrBlocked2Element(int x, int y)
1376 int element = Feld[x][y];
1378 if (element == EL_BLOCKED)
1382 Blocked2Moving(x, y, &oldx, &oldy);
1383 return Feld[oldx][oldy];
1389 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1391 /* like MovingOrBlocked2Element(), but if element is moving
1392 and (x,y) is the field the moving element is just leaving,
1393 return EL_BLOCKED instead of the element value */
1394 int element = Feld[x][y];
1396 if (IS_MOVING(x, y))
1398 if (element == EL_BLOCKED)
1402 Blocked2Moving(x, y, &oldx, &oldy);
1403 return Feld[oldx][oldy];
1412 static void RemoveField(int x, int y)
1414 Feld[x][y] = EL_EMPTY;
1420 void RemoveMovingField(int x, int y)
1422 int oldx = x, oldy = y, newx = x, newy = y;
1424 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1427 if (IS_MOVING(x, y))
1429 Moving2Blocked(x, y, &newx, &newy);
1430 if (Feld[newx][newy] != EL_BLOCKED)
1433 else if (Feld[x][y] == EL_BLOCKED)
1435 Blocked2Moving(x, y, &oldx, &oldy);
1436 if (!IS_MOVING(oldx, oldy))
1440 if (Feld[x][y] == EL_BLOCKED &&
1441 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1442 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1443 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1444 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1445 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1447 Feld[oldx][oldy] = EL_EMPTY;
1449 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1451 Feld[newx][newy] = EL_EMPTY;
1452 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1453 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1454 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1456 DrawLevelField(oldx, oldy);
1457 DrawLevelField(newx, newy);
1460 void DrawDynamite(int x, int y)
1462 int sx = SCREENX(x), sy = SCREENY(y);
1463 int graphic = el2img(Feld[x][y]);
1466 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1470 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1472 frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1475 printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
1478 if (game.emulation == EMU_SUPAPLEX)
1479 DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1480 else if (Store[x][y])
1481 DrawGraphicThruMask(sx, sy, graphic, frame);
1483 DrawGraphic(sx, sy, graphic, frame);
1486 void CheckDynamite(int x, int y)
1488 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1493 if (!(MovDelay[x][y] % 6))
1494 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1496 if (IS_ACTIVE_BOMB(Feld[x][y]))
1498 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1500 if (!(MovDelay[x][y] % delay))
1508 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1509 StopSound(SND_DYNAMITE_ACTIVE);
1511 StopSound(SND_DYNABOMB_ACTIVE);
1516 void Explode(int ex, int ey, int phase, int mode)
1520 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1521 int last_phase = num_phase * delay;
1522 int half_phase = (num_phase / 2) * delay;
1523 int first_phase_after_start = EX_PHASE_START + 1;
1525 if (game.explosions_delayed)
1527 ExplodeField[ex][ey] = mode;
1531 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1533 int center_element = Feld[ex][ey];
1535 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1537 /* put moving element to center field (and let it explode there) */
1538 center_element = MovingOrBlocked2Element(ex, ey);
1539 RemoveMovingField(ex, ey);
1540 Feld[ex][ey] = center_element;
1543 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1547 if (!IN_LEV_FIELD(x, y) ||
1548 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1549 (x != ex || y != ey)))
1552 element = Feld[x][y];
1554 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1556 element = MovingOrBlocked2Element(x, y);
1557 RemoveMovingField(x, y);
1560 if (IS_MASSIVE(element) || element == EL_FLAMES)
1563 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1565 if (IS_ACTIVE_BOMB(element))
1567 /* re-activate things under the bomb like gate or penguin */
1568 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1575 if (element == EL_EXPLOSION)
1576 element = Store2[x][y];
1578 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1580 switch(StorePlayer[ex][ey])
1583 Store[x][y] = EL_EMERALD_RED;
1586 Store[x][y] = EL_EMERALD;
1589 Store[x][y] = EL_EMERALD_PURPLE;
1593 Store[x][y] = EL_EMERALD_YELLOW;
1597 if (game.emulation == EMU_SUPAPLEX)
1598 Store[x][y] = EL_EMPTY;
1600 else if (center_element == EL_MOLE)
1601 Store[x][y] = EL_EMERALD_RED;
1602 else if (center_element == EL_PENGUIN)
1603 Store[x][y] = EL_EMERALD_PURPLE;
1604 else if (center_element == EL_BUG)
1605 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1606 else if (center_element == EL_BD_BUTTERFLY)
1607 Store[x][y] = EL_BD_DIAMOND;
1608 else if (center_element == EL_SP_ELECTRON)
1609 Store[x][y] = EL_SP_INFOTRON;
1610 else if (center_element == EL_YAMYAM)
1611 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1612 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1613 Store[x][y] = level.amoeba_content;
1614 else if (element == EL_WALL_EMERALD)
1615 Store[x][y] = EL_EMERALD;
1616 else if (element == EL_WALL_DIAMOND)
1617 Store[x][y] = EL_DIAMOND;
1618 else if (element == EL_WALL_BD_DIAMOND)
1619 Store[x][y] = EL_BD_DIAMOND;
1620 else if (element == EL_WALL_EMERALD_YELLOW)
1621 Store[x][y] = EL_EMERALD_YELLOW;
1622 else if (element == EL_WALL_EMERALD_RED)
1623 Store[x][y] = EL_EMERALD_RED;
1624 else if (element == EL_WALL_EMERALD_PURPLE)
1625 Store[x][y] = EL_EMERALD_PURPLE;
1626 else if (element == EL_WALL_PEARL)
1627 Store[x][y] = EL_PEARL;
1628 else if (element == EL_WALL_CRYSTAL)
1629 Store[x][y] = EL_CRYSTAL;
1630 else if (!IS_PFORTE(Store[x][y]))
1631 Store[x][y] = EL_EMPTY;
1633 if (x != ex || y != ey ||
1634 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1635 Store2[x][y] = element;
1637 if (AmoebaNr[x][y] &&
1638 (element == EL_AMOEBA_FULL ||
1639 element == EL_BD_AMOEBA ||
1640 element == EL_AMOEBA_CREATING))
1642 AmoebaCnt[AmoebaNr[x][y]]--;
1643 AmoebaCnt2[AmoebaNr[x][y]]--;
1646 Feld[x][y] = EL_EXPLOSION;
1647 MovDir[x][y] = MovPos[x][y] = 0;
1653 if (center_element == EL_YAMYAM)
1654 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1665 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1667 if (phase == first_phase_after_start)
1669 int element = Store2[x][y];
1671 if (element == EL_BLACK_ORB)
1673 Feld[x][y] = Store2[x][y];
1678 else if (phase == half_phase)
1680 int element = Store2[x][y];
1682 if (IS_PLAYER(x, y))
1683 KillHeroUnlessProtected(x, y);
1684 else if (IS_EXPLOSIVE(element))
1686 Feld[x][y] = Store2[x][y];
1690 else if (element == EL_AMOEBA_TO_DIAMOND)
1691 AmoebeUmwandeln(x, y);
1694 if (phase == last_phase)
1698 element = Feld[x][y] = Store[x][y];
1699 Store[x][y] = Store2[x][y] = 0;
1700 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1701 InitField(x, y, FALSE);
1702 if (CAN_MOVE(element) || COULD_MOVE(element))
1704 DrawLevelField(x, y);
1706 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1707 StorePlayer[x][y] = 0;
1709 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1711 int graphic = IMG_EXPLOSION;
1712 int frame = (phase / delay - 1);
1714 if (game.emulation == EMU_SUPAPLEX)
1715 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1716 IMG_SP_EXPLOSION_INFOTRON :
1720 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1722 if (IS_PFORTE(Store[x][y]))
1724 DrawLevelElement(x, y, Store[x][y]);
1725 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1728 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1732 void DynaExplode(int ex, int ey)
1735 int dynabomb_size = 1;
1736 boolean dynabomb_xl = FALSE;
1737 struct PlayerInfo *player;
1738 static int xy[4][2] =
1746 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1748 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1749 dynabomb_size = player->dynabomb_size;
1750 dynabomb_xl = player->dynabomb_xl;
1751 player->dynabombs_left++;
1754 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1758 for (j=1; j<=dynabomb_size; j++)
1760 int x = ex + j * xy[i % 4][0];
1761 int y = ey + j * xy[i % 4][1];
1764 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1767 element = Feld[x][y];
1769 /* do not restart explosions of fields with active bombs */
1770 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1773 Explode(x, y, EX_PHASE_START, EX_BORDER);
1775 if (element != EL_EMPTY &&
1776 element != EL_SAND &&
1777 element != EL_EXPLOSION &&
1784 void Bang(int x, int y)
1786 int element = Feld[x][y];
1788 if (game.emulation == EMU_SUPAPLEX)
1789 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1791 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1794 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1802 case EL_BD_BUTTERFLY:
1805 case EL_DARK_YAMYAM:
1809 RaiseScoreElement(element);
1810 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1812 case EL_DYNABOMB_PLAYER1_ACTIVE:
1813 case EL_DYNABOMB_PLAYER2_ACTIVE:
1814 case EL_DYNABOMB_PLAYER3_ACTIVE:
1815 case EL_DYNABOMB_PLAYER4_ACTIVE:
1816 case EL_DYNABOMB_NR:
1817 case EL_DYNABOMB_SZ:
1818 case EL_DYNABOMB_XL:
1823 case EL_LAMP_ACTIVE:
1824 if (IS_PLAYER(x, y))
1825 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1827 Explode(x, y, EX_PHASE_START, EX_CENTER);
1830 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1835 void Blurb(int x, int y)
1837 int element = Feld[x][y];
1839 if (element != EL_ACID_SPLASH_LEFT &&
1840 element != EL_ACID_SPLASH_RIGHT) /* start */
1842 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1843 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1844 (!IN_LEV_FIELD(x-1, y-1) ||
1845 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1847 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1849 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1850 (!IN_LEV_FIELD(x+1, y-1) ||
1851 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1853 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1858 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1859 IMG_ACID_SPLASH_LEFT :
1860 IMG_ACID_SPLASH_RIGHT);
1862 if (!MovDelay[x][y]) /* initialize animation counter */
1865 if (MovDelay[x][y]) /* continue animation */
1868 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1870 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1872 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1875 if (!MovDelay[x][y])
1877 Feld[x][y] = EL_EMPTY;
1878 DrawLevelField(x, y);
1884 static void ToggleBeltSwitch(int x, int y)
1886 static int belt_base_element[4] =
1888 EL_CONVEYOR_BELT1_LEFT,
1889 EL_CONVEYOR_BELT2_LEFT,
1890 EL_CONVEYOR_BELT3_LEFT,
1891 EL_CONVEYOR_BELT4_LEFT
1893 static int belt_base_active_element[4] =
1895 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1896 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1897 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1898 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1900 static int belt_base_switch_element[4] =
1902 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1903 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1904 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1905 EL_CONVEYOR_BELT4_SWITCH_LEFT
1907 static int belt_move_dir[4] =
1915 int element = Feld[x][y];
1916 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1917 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1918 int belt_dir = belt_move_dir[belt_dir_nr];
1921 if (!IS_BELT_SWITCH(element))
1924 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1925 game.belt_dir[belt_nr] = belt_dir;
1927 if (belt_dir_nr == 3)
1930 /* set frame order for belt animation graphic according to belt direction */
1933 int element = belt_base_active_element[belt_nr] + i;
1934 int graphic = el2img(element);
1936 if (belt_dir == MV_LEFT)
1937 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1939 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1942 for (yy=0; yy<lev_fieldy; yy++)
1944 for (xx=0; xx<lev_fieldx; xx++)
1946 int element = Feld[xx][yy];
1948 if (IS_BELT_SWITCH(element))
1950 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1952 if (e_belt_nr == belt_nr)
1954 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1955 DrawLevelField(xx, yy);
1958 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1960 int e_belt_nr = getBeltNrFromBeltElement(element);
1962 if (e_belt_nr == belt_nr)
1964 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1966 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1967 DrawLevelField(xx, yy);
1970 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1972 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1974 if (e_belt_nr == belt_nr)
1976 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1978 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1979 DrawLevelField(xx, yy);
1986 static void ToggleSwitchgateSwitch(int x, int y)
1990 game.switchgate_pos = !game.switchgate_pos;
1992 for (yy=0; yy<lev_fieldy; yy++)
1994 for (xx=0; xx<lev_fieldx; xx++)
1996 int element = Feld[xx][yy];
1998 if (element == EL_SWITCHGATE_SWITCH_UP ||
1999 element == EL_SWITCHGATE_SWITCH_DOWN)
2001 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2002 DrawLevelField(xx, yy);
2004 else if (element == EL_SWITCHGATE_OPEN ||
2005 element == EL_SWITCHGATE_OPENING)
2007 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2008 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2010 else if (element == EL_SWITCHGATE_CLOSED ||
2011 element == EL_SWITCHGATE_CLOSING)
2013 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2014 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2020 static int getInvisibleActiveFromInvisibleElement(int element)
2022 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2023 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2024 EL_INVISIBLE_SAND_ACTIVE);
2027 static int getInvisibleFromInvisibleActiveElement(int element)
2029 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2030 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2034 static void RedrawAllLightSwitchesAndInvisibleElements()
2038 for (y=0; y<lev_fieldy; y++)
2040 for (x=0; x<lev_fieldx; x++)
2042 int element = Feld[x][y];
2044 if (element == EL_LIGHT_SWITCH &&
2045 game.light_time_left > 0)
2047 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2048 DrawLevelField(x, y);
2050 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2051 game.light_time_left == 0)
2053 Feld[x][y] = EL_LIGHT_SWITCH;
2054 DrawLevelField(x, y);
2056 else if (element == EL_INVISIBLE_STEELWALL ||
2057 element == EL_INVISIBLE_WALL ||
2058 element == EL_INVISIBLE_SAND)
2060 if (game.light_time_left > 0)
2061 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2063 DrawLevelField(x, y);
2065 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2066 element == EL_INVISIBLE_WALL_ACTIVE ||
2067 element == EL_INVISIBLE_SAND_ACTIVE)
2069 if (game.light_time_left == 0)
2070 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2072 DrawLevelField(x, y);
2078 static void ToggleLightSwitch(int x, int y)
2080 int element = Feld[x][y];
2082 game.light_time_left =
2083 (element == EL_LIGHT_SWITCH ?
2084 level.time_light * FRAMES_PER_SECOND : 0);
2086 RedrawAllLightSwitchesAndInvisibleElements();
2089 static void ActivateTimegateSwitch(int x, int y)
2093 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2095 for (yy=0; yy<lev_fieldy; yy++)
2097 for (xx=0; xx<lev_fieldx; xx++)
2099 int element = Feld[xx][yy];
2101 if (element == EL_TIMEGATE_CLOSED ||
2102 element == EL_TIMEGATE_CLOSING)
2104 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2105 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2109 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2111 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2112 DrawLevelField(xx, yy);
2119 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2122 void Impact(int x, int y)
2124 boolean lastline = (y == lev_fieldy-1);
2125 boolean object_hit = FALSE;
2126 int element = Feld[x][y];
2129 if (!lastline) /* check if element below was hit */
2131 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2134 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2135 MovDir[x][y+1]!=MV_DOWN ||
2136 MovPos[x][y+1]<=TILEY/2));
2138 smashed = MovingOrBlocked2Element(x, y+1);
2141 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2147 if ((element == EL_BOMB ||
2148 element == EL_SP_DISK_ORANGE ||
2149 element == EL_DX_SUPABOMB) &&
2150 (lastline || object_hit)) /* element is bomb */
2155 else if (element == EL_PEARL)
2157 Feld[x][y] = EL_PEARL_BREAKING;
2158 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2162 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2164 if (object_hit && IS_PLAYER(x, y+1))
2165 KillHeroUnlessProtected(x, y+1);
2166 else if (object_hit && smashed == EL_PENGUIN)
2170 Feld[x][y] = EL_AMOEBA_CREATING;
2171 Store[x][y] = EL_AMOEBA_WET;
2176 if (!lastline && object_hit) /* check which object was hit */
2178 if (CAN_CHANGE(element) &&
2179 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2182 int activated_magic_wall =
2183 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2184 EL_BD_MAGIC_WALL_ACTIVE);
2186 /* activate magic wall / mill */
2187 for (yy=0; yy<lev_fieldy; yy++)
2188 for (xx=0; xx<lev_fieldx; xx++)
2189 if (Feld[xx][yy] == smashed)
2190 Feld[xx][yy] = activated_magic_wall;
2192 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2193 game.magic_wall_active = TRUE;
2195 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2196 SND_MAGIC_WALL_ACTIVATING :
2197 SND_BD_MAGIC_WALL_ACTIVATING));
2200 if (IS_PLAYER(x, y+1))
2202 KillHeroUnlessProtected(x, y+1);
2205 else if (smashed == EL_PENGUIN)
2210 else if (element == EL_BD_DIAMOND)
2212 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2218 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2219 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2220 smashed == EL_SP_DISK_ORANGE))
2225 else if (element == EL_ROCK ||
2226 element == EL_SP_ZONK ||
2227 element == EL_BD_ROCK)
2229 if (IS_ENEMY(smashed) ||
2230 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2231 smashed == EL_DX_SUPABOMB ||
2232 smashed == EL_SATELLITE || smashed == EL_PIG ||
2233 smashed == EL_DRAGON || smashed == EL_MOLE)
2238 else if (!IS_MOVING(x, y+1))
2240 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2245 else if (smashed == EL_NUT)
2247 Feld[x][y+1] = EL_NUT_CRACKING;
2248 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2249 RaiseScoreElement(EL_NUT);
2252 else if (smashed == EL_PEARL)
2254 Feld[x][y+1] = EL_PEARL_BREAKING;
2255 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2258 else if (smashed == EL_DIAMOND)
2260 Feld[x][y+1] = EL_EMPTY;
2261 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2264 else if (IS_BELT_SWITCH(smashed))
2266 ToggleBeltSwitch(x, y+1);
2268 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2269 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2271 ToggleSwitchgateSwitch(x, y+1);
2273 else if (smashed == EL_LIGHT_SWITCH ||
2274 smashed == EL_LIGHT_SWITCH_ACTIVE)
2276 ToggleLightSwitch(x, y+1);
2282 /* play sound of magic wall / mill */
2284 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2285 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2287 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2288 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2289 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2290 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2295 /* play sound of object that hits the ground */
2296 if (lastline || object_hit)
2297 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2300 void TurnRound(int x, int y)
2312 { 0, 0 }, { 0, 0 }, { 0, 0 },
2317 int left, right, back;
2321 { MV_DOWN, MV_UP, MV_RIGHT },
2322 { MV_UP, MV_DOWN, MV_LEFT },
2324 { MV_LEFT, MV_RIGHT, MV_DOWN },
2325 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2326 { MV_RIGHT, MV_LEFT, MV_UP }
2329 int element = Feld[x][y];
2330 int old_move_dir = MovDir[x][y];
2331 int left_dir = turn[old_move_dir].left;
2332 int right_dir = turn[old_move_dir].right;
2333 int back_dir = turn[old_move_dir].back;
2335 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2336 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2337 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2338 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2340 int left_x = x + left_dx, left_y = y + left_dy;
2341 int right_x = x + right_dx, right_y = y + right_dy;
2342 int move_x = x + move_dx, move_y = y + move_dy;
2344 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2346 TestIfBadThingTouchesOtherBadThing(x, y);
2348 if (IN_LEV_FIELD(right_x, right_y) &&
2349 IS_FREE(right_x, right_y))
2350 MovDir[x][y] = right_dir;
2351 else if (!IN_LEV_FIELD(move_x, move_y) ||
2352 !IS_FREE(move_x, move_y))
2353 MovDir[x][y] = left_dir;
2355 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2357 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2360 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2361 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2363 TestIfBadThingTouchesOtherBadThing(x, y);
2365 if (IN_LEV_FIELD(left_x, left_y) &&
2366 IS_FREE(left_x, left_y))
2367 MovDir[x][y] = left_dir;
2368 else if (!IN_LEV_FIELD(move_x, move_y) ||
2369 !IS_FREE(move_x, move_y))
2370 MovDir[x][y] = right_dir;
2372 if ((element == EL_SPACESHIP ||
2373 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2374 && MovDir[x][y] != old_move_dir)
2376 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2379 else if (element == EL_YAMYAM)
2381 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2383 if (IN_LEV_FIELD(left_x, left_y) &&
2384 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2385 Feld[left_x][left_y] == EL_DIAMOND))
2386 can_turn_left = TRUE;
2387 if (IN_LEV_FIELD(right_x, right_y) &&
2388 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2389 Feld[right_x][right_y] == EL_DIAMOND))
2390 can_turn_right = TRUE;
2392 if (can_turn_left && can_turn_right)
2393 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2394 else if (can_turn_left)
2395 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2396 else if (can_turn_right)
2397 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2399 MovDir[x][y] = back_dir;
2401 MovDelay[x][y] = 16+16*RND(3);
2403 else if (element == EL_DARK_YAMYAM)
2405 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2407 if (IN_LEV_FIELD(left_x, left_y) &&
2408 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2409 IS_MAMPF2(Feld[left_x][left_y])))
2410 can_turn_left = TRUE;
2411 if (IN_LEV_FIELD(right_x, right_y) &&
2412 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2413 IS_MAMPF2(Feld[right_x][right_y])))
2414 can_turn_right = TRUE;
2416 if (can_turn_left && can_turn_right)
2417 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2418 else if (can_turn_left)
2419 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2420 else if (can_turn_right)
2421 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2423 MovDir[x][y] = back_dir;
2425 MovDelay[x][y] = 16+16*RND(3);
2427 else if (element == EL_PACMAN)
2429 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2431 if (IN_LEV_FIELD(left_x, left_y) &&
2432 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2433 IS_AMOEBOID(Feld[left_x][left_y])))
2434 can_turn_left = TRUE;
2435 if (IN_LEV_FIELD(right_x, right_y) &&
2436 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2437 IS_AMOEBOID(Feld[right_x][right_y])))
2438 can_turn_right = TRUE;
2440 if (can_turn_left && can_turn_right)
2441 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2442 else if (can_turn_left)
2443 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2444 else if (can_turn_right)
2445 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2447 MovDir[x][y] = back_dir;
2449 MovDelay[x][y] = 6+RND(40);
2451 else if (element == EL_PIG)
2453 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2454 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2455 boolean should_move_on = FALSE;
2457 int rnd = RND(rnd_value);
2459 if (IN_LEV_FIELD(left_x, left_y) &&
2460 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2461 can_turn_left = TRUE;
2462 if (IN_LEV_FIELD(right_x, right_y) &&
2463 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2464 can_turn_right = TRUE;
2465 if (IN_LEV_FIELD(move_x, move_y) &&
2466 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2469 if (can_turn_left &&
2471 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2472 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2473 should_turn_left = TRUE;
2474 if (can_turn_right &&
2476 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2477 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2478 should_turn_right = TRUE;
2480 (!can_turn_left || !can_turn_right ||
2481 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2482 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2483 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2484 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2485 should_move_on = TRUE;
2487 if (should_turn_left || should_turn_right || should_move_on)
2489 if (should_turn_left && should_turn_right && should_move_on)
2490 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2491 rnd < 2*rnd_value/3 ? right_dir :
2493 else if (should_turn_left && should_turn_right)
2494 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2495 else if (should_turn_left && should_move_on)
2496 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2497 else if (should_turn_right && should_move_on)
2498 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2499 else if (should_turn_left)
2500 MovDir[x][y] = left_dir;
2501 else if (should_turn_right)
2502 MovDir[x][y] = right_dir;
2503 else if (should_move_on)
2504 MovDir[x][y] = old_move_dir;
2506 else if (can_move_on && rnd > rnd_value/8)
2507 MovDir[x][y] = old_move_dir;
2508 else if (can_turn_left && can_turn_right)
2509 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2510 else if (can_turn_left && rnd > rnd_value/8)
2511 MovDir[x][y] = left_dir;
2512 else if (can_turn_right && rnd > rnd_value/8)
2513 MovDir[x][y] = right_dir;
2515 MovDir[x][y] = back_dir;
2517 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2518 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2519 MovDir[x][y] = old_move_dir;
2523 else if (element == EL_DRAGON)
2525 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2527 int rnd = RND(rnd_value);
2529 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2530 can_turn_left = TRUE;
2531 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2532 can_turn_right = TRUE;
2533 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2536 if (can_move_on && rnd > rnd_value/8)
2537 MovDir[x][y] = old_move_dir;
2538 else if (can_turn_left && can_turn_right)
2539 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2540 else if (can_turn_left && rnd > rnd_value/8)
2541 MovDir[x][y] = left_dir;
2542 else if (can_turn_right && rnd > rnd_value/8)
2543 MovDir[x][y] = right_dir;
2545 MovDir[x][y] = back_dir;
2547 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2548 MovDir[x][y] = old_move_dir;
2552 else if (element == EL_MOLE)
2554 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2556 if (IN_LEV_FIELD(move_x, move_y) &&
2557 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2558 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2563 if (IN_LEV_FIELD(left_x, left_y) &&
2564 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2565 can_turn_left = TRUE;
2566 if (IN_LEV_FIELD(right_x, right_y) &&
2567 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2568 can_turn_right = TRUE;
2570 if (can_turn_left && can_turn_right)
2571 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2572 else if (can_turn_left)
2573 MovDir[x][y] = left_dir;
2575 MovDir[x][y] = right_dir;
2578 if (MovDir[x][y] != old_move_dir)
2581 else if (element == EL_BALLOON)
2583 MovDir[x][y] = game.balloon_dir;
2586 else if (element == EL_SPRING)
2588 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2589 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2590 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2591 MovDir[x][y] = MV_NO_MOVING;
2595 else if (element == EL_ROBOT ||
2596 element == EL_SATELLITE ||
2597 element == EL_PENGUIN)
2599 int attr_x = -1, attr_y = -1;
2610 for (i=0; i<MAX_PLAYERS; i++)
2612 struct PlayerInfo *player = &stored_player[i];
2613 int jx = player->jx, jy = player->jy;
2615 if (!player->active)
2618 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2626 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2632 if (element == EL_PENGUIN)
2635 static int xy[4][2] =
2645 int ex = x + xy[i%4][0];
2646 int ey = y + xy[i%4][1];
2648 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2657 MovDir[x][y] = MV_NO_MOVING;
2659 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2661 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2663 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2665 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2667 if (element == EL_ROBOT)
2671 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2672 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2673 Moving2Blocked(x, y, &newx, &newy);
2675 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2676 MovDelay[x][y] = 8+8*!RND(3);
2678 MovDelay[x][y] = 16;
2686 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2688 boolean first_horiz = RND(2);
2689 int new_move_dir = MovDir[x][y];
2692 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2693 Moving2Blocked(x, y, &newx, &newy);
2695 if (IN_LEV_FIELD(newx, newy) &&
2696 (IS_FREE(newx, newy) ||
2697 Feld[newx][newy] == EL_ACID ||
2698 (element == EL_PENGUIN &&
2699 (Feld[newx][newy] == EL_EXIT_OPEN ||
2700 IS_MAMPF3(Feld[newx][newy])))))
2704 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2705 Moving2Blocked(x, y, &newx, &newy);
2707 if (IN_LEV_FIELD(newx, newy) &&
2708 (IS_FREE(newx, newy) ||
2709 Feld[newx][newy] == EL_ACID ||
2710 (element == EL_PENGUIN &&
2711 (Feld[newx][newy] == EL_EXIT_OPEN ||
2712 IS_MAMPF3(Feld[newx][newy])))))
2715 MovDir[x][y] = old_move_dir;
2722 static boolean JustBeingPushed(int x, int y)
2726 for (i=0; i<MAX_PLAYERS; i++)
2728 struct PlayerInfo *player = &stored_player[i];
2730 if (player->active && player->Pushing && player->MovPos)
2732 int next_jx = player->jx + (player->jx - player->last_jx);
2733 int next_jy = player->jy + (player->jy - player->last_jy);
2735 if (x == next_jx && y == next_jy)
2743 void StartMoving(int x, int y)
2745 int element = Feld[x][y];
2750 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2752 if (CAN_FALL(element) && y<lev_fieldy-1)
2754 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2755 if (JustBeingPushed(x, y))
2758 if (element == EL_QUICKSAND_FULL)
2760 if (IS_FREE(x, y+1))
2762 InitMovingField(x, y, MV_DOWN);
2763 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2764 Store[x][y] = EL_ROCK;
2765 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2767 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2769 if (!MovDelay[x][y])
2770 MovDelay[x][y] = TILEY + 1;
2779 Feld[x][y] = EL_QUICKSAND_EMPTY;
2780 Feld[x][y+1] = EL_QUICKSAND_FULL;
2781 Store[x][y+1] = Store[x][y];
2783 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2786 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2787 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2789 InitMovingField(x, y, MV_DOWN);
2790 Feld[x][y] = EL_QUICKSAND_FILLING;
2791 Store[x][y] = element;
2792 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2794 else if (element == EL_MAGIC_WALL_FULL)
2796 if (IS_FREE(x, y+1))
2798 InitMovingField(x, y, MV_DOWN);
2799 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2800 Store[x][y] = EL_CHANGED(Store[x][y]);
2802 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2804 if (!MovDelay[x][y])
2805 MovDelay[x][y] = TILEY/4 + 1;
2814 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2815 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2816 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2820 else if (element == EL_BD_MAGIC_WALL_FULL)
2822 if (IS_FREE(x, y+1))
2824 InitMovingField(x, y, MV_DOWN);
2825 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2826 Store[x][y] = EL_CHANGED2(Store[x][y]);
2828 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2830 if (!MovDelay[x][y])
2831 MovDelay[x][y] = TILEY/4 + 1;
2840 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2841 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2842 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2846 else if (CAN_CHANGE(element) &&
2847 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2848 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2850 InitMovingField(x, y, MV_DOWN);
2852 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2853 EL_BD_MAGIC_WALL_FILLING);
2854 Store[x][y] = element;
2856 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2859 InitMovingField(x, y, MV_DOWN);
2860 Store[x][y] = EL_ACID;
2862 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2867 else if (IS_FREE(x, y+1))
2869 InitMovingField(x, y, MV_DOWN);
2871 else if (element == EL_AMOEBA_DROP)
2873 Feld[x][y] = EL_AMOEBA_CREATING;
2874 Store[x][y] = EL_AMOEBA_WET;
2876 /* Store[x][y+1] must be zero, because:
2877 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2880 #if OLD_GAME_BEHAVIOUR
2881 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2883 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2884 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2885 element != EL_DX_SUPABOMB)
2888 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2889 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2890 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2891 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2894 boolean left = (x>0 && IS_FREE(x-1, y) &&
2895 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2896 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2897 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2901 if (left && right &&
2902 (game.emulation != EMU_BOULDERDASH &&
2903 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2904 left = !(right = RND(2));
2906 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2909 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2911 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2912 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2913 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2914 int belt_dir = game.belt_dir[belt_nr];
2916 if ((belt_dir == MV_LEFT && left_is_free) ||
2917 (belt_dir == MV_RIGHT && right_is_free))
2919 InitMovingField(x, y, belt_dir);
2920 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2925 if (CAN_MOVE(element)) /* not "else if" because of EL_SPRING */
2929 if ((element == EL_SATELLITE ||
2930 element == EL_BALLOON ||
2931 element == EL_SPRING)
2932 && JustBeingPushed(x, y))
2935 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
2936 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
2938 if (!MovDelay[x][y]) /* start new movement phase */
2940 /* all objects that can change their move direction after each step */
2941 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2943 if (element != EL_YAMYAM &&
2944 element != EL_DARK_YAMYAM &&
2945 element != EL_PACMAN)
2948 if (element == EL_SPRING)
2949 printf("1--> %d\n", MovDir[x][y]);
2953 if (element == EL_SPRING)
2954 printf("2--> %d\n", MovDir[x][y]);
2956 if (MovDelay[x][y] && (element == EL_BUG ||
2957 element == EL_SPACESHIP ||
2958 element == EL_SP_SNIKSNAK ||
2959 element == EL_SP_ELECTRON ||
2960 element == EL_MOLE))
2961 DrawLevelField(x, y);
2965 if (MovDelay[x][y]) /* wait some time before next movement */
2969 if (element == EL_ROBOT ||
2970 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2972 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2974 int graphic = el2img(element);
2975 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
2977 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2980 if (MovDelay[x][y] % 4 == 3)
2982 if (element == EL_YAMYAM)
2983 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2984 else if (element == EL_DARK_YAMYAM)
2985 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2988 else if (element == EL_SP_ELECTRON)
2989 DrawGraphicAnimation(x, y, IMG_SP_ELECTRON);
2990 else if (element == EL_DRAGON)
2993 int dir = MovDir[x][y];
2994 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2995 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2996 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
2997 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
2998 dir == MV_UP ? IMG_FLAMES_UP1 :
2999 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
3000 int frame = getGraphicAnimationFrame(graphic, -1);
3002 for (i=1; i<=3; i++)
3004 int xx = x + i*dx, yy = y + i*dy;
3005 int sx = SCREENX(xx), sy = SCREENY(yy);
3006 int flame_graphic = graphic + (i - 1);
3008 if (!IN_LEV_FIELD(xx, yy) ||
3009 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3014 int flamed = MovingOrBlocked2Element(xx, yy);
3016 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3019 RemoveMovingField(xx, yy);
3021 Feld[xx][yy] = EL_FLAMES;
3022 if (IN_SCR_FIELD(sx, sy))
3023 DrawGraphic(sx, sy, flame_graphic, frame);
3027 if (Feld[xx][yy] == EL_FLAMES)
3028 Feld[xx][yy] = EL_EMPTY;
3029 DrawLevelField(xx, yy);
3034 if (MovDelay[x][y]) /* element still has to wait some time */
3036 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3042 /* now make next step */
3044 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3046 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3047 !PLAYER_PROTECTED(newx, newy))
3051 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3054 /* enemy got the player */
3056 KillHero(PLAYERINFO(newx, newy));
3061 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3062 element == EL_SATELLITE || element == EL_BALLOON) &&
3063 IN_LEV_FIELD(newx, newy) &&
3064 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3067 Store[x][y] = EL_ACID;
3069 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3071 if (Feld[newx][newy] == EL_EXIT_OPEN)
3073 Feld[x][y] = EL_EMPTY;
3074 DrawLevelField(x, y);
3076 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3077 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3078 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3080 local_player->friends_still_needed--;
3081 if (!local_player->friends_still_needed &&
3082 !local_player->GameOver && AllPlayersGone)
3083 local_player->LevelSolved = local_player->GameOver = TRUE;
3087 else if (IS_MAMPF3(Feld[newx][newy]))
3089 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3090 DrawLevelField(newx, newy);
3092 MovDir[x][y] = MV_NO_MOVING;
3094 else if (!IS_FREE(newx, newy))
3096 if (IS_PLAYER(x, y))
3097 DrawPlayerField(x, y);
3099 DrawLevelField(x, y);
3103 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3105 if (IS_GEM(Feld[newx][newy]))
3107 if (IS_MOVING(newx, newy))
3108 RemoveMovingField(newx, newy);
3111 Feld[newx][newy] = EL_EMPTY;
3112 DrawLevelField(newx, newy);
3115 PlaySoundLevel(x, y, SND_PIG_EATING);
3117 else if (!IS_FREE(newx, newy))
3119 if (IS_PLAYER(x, y))
3120 DrawPlayerField(x, y);
3122 DrawLevelField(x, y);
3126 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3128 if (!IS_FREE(newx, newy))
3130 if (IS_PLAYER(x, y))
3131 DrawPlayerField(x, y);
3133 DrawLevelField(x, y);
3138 boolean wanna_flame = !RND(10);
3139 int dx = newx - x, dy = newy - y;
3140 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3141 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3142 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3143 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3144 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3145 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3147 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3148 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3149 element1 != EL_FLAMES && element2 != EL_FLAMES)
3151 if (IS_PLAYER(x, y))
3152 DrawPlayerField(x, y);
3154 DrawLevelField(x, y);
3156 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3158 MovDelay[x][y] = 50;
3159 Feld[newx][newy] = EL_FLAMES;
3160 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3161 Feld[newx1][newy1] = EL_FLAMES;
3162 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3163 Feld[newx2][newy2] = EL_FLAMES;
3168 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3169 Feld[newx][newy] == EL_DIAMOND)
3171 if (IS_MOVING(newx, newy))
3172 RemoveMovingField(newx, newy);
3175 Feld[newx][newy] = EL_EMPTY;
3176 DrawLevelField(newx, newy);
3179 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3181 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3182 IS_MAMPF2(Feld[newx][newy]))
3184 if (AmoebaNr[newx][newy])
3186 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3187 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3188 Feld[newx][newy] == EL_BD_AMOEBA)
3189 AmoebaCnt[AmoebaNr[newx][newy]]--;
3192 if (IS_MOVING(newx, newy))
3193 RemoveMovingField(newx, newy);
3196 Feld[newx][newy] = EL_EMPTY;
3197 DrawLevelField(newx, newy);
3200 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3202 else if ((element == EL_PACMAN || element == EL_MOLE)
3203 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3205 if (AmoebaNr[newx][newy])
3207 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3208 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3209 Feld[newx][newy] == EL_BD_AMOEBA)
3210 AmoebaCnt[AmoebaNr[newx][newy]]--;
3213 if (element == EL_MOLE)
3215 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3216 PlaySoundLevel(x, y, SND_MOLE_EATING);
3217 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3218 return; /* wait for shrinking amoeba */
3220 else /* element == EL_PACMAN */
3222 Feld[newx][newy] = EL_EMPTY;
3223 DrawLevelField(newx, newy);
3224 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3227 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3228 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3229 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3231 /* wait for shrinking amoeba to completely disappear */
3234 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3236 /* object was running against a wall */
3240 if (element == EL_BUG || element == EL_SPACESHIP ||
3241 element == EL_SP_SNIKSNAK)
3242 DrawLevelField(x, y);
3243 else if (element == EL_BUG || element == EL_SPACESHIP ||
3244 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3245 DrawLevelField(x, y);
3246 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3247 DrawGraphicAnimation(x, y, el2img(element));
3248 else if (element == EL_SATELLITE)
3249 DrawGraphicAnimation(x, y, IMG_SATELLITE);
3250 else if (element == EL_SP_ELECTRON)
3251 DrawGraphicAnimation(x, y, IMG_SP_ELECTRON);
3253 if (DONT_TOUCH(element))
3254 TestIfBadThingTouchesHero(x, y);
3256 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3261 InitMovingField(x, y, MovDir[x][y]);
3263 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3267 ContinueMoving(x, y);
3270 void ContinueMoving(int x, int y)
3272 int element = Feld[x][y];
3273 int direction = MovDir[x][y];
3274 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3275 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3276 int horiz_move = (dx != 0);
3277 int newx = x + dx, newy = y + dy;
3278 int step = (horiz_move ? dx : dy) * TILEX / 8;
3280 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3282 else if (element == EL_QUICKSAND_FILLING ||
3283 element == EL_QUICKSAND_EMPTYING)
3285 else if (element == EL_MAGIC_WALL_FILLING ||
3286 element == EL_BD_MAGIC_WALL_FILLING ||
3287 element == EL_MAGIC_WALL_EMPTYING ||
3288 element == EL_BD_MAGIC_WALL_EMPTYING)
3290 else if (CAN_FALL(element) && horiz_move &&
3291 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3293 else if (element == EL_SPRING && horiz_move)
3296 #if OLD_GAME_BEHAVIOUR
3297 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3301 MovPos[x][y] += step;
3303 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3305 Feld[x][y] = EL_EMPTY;
3306 Feld[newx][newy] = element;
3308 if (element == EL_MOLE)
3311 static int xy[4][2] =
3319 Feld[x][y] = EL_SAND;
3320 DrawLevelField(x, y);
3329 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3330 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3334 if (element == EL_QUICKSAND_FILLING)
3336 element = Feld[newx][newy] = get_next_element(element);
3337 Store[newx][newy] = Store[x][y];
3339 else if (element == EL_QUICKSAND_EMPTYING)
3341 Feld[x][y] = get_next_element(element);
3342 element = Feld[newx][newy] = Store[x][y];
3344 else if (element == EL_MAGIC_WALL_FILLING)
3346 element = Feld[newx][newy] = get_next_element(element);
3347 if (!game.magic_wall_active)
3348 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3349 Store[newx][newy] = Store[x][y];
3351 else if (element == EL_MAGIC_WALL_EMPTYING)
3353 Feld[x][y] = get_next_element(element);
3354 if (!game.magic_wall_active)
3355 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3356 element = Feld[newx][newy] = Store[x][y];
3358 else if (element == EL_BD_MAGIC_WALL_FILLING)
3360 element = Feld[newx][newy] = get_next_element(element);
3361 if (!game.magic_wall_active)
3362 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3363 Store[newx][newy] = Store[x][y];
3365 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3367 Feld[x][y] = get_next_element(element);
3368 if (!game.magic_wall_active)
3369 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3370 element = Feld[newx][newy] = Store[x][y];
3372 else if (element == EL_AMOEBA_DRIPPING)
3374 Feld[x][y] = get_next_element(element);
3375 element = Feld[newx][newy] = Store[x][y];
3377 else if (Store[x][y] == EL_ACID)
3379 element = Feld[newx][newy] = EL_ACID;
3383 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3384 MovDelay[newx][newy] = 0;
3386 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3387 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3390 if (!CAN_MOVE(element))
3391 MovDir[newx][newy] = 0;
3393 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3394 MovDir[newx][newy] = 0;
3397 DrawLevelField(x, y);
3398 DrawLevelField(newx, newy);
3400 Stop[newx][newy] = TRUE;
3401 JustStopped[newx][newy] = 3;
3403 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3405 TestIfBadThingTouchesHero(newx, newy);
3406 TestIfBadThingTouchesFriend(newx, newy);
3407 TestIfBadThingTouchesOtherBadThing(newx, newy);
3409 else if (element == EL_PENGUIN)
3410 TestIfFriendTouchesBadThing(newx, newy);
3412 if (CAN_SMASH(element) && direction == MV_DOWN &&
3413 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3416 else /* still moving on */
3419 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3421 printf("reset GfxAction...\n");
3423 GfxAction[x][y] = GFX_ACTION_MOVING;
3427 DrawLevelField(x, y);
3431 int AmoebeNachbarNr(int ax, int ay)
3434 int element = Feld[ax][ay];
3436 static int xy[4][2] =
3446 int x = ax + xy[i][0];
3447 int y = ay + xy[i][1];
3449 if (!IN_LEV_FIELD(x, y))
3452 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3453 group_nr = AmoebaNr[x][y];
3459 void AmoebenVereinigen(int ax, int ay)
3461 int i, x, y, xx, yy;
3462 int new_group_nr = AmoebaNr[ax][ay];
3463 static int xy[4][2] =
3471 if (new_group_nr == 0)
3479 if (!IN_LEV_FIELD(x, y))
3482 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3483 Feld[x][y] == EL_BD_AMOEBA ||
3484 Feld[x][y] == EL_AMOEBA_DEAD) &&
3485 AmoebaNr[x][y] != new_group_nr)
3487 int old_group_nr = AmoebaNr[x][y];
3489 if (old_group_nr == 0)
3492 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3493 AmoebaCnt[old_group_nr] = 0;
3494 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3495 AmoebaCnt2[old_group_nr] = 0;
3497 for (yy=0; yy<lev_fieldy; yy++)
3499 for (xx=0; xx<lev_fieldx; xx++)
3501 if (AmoebaNr[xx][yy] == old_group_nr)
3502 AmoebaNr[xx][yy] = new_group_nr;
3509 void AmoebeUmwandeln(int ax, int ay)
3513 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3515 int group_nr = AmoebaNr[ax][ay];
3520 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3521 printf("AmoebeUmwandeln(): This should never happen!\n");
3526 for (y=0; y<lev_fieldy; y++)
3528 for (x=0; x<lev_fieldx; x++)
3530 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3533 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3537 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3538 SND_AMOEBA_TURNING_TO_GEM :
3539 SND_AMOEBA_TURNING_TO_ROCK));
3544 static int xy[4][2] =
3557 if (!IN_LEV_FIELD(x, y))
3560 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3562 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3563 SND_AMOEBA_TURNING_TO_GEM :
3564 SND_AMOEBA_TURNING_TO_ROCK));
3571 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3574 int group_nr = AmoebaNr[ax][ay];
3575 boolean done = FALSE;
3580 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3581 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3586 for (y=0; y<lev_fieldy; y++)
3588 for (x=0; x<lev_fieldx; x++)
3590 if (AmoebaNr[x][y] == group_nr &&
3591 (Feld[x][y] == EL_AMOEBA_DEAD ||
3592 Feld[x][y] == EL_BD_AMOEBA ||
3593 Feld[x][y] == EL_AMOEBA_CREATING))
3596 Feld[x][y] = new_element;
3597 InitField(x, y, FALSE);
3598 DrawLevelField(x, y);
3605 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3606 SND_BD_AMOEBA_TURNING_TO_ROCK :
3607 SND_BD_AMOEBA_TURNING_TO_GEM));
3610 void AmoebeWaechst(int x, int y)
3612 static unsigned long sound_delay = 0;
3613 static unsigned long sound_delay_value = 0;
3615 if (!MovDelay[x][y]) /* start new growing cycle */
3619 if (DelayReached(&sound_delay, sound_delay_value))
3621 if (Store[x][y] == EL_BD_AMOEBA)
3622 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3624 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3625 sound_delay_value = 30;
3629 if (MovDelay[x][y]) /* wait some time before growing bigger */
3632 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3634 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3635 6 - MovDelay[x][y]);
3637 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3640 if (!MovDelay[x][y])
3642 Feld[x][y] = Store[x][y];
3644 DrawLevelField(x, y);
3649 void AmoebaDisappearing(int x, int y)
3651 static unsigned long sound_delay = 0;
3652 static unsigned long sound_delay_value = 0;
3654 if (!MovDelay[x][y]) /* start new shrinking cycle */
3658 if (DelayReached(&sound_delay, sound_delay_value))
3659 sound_delay_value = 30;
3662 if (MovDelay[x][y]) /* wait some time before shrinking */
3665 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3667 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3668 6 - MovDelay[x][y]);
3670 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3673 if (!MovDelay[x][y])
3675 Feld[x][y] = EL_EMPTY;
3676 DrawLevelField(x, y);
3678 /* don't let mole enter this field in this cycle;
3679 (give priority to objects falling to this field from above) */
3685 void AmoebeAbleger(int ax, int ay)
3688 int element = Feld[ax][ay];
3689 int newax = ax, neway = ay;
3690 static int xy[4][2] =
3698 if (!level.amoeba_speed)
3700 Feld[ax][ay] = EL_AMOEBA_DEAD;
3701 DrawLevelField(ax, ay);
3705 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3706 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3708 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3711 if (MovDelay[ax][ay])
3715 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3718 int x = ax + xy[start][0];
3719 int y = ay + xy[start][1];
3721 if (!IN_LEV_FIELD(x, y))
3724 if (IS_FREE(x, y) ||
3725 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3731 if (newax == ax && neway == ay)
3734 else /* normal or "filled" (BD style) amoeba */
3737 boolean waiting_for_player = FALSE;
3741 int j = (start + i) % 4;
3742 int x = ax + xy[j][0];
3743 int y = ay + xy[j][1];
3745 if (!IN_LEV_FIELD(x, y))
3748 if (IS_FREE(x, y) ||
3749 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3755 else if (IS_PLAYER(x, y))
3756 waiting_for_player = TRUE;
3759 if (newax == ax && neway == ay) /* amoeba cannot grow */
3761 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3763 Feld[ax][ay] = EL_AMOEBA_DEAD;
3764 DrawLevelField(ax, ay);
3765 AmoebaCnt[AmoebaNr[ax][ay]]--;
3767 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3769 if (element == EL_AMOEBA_FULL)
3770 AmoebeUmwandeln(ax, ay);
3771 else if (element == EL_BD_AMOEBA)
3772 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3777 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3779 /* amoeba gets larger by growing in some direction */
3781 int new_group_nr = AmoebaNr[ax][ay];
3784 if (new_group_nr == 0)
3786 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3787 printf("AmoebeAbleger(): This should never happen!\n");
3792 AmoebaNr[newax][neway] = new_group_nr;
3793 AmoebaCnt[new_group_nr]++;
3794 AmoebaCnt2[new_group_nr]++;
3796 /* if amoeba touches other amoeba(s) after growing, unify them */
3797 AmoebenVereinigen(newax, neway);
3799 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3801 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3807 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3808 (neway == lev_fieldy - 1 && newax != ax))
3810 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3811 Store[newax][neway] = element;
3813 else if (neway == ay)
3815 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3816 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3820 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3821 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3822 Store[ax][ay] = EL_AMOEBA_DROP;
3823 ContinueMoving(ax, ay);
3827 DrawLevelField(newax, neway);
3830 void Life(int ax, int ay)
3833 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3835 int element = Feld[ax][ay];
3836 boolean changed = FALSE;
3841 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3842 MovDelay[ax][ay] = life_time;
3844 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3847 if (MovDelay[ax][ay])
3851 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3853 int xx = ax+x1, yy = ay+y1;
3856 if (!IN_LEV_FIELD(xx, yy))
3859 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3861 int x = xx+x2, y = yy+y2;
3863 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3866 if (((Feld[x][y] == element ||
3867 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3869 (IS_FREE(x, y) && Stop[x][y]))
3873 if (xx == ax && yy == ay) /* field in the middle */
3875 if (nachbarn < life[0] || nachbarn > life[1])
3877 Feld[xx][yy] = EL_EMPTY;
3879 DrawLevelField(xx, yy);
3880 Stop[xx][yy] = TRUE;
3884 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3885 { /* free border field */
3886 if (nachbarn >= life[2] && nachbarn <= life[3])
3888 Feld[xx][yy] = element;
3889 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3891 DrawLevelField(xx, yy);
3892 Stop[xx][yy] = TRUE;
3899 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3900 SND_BIOMAZE_CREATING);
3903 void RobotWheel(int x, int y)
3905 if (!MovDelay[x][y]) /* next animation frame */
3906 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3908 if (MovDelay[x][y]) /* wait some time before next frame */
3913 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3915 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
3917 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
3920 if (!(MovDelay[x][y]%4))
3921 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3926 Feld[x][y] = EL_ROBOT_WHEEL;
3927 DrawLevelField(x, y);
3928 if (ZX == x && ZY == y)
3932 void TimegateWheel(int x, int y)
3934 if (!MovDelay[x][y]) /* next animation frame */
3935 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3937 if (MovDelay[x][y]) /* wait some time before next frame */
3942 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3944 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
3946 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
3949 if (!(MovDelay[x][y]%4))
3950 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3955 Feld[x][y] = EL_TIMEGATE_SWITCH;
3956 DrawLevelField(x, y);
3957 if (ZX == x && ZY == y)
3961 void Blubber(int x, int y)
3963 DrawGraphicAnimation(x, y, IMG_ACID);
3966 void NussKnacken(int x, int y)
3968 if (!MovDelay[x][y]) /* next animation frame */
3971 if (MovDelay[x][y]) /* wait some time before next frame */
3974 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3976 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
3977 6 - MovDelay[x][y]);
3979 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
3982 if (!MovDelay[x][y])
3984 Feld[x][y] = EL_EMERALD;
3985 DrawLevelField(x, y);
3990 void BreakingPearl(int x, int y)
3992 if (!MovDelay[x][y]) /* next animation frame */
3995 if (MovDelay[x][y]) /* wait some time before next frame */
3998 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4000 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
4001 8 - MovDelay[x][y]);
4003 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4006 if (!MovDelay[x][y])
4008 Feld[x][y] = EL_EMPTY;
4009 DrawLevelField(x, y);
4014 void SiebAktivieren(int x, int y, int type)
4016 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4018 DrawGraphicAnimation(x, y, graphic);
4021 void AusgangstuerPruefen(int x, int y)
4023 if (local_player->gems_still_needed > 0 ||
4024 local_player->sokobanfields_still_needed > 0 ||
4025 local_player->lights_still_needed > 0)
4028 Feld[x][y] = EL_EXIT_OPENING;
4030 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4031 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4032 y < LEVELY(BY1) ? LEVELY(BY1) :
4033 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4037 void AusgangstuerPruefen_SP(int x, int y)
4039 if (local_player->gems_still_needed > 0)
4042 Feld[x][y] = EL_SP_EXIT_OPEN;
4044 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4045 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4046 y < LEVELY(BY1) ? LEVELY(BY1) :
4047 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4048 SND_SP_EXIT_OPENING);
4051 void AusgangstuerOeffnen(int x, int y)
4055 if (!MovDelay[x][y]) /* next animation frame */
4056 MovDelay[x][y] = 5 * delay;
4058 if (MovDelay[x][y]) /* wait some time before next frame */
4063 tuer = MovDelay[x][y]/delay;
4064 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4066 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4067 29 - MovDelay[x][y]);
4069 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4072 if (!MovDelay[x][y])
4074 Feld[x][y] = EL_EXIT_OPEN;
4075 DrawLevelField(x, y);
4080 void AusgangstuerBlinken(int x, int y)
4082 DrawGraphicAnimation(x, y, IMG_EXIT_OPEN);
4085 void OpenSwitchgate(int x, int y)
4089 if (!MovDelay[x][y]) /* next animation frame */
4090 MovDelay[x][y] = 5 * delay;
4092 if (MovDelay[x][y]) /* wait some time before next frame */
4096 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4098 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4099 29 - MovDelay[x][y]);
4101 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4104 if (!MovDelay[x][y])
4106 Feld[x][y] = EL_SWITCHGATE_OPEN;
4107 DrawLevelField(x, y);
4112 void CloseSwitchgate(int x, int y)
4116 if (!MovDelay[x][y]) /* next animation frame */
4117 MovDelay[x][y] = 5 * delay;
4119 if (MovDelay[x][y]) /* wait some time before next frame */
4123 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4125 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4126 29 - MovDelay[x][y]);
4128 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4131 if (!MovDelay[x][y])
4133 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4134 DrawLevelField(x, y);
4139 void OpenTimegate(int x, int y)
4143 if (!MovDelay[x][y]) /* next animation frame */
4144 MovDelay[x][y] = 5 * delay;
4146 if (MovDelay[x][y]) /* wait some time before next frame */
4150 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4152 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4153 29 - MovDelay[x][y]);
4155 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4158 if (!MovDelay[x][y])
4160 Feld[x][y] = EL_TIMEGATE_OPEN;
4161 DrawLevelField(x, y);
4166 void CloseTimegate(int x, int y)
4170 if (!MovDelay[x][y]) /* next animation frame */
4171 MovDelay[x][y] = 5 * delay;
4173 if (MovDelay[x][y]) /* wait some time before next frame */
4177 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4179 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4180 29 - MovDelay[x][y]);
4182 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4185 if (!MovDelay[x][y])
4187 Feld[x][y] = EL_TIMEGATE_CLOSED;
4188 DrawLevelField(x, y);
4193 static void CloseAllOpenTimegates()
4197 for (y=0; y<lev_fieldy; y++)
4199 for (x=0; x<lev_fieldx; x++)
4201 int element = Feld[x][y];
4203 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4205 Feld[x][y] = EL_TIMEGATE_CLOSING;
4206 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4212 void EdelsteinFunkeln(int x, int y)
4214 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4217 if (Feld[x][y] == EL_BD_DIAMOND)
4218 DrawGraphicAnimation(x, y, IMG_BD_DIAMOND);
4221 if (!MovDelay[x][y]) /* next animation frame */
4222 MovDelay[x][y] = 11 * !SimpleRND(500);
4224 if (MovDelay[x][y]) /* wait some time before next frame */
4228 if (setup.direct_draw && MovDelay[x][y])
4229 SetDrawtoField(DRAW_BUFFERED);
4231 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4235 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4236 10 - MovDelay[x][y]);
4238 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4240 if (setup.direct_draw)
4244 dest_x = FX + SCREENX(x) * TILEX;
4245 dest_y = FY + SCREENY(y) * TILEY;
4247 BlitBitmap(drawto_field, window,
4248 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4249 SetDrawtoField(DRAW_DIRECT);
4256 void MauerWaechst(int x, int y)
4260 if (!MovDelay[x][y]) /* next animation frame */
4261 MovDelay[x][y] = 3 * delay;
4263 if (MovDelay[x][y]) /* wait some time before next frame */
4267 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4269 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4270 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4272 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4275 if (!MovDelay[x][y])
4277 if (MovDir[x][y] == MV_LEFT)
4279 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4280 DrawLevelField(x - 1, y);
4282 else if (MovDir[x][y] == MV_RIGHT)
4284 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4285 DrawLevelField(x + 1, y);
4287 else if (MovDir[x][y] == MV_UP)
4289 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4290 DrawLevelField(x, y - 1);
4294 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4295 DrawLevelField(x, y + 1);
4298 Feld[x][y] = Store[x][y];
4300 MovDir[x][y] = MV_NO_MOVING;
4301 DrawLevelField(x, y);
4306 void MauerAbleger(int ax, int ay)
4308 int element = Feld[ax][ay];
4309 boolean oben_frei = FALSE, unten_frei = FALSE;
4310 boolean links_frei = FALSE, rechts_frei = FALSE;
4311 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4312 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4313 boolean new_wall = FALSE;
4315 if (!MovDelay[ax][ay]) /* start building new wall */
4316 MovDelay[ax][ay] = 6;
4318 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4321 if (MovDelay[ax][ay])
4325 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4327 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4329 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4331 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4334 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4338 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4339 Store[ax][ay-1] = element;
4340 MovDir[ax][ay-1] = MV_UP;
4341 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4342 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4343 IMG_WALL_GROWING_ACTIVE_UP, 0);
4348 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4349 Store[ax][ay+1] = element;
4350 MovDir[ax][ay+1] = MV_DOWN;
4351 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4352 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4353 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4358 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4359 element == EL_WALL_GROWING)
4363 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4364 Store[ax-1][ay] = element;
4365 MovDir[ax-1][ay] = MV_LEFT;
4366 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4367 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4368 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4374 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4375 Store[ax+1][ay] = element;
4376 MovDir[ax+1][ay] = MV_RIGHT;
4377 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4378 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4379 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4384 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4385 DrawLevelField(ax, ay);
4387 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4389 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4390 unten_massiv = TRUE;
4391 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4392 links_massiv = TRUE;
4393 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4394 rechts_massiv = TRUE;
4396 if (((oben_massiv && unten_massiv) ||
4397 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4398 ((links_massiv && rechts_massiv) ||
4399 element == EL_WALL_GROWING_Y))
4400 Feld[ax][ay] = EL_WALL;
4403 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4406 void CheckForDragon(int x, int y)
4409 boolean dragon_found = FALSE;
4410 static int xy[4][2] =
4422 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4424 if (IN_LEV_FIELD(xx, yy) &&
4425 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4427 if (Feld[xx][yy] == EL_DRAGON)
4428 dragon_found = TRUE;
4441 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4443 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4445 Feld[xx][yy] = EL_EMPTY;
4446 DrawLevelField(xx, yy);
4455 static void CheckBuggyBase(int x, int y)
4457 int element = Feld[x][y];
4459 if (element == EL_SP_BUGGY_BASE)
4461 if (!MovDelay[x][y]) /* wait some time before activating base */
4462 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4467 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4468 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
4472 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4475 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4477 if (!MovDelay[x][y]) /* start activating buggy base */
4478 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4486 static int xy[4][2] =
4494 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4496 int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
4497 int frame = getGraphicAnimationFrame(graphic, SimpleRND(100));
4499 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4504 int xx = x + xy[i][0], yy = y + xy[i][1];
4506 if (IS_PLAYER(xx, yy))
4508 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4516 Feld[x][y] = EL_SP_BUGGY_BASE;
4517 DrawLevelField(x, y);
4522 static void CheckTrap(int x, int y)
4524 int element = Feld[x][y];
4526 if (element == EL_TRAP)
4528 if (!MovDelay[x][y]) /* wait some time before activating trap */
4529 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4537 Feld[x][y] = EL_TRAP_ACTIVE;
4538 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4541 else if (element == EL_TRAP_ACTIVE)
4546 if (!MovDelay[x][y]) /* start activating trap */
4547 MovDelay[x][y] = num_frames * delay;
4555 if (!(MovDelay[x][y] % delay))
4557 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4559 int graphic = IMG_TRAP_ACTIVE;
4560 int frame = getGraphicAnimationFrame(graphic, 31 - MovDelay[x][y]);
4562 DrawGraphic(SCREENX(x),SCREENY(y), graphic, frame);
4563 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4570 Feld[x][y] = EL_TRAP;
4571 DrawLevelField(x, y);
4576 static void DrawBeltAnimation(int x, int y, int element)
4578 int belt_nr = getBeltNrFromBeltActiveElement(element);
4579 int belt_dir = game.belt_dir[belt_nr];
4581 if (belt_dir != MV_NO_MOVING)
4583 int graphic = el2img(element);
4585 DrawGraphicAnimation(x, y, graphic);
4587 if (!(FrameCounter % 2))
4588 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4592 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4594 static byte stored_player_action[MAX_PLAYERS];
4595 static int num_stored_actions = 0;
4597 static boolean save_tape_entry = FALSE;
4599 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4600 int left = player_action & JOY_LEFT;
4601 int right = player_action & JOY_RIGHT;
4602 int up = player_action & JOY_UP;
4603 int down = player_action & JOY_DOWN;
4604 int button1 = player_action & JOY_BUTTON_1;
4605 int button2 = player_action & JOY_BUTTON_2;
4606 int dx = (left ? -1 : right ? 1 : 0);
4607 int dy = (up ? -1 : down ? 1 : 0);
4609 stored_player_action[player->index_nr] = 0;
4610 num_stored_actions++;
4612 if (!player->active || tape.pausing)
4618 save_tape_entry = TRUE;
4620 player->frame_reset_delay = 0;
4623 snapped = SnapField(player, dx, dy);
4627 bombed = PlaceBomb(player);
4628 moved = MoveFigure(player, dx, dy);
4631 if (tape.single_step && tape.recording && !tape.pausing)
4633 if (button1 || (bombed && !moved))
4635 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4636 SnapField(player, 0, 0); /* stop snapping */
4641 if (tape.recording && (moved || snapped || bombed))
4643 if (bombed && !moved)
4644 player_action &= JOY_BUTTON;
4646 stored_player_action[player->index_nr] = player_action;
4647 save_tape_entry = TRUE;
4649 else if (tape.playing && snapped)
4650 SnapField(player, 0, 0); /* stop snapping */
4652 stored_player_action[player->index_nr] = player_action;
4657 /* no actions for this player (no input at player's configured device) */
4659 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4660 SnapField(player, 0, 0);
4661 CheckGravityMovement(player);
4664 if (player->MovPos == 0) /* needed for tape.playing */
4665 player->is_moving = FALSE;
4668 if (player->MovPos == 0) /* needed for tape.playing */
4669 player->last_move_dir = MV_NO_MOVING;
4671 /* !!! CHECK THIS AGAIN !!!
4672 (Seems to be needed for some EL_ROBOT stuff, but breaks
4673 tapes when walking through pipes!)
4676 /* it seems that "player->last_move_dir" is misused as some sort of
4677 "player->is_just_moving_in_this_moment", which is needed for the
4678 robot stuff (robots don't kill players when they are moving)
4682 /* if the player does not move for some time, reset animation to start */
4683 if (++player->frame_reset_delay > player->move_delay_value)
4688 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4690 TapeRecordAction(stored_player_action);
4691 num_stored_actions = 0;
4692 save_tape_entry = FALSE;
4695 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4697 TapeRecordAction(stored_player_action);
4698 num_stored_actions = 0;
4703 if (tape.playing && !tape.pausing && !player_action &&
4704 tape.counter < tape.length)
4706 int jx = player->jx, jy = player->jy;
4708 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4710 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4711 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4713 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4715 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4717 int el = Feld[jx+dx][jy];
4718 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4719 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4721 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4723 player->MovDir = next_joy;
4724 player->Frame = FrameCounter % 4;
4725 player->Pushing = TRUE;
4735 static unsigned long action_delay = 0;
4736 unsigned long action_delay_value;
4737 int sieb_x = 0, sieb_y = 0;
4738 int i, x, y, element;
4739 byte *recorded_player_action;
4740 byte summarized_player_action = 0;
4742 if (game_status != PLAYING)
4745 action_delay_value =
4746 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4748 if (tape.playing && tape.index_search && !tape.pausing)
4749 action_delay_value = 0;
4751 /* ---------- main game synchronization point ---------- */
4753 WaitUntilDelayReached(&action_delay, action_delay_value);
4755 if (network_playing && !network_player_action_received)
4759 printf("DEBUG: try to get network player actions in time\n");
4763 #if defined(PLATFORM_UNIX)
4764 /* last chance to get network player actions without main loop delay */
4768 if (game_status != PLAYING)
4771 if (!network_player_action_received)
4775 printf("DEBUG: failed to get network player actions in time\n");
4785 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4787 for (i=0; i<MAX_PLAYERS; i++)
4789 summarized_player_action |= stored_player[i].action;
4791 if (!network_playing)
4792 stored_player[i].effective_action = stored_player[i].action;
4795 #if defined(PLATFORM_UNIX)
4796 if (network_playing)
4797 SendToServer_MovePlayer(summarized_player_action);
4800 if (!options.network && !setup.team_mode)
4801 local_player->effective_action = summarized_player_action;
4803 for (i=0; i<MAX_PLAYERS; i++)
4805 int actual_player_action = stored_player[i].effective_action;
4807 if (stored_player[i].programmed_action)
4808 actual_player_action = stored_player[i].programmed_action;
4810 if (recorded_player_action)
4811 actual_player_action = recorded_player_action[i];
4813 PlayerActions(&stored_player[i], actual_player_action);
4814 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4817 network_player_action_received = FALSE;
4819 ScrollScreen(NULL, SCROLL_GO_ON);
4825 if (TimeFrames == 0 && local_player->active)
4827 extern unsigned int last_RND();
4829 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4830 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4837 if (GameFrameDelay >= 500)
4838 printf("FrameCounter == %d\n", FrameCounter);
4847 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4850 if (JustStopped[x][y] > 0)
4851 JustStopped[x][y]--;
4854 if (IS_BLOCKED(x, y))
4858 Blocked2Moving(x, y, &oldx, &oldy);
4859 if (!IS_MOVING(oldx, oldy))
4861 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4862 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4863 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4864 printf("GameActions(): This should never happen!\n");
4870 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4872 element = Feld[x][y];
4874 if (IS_INACTIVE(element))
4877 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4881 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4882 EdelsteinFunkeln(x, y);
4884 else if (IS_MOVING(x, y))
4885 ContinueMoving(x, y);
4886 else if (IS_ACTIVE_BOMB(element))
4887 CheckDynamite(x, y);
4889 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4890 Explode(x, y, Frame[x][y], EX_NORMAL);
4892 else if (element == EL_AMOEBA_CREATING)
4893 AmoebeWaechst(x, y);
4894 else if (element == EL_AMOEBA_SHRINKING)
4895 AmoebaDisappearing(x, y);
4897 #if !USE_NEW_AMOEBA_CODE
4898 else if (IS_AMOEBALIVE(element))
4899 AmoebeAbleger(x, y);
4902 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4904 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4906 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4907 TimegateWheel(x, y);
4908 else if (element == EL_ACID)
4910 else if (element == EL_ACID_SPLASH_LEFT ||
4911 element == EL_ACID_SPLASH_RIGHT)
4913 else if (element == EL_NUT_CRACKING)
4915 else if (element == EL_PEARL_BREAKING)
4916 BreakingPearl(x, y);
4917 else if (element == EL_EXIT_CLOSED)
4918 AusgangstuerPruefen(x, y);
4919 else if (element == EL_SP_EXIT_CLOSED)
4920 AusgangstuerPruefen_SP(x, y);
4921 else if (element == EL_EXIT_OPENING)
4922 AusgangstuerOeffnen(x, y);
4923 else if (element == EL_EXIT_OPEN)
4924 AusgangstuerBlinken(x, y);
4925 else if (element == EL_SP_EXIT_OPEN)
4926 ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
4927 else if (element == EL_WALL_GROWING_ACTIVE)
4929 else if (element == EL_WALL_GROWING ||
4930 element == EL_WALL_GROWING_X ||
4931 element == EL_WALL_GROWING_Y ||
4932 element == EL_WALL_GROWING_XY)
4934 else if (element == EL_FLAMES)
4935 CheckForDragon(x, y);
4936 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
4937 CheckBuggyBase(x, y);
4938 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
4940 else if (element == EL_SP_TERMINAL)
4941 DrawGraphicAnimation(x, y, IMG_SP_TERMINAL);
4942 else if (element == EL_SP_TERMINAL_ACTIVE)
4944 DrawGraphicAnimation(x, y, IMG_SP_TERMINAL_ACTIVE);
4947 if (!(FrameCounter % 4))
4948 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
4951 else if (IS_BELT_ACTIVE(element))
4952 DrawBeltAnimation(x, y, element);
4953 else if (element == EL_SWITCHGATE_OPENING)
4954 OpenSwitchgate(x, y);
4955 else if (element == EL_SWITCHGATE_CLOSING)
4956 CloseSwitchgate(x, y);
4957 else if (element == EL_TIMEGATE_OPENING)
4959 else if (element == EL_TIMEGATE_CLOSING)
4960 CloseTimegate(x, y);
4961 else if (element == EL_EXTRA_TIME)
4962 DrawGraphicAnimation(x, y, IMG_EXTRA_TIME);
4963 else if (element == EL_SHIELD_NORMAL)
4965 DrawGraphicAnimation(x, y, IMG_SHIELD_NORMAL);
4968 if (!(FrameCounter % 4))
4969 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4972 else if (element == EL_SHIELD_DEADLY)
4974 DrawGraphicAnimation(x, y, IMG_SHIELD_DEADLY);
4977 if (!(FrameCounter % 4))
4978 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
4982 if (game.magic_wall_active)
4984 boolean sieb = FALSE;
4985 int jx = local_player->jx, jy = local_player->jy;
4987 if (element == EL_MAGIC_WALL_FULL ||
4988 element == EL_MAGIC_WALL_ACTIVE ||
4989 element == EL_MAGIC_WALL_EMPTYING)
4991 SiebAktivieren(x, y, 1);
4994 else if (element == EL_BD_MAGIC_WALL_FULL ||
4995 element == EL_BD_MAGIC_WALL_ACTIVE ||
4996 element == EL_BD_MAGIC_WALL_EMPTYING)
4998 SiebAktivieren(x, y, 2);
5002 /* play the element sound at the position nearest to the player */
5003 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5011 #if USE_NEW_AMOEBA_CODE
5012 /* new experimental amoeba growth stuff */
5014 if (!(FrameCounter % 8))
5017 static unsigned long random = 1684108901;
5019 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5022 x = (random >> 10) % lev_fieldx;
5023 y = (random >> 20) % lev_fieldy;
5025 x = RND(lev_fieldx);
5026 y = RND(lev_fieldy);
5028 element = Feld[x][y];
5030 if (!IS_PLAYER(x,y) &&
5031 (element == EL_EMPTY ||
5032 element == EL_SAND ||
5033 element == EL_QUICKSAND_EMPTY ||
5034 element == EL_ACID_SPLASH_LEFT ||
5035 element == EL_ACID_SPLASH_RIGHT))
5037 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5038 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5039 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5040 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5041 Feld[x][y] = EL_AMOEBA_DROP;
5044 random = random * 129 + 1;
5050 if (game.explosions_delayed)
5053 game.explosions_delayed = FALSE;
5055 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5057 element = Feld[x][y];
5059 if (ExplodeField[x][y])
5060 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5061 else if (element == EL_EXPLOSION)
5062 Explode(x, y, Frame[x][y], EX_NORMAL);
5064 ExplodeField[x][y] = EX_NO_EXPLOSION;
5067 game.explosions_delayed = TRUE;
5070 if (game.magic_wall_active)
5072 if (!(game.magic_wall_time_left % 4))
5074 int element = Feld[sieb_x][sieb_y];
5076 if (element == EL_BD_MAGIC_WALL_FULL ||
5077 element == EL_BD_MAGIC_WALL_ACTIVE ||
5078 element == EL_BD_MAGIC_WALL_EMPTYING)
5079 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5081 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5084 if (game.magic_wall_time_left > 0)
5086 game.magic_wall_time_left--;
5087 if (!game.magic_wall_time_left)
5089 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5091 element = Feld[x][y];
5093 if (element == EL_MAGIC_WALL_ACTIVE ||
5094 element == EL_MAGIC_WALL_FULL)
5096 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5097 DrawLevelField(x, y);
5099 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5100 element == EL_BD_MAGIC_WALL_FULL)
5102 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5103 DrawLevelField(x, y);
5107 game.magic_wall_active = FALSE;
5112 if (game.light_time_left > 0)
5114 game.light_time_left--;
5116 if (game.light_time_left == 0)
5117 RedrawAllLightSwitchesAndInvisibleElements();
5120 if (game.timegate_time_left > 0)
5122 game.timegate_time_left--;
5124 if (game.timegate_time_left == 0)
5125 CloseAllOpenTimegates();
5128 for (i=0; i<MAX_PLAYERS; i++)
5130 struct PlayerInfo *player = &stored_player[i];
5132 if (SHIELD_ON(player))
5134 if (player->shield_deadly_time_left)
5135 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5136 else if (player->shield_normal_time_left)
5137 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5141 if (TimeFrames >= (1000 / GameFrameDelay))
5146 for (i=0; i<MAX_PLAYERS; i++)
5148 struct PlayerInfo *player = &stored_player[i];
5150 if (SHIELD_ON(player))
5152 player->shield_normal_time_left--;
5154 if (player->shield_deadly_time_left > 0)
5155 player->shield_deadly_time_left--;
5159 if (tape.recording || tape.playing)
5160 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5166 if (TimeLeft <= 10 && setup.time_limit)
5167 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5169 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5171 if (!TimeLeft && setup.time_limit)
5172 for (i=0; i<MAX_PLAYERS; i++)
5173 KillHero(&stored_player[i]);
5175 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5176 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5181 if (options.debug) /* calculate frames per second */
5183 static unsigned long fps_counter = 0;
5184 static int fps_frames = 0;
5185 unsigned long fps_delay_ms = Counter() - fps_counter;
5189 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5191 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5194 fps_counter = Counter();
5197 redraw_mask |= REDRAW_FPS;
5201 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5203 int min_x = x, min_y = y, max_x = x, max_y = y;
5206 for (i=0; i<MAX_PLAYERS; i++)
5208 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5210 if (!stored_player[i].active || &stored_player[i] == player)
5213 min_x = MIN(min_x, jx);
5214 min_y = MIN(min_y, jy);
5215 max_x = MAX(max_x, jx);
5216 max_y = MAX(max_y, jy);
5219 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5222 static boolean AllPlayersInVisibleScreen()
5226 for (i=0; i<MAX_PLAYERS; i++)
5228 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5230 if (!stored_player[i].active)
5233 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5240 void ScrollLevel(int dx, int dy)
5242 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5245 BlitBitmap(drawto_field, drawto_field,
5246 FX + TILEX*(dx == -1) - softscroll_offset,
5247 FY + TILEY*(dy == -1) - softscroll_offset,
5248 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5249 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5250 FX + TILEX*(dx == 1) - softscroll_offset,
5251 FY + TILEY*(dy == 1) - softscroll_offset);
5255 x = (dx == 1 ? BX1 : BX2);
5256 for (y=BY1; y<=BY2; y++)
5257 DrawScreenField(x, y);
5262 y = (dy == 1 ? BY1 : BY2);
5263 for (x=BX1; x<=BX2; x++)
5264 DrawScreenField(x, y);
5267 redraw_mask |= REDRAW_FIELD;
5270 static void CheckGravityMovement(struct PlayerInfo *player)
5272 if (level.gravity && !player->programmed_action)
5274 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5275 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5277 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5278 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5279 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5280 int jx = player->jx, jy = player->jy;
5281 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5282 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5283 int new_jx = jx + dx, new_jy = jy + dy;
5284 boolean field_under_player_is_free =
5285 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5286 boolean player_is_moving_to_valid_field =
5287 (IN_LEV_FIELD(new_jx, new_jy) &&
5288 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5289 Feld[new_jx][new_jy] == EL_SAND));
5291 if (field_under_player_is_free &&
5292 !player_is_moving_to_valid_field &&
5293 !IS_TUBE(Feld[jx][jy]))
5294 player->programmed_action = MV_DOWN;
5298 boolean MoveFigureOneStep(struct PlayerInfo *player,
5299 int dx, int dy, int real_dx, int real_dy)
5301 int jx = player->jx, jy = player->jy;
5302 int new_jx = jx+dx, new_jy = jy+dy;
5306 if (!player->active || (!dx && !dy))
5307 return MF_NO_ACTION;
5309 player->MovDir = (dx < 0 ? MV_LEFT :
5312 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5314 if (!IN_LEV_FIELD(new_jx, new_jy))
5315 return MF_NO_ACTION;
5317 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5318 return MF_NO_ACTION;
5321 element = MovingOrBlocked2Element(new_jx, new_jy);
5323 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5326 if (DONT_GO_TO(element))
5328 if (element == EL_ACID && dx == 0 && dy == 1)
5331 Feld[jx][jy] = EL_PLAYER1;
5332 InitMovingField(jx, jy, MV_DOWN);
5333 Store[jx][jy] = EL_ACID;
5334 ContinueMoving(jx, jy);
5338 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5343 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5344 if (can_move != MF_MOVING)
5347 StorePlayer[jx][jy] = 0;
5348 player->last_jx = jx;
5349 player->last_jy = jy;
5350 jx = player->jx = new_jx;
5351 jy = player->jy = new_jy;
5352 StorePlayer[jx][jy] = player->element_nr;
5355 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5357 ScrollFigure(player, SCROLL_INIT);
5362 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5364 int jx = player->jx, jy = player->jy;
5365 int old_jx = jx, old_jy = jy;
5366 int moved = MF_NO_ACTION;
5368 if (!player->active || (!dx && !dy))
5372 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5376 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5377 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5381 /* remove the last programmed player action */
5382 player->programmed_action = 0;
5386 /* should only happen if pre-1.2 tape recordings are played */
5387 /* this is only for backward compatibility */
5389 int original_move_delay_value = player->move_delay_value;
5392 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5395 /* scroll remaining steps with finest movement resolution */
5396 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5398 while (player->MovPos)
5400 ScrollFigure(player, SCROLL_GO_ON);
5401 ScrollScreen(NULL, SCROLL_GO_ON);
5407 player->move_delay_value = original_move_delay_value;
5410 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5412 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5413 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5417 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5418 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5424 if (moved & MF_MOVING && !ScreenMovPos &&
5425 (player == local_player || !options.network))
5427 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5428 int offset = (setup.scroll_delay ? 3 : 0);
5430 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5432 /* actual player has left the screen -- scroll in that direction */
5433 if (jx != old_jx) /* player has moved horizontally */
5434 scroll_x += (jx - old_jx);
5435 else /* player has moved vertically */
5436 scroll_y += (jy - old_jy);
5440 if (jx != old_jx) /* player has moved horizontally */
5442 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5443 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5444 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5446 /* don't scroll over playfield boundaries */
5447 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5448 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5450 /* don't scroll more than one field at a time */
5451 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5453 /* don't scroll against the player's moving direction */
5454 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5455 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5456 scroll_x = old_scroll_x;
5458 else /* player has moved vertically */
5460 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5461 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5462 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5464 /* don't scroll over playfield boundaries */
5465 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5466 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5468 /* don't scroll more than one field at a time */
5469 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5471 /* don't scroll against the player's moving direction */
5472 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5473 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5474 scroll_y = old_scroll_y;
5478 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5480 if (!options.network && !AllPlayersInVisibleScreen())
5482 scroll_x = old_scroll_x;
5483 scroll_y = old_scroll_y;
5487 ScrollScreen(player, SCROLL_INIT);
5488 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5493 if (!(moved & MF_MOVING) && !player->Pushing)
5497 player->Frame = (player->Frame + 1) % 4;
5499 player->Frame += 1 * 0;
5502 if (moved & MF_MOVING)
5504 if (old_jx != jx && old_jy == jy)
5505 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5506 else if (old_jx == jx && old_jy != jy)
5507 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5509 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5511 player->last_move_dir = player->MovDir;
5512 player->is_moving = TRUE;
5516 CheckGravityMovement(player);
5519 player->last_move_dir = MV_NO_MOVING;
5521 player->is_moving = FALSE;
5524 TestIfHeroTouchesBadThing(jx, jy);
5526 if (!player->active)
5532 void ScrollFigure(struct PlayerInfo *player, int mode)
5534 int jx = player->jx, jy = player->jy;
5535 int last_jx = player->last_jx, last_jy = player->last_jy;
5536 int move_stepsize = TILEX / player->move_delay_value;
5538 if (!player->active || !player->MovPos)
5541 if (mode == SCROLL_INIT)
5543 player->actual_frame_counter = FrameCounter;
5544 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5548 if (Feld[last_jx][last_jy] == EL_EMPTY)
5549 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5554 else if (!FrameReached(&player->actual_frame_counter, 1))
5557 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5558 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5561 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5562 Feld[last_jx][last_jy] = EL_EMPTY;
5564 /* before DrawPlayer() to draw correct player graphic for this case */
5565 if (player->MovPos == 0)
5566 CheckGravityMovement(player);
5570 if (player->MovPos == 0)
5572 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5574 /* continue with normal speed after quickly moving through gate */
5575 HALVE_PLAYER_SPEED(player);
5577 /* be able to make the next move without delay */
5578 player->move_delay = 0;
5581 player->last_jx = jx;
5582 player->last_jy = jy;
5584 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5585 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5589 if (local_player->friends_still_needed == 0 ||
5590 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5591 player->LevelSolved = player->GameOver = TRUE;
5594 if (tape.single_step && tape.recording && !tape.pausing &&
5595 !player->programmed_action)
5596 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5600 void ScrollScreen(struct PlayerInfo *player, int mode)
5602 static unsigned long screen_frame_counter = 0;
5604 if (mode == SCROLL_INIT)
5606 /* set scrolling step size according to actual player's moving speed */
5607 ScrollStepSize = TILEX / player->move_delay_value;
5609 screen_frame_counter = FrameCounter;
5610 ScreenMovDir = player->MovDir;
5611 ScreenMovPos = player->MovPos;
5612 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5615 else if (!FrameReached(&screen_frame_counter, 1))
5620 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5621 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5622 redraw_mask |= REDRAW_FIELD;
5625 ScreenMovDir = MV_NO_MOVING;
5628 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5630 int i, kill_x = -1, kill_y = -1;
5631 static int test_xy[4][2] =
5638 static int test_dir[4] =
5648 int test_x, test_y, test_move_dir, test_element;
5650 test_x = good_x + test_xy[i][0];
5651 test_y = good_y + test_xy[i][1];
5652 if (!IN_LEV_FIELD(test_x, test_y))
5656 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5659 test_element = Feld[test_x][test_y];
5661 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5664 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5665 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5667 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5668 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5676 if (kill_x != -1 || kill_y != -1)
5678 if (IS_PLAYER(good_x, good_y))
5680 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5682 if (player->shield_deadly_time_left > 0)
5683 Bang(kill_x, kill_y);
5684 else if (!PLAYER_PROTECTED(good_x, good_y))
5688 Bang(good_x, good_y);
5692 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5694 int i, kill_x = -1, kill_y = -1;
5695 int bad_element = Feld[bad_x][bad_y];
5696 static int test_xy[4][2] =
5703 static int test_dir[4] =
5711 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5716 int test_x, test_y, test_move_dir, test_element;
5718 test_x = bad_x + test_xy[i][0];
5719 test_y = bad_y + test_xy[i][1];
5720 if (!IN_LEV_FIELD(test_x, test_y))
5724 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5726 test_element = Feld[test_x][test_y];
5728 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5729 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5731 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5732 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5734 /* good thing is player or penguin that does not move away */
5735 if (IS_PLAYER(test_x, test_y))
5737 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5739 if (bad_element == EL_ROBOT && player->is_moving)
5740 continue; /* robot does not kill player if he is moving */
5746 else if (test_element == EL_PENGUIN)
5755 if (kill_x != -1 || kill_y != -1)
5757 if (IS_PLAYER(kill_x, kill_y))
5759 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5762 int dir = player->MovDir;
5763 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5764 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5766 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5767 newx != bad_x && newy != bad_y)
5768 ; /* robot does not kill player if he is moving */
5770 printf("-> %d\n", player->MovDir);
5772 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5773 newx != bad_x && newy != bad_y)
5774 ; /* robot does not kill player if he is moving */
5779 if (player->shield_deadly_time_left > 0)
5781 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5785 Bang(kill_x, kill_y);
5789 void TestIfHeroTouchesBadThing(int x, int y)
5791 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5794 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5796 TestIfGoodThingHitsBadThing(x, y, move_dir);
5799 void TestIfBadThingTouchesHero(int x, int y)
5801 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5804 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5806 TestIfBadThingHitsGoodThing(x, y, move_dir);
5809 void TestIfFriendTouchesBadThing(int x, int y)
5811 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5814 void TestIfBadThingTouchesFriend(int x, int y)
5816 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5819 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5821 int i, kill_x = bad_x, kill_y = bad_y;
5822 static int xy[4][2] =
5834 x = bad_x + xy[i][0];
5835 y = bad_y + xy[i][1];
5836 if (!IN_LEV_FIELD(x, y))
5839 element = Feld[x][y];
5840 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5841 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5849 if (kill_x != bad_x || kill_y != bad_y)
5853 void KillHero(struct PlayerInfo *player)
5855 int jx = player->jx, jy = player->jy;
5857 if (!player->active)
5860 if (IS_PFORTE(Feld[jx][jy]))
5861 Feld[jx][jy] = EL_EMPTY;
5863 /* deactivate shield (else Bang()/Explode() would not work right) */
5864 player->shield_normal_time_left = 0;
5865 player->shield_deadly_time_left = 0;
5871 static void KillHeroUnlessProtected(int x, int y)
5873 if (!PLAYER_PROTECTED(x, y))
5874 KillHero(PLAYERINFO(x, y));
5877 void BuryHero(struct PlayerInfo *player)
5879 int jx = player->jx, jy = player->jy;
5881 if (!player->active)
5884 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5885 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5887 player->GameOver = TRUE;
5891 void RemoveHero(struct PlayerInfo *player)
5893 int jx = player->jx, jy = player->jy;
5894 int i, found = FALSE;
5896 player->present = FALSE;
5897 player->active = FALSE;
5899 if (!ExplodeField[jx][jy])
5900 StorePlayer[jx][jy] = 0;
5902 for (i=0; i<MAX_PLAYERS; i++)
5903 if (stored_player[i].active)
5907 AllPlayersGone = TRUE;
5913 int DigField(struct PlayerInfo *player,
5914 int x, int y, int real_dx, int real_dy, int mode)
5916 int jx = player->jx, jy = player->jy;
5917 int dx = x - jx, dy = y - jy;
5918 int move_direction = (dx == -1 ? MV_LEFT :
5919 dx == +1 ? MV_RIGHT :
5921 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5924 if (player->MovPos == 0)
5925 player->Pushing = FALSE;
5927 if (mode == DF_NO_PUSH)
5929 player->Switching = FALSE;
5930 player->push_delay = 0;
5931 return MF_NO_ACTION;
5934 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5935 return MF_NO_ACTION;
5937 if (IS_TUBE(Feld[jx][jy]))
5940 int tube_leave_directions[][2] =
5942 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5943 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5944 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5945 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5946 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5947 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5948 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5949 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5950 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5951 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5952 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5953 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5956 while (tube_leave_directions[i][0] != Feld[jx][jy])
5959 if (tube_leave_directions[i][0] == -1) /* should not happen */
5963 if (!(tube_leave_directions[i][1] & move_direction))
5964 return MF_NO_ACTION; /* tube has no opening in this direction */
5967 element = Feld[x][y];
5973 case EL_INVISIBLE_SAND:
5974 case EL_INVISIBLE_SAND_ACTIVE:
5977 case EL_SP_BUGGY_BASE:
5979 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5984 case EL_EMERALD_YELLOW:
5985 case EL_EMERALD_RED:
5986 case EL_EMERALD_PURPLE:
5988 case EL_SP_INFOTRON:
5992 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5993 element == EL_PEARL ? 5 :
5994 element == EL_CRYSTAL ? 8 : 1);
5995 if (local_player->gems_still_needed < 0)
5996 local_player->gems_still_needed = 0;
5997 RaiseScoreElement(element);
5998 DrawText(DX_EMERALDS, DY_EMERALDS,
5999 int2str(local_player->gems_still_needed, 3),
6000 FS_SMALL, FC_YELLOW);
6001 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6006 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6007 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6011 Feld[x][y] = EL_EMPTY;
6012 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6020 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6022 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6025 case EL_SHIELD_NORMAL:
6027 player->shield_normal_time_left += 10;
6028 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6031 case EL_SHIELD_DEADLY:
6033 player->shield_normal_time_left += 10;
6034 player->shield_deadly_time_left += 10;
6035 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6039 case EL_SP_DISK_RED:
6042 RaiseScoreElement(EL_DYNAMITE);
6043 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6044 int2str(local_player->dynamite, 3),
6045 FS_SMALL, FC_YELLOW);
6046 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6049 case EL_DYNABOMB_NR:
6051 player->dynabomb_count++;
6052 player->dynabombs_left++;
6053 RaiseScoreElement(EL_DYNAMITE);
6054 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6057 case EL_DYNABOMB_SZ:
6059 player->dynabomb_size++;
6060 RaiseScoreElement(EL_DYNAMITE);
6061 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6064 case EL_DYNABOMB_XL:
6066 player->dynabomb_xl = TRUE;
6067 RaiseScoreElement(EL_DYNAMITE);
6068 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6076 int key_nr = element - EL_KEY1;
6079 player->key[key_nr] = TRUE;
6080 RaiseScoreElement(element);
6081 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6082 GFX_SCHLUESSEL1 + key_nr);
6083 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6084 GFX_SCHLUESSEL1 + key_nr);
6085 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6094 int key_nr = element - EL_EM_KEY1;
6097 player->key[key_nr] = TRUE;
6098 RaiseScoreElement(element);
6099 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6100 GFX_SCHLUESSEL1 + key_nr);
6101 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6102 GFX_SCHLUESSEL1 + key_nr);
6103 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6107 case EL_ROBOT_WHEEL:
6108 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6111 DrawLevelField(x, y);
6112 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6116 case EL_SP_TERMINAL:
6120 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6122 for (yy=0; yy<lev_fieldy; yy++)
6124 for (xx=0; xx<lev_fieldx; xx++)
6126 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6128 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6129 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6137 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6138 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6139 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6140 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6141 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6142 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6143 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6144 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6145 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6146 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6147 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6148 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6149 if (!player->Switching)
6151 player->Switching = TRUE;
6152 ToggleBeltSwitch(x, y);
6153 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6158 case EL_SWITCHGATE_SWITCH_UP:
6159 case EL_SWITCHGATE_SWITCH_DOWN:
6160 if (!player->Switching)
6162 player->Switching = TRUE;
6163 ToggleSwitchgateSwitch(x, y);
6164 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6169 case EL_LIGHT_SWITCH:
6170 case EL_LIGHT_SWITCH_ACTIVE:
6171 if (!player->Switching)
6173 player->Switching = TRUE;
6174 ToggleLightSwitch(x, y);
6175 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6176 SND_LIGHT_SWITCH_ACTIVATING :
6177 SND_LIGHT_SWITCH_DEACTIVATING);
6182 case EL_TIMEGATE_SWITCH:
6183 ActivateTimegateSwitch(x, y);
6184 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6189 case EL_BALLOON_SEND_LEFT:
6190 case EL_BALLOON_SEND_RIGHT:
6191 case EL_BALLOON_SEND_UP:
6192 case EL_BALLOON_SEND_DOWN:
6193 case EL_BALLOON_SEND_ANY_DIRECTION:
6194 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6195 game.balloon_dir = move_direction;
6197 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6198 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6199 element == EL_BALLOON_SEND_UP ? MV_UP :
6200 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6202 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6207 /* the following elements cannot be pushed by "snapping" */
6210 case EL_DX_SUPABOMB:
6212 case EL_TIME_ORB_EMPTY:
6214 case EL_SP_DISK_ORANGE:
6216 if (mode == DF_SNAP)
6217 return MF_NO_ACTION;
6218 /* no "break" -- fall through to next case */
6219 /* the following elements can be pushed by "snapping" */
6222 return MF_NO_ACTION;
6224 player->Pushing = TRUE;
6226 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6227 return MF_NO_ACTION;
6231 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6232 return MF_NO_ACTION;
6235 if (player->push_delay == 0)
6236 player->push_delay = FrameCounter;
6238 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6239 !tape.playing && element != EL_SPRING)
6240 return MF_NO_ACTION;
6242 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6243 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6244 element != EL_SPRING)
6245 return MF_NO_ACTION;
6248 if (mode == DF_SNAP)
6250 InitMovingField(x, y, move_direction);
6251 ContinueMoving(x, y);
6256 Feld[x + dx][y + dy] = element;
6259 if (element == EL_SPRING)
6261 Feld[x + dx][y + dy] = EL_SPRING;
6262 MovDir[x + dx][y + dy] = move_direction;
6265 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6267 DrawLevelField(x + dx, y + dy);
6268 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6275 if (!player->key[element - EL_GATE1])
6276 return MF_NO_ACTION;
6283 if (!player->key[element - EL_GATE1_GRAY])
6284 return MF_NO_ACTION;
6291 if (!player->key[element - EL_EM_GATE1])
6292 return MF_NO_ACTION;
6293 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6294 return MF_NO_ACTION;
6296 /* automatically move to the next field with double speed */
6297 player->programmed_action = move_direction;
6298 DOUBLE_PLAYER_SPEED(player);
6300 PlaySoundLevel(x, y, SND_GATE_PASSING);
6303 case EL_EM_GATE1_GRAY:
6304 case EL_EM_GATE2_GRAY:
6305 case EL_EM_GATE3_GRAY:
6306 case EL_EM_GATE4_GRAY:
6307 if (!player->key[element - EL_EM_GATE1_GRAY])
6308 return MF_NO_ACTION;
6309 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6310 return MF_NO_ACTION;
6312 /* automatically move to the next field with double speed */
6313 player->programmed_action = move_direction;
6314 DOUBLE_PLAYER_SPEED(player);
6316 PlaySoundLevel(x, y, SND_GATE_PASSING);
6319 case EL_SWITCHGATE_OPEN:
6320 case EL_TIMEGATE_OPEN:
6321 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6322 return MF_NO_ACTION;
6324 /* automatically move to the next field with double speed */
6325 player->programmed_action = move_direction;
6326 DOUBLE_PLAYER_SPEED(player);
6328 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6331 case EL_SP_PORT1_LEFT:
6332 case EL_SP_PORT2_LEFT:
6333 case EL_SP_PORT1_RIGHT:
6334 case EL_SP_PORT2_RIGHT:
6335 case EL_SP_PORT1_UP:
6336 case EL_SP_PORT2_UP:
6337 case EL_SP_PORT1_DOWN:
6338 case EL_SP_PORT2_DOWN:
6343 element != EL_SP_PORT1_LEFT &&
6344 element != EL_SP_PORT2_LEFT &&
6345 element != EL_SP_PORT_X &&
6346 element != EL_SP_PORT_XY) ||
6348 element != EL_SP_PORT1_RIGHT &&
6349 element != EL_SP_PORT2_RIGHT &&
6350 element != EL_SP_PORT_X &&
6351 element != EL_SP_PORT_XY) ||
6353 element != EL_SP_PORT1_UP &&
6354 element != EL_SP_PORT2_UP &&
6355 element != EL_SP_PORT_Y &&
6356 element != EL_SP_PORT_XY) ||
6358 element != EL_SP_PORT1_DOWN &&
6359 element != EL_SP_PORT2_DOWN &&
6360 element != EL_SP_PORT_Y &&
6361 element != EL_SP_PORT_XY) ||
6362 !IN_LEV_FIELD(x + dx, y + dy) ||
6363 !IS_FREE(x + dx, y + dy))
6364 return MF_NO_ACTION;
6366 /* automatically move to the next field with double speed */
6367 player->programmed_action = move_direction;
6368 DOUBLE_PLAYER_SPEED(player);
6370 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6374 case EL_TUBE_VERTICAL:
6375 case EL_TUBE_HORIZONTAL:
6376 case EL_TUBE_VERTICAL_LEFT:
6377 case EL_TUBE_VERTICAL_RIGHT:
6378 case EL_TUBE_HORIZONTAL_UP:
6379 case EL_TUBE_HORIZONTAL_DOWN:
6380 case EL_TUBE_LEFT_UP:
6381 case EL_TUBE_LEFT_DOWN:
6382 case EL_TUBE_RIGHT_UP:
6383 case EL_TUBE_RIGHT_DOWN:
6386 int tube_enter_directions[][2] =
6388 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6389 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6390 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6391 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6392 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6393 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6394 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6395 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6396 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6397 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6398 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6399 { -1, MV_NO_MOVING }
6402 while (tube_enter_directions[i][0] != element)
6405 if (tube_enter_directions[i][0] == -1) /* should not happen */
6409 if (!(tube_enter_directions[i][1] & move_direction))
6410 return MF_NO_ACTION; /* tube has no opening in this direction */
6412 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6416 case EL_EXIT_CLOSED:
6417 case EL_SP_EXIT_CLOSED:
6418 case EL_EXIT_OPENING:
6419 return MF_NO_ACTION;
6423 case EL_SP_EXIT_OPEN:
6424 if (mode == DF_SNAP)
6425 return MF_NO_ACTION;
6427 if (element == EL_EXIT_OPEN)
6428 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6430 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6435 Feld[x][y] = EL_LAMP_ACTIVE;
6436 local_player->lights_still_needed--;
6437 DrawLevelField(x, y);
6438 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6442 case EL_TIME_ORB_FULL:
6443 Feld[x][y] = EL_TIME_ORB_EMPTY;
6445 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6446 DrawLevelField(x, y);
6447 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6451 case EL_SOKOBAN_FIELD_EMPTY:
6454 case EL_SOKOBAN_OBJECT:
6455 case EL_SOKOBAN_FIELD_FULL:
6457 case EL_SP_DISK_YELLOW:
6459 if (mode == DF_SNAP)
6460 return MF_NO_ACTION;
6462 player->Pushing = TRUE;
6464 if (!IN_LEV_FIELD(x+dx, y+dy)
6465 || (!IS_FREE(x+dx, y+dy)
6466 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6467 || !IS_SB_ELEMENT(element))))
6468 return MF_NO_ACTION;
6472 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6473 return MF_NO_ACTION;
6475 else if (dy && real_dx)
6477 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6478 return MF_NO_ACTION;
6481 if (player->push_delay == 0)
6482 player->push_delay = FrameCounter;
6484 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6485 !tape.playing && element != EL_BALLOON)
6486 return MF_NO_ACTION;
6488 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6489 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6490 element != EL_BALLOON)
6491 return MF_NO_ACTION;
6494 if (IS_SB_ELEMENT(element))
6496 if (element == EL_SOKOBAN_FIELD_FULL)
6498 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6499 local_player->sokobanfields_still_needed++;
6504 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6506 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6507 local_player->sokobanfields_still_needed--;
6508 if (element == EL_SOKOBAN_OBJECT)
6509 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6511 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6515 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6516 if (element == EL_SOKOBAN_FIELD_FULL)
6517 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6519 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6525 Feld[x+dx][y+dy] = element;
6526 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6529 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6531 DrawLevelField(x, y);
6532 DrawLevelField(x + dx, y + dy);
6534 if (IS_SB_ELEMENT(element) &&
6535 local_player->sokobanfields_still_needed == 0 &&
6536 game.emulation == EMU_SOKOBAN)
6538 player->LevelSolved = player->GameOver = TRUE;
6539 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6550 return MF_NO_ACTION;
6553 player->push_delay = 0;
6558 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6560 int jx = player->jx, jy = player->jy;
6561 int x = jx + dx, y = jy + dy;
6563 if (!player->active || !IN_LEV_FIELD(x, y))
6571 if (player->MovPos == 0)
6572 player->Pushing = FALSE;
6574 player->snapped = FALSE;
6578 if (player->snapped)
6581 player->MovDir = (dx < 0 ? MV_LEFT :
6584 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6586 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6589 player->snapped = TRUE;
6590 DrawLevelField(x, y);
6596 boolean PlaceBomb(struct PlayerInfo *player)
6598 int jx = player->jx, jy = player->jy;
6601 if (!player->active || player->MovPos)
6604 element = Feld[jx][jy];
6606 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6607 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6610 if (element != EL_EMPTY)
6611 Store[jx][jy] = element;
6613 if (player->dynamite)
6615 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6616 MovDelay[jx][jy] = 96;
6618 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6619 FS_SMALL, FC_YELLOW);
6620 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6622 if (game.emulation == EMU_SUPAPLEX)
6623 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6625 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6628 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6633 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6634 MovDelay[jx][jy] = 96;
6635 player->dynabombs_left--;
6636 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6637 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6639 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6645 void PlaySoundLevel(int x, int y, int nr)
6647 static int loop_sound_frame[NUM_SOUND_FILES];
6648 static int loop_sound_volume[NUM_SOUND_FILES];
6649 int sx = SCREENX(x), sy = SCREENY(y);
6650 int volume, stereo_position;
6651 int max_distance = 8;
6652 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6654 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6655 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6658 if (!IN_LEV_FIELD(x, y) ||
6659 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6660 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6663 volume = SOUND_MAX_VOLUME;
6665 if (!IN_SCR_FIELD(sx, sy))
6667 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6668 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6670 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6673 stereo_position = (SOUND_MAX_LEFT +
6674 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6675 (SCR_FIELDX + 2 * max_distance));
6677 if (IS_LOOP_SOUND(nr))
6679 /* This assures that quieter loop sounds do not overwrite louder ones,
6680 while restarting sound volume comparison with each new game frame. */
6682 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6685 loop_sound_volume[nr] = volume;
6686 loop_sound_frame[nr] = FrameCounter;
6689 PlaySoundExt(nr, volume, stereo_position, type);
6692 void PlaySoundLevelAction(int x, int y, int sound_action)
6694 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6697 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6699 int sound_effect = element_action_sound[element][sound_action];
6701 if (sound_effect != -1)
6702 PlaySoundLevel(x, y, sound_effect);
6705 void RaiseScore(int value)
6707 local_player->score += value;
6708 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6709 FS_SMALL, FC_YELLOW);
6712 void RaiseScoreElement(int element)
6718 case EL_EMERALD_YELLOW:
6719 case EL_EMERALD_RED:
6720 case EL_EMERALD_PURPLE:
6721 RaiseScore(level.score[SC_EDELSTEIN]);
6724 RaiseScore(level.score[SC_DIAMANT]);
6727 case EL_BD_BUTTERFLY:
6728 RaiseScore(level.score[SC_KAEFER]);
6732 RaiseScore(level.score[SC_FLIEGER]);
6735 case EL_DARK_YAMYAM:
6736 RaiseScore(level.score[SC_MAMPFER]);
6739 RaiseScore(level.score[SC_ROBOT]);
6742 RaiseScore(level.score[SC_PACMAN]);
6745 RaiseScore(level.score[SC_KOKOSNUSS]);
6748 RaiseScore(level.score[SC_DYNAMIT]);
6754 RaiseScore(level.score[SC_SCHLUESSEL]);
6761 void RequestQuitGame(boolean ask_if_really_quit)
6763 if (AllPlayersGone ||
6764 !ask_if_really_quit ||
6765 level_editor_test_game ||
6766 Request("Do you really want to quit the game ?",
6767 REQ_ASK | REQ_STAY_CLOSED))
6769 #if defined(PLATFORM_UNIX)
6770 if (options.network)
6771 SendToServer_StopPlaying();
6775 game_status = MAINMENU;
6781 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6786 /* ---------- new game button stuff ---------------------------------------- */
6788 /* graphic position values for game buttons */
6789 #define GAME_BUTTON_XSIZE 30
6790 #define GAME_BUTTON_YSIZE 30
6791 #define GAME_BUTTON_XPOS 5
6792 #define GAME_BUTTON_YPOS 215
6793 #define SOUND_BUTTON_XPOS 5
6794 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6796 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6797 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6798 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6799 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6800 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6801 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6808 } gamebutton_info[NUM_GAME_BUTTONS] =
6811 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6816 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6821 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6826 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6827 SOUND_CTRL_ID_MUSIC,
6828 "background music on/off"
6831 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6832 SOUND_CTRL_ID_LOOPS,
6833 "sound loops on/off"
6836 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6837 SOUND_CTRL_ID_SIMPLE,
6838 "normal sounds on/off"
6842 void CreateGameButtons()
6846 for (i=0; i<NUM_GAME_BUTTONS; i++)
6848 Bitmap *gd_bitmap = pix[PIX_DOOR];
6849 struct GadgetInfo *gi;
6852 unsigned long event_mask;
6853 int gd_xoffset, gd_yoffset;
6854 int gd_x1, gd_x2, gd_y1, gd_y2;
6857 gd_xoffset = gamebutton_info[i].x;
6858 gd_yoffset = gamebutton_info[i].y;
6859 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6860 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6862 if (id == GAME_CTRL_ID_STOP ||
6863 id == GAME_CTRL_ID_PAUSE ||
6864 id == GAME_CTRL_ID_PLAY)
6866 button_type = GD_TYPE_NORMAL_BUTTON;
6868 event_mask = GD_EVENT_RELEASED;
6869 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6870 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6874 button_type = GD_TYPE_CHECK_BUTTON;
6876 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6877 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6878 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6879 event_mask = GD_EVENT_PRESSED;
6880 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6881 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6884 gi = CreateGadget(GDI_CUSTOM_ID, id,
6885 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6886 GDI_X, DX + gd_xoffset,
6887 GDI_Y, DY + gd_yoffset,
6888 GDI_WIDTH, GAME_BUTTON_XSIZE,
6889 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6890 GDI_TYPE, button_type,
6891 GDI_STATE, GD_BUTTON_UNPRESSED,
6892 GDI_CHECKED, checked,
6893 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6894 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6895 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6896 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6897 GDI_EVENT_MASK, event_mask,
6898 GDI_CALLBACK_ACTION, HandleGameButtons,
6902 Error(ERR_EXIT, "cannot create gadget");
6904 game_gadget[id] = gi;
6908 static void MapGameButtons()
6912 for (i=0; i<NUM_GAME_BUTTONS; i++)
6913 MapGadget(game_gadget[i]);
6916 void UnmapGameButtons()
6920 for (i=0; i<NUM_GAME_BUTTONS; i++)
6921 UnmapGadget(game_gadget[i]);
6924 static void HandleGameButtons(struct GadgetInfo *gi)
6926 int id = gi->custom_id;
6928 if (game_status != PLAYING)
6933 case GAME_CTRL_ID_STOP:
6934 RequestQuitGame(TRUE);
6937 case GAME_CTRL_ID_PAUSE:
6938 if (options.network)
6940 #if defined(PLATFORM_UNIX)
6942 SendToServer_ContinuePlaying();
6944 SendToServer_PausePlaying();
6948 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6951 case GAME_CTRL_ID_PLAY:
6954 #if defined(PLATFORM_UNIX)
6955 if (options.network)
6956 SendToServer_ContinuePlaying();
6960 tape.pausing = FALSE;
6961 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6966 case SOUND_CTRL_ID_MUSIC:
6967 if (setup.sound_music)
6969 setup.sound_music = FALSE;
6972 else if (audio.music_available)
6974 setup.sound = setup.sound_music = TRUE;
6975 PlayMusic(level_nr);
6979 case SOUND_CTRL_ID_LOOPS:
6980 if (setup.sound_loops)
6981 setup.sound_loops = FALSE;
6982 else if (audio.loops_available)
6983 setup.sound = setup.sound_loops = TRUE;
6986 case SOUND_CTRL_ID_SIMPLE:
6987 if (setup.sound_simple)
6988 setup.sound_simple = FALSE;
6989 else if (audio.sound_available)
6990 setup.sound = setup.sound_simple = TRUE;