1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
104 /* forward declaration for internal use */
105 static void ResetGfxAnimation(int, int);
107 static void InitBeltMovement(void);
108 static void CloseAllOpenTimegates(void);
109 static void CheckGravityMovement(struct PlayerInfo *);
110 static void KillHeroUnlessProtected(int, int);
112 static void PlaySoundLevel(int, int, int);
113 static void PlaySoundLevelNearest(int, int, int);
114 static void PlaySoundLevelAction(int, int, int);
115 static void PlaySoundLevelElementAction(int, int, int, int);
117 static void MapGameButtons();
118 static void HandleGameButtons(struct GadgetInfo *);
120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
123 /* ------------------------------------------------------------------------- */
124 /* definition of elements that automatically change to other elements after */
125 /* a specified time, eventually calling a function when changing */
126 /* ------------------------------------------------------------------------- */
128 /* forward declaration for changer functions */
129 static void InitBuggyBase(int x, int y);
130 static void WarnBuggyBase(int x, int y);
132 static void InitTrap(int x, int y);
133 static void ActivateTrap(int x, int y);
134 static void ChangeActiveTrap(int x, int y);
136 static void InitRobotWheel(int x, int y);
137 static void RunRobotWheel(int x, int y);
138 static void StopRobotWheel(int x, int y);
140 static void InitTimegateWheel(int x, int y);
141 static void RunTimegateWheel(int x, int y);
143 struct ChangingElementInfo
148 void (*pre_change_function)(int x, int y);
149 void (*change_function)(int x, int y);
150 void (*post_change_function)(int x, int y);
153 static struct ChangingElementInfo changing_element_list[] =
155 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
156 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
157 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
159 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
160 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
162 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
163 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
165 { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL },
166 { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL },
168 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
169 InitBuggyBase, NULL, NULL },
170 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
171 InitBuggyBase, NULL, NULL },
172 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
173 InitBuggyBase, WarnBuggyBase, NULL },
175 { EL_TRAP, EL_TRAP_ACTIVE, 0,
176 InitTrap, NULL, ActivateTrap },
177 { EL_TRAP_ACTIVE, EL_TRAP, 31,
178 NULL, ChangeActiveTrap, NULL },
180 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
181 InitRobotWheel, RunRobotWheel, StopRobotWheel },
183 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
184 InitTimegateWheel, RunTimegateWheel, NULL },
186 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
189 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
191 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
194 void GetPlayerConfig()
196 if (!audio.sound_available)
199 if (!audio.loops_available)
200 setup.sound_loops = FALSE;
202 if (!audio.music_available)
203 setup.sound_music = FALSE;
205 if (!video.fullscreen_available)
206 setup.fullscreen = FALSE;
208 setup.sound_simple = setup.sound;
210 SetAudioMode(setup.sound);
214 static int getBeltNrFromBeltElement(int element)
216 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
217 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
218 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
221 static int getBeltNrFromBeltActiveElement(int element)
223 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
224 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
225 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
228 static int getBeltNrFromBeltSwitchElement(int element)
230 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
231 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
232 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
235 static int getBeltDirNrFromBeltSwitchElement(int element)
237 static int belt_base_element[4] =
239 EL_CONVEYOR_BELT1_SWITCH_LEFT,
240 EL_CONVEYOR_BELT2_SWITCH_LEFT,
241 EL_CONVEYOR_BELT3_SWITCH_LEFT,
242 EL_CONVEYOR_BELT4_SWITCH_LEFT
245 int belt_nr = getBeltNrFromBeltSwitchElement(element);
246 int belt_dir_nr = element - belt_base_element[belt_nr];
248 return (belt_dir_nr % 3);
251 static int getBeltDirFromBeltSwitchElement(int element)
253 static int belt_move_dir[3] =
260 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
262 return belt_move_dir[belt_dir_nr];
265 static void InitField(int x, int y, boolean init_game)
272 if (stored_player[0].present)
274 Feld[x][y] = EL_SP_MURPHY_CLONE;
278 Feld[x][y] = EL_PLAYER1;
287 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
288 int jx = player->jx, jy = player->jy;
290 player->present = TRUE;
292 if (!options.network || player->connected)
294 player->active = TRUE;
296 /* remove potentially duplicate players */
297 if (StorePlayer[jx][jy] == Feld[x][y])
298 StorePlayer[jx][jy] = 0;
300 StorePlayer[x][y] = Feld[x][y];
304 printf("Player %d activated.\n", player->element_nr);
305 printf("[Local player is %d and currently %s.]\n",
306 local_player->element_nr,
307 local_player->active ? "active" : "not active");
311 Feld[x][y] = EL_EMPTY;
312 player->jx = player->last_jx = x;
313 player->jy = player->last_jy = y;
318 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
319 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
320 else if (x > 0 && Feld[x-1][y] == EL_ACID)
321 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
322 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
323 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
324 else if (y > 0 && Feld[x][y-1] == EL_ACID)
325 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
326 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
327 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
335 case EL_SPACESHIP_RIGHT:
336 case EL_SPACESHIP_UP:
337 case EL_SPACESHIP_LEFT:
338 case EL_SPACESHIP_DOWN:
340 case EL_BD_BUTTERFLY_RIGHT:
341 case EL_BD_BUTTERFLY_UP:
342 case EL_BD_BUTTERFLY_LEFT:
343 case EL_BD_BUTTERFLY_DOWN:
344 case EL_BD_BUTTERFLY:
345 case EL_BD_FIREFLY_RIGHT:
346 case EL_BD_FIREFLY_UP:
347 case EL_BD_FIREFLY_LEFT:
348 case EL_BD_FIREFLY_DOWN:
350 case EL_PACMAN_RIGHT:
374 if (y == lev_fieldy - 1)
376 Feld[x][y] = EL_AMOEBA_CREATING;
377 Store[x][y] = EL_AMOEBA_WET;
381 case EL_DYNAMITE_ACTIVE:
386 local_player->lights_still_needed++;
389 case EL_SOKOBAN_FIELD_EMPTY:
390 local_player->sokobanfields_still_needed++;
394 local_player->friends_still_needed++;
399 MovDir[x][y] = 1 << RND(4);
403 Feld[x][y] = EL_EMPTY;
406 case EL_EM_KEY1_FILE:
407 Feld[x][y] = EL_EM_KEY1;
409 case EL_EM_KEY2_FILE:
410 Feld[x][y] = EL_EM_KEY2;
412 case EL_EM_KEY3_FILE:
413 Feld[x][y] = EL_EM_KEY3;
415 case EL_EM_KEY4_FILE:
416 Feld[x][y] = EL_EM_KEY4;
419 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
420 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
421 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
422 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
423 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
424 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
425 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
426 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
427 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
428 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
429 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
430 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
433 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
434 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
435 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
437 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
439 game.belt_dir[belt_nr] = belt_dir;
440 game.belt_dir_nr[belt_nr] = belt_dir_nr;
442 else /* more than one switch -- set it like the first switch */
444 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
449 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
451 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
454 case EL_LIGHT_SWITCH_ACTIVE:
456 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
464 void DrawGameDoorValues()
468 for (i=0; i<MAX_PLAYERS; i++)
470 if (stored_player[i].key[j])
471 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
474 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
475 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
476 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
477 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
478 DrawText(DX + XX_SCORE, DY + YY_SCORE,
479 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
480 DrawText(DX + XX_TIME, DY + YY_TIME,
481 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
486 =============================================================================
488 -----------------------------------------------------------------------------
489 initialize game engine due to level / tape version number
490 =============================================================================
493 static void InitGameEngine()
497 game.engine_version = (tape.playing ? tape.engine_version :
501 printf("level %d: level version == %06d\n", level_nr, level.game_version);
502 printf(" tape version == %06d [%s] [file: %06d]\n",
503 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
505 printf(" => game.engine_version == %06d\n", game.engine_version);
508 /* dynamically adjust player properties according to game engine version */
509 game.initial_move_delay =
510 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
511 INITIAL_MOVE_DELAY_OFF);
513 /* dynamically adjust player properties according to level information */
514 game.initial_move_delay_value =
515 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
517 /* dynamically adjust element properties according to game engine version */
519 static int ep_em_slippery_wall[] =
528 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
530 for (i=0; i<ep_em_slippery_wall_num; i++)
532 if (level.em_slippery_gems) /* special EM style gems behaviour */
533 Properties2[ep_em_slippery_wall[i]] |=
534 EP_BIT_EM_SLIPPERY_WALL;
536 Properties2[ep_em_slippery_wall[i]] &=
537 ~EP_BIT_EM_SLIPPERY_WALL;
540 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
541 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
542 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
544 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
547 /* initialize changing elements information */
548 for (i=0; i<MAX_NUM_ELEMENTS; i++)
550 changing_element[i].base_element = EL_UNDEFINED;
551 changing_element[i].next_element = EL_UNDEFINED;
552 changing_element[i].change_delay = -1;
553 changing_element[i].pre_change_function = NULL;
554 changing_element[i].change_function = NULL;
555 changing_element[i].post_change_function = NULL;
559 while (changing_element_list[i].base_element != EL_UNDEFINED)
561 struct ChangingElementInfo *ce = &changing_element_list[i];
562 int element = ce->base_element;
564 changing_element[element].base_element = ce->base_element;
565 changing_element[element].next_element = ce->next_element;
566 changing_element[element].change_delay = ce->change_delay;
567 changing_element[element].pre_change_function = ce->pre_change_function;
568 changing_element[element].change_function = ce->change_function;
569 changing_element[element].post_change_function = ce->post_change_function;
577 =============================================================================
579 -----------------------------------------------------------------------------
580 initialize and start new game
581 =============================================================================
586 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
587 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
588 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
595 #if USE_NEW_AMOEBA_CODE
596 printf("Using new amoeba code.\n");
598 printf("Using old amoeba code.\n");
603 /* don't play tapes over network */
604 network_playing = (options.network && !tape.playing);
606 for (i=0; i<MAX_PLAYERS; i++)
608 struct PlayerInfo *player = &stored_player[i];
610 player->index_nr = i;
611 player->element_nr = EL_PLAYER1 + i;
613 player->present = FALSE;
614 player->active = FALSE;
617 player->effective_action = 0;
618 player->programmed_action = 0;
621 player->gems_still_needed = level.gems_needed;
622 player->sokobanfields_still_needed = 0;
623 player->lights_still_needed = 0;
624 player->friends_still_needed = 0;
627 player->key[j] = FALSE;
629 player->dynamite = 0;
630 player->dynabomb_count = 0;
631 player->dynabomb_size = 1;
632 player->dynabombs_left = 0;
633 player->dynabomb_xl = FALSE;
635 player->MovDir = MV_NO_MOVING;
637 player->Pushing = FALSE;
638 player->Switching = FALSE;
642 player->actual_frame_counter = 0;
644 player->frame_reset_delay = 0;
646 player->last_move_dir = MV_NO_MOVING;
647 player->is_moving = FALSE;
649 player->move_delay = game.initial_move_delay;
650 player->move_delay_value = game.initial_move_delay_value;
652 player->push_delay = 0;
653 player->push_delay_value = 5;
655 player->snapped = FALSE;
657 player->last_jx = player->last_jy = 0;
658 player->jx = player->jy = 0;
660 player->shield_normal_time_left = 0;
661 player->shield_deadly_time_left = 0;
663 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
664 SnapField(player, 0, 0);
666 player->LevelSolved = FALSE;
667 player->GameOver = FALSE;
670 network_player_action_received = FALSE;
672 #if defined(PLATFORM_UNIX)
673 /* initial null action */
675 SendToServer_MovePlayer(MV_NO_MOVING);
683 TimeLeft = level.time;
685 ScreenMovDir = MV_NO_MOVING;
689 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
691 AllPlayersGone = FALSE;
693 game.yam_content_nr = 0;
694 game.magic_wall_active = FALSE;
695 game.magic_wall_time_left = 0;
696 game.light_time_left = 0;
697 game.timegate_time_left = 0;
698 game.switchgate_pos = 0;
699 game.balloon_dir = MV_NO_MOVING;
700 game.explosions_delayed = TRUE;
704 game.belt_dir[i] = MV_NO_MOVING;
705 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
708 for (i=0; i<MAX_NUM_AMOEBA; i++)
709 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
711 for (x=0; x<lev_fieldx; x++)
713 for (y=0; y<lev_fieldy; y++)
715 Feld[x][y] = Ur[x][y];
716 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
717 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
719 JustStopped[x][y] = 0;
721 ExplodePhase[x][y] = 0;
722 ExplodeField[x][y] = EX_NO_EXPLOSION;
725 GfxAction[x][y] = ACTION_DEFAULT;
726 GfxRandom[x][y] = INIT_GFX_RANDOM();
730 for(y=0; y<lev_fieldy; y++)
732 for(x=0; x<lev_fieldx; x++)
734 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
736 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
738 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
741 InitField(x, y, TRUE);
747 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
748 emulate_sb ? EMU_SOKOBAN :
749 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
751 /* correct non-moving belts to start moving left */
753 if (game.belt_dir[i] == MV_NO_MOVING)
754 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
756 /* check if any connected player was not found in playfield */
757 for (i=0; i<MAX_PLAYERS; i++)
759 struct PlayerInfo *player = &stored_player[i];
761 if (player->connected && !player->present)
763 for (j=0; j<MAX_PLAYERS; j++)
765 struct PlayerInfo *some_player = &stored_player[j];
766 int jx = some_player->jx, jy = some_player->jy;
768 /* assign first free player found that is present in the playfield */
769 if (some_player->present && !some_player->connected)
771 player->present = TRUE;
772 player->active = TRUE;
773 some_player->present = FALSE;
775 StorePlayer[jx][jy] = player->element_nr;
776 player->jx = player->last_jx = jx;
777 player->jy = player->last_jy = jy;
787 /* when playing a tape, eliminate all players who do not participate */
789 for (i=0; i<MAX_PLAYERS; i++)
791 if (stored_player[i].active && !tape.player_participates[i])
793 struct PlayerInfo *player = &stored_player[i];
794 int jx = player->jx, jy = player->jy;
796 player->active = FALSE;
797 StorePlayer[jx][jy] = 0;
798 Feld[jx][jy] = EL_EMPTY;
802 else if (!options.network && !setup.team_mode) /* && !tape.playing */
804 /* when in single player mode, eliminate all but the first active player */
806 for (i=0; i<MAX_PLAYERS; i++)
808 if (stored_player[i].active)
810 for (j=i+1; j<MAX_PLAYERS; j++)
812 if (stored_player[j].active)
814 struct PlayerInfo *player = &stored_player[j];
815 int jx = player->jx, jy = player->jy;
817 player->active = FALSE;
818 StorePlayer[jx][jy] = 0;
819 Feld[jx][jy] = EL_EMPTY;
826 /* when recording the game, store which players take part in the game */
829 for (i=0; i<MAX_PLAYERS; i++)
830 if (stored_player[i].active)
831 tape.player_participates[i] = TRUE;
836 for (i=0; i<MAX_PLAYERS; i++)
838 struct PlayerInfo *player = &stored_player[i];
840 printf("Player %d: present == %d, connected == %d, active == %d.\n",
845 if (local_player == player)
846 printf("Player %d is local player.\n", i+1);
850 if (BorderElement == EL_EMPTY)
853 SBX_Right = lev_fieldx - SCR_FIELDX;
855 SBY_Lower = lev_fieldy - SCR_FIELDY;
860 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
862 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
865 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
866 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
868 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
869 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
872 scroll_y = SBY_Upper;
873 if (local_player->jx >= SBX_Left + MIDPOSX)
874 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
875 local_player->jx - MIDPOSX :
877 if (local_player->jy >= SBY_Upper + MIDPOSY)
878 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
879 local_player->jy - MIDPOSY :
882 CloseDoor(DOOR_CLOSE_1);
887 /* after drawing the level, correct some elements */
888 if (game.timegate_time_left == 0)
889 CloseAllOpenTimegates();
891 if (setup.soft_scrolling)
892 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
894 redraw_mask |= REDRAW_FROM_BACKBUFFER;
897 /* copy default game door content to main double buffer */
898 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
899 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
902 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
903 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
906 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
907 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
908 BlitBitmap(drawto, drawto,
909 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
910 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
911 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
914 DrawGameDoorValues();
918 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
919 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
920 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
924 /* copy actual game door content to door double buffer for OpenDoor() */
925 BlitBitmap(drawto, bitmap_db_door,
926 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
928 OpenDoor(DOOR_OPEN_ALL);
930 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
931 if (setup.sound_music)
934 KeyboardAutoRepeatOff();
939 printf("Player %d %sactive.\n",
940 i + 1, (stored_player[i].active ? "" : "not "));
944 void InitMovDir(int x, int y)
946 int i, element = Feld[x][y];
947 static int xy[4][2] =
954 static int direction[3][4] =
956 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
957 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
958 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
968 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
971 case EL_SPACESHIP_RIGHT:
972 case EL_SPACESHIP_UP:
973 case EL_SPACESHIP_LEFT:
974 case EL_SPACESHIP_DOWN:
975 Feld[x][y] = EL_SPACESHIP;
976 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
979 case EL_BD_BUTTERFLY_RIGHT:
980 case EL_BD_BUTTERFLY_UP:
981 case EL_BD_BUTTERFLY_LEFT:
982 case EL_BD_BUTTERFLY_DOWN:
983 Feld[x][y] = EL_BD_BUTTERFLY;
984 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
987 case EL_BD_FIREFLY_RIGHT:
988 case EL_BD_FIREFLY_UP:
989 case EL_BD_FIREFLY_LEFT:
990 case EL_BD_FIREFLY_DOWN:
991 Feld[x][y] = EL_BD_FIREFLY;
992 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
995 case EL_PACMAN_RIGHT:
999 Feld[x][y] = EL_PACMAN;
1000 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1003 case EL_SP_SNIKSNAK:
1004 MovDir[x][y] = MV_UP;
1007 case EL_SP_ELECTRON:
1008 MovDir[x][y] = MV_LEFT;
1015 Feld[x][y] = EL_MOLE;
1016 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1020 MovDir[x][y] = 1 << RND(4);
1021 if (element != EL_BUG &&
1022 element != EL_SPACESHIP &&
1023 element != EL_BD_BUTTERFLY &&
1024 element != EL_BD_FIREFLY)
1029 int x1 = x + xy[i][0];
1030 int y1 = y + xy[i][1];
1032 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1034 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1036 MovDir[x][y] = direction[0][i];
1039 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1040 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1042 MovDir[x][y] = direction[1][i];
1051 void InitAmoebaNr(int x, int y)
1054 int group_nr = AmoebeNachbarNr(x, y);
1058 for (i=1; i<MAX_NUM_AMOEBA; i++)
1060 if (AmoebaCnt[i] == 0)
1068 AmoebaNr[x][y] = group_nr;
1069 AmoebaCnt[group_nr]++;
1070 AmoebaCnt2[group_nr]++;
1076 boolean raise_level = FALSE;
1078 if (local_player->MovPos)
1081 if (tape.playing && tape.auto_play)
1082 tape.auto_play_level_solved = TRUE;
1084 local_player->LevelSolved = FALSE;
1086 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1090 if (!tape.playing && setup.sound_loops)
1091 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1092 SND_CTRL_PLAY_LOOP);
1094 while (TimeLeft > 0)
1096 if (!tape.playing && !setup.sound_loops)
1097 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1098 if (TimeLeft > 0 && !(TimeLeft % 10))
1099 RaiseScore(level.score[SC_ZEITBONUS]);
1100 if (TimeLeft > 100 && !(TimeLeft % 10))
1104 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1111 if (!tape.playing && setup.sound_loops)
1112 StopSound(SND_GAME_LEVELTIME_BONUS);
1114 else if (level.time == 0) /* level without time limit */
1116 if (!tape.playing && setup.sound_loops)
1117 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1118 SND_CTRL_PLAY_LOOP);
1120 while (TimePlayed < 999)
1122 if (!tape.playing && !setup.sound_loops)
1123 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1124 if (TimePlayed < 999 && !(TimePlayed % 10))
1125 RaiseScore(level.score[SC_ZEITBONUS]);
1126 if (TimePlayed < 900 && !(TimePlayed % 10))
1130 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1137 if (!tape.playing && setup.sound_loops)
1138 StopSound(SND_GAME_LEVELTIME_BONUS);
1145 /* Hero disappears */
1146 DrawLevelField(ExitX, ExitY);
1152 CloseDoor(DOOR_CLOSE_1);
1157 SaveTape(tape.level_nr); /* Ask to save tape */
1160 if (level_nr == leveldir_current->handicap_level)
1162 leveldir_current->handicap_level++;
1163 SaveLevelSetup_SeriesInfo();
1166 if (level_editor_test_game)
1167 local_player->score = -1; /* no highscore when playing from editor */
1168 else if (level_nr < leveldir_current->last_level)
1169 raise_level = TRUE; /* advance to next level */
1171 if ((hi_pos = NewHiScore()) >= 0)
1173 game_status = HALLOFFAME;
1174 DrawHallOfFame(hi_pos);
1183 game_status = MAINMENU;
1200 LoadScore(level_nr);
1202 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1203 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1206 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1208 if (local_player->score > highscore[k].Score)
1210 /* player has made it to the hall of fame */
1212 if (k < MAX_SCORE_ENTRIES - 1)
1214 int m = MAX_SCORE_ENTRIES - 1;
1217 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1218 if (!strcmp(setup.player_name, highscore[l].Name))
1220 if (m == k) /* player's new highscore overwrites his old one */
1226 strcpy(highscore[l].Name, highscore[l - 1].Name);
1227 highscore[l].Score = highscore[l - 1].Score;
1234 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1235 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1236 highscore[k].Score = local_player->score;
1242 else if (!strncmp(setup.player_name, highscore[k].Name,
1243 MAX_PLAYER_NAME_LEN))
1244 break; /* player already there with a higher score */
1250 SaveScore(level_nr);
1255 static void ResetRandomAnimationValue(int x, int y)
1257 int element = Feld[x][y];
1258 int graphic = el2img(element);
1260 /* reset random value not until one full delay cycle has reached */
1261 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
1262 GfxFrame[x][y] > ANIM_DELAY(graphic))
1263 GfxRandom[x][y] = INIT_GFX_RANDOM();
1266 static void ResetGfxAnimation(int x, int y)
1268 ResetRandomAnimationValue(x, y);
1271 GfxAction[x][y] = ACTION_DEFAULT;
1274 void InitMovingField(int x, int y, int direction)
1276 int element = Feld[x][y];
1277 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1278 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1280 if (!JustStopped[x][y] || direction != MovDir[x][y])
1281 ResetGfxAnimation(x, y);
1283 MovDir[x][y] = direction;
1284 MovDir[newx][newy] = direction;
1286 if (Feld[newx][newy] == EL_EMPTY)
1287 Feld[newx][newy] = EL_BLOCKED;
1289 if (direction == MV_DOWN && CAN_FALL(element))
1290 GfxAction[x][y] = ACTION_FALLING;
1292 GfxAction[x][y] = ACTION_MOVING;
1295 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1297 int direction = MovDir[x][y];
1298 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1299 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1305 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1307 int oldx = x, oldy = y;
1308 int direction = MovDir[x][y];
1310 if (direction == MV_LEFT)
1312 else if (direction == MV_RIGHT)
1314 else if (direction == MV_UP)
1316 else if (direction == MV_DOWN)
1319 *comes_from_x = oldx;
1320 *comes_from_y = oldy;
1323 int MovingOrBlocked2Element(int x, int y)
1325 int element = Feld[x][y];
1327 if (element == EL_BLOCKED)
1331 Blocked2Moving(x, y, &oldx, &oldy);
1332 return Feld[oldx][oldy];
1338 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1340 /* like MovingOrBlocked2Element(), but if element is moving
1341 and (x,y) is the field the moving element is just leaving,
1342 return EL_BLOCKED instead of the element value */
1343 int element = Feld[x][y];
1345 if (IS_MOVING(x, y))
1347 if (element == EL_BLOCKED)
1351 Blocked2Moving(x, y, &oldx, &oldy);
1352 return Feld[oldx][oldy];
1361 static void RemoveField(int x, int y)
1363 Feld[x][y] = EL_EMPTY;
1369 void RemoveMovingField(int x, int y)
1371 int oldx = x, oldy = y, newx = x, newy = y;
1373 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1376 if (IS_MOVING(x, y))
1378 Moving2Blocked(x, y, &newx, &newy);
1379 if (Feld[newx][newy] != EL_BLOCKED)
1382 else if (Feld[x][y] == EL_BLOCKED)
1384 Blocked2Moving(x, y, &oldx, &oldy);
1385 if (!IS_MOVING(oldx, oldy))
1389 if (Feld[x][y] == EL_BLOCKED &&
1390 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1391 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1392 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1393 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1394 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1396 Feld[oldx][oldy] = EL_EMPTY;
1398 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1400 Feld[newx][newy] = EL_EMPTY;
1401 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1402 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1403 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1405 DrawLevelField(oldx, oldy);
1406 DrawLevelField(newx, newy);
1409 void DrawDynamite(int x, int y)
1411 int sx = SCREENX(x), sy = SCREENY(y);
1412 int graphic = el2img(Feld[x][y]);
1415 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1419 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1421 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1423 if (game.emulation == EMU_SUPAPLEX)
1424 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1425 else if (Store[x][y])
1426 DrawGraphicThruMask(sx, sy, graphic, frame);
1428 DrawGraphic(sx, sy, graphic, frame);
1431 void CheckDynamite(int x, int y)
1434 int element = Feld[x][y];
1437 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1441 if (MovDelay[x][y] != 0)
1444 if (checkDrawLevelGraphicAnimation(x, y, el2img(element)))
1448 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
1454 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1455 StopSound(SND_DYNAMITE_ACTIVE);
1457 StopSound(SND_DYNABOMB_ACTIVE);
1462 void Explode(int ex, int ey, int phase, int mode)
1466 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1467 int last_phase = num_phase * delay;
1468 int half_phase = (num_phase / 2) * delay;
1469 int first_phase_after_start = EX_PHASE_START + 1;
1471 if (game.explosions_delayed)
1473 ExplodeField[ex][ey] = mode;
1477 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1479 int center_element = Feld[ex][ey];
1481 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1483 /* put moving element to center field (and let it explode there) */
1484 center_element = MovingOrBlocked2Element(ex, ey);
1485 RemoveMovingField(ex, ey);
1486 Feld[ex][ey] = center_element;
1489 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1493 if (!IN_LEV_FIELD(x, y) ||
1494 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1495 (x != ex || y != ey)))
1498 element = Feld[x][y];
1500 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1502 element = MovingOrBlocked2Element(x, y);
1503 RemoveMovingField(x, y);
1506 if (IS_MASSIVE(element) || element == EL_FLAMES)
1509 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1511 if (IS_ACTIVE_BOMB(element))
1513 /* re-activate things under the bomb like gate or penguin */
1514 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1521 if (element == EL_EXPLOSION)
1522 element = Store2[x][y];
1524 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1526 switch(StorePlayer[ex][ey])
1529 Store[x][y] = EL_EMERALD_RED;
1532 Store[x][y] = EL_EMERALD;
1535 Store[x][y] = EL_EMERALD_PURPLE;
1539 Store[x][y] = EL_EMERALD_YELLOW;
1543 if (game.emulation == EMU_SUPAPLEX)
1544 Store[x][y] = EL_EMPTY;
1546 else if (center_element == EL_MOLE)
1547 Store[x][y] = EL_EMERALD_RED;
1548 else if (center_element == EL_PENGUIN)
1549 Store[x][y] = EL_EMERALD_PURPLE;
1550 else if (center_element == EL_BUG)
1551 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1552 else if (center_element == EL_BD_BUTTERFLY)
1553 Store[x][y] = EL_BD_DIAMOND;
1554 else if (center_element == EL_SP_ELECTRON)
1555 Store[x][y] = EL_SP_INFOTRON;
1556 else if (center_element == EL_YAMYAM)
1557 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1558 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1559 Store[x][y] = level.amoeba_content;
1560 else if (element == EL_WALL_EMERALD)
1561 Store[x][y] = EL_EMERALD;
1562 else if (element == EL_WALL_DIAMOND)
1563 Store[x][y] = EL_DIAMOND;
1564 else if (element == EL_WALL_BD_DIAMOND)
1565 Store[x][y] = EL_BD_DIAMOND;
1566 else if (element == EL_WALL_EMERALD_YELLOW)
1567 Store[x][y] = EL_EMERALD_YELLOW;
1568 else if (element == EL_WALL_EMERALD_RED)
1569 Store[x][y] = EL_EMERALD_RED;
1570 else if (element == EL_WALL_EMERALD_PURPLE)
1571 Store[x][y] = EL_EMERALD_PURPLE;
1572 else if (element == EL_WALL_PEARL)
1573 Store[x][y] = EL_PEARL;
1574 else if (element == EL_WALL_CRYSTAL)
1575 Store[x][y] = EL_CRYSTAL;
1576 else if (!IS_PFORTE(Store[x][y]))
1577 Store[x][y] = EL_EMPTY;
1579 if (x != ex || y != ey ||
1580 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1581 Store2[x][y] = element;
1583 if (AmoebaNr[x][y] &&
1584 (element == EL_AMOEBA_FULL ||
1585 element == EL_BD_AMOEBA ||
1586 element == EL_AMOEBA_CREATING))
1588 AmoebaCnt[AmoebaNr[x][y]]--;
1589 AmoebaCnt2[AmoebaNr[x][y]]--;
1592 Feld[x][y] = EL_EXPLOSION;
1593 MovDir[x][y] = MovPos[x][y] = 0;
1595 ExplodePhase[x][y] = 1;
1599 if (center_element == EL_YAMYAM)
1600 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1611 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1613 if (phase == first_phase_after_start)
1615 int element = Store2[x][y];
1617 if (element == EL_BLACK_ORB)
1619 Feld[x][y] = Store2[x][y];
1624 else if (phase == half_phase)
1626 int element = Store2[x][y];
1628 if (IS_PLAYER(x, y))
1629 KillHeroUnlessProtected(x, y);
1630 else if (IS_EXPLOSIVE(element))
1632 Feld[x][y] = Store2[x][y];
1636 else if (element == EL_AMOEBA_TO_DIAMOND)
1637 AmoebeUmwandeln(x, y);
1640 if (phase == last_phase)
1644 element = Feld[x][y] = Store[x][y];
1645 Store[x][y] = Store2[x][y] = 0;
1646 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1647 InitField(x, y, FALSE);
1648 if (CAN_MOVE(element) || COULD_MOVE(element))
1650 DrawLevelField(x, y);
1652 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1653 StorePlayer[x][y] = 0;
1655 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1657 int stored = Store[x][y];
1658 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1659 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1661 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1664 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1666 if (IS_PFORTE(Store[x][y]))
1668 DrawLevelElement(x, y, Store[x][y]);
1669 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1672 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1676 void DynaExplode(int ex, int ey)
1679 int dynabomb_size = 1;
1680 boolean dynabomb_xl = FALSE;
1681 struct PlayerInfo *player;
1682 static int xy[4][2] =
1690 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1692 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1693 dynabomb_size = player->dynabomb_size;
1694 dynabomb_xl = player->dynabomb_xl;
1695 player->dynabombs_left++;
1698 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1702 for (j=1; j<=dynabomb_size; j++)
1704 int x = ex + j * xy[i % 4][0];
1705 int y = ey + j * xy[i % 4][1];
1708 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1711 element = Feld[x][y];
1713 /* do not restart explosions of fields with active bombs */
1714 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1717 Explode(x, y, EX_PHASE_START, EX_BORDER);
1719 if (element != EL_EMPTY &&
1720 element != EL_SAND &&
1721 element != EL_EXPLOSION &&
1728 void Bang(int x, int y)
1730 int element = Feld[x][y];
1732 if (game.emulation == EMU_SUPAPLEX)
1733 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1735 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1738 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1746 case EL_BD_BUTTERFLY:
1749 case EL_DARK_YAMYAM:
1753 RaiseScoreElement(element);
1754 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1756 case EL_DYNABOMB_PLAYER1_ACTIVE:
1757 case EL_DYNABOMB_PLAYER2_ACTIVE:
1758 case EL_DYNABOMB_PLAYER3_ACTIVE:
1759 case EL_DYNABOMB_PLAYER4_ACTIVE:
1760 case EL_DYNABOMB_NR:
1761 case EL_DYNABOMB_SZ:
1762 case EL_DYNABOMB_XL:
1767 case EL_LAMP_ACTIVE:
1768 if (IS_PLAYER(x, y))
1769 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1771 Explode(x, y, EX_PHASE_START, EX_CENTER);
1774 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1779 void SplashAcid(int x, int y)
1781 int element = Feld[x][y];
1783 if (element != EL_ACID_SPLASH_LEFT &&
1784 element != EL_ACID_SPLASH_RIGHT)
1786 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1788 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1789 (!IN_LEV_FIELD(x-1, y-1) ||
1790 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1791 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1793 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1794 (!IN_LEV_FIELD(x+1, y-1) ||
1795 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1796 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1802 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1803 IMG_ACID_SPLASH_LEFT :
1804 IMG_ACID_SPLASH_RIGHT);
1806 if (!MovDelay[x][y]) /* initialize animation counter */
1809 if (MovDelay[x][y]) /* continue animation */
1812 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1814 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1816 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1819 if (!MovDelay[x][y])
1821 Feld[x][y] = EL_EMPTY;
1822 DrawLevelField(x, y);
1829 static void InitBeltMovement()
1831 static int belt_base_element[4] =
1833 EL_CONVEYOR_BELT1_LEFT,
1834 EL_CONVEYOR_BELT2_LEFT,
1835 EL_CONVEYOR_BELT3_LEFT,
1836 EL_CONVEYOR_BELT4_LEFT
1838 static int belt_base_active_element[4] =
1840 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1841 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1842 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1843 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1848 /* set frame order for belt animation graphic according to belt direction */
1855 int element = belt_base_active_element[belt_nr] + j;
1856 int graphic = el2img(element);
1858 if (game.belt_dir[i] == MV_LEFT)
1859 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1861 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1865 for(y=0; y<lev_fieldy; y++)
1867 for(x=0; x<lev_fieldx; x++)
1869 int element = Feld[x][y];
1873 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1875 int e_belt_nr = getBeltNrFromBeltElement(element);
1878 if (e_belt_nr == belt_nr)
1880 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1882 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1890 static void ToggleBeltSwitch(int x, int y)
1892 static int belt_base_element[4] =
1894 EL_CONVEYOR_BELT1_LEFT,
1895 EL_CONVEYOR_BELT2_LEFT,
1896 EL_CONVEYOR_BELT3_LEFT,
1897 EL_CONVEYOR_BELT4_LEFT
1899 static int belt_base_active_element[4] =
1901 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1902 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1903 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1904 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1906 static int belt_base_switch_element[4] =
1908 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1909 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1910 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1911 EL_CONVEYOR_BELT4_SWITCH_LEFT
1913 static int belt_move_dir[4] =
1921 int element = Feld[x][y];
1922 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1923 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1924 int belt_dir = belt_move_dir[belt_dir_nr];
1927 if (!IS_BELT_SWITCH(element))
1930 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1931 game.belt_dir[belt_nr] = belt_dir;
1933 if (belt_dir_nr == 3)
1936 /* set frame order for belt animation graphic according to belt direction */
1939 int element = belt_base_active_element[belt_nr] + i;
1940 int graphic = el2img(element);
1942 if (belt_dir == MV_LEFT)
1943 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1945 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1948 for (yy=0; yy<lev_fieldy; yy++)
1950 for (xx=0; xx<lev_fieldx; xx++)
1952 int element = Feld[xx][yy];
1954 if (IS_BELT_SWITCH(element))
1956 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1958 if (e_belt_nr == belt_nr)
1960 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1961 DrawLevelField(xx, yy);
1964 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1966 int e_belt_nr = getBeltNrFromBeltElement(element);
1968 if (e_belt_nr == belt_nr)
1970 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1972 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1973 DrawLevelField(xx, yy);
1976 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1978 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1980 if (e_belt_nr == belt_nr)
1982 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1984 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1985 DrawLevelField(xx, yy);
1992 static void ToggleSwitchgateSwitch(int x, int y)
1996 game.switchgate_pos = !game.switchgate_pos;
1998 for (yy=0; yy<lev_fieldy; yy++)
2000 for (xx=0; xx<lev_fieldx; xx++)
2002 int element = Feld[xx][yy];
2004 if (element == EL_SWITCHGATE_SWITCH_UP ||
2005 element == EL_SWITCHGATE_SWITCH_DOWN)
2007 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2008 DrawLevelField(xx, yy);
2010 else if (element == EL_SWITCHGATE_OPEN ||
2011 element == EL_SWITCHGATE_OPENING)
2013 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2014 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2016 else if (element == EL_SWITCHGATE_CLOSED ||
2017 element == EL_SWITCHGATE_CLOSING)
2019 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2020 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2026 static int getInvisibleActiveFromInvisibleElement(int element)
2028 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2029 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2030 EL_INVISIBLE_SAND_ACTIVE);
2033 static int getInvisibleFromInvisibleActiveElement(int element)
2035 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2036 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2040 static void RedrawAllLightSwitchesAndInvisibleElements()
2044 for (y=0; y<lev_fieldy; y++)
2046 for (x=0; x<lev_fieldx; x++)
2048 int element = Feld[x][y];
2050 if (element == EL_LIGHT_SWITCH &&
2051 game.light_time_left > 0)
2053 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2054 DrawLevelField(x, y);
2056 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2057 game.light_time_left == 0)
2059 Feld[x][y] = EL_LIGHT_SWITCH;
2060 DrawLevelField(x, y);
2062 else if (element == EL_INVISIBLE_STEELWALL ||
2063 element == EL_INVISIBLE_WALL ||
2064 element == EL_INVISIBLE_SAND)
2066 if (game.light_time_left > 0)
2067 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2069 DrawLevelField(x, y);
2071 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2072 element == EL_INVISIBLE_WALL_ACTIVE ||
2073 element == EL_INVISIBLE_SAND_ACTIVE)
2075 if (game.light_time_left == 0)
2076 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2078 DrawLevelField(x, y);
2084 static void ToggleLightSwitch(int x, int y)
2086 int element = Feld[x][y];
2088 game.light_time_left =
2089 (element == EL_LIGHT_SWITCH ?
2090 level.time_light * FRAMES_PER_SECOND : 0);
2092 RedrawAllLightSwitchesAndInvisibleElements();
2095 static void ActivateTimegateSwitch(int x, int y)
2099 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2101 for (yy=0; yy<lev_fieldy; yy++)
2103 for (xx=0; xx<lev_fieldx; xx++)
2105 int element = Feld[xx][yy];
2107 if (element == EL_TIMEGATE_CLOSED ||
2108 element == EL_TIMEGATE_CLOSING)
2110 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2111 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2115 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2117 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2118 DrawLevelField(xx, yy);
2125 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2128 void Impact(int x, int y)
2130 boolean lastline = (y == lev_fieldy-1);
2131 boolean object_hit = FALSE;
2132 int element = Feld[x][y];
2135 if (!lastline) /* check if element below was hit */
2137 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2140 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2141 MovDir[x][y+1]!=MV_DOWN ||
2142 MovPos[x][y+1]<=TILEY/2));
2144 smashed = MovingOrBlocked2Element(x, y+1);
2147 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2153 if ((element == EL_BOMB ||
2154 element == EL_SP_DISK_ORANGE ||
2155 element == EL_DX_SUPABOMB) &&
2156 (lastline || object_hit)) /* element is bomb */
2161 else if (element == EL_PEARL)
2163 Feld[x][y] = EL_PEARL_BREAKING;
2164 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2168 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2170 if (object_hit && IS_PLAYER(x, y+1))
2171 KillHeroUnlessProtected(x, y+1);
2172 else if (object_hit && smashed == EL_PENGUIN)
2176 Feld[x][y] = EL_AMOEBA_CREATING;
2177 Store[x][y] = EL_AMOEBA_WET;
2182 if (!lastline && object_hit) /* check which object was hit */
2184 if (CAN_CHANGE(element) &&
2185 (smashed == EL_MAGIC_WALL ||
2186 smashed == EL_BD_MAGIC_WALL))
2189 int activated_magic_wall =
2190 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2191 EL_BD_MAGIC_WALL_ACTIVE);
2193 /* activate magic wall / mill */
2194 for (yy=0; yy<lev_fieldy; yy++)
2195 for (xx=0; xx<lev_fieldx; xx++)
2196 if (Feld[xx][yy] == smashed)
2197 Feld[xx][yy] = activated_magic_wall;
2199 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2200 game.magic_wall_active = TRUE;
2202 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2203 SND_MAGIC_WALL_ACTIVATING :
2204 SND_BD_MAGIC_WALL_ACTIVATING));
2207 if (IS_PLAYER(x, y + 1))
2209 KillHeroUnlessProtected(x, y+1);
2212 else if (smashed == EL_PENGUIN)
2217 else if (element == EL_BD_DIAMOND)
2219 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2225 else if ((element == EL_SP_INFOTRON ||
2226 element == EL_SP_ZONK) &&
2227 (smashed == EL_SP_SNIKSNAK ||
2228 smashed == EL_SP_ELECTRON ||
2229 smashed == EL_SP_DISK_ORANGE))
2234 else if (element == EL_ROCK ||
2235 element == EL_SP_ZONK ||
2236 element == EL_BD_ROCK)
2238 if (IS_ENEMY(smashed) ||
2239 smashed == EL_BOMB ||
2240 smashed == EL_SP_DISK_ORANGE ||
2241 smashed == EL_DX_SUPABOMB ||
2242 smashed == EL_SATELLITE ||
2243 smashed == EL_PIG ||
2244 smashed == EL_DRAGON ||
2250 else if (!IS_MOVING(x, y + 1))
2252 if (smashed == EL_LAMP ||
2253 smashed == EL_LAMP_ACTIVE)
2258 else if (smashed == EL_NUT)
2260 Feld[x][y+1] = EL_NUT_CRACKING;
2261 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2262 RaiseScoreElement(EL_NUT);
2265 else if (smashed == EL_PEARL)
2267 Feld[x][y+1] = EL_PEARL_BREAKING;
2268 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2271 else if (smashed == EL_DIAMOND)
2273 Feld[x][y+1] = EL_EMPTY;
2274 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2277 else if (IS_BELT_SWITCH(smashed))
2279 ToggleBeltSwitch(x, y+1);
2281 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2282 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2284 ToggleSwitchgateSwitch(x, y+1);
2286 else if (smashed == EL_LIGHT_SWITCH ||
2287 smashed == EL_LIGHT_SWITCH_ACTIVE)
2289 ToggleLightSwitch(x, y+1);
2295 /* play sound of magic wall / mill */
2297 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2298 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2300 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2301 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2302 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2303 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2308 /* play sound of object that hits the ground */
2309 if (lastline || object_hit)
2310 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2313 void TurnRound(int x, int y)
2325 { 0, 0 }, { 0, 0 }, { 0, 0 },
2330 int left, right, back;
2334 { MV_DOWN, MV_UP, MV_RIGHT },
2335 { MV_UP, MV_DOWN, MV_LEFT },
2337 { MV_LEFT, MV_RIGHT, MV_DOWN },
2338 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2339 { MV_RIGHT, MV_LEFT, MV_UP }
2342 int element = Feld[x][y];
2343 int old_move_dir = MovDir[x][y];
2344 int left_dir = turn[old_move_dir].left;
2345 int right_dir = turn[old_move_dir].right;
2346 int back_dir = turn[old_move_dir].back;
2348 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2349 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2350 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2351 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2353 int left_x = x + left_dx, left_y = y + left_dy;
2354 int right_x = x + right_dx, right_y = y + right_dy;
2355 int move_x = x + move_dx, move_y = y + move_dy;
2357 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2359 TestIfBadThingTouchesOtherBadThing(x, y);
2361 if (IN_LEV_FIELD(right_x, right_y) &&
2362 IS_FREE(right_x, right_y))
2363 MovDir[x][y] = right_dir;
2364 else if (!IN_LEV_FIELD(move_x, move_y) ||
2365 !IS_FREE(move_x, move_y))
2366 MovDir[x][y] = left_dir;
2368 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2370 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2373 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2374 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2376 TestIfBadThingTouchesOtherBadThing(x, y);
2378 if (IN_LEV_FIELD(left_x, left_y) &&
2379 IS_FREE(left_x, left_y))
2380 MovDir[x][y] = left_dir;
2381 else if (!IN_LEV_FIELD(move_x, move_y) ||
2382 !IS_FREE(move_x, move_y))
2383 MovDir[x][y] = right_dir;
2385 if ((element == EL_SPACESHIP ||
2386 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2387 && MovDir[x][y] != old_move_dir)
2389 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2392 else if (element == EL_YAMYAM)
2394 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2396 if (IN_LEV_FIELD(left_x, left_y) &&
2397 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2398 Feld[left_x][left_y] == EL_DIAMOND))
2399 can_turn_left = TRUE;
2400 if (IN_LEV_FIELD(right_x, right_y) &&
2401 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2402 Feld[right_x][right_y] == EL_DIAMOND))
2403 can_turn_right = TRUE;
2405 if (can_turn_left && can_turn_right)
2406 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2407 else if (can_turn_left)
2408 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2409 else if (can_turn_right)
2410 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2412 MovDir[x][y] = back_dir;
2414 MovDelay[x][y] = 16+16*RND(3);
2416 else if (element == EL_DARK_YAMYAM)
2418 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2420 if (IN_LEV_FIELD(left_x, left_y) &&
2421 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2422 IS_MAMPF2(Feld[left_x][left_y])))
2423 can_turn_left = TRUE;
2424 if (IN_LEV_FIELD(right_x, right_y) &&
2425 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2426 IS_MAMPF2(Feld[right_x][right_y])))
2427 can_turn_right = TRUE;
2429 if (can_turn_left && can_turn_right)
2430 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2431 else if (can_turn_left)
2432 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2433 else if (can_turn_right)
2434 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2436 MovDir[x][y] = back_dir;
2438 MovDelay[x][y] = 16+16*RND(3);
2440 else if (element == EL_PACMAN)
2442 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2444 if (IN_LEV_FIELD(left_x, left_y) &&
2445 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2446 IS_AMOEBOID(Feld[left_x][left_y])))
2447 can_turn_left = TRUE;
2448 if (IN_LEV_FIELD(right_x, right_y) &&
2449 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2450 IS_AMOEBOID(Feld[right_x][right_y])))
2451 can_turn_right = TRUE;
2453 if (can_turn_left && can_turn_right)
2454 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2455 else if (can_turn_left)
2456 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2457 else if (can_turn_right)
2458 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2460 MovDir[x][y] = back_dir;
2462 MovDelay[x][y] = 6+RND(40);
2464 else if (element == EL_PIG)
2466 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2467 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2468 boolean should_move_on = FALSE;
2470 int rnd = RND(rnd_value);
2472 if (IN_LEV_FIELD(left_x, left_y) &&
2473 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2474 can_turn_left = TRUE;
2475 if (IN_LEV_FIELD(right_x, right_y) &&
2476 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2477 can_turn_right = TRUE;
2478 if (IN_LEV_FIELD(move_x, move_y) &&
2479 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2482 if (can_turn_left &&
2484 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2485 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2486 should_turn_left = TRUE;
2487 if (can_turn_right &&
2489 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2490 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2491 should_turn_right = TRUE;
2493 (!can_turn_left || !can_turn_right ||
2494 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2495 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2496 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2497 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2498 should_move_on = TRUE;
2500 if (should_turn_left || should_turn_right || should_move_on)
2502 if (should_turn_left && should_turn_right && should_move_on)
2503 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2504 rnd < 2*rnd_value/3 ? right_dir :
2506 else if (should_turn_left && should_turn_right)
2507 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2508 else if (should_turn_left && should_move_on)
2509 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2510 else if (should_turn_right && should_move_on)
2511 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2512 else if (should_turn_left)
2513 MovDir[x][y] = left_dir;
2514 else if (should_turn_right)
2515 MovDir[x][y] = right_dir;
2516 else if (should_move_on)
2517 MovDir[x][y] = old_move_dir;
2519 else if (can_move_on && rnd > rnd_value/8)
2520 MovDir[x][y] = old_move_dir;
2521 else if (can_turn_left && can_turn_right)
2522 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2523 else if (can_turn_left && rnd > rnd_value/8)
2524 MovDir[x][y] = left_dir;
2525 else if (can_turn_right && rnd > rnd_value/8)
2526 MovDir[x][y] = right_dir;
2528 MovDir[x][y] = back_dir;
2530 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2531 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2532 MovDir[x][y] = old_move_dir;
2536 else if (element == EL_DRAGON)
2538 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2540 int rnd = RND(rnd_value);
2542 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2543 can_turn_left = TRUE;
2544 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2545 can_turn_right = TRUE;
2546 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2549 if (can_move_on && rnd > rnd_value/8)
2550 MovDir[x][y] = old_move_dir;
2551 else if (can_turn_left && can_turn_right)
2552 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2553 else if (can_turn_left && rnd > rnd_value/8)
2554 MovDir[x][y] = left_dir;
2555 else if (can_turn_right && rnd > rnd_value/8)
2556 MovDir[x][y] = right_dir;
2558 MovDir[x][y] = back_dir;
2560 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2561 MovDir[x][y] = old_move_dir;
2565 else if (element == EL_MOLE)
2567 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2569 if (IN_LEV_FIELD(move_x, move_y) &&
2570 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2571 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2576 if (IN_LEV_FIELD(left_x, left_y) &&
2577 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2578 can_turn_left = TRUE;
2579 if (IN_LEV_FIELD(right_x, right_y) &&
2580 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2581 can_turn_right = TRUE;
2583 if (can_turn_left && can_turn_right)
2584 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2585 else if (can_turn_left)
2586 MovDir[x][y] = left_dir;
2588 MovDir[x][y] = right_dir;
2591 if (MovDir[x][y] != old_move_dir)
2594 else if (element == EL_BALLOON)
2596 MovDir[x][y] = game.balloon_dir;
2599 else if (element == EL_SPRING)
2601 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2602 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2603 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2604 MovDir[x][y] = MV_NO_MOVING;
2608 else if (element == EL_ROBOT ||
2609 element == EL_SATELLITE ||
2610 element == EL_PENGUIN)
2612 int attr_x = -1, attr_y = -1;
2623 for (i=0; i<MAX_PLAYERS; i++)
2625 struct PlayerInfo *player = &stored_player[i];
2626 int jx = player->jx, jy = player->jy;
2628 if (!player->active)
2631 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2639 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2645 if (element == EL_PENGUIN)
2648 static int xy[4][2] =
2658 int ex = x + xy[i%4][0];
2659 int ey = y + xy[i%4][1];
2661 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2670 MovDir[x][y] = MV_NO_MOVING;
2672 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2674 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2676 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2678 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2680 if (element == EL_ROBOT)
2684 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2685 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2686 Moving2Blocked(x, y, &newx, &newy);
2688 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2689 MovDelay[x][y] = 8+8*!RND(3);
2691 MovDelay[x][y] = 16;
2699 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2701 boolean first_horiz = RND(2);
2702 int new_move_dir = MovDir[x][y];
2705 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2706 Moving2Blocked(x, y, &newx, &newy);
2708 if (IN_LEV_FIELD(newx, newy) &&
2709 (IS_FREE(newx, newy) ||
2710 Feld[newx][newy] == EL_ACID ||
2711 (element == EL_PENGUIN &&
2712 (Feld[newx][newy] == EL_EXIT_OPEN ||
2713 IS_MAMPF3(Feld[newx][newy])))))
2717 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2718 Moving2Blocked(x, y, &newx, &newy);
2720 if (IN_LEV_FIELD(newx, newy) &&
2721 (IS_FREE(newx, newy) ||
2722 Feld[newx][newy] == EL_ACID ||
2723 (element == EL_PENGUIN &&
2724 (Feld[newx][newy] == EL_EXIT_OPEN ||
2725 IS_MAMPF3(Feld[newx][newy])))))
2728 MovDir[x][y] = old_move_dir;
2735 static boolean JustBeingPushed(int x, int y)
2739 for (i=0; i<MAX_PLAYERS; i++)
2741 struct PlayerInfo *player = &stored_player[i];
2743 if (player->active && player->Pushing && player->MovPos)
2745 int next_jx = player->jx + (player->jx - player->last_jx);
2746 int next_jy = player->jy + (player->jy - player->last_jy);
2748 if (x == next_jx && y == next_jy)
2756 void StartMoving(int x, int y)
2758 static boolean use_spring_bug = TRUE;
2759 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2760 int element = Feld[x][y];
2765 GfxAction[x][y] = ACTION_DEFAULT;
2767 if (CAN_FALL(element) && y < lev_fieldy - 1)
2769 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2770 if (JustBeingPushed(x, y))
2773 if (element == EL_QUICKSAND_FULL)
2775 if (IS_FREE(x, y+1))
2777 InitMovingField(x, y, MV_DOWN);
2778 started_moving = TRUE;
2780 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2781 Store[x][y] = EL_ROCK;
2782 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2784 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2786 if (!MovDelay[x][y])
2787 MovDelay[x][y] = TILEY + 1;
2796 Feld[x][y] = EL_QUICKSAND_EMPTY;
2797 Feld[x][y+1] = EL_QUICKSAND_FULL;
2798 Store[x][y+1] = Store[x][y];
2800 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2803 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2804 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2806 InitMovingField(x, y, MV_DOWN);
2807 started_moving = TRUE;
2809 Feld[x][y] = EL_QUICKSAND_FILLING;
2810 Store[x][y] = element;
2811 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2813 else if (element == EL_MAGIC_WALL_FULL)
2815 if (IS_FREE(x, y+1))
2817 InitMovingField(x, y, MV_DOWN);
2818 started_moving = TRUE;
2820 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2821 Store[x][y] = EL_CHANGED(Store[x][y]);
2823 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2825 if (!MovDelay[x][y])
2826 MovDelay[x][y] = TILEY/4 + 1;
2835 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2836 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2837 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2841 else if (element == EL_BD_MAGIC_WALL_FULL)
2843 if (IS_FREE(x, y+1))
2845 InitMovingField(x, y, MV_DOWN);
2846 started_moving = TRUE;
2848 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2849 Store[x][y] = EL_CHANGED2(Store[x][y]);
2851 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2853 if (!MovDelay[x][y])
2854 MovDelay[x][y] = TILEY/4 + 1;
2863 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2864 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2865 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2869 else if (CAN_CHANGE(element) &&
2870 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2871 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2873 InitMovingField(x, y, MV_DOWN);
2874 started_moving = TRUE;
2877 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2878 EL_BD_MAGIC_WALL_FILLING);
2879 Store[x][y] = element;
2881 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2885 InitMovingField(x, y, MV_DOWN);
2886 started_moving = TRUE;
2888 Store[x][y] = EL_ACID;
2890 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2895 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2897 if (MovDir[x][y] == MV_NO_MOVING)
2899 InitMovingField(x, y, MV_DOWN);
2900 started_moving = TRUE;
2903 else if (IS_FREE(x, y+1))
2905 InitMovingField(x, y, MV_DOWN);
2906 started_moving = TRUE;
2908 else if (element == EL_AMOEBA_DROP)
2910 Feld[x][y] = EL_AMOEBA_CREATING;
2911 Store[x][y] = EL_AMOEBA_WET;
2913 /* Store[x][y+1] must be zero, because:
2914 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2917 #if OLD_GAME_BEHAVIOUR
2918 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2920 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2921 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2922 element != EL_DX_SUPABOMB)
2925 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2926 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2927 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2928 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2931 boolean left = (x>0 && IS_FREE(x-1, y) &&
2932 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2933 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2934 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2938 if (left && right &&
2939 (game.emulation != EMU_BOULDERDASH &&
2940 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2941 left = !(right = RND(2));
2943 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2944 started_moving = TRUE;
2947 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2949 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2950 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2951 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2952 int belt_dir = game.belt_dir[belt_nr];
2954 if ((belt_dir == MV_LEFT && left_is_free) ||
2955 (belt_dir == MV_RIGHT && right_is_free))
2957 InitMovingField(x, y, belt_dir);
2958 started_moving = TRUE;
2960 GfxAction[x][y] = ACTION_DEFAULT;
2965 /* not "else if" because of EL_SPRING */
2966 if (CAN_MOVE(element) && !started_moving)
2970 if ((element == EL_SATELLITE ||
2971 element == EL_BALLOON ||
2972 element == EL_SPRING)
2973 && JustBeingPushed(x, y))
2978 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
2979 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
2981 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
2983 Moving2Blocked(x, y, &newx, &newy);
2984 if (Feld[newx][newy] == EL_BLOCKED)
2985 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
2990 if (!MovDelay[x][y]) /* start new movement phase */
2992 /* all objects that can change their move direction after each step */
2993 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2995 if (element != EL_YAMYAM &&
2996 element != EL_DARK_YAMYAM &&
2997 element != EL_PACMAN)
3000 if (element == EL_SPRING)
3001 printf("1--> %d\n", MovDir[x][y]);
3005 if (element == EL_SPRING)
3006 printf("2--> %d\n", MovDir[x][y]);
3008 if (MovDelay[x][y] && (element == EL_BUG ||
3009 element == EL_SPACESHIP ||
3010 element == EL_SP_SNIKSNAK ||
3011 element == EL_SP_ELECTRON ||
3012 element == EL_MOLE))
3013 DrawLevelField(x, y);
3017 if (MovDelay[x][y]) /* wait some time before next movement */
3021 if (element == EL_ROBOT ||
3022 element == EL_YAMYAM ||
3023 element == EL_DARK_YAMYAM)
3026 ContinueLevelElementAnimation(x, y, element);
3028 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3030 int graphic = el2img(element);
3031 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3033 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3038 PlaySoundLevelAction(x, y, ACTION_WAITING);
3040 if (MovDelay[x][y] % 4 == 3)
3042 if (element == EL_YAMYAM)
3043 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3044 else if (element == EL_DARK_YAMYAM)
3045 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3049 else if (element == EL_SP_ELECTRON)
3050 ContinueLevelElementAnimation(x, y, element);
3051 else if (element == EL_DRAGON)
3054 int dir = MovDir[x][y];
3055 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3056 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3057 int graphic = (dir == MV_LEFT ? IMG_FLAMES1_LEFT :
3058 dir == MV_RIGHT ? IMG_FLAMES1_RIGHT :
3059 dir == MV_UP ? IMG_FLAMES1_UP :
3060 dir == MV_DOWN ? IMG_FLAMES1_DOWN : IMG_EMPTY);
3061 int frame = getGraphicAnimationFrame(graphic, -1);
3063 for (i=1; i<=3; i++)
3065 int xx = x + i*dx, yy = y + i*dy;
3066 int sx = SCREENX(xx), sy = SCREENY(yy);
3067 int flame_graphic = graphic + (i - 1);
3069 if (!IN_LEV_FIELD(xx, yy) ||
3070 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3075 int flamed = MovingOrBlocked2Element(xx, yy);
3077 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3080 RemoveMovingField(xx, yy);
3082 Feld[xx][yy] = EL_FLAMES;
3083 if (IN_SCR_FIELD(sx, sy))
3084 DrawGraphic(sx, sy, flame_graphic, frame);
3088 if (Feld[xx][yy] == EL_FLAMES)
3089 Feld[xx][yy] = EL_EMPTY;
3090 DrawLevelField(xx, yy);
3095 if (MovDelay[x][y]) /* element still has to wait some time */
3097 PlaySoundLevelAction(x, y, ACTION_WAITING);
3103 /* now make next step */
3105 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3107 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3108 !PLAYER_PROTECTED(newx, newy))
3112 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3115 /* enemy got the player */
3117 KillHero(PLAYERINFO(newx, newy));
3122 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3123 element == EL_SATELLITE || element == EL_BALLOON) &&
3124 IN_LEV_FIELD(newx, newy) &&
3125 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3128 Store[x][y] = EL_ACID;
3130 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3132 if (Feld[newx][newy] == EL_EXIT_OPEN)
3134 Feld[x][y] = EL_EMPTY;
3135 DrawLevelField(x, y);
3137 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3138 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3139 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3141 local_player->friends_still_needed--;
3142 if (!local_player->friends_still_needed &&
3143 !local_player->GameOver && AllPlayersGone)
3144 local_player->LevelSolved = local_player->GameOver = TRUE;
3148 else if (IS_MAMPF3(Feld[newx][newy]))
3150 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3151 DrawLevelField(newx, newy);
3153 MovDir[x][y] = MV_NO_MOVING;
3155 else if (!IS_FREE(newx, newy))
3157 if (IS_PLAYER(x, y))
3158 DrawPlayerField(x, y);
3160 DrawLevelField(x, y);
3164 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3166 if (IS_GEM(Feld[newx][newy]))
3168 if (IS_MOVING(newx, newy))
3169 RemoveMovingField(newx, newy);
3172 Feld[newx][newy] = EL_EMPTY;
3173 DrawLevelField(newx, newy);
3176 PlaySoundLevel(x, y, SND_PIG_EATING);
3178 else if (!IS_FREE(newx, newy))
3180 if (IS_PLAYER(x, y))
3181 DrawPlayerField(x, y);
3183 DrawLevelField(x, y);
3187 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3189 if (!IS_FREE(newx, newy))
3191 if (IS_PLAYER(x, y))
3192 DrawPlayerField(x, y);
3194 DrawLevelField(x, y);
3199 boolean wanna_flame = !RND(10);
3200 int dx = newx - x, dy = newy - y;
3201 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3202 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3203 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3204 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3205 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3206 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3208 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3209 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3210 element1 != EL_FLAMES && element2 != EL_FLAMES)
3212 if (IS_PLAYER(x, y))
3213 DrawPlayerField(x, y);
3215 DrawLevelField(x, y);
3217 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3219 MovDelay[x][y] = 50;
3220 Feld[newx][newy] = EL_FLAMES;
3221 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3222 Feld[newx1][newy1] = EL_FLAMES;
3223 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3224 Feld[newx2][newy2] = EL_FLAMES;
3229 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3230 Feld[newx][newy] == EL_DIAMOND)
3232 if (IS_MOVING(newx, newy))
3233 RemoveMovingField(newx, newy);
3236 Feld[newx][newy] = EL_EMPTY;
3237 DrawLevelField(newx, newy);
3240 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3242 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3243 IS_MAMPF2(Feld[newx][newy]))
3245 if (AmoebaNr[newx][newy])
3247 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3248 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3249 Feld[newx][newy] == EL_BD_AMOEBA)
3250 AmoebaCnt[AmoebaNr[newx][newy]]--;
3253 if (IS_MOVING(newx, newy))
3254 RemoveMovingField(newx, newy);
3257 Feld[newx][newy] = EL_EMPTY;
3258 DrawLevelField(newx, newy);
3261 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3263 else if ((element == EL_PACMAN || element == EL_MOLE)
3264 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3266 if (AmoebaNr[newx][newy])
3268 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3269 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3270 Feld[newx][newy] == EL_BD_AMOEBA)
3271 AmoebaCnt[AmoebaNr[newx][newy]]--;
3274 if (element == EL_MOLE)
3276 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3277 PlaySoundLevel(x, y, SND_MOLE_EATING);
3278 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3279 return; /* wait for shrinking amoeba */
3281 else /* element == EL_PACMAN */
3283 Feld[newx][newy] = EL_EMPTY;
3284 DrawLevelField(newx, newy);
3285 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3288 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3289 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3290 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3292 /* wait for shrinking amoeba to completely disappear */
3295 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3297 /* object was running against a wall */
3301 if (element == EL_BUG || element == EL_SPACESHIP ||
3302 element == EL_SP_SNIKSNAK)
3303 DrawLevelField(x, y);
3304 else if (element == EL_BUG || element == EL_SPACESHIP ||
3305 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3306 DrawLevelField(x, y);
3307 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3308 ContinueLevelElementAnimation(x, y, element);
3309 else if (element == EL_SATELLITE)
3310 ContinueLevelElementAnimation(x, y, element);
3311 else if (element == EL_SP_ELECTRON)
3312 ContinueLevelElementAnimation(x, y, element);
3314 if (DONT_TOUCH(element))
3315 TestIfBadThingTouchesHero(x, y);
3317 PlaySoundLevelAction(x, y, ACTION_WAITING);
3322 InitMovingField(x, y, MovDir[x][y]);
3324 PlaySoundLevelAction(x, y, ACTION_MOVING);
3328 ContinueMoving(x, y);
3331 void ContinueMoving(int x, int y)
3333 int element = Feld[x][y];
3334 int direction = MovDir[x][y];
3335 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3336 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3337 int horiz_move = (dx != 0);
3338 int newx = x + dx, newy = y + dy;
3339 int step = (horiz_move ? dx : dy) * TILEX / 8;
3341 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3343 else if (element == EL_QUICKSAND_FILLING ||
3344 element == EL_QUICKSAND_EMPTYING)
3346 else if (element == EL_MAGIC_WALL_FILLING ||
3347 element == EL_BD_MAGIC_WALL_FILLING ||
3348 element == EL_MAGIC_WALL_EMPTYING ||
3349 element == EL_BD_MAGIC_WALL_EMPTYING)
3351 else if (CAN_FALL(element) && horiz_move &&
3352 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3354 else if (element == EL_SPRING && horiz_move)
3357 #if OLD_GAME_BEHAVIOUR
3358 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3362 MovPos[x][y] += step;
3364 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3366 Feld[x][y] = EL_EMPTY;
3367 Feld[newx][newy] = element;
3369 if (element == EL_MOLE)
3372 static int xy[4][2] =
3380 Feld[x][y] = EL_SAND;
3381 DrawLevelField(x, y);
3390 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3391 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3395 if (element == EL_QUICKSAND_FILLING)
3397 element = Feld[newx][newy] = get_next_element(element);
3398 Store[newx][newy] = Store[x][y];
3400 else if (element == EL_QUICKSAND_EMPTYING)
3402 Feld[x][y] = get_next_element(element);
3403 element = Feld[newx][newy] = Store[x][y];
3405 else if (element == EL_MAGIC_WALL_FILLING)
3407 element = Feld[newx][newy] = get_next_element(element);
3408 if (!game.magic_wall_active)
3409 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3410 Store[newx][newy] = Store[x][y];
3412 else if (element == EL_MAGIC_WALL_EMPTYING)
3414 Feld[x][y] = get_next_element(element);
3415 if (!game.magic_wall_active)
3416 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3417 element = Feld[newx][newy] = Store[x][y];
3419 else if (element == EL_BD_MAGIC_WALL_FILLING)
3421 element = Feld[newx][newy] = get_next_element(element);
3422 if (!game.magic_wall_active)
3423 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3424 Store[newx][newy] = Store[x][y];
3426 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3428 Feld[x][y] = get_next_element(element);
3429 if (!game.magic_wall_active)
3430 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3431 element = Feld[newx][newy] = Store[x][y];
3433 else if (element == EL_AMOEBA_DRIPPING)
3435 Feld[x][y] = get_next_element(element);
3436 element = Feld[newx][newy] = Store[x][y];
3438 else if (Store[x][y] == EL_ACID)
3440 element = Feld[newx][newy] = EL_ACID;
3444 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3445 MovDelay[newx][newy] = 0;
3447 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3448 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3449 GfxAction[x][y] = ACTION_DEFAULT;
3452 if (!CAN_MOVE(element))
3453 MovDir[newx][newy] = 0;
3456 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3457 MovDir[newx][newy] = 0;
3460 if (!CAN_MOVE(element) ||
3461 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3462 MovDir[newx][newy] = 0;
3465 DrawLevelField(x, y);
3466 DrawLevelField(newx, newy);
3468 Stop[newx][newy] = TRUE;
3469 JustStopped[newx][newy] = 3;
3471 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3473 TestIfBadThingTouchesHero(newx, newy);
3474 TestIfBadThingTouchesFriend(newx, newy);
3475 TestIfBadThingTouchesOtherBadThing(newx, newy);
3477 else if (element == EL_PENGUIN)
3478 TestIfFriendTouchesBadThing(newx, newy);
3480 if (CAN_SMASH(element) && direction == MV_DOWN &&
3481 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3484 else /* still moving on */
3487 if (GfxAction[x][y] == ACTION_DEFAULT)
3489 printf("reset GfxAction...\n");
3491 GfxAction[x][y] = ACTION_MOVING;
3495 DrawLevelField(x, y);
3499 int AmoebeNachbarNr(int ax, int ay)
3502 int element = Feld[ax][ay];
3504 static int xy[4][2] =
3514 int x = ax + xy[i][0];
3515 int y = ay + xy[i][1];
3517 if (!IN_LEV_FIELD(x, y))
3520 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3521 group_nr = AmoebaNr[x][y];
3527 void AmoebenVereinigen(int ax, int ay)
3529 int i, x, y, xx, yy;
3530 int new_group_nr = AmoebaNr[ax][ay];
3531 static int xy[4][2] =
3539 if (new_group_nr == 0)
3547 if (!IN_LEV_FIELD(x, y))
3550 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3551 Feld[x][y] == EL_BD_AMOEBA ||
3552 Feld[x][y] == EL_AMOEBA_DEAD) &&
3553 AmoebaNr[x][y] != new_group_nr)
3555 int old_group_nr = AmoebaNr[x][y];
3557 if (old_group_nr == 0)
3560 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3561 AmoebaCnt[old_group_nr] = 0;
3562 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3563 AmoebaCnt2[old_group_nr] = 0;
3565 for (yy=0; yy<lev_fieldy; yy++)
3567 for (xx=0; xx<lev_fieldx; xx++)
3569 if (AmoebaNr[xx][yy] == old_group_nr)
3570 AmoebaNr[xx][yy] = new_group_nr;
3577 void AmoebeUmwandeln(int ax, int ay)
3581 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3583 int group_nr = AmoebaNr[ax][ay];
3588 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3589 printf("AmoebeUmwandeln(): This should never happen!\n");
3594 for (y=0; y<lev_fieldy; y++)
3596 for (x=0; x<lev_fieldx; x++)
3598 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3601 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3605 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3606 SND_AMOEBA_TURNING_TO_GEM :
3607 SND_AMOEBA_TURNING_TO_ROCK));
3612 static int xy[4][2] =
3625 if (!IN_LEV_FIELD(x, y))
3628 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3630 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3631 SND_AMOEBA_TURNING_TO_GEM :
3632 SND_AMOEBA_TURNING_TO_ROCK));
3639 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3642 int group_nr = AmoebaNr[ax][ay];
3643 boolean done = FALSE;
3648 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3649 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3654 for (y=0; y<lev_fieldy; y++)
3656 for (x=0; x<lev_fieldx; x++)
3658 if (AmoebaNr[x][y] == group_nr &&
3659 (Feld[x][y] == EL_AMOEBA_DEAD ||
3660 Feld[x][y] == EL_BD_AMOEBA ||
3661 Feld[x][y] == EL_AMOEBA_CREATING))
3664 Feld[x][y] = new_element;
3665 InitField(x, y, FALSE);
3666 DrawLevelField(x, y);
3673 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3674 SND_BD_AMOEBA_TURNING_TO_ROCK :
3675 SND_BD_AMOEBA_TURNING_TO_GEM));
3678 void AmoebeWaechst(int x, int y)
3680 static unsigned long sound_delay = 0;
3681 static unsigned long sound_delay_value = 0;
3683 if (!MovDelay[x][y]) /* start new growing cycle */
3687 if (DelayReached(&sound_delay, sound_delay_value))
3689 if (Store[x][y] == EL_BD_AMOEBA)
3690 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3692 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3693 sound_delay_value = 30;
3697 if (MovDelay[x][y]) /* wait some time before growing bigger */
3700 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3702 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3703 6 - MovDelay[x][y]);
3705 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3708 if (!MovDelay[x][y])
3710 Feld[x][y] = Store[x][y];
3712 DrawLevelField(x, y);
3717 void AmoebaDisappearing(int x, int y)
3719 static unsigned long sound_delay = 0;
3720 static unsigned long sound_delay_value = 0;
3722 if (!MovDelay[x][y]) /* start new shrinking cycle */
3726 if (DelayReached(&sound_delay, sound_delay_value))
3727 sound_delay_value = 30;
3730 if (MovDelay[x][y]) /* wait some time before shrinking */
3733 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3735 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3736 6 - MovDelay[x][y]);
3738 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3741 if (!MovDelay[x][y])
3743 Feld[x][y] = EL_EMPTY;
3744 DrawLevelField(x, y);
3746 /* don't let mole enter this field in this cycle;
3747 (give priority to objects falling to this field from above) */
3753 void AmoebeAbleger(int ax, int ay)
3756 int element = Feld[ax][ay];
3757 int newax = ax, neway = ay;
3758 static int xy[4][2] =
3766 if (!level.amoeba_speed)
3768 Feld[ax][ay] = EL_AMOEBA_DEAD;
3769 DrawLevelField(ax, ay);
3773 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3774 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3776 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3779 if (MovDelay[ax][ay])
3783 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3786 int x = ax + xy[start][0];
3787 int y = ay + xy[start][1];
3789 if (!IN_LEV_FIELD(x, y))
3792 if (IS_FREE(x, y) ||
3793 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3799 if (newax == ax && neway == ay)
3802 else /* normal or "filled" (BD style) amoeba */
3805 boolean waiting_for_player = FALSE;
3809 int j = (start + i) % 4;
3810 int x = ax + xy[j][0];
3811 int y = ay + xy[j][1];
3813 if (!IN_LEV_FIELD(x, y))
3816 if (IS_FREE(x, y) ||
3817 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3823 else if (IS_PLAYER(x, y))
3824 waiting_for_player = TRUE;
3827 if (newax == ax && neway == ay) /* amoeba cannot grow */
3829 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3831 Feld[ax][ay] = EL_AMOEBA_DEAD;
3832 DrawLevelField(ax, ay);
3833 AmoebaCnt[AmoebaNr[ax][ay]]--;
3835 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3837 if (element == EL_AMOEBA_FULL)
3838 AmoebeUmwandeln(ax, ay);
3839 else if (element == EL_BD_AMOEBA)
3840 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3845 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3847 /* amoeba gets larger by growing in some direction */
3849 int new_group_nr = AmoebaNr[ax][ay];
3852 if (new_group_nr == 0)
3854 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3855 printf("AmoebeAbleger(): This should never happen!\n");
3860 AmoebaNr[newax][neway] = new_group_nr;
3861 AmoebaCnt[new_group_nr]++;
3862 AmoebaCnt2[new_group_nr]++;
3864 /* if amoeba touches other amoeba(s) after growing, unify them */
3865 AmoebenVereinigen(newax, neway);
3867 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3869 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3875 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3876 (neway == lev_fieldy - 1 && newax != ax))
3878 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3879 Store[newax][neway] = element;
3881 else if (neway == ay)
3883 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3884 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3888 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3889 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3890 Store[ax][ay] = EL_AMOEBA_DROP;
3891 ContinueMoving(ax, ay);
3895 DrawLevelField(newax, neway);
3898 void Life(int ax, int ay)
3901 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3903 int element = Feld[ax][ay];
3904 boolean changed = FALSE;
3909 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3910 MovDelay[ax][ay] = life_time;
3912 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3915 if (MovDelay[ax][ay])
3919 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3921 int xx = ax+x1, yy = ay+y1;
3924 if (!IN_LEV_FIELD(xx, yy))
3927 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3929 int x = xx+x2, y = yy+y2;
3931 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3934 if (((Feld[x][y] == element ||
3935 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3937 (IS_FREE(x, y) && Stop[x][y]))
3941 if (xx == ax && yy == ay) /* field in the middle */
3943 if (nachbarn < life[0] || nachbarn > life[1])
3945 Feld[xx][yy] = EL_EMPTY;
3947 DrawLevelField(xx, yy);
3948 Stop[xx][yy] = TRUE;
3952 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3953 { /* free border field */
3954 if (nachbarn >= life[2] && nachbarn <= life[3])
3956 Feld[xx][yy] = element;
3957 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3959 DrawLevelField(xx, yy);
3960 Stop[xx][yy] = TRUE;
3967 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3968 SND_BIOMAZE_CREATING);
3971 static void InitRobotWheel(int x, int y)
3973 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3976 static void RunRobotWheel(int x, int y)
3978 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3981 static void StopRobotWheel(int x, int y)
3983 if (ZX == x && ZY == y)
3987 static void InitTimegateWheel(int x, int y)
3989 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3992 static void RunTimegateWheel(int x, int y)
3994 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3997 void SiebAktivieren(int x, int y, int type)
3999 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4001 ContinueLevelGraphicAnimation(x, y, graphic);
4004 void CheckExit(int x, int y)
4006 if (local_player->gems_still_needed > 0 ||
4007 local_player->sokobanfields_still_needed > 0 ||
4008 local_player->lights_still_needed > 0)
4011 Feld[x][y] = EL_EXIT_OPENING;
4013 PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
4016 void CheckExitSP(int x, int y)
4018 if (local_player->gems_still_needed > 0)
4021 Feld[x][y] = EL_SP_EXIT_OPEN;
4023 PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
4026 static void CloseAllOpenTimegates()
4030 for (y=0; y<lev_fieldy; y++)
4032 for (x=0; x<lev_fieldx; x++)
4034 int element = Feld[x][y];
4036 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4038 Feld[x][y] = EL_TIMEGATE_CLOSING;
4039 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4045 void EdelsteinFunkeln(int x, int y)
4047 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4050 if (Feld[x][y] == EL_BD_DIAMOND)
4052 DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
4058 if (MovDelay[x][y] == 0) /* next animation frame */
4059 MovDelay[x][y] = 11 * !SimpleRND(500);
4061 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4065 if (setup.direct_draw && MovDelay[x][y])
4066 SetDrawtoField(DRAW_BUFFERED);
4069 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4071 DrawLevelElementAnimation(x, y, Feld[x][y]);
4074 if (MovDelay[x][y] != 0)
4076 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4077 10 - MovDelay[x][y]);
4079 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4081 if (setup.direct_draw)
4085 dest_x = FX + SCREENX(x) * TILEX;
4086 dest_y = FY + SCREENY(y) * TILEY;
4088 BlitBitmap(drawto_field, window,
4089 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4090 SetDrawtoField(DRAW_DIRECT);
4097 void MauerWaechst(int x, int y)
4101 if (!MovDelay[x][y]) /* next animation frame */
4102 MovDelay[x][y] = 3 * delay;
4104 if (MovDelay[x][y]) /* wait some time before next frame */
4108 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4110 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4111 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4113 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4116 if (!MovDelay[x][y])
4118 if (MovDir[x][y] == MV_LEFT)
4120 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4121 DrawLevelField(x - 1, y);
4123 else if (MovDir[x][y] == MV_RIGHT)
4125 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4126 DrawLevelField(x + 1, y);
4128 else if (MovDir[x][y] == MV_UP)
4130 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4131 DrawLevelField(x, y - 1);
4135 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4136 DrawLevelField(x, y + 1);
4139 Feld[x][y] = Store[x][y];
4141 MovDir[x][y] = MV_NO_MOVING;
4142 DrawLevelField(x, y);
4147 void MauerAbleger(int ax, int ay)
4149 int element = Feld[ax][ay];
4150 boolean oben_frei = FALSE, unten_frei = FALSE;
4151 boolean links_frei = FALSE, rechts_frei = FALSE;
4152 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4153 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4154 boolean new_wall = FALSE;
4156 if (!MovDelay[ax][ay]) /* start building new wall */
4157 MovDelay[ax][ay] = 6;
4159 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4162 if (MovDelay[ax][ay])
4166 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4168 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4170 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4172 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4175 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4179 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4180 Store[ax][ay-1] = element;
4181 MovDir[ax][ay-1] = MV_UP;
4182 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4183 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4184 IMG_WALL_GROWING_ACTIVE_UP, 0);
4189 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4190 Store[ax][ay+1] = element;
4191 MovDir[ax][ay+1] = MV_DOWN;
4192 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4193 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4194 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4199 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4200 element == EL_WALL_GROWING)
4204 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4205 Store[ax-1][ay] = element;
4206 MovDir[ax-1][ay] = MV_LEFT;
4207 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4208 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4209 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4215 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4216 Store[ax+1][ay] = element;
4217 MovDir[ax+1][ay] = MV_RIGHT;
4218 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4219 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4220 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4225 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4226 DrawLevelField(ax, ay);
4228 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4230 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4231 unten_massiv = TRUE;
4232 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4233 links_massiv = TRUE;
4234 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4235 rechts_massiv = TRUE;
4237 if (((oben_massiv && unten_massiv) ||
4238 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4239 ((links_massiv && rechts_massiv) ||
4240 element == EL_WALL_GROWING_Y))
4241 Feld[ax][ay] = EL_WALL;
4244 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4247 void CheckForDragon(int x, int y)
4250 boolean dragon_found = FALSE;
4251 static int xy[4][2] =
4263 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4265 if (IN_LEV_FIELD(xx, yy) &&
4266 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4268 if (Feld[xx][yy] == EL_DRAGON)
4269 dragon_found = TRUE;
4282 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4284 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4286 Feld[xx][yy] = EL_EMPTY;
4287 DrawLevelField(xx, yy);
4296 static void InitBuggyBase(int x, int y)
4298 int element = Feld[x][y];
4299 int activating_delay = FRAMES_PER_SECOND / 4;
4302 (element == EL_SP_BUGGY_BASE ?
4303 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4304 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4306 element == EL_SP_BUGGY_BASE_ACTIVE ?
4307 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4310 static void WarnBuggyBase(int x, int y)
4313 static int xy[4][2] =
4323 int xx = x + xy[i][0], yy = y + xy[i][1];
4325 if (IS_PLAYER(xx, yy))
4327 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4334 static void InitTrap(int x, int y)
4336 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4339 static void ActivateTrap(int x, int y)
4341 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4344 static void ChangeActiveTrap(int x, int y)
4346 int graphic = IMG_TRAP_ACTIVE;
4348 /* if animation frame already drawn, correct crumbled sand border */
4349 if (IS_ANIMATED(graphic))
4350 if (checkDrawLevelGraphicAnimation(x, y, graphic))
4351 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4354 static void ChangeElement(int x, int y)
4356 int element = Feld[x][y];
4358 if (MovDelay[x][y] == 0) /* initialize element change */
4360 MovDelay[x][y] = changing_element[element].change_delay + 1;
4362 ResetGfxAnimation(x, y);
4364 if (changing_element[element].pre_change_function)
4365 changing_element[element].pre_change_function(x, y);
4370 if (MovDelay[x][y] != 0) /* continue element change */
4372 if (IS_ANIMATED(el2img(element)))
4373 ContinueLevelElementAnimation(x, y, element);
4375 if (changing_element[element].change_function)
4376 changing_element[element].change_function(x, y);
4378 else /* finish element change */
4380 Feld[x][y] = changing_element[element].next_element;
4382 ResetGfxAnimation(x, y);
4384 DrawLevelField(x, y);
4386 if (changing_element[element].post_change_function)
4387 changing_element[element].post_change_function(x, y);
4391 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4393 static byte stored_player_action[MAX_PLAYERS];
4394 static int num_stored_actions = 0;
4396 static boolean save_tape_entry = FALSE;
4398 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4399 int left = player_action & JOY_LEFT;
4400 int right = player_action & JOY_RIGHT;
4401 int up = player_action & JOY_UP;
4402 int down = player_action & JOY_DOWN;
4403 int button1 = player_action & JOY_BUTTON_1;
4404 int button2 = player_action & JOY_BUTTON_2;
4405 int dx = (left ? -1 : right ? 1 : 0);
4406 int dy = (up ? -1 : down ? 1 : 0);
4408 stored_player_action[player->index_nr] = 0;
4409 num_stored_actions++;
4411 if (!player->active || tape.pausing)
4417 save_tape_entry = TRUE;
4419 player->frame_reset_delay = 0;
4422 snapped = SnapField(player, dx, dy);
4426 bombed = PlaceBomb(player);
4427 moved = MoveFigure(player, dx, dy);
4430 if (tape.single_step && tape.recording && !tape.pausing)
4432 if (button1 || (bombed && !moved))
4434 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4435 SnapField(player, 0, 0); /* stop snapping */
4440 if (tape.recording && (moved || snapped || bombed))
4442 if (bombed && !moved)
4443 player_action &= JOY_BUTTON;
4445 stored_player_action[player->index_nr] = player_action;
4446 save_tape_entry = TRUE;
4448 else if (tape.playing && snapped)
4449 SnapField(player, 0, 0); /* stop snapping */
4451 stored_player_action[player->index_nr] = player_action;
4456 /* no actions for this player (no input at player's configured device) */
4458 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4459 SnapField(player, 0, 0);
4460 CheckGravityMovement(player);
4463 if (player->MovPos == 0) /* needed for tape.playing */
4464 player->is_moving = FALSE;
4467 if (player->MovPos == 0) /* needed for tape.playing */
4468 player->last_move_dir = MV_NO_MOVING;
4470 /* !!! CHECK THIS AGAIN !!!
4471 (Seems to be needed for some EL_ROBOT stuff, but breaks
4472 tapes when walking through pipes!)
4475 /* it seems that "player->last_move_dir" is misused as some sort of
4476 "player->is_just_moving_in_this_moment", which is needed for the
4477 robot stuff (robots don't kill players when they are moving)
4481 /* if the player does not move for some time, reset animation to start */
4482 if (++player->frame_reset_delay > player->move_delay_value)
4487 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4489 TapeRecordAction(stored_player_action);
4490 num_stored_actions = 0;
4491 save_tape_entry = FALSE;
4494 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4496 TapeRecordAction(stored_player_action);
4497 num_stored_actions = 0;
4502 if (tape.playing && !tape.pausing && !player_action &&
4503 tape.counter < tape.length)
4505 int jx = player->jx, jy = player->jy;
4507 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4509 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4510 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4512 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4514 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4516 int el = Feld[jx+dx][jy];
4517 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4518 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4520 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4522 player->MovDir = next_joy;
4523 player->Frame = FrameCounter % 4;
4524 player->Pushing = TRUE;
4534 static unsigned long action_delay = 0;
4535 unsigned long action_delay_value;
4536 int sieb_x = 0, sieb_y = 0;
4537 int i, x, y, element, graphic;
4538 byte *recorded_player_action;
4539 byte summarized_player_action = 0;
4541 if (game_status != PLAYING)
4544 action_delay_value =
4545 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4547 if (tape.playing && tape.index_search && !tape.pausing)
4548 action_delay_value = 0;
4550 /* ---------- main game synchronization point ---------- */
4552 WaitUntilDelayReached(&action_delay, action_delay_value);
4554 if (network_playing && !network_player_action_received)
4558 printf("DEBUG: try to get network player actions in time\n");
4562 #if defined(PLATFORM_UNIX)
4563 /* last chance to get network player actions without main loop delay */
4567 if (game_status != PLAYING)
4570 if (!network_player_action_received)
4574 printf("DEBUG: failed to get network player actions in time\n");
4584 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4586 for (i=0; i<MAX_PLAYERS; i++)
4588 summarized_player_action |= stored_player[i].action;
4590 if (!network_playing)
4591 stored_player[i].effective_action = stored_player[i].action;
4594 #if defined(PLATFORM_UNIX)
4595 if (network_playing)
4596 SendToServer_MovePlayer(summarized_player_action);
4599 if (!options.network && !setup.team_mode)
4600 local_player->effective_action = summarized_player_action;
4602 for (i=0; i<MAX_PLAYERS; i++)
4604 int actual_player_action = stored_player[i].effective_action;
4606 if (stored_player[i].programmed_action)
4607 actual_player_action = stored_player[i].programmed_action;
4609 if (recorded_player_action)
4610 actual_player_action = recorded_player_action[i];
4612 PlayerActions(&stored_player[i], actual_player_action);
4613 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4616 network_player_action_received = FALSE;
4618 ScrollScreen(NULL, SCROLL_GO_ON);
4624 if (TimeFrames == 0 && local_player->active)
4626 extern unsigned int last_RND();
4628 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4629 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4636 if (GameFrameDelay >= 500)
4637 printf("FrameCounter == %d\n", FrameCounter);
4644 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4647 if (JustStopped[x][y] > 0)
4648 JustStopped[x][y]--;
4653 if (IS_BLOCKED(x, y))
4657 Blocked2Moving(x, y, &oldx, &oldy);
4658 if (!IS_MOVING(oldx, oldy))
4660 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4661 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4662 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4663 printf("GameActions(): This should never happen!\n");
4669 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4671 element = Feld[x][y];
4672 graphic = el2img(element);
4674 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
4675 IS_NEW_FRAME(GfxFrame[x][y], graphic))
4676 ResetRandomAnimationValue(x, y);
4678 SetRandomAnimationValue(x, y);
4680 if (IS_INACTIVE(element))
4684 if (IS_ANIMATED(graphic))
4685 ContinueLevelGraphicAnimation(x, y, graphic);
4691 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4697 if (Feld[x][y] == EL_EMERALD &&
4698 IS_ANIMATED(graphic) &&
4700 ContinueLevelGraphicAnimation(x, y, graphic);
4702 if (IS_ANIMATED(graphic) &&
4704 ContinueLevelGraphicAnimation(x, y, graphic);
4708 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4709 EdelsteinFunkeln(x, y);
4713 else if ((element == EL_ACID ||
4714 element == EL_EXIT_OPEN ||
4715 element == EL_SP_EXIT_OPEN ||
4716 element == EL_SP_TERMINAL ||
4717 element == EL_SP_TERMINAL_ACTIVE ||
4718 element == EL_EXTRA_TIME ||
4719 element == EL_SHIELD_NORMAL ||
4720 element == EL_SHIELD_DEADLY) &&
4721 IS_ANIMATED(graphic))
4722 ContinueLevelGraphicAnimation(x, y, graphic);
4725 else if (IS_MOVING(x, y))
4726 ContinueMoving(x, y);
4727 else if (IS_ACTIVE_BOMB(element))
4728 CheckDynamite(x, y);
4730 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4731 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4733 else if (element == EL_AMOEBA_CREATING)
4734 AmoebeWaechst(x, y);
4735 else if (element == EL_AMOEBA_SHRINKING)
4736 AmoebaDisappearing(x, y);
4738 #if !USE_NEW_AMOEBA_CODE
4739 else if (IS_AMOEBALIVE(element))
4740 AmoebeAbleger(x, y);
4743 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4746 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4748 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4749 TimegateWheel(x, y);
4752 else if (element == EL_ACID_SPLASH_LEFT ||
4753 element == EL_ACID_SPLASH_RIGHT)
4757 else if (element == EL_NUT_CRACKING)
4759 else if (element == EL_PEARL_BREAKING)
4760 BreakingPearl(x, y);
4762 else if (element == EL_EXIT_CLOSED)
4764 else if (element == EL_SP_EXIT_CLOSED)
4767 else if (element == EL_EXIT_OPENING)
4768 AusgangstuerOeffnen(x, y);
4770 else if (element == EL_WALL_GROWING_ACTIVE)
4772 else if (element == EL_WALL_GROWING ||
4773 element == EL_WALL_GROWING_X ||
4774 element == EL_WALL_GROWING_Y ||
4775 element == EL_WALL_GROWING_XY)
4777 else if (element == EL_FLAMES)
4778 CheckForDragon(x, y);
4780 else if (element == EL_SP_BUGGY_BASE ||
4781 element == EL_SP_BUGGY_BASE_ACTIVATING ||
4782 element == EL_SP_BUGGY_BASE_ACTIVE)
4783 CheckBuggyBase(x, y);
4784 else if (element == EL_TRAP ||
4785 element == EL_TRAP_ACTIVE)
4787 else if (IS_BELT_ACTIVE(element))
4788 DrawBeltAnimation(x, y, element);
4789 else if (element == EL_SWITCHGATE_OPENING)
4790 OpenSwitchgate(x, y);
4791 else if (element == EL_SWITCHGATE_CLOSING)
4792 CloseSwitchgate(x, y);
4793 else if (element == EL_TIMEGATE_OPENING)
4795 else if (element == EL_TIMEGATE_CLOSING)
4796 CloseTimegate(x, y);
4799 else if (IS_AUTO_CHANGING(element))
4800 ChangeElement(x, y);
4803 else if (element == EL_EXPLOSION)
4804 ; /* drawing of correct explosion animation is handled separately */
4805 else if (IS_ANIMATED(graphic))
4806 ContinueLevelGraphicAnimation(x, y, graphic);
4809 if (IS_BELT_ACTIVE(element))
4810 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4812 if (game.magic_wall_active)
4814 boolean sieb = FALSE;
4815 int jx = local_player->jx, jy = local_player->jy;
4817 if (element == EL_MAGIC_WALL_FULL ||
4818 element == EL_MAGIC_WALL_ACTIVE ||
4819 element == EL_MAGIC_WALL_EMPTYING)
4821 SiebAktivieren(x, y, 1);
4824 else if (element == EL_BD_MAGIC_WALL_FULL ||
4825 element == EL_BD_MAGIC_WALL_ACTIVE ||
4826 element == EL_BD_MAGIC_WALL_EMPTYING)
4828 SiebAktivieren(x, y, 2);
4832 /* play the element sound at the position nearest to the player */
4833 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4841 #if USE_NEW_AMOEBA_CODE
4842 /* new experimental amoeba growth stuff */
4844 if (!(FrameCounter % 8))
4847 static unsigned long random = 1684108901;
4849 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4852 x = (random >> 10) % lev_fieldx;
4853 y = (random >> 20) % lev_fieldy;
4855 x = RND(lev_fieldx);
4856 y = RND(lev_fieldy);
4858 element = Feld[x][y];
4860 if (!IS_PLAYER(x,y) &&
4861 (element == EL_EMPTY ||
4862 element == EL_SAND ||
4863 element == EL_QUICKSAND_EMPTY ||
4864 element == EL_ACID_SPLASH_LEFT ||
4865 element == EL_ACID_SPLASH_RIGHT))
4867 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4868 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4869 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4870 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4871 Feld[x][y] = EL_AMOEBA_DROP;
4874 random = random * 129 + 1;
4880 if (game.explosions_delayed)
4883 game.explosions_delayed = FALSE;
4885 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4887 element = Feld[x][y];
4889 if (ExplodeField[x][y])
4890 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4891 else if (element == EL_EXPLOSION)
4892 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
4894 ExplodeField[x][y] = EX_NO_EXPLOSION;
4897 game.explosions_delayed = TRUE;
4900 if (game.magic_wall_active)
4902 if (!(game.magic_wall_time_left % 4))
4904 int element = Feld[sieb_x][sieb_y];
4906 if (element == EL_BD_MAGIC_WALL_FULL ||
4907 element == EL_BD_MAGIC_WALL_ACTIVE ||
4908 element == EL_BD_MAGIC_WALL_EMPTYING)
4909 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
4911 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
4914 if (game.magic_wall_time_left > 0)
4916 game.magic_wall_time_left--;
4917 if (!game.magic_wall_time_left)
4919 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4921 element = Feld[x][y];
4923 if (element == EL_MAGIC_WALL_ACTIVE ||
4924 element == EL_MAGIC_WALL_FULL)
4926 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4927 DrawLevelField(x, y);
4929 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
4930 element == EL_BD_MAGIC_WALL_FULL)
4932 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4933 DrawLevelField(x, y);
4937 game.magic_wall_active = FALSE;
4942 if (game.light_time_left > 0)
4944 game.light_time_left--;
4946 if (game.light_time_left == 0)
4947 RedrawAllLightSwitchesAndInvisibleElements();
4950 if (game.timegate_time_left > 0)
4952 game.timegate_time_left--;
4954 if (game.timegate_time_left == 0)
4955 CloseAllOpenTimegates();
4958 for (i=0; i<MAX_PLAYERS; i++)
4960 struct PlayerInfo *player = &stored_player[i];
4962 if (SHIELD_ON(player))
4964 if (player->shield_deadly_time_left)
4965 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
4966 else if (player->shield_normal_time_left)
4967 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
4971 if (TimeFrames >= (1000 / GameFrameDelay))
4976 for (i=0; i<MAX_PLAYERS; i++)
4978 struct PlayerInfo *player = &stored_player[i];
4980 if (SHIELD_ON(player))
4982 player->shield_normal_time_left--;
4984 if (player->shield_deadly_time_left > 0)
4985 player->shield_deadly_time_left--;
4989 if (tape.recording || tape.playing)
4990 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4996 if (TimeLeft <= 10 && setup.time_limit)
4997 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4999 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5001 if (!TimeLeft && setup.time_limit)
5002 for (i=0; i<MAX_PLAYERS; i++)
5003 KillHero(&stored_player[i]);
5005 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5006 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5011 if (options.debug) /* calculate frames per second */
5013 static unsigned long fps_counter = 0;
5014 static int fps_frames = 0;
5015 unsigned long fps_delay_ms = Counter() - fps_counter;
5019 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5021 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5024 fps_counter = Counter();
5027 redraw_mask |= REDRAW_FPS;
5031 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5033 int min_x = x, min_y = y, max_x = x, max_y = y;
5036 for (i=0; i<MAX_PLAYERS; i++)
5038 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5040 if (!stored_player[i].active || &stored_player[i] == player)
5043 min_x = MIN(min_x, jx);
5044 min_y = MIN(min_y, jy);
5045 max_x = MAX(max_x, jx);
5046 max_y = MAX(max_y, jy);
5049 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5052 static boolean AllPlayersInVisibleScreen()
5056 for (i=0; i<MAX_PLAYERS; i++)
5058 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5060 if (!stored_player[i].active)
5063 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5070 void ScrollLevel(int dx, int dy)
5072 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5075 BlitBitmap(drawto_field, drawto_field,
5076 FX + TILEX*(dx == -1) - softscroll_offset,
5077 FY + TILEY*(dy == -1) - softscroll_offset,
5078 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5079 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5080 FX + TILEX*(dx == 1) - softscroll_offset,
5081 FY + TILEY*(dy == 1) - softscroll_offset);
5085 x = (dx == 1 ? BX1 : BX2);
5086 for (y=BY1; y<=BY2; y++)
5087 DrawScreenField(x, y);
5092 y = (dy == 1 ? BY1 : BY2);
5093 for (x=BX1; x<=BX2; x++)
5094 DrawScreenField(x, y);
5097 redraw_mask |= REDRAW_FIELD;
5100 static void CheckGravityMovement(struct PlayerInfo *player)
5102 if (level.gravity && !player->programmed_action)
5104 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5105 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5107 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5108 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5109 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5110 int jx = player->jx, jy = player->jy;
5111 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5112 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5113 int new_jx = jx + dx, new_jy = jy + dy;
5114 boolean field_under_player_is_free =
5115 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5116 boolean player_is_moving_to_valid_field =
5117 (IN_LEV_FIELD(new_jx, new_jy) &&
5118 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5119 Feld[new_jx][new_jy] == EL_SAND));
5121 if (field_under_player_is_free &&
5122 !player_is_moving_to_valid_field &&
5123 !IS_TUBE(Feld[jx][jy]))
5124 player->programmed_action = MV_DOWN;
5128 boolean MoveFigureOneStep(struct PlayerInfo *player,
5129 int dx, int dy, int real_dx, int real_dy)
5131 int jx = player->jx, jy = player->jy;
5132 int new_jx = jx+dx, new_jy = jy+dy;
5136 if (!player->active || (!dx && !dy))
5137 return MF_NO_ACTION;
5139 player->MovDir = (dx < 0 ? MV_LEFT :
5142 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5144 if (!IN_LEV_FIELD(new_jx, new_jy))
5145 return MF_NO_ACTION;
5147 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5148 return MF_NO_ACTION;
5151 element = MovingOrBlocked2Element(new_jx, new_jy);
5153 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5156 if (DONT_GO_TO(element))
5158 if (element == EL_ACID && dx == 0 && dy == 1)
5161 Feld[jx][jy] = EL_PLAYER1;
5162 InitMovingField(jx, jy, MV_DOWN);
5163 Store[jx][jy] = EL_ACID;
5164 ContinueMoving(jx, jy);
5168 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5173 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5174 if (can_move != MF_MOVING)
5177 StorePlayer[jx][jy] = 0;
5178 player->last_jx = jx;
5179 player->last_jy = jy;
5180 jx = player->jx = new_jx;
5181 jy = player->jy = new_jy;
5182 StorePlayer[jx][jy] = player->element_nr;
5185 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5187 ScrollFigure(player, SCROLL_INIT);
5192 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5194 int jx = player->jx, jy = player->jy;
5195 int old_jx = jx, old_jy = jy;
5196 int moved = MF_NO_ACTION;
5198 if (!player->active || (!dx && !dy))
5202 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5206 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5207 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5211 /* remove the last programmed player action */
5212 player->programmed_action = 0;
5216 /* should only happen if pre-1.2 tape recordings are played */
5217 /* this is only for backward compatibility */
5219 int original_move_delay_value = player->move_delay_value;
5222 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5226 /* scroll remaining steps with finest movement resolution */
5227 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5229 while (player->MovPos)
5231 ScrollFigure(player, SCROLL_GO_ON);
5232 ScrollScreen(NULL, SCROLL_GO_ON);
5238 player->move_delay_value = original_move_delay_value;
5241 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5243 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5244 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5248 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5249 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5255 if (moved & MF_MOVING && !ScreenMovPos &&
5256 (player == local_player || !options.network))
5258 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5259 int offset = (setup.scroll_delay ? 3 : 0);
5261 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5263 /* actual player has left the screen -- scroll in that direction */
5264 if (jx != old_jx) /* player has moved horizontally */
5265 scroll_x += (jx - old_jx);
5266 else /* player has moved vertically */
5267 scroll_y += (jy - old_jy);
5271 if (jx != old_jx) /* player has moved horizontally */
5273 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5274 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5275 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5277 /* don't scroll over playfield boundaries */
5278 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5279 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5281 /* don't scroll more than one field at a time */
5282 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5284 /* don't scroll against the player's moving direction */
5285 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5286 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5287 scroll_x = old_scroll_x;
5289 else /* player has moved vertically */
5291 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5292 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5293 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5295 /* don't scroll over playfield boundaries */
5296 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5297 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5299 /* don't scroll more than one field at a time */
5300 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5302 /* don't scroll against the player's moving direction */
5303 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5304 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5305 scroll_y = old_scroll_y;
5309 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5311 if (!options.network && !AllPlayersInVisibleScreen())
5313 scroll_x = old_scroll_x;
5314 scroll_y = old_scroll_y;
5318 ScrollScreen(player, SCROLL_INIT);
5319 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5324 if (!(moved & MF_MOVING) && !player->Pushing)
5328 player->Frame = (player->Frame + 1) % 4;
5330 player->Frame += 1 * 0;
5333 if (moved & MF_MOVING)
5335 if (old_jx != jx && old_jy == jy)
5336 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5337 else if (old_jx == jx && old_jy != jy)
5338 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5340 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5342 player->last_move_dir = player->MovDir;
5343 player->is_moving = TRUE;
5347 CheckGravityMovement(player);
5350 player->last_move_dir = MV_NO_MOVING;
5352 player->is_moving = FALSE;
5355 TestIfHeroTouchesBadThing(jx, jy);
5357 if (!player->active)
5363 void ScrollFigure(struct PlayerInfo *player, int mode)
5365 int jx = player->jx, jy = player->jy;
5366 int last_jx = player->last_jx, last_jy = player->last_jy;
5367 int move_stepsize = TILEX / player->move_delay_value;
5369 if (!player->active || !player->MovPos)
5372 if (mode == SCROLL_INIT)
5374 player->actual_frame_counter = FrameCounter;
5375 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5379 if (Feld[last_jx][last_jy] == EL_EMPTY)
5380 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5385 else if (!FrameReached(&player->actual_frame_counter, 1))
5388 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5389 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5392 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5393 Feld[last_jx][last_jy] = EL_EMPTY;
5395 /* before DrawPlayer() to draw correct player graphic for this case */
5396 if (player->MovPos == 0)
5397 CheckGravityMovement(player);
5401 if (player->MovPos == 0)
5403 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5405 /* continue with normal speed after quickly moving through gate */
5406 HALVE_PLAYER_SPEED(player);
5408 /* be able to make the next move without delay */
5409 player->move_delay = 0;
5412 player->last_jx = jx;
5413 player->last_jy = jy;
5415 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5416 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5420 if (local_player->friends_still_needed == 0 ||
5421 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5422 player->LevelSolved = player->GameOver = TRUE;
5425 if (tape.single_step && tape.recording && !tape.pausing &&
5426 !player->programmed_action)
5427 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5431 void ScrollScreen(struct PlayerInfo *player, int mode)
5433 static unsigned long screen_frame_counter = 0;
5435 if (mode == SCROLL_INIT)
5437 /* set scrolling step size according to actual player's moving speed */
5438 ScrollStepSize = TILEX / player->move_delay_value;
5440 screen_frame_counter = FrameCounter;
5441 ScreenMovDir = player->MovDir;
5442 ScreenMovPos = player->MovPos;
5443 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5446 else if (!FrameReached(&screen_frame_counter, 1))
5451 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5452 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5453 redraw_mask |= REDRAW_FIELD;
5456 ScreenMovDir = MV_NO_MOVING;
5459 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5461 int i, kill_x = -1, kill_y = -1;
5462 static int test_xy[4][2] =
5469 static int test_dir[4] =
5479 int test_x, test_y, test_move_dir, test_element;
5481 test_x = good_x + test_xy[i][0];
5482 test_y = good_y + test_xy[i][1];
5483 if (!IN_LEV_FIELD(test_x, test_y))
5487 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5490 test_element = Feld[test_x][test_y];
5492 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5495 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5496 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5498 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5499 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5507 if (kill_x != -1 || kill_y != -1)
5509 if (IS_PLAYER(good_x, good_y))
5511 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5513 if (player->shield_deadly_time_left > 0)
5514 Bang(kill_x, kill_y);
5515 else if (!PLAYER_PROTECTED(good_x, good_y))
5519 Bang(good_x, good_y);
5523 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5525 int i, kill_x = -1, kill_y = -1;
5526 int bad_element = Feld[bad_x][bad_y];
5527 static int test_xy[4][2] =
5534 static int test_dir[4] =
5542 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5547 int test_x, test_y, test_move_dir, test_element;
5549 test_x = bad_x + test_xy[i][0];
5550 test_y = bad_y + test_xy[i][1];
5551 if (!IN_LEV_FIELD(test_x, test_y))
5555 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5557 test_element = Feld[test_x][test_y];
5559 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5560 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5562 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5563 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5565 /* good thing is player or penguin that does not move away */
5566 if (IS_PLAYER(test_x, test_y))
5568 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5570 if (bad_element == EL_ROBOT && player->is_moving)
5571 continue; /* robot does not kill player if he is moving */
5577 else if (test_element == EL_PENGUIN)
5586 if (kill_x != -1 || kill_y != -1)
5588 if (IS_PLAYER(kill_x, kill_y))
5590 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5593 int dir = player->MovDir;
5594 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5595 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5597 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5598 newx != bad_x && newy != bad_y)
5599 ; /* robot does not kill player if he is moving */
5601 printf("-> %d\n", player->MovDir);
5603 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5604 newx != bad_x && newy != bad_y)
5605 ; /* robot does not kill player if he is moving */
5610 if (player->shield_deadly_time_left > 0)
5612 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5616 Bang(kill_x, kill_y);
5620 void TestIfHeroTouchesBadThing(int x, int y)
5622 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5625 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5627 TestIfGoodThingHitsBadThing(x, y, move_dir);
5630 void TestIfBadThingTouchesHero(int x, int y)
5632 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5635 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5637 TestIfBadThingHitsGoodThing(x, y, move_dir);
5640 void TestIfFriendTouchesBadThing(int x, int y)
5642 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5645 void TestIfBadThingTouchesFriend(int x, int y)
5647 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5650 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5652 int i, kill_x = bad_x, kill_y = bad_y;
5653 static int xy[4][2] =
5665 x = bad_x + xy[i][0];
5666 y = bad_y + xy[i][1];
5667 if (!IN_LEV_FIELD(x, y))
5670 element = Feld[x][y];
5671 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5672 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5680 if (kill_x != bad_x || kill_y != bad_y)
5684 void KillHero(struct PlayerInfo *player)
5686 int jx = player->jx, jy = player->jy;
5688 if (!player->active)
5691 if (IS_PFORTE(Feld[jx][jy]))
5692 Feld[jx][jy] = EL_EMPTY;
5694 /* deactivate shield (else Bang()/Explode() would not work right) */
5695 player->shield_normal_time_left = 0;
5696 player->shield_deadly_time_left = 0;
5702 static void KillHeroUnlessProtected(int x, int y)
5704 if (!PLAYER_PROTECTED(x, y))
5705 KillHero(PLAYERINFO(x, y));
5708 void BuryHero(struct PlayerInfo *player)
5710 int jx = player->jx, jy = player->jy;
5712 if (!player->active)
5715 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5716 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5718 player->GameOver = TRUE;
5722 void RemoveHero(struct PlayerInfo *player)
5724 int jx = player->jx, jy = player->jy;
5725 int i, found = FALSE;
5727 player->present = FALSE;
5728 player->active = FALSE;
5730 if (!ExplodeField[jx][jy])
5731 StorePlayer[jx][jy] = 0;
5733 for (i=0; i<MAX_PLAYERS; i++)
5734 if (stored_player[i].active)
5738 AllPlayersGone = TRUE;
5744 int DigField(struct PlayerInfo *player,
5745 int x, int y, int real_dx, int real_dy, int mode)
5747 int jx = player->jx, jy = player->jy;
5748 int dx = x - jx, dy = y - jy;
5749 int move_direction = (dx == -1 ? MV_LEFT :
5750 dx == +1 ? MV_RIGHT :
5752 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5755 if (player->MovPos == 0)
5756 player->Pushing = FALSE;
5758 if (mode == DF_NO_PUSH)
5760 player->Switching = FALSE;
5761 player->push_delay = 0;
5762 return MF_NO_ACTION;
5765 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5766 return MF_NO_ACTION;
5768 if (IS_TUBE(Feld[jx][jy]))
5771 int tube_leave_directions[][2] =
5773 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5774 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5775 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5776 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5777 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5778 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5779 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5780 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5781 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5782 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5783 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5784 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5787 while (tube_leave_directions[i][0] != Feld[jx][jy])
5790 if (tube_leave_directions[i][0] == -1) /* should not happen */
5794 if (!(tube_leave_directions[i][1] & move_direction))
5795 return MF_NO_ACTION; /* tube has no opening in this direction */
5798 element = Feld[x][y];
5804 case EL_INVISIBLE_SAND:
5805 case EL_INVISIBLE_SAND_ACTIVE:
5808 case EL_SP_BUGGY_BASE:
5809 case EL_SP_BUGGY_BASE_ACTIVATING:
5811 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
5816 case EL_EMERALD_YELLOW:
5817 case EL_EMERALD_RED:
5818 case EL_EMERALD_PURPLE:
5820 case EL_SP_INFOTRON:
5824 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5825 element == EL_PEARL ? 5 :
5826 element == EL_CRYSTAL ? 8 : 1);
5827 if (local_player->gems_still_needed < 0)
5828 local_player->gems_still_needed = 0;
5829 RaiseScoreElement(element);
5830 DrawText(DX_EMERALDS, DY_EMERALDS,
5831 int2str(local_player->gems_still_needed, 3),
5832 FS_SMALL, FC_YELLOW);
5833 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5838 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5839 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5843 Feld[x][y] = EL_EMPTY;
5844 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5852 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5854 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5857 case EL_SHIELD_NORMAL:
5859 player->shield_normal_time_left += 10;
5860 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5863 case EL_SHIELD_DEADLY:
5865 player->shield_normal_time_left += 10;
5866 player->shield_deadly_time_left += 10;
5867 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5871 case EL_SP_DISK_RED:
5874 RaiseScoreElement(EL_DYNAMITE);
5875 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5876 int2str(local_player->dynamite, 3),
5877 FS_SMALL, FC_YELLOW);
5878 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
5881 case EL_DYNABOMB_NR:
5883 player->dynabomb_count++;
5884 player->dynabombs_left++;
5885 RaiseScoreElement(EL_DYNAMITE);
5886 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5889 case EL_DYNABOMB_SZ:
5891 player->dynabomb_size++;
5892 RaiseScoreElement(EL_DYNAMITE);
5893 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5896 case EL_DYNABOMB_XL:
5898 player->dynabomb_xl = TRUE;
5899 RaiseScoreElement(EL_DYNAMITE);
5900 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5908 int key_nr = element - EL_KEY1;
5911 player->key[key_nr] = TRUE;
5912 RaiseScoreElement(element);
5913 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5915 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5917 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5926 int key_nr = element - EL_EM_KEY1;
5929 player->key[key_nr] = TRUE;
5930 RaiseScoreElement(element);
5931 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5933 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5935 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5939 case EL_ROBOT_WHEEL:
5940 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5943 DrawLevelField(x, y);
5944 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5948 case EL_SP_TERMINAL:
5952 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5954 for (yy=0; yy<lev_fieldy; yy++)
5956 for (xx=0; xx<lev_fieldx; xx++)
5958 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5960 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5961 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5969 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
5970 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
5971 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
5972 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
5973 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
5974 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
5975 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
5976 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
5977 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
5978 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
5979 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
5980 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
5981 if (!player->Switching)
5983 player->Switching = TRUE;
5984 ToggleBeltSwitch(x, y);
5985 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5990 case EL_SWITCHGATE_SWITCH_UP:
5991 case EL_SWITCHGATE_SWITCH_DOWN:
5992 if (!player->Switching)
5994 player->Switching = TRUE;
5995 ToggleSwitchgateSwitch(x, y);
5996 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6001 case EL_LIGHT_SWITCH:
6002 case EL_LIGHT_SWITCH_ACTIVE:
6003 if (!player->Switching)
6005 player->Switching = TRUE;
6006 ToggleLightSwitch(x, y);
6007 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6008 SND_LIGHT_SWITCH_ACTIVATING :
6009 SND_LIGHT_SWITCH_DEACTIVATING);
6014 case EL_TIMEGATE_SWITCH:
6015 ActivateTimegateSwitch(x, y);
6016 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6021 case EL_BALLOON_SEND_LEFT:
6022 case EL_BALLOON_SEND_RIGHT:
6023 case EL_BALLOON_SEND_UP:
6024 case EL_BALLOON_SEND_DOWN:
6025 case EL_BALLOON_SEND_ANY_DIRECTION:
6026 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6027 game.balloon_dir = move_direction;
6029 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6030 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6031 element == EL_BALLOON_SEND_UP ? MV_UP :
6032 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6034 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6039 /* the following elements cannot be pushed by "snapping" */
6042 case EL_DX_SUPABOMB:
6044 case EL_TIME_ORB_EMPTY:
6046 case EL_SP_DISK_ORANGE:
6048 if (mode == DF_SNAP)
6049 return MF_NO_ACTION;
6050 /* no "break" -- fall through to next case */
6051 /* the following elements can be pushed by "snapping" */
6054 return MF_NO_ACTION;
6056 player->Pushing = TRUE;
6058 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6059 return MF_NO_ACTION;
6063 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6064 return MF_NO_ACTION;
6067 if (player->push_delay == 0)
6068 player->push_delay = FrameCounter;
6070 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6071 !tape.playing && element != EL_SPRING)
6072 return MF_NO_ACTION;
6074 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6075 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6076 element != EL_SPRING)
6077 return MF_NO_ACTION;
6080 if (mode == DF_SNAP)
6082 InitMovingField(x, y, move_direction);
6083 ContinueMoving(x, y);
6088 Feld[x + dx][y + dy] = element;
6091 if (element == EL_SPRING)
6093 Feld[x + dx][y + dy] = EL_SPRING;
6094 MovDir[x + dx][y + dy] = move_direction;
6097 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6099 DrawLevelField(x + dx, y + dy);
6100 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6107 if (!player->key[element - EL_GATE1])
6108 return MF_NO_ACTION;
6115 if (!player->key[element - EL_GATE1_GRAY])
6116 return MF_NO_ACTION;
6123 if (!player->key[element - EL_EM_GATE1])
6124 return MF_NO_ACTION;
6125 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6126 return MF_NO_ACTION;
6128 /* automatically move to the next field with double speed */
6129 player->programmed_action = move_direction;
6130 DOUBLE_PLAYER_SPEED(player);
6132 PlaySoundLevel(x, y, SND_GATE_PASSING);
6135 case EL_EM_GATE1_GRAY:
6136 case EL_EM_GATE2_GRAY:
6137 case EL_EM_GATE3_GRAY:
6138 case EL_EM_GATE4_GRAY:
6139 if (!player->key[element - EL_EM_GATE1_GRAY])
6140 return MF_NO_ACTION;
6141 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6142 return MF_NO_ACTION;
6144 /* automatically move to the next field with double speed */
6145 player->programmed_action = move_direction;
6146 DOUBLE_PLAYER_SPEED(player);
6148 PlaySoundLevel(x, y, SND_GATE_PASSING);
6151 case EL_SWITCHGATE_OPEN:
6152 case EL_TIMEGATE_OPEN:
6153 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6154 return MF_NO_ACTION;
6156 /* automatically move to the next field with double speed */
6157 player->programmed_action = move_direction;
6158 DOUBLE_PLAYER_SPEED(player);
6160 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6163 case EL_SP_PORT1_LEFT:
6164 case EL_SP_PORT2_LEFT:
6165 case EL_SP_PORT1_RIGHT:
6166 case EL_SP_PORT2_RIGHT:
6167 case EL_SP_PORT1_UP:
6168 case EL_SP_PORT2_UP:
6169 case EL_SP_PORT1_DOWN:
6170 case EL_SP_PORT2_DOWN:
6175 element != EL_SP_PORT1_LEFT &&
6176 element != EL_SP_PORT2_LEFT &&
6177 element != EL_SP_PORT_X &&
6178 element != EL_SP_PORT_XY) ||
6180 element != EL_SP_PORT1_RIGHT &&
6181 element != EL_SP_PORT2_RIGHT &&
6182 element != EL_SP_PORT_X &&
6183 element != EL_SP_PORT_XY) ||
6185 element != EL_SP_PORT1_UP &&
6186 element != EL_SP_PORT2_UP &&
6187 element != EL_SP_PORT_Y &&
6188 element != EL_SP_PORT_XY) ||
6190 element != EL_SP_PORT1_DOWN &&
6191 element != EL_SP_PORT2_DOWN &&
6192 element != EL_SP_PORT_Y &&
6193 element != EL_SP_PORT_XY) ||
6194 !IN_LEV_FIELD(x + dx, y + dy) ||
6195 !IS_FREE(x + dx, y + dy))
6196 return MF_NO_ACTION;
6198 /* automatically move to the next field with double speed */
6199 player->programmed_action = move_direction;
6200 DOUBLE_PLAYER_SPEED(player);
6202 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6206 case EL_TUBE_VERTICAL:
6207 case EL_TUBE_HORIZONTAL:
6208 case EL_TUBE_VERTICAL_LEFT:
6209 case EL_TUBE_VERTICAL_RIGHT:
6210 case EL_TUBE_HORIZONTAL_UP:
6211 case EL_TUBE_HORIZONTAL_DOWN:
6212 case EL_TUBE_LEFT_UP:
6213 case EL_TUBE_LEFT_DOWN:
6214 case EL_TUBE_RIGHT_UP:
6215 case EL_TUBE_RIGHT_DOWN:
6218 int tube_enter_directions[][2] =
6220 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6221 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6222 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6223 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6224 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6225 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6226 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6227 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6228 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6229 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6230 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6231 { -1, MV_NO_MOVING }
6234 while (tube_enter_directions[i][0] != element)
6237 if (tube_enter_directions[i][0] == -1) /* should not happen */
6241 if (!(tube_enter_directions[i][1] & move_direction))
6242 return MF_NO_ACTION; /* tube has no opening in this direction */
6244 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6248 case EL_EXIT_CLOSED:
6249 case EL_SP_EXIT_CLOSED:
6250 case EL_EXIT_OPENING:
6251 return MF_NO_ACTION;
6255 case EL_SP_EXIT_OPEN:
6256 if (mode == DF_SNAP)
6257 return MF_NO_ACTION;
6259 if (element == EL_EXIT_OPEN)
6260 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6262 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6267 Feld[x][y] = EL_LAMP_ACTIVE;
6268 local_player->lights_still_needed--;
6269 DrawLevelField(x, y);
6270 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6274 case EL_TIME_ORB_FULL:
6275 Feld[x][y] = EL_TIME_ORB_EMPTY;
6277 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6278 DrawLevelField(x, y);
6279 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6283 case EL_SOKOBAN_FIELD_EMPTY:
6286 case EL_SOKOBAN_OBJECT:
6287 case EL_SOKOBAN_FIELD_FULL:
6289 case EL_SP_DISK_YELLOW:
6291 if (mode == DF_SNAP)
6292 return MF_NO_ACTION;
6294 player->Pushing = TRUE;
6296 if (!IN_LEV_FIELD(x+dx, y+dy)
6297 || (!IS_FREE(x+dx, y+dy)
6298 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6299 || !IS_SB_ELEMENT(element))))
6300 return MF_NO_ACTION;
6304 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6305 return MF_NO_ACTION;
6307 else if (dy && real_dx)
6309 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6310 return MF_NO_ACTION;
6313 if (player->push_delay == 0)
6314 player->push_delay = FrameCounter;
6316 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6317 !tape.playing && element != EL_BALLOON)
6318 return MF_NO_ACTION;
6320 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6321 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6322 element != EL_BALLOON)
6323 return MF_NO_ACTION;
6326 if (IS_SB_ELEMENT(element))
6328 if (element == EL_SOKOBAN_FIELD_FULL)
6330 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6331 local_player->sokobanfields_still_needed++;
6336 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6338 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6339 local_player->sokobanfields_still_needed--;
6340 if (element == EL_SOKOBAN_OBJECT)
6341 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6343 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6347 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6348 if (element == EL_SOKOBAN_FIELD_FULL)
6349 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6351 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6357 Feld[x+dx][y+dy] = element;
6358 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6361 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6363 DrawLevelField(x, y);
6364 DrawLevelField(x + dx, y + dy);
6366 if (IS_SB_ELEMENT(element) &&
6367 local_player->sokobanfields_still_needed == 0 &&
6368 game.emulation == EMU_SOKOBAN)
6370 player->LevelSolved = player->GameOver = TRUE;
6371 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6382 return MF_NO_ACTION;
6385 player->push_delay = 0;
6390 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6392 int jx = player->jx, jy = player->jy;
6393 int x = jx + dx, y = jy + dy;
6395 if (!player->active || !IN_LEV_FIELD(x, y))
6403 if (player->MovPos == 0)
6404 player->Pushing = FALSE;
6406 player->snapped = FALSE;
6410 if (player->snapped)
6413 player->MovDir = (dx < 0 ? MV_LEFT :
6416 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6418 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6421 player->snapped = TRUE;
6422 DrawLevelField(x, y);
6428 boolean PlaceBomb(struct PlayerInfo *player)
6430 int jx = player->jx, jy = player->jy;
6433 if (!player->active || player->MovPos)
6436 element = Feld[jx][jy];
6438 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6439 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6442 if (element != EL_EMPTY)
6443 Store[jx][jy] = element;
6445 MovDelay[jx][jy] = 96;
6447 ResetGfxAnimation(jx, jy);
6449 if (player->dynamite)
6451 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6454 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6455 FS_SMALL, FC_YELLOW);
6456 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6458 if (game.emulation == EMU_SUPAPLEX)
6459 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6461 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6464 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6469 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6470 player->dynabombs_left--;
6472 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6473 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6475 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6481 /* ------------------------------------------------------------------------- */
6482 /* game sound playing functions */
6483 /* ------------------------------------------------------------------------- */
6485 static int *loop_sound_frame = NULL;
6486 static int *loop_sound_volume = NULL;
6488 void InitPlaySoundLevel()
6490 int num_sounds = getSoundListSize();
6492 if (loop_sound_frame != NULL)
6493 free(loop_sound_frame);
6495 if (loop_sound_volume != NULL)
6496 free(loop_sound_volume);
6498 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
6499 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
6502 static void PlaySoundLevel(int x, int y, int nr)
6504 int sx = SCREENX(x), sy = SCREENY(y);
6505 int volume, stereo_position;
6506 int max_distance = 8;
6507 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6509 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6510 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6513 if (!IN_LEV_FIELD(x, y) ||
6514 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6515 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6518 volume = SOUND_MAX_VOLUME;
6520 if (!IN_SCR_FIELD(sx, sy))
6522 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6523 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6525 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6528 stereo_position = (SOUND_MAX_LEFT +
6529 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6530 (SCR_FIELDX + 2 * max_distance));
6532 if (IS_LOOP_SOUND(nr))
6534 /* This assures that quieter loop sounds do not overwrite louder ones,
6535 while restarting sound volume comparison with each new game frame. */
6537 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6540 loop_sound_volume[nr] = volume;
6541 loop_sound_frame[nr] = FrameCounter;
6544 PlaySoundExt(nr, volume, stereo_position, type);
6547 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6549 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6550 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6551 y < LEVELY(BY1) ? LEVELY(BY1) :
6552 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6556 static void PlaySoundLevelAction(int x, int y, int sound_action)
6558 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6561 static void PlaySoundLevelElementAction(int x, int y, int element,
6564 int sound_effect = element_info[element].sound[sound_action];
6566 if (sound_effect != SND_UNDEFINED)
6567 PlaySoundLevel(x, y, sound_effect);
6570 void RaiseScore(int value)
6572 local_player->score += value;
6573 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6574 FS_SMALL, FC_YELLOW);
6577 void RaiseScoreElement(int element)
6583 case EL_EMERALD_YELLOW:
6584 case EL_EMERALD_RED:
6585 case EL_EMERALD_PURPLE:
6586 RaiseScore(level.score[SC_EDELSTEIN]);
6589 RaiseScore(level.score[SC_DIAMANT]);
6592 case EL_BD_BUTTERFLY:
6593 RaiseScore(level.score[SC_KAEFER]);
6597 RaiseScore(level.score[SC_FLIEGER]);
6600 case EL_DARK_YAMYAM:
6601 RaiseScore(level.score[SC_MAMPFER]);
6604 RaiseScore(level.score[SC_ROBOT]);
6607 RaiseScore(level.score[SC_PACMAN]);
6610 RaiseScore(level.score[SC_KOKOSNUSS]);
6613 RaiseScore(level.score[SC_DYNAMIT]);
6619 RaiseScore(level.score[SC_SCHLUESSEL]);
6626 void RequestQuitGame(boolean ask_if_really_quit)
6628 if (AllPlayersGone ||
6629 !ask_if_really_quit ||
6630 level_editor_test_game ||
6631 Request("Do you really want to quit the game ?",
6632 REQ_ASK | REQ_STAY_CLOSED))
6634 #if defined(PLATFORM_UNIX)
6635 if (options.network)
6636 SendToServer_StopPlaying();
6640 game_status = MAINMENU;
6646 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6651 /* ---------- new game button stuff ---------------------------------------- */
6653 /* graphic position values for game buttons */
6654 #define GAME_BUTTON_XSIZE 30
6655 #define GAME_BUTTON_YSIZE 30
6656 #define GAME_BUTTON_XPOS 5
6657 #define GAME_BUTTON_YPOS 215
6658 #define SOUND_BUTTON_XPOS 5
6659 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6661 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6662 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6663 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6664 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6665 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6666 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6673 } gamebutton_info[NUM_GAME_BUTTONS] =
6676 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6681 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6686 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6691 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6692 SOUND_CTRL_ID_MUSIC,
6693 "background music on/off"
6696 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6697 SOUND_CTRL_ID_LOOPS,
6698 "sound loops on/off"
6701 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6702 SOUND_CTRL_ID_SIMPLE,
6703 "normal sounds on/off"
6707 void CreateGameButtons()
6711 for (i=0; i<NUM_GAME_BUTTONS; i++)
6713 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
6714 struct GadgetInfo *gi;
6717 unsigned long event_mask;
6718 int gd_xoffset, gd_yoffset;
6719 int gd_x1, gd_x2, gd_y1, gd_y2;
6722 gd_xoffset = gamebutton_info[i].x;
6723 gd_yoffset = gamebutton_info[i].y;
6724 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6725 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6727 if (id == GAME_CTRL_ID_STOP ||
6728 id == GAME_CTRL_ID_PAUSE ||
6729 id == GAME_CTRL_ID_PLAY)
6731 button_type = GD_TYPE_NORMAL_BUTTON;
6733 event_mask = GD_EVENT_RELEASED;
6734 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6735 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6739 button_type = GD_TYPE_CHECK_BUTTON;
6741 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6742 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6743 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6744 event_mask = GD_EVENT_PRESSED;
6745 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6746 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6749 gi = CreateGadget(GDI_CUSTOM_ID, id,
6750 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6751 GDI_X, DX + gd_xoffset,
6752 GDI_Y, DY + gd_yoffset,
6753 GDI_WIDTH, GAME_BUTTON_XSIZE,
6754 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6755 GDI_TYPE, button_type,
6756 GDI_STATE, GD_BUTTON_UNPRESSED,
6757 GDI_CHECKED, checked,
6758 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6759 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6760 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6761 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6762 GDI_EVENT_MASK, event_mask,
6763 GDI_CALLBACK_ACTION, HandleGameButtons,
6767 Error(ERR_EXIT, "cannot create gadget");
6769 game_gadget[id] = gi;
6773 void FreeGameButtons()
6777 for (i=0; i<NUM_GAME_BUTTONS; i++)
6778 FreeGadget(game_gadget[i]);
6781 static void MapGameButtons()
6785 for (i=0; i<NUM_GAME_BUTTONS; i++)
6786 MapGadget(game_gadget[i]);
6789 void UnmapGameButtons()
6793 for (i=0; i<NUM_GAME_BUTTONS; i++)
6794 UnmapGadget(game_gadget[i]);
6797 static void HandleGameButtons(struct GadgetInfo *gi)
6799 int id = gi->custom_id;
6801 if (game_status != PLAYING)
6806 case GAME_CTRL_ID_STOP:
6807 RequestQuitGame(TRUE);
6810 case GAME_CTRL_ID_PAUSE:
6811 if (options.network)
6813 #if defined(PLATFORM_UNIX)
6815 SendToServer_ContinuePlaying();
6817 SendToServer_PausePlaying();
6821 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6824 case GAME_CTRL_ID_PLAY:
6827 #if defined(PLATFORM_UNIX)
6828 if (options.network)
6829 SendToServer_ContinuePlaying();
6833 tape.pausing = FALSE;
6834 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6839 case SOUND_CTRL_ID_MUSIC:
6840 if (setup.sound_music)
6842 setup.sound_music = FALSE;
6845 else if (audio.music_available)
6847 setup.sound = setup.sound_music = TRUE;
6848 PlayMusic(level_nr);
6852 case SOUND_CTRL_ID_LOOPS:
6853 if (setup.sound_loops)
6854 setup.sound_loops = FALSE;
6855 else if (audio.loops_available)
6856 setup.sound = setup.sound_loops = TRUE;
6859 case SOUND_CTRL_ID_SIMPLE:
6860 if (setup.sound_simple)
6861 setup.sound_simple = FALSE;
6862 else if (audio.sound_available)
6863 setup.sound = setup.sound_simple = TRUE;