1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_ACTIVE 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".active", SND_ACTION_ACTIVE, TRUE },
140 { ".growing", SND_ACTION_UNKNOWN, TRUE },
141 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 /* other (non-loop) sound actions are optional */
144 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
145 { ".digging", SND_ACTION_DIGGING, FALSE },
146 { ".collecting", SND_ACTION_COLLECTING, FALSE },
147 { ".passing", SND_ACTION_PASSING, FALSE },
148 { ".impact", SND_ACTION_IMPACT, FALSE },
149 { ".pushing", SND_ACTION_PUSHING, FALSE },
150 { ".activating", SND_ACTION_ACTIVATING, FALSE },
153 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
154 static boolean is_loop_sound[NUM_SOUND_FILES];
156 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
161 static unsigned int getStateCheckSum(int counter)
164 unsigned int mult = 1;
165 unsigned int checksum = 0;
167 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
169 static boolean first_game = TRUE;
171 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
177 lastFeld[x][y] = Feld[x][y];
178 else if (lastFeld[x][y] != Feld[x][y])
179 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
180 x, y, lastFeld[x][y], Feld[x][y]);
184 checksum += mult++ * Ur[x][y];
185 checksum += mult++ * Feld[x][y];
188 checksum += mult++ * MovPos[x][y];
189 checksum += mult++ * MovDir[x][y];
190 checksum += mult++ * MovDelay[x][y];
191 checksum += mult++ * Store[x][y];
192 checksum += mult++ * Store2[x][y];
193 checksum += mult++ * StorePlayer[x][y];
194 checksum += mult++ * Frame[x][y];
195 checksum += mult++ * AmoebaNr[x][y];
196 checksum += mult++ * JustStopped[x][y];
197 checksum += mult++ * Stop[x][y];
201 if (counter == 3 && first_game)
212 void GetPlayerConfig()
214 if (!audio.sound_available)
217 if (!audio.loops_available)
218 setup.sound_loops = FALSE;
220 if (!audio.music_available)
221 setup.sound_music = FALSE;
223 if (!video.fullscreen_available)
224 setup.fullscreen = FALSE;
226 setup.sound_simple = setup.sound;
228 SetAudioMode(setup.sound);
232 static int getBeltNrFromBeltElement(int element)
234 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
235 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
236 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
239 static int getBeltNrFromBeltActiveElement(int element)
241 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
242 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
243 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
246 static int getBeltNrFromBeltSwitchElement(int element)
248 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
249 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
250 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
253 static int getBeltDirNrFromBeltSwitchElement(int element)
255 static int belt_base_element[4] =
257 EL_CONVEYOR_BELT1_SWITCH_LEFT,
258 EL_CONVEYOR_BELT2_SWITCH_LEFT,
259 EL_CONVEYOR_BELT3_SWITCH_LEFT,
260 EL_CONVEYOR_BELT4_SWITCH_LEFT
263 int belt_nr = getBeltNrFromBeltSwitchElement(element);
264 int belt_dir_nr = element - belt_base_element[belt_nr];
266 return (belt_dir_nr % 3);
269 static int getBeltDirFromBeltSwitchElement(int element)
271 static int belt_move_dir[3] =
278 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
280 return belt_move_dir[belt_dir_nr];
283 static void InitField(int x, int y, boolean init_game)
290 if (stored_player[0].present)
292 Feld[x][y] = EL_SP_MURPHY_CLONE;
299 Feld[x][y] = EL_PLAYER1;
307 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
308 int jx = player->jx, jy = player->jy;
310 player->present = TRUE;
312 if (!options.network || player->connected)
314 player->active = TRUE;
316 /* remove potentially duplicate players */
317 if (StorePlayer[jx][jy] == Feld[x][y])
318 StorePlayer[jx][jy] = 0;
320 StorePlayer[x][y] = Feld[x][y];
324 printf("Player %d activated.\n", player->element_nr);
325 printf("[Local player is %d and currently %s.]\n",
326 local_player->element_nr,
327 local_player->active ? "active" : "not active");
331 Feld[x][y] = EL_EMPTY;
332 player->jx = player->last_jx = x;
333 player->jy = player->last_jy = y;
338 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
339 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
340 else if (x > 0 && Feld[x-1][y] == EL_ACID)
341 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
342 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
343 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
344 else if (y > 0 && Feld[x][y-1] == EL_ACID)
345 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
346 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
347 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
355 case EL_SPACESHIP_RIGHT:
356 case EL_SPACESHIP_UP:
357 case EL_SPACESHIP_LEFT:
358 case EL_SPACESHIP_DOWN:
360 case EL_BD_BUTTERFLY_RIGHT:
361 case EL_BD_BUTTERFLY_UP:
362 case EL_BD_BUTTERFLY_LEFT:
363 case EL_BD_BUTTERFLY_DOWN:
364 case EL_BD_BUTTERFLY:
365 case EL_BD_FIREFLY_RIGHT:
366 case EL_BD_FIREFLY_UP:
367 case EL_BD_FIREFLY_LEFT:
368 case EL_BD_FIREFLY_DOWN:
370 case EL_PACMAN_RIGHT:
394 if (y == lev_fieldy - 1)
396 Feld[x][y] = EL_AMOEBA_CREATING;
397 Store[x][y] = EL_AMOEBA_WET;
401 case EL_DYNAMITE_ACTIVE:
406 local_player->lights_still_needed++;
409 case EL_SOKOBAN_FIELD_EMPTY:
410 local_player->sokobanfields_still_needed++;
414 local_player->friends_still_needed++;
419 MovDir[x][y] = 1 << RND(4);
423 Feld[x][y] = EL_EMPTY;
426 case EL_EM_KEY1_FILE:
427 Feld[x][y] = EL_EM_KEY1;
429 case EL_EM_KEY2_FILE:
430 Feld[x][y] = EL_EM_KEY2;
432 case EL_EM_KEY3_FILE:
433 Feld[x][y] = EL_EM_KEY3;
435 case EL_EM_KEY4_FILE:
436 Feld[x][y] = EL_EM_KEY4;
439 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
440 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
441 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
442 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
443 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
444 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
445 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
446 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
447 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
448 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
449 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
450 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
453 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
454 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
455 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
457 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
459 game.belt_dir[belt_nr] = belt_dir;
460 game.belt_dir_nr[belt_nr] = belt_dir_nr;
462 else /* more than one switch -- set it like the first switch */
464 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
469 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
471 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
474 case EL_LIGHT_SWITCH_ACTIVE:
476 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
484 void DrawGameDoorValues()
488 for (i=0; i<MAX_PLAYERS; i++)
490 if (stored_player[i].key[j])
491 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
492 GFX_SCHLUESSEL1 + j);
494 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
495 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
496 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
497 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
498 DrawText(DX + XX_SCORE, DY + YY_SCORE,
499 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
500 DrawText(DX + XX_TIME, DY + YY_TIME,
501 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
506 =============================================================================
508 -----------------------------------------------------------------------------
509 initialize sound effect lookup table for element actions
510 =============================================================================
515 int sound_effect_properties[NUM_SOUND_FILES];
519 debug_print_timestamp(0, NULL);
522 for (i=0; i<MAX_NUM_ELEMENTS; i++)
523 for (j=0; j<NUM_SND_ACTIONS; j++)
524 element_action_sound[i][j] = -1;
526 for (i=0; i<NUM_SOUND_FILES; i++)
528 int len_effect_text = strlen(sound_files[i].token);
530 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
531 is_loop_sound[i] = FALSE;
533 /* determine all loop sounds and identify certain sound classes */
535 for (j=0; sound_action_properties[j].text; j++)
537 int len_action_text = strlen(sound_action_properties[j].text);
539 if (len_action_text < len_effect_text &&
540 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
541 sound_action_properties[j].text) == 0)
543 sound_effect_properties[i] = sound_action_properties[j].value;
545 if (sound_action_properties[j].is_loop)
546 is_loop_sound[i] = TRUE;
550 /* associate elements and some selected sound actions */
552 for (j=0; j<MAX_NUM_ELEMENTS; j++)
554 if (element_info[j].sound_class_name)
556 int len_class_text = strlen(element_info[j].sound_class_name);
558 if (len_class_text + 1 < len_effect_text &&
559 strncmp(sound_files[i].token,
560 element_info[j].sound_class_name, len_class_text) == 0 &&
561 sound_files[i].token[len_class_text] == '.')
563 int sound_action_value = sound_effect_properties[i];
565 element_action_sound[j][sound_action_value] = i;
572 debug_print_timestamp(0, "InitGameEngine");
578 int element = EL_SAND;
579 int sound_action = SND_ACTION_DIGGING;
582 while (sound_action_properties[j].text)
584 if (sound_action_properties[j].value == sound_action)
585 printf("element %d, sound action '%s' == %d\n",
586 element, sound_action_properties[j].text,
587 element_action_sound[element][sound_action]);
596 =============================================================================
598 -----------------------------------------------------------------------------
599 initialize game engine due to level / tape version number
600 =============================================================================
603 static void InitGameEngine()
607 game.engine_version = (tape.playing ? tape.engine_version :
611 printf("level %d: level version == %06d\n", level_nr, level.game_version);
612 printf(" tape version == %06d [%s] [file: %06d]\n",
613 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
615 printf(" => game.engine_version == %06d\n", game.engine_version);
618 /* dynamically adjust player properties according to game engine version */
619 game.initial_move_delay =
620 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
621 INITIAL_MOVE_DELAY_OFF);
623 /* dynamically adjust player properties according to level information */
624 game.initial_move_delay_value =
625 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
627 /* dynamically adjust element properties according to game engine version */
629 static int ep_em_slippery_wall[] =
638 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
640 for (i=0; i<ep_em_slippery_wall_num; i++)
642 if (level.em_slippery_gems) /* special EM style gems behaviour */
643 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
644 EP_BIT_EM_SLIPPERY_WALL;
646 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
647 ~EP_BIT_EM_SLIPPERY_WALL;
650 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
651 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
652 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
654 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
660 =============================================================================
662 -----------------------------------------------------------------------------
663 initialize and start new game
664 =============================================================================
669 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
670 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
671 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
677 #if USE_NEW_AMOEBA_CODE
678 printf("Using new amoeba code.\n");
680 printf("Using old amoeba code.\n");
684 /* don't play tapes over network */
685 network_playing = (options.network && !tape.playing);
687 for (i=0; i<MAX_PLAYERS; i++)
689 struct PlayerInfo *player = &stored_player[i];
691 player->index_nr = i;
692 player->element_nr = EL_PLAYER1 + i;
694 player->present = FALSE;
695 player->active = FALSE;
698 player->effective_action = 0;
699 player->programmed_action = 0;
702 player->gems_still_needed = level.gems_needed;
703 player->sokobanfields_still_needed = 0;
704 player->lights_still_needed = 0;
705 player->friends_still_needed = 0;
708 player->key[j] = FALSE;
710 player->dynamite = 0;
711 player->dynabomb_count = 0;
712 player->dynabomb_size = 1;
713 player->dynabombs_left = 0;
714 player->dynabomb_xl = FALSE;
716 player->MovDir = MV_NO_MOVING;
718 player->Pushing = FALSE;
719 player->Switching = FALSE;
723 player->actual_frame_counter = 0;
725 player->frame_reset_delay = 0;
727 player->last_move_dir = MV_NO_MOVING;
728 player->is_moving = FALSE;
730 player->move_delay = game.initial_move_delay;
731 player->move_delay_value = game.initial_move_delay_value;
733 player->push_delay = 0;
734 player->push_delay_value = 5;
736 player->snapped = FALSE;
738 player->last_jx = player->last_jy = 0;
739 player->jx = player->jy = 0;
741 player->shield_passive_time_left = 0;
742 player->shield_active_time_left = 0;
744 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
745 SnapField(player, 0, 0);
747 player->LevelSolved = FALSE;
748 player->GameOver = FALSE;
751 network_player_action_received = FALSE;
753 #if defined(PLATFORM_UNIX)
754 /* initial null action */
756 SendToServer_MovePlayer(MV_NO_MOVING);
764 TimeLeft = level.time;
766 ScreenMovDir = MV_NO_MOVING;
770 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
772 AllPlayersGone = FALSE;
774 game.yam_content_nr = 0;
775 game.magic_wall_active = FALSE;
776 game.magic_wall_time_left = 0;
777 game.light_time_left = 0;
778 game.timegate_time_left = 0;
779 game.switchgate_pos = 0;
780 game.balloon_dir = MV_NO_MOVING;
781 game.explosions_delayed = TRUE;
785 game.belt_dir[i] = MV_NO_MOVING;
786 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
789 for (i=0; i<MAX_NUM_AMOEBA; i++)
790 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
792 for (x=0; x<lev_fieldx; x++)
794 for (y=0; y<lev_fieldy; y++)
796 Feld[x][y] = Ur[x][y];
797 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
798 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
801 JustStopped[x][y] = 0;
803 ExplodeField[x][y] = EX_NO_EXPLOSION;
807 for(y=0; y<lev_fieldy; y++)
809 for(x=0; x<lev_fieldx; x++)
811 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
813 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
815 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
818 InitField(x, y, TRUE);
822 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
823 emulate_sb ? EMU_SOKOBAN :
824 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
826 /* correct non-moving belts to start moving left */
828 if (game.belt_dir[i] == MV_NO_MOVING)
829 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
831 /* check if any connected player was not found in playfield */
832 for (i=0; i<MAX_PLAYERS; i++)
834 struct PlayerInfo *player = &stored_player[i];
836 if (player->connected && !player->present)
838 for (j=0; j<MAX_PLAYERS; j++)
840 struct PlayerInfo *some_player = &stored_player[j];
841 int jx = some_player->jx, jy = some_player->jy;
843 /* assign first free player found that is present in the playfield */
844 if (some_player->present && !some_player->connected)
846 player->present = TRUE;
847 player->active = TRUE;
848 some_player->present = FALSE;
850 StorePlayer[jx][jy] = player->element_nr;
851 player->jx = player->last_jx = jx;
852 player->jy = player->last_jy = jy;
862 /* when playing a tape, eliminate all players who do not participate */
864 for (i=0; i<MAX_PLAYERS; i++)
866 if (stored_player[i].active && !tape.player_participates[i])
868 struct PlayerInfo *player = &stored_player[i];
869 int jx = player->jx, jy = player->jy;
871 player->active = FALSE;
872 StorePlayer[jx][jy] = 0;
873 Feld[jx][jy] = EL_EMPTY;
877 else if (!options.network && !setup.team_mode) /* && !tape.playing */
879 /* when in single player mode, eliminate all but the first active player */
881 for (i=0; i<MAX_PLAYERS; i++)
883 if (stored_player[i].active)
885 for (j=i+1; j<MAX_PLAYERS; j++)
887 if (stored_player[j].active)
889 struct PlayerInfo *player = &stored_player[j];
890 int jx = player->jx, jy = player->jy;
892 player->active = FALSE;
893 StorePlayer[jx][jy] = 0;
894 Feld[jx][jy] = EL_EMPTY;
901 /* when recording the game, store which players take part in the game */
904 for (i=0; i<MAX_PLAYERS; i++)
905 if (stored_player[i].active)
906 tape.player_participates[i] = TRUE;
911 for (i=0; i<MAX_PLAYERS; i++)
913 struct PlayerInfo *player = &stored_player[i];
915 printf("Player %d: present == %d, connected == %d, active == %d.\n",
920 if (local_player == player)
921 printf("Player %d is local player.\n", i+1);
925 if (BorderElement == EL_EMPTY)
928 SBX_Right = lev_fieldx - SCR_FIELDX;
930 SBY_Lower = lev_fieldy - SCR_FIELDY;
935 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
937 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
940 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
941 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
943 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
944 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
947 scroll_y = SBY_Upper;
948 if (local_player->jx >= SBX_Left + MIDPOSX)
949 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
950 local_player->jx - MIDPOSX :
952 if (local_player->jy >= SBY_Upper + MIDPOSY)
953 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
954 local_player->jy - MIDPOSY :
957 CloseDoor(DOOR_CLOSE_1);
963 /* after drawing the level, correct some elements */
964 if (game.timegate_time_left == 0)
965 CloseAllOpenTimegates();
967 if (setup.soft_scrolling)
968 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
970 redraw_mask |= REDRAW_FROM_BACKBUFFER;
972 /* copy default game door content to main double buffer */
973 BlitBitmap(pix[PIX_DOOR], drawto,
974 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
977 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
978 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
981 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
982 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
983 BlitBitmap(drawto, drawto,
984 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
985 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
986 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
989 DrawGameDoorValues();
993 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
994 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
995 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
999 /* copy actual game door content to door double buffer for OpenDoor() */
1000 BlitBitmap(drawto, pix[PIX_DB_DOOR],
1001 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1003 OpenDoor(DOOR_OPEN_ALL);
1005 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1006 if (setup.sound_music)
1007 PlayMusic(level_nr);
1009 KeyboardAutoRepeatOff();
1014 printf("Player %d %sactive.\n",
1015 i + 1, (stored_player[i].active ? "" : "not "));
1019 void InitMovDir(int x, int y)
1021 int i, element = Feld[x][y];
1022 static int xy[4][2] =
1029 static int direction[3][4] =
1031 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1032 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1033 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1042 Feld[x][y] = EL_BUG;
1043 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1046 case EL_SPACESHIP_RIGHT:
1047 case EL_SPACESHIP_UP:
1048 case EL_SPACESHIP_LEFT:
1049 case EL_SPACESHIP_DOWN:
1050 Feld[x][y] = EL_SPACESHIP;
1051 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1054 case EL_BD_BUTTERFLY_RIGHT:
1055 case EL_BD_BUTTERFLY_UP:
1056 case EL_BD_BUTTERFLY_LEFT:
1057 case EL_BD_BUTTERFLY_DOWN:
1058 Feld[x][y] = EL_BD_BUTTERFLY;
1059 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1062 case EL_BD_FIREFLY_RIGHT:
1063 case EL_BD_FIREFLY_UP:
1064 case EL_BD_FIREFLY_LEFT:
1065 case EL_BD_FIREFLY_DOWN:
1066 Feld[x][y] = EL_BD_FIREFLY;
1067 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1070 case EL_PACMAN_RIGHT:
1072 case EL_PACMAN_LEFT:
1073 case EL_PACMAN_DOWN:
1074 Feld[x][y] = EL_PACMAN;
1075 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1078 case EL_SP_SNIKSNAK:
1079 MovDir[x][y] = MV_UP;
1082 case EL_SP_ELECTRON:
1083 MovDir[x][y] = MV_LEFT;
1090 Feld[x][y] = EL_MOLE;
1091 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1095 MovDir[x][y] = 1 << RND(4);
1096 if (element != EL_BUG &&
1097 element != EL_SPACESHIP &&
1098 element != EL_BD_BUTTERFLY &&
1099 element != EL_BD_FIREFLY)
1104 int x1 = x + xy[i][0];
1105 int y1 = y + xy[i][1];
1107 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1109 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1111 MovDir[x][y] = direction[0][i];
1114 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1115 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1117 MovDir[x][y] = direction[1][i];
1126 void InitAmoebaNr(int x, int y)
1129 int group_nr = AmoebeNachbarNr(x, y);
1133 for (i=1; i<MAX_NUM_AMOEBA; i++)
1135 if (AmoebaCnt[i] == 0)
1143 AmoebaNr[x][y] = group_nr;
1144 AmoebaCnt[group_nr]++;
1145 AmoebaCnt2[group_nr]++;
1151 boolean raise_level = FALSE;
1153 if (local_player->MovPos)
1156 local_player->LevelSolved = FALSE;
1158 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1162 if (!tape.playing && setup.sound_loops)
1163 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1164 SND_CTRL_PLAY_LOOP);
1166 while (TimeLeft > 0)
1168 if (!tape.playing && !setup.sound_loops)
1169 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1170 if (TimeLeft > 0 && !(TimeLeft % 10))
1171 RaiseScore(level.score[SC_ZEITBONUS]);
1172 if (TimeLeft > 100 && !(TimeLeft % 10))
1176 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1183 if (!tape.playing && setup.sound_loops)
1184 StopSound(SND_GAME_LEVELTIME_BONUS);
1186 else if (level.time == 0) /* level without time limit */
1188 if (!tape.playing && setup.sound_loops)
1189 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1190 SND_CTRL_PLAY_LOOP);
1192 while (TimePlayed < 999)
1194 if (!tape.playing && !setup.sound_loops)
1195 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1196 if (TimePlayed < 999 && !(TimePlayed % 10))
1197 RaiseScore(level.score[SC_ZEITBONUS]);
1198 if (TimePlayed < 900 && !(TimePlayed % 10))
1202 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1209 if (!tape.playing && setup.sound_loops)
1210 StopSound(SND_GAME_LEVELTIME_BONUS);
1217 /* Hero disappears */
1218 DrawLevelField(ExitX, ExitY);
1224 CloseDoor(DOOR_CLOSE_1);
1229 SaveTape(tape.level_nr); /* Ask to save tape */
1232 if (level_nr == leveldir_current->handicap_level)
1234 leveldir_current->handicap_level++;
1235 SaveLevelSetup_SeriesInfo();
1238 if (level_editor_test_game)
1239 local_player->score = -1; /* no highscore when playing from editor */
1240 else if (level_nr < leveldir_current->last_level)
1241 raise_level = TRUE; /* advance to next level */
1243 if ((hi_pos = NewHiScore()) >= 0)
1245 game_status = HALLOFFAME;
1246 DrawHallOfFame(hi_pos);
1255 game_status = MAINMENU;
1272 LoadScore(level_nr);
1274 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1275 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1278 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1280 if (local_player->score > highscore[k].Score)
1282 /* player has made it to the hall of fame */
1284 if (k < MAX_SCORE_ENTRIES - 1)
1286 int m = MAX_SCORE_ENTRIES - 1;
1289 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1290 if (!strcmp(setup.player_name, highscore[l].Name))
1292 if (m == k) /* player's new highscore overwrites his old one */
1298 strcpy(highscore[l].Name, highscore[l - 1].Name);
1299 highscore[l].Score = highscore[l - 1].Score;
1306 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1307 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1308 highscore[k].Score = local_player->score;
1314 else if (!strncmp(setup.player_name, highscore[k].Name,
1315 MAX_PLAYER_NAME_LEN))
1316 break; /* player already there with a higher score */
1322 SaveScore(level_nr);
1327 void InitMovingField(int x, int y, int direction)
1329 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1330 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1332 MovDir[x][y] = direction;
1333 MovDir[newx][newy] = direction;
1334 if (Feld[newx][newy] == EL_EMPTY)
1335 Feld[newx][newy] = EL_BLOCKED;
1338 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1340 int direction = MovDir[x][y];
1341 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1342 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1348 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1350 int oldx = x, oldy = y;
1351 int direction = MovDir[x][y];
1353 if (direction == MV_LEFT)
1355 else if (direction == MV_RIGHT)
1357 else if (direction == MV_UP)
1359 else if (direction == MV_DOWN)
1362 *comes_from_x = oldx;
1363 *comes_from_y = oldy;
1366 int MovingOrBlocked2Element(int x, int y)
1368 int element = Feld[x][y];
1370 if (element == EL_BLOCKED)
1374 Blocked2Moving(x, y, &oldx, &oldy);
1375 return Feld[oldx][oldy];
1381 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1383 /* like MovingOrBlocked2Element(), but if element is moving
1384 and (x,y) is the field the moving element is just leaving,
1385 return EL_BLOCKED instead of the element value */
1386 int element = Feld[x][y];
1388 if (IS_MOVING(x, y))
1390 if (element == EL_BLOCKED)
1394 Blocked2Moving(x, y, &oldx, &oldy);
1395 return Feld[oldx][oldy];
1404 static void RemoveField(int x, int y)
1406 Feld[x][y] = EL_EMPTY;
1412 void RemoveMovingField(int x, int y)
1414 int oldx = x, oldy = y, newx = x, newy = y;
1416 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1419 if (IS_MOVING(x, y))
1421 Moving2Blocked(x, y, &newx, &newy);
1422 if (Feld[newx][newy] != EL_BLOCKED)
1425 else if (Feld[x][y] == EL_BLOCKED)
1427 Blocked2Moving(x, y, &oldx, &oldy);
1428 if (!IS_MOVING(oldx, oldy))
1432 if (Feld[x][y] == EL_BLOCKED &&
1433 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1434 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1435 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1436 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1437 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1439 Feld[oldx][oldy] = EL_EMPTY;
1441 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1443 Feld[newx][newy] = EL_EMPTY;
1444 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1445 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1447 DrawLevelField(oldx, oldy);
1448 DrawLevelField(newx, newy);
1451 void DrawDynamite(int x, int y)
1453 int sx = SCREENX(x), sy = SCREENY(y);
1454 int graphic = el2gfx(Feld[x][y]);
1457 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1461 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1463 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1465 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1470 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1474 if (game.emulation == EMU_SUPAPLEX)
1475 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1476 else if (Store[x][y])
1477 DrawGraphicThruMask(sx, sy, graphic + phase);
1479 DrawGraphic(sx, sy, graphic + phase);
1482 void CheckDynamite(int x, int y)
1484 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1489 if (!(MovDelay[x][y] % 6))
1490 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1492 if (IS_ACTIVE_BOMB(Feld[x][y]))
1494 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1496 if (!(MovDelay[x][y] % delay))
1504 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1505 StopSound(SND_DYNAMITE_ACTIVE);
1507 StopSound(SND_DYNABOMB_ACTIVE);
1512 void Explode(int ex, int ey, int phase, int mode)
1515 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1516 int last_phase = num_phase * delay;
1517 int half_phase = (num_phase / 2) * delay;
1518 int first_phase_after_start = EX_PHASE_START + 1;
1520 if (game.explosions_delayed)
1522 ExplodeField[ex][ey] = mode;
1526 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1528 int center_element = Feld[ex][ey];
1530 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1532 /* put moving element to center field (and let it explode there) */
1533 center_element = MovingOrBlocked2Element(ex, ey);
1534 RemoveMovingField(ex, ey);
1535 Feld[ex][ey] = center_element;
1538 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1542 if (!IN_LEV_FIELD(x, y) ||
1543 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1544 (x != ex || y != ey)))
1547 element = Feld[x][y];
1549 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1551 element = MovingOrBlocked2Element(x, y);
1552 RemoveMovingField(x, y);
1555 if (IS_MASSIVE(element) || element == EL_DRAGON_FIRE)
1558 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1560 if (IS_ACTIVE_BOMB(element))
1562 /* re-activate things under the bomb like gate or penguin */
1563 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1570 if (element == EL_EXPLOSION)
1571 element = Store2[x][y];
1573 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1575 switch(StorePlayer[ex][ey])
1578 Store[x][y] = EL_EMERALD_RED;
1581 Store[x][y] = EL_EMERALD;
1584 Store[x][y] = EL_EMERALD_PURPLE;
1588 Store[x][y] = EL_EMERALD_YELLOW;
1592 if (game.emulation == EMU_SUPAPLEX)
1593 Store[x][y] = EL_EMPTY;
1595 else if (center_element == EL_MOLE)
1596 Store[x][y] = EL_EMERALD_RED;
1597 else if (center_element == EL_PENGUIN)
1598 Store[x][y] = EL_EMERALD_PURPLE;
1599 else if (center_element == EL_BUG)
1600 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1601 else if (center_element == EL_BD_BUTTERFLY)
1602 Store[x][y] = EL_BD_DIAMOND;
1603 else if (center_element == EL_SP_ELECTRON)
1604 Store[x][y] = EL_SP_INFOTRON;
1605 else if (center_element == EL_YAMYAM)
1606 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1607 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1608 Store[x][y] = level.amoeba_content;
1609 else if (element == EL_WALL_EMERALD)
1610 Store[x][y] = EL_EMERALD;
1611 else if (element == EL_WALL_DIAMOND)
1612 Store[x][y] = EL_DIAMOND;
1613 else if (element == EL_WALL_BD_DIAMOND)
1614 Store[x][y] = EL_BD_DIAMOND;
1615 else if (element == EL_WALL_EMERALD_YELLOW)
1616 Store[x][y] = EL_EMERALD_YELLOW;
1617 else if (element == EL_WALL_EMERALD_RED)
1618 Store[x][y] = EL_EMERALD_RED;
1619 else if (element == EL_WALL_EMERALD_PURPLE)
1620 Store[x][y] = EL_EMERALD_PURPLE;
1621 else if (element == EL_WALL_PEARL)
1622 Store[x][y] = EL_PEARL;
1623 else if (element == EL_WALL_CRYSTAL)
1624 Store[x][y] = EL_CRYSTAL;
1625 else if (!IS_PFORTE(Store[x][y]))
1626 Store[x][y] = EL_EMPTY;
1628 if (x != ex || y != ey ||
1629 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1630 Store2[x][y] = element;
1632 if (AmoebaNr[x][y] &&
1633 (element == EL_AMOEBA_FULL ||
1634 element == EL_BD_AMOEBA ||
1635 element == EL_AMOEBA_CREATING))
1637 AmoebaCnt[AmoebaNr[x][y]]--;
1638 AmoebaCnt2[AmoebaNr[x][y]]--;
1641 Feld[x][y] = EL_EXPLOSION;
1642 MovDir[x][y] = MovPos[x][y] = 0;
1648 if (center_element == EL_YAMYAM)
1649 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1660 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1662 if (phase == first_phase_after_start)
1664 int element = Store2[x][y];
1666 if (element == EL_BLACK_ORB)
1668 Feld[x][y] = Store2[x][y];
1673 else if (phase == half_phase)
1675 int element = Store2[x][y];
1677 if (IS_PLAYER(x, y))
1678 KillHeroUnlessProtected(x, y);
1679 else if (IS_EXPLOSIVE(element))
1681 Feld[x][y] = Store2[x][y];
1685 else if (element == EL_AMOEBA_TO_DIAMOND)
1686 AmoebeUmwandeln(x, y);
1689 if (phase == last_phase)
1693 element = Feld[x][y] = Store[x][y];
1694 Store[x][y] = Store2[x][y] = 0;
1695 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1696 InitField(x, y, FALSE);
1697 if (CAN_MOVE(element) || COULD_MOVE(element))
1699 DrawLevelField(x, y);
1701 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1702 StorePlayer[x][y] = 0;
1704 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1706 int graphic = GFX_EXPLOSION;
1708 if (game.emulation == EMU_SUPAPLEX)
1709 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1710 GFX_SP_EXPLODE_INFOTRON :
1711 GFX_SP_EXPLODE_EMPTY);
1714 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1716 graphic += (phase / delay - 1);
1718 if (IS_PFORTE(Store[x][y]))
1720 DrawLevelElement(x, y, Store[x][y]);
1721 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1724 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1728 void DynaExplode(int ex, int ey)
1731 int dynabomb_size = 1;
1732 boolean dynabomb_xl = FALSE;
1733 struct PlayerInfo *player;
1734 static int xy[4][2] =
1742 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1744 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1745 dynabomb_size = player->dynabomb_size;
1746 dynabomb_xl = player->dynabomb_xl;
1747 player->dynabombs_left++;
1750 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1754 for (j=1; j<=dynabomb_size; j++)
1756 int x = ex + j * xy[i % 4][0];
1757 int y = ey + j * xy[i % 4][1];
1760 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1763 element = Feld[x][y];
1765 /* do not restart explosions of fields with active bombs */
1766 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1769 Explode(x, y, EX_PHASE_START, EX_BORDER);
1771 if (element != EL_EMPTY &&
1772 element != EL_SAND &&
1773 element != EL_EXPLOSION &&
1780 void Bang(int x, int y)
1782 int element = Feld[x][y];
1784 if (game.emulation == EMU_SUPAPLEX)
1785 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1787 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1790 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1798 case EL_BD_BUTTERFLY:
1801 case EL_DARK_YAMYAM:
1805 RaiseScoreElement(element);
1806 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1808 case EL_DYNABOMB_ACTIVE_1:
1809 case EL_DYNABOMB_ACTIVE_2:
1810 case EL_DYNABOMB_ACTIVE_3:
1811 case EL_DYNABOMB_ACTIVE_4:
1812 case EL_DYNABOMB_NR:
1813 case EL_DYNABOMB_SZ:
1814 case EL_DYNABOMB_XL:
1819 case EL_LAMP_ACTIVE:
1820 if (IS_PLAYER(x, y))
1821 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1823 Explode(x, y, EX_PHASE_START, EX_CENTER);
1826 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1831 void Blurb(int x, int y)
1833 int element = Feld[x][y];
1835 if (element != EL_ACID_SPLASHING_LEFT &&
1836 element != EL_ACID_SPLASHING_RIGHT) /* start */
1838 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1839 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1840 (!IN_LEV_FIELD(x-1, y-1) ||
1841 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1843 Feld[x-1][y] = EL_ACID_SPLASHING_LEFT;
1845 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1846 (!IN_LEV_FIELD(x+1, y-1) ||
1847 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1849 Feld[x+1][y] = EL_ACID_SPLASHING_RIGHT;
1855 (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1857 if (!MovDelay[x][y]) /* initialize animation counter */
1860 if (MovDelay[x][y]) /* continue animation */
1863 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1864 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1866 if (!MovDelay[x][y])
1868 Feld[x][y] = EL_EMPTY;
1869 DrawLevelField(x, y);
1875 static void ToggleBeltSwitch(int x, int y)
1877 static int belt_base_element[4] =
1879 EL_CONVEYOR_BELT1_LEFT,
1880 EL_CONVEYOR_BELT2_LEFT,
1881 EL_CONVEYOR_BELT3_LEFT,
1882 EL_CONVEYOR_BELT4_LEFT
1884 static int belt_base_active_element[4] =
1886 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1887 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1888 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1889 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1891 static int belt_base_switch_element[4] =
1893 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1894 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1895 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1896 EL_CONVEYOR_BELT4_SWITCH_LEFT
1898 static int belt_move_dir[4] =
1906 int element = Feld[x][y];
1907 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1908 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1909 int belt_dir = belt_move_dir[belt_dir_nr];
1912 if (!IS_BELT_SWITCH(element))
1915 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1916 game.belt_dir[belt_nr] = belt_dir;
1918 if (belt_dir_nr == 3)
1921 for (yy=0; yy<lev_fieldy; yy++)
1923 for (xx=0; xx<lev_fieldx; xx++)
1925 int element = Feld[xx][yy];
1927 if (IS_BELT_SWITCH(element))
1929 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1931 if (e_belt_nr == belt_nr)
1933 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1934 DrawLevelField(xx, yy);
1937 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1939 int e_belt_nr = getBeltNrFromBeltElement(element);
1941 if (e_belt_nr == belt_nr)
1943 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1945 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1946 DrawLevelField(xx, yy);
1949 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1951 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1953 if (e_belt_nr == belt_nr)
1955 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1957 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1958 DrawLevelField(xx, yy);
1965 static void ToggleSwitchgateSwitch(int x, int y)
1969 game.switchgate_pos = !game.switchgate_pos;
1971 for (yy=0; yy<lev_fieldy; yy++)
1973 for (xx=0; xx<lev_fieldx; xx++)
1975 int element = Feld[xx][yy];
1977 if (element == EL_SWITCHGATE_SWITCH_UP ||
1978 element == EL_SWITCHGATE_SWITCH_DOWN)
1980 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
1981 DrawLevelField(xx, yy);
1983 else if (element == EL_SWITCHGATE_OPEN ||
1984 element == EL_SWITCHGATE_OPENING)
1986 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1987 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1989 else if (element == EL_SWITCHGATE_CLOSED ||
1990 element == EL_SWITCHGATE_CLOSING)
1992 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1993 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1999 static int getInvisibleActiveFromInvisibleElement(int element)
2001 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2002 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2003 EL_INVISIBLE_SAND_ACTIVE);
2006 static int getInvisibleFromInvisibleActiveElement(int element)
2008 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2009 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2013 static void RedrawAllLightSwitchesAndInvisibleElements()
2017 for (y=0; y<lev_fieldy; y++)
2019 for (x=0; x<lev_fieldx; x++)
2021 int element = Feld[x][y];
2023 if (element == EL_LIGHT_SWITCH &&
2024 game.light_time_left > 0)
2026 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2027 DrawLevelField(x, y);
2029 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2030 game.light_time_left == 0)
2032 Feld[x][y] = EL_LIGHT_SWITCH;
2033 DrawLevelField(x, y);
2035 else if (element == EL_INVISIBLE_STEELWALL ||
2036 element == EL_INVISIBLE_WALL ||
2037 element == EL_INVISIBLE_SAND)
2039 if (game.light_time_left > 0)
2040 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2042 DrawLevelField(x, y);
2044 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2045 element == EL_INVISIBLE_WALL_ACTIVE ||
2046 element == EL_INVISIBLE_SAND_ACTIVE)
2048 if (game.light_time_left == 0)
2049 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2051 DrawLevelField(x, y);
2057 static void ToggleLightSwitch(int x, int y)
2059 int element = Feld[x][y];
2061 game.light_time_left =
2062 (element == EL_LIGHT_SWITCH ?
2063 level.time_light * FRAMES_PER_SECOND : 0);
2065 RedrawAllLightSwitchesAndInvisibleElements();
2068 static void ActivateTimegateSwitch(int x, int y)
2072 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2074 for (yy=0; yy<lev_fieldy; yy++)
2076 for (xx=0; xx<lev_fieldx; xx++)
2078 int element = Feld[xx][yy];
2080 if (element == EL_TIMEGATE_CLOSED ||
2081 element == EL_TIMEGATE_CLOSING)
2083 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2084 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2088 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2090 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2091 DrawLevelField(xx, yy);
2098 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2101 void Impact(int x, int y)
2103 boolean lastline = (y == lev_fieldy-1);
2104 boolean object_hit = FALSE;
2105 int element = Feld[x][y];
2108 if (!lastline) /* check if element below was hit */
2110 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2113 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2114 MovDir[x][y+1]!=MV_DOWN ||
2115 MovPos[x][y+1]<=TILEY/2));
2117 smashed = MovingOrBlocked2Element(x, y+1);
2120 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2126 if ((element == EL_BOMB ||
2127 element == EL_SP_DISK_ORANGE ||
2128 element == EL_DX_SUPABOMB) &&
2129 (lastline || object_hit)) /* element is bomb */
2134 else if (element == EL_PEARL)
2136 Feld[x][y] = EL_PEARL_BREAKING;
2137 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2141 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2143 if (object_hit && IS_PLAYER(x, y+1))
2144 KillHeroUnlessProtected(x, y+1);
2145 else if (object_hit && smashed == EL_PENGUIN)
2149 Feld[x][y] = EL_AMOEBA_CREATING;
2150 Store[x][y] = EL_AMOEBA_WET;
2155 if (!lastline && object_hit) /* check which object was hit */
2157 if (CAN_CHANGE(element) &&
2158 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2161 int activated_magic_wall =
2162 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2163 EL_BD_MAGIC_WALL_ACTIVE);
2165 /* activate magic wall / mill */
2166 for (yy=0; yy<lev_fieldy; yy++)
2167 for (xx=0; xx<lev_fieldx; xx++)
2168 if (Feld[xx][yy] == smashed)
2169 Feld[xx][yy] = activated_magic_wall;
2171 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2172 game.magic_wall_active = TRUE;
2174 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2175 SND_MAGIC_WALL_ACTIVATING :
2176 SND_BD_MAGIC_WALL_ACTIVATING));
2179 if (IS_PLAYER(x, y+1))
2181 KillHeroUnlessProtected(x, y+1);
2184 else if (smashed == EL_PENGUIN)
2189 else if (element == EL_BD_DIAMOND)
2191 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2197 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2198 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2199 smashed == EL_SP_DISK_ORANGE))
2204 else if (element == EL_ROCK ||
2205 element == EL_SP_ZONK ||
2206 element == EL_BD_ROCK)
2208 if (IS_ENEMY(smashed) ||
2209 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2210 smashed == EL_DX_SUPABOMB ||
2211 smashed == EL_SATELLITE || smashed == EL_PIG ||
2212 smashed == EL_DRAGON || smashed == EL_MOLE)
2217 else if (!IS_MOVING(x, y+1))
2219 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2224 else if (smashed == EL_NUT)
2226 Feld[x][y+1] = EL_CRACKINGNUT;
2227 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2228 RaiseScoreElement(EL_NUT);
2231 else if (smashed == EL_PEARL)
2233 Feld[x][y+1] = EL_PEARL_BREAKING;
2234 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2237 else if (smashed == EL_DIAMOND)
2239 Feld[x][y+1] = EL_EMPTY;
2240 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2243 else if (IS_BELT_SWITCH(smashed))
2245 ToggleBeltSwitch(x, y+1);
2247 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2248 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2250 ToggleSwitchgateSwitch(x, y+1);
2252 else if (smashed == EL_LIGHT_SWITCH ||
2253 smashed == EL_LIGHT_SWITCH_ACTIVE)
2255 ToggleLightSwitch(x, y+1);
2261 /* play sound of magic wall / mill */
2263 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2264 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2266 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2267 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2268 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2269 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2274 /* play sound of object that hits the ground */
2275 if (lastline || object_hit)
2276 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2279 void TurnRound(int x, int y)
2291 { 0, 0 }, { 0, 0 }, { 0, 0 },
2296 int left, right, back;
2300 { MV_DOWN, MV_UP, MV_RIGHT },
2301 { MV_UP, MV_DOWN, MV_LEFT },
2303 { MV_LEFT, MV_RIGHT, MV_DOWN },
2304 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2305 { MV_RIGHT, MV_LEFT, MV_UP }
2308 int element = Feld[x][y];
2309 int old_move_dir = MovDir[x][y];
2310 int left_dir = turn[old_move_dir].left;
2311 int right_dir = turn[old_move_dir].right;
2312 int back_dir = turn[old_move_dir].back;
2314 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2315 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2316 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2317 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2319 int left_x = x+left_dx, left_y = y+left_dy;
2320 int right_x = x+right_dx, right_y = y+right_dy;
2321 int move_x = x+move_dx, move_y = y+move_dy;
2323 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2325 TestIfBadThingTouchesOtherBadThing(x, y);
2327 if (IN_LEV_FIELD(right_x, right_y) &&
2328 IS_FREE(right_x, right_y))
2329 MovDir[x][y] = right_dir;
2330 else if (!IN_LEV_FIELD(move_x, move_y) ||
2331 !IS_FREE(move_x, move_y))
2332 MovDir[x][y] = left_dir;
2334 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2336 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2339 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2340 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2342 TestIfBadThingTouchesOtherBadThing(x, y);
2344 if (IN_LEV_FIELD(left_x, left_y) &&
2345 IS_FREE(left_x, left_y))
2346 MovDir[x][y] = left_dir;
2347 else if (!IN_LEV_FIELD(move_x, move_y) ||
2348 !IS_FREE(move_x, move_y))
2349 MovDir[x][y] = right_dir;
2351 if ((element == EL_SPACESHIP ||
2352 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2353 && MovDir[x][y] != old_move_dir)
2355 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2358 else if (element == EL_YAMYAM)
2360 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2362 if (IN_LEV_FIELD(left_x, left_y) &&
2363 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2364 Feld[left_x][left_y] == EL_DIAMOND))
2365 can_turn_left = TRUE;
2366 if (IN_LEV_FIELD(right_x, right_y) &&
2367 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2368 Feld[right_x][right_y] == EL_DIAMOND))
2369 can_turn_right = TRUE;
2371 if (can_turn_left && can_turn_right)
2372 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2373 else if (can_turn_left)
2374 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2375 else if (can_turn_right)
2376 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2378 MovDir[x][y] = back_dir;
2380 MovDelay[x][y] = 16+16*RND(3);
2382 else if (element == EL_DARK_YAMYAM)
2384 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2386 if (IN_LEV_FIELD(left_x, left_y) &&
2387 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2388 IS_MAMPF2(Feld[left_x][left_y])))
2389 can_turn_left = TRUE;
2390 if (IN_LEV_FIELD(right_x, right_y) &&
2391 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2392 IS_MAMPF2(Feld[right_x][right_y])))
2393 can_turn_right = TRUE;
2395 if (can_turn_left && can_turn_right)
2396 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2397 else if (can_turn_left)
2398 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2399 else if (can_turn_right)
2400 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2402 MovDir[x][y] = back_dir;
2404 MovDelay[x][y] = 16+16*RND(3);
2406 else if (element == EL_PACMAN)
2408 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2410 if (IN_LEV_FIELD(left_x, left_y) &&
2411 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2412 IS_AMOEBOID(Feld[left_x][left_y])))
2413 can_turn_left = TRUE;
2414 if (IN_LEV_FIELD(right_x, right_y) &&
2415 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2416 IS_AMOEBOID(Feld[right_x][right_y])))
2417 can_turn_right = TRUE;
2419 if (can_turn_left && can_turn_right)
2420 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2421 else if (can_turn_left)
2422 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2423 else if (can_turn_right)
2424 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2426 MovDir[x][y] = back_dir;
2428 MovDelay[x][y] = 6+RND(40);
2430 else if (element == EL_PIG)
2432 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2433 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2434 boolean should_move_on = FALSE;
2436 int rnd = RND(rnd_value);
2438 if (IN_LEV_FIELD(left_x, left_y) &&
2439 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2440 can_turn_left = TRUE;
2441 if (IN_LEV_FIELD(right_x, right_y) &&
2442 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2443 can_turn_right = TRUE;
2444 if (IN_LEV_FIELD(move_x, move_y) &&
2445 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2448 if (can_turn_left &&
2450 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2451 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2452 should_turn_left = TRUE;
2453 if (can_turn_right &&
2455 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2456 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2457 should_turn_right = TRUE;
2459 (!can_turn_left || !can_turn_right ||
2460 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2461 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2462 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2463 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2464 should_move_on = TRUE;
2466 if (should_turn_left || should_turn_right || should_move_on)
2468 if (should_turn_left && should_turn_right && should_move_on)
2469 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2470 rnd < 2*rnd_value/3 ? right_dir :
2472 else if (should_turn_left && should_turn_right)
2473 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2474 else if (should_turn_left && should_move_on)
2475 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2476 else if (should_turn_right && should_move_on)
2477 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2478 else if (should_turn_left)
2479 MovDir[x][y] = left_dir;
2480 else if (should_turn_right)
2481 MovDir[x][y] = right_dir;
2482 else if (should_move_on)
2483 MovDir[x][y] = old_move_dir;
2485 else if (can_move_on && rnd > rnd_value/8)
2486 MovDir[x][y] = old_move_dir;
2487 else if (can_turn_left && can_turn_right)
2488 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2489 else if (can_turn_left && rnd > rnd_value/8)
2490 MovDir[x][y] = left_dir;
2491 else if (can_turn_right && rnd > rnd_value/8)
2492 MovDir[x][y] = right_dir;
2494 MovDir[x][y] = back_dir;
2496 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2497 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2498 MovDir[x][y] = old_move_dir;
2502 else if (element == EL_DRAGON)
2504 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2506 int rnd = RND(rnd_value);
2508 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2509 can_turn_left = TRUE;
2510 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2511 can_turn_right = TRUE;
2512 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2515 if (can_move_on && rnd > rnd_value/8)
2516 MovDir[x][y] = old_move_dir;
2517 else if (can_turn_left && can_turn_right)
2518 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2519 else if (can_turn_left && rnd > rnd_value/8)
2520 MovDir[x][y] = left_dir;
2521 else if (can_turn_right && rnd > rnd_value/8)
2522 MovDir[x][y] = right_dir;
2524 MovDir[x][y] = back_dir;
2526 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2527 MovDir[x][y] = old_move_dir;
2531 else if (element == EL_MOLE)
2533 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2535 if (IN_LEV_FIELD(move_x, move_y) &&
2536 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2537 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2542 if (IN_LEV_FIELD(left_x, left_y) &&
2543 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2544 can_turn_left = TRUE;
2545 if (IN_LEV_FIELD(right_x, right_y) &&
2546 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2547 can_turn_right = TRUE;
2549 if (can_turn_left && can_turn_right)
2550 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2551 else if (can_turn_left)
2552 MovDir[x][y] = left_dir;
2554 MovDir[x][y] = right_dir;
2557 if (MovDir[x][y] != old_move_dir)
2560 else if (element == EL_BALLOON)
2562 MovDir[x][y] = game.balloon_dir;
2565 else if (element == EL_SPRING_MOVING)
2567 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2568 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2570 Feld[x][y] = EL_SPRING;
2571 MovDir[x][y] = MV_NO_MOVING;
2575 else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
2577 int attr_x = -1, attr_y = -1;
2588 for (i=0; i<MAX_PLAYERS; i++)
2590 struct PlayerInfo *player = &stored_player[i];
2591 int jx = player->jx, jy = player->jy;
2593 if (!player->active)
2596 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2604 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2610 if (element == EL_PENGUIN)
2613 static int xy[4][2] =
2623 int ex = x + xy[i%4][0];
2624 int ey = y + xy[i%4][1];
2626 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2635 MovDir[x][y] = MV_NO_MOVING;
2637 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2639 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2641 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2643 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2645 if (element == EL_ROBOT)
2649 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2650 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2651 Moving2Blocked(x, y, &newx, &newy);
2653 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2654 MovDelay[x][y] = 8+8*!RND(3);
2656 MovDelay[x][y] = 16;
2664 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2666 boolean first_horiz = RND(2);
2667 int new_move_dir = MovDir[x][y];
2670 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2671 Moving2Blocked(x, y, &newx, &newy);
2673 if (IN_LEV_FIELD(newx, newy) &&
2674 (IS_FREE(newx, newy) ||
2675 Feld[newx][newy] == EL_ACID ||
2676 (element == EL_PENGUIN &&
2677 (Feld[newx][newy] == EL_EXIT_OPEN ||
2678 IS_MAMPF3(Feld[newx][newy])))))
2682 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2683 Moving2Blocked(x, y, &newx, &newy);
2685 if (IN_LEV_FIELD(newx, newy) &&
2686 (IS_FREE(newx, newy) ||
2687 Feld[newx][newy] == EL_ACID ||
2688 (element == EL_PENGUIN &&
2689 (Feld[newx][newy] == EL_EXIT_OPEN ||
2690 IS_MAMPF3(Feld[newx][newy])))))
2693 MovDir[x][y] = old_move_dir;
2700 static boolean JustBeingPushed(int x, int y)
2704 for (i=0; i<MAX_PLAYERS; i++)
2706 struct PlayerInfo *player = &stored_player[i];
2708 if (player->active && player->Pushing && player->MovPos)
2710 int next_jx = player->jx + (player->jx - player->last_jx);
2711 int next_jy = player->jy + (player->jy - player->last_jy);
2713 if (x == next_jx && y == next_jy)
2721 void StartMoving(int x, int y)
2723 int element = Feld[x][y];
2728 if (CAN_FALL(element) && y<lev_fieldy-1)
2730 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2731 if (JustBeingPushed(x, y))
2734 if (element == EL_QUICKSAND_FULL)
2736 if (IS_FREE(x, y+1))
2738 InitMovingField(x, y, MV_DOWN);
2739 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2740 Store[x][y] = EL_ROCK;
2741 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2743 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2745 if (!MovDelay[x][y])
2746 MovDelay[x][y] = TILEY + 1;
2755 Feld[x][y] = EL_QUICKSAND_EMPTY;
2756 Feld[x][y+1] = EL_QUICKSAND_FULL;
2757 Store[x][y+1] = Store[x][y];
2759 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2762 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2763 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2765 InitMovingField(x, y, MV_DOWN);
2766 Feld[x][y] = EL_QUICKSAND_FILLING;
2767 Store[x][y] = element;
2768 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2770 else if (element == EL_MAGIC_WALL_FULL)
2772 if (IS_FREE(x, y+1))
2774 InitMovingField(x, y, MV_DOWN);
2775 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2776 Store[x][y] = EL_CHANGED(Store[x][y]);
2778 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2780 if (!MovDelay[x][y])
2781 MovDelay[x][y] = TILEY/4 + 1;
2790 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2791 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2792 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2796 else if (element == EL_BD_MAGIC_WALL_FULL)
2798 if (IS_FREE(x, y+1))
2800 InitMovingField(x, y, MV_DOWN);
2801 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2802 Store[x][y] = EL_CHANGED2(Store[x][y]);
2804 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2806 if (!MovDelay[x][y])
2807 MovDelay[x][y] = TILEY/4 + 1;
2816 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2817 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2818 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2822 else if (CAN_CHANGE(element) &&
2823 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2824 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2826 InitMovingField(x, y, MV_DOWN);
2828 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2829 EL_BD_MAGIC_WALL_FILLING);
2830 Store[x][y] = element;
2832 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2835 InitMovingField(x, y, MV_DOWN);
2836 Store[x][y] = EL_ACID;
2838 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2843 else if (IS_FREE(x, y+1))
2845 InitMovingField(x, y, MV_DOWN);
2847 else if (element == EL_AMOEBA_DROP)
2849 Feld[x][y] = EL_AMOEBA_CREATING;
2850 Store[x][y] = EL_AMOEBA_WET;
2852 /* Store[x][y+1] must be zero, because:
2853 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2856 #if OLD_GAME_BEHAVIOUR
2857 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2859 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2860 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2861 element != EL_DX_SUPABOMB)
2864 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2865 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2866 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2867 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2870 boolean left = (x>0 && IS_FREE(x-1, y) &&
2871 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2872 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2873 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2877 if (left && right &&
2878 (game.emulation != EMU_BOULDERDASH &&
2879 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2880 left = !(right = RND(2));
2882 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2885 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2887 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2888 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2889 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2890 int belt_dir = game.belt_dir[belt_nr];
2892 if ((belt_dir == MV_LEFT && left_is_free) ||
2893 (belt_dir == MV_RIGHT && right_is_free))
2894 InitMovingField(x, y, belt_dir);
2897 else if (CAN_MOVE(element))
2901 if ((element == EL_SATELLITE || element == EL_BALLOON ||
2902 element == EL_SPRING_MOVING)
2903 && JustBeingPushed(x, y))
2906 if (!MovDelay[x][y]) /* start new movement phase */
2908 /* all objects that can change their move direction after each step */
2909 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2911 if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
2915 if (MovDelay[x][y] && (element == EL_BUG ||
2916 element == EL_SPACESHIP ||
2917 element == EL_SP_SNIKSNAK ||
2918 element == EL_SP_ELECTRON))
2919 DrawNewLevelField(x, y);
2920 else if (MovDelay[x][y] && (element == EL_BUG ||
2921 element == EL_SPACESHIP ||
2922 element == EL_SP_SNIKSNAK ||
2923 element == EL_SP_ELECTRON ||
2924 element == EL_MOLE))
2925 DrawLevelField(x, y);
2929 if (MovDelay[x][y]) /* wait some time before next movement */
2933 if (element == EL_ROBOT ||
2934 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2936 int phase = MovDelay[x][y] % 8;
2941 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2942 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2944 if (MovDelay[x][y] % 4 == 3)
2946 if (element == EL_YAMYAM)
2947 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2948 else if (element == EL_DARK_YAMYAM)
2949 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2952 else if (element == EL_SP_ELECTRON)
2953 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2954 else if (element == EL_DRAGON)
2957 int dir = MovDir[x][y];
2958 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2959 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2960 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2961 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2962 dir == MV_UP ? GFX_FLAMMEN_UP :
2963 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2964 int phase = FrameCounter % 2;
2966 for (i=1; i<=3; i++)
2968 int xx = x + i*dx, yy = y + i*dy;
2969 int sx = SCREENX(xx), sy = SCREENY(yy);
2971 if (!IN_LEV_FIELD(xx, yy) ||
2972 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
2977 int flamed = MovingOrBlocked2Element(xx, yy);
2979 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2982 RemoveMovingField(xx, yy);
2984 Feld[xx][yy] = EL_DRAGON_FIRE;
2985 if (IN_SCR_FIELD(sx, sy))
2986 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2990 if (Feld[xx][yy] == EL_DRAGON_FIRE)
2991 Feld[xx][yy] = EL_EMPTY;
2992 DrawLevelField(xx, yy);
2997 if (MovDelay[x][y]) /* element still has to wait some time */
2999 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3005 /* now make next step */
3007 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3009 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3010 !PLAYER_PROTECTED(newx, newy))
3014 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3017 /* enemy got the player */
3019 KillHero(PLAYERINFO(newx, newy));
3024 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3025 element == EL_SATELLITE || element == EL_BALLOON) &&
3026 IN_LEV_FIELD(newx, newy) &&
3027 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3030 Store[x][y] = EL_ACID;
3032 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3034 if (Feld[newx][newy] == EL_EXIT_OPEN)
3036 Feld[x][y] = EL_EMPTY;
3037 DrawLevelField(x, y);
3039 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3040 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3041 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
3043 local_player->friends_still_needed--;
3044 if (!local_player->friends_still_needed &&
3045 !local_player->GameOver && AllPlayersGone)
3046 local_player->LevelSolved = local_player->GameOver = TRUE;
3050 else if (IS_MAMPF3(Feld[newx][newy]))
3052 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3053 DrawLevelField(newx, newy);
3055 MovDir[x][y] = MV_NO_MOVING;
3057 else if (!IS_FREE(newx, newy))
3059 if (IS_PLAYER(x, y))
3060 DrawPlayerField(x, y);
3062 DrawLevelField(x, y);
3066 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3068 if (IS_GEM(Feld[newx][newy]))
3070 if (IS_MOVING(newx, newy))
3071 RemoveMovingField(newx, newy);
3074 Feld[newx][newy] = EL_EMPTY;
3075 DrawLevelField(newx, newy);
3078 PlaySoundLevel(x, y, SND_PIG_EATING);
3080 else if (!IS_FREE(newx, newy))
3082 if (IS_PLAYER(x, y))
3083 DrawPlayerField(x, y);
3085 DrawLevelField(x, y);
3089 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3091 if (!IS_FREE(newx, newy))
3093 if (IS_PLAYER(x, y))
3094 DrawPlayerField(x, y);
3096 DrawLevelField(x, y);
3101 boolean wanna_flame = !RND(10);
3102 int dx = newx - x, dy = newy - y;
3103 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3104 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3105 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3106 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3107 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3108 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3110 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3111 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3112 element1 != EL_DRAGON_FIRE && element2 != EL_DRAGON_FIRE)
3114 if (IS_PLAYER(x, y))
3115 DrawPlayerField(x, y);
3117 DrawLevelField(x, y);
3119 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3121 MovDelay[x][y] = 50;
3122 Feld[newx][newy] = EL_DRAGON_FIRE;
3123 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3124 Feld[newx1][newy1] = EL_DRAGON_FIRE;
3125 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3126 Feld[newx2][newy2] = EL_DRAGON_FIRE;
3131 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3132 Feld[newx][newy] == EL_DIAMOND)
3134 if (IS_MOVING(newx, newy))
3135 RemoveMovingField(newx, newy);
3138 Feld[newx][newy] = EL_EMPTY;
3139 DrawLevelField(newx, newy);
3142 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3144 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3145 IS_MAMPF2(Feld[newx][newy]))
3147 if (AmoebaNr[newx][newy])
3149 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3150 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3151 Feld[newx][newy] == EL_BD_AMOEBA)
3152 AmoebaCnt[AmoebaNr[newx][newy]]--;
3155 if (IS_MOVING(newx, newy))
3156 RemoveMovingField(newx, newy);
3159 Feld[newx][newy] = EL_EMPTY;
3160 DrawLevelField(newx, newy);
3163 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3165 else if ((element == EL_PACMAN || element == EL_MOLE)
3166 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3168 if (AmoebaNr[newx][newy])
3170 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3171 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3172 Feld[newx][newy] == EL_BD_AMOEBA)
3173 AmoebaCnt[AmoebaNr[newx][newy]]--;
3176 if (element == EL_MOLE)
3178 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3179 PlaySoundLevel(x, y, SND_MOLE_EATING);
3180 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3181 return; /* wait for shrinking amoeba */
3183 else /* element == EL_PACMAN */
3185 Feld[newx][newy] = EL_EMPTY;
3186 DrawNewLevelField(newx, newy);
3187 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3190 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3191 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3192 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3194 /* wait for shrinking amoeba to completely disappear */
3197 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3199 /* object was running against a wall */
3203 if (element == EL_BUG || element == EL_SPACESHIP ||
3204 element == EL_SP_SNIKSNAK)
3206 DrawLevelField(x, y);
3208 DrawNewLevelField(x, y);
3210 else if (element == EL_BUG || element == EL_SPACESHIP ||
3211 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3213 DrawLevelField(x, y);
3215 DrawNewLevelField(x, y);
3217 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3219 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3221 DrawNewGraphicAnimation(x, y, el2img(element));
3223 else if (element == EL_SATELLITE)
3225 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3227 DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
3229 else if (element == EL_SP_ELECTRON)
3231 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3233 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3236 if (DONT_TOUCH(element))
3237 TestIfBadThingTouchesHero(x, y);
3239 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3244 InitMovingField(x, y, MovDir[x][y]);
3246 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3250 ContinueMoving(x, y);
3253 void ContinueMoving(int x, int y)
3255 int element = Feld[x][y];
3256 int direction = MovDir[x][y];
3257 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3258 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3259 int horiz_move = (dx!=0);
3260 int newx = x + dx, newy = y + dy;
3261 int step = (horiz_move ? dx : dy) * TILEX / 8;
3263 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3265 else if (element == EL_QUICKSAND_FILLING ||
3266 element == EL_QUICKSAND_EMPTYING)
3268 else if (element == EL_MAGIC_WALL_FILLING ||
3269 element == EL_BD_MAGIC_WALL_FILLING ||
3270 element == EL_MAGIC_WALL_EMPTYING ||
3271 element == EL_BD_MAGIC_WALL_EMPTYING)
3273 else if (CAN_FALL(element) && horiz_move &&
3274 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3276 else if (element == EL_SPRING_MOVING)
3279 #if OLD_GAME_BEHAVIOUR
3280 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3284 MovPos[x][y] += step;
3286 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3288 Feld[x][y] = EL_EMPTY;
3289 Feld[newx][newy] = element;
3291 if (element == EL_MOLE)
3294 static int xy[4][2] =
3302 Feld[x][y] = EL_SAND;
3303 DrawLevelField(x, y);
3312 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3313 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3317 if (element == EL_QUICKSAND_FILLING)
3319 element = Feld[newx][newy] = get_next_element(element);
3320 Store[newx][newy] = Store[x][y];
3322 else if (element == EL_QUICKSAND_EMPTYING)
3324 Feld[x][y] = get_next_element(element);
3325 element = Feld[newx][newy] = Store[x][y];
3327 else if (element == EL_MAGIC_WALL_FILLING)
3329 element = Feld[newx][newy] = get_next_element(element);
3330 if (!game.magic_wall_active)
3331 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3332 Store[newx][newy] = Store[x][y];
3334 else if (element == EL_MAGIC_WALL_EMPTYING)
3336 Feld[x][y] = get_next_element(element);
3337 if (!game.magic_wall_active)
3338 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3339 element = Feld[newx][newy] = Store[x][y];
3341 else if (element == EL_BD_MAGIC_WALL_FILLING)
3343 element = Feld[newx][newy] = get_next_element(element);
3344 if (!game.magic_wall_active)
3345 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3346 Store[newx][newy] = Store[x][y];
3348 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3350 Feld[x][y] = get_next_element(element);
3351 if (!game.magic_wall_active)
3352 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3353 element = Feld[newx][newy] = Store[x][y];
3355 else if (element == EL_AMOEBA_DRIPPING)
3357 Feld[x][y] = get_next_element(element);
3358 element = Feld[newx][newy] = Store[x][y];
3360 else if (Store[x][y] == EL_ACID)
3362 element = Feld[newx][newy] = EL_ACID;
3366 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3367 MovDelay[newx][newy] = 0;
3369 if (!CAN_MOVE(element))
3370 MovDir[newx][newy] = 0;
3372 if (element == EL_BUG || element == EL_SPACESHIP ||
3373 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3374 element == EL_SP_ELECTRON)
3376 DrawNewLevelField(x, y);
3377 DrawNewLevelField(newx, newy);
3381 DrawLevelField(x, y);
3382 DrawLevelField(newx, newy);
3385 Stop[newx][newy] = TRUE;
3386 JustStopped[newx][newy] = 3;
3388 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3390 TestIfBadThingTouchesHero(newx, newy);
3391 TestIfBadThingTouchesFriend(newx, newy);
3392 TestIfBadThingTouchesOtherBadThing(newx, newy);
3394 else if (element == EL_PENGUIN)
3395 TestIfFriendTouchesBadThing(newx, newy);
3397 if (CAN_SMASH(element) && direction == MV_DOWN &&
3398 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3401 else /* still moving on */
3403 if (element == EL_BUG || element == EL_SPACESHIP ||
3404 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3405 element == EL_SP_ELECTRON)
3406 DrawNewLevelField(x, y);
3408 DrawLevelField(x, y);
3412 int AmoebeNachbarNr(int ax, int ay)
3415 int element = Feld[ax][ay];
3417 static int xy[4][2] =
3427 int x = ax + xy[i][0];
3428 int y = ay + xy[i][1];
3430 if (!IN_LEV_FIELD(x, y))
3433 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3434 group_nr = AmoebaNr[x][y];
3440 void AmoebenVereinigen(int ax, int ay)
3442 int i, x, y, xx, yy;
3443 int new_group_nr = AmoebaNr[ax][ay];
3444 static int xy[4][2] =
3452 if (new_group_nr == 0)
3460 if (!IN_LEV_FIELD(x, y))
3463 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3464 Feld[x][y] == EL_BD_AMOEBA ||
3465 Feld[x][y] == EL_AMOEBA_DEAD) &&
3466 AmoebaNr[x][y] != new_group_nr)
3468 int old_group_nr = AmoebaNr[x][y];
3470 if (old_group_nr == 0)
3473 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3474 AmoebaCnt[old_group_nr] = 0;
3475 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3476 AmoebaCnt2[old_group_nr] = 0;
3478 for (yy=0; yy<lev_fieldy; yy++)
3480 for (xx=0; xx<lev_fieldx; xx++)
3482 if (AmoebaNr[xx][yy] == old_group_nr)
3483 AmoebaNr[xx][yy] = new_group_nr;
3490 void AmoebeUmwandeln(int ax, int ay)
3494 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3496 int group_nr = AmoebaNr[ax][ay];
3501 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3502 printf("AmoebeUmwandeln(): This should never happen!\n");
3507 for (y=0; y<lev_fieldy; y++)
3509 for (x=0; x<lev_fieldx; x++)
3511 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3514 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3518 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3519 SND_AMOEBA_TURNING_TO_GEM :
3520 SND_AMOEBA_TURNING_TO_ROCK));
3525 static int xy[4][2] =
3538 if (!IN_LEV_FIELD(x, y))
3541 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3543 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3544 SND_AMOEBA_TURNING_TO_GEM :
3545 SND_AMOEBA_TURNING_TO_ROCK));
3552 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3555 int group_nr = AmoebaNr[ax][ay];
3556 boolean done = FALSE;
3561 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3562 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3567 for (y=0; y<lev_fieldy; y++)
3569 for (x=0; x<lev_fieldx; x++)
3571 if (AmoebaNr[x][y] == group_nr &&
3572 (Feld[x][y] == EL_AMOEBA_DEAD ||
3573 Feld[x][y] == EL_BD_AMOEBA ||
3574 Feld[x][y] == EL_AMOEBA_CREATING))
3577 Feld[x][y] = new_element;
3578 InitField(x, y, FALSE);
3579 DrawLevelField(x, y);
3586 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3587 SND_BD_AMOEBA_TURNING_TO_ROCK :
3588 SND_BD_AMOEBA_TURNING_TO_GEM));
3591 void AmoebeWaechst(int x, int y)
3593 static unsigned long sound_delay = 0;
3594 static unsigned long sound_delay_value = 0;
3596 if (!MovDelay[x][y]) /* start new growing cycle */
3600 if (DelayReached(&sound_delay, sound_delay_value))
3602 if (Store[x][y] == EL_BD_AMOEBA)
3603 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3605 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3606 sound_delay_value = 30;
3610 if (MovDelay[x][y]) /* wait some time before growing bigger */
3613 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3614 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3616 if (!MovDelay[x][y])
3618 Feld[x][y] = Store[x][y];
3620 DrawLevelField(x, y);
3625 void AmoebaDisappearing(int x, int y)
3627 static unsigned long sound_delay = 0;
3628 static unsigned long sound_delay_value = 0;
3630 if (!MovDelay[x][y]) /* start new shrinking cycle */
3634 if (DelayReached(&sound_delay, sound_delay_value))
3635 sound_delay_value = 30;
3638 if (MovDelay[x][y]) /* wait some time before shrinking */
3641 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3642 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3644 if (!MovDelay[x][y])
3646 Feld[x][y] = EL_EMPTY;
3647 DrawLevelField(x, y);
3649 /* don't let mole enter this field in this cycle;
3650 (give priority to objects falling to this field from above) */
3656 void AmoebeAbleger(int ax, int ay)
3659 int element = Feld[ax][ay];
3660 int newax = ax, neway = ay;
3661 static int xy[4][2] =
3669 if (!level.amoeba_speed)
3671 Feld[ax][ay] = EL_AMOEBA_DEAD;
3672 DrawLevelField(ax, ay);
3676 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3677 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3679 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3682 if (MovDelay[ax][ay])
3686 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3689 int x = ax + xy[start][0];
3690 int y = ay + xy[start][1];
3692 if (!IN_LEV_FIELD(x, y))
3695 if (IS_FREE(x, y) ||
3696 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3702 if (newax == ax && neway == ay)
3705 else /* normal or "filled" (BD style) amoeba */
3708 boolean waiting_for_player = FALSE;
3712 int j = (start + i) % 4;
3713 int x = ax + xy[j][0];
3714 int y = ay + xy[j][1];
3716 if (!IN_LEV_FIELD(x, y))
3719 if (IS_FREE(x, y) ||
3720 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3726 else if (IS_PLAYER(x, y))
3727 waiting_for_player = TRUE;
3730 if (newax == ax && neway == ay) /* amoeba cannot grow */
3732 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3734 Feld[ax][ay] = EL_AMOEBA_DEAD;
3735 DrawLevelField(ax, ay);
3736 AmoebaCnt[AmoebaNr[ax][ay]]--;
3738 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3740 if (element == EL_AMOEBA_FULL)
3741 AmoebeUmwandeln(ax, ay);
3742 else if (element == EL_BD_AMOEBA)
3743 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3748 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3750 /* amoeba gets larger by growing in some direction */
3752 int new_group_nr = AmoebaNr[ax][ay];
3755 if (new_group_nr == 0)
3757 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3758 printf("AmoebeAbleger(): This should never happen!\n");
3763 AmoebaNr[newax][neway] = new_group_nr;
3764 AmoebaCnt[new_group_nr]++;
3765 AmoebaCnt2[new_group_nr]++;
3767 /* if amoeba touches other amoeba(s) after growing, unify them */
3768 AmoebenVereinigen(newax, neway);
3770 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3772 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3778 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3779 (neway == lev_fieldy - 1 && newax != ax))
3781 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3782 Store[newax][neway] = element;
3784 else if (neway == ay)
3786 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3787 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3791 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3792 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3793 Store[ax][ay] = EL_AMOEBA_DROP;
3794 ContinueMoving(ax, ay);
3798 DrawLevelField(newax, neway);
3801 void Life(int ax, int ay)
3804 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3806 int element = Feld[ax][ay];
3807 boolean changed = FALSE;
3812 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3813 MovDelay[ax][ay] = life_time;
3815 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3818 if (MovDelay[ax][ay])
3822 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3824 int xx = ax+x1, yy = ay+y1;
3827 if (!IN_LEV_FIELD(xx, yy))
3830 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3832 int x = xx+x2, y = yy+y2;
3834 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3837 if (((Feld[x][y] == element ||
3838 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3840 (IS_FREE(x, y) && Stop[x][y]))
3844 if (xx == ax && yy == ay) /* field in the middle */
3846 if (nachbarn < life[0] || nachbarn > life[1])
3848 Feld[xx][yy] = EL_EMPTY;
3850 DrawLevelField(xx, yy);
3851 Stop[xx][yy] = TRUE;
3855 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3856 { /* free border field */
3857 if (nachbarn >= life[2] && nachbarn <= life[3])
3859 Feld[xx][yy] = element;
3860 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3862 DrawLevelField(xx, yy);
3863 Stop[xx][yy] = TRUE;
3870 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3871 SND_BIOMAZE_CREATING);
3874 void RobotWheel(int x, int y)
3876 if (!MovDelay[x][y]) /* next animation frame */
3877 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3879 if (MovDelay[x][y]) /* wait some time before next frame */
3884 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3885 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3886 if (!(MovDelay[x][y]%4))
3887 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3892 Feld[x][y] = EL_ROBOT_WHEEL;
3893 DrawLevelField(x, y);
3894 if (ZX == x && ZY == y)
3898 void TimegateWheel(int x, int y)
3900 if (!MovDelay[x][y]) /* next animation frame */
3901 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3903 if (MovDelay[x][y]) /* wait some time before next frame */
3908 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3909 DrawGraphic(SCREENX(x), SCREENY(y),
3910 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3911 if (!(MovDelay[x][y]%4))
3912 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3917 Feld[x][y] = EL_TIMEGATE_SWITCH;
3918 DrawLevelField(x, y);
3919 if (ZX == x && ZY == y)
3923 void Blubber(int x, int y)
3925 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3926 DrawLevelField(x, y-1);
3928 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3931 void NussKnacken(int x, int y)
3933 if (!MovDelay[x][y]) /* next animation frame */
3936 if (MovDelay[x][y]) /* wait some time before next frame */
3939 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3940 DrawGraphic(SCREENX(x), SCREENY(y),
3941 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3943 if (!MovDelay[x][y])
3945 Feld[x][y] = EL_EMERALD;
3946 DrawLevelField(x, y);
3951 void BreakingPearl(int x, int y)
3953 if (!MovDelay[x][y]) /* next animation frame */
3956 if (MovDelay[x][y]) /* wait some time before next frame */
3959 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3960 DrawGraphic(SCREENX(x), SCREENY(y),
3961 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3963 if (!MovDelay[x][y])
3965 Feld[x][y] = EL_EMPTY;
3966 DrawLevelField(x, y);
3971 void SiebAktivieren(int x, int y, int typ)
3973 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3975 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3978 void AusgangstuerPruefen(int x, int y)
3980 if (local_player->gems_still_needed > 0 ||
3981 local_player->sokobanfields_still_needed > 0 ||
3982 local_player->lights_still_needed > 0)
3985 Feld[x][y] = EL_EXIT_OPENING;
3987 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3988 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3989 y < LEVELY(BY1) ? LEVELY(BY1) :
3990 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3994 void AusgangstuerPruefen_SP(int x, int y)
3996 if (local_player->gems_still_needed > 0)
3999 Feld[x][y] = EL_SP_EXIT_OPEN;
4001 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4002 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4003 y < LEVELY(BY1) ? LEVELY(BY1) :
4004 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4005 SND_SP_EXIT_OPENING);
4008 void AusgangstuerOeffnen(int x, int y)
4012 if (!MovDelay[x][y]) /* next animation frame */
4013 MovDelay[x][y] = 5*delay;
4015 if (MovDelay[x][y]) /* wait some time before next frame */
4020 tuer = MovDelay[x][y]/delay;
4021 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4022 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
4024 if (!MovDelay[x][y])
4026 Feld[x][y] = EL_EXIT_OPEN;
4027 DrawLevelField(x, y);
4032 void AusgangstuerBlinken(int x, int y)
4034 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
4037 void OpenSwitchgate(int x, int y)
4041 if (!MovDelay[x][y]) /* next animation frame */
4042 MovDelay[x][y] = 5 * delay;
4044 if (MovDelay[x][y]) /* wait some time before next frame */
4049 phase = MovDelay[x][y] / delay;
4050 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4051 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
4053 if (!MovDelay[x][y])
4055 Feld[x][y] = EL_SWITCHGATE_OPEN;
4056 DrawLevelField(x, y);
4061 void CloseSwitchgate(int x, int y)
4065 if (!MovDelay[x][y]) /* next animation frame */
4066 MovDelay[x][y] = 5 * delay;
4068 if (MovDelay[x][y]) /* wait some time before next frame */
4073 phase = MovDelay[x][y] / delay;
4074 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4075 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
4077 if (!MovDelay[x][y])
4079 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4080 DrawLevelField(x, y);
4085 void OpenTimegate(int x, int y)
4089 if (!MovDelay[x][y]) /* next animation frame */
4090 MovDelay[x][y] = 5 * delay;
4092 if (MovDelay[x][y]) /* wait some time before next frame */
4097 phase = MovDelay[x][y] / delay;
4098 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4099 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4101 if (!MovDelay[x][y])
4103 Feld[x][y] = EL_TIMEGATE_OPEN;
4104 DrawLevelField(x, y);
4109 void CloseTimegate(int x, int y)
4113 if (!MovDelay[x][y]) /* next animation frame */
4114 MovDelay[x][y] = 5 * delay;
4116 if (MovDelay[x][y]) /* wait some time before next frame */
4121 phase = MovDelay[x][y] / delay;
4122 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4123 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4125 if (!MovDelay[x][y])
4127 Feld[x][y] = EL_TIMEGATE_CLOSED;
4128 DrawLevelField(x, y);
4133 static void CloseAllOpenTimegates()
4137 for (y=0; y<lev_fieldy; y++)
4139 for (x=0; x<lev_fieldx; x++)
4141 int element = Feld[x][y];
4143 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4145 Feld[x][y] = EL_TIMEGATE_CLOSING;
4146 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4152 void EdelsteinFunkeln(int x, int y)
4154 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4157 if (Feld[x][y] == EL_BD_DIAMOND)
4158 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4161 if (!MovDelay[x][y]) /* next animation frame */
4162 MovDelay[x][y] = 11 * !SimpleRND(500);
4164 if (MovDelay[x][y]) /* wait some time before next frame */
4168 if (setup.direct_draw && MovDelay[x][y])
4169 SetDrawtoField(DRAW_BUFFERED);
4171 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4175 int phase = (MovDelay[x][y]-1)/2;
4180 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4182 if (setup.direct_draw)
4186 dest_x = FX + SCREENX(x)*TILEX;
4187 dest_y = FY + SCREENY(y)*TILEY;
4189 BlitBitmap(drawto_field, window,
4190 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4191 SetDrawtoField(DRAW_DIRECT);
4198 void MauerWaechst(int x, int y)
4202 if (!MovDelay[x][y]) /* next animation frame */
4203 MovDelay[x][y] = 3*delay;
4205 if (MovDelay[x][y]) /* wait some time before next frame */
4210 phase = 2-MovDelay[x][y]/delay;
4211 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4212 DrawGraphic(SCREENX(x), SCREENY(y),
4213 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4214 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4215 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4216 GFX_MAUER_DOWN ) + phase);
4218 if (!MovDelay[x][y])
4220 if (MovDir[x][y] == MV_LEFT)
4222 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4223 DrawLevelField(x-1, y);
4225 else if (MovDir[x][y] == MV_RIGHT)
4227 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4228 DrawLevelField(x+1, y);
4230 else if (MovDir[x][y] == MV_UP)
4232 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4233 DrawLevelField(x, y-1);
4237 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4238 DrawLevelField(x, y+1);
4241 Feld[x][y] = Store[x][y];
4243 MovDir[x][y] = MV_NO_MOVING;
4244 DrawLevelField(x, y);
4249 void MauerAbleger(int ax, int ay)
4251 int element = Feld[ax][ay];
4252 boolean oben_frei = FALSE, unten_frei = FALSE;
4253 boolean links_frei = FALSE, rechts_frei = FALSE;
4254 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4255 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4256 boolean new_wall = FALSE;
4258 if (!MovDelay[ax][ay]) /* start building new wall */
4259 MovDelay[ax][ay] = 6;
4261 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4264 if (MovDelay[ax][ay])
4268 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4270 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4272 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4274 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4277 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4281 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4282 Store[ax][ay-1] = element;
4283 MovDir[ax][ay-1] = MV_UP;
4284 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4285 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4290 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4291 Store[ax][ay+1] = element;
4292 MovDir[ax][ay+1] = MV_DOWN;
4293 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4294 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4299 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4300 element == EL_WALL_GROWING)
4304 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4305 Store[ax-1][ay] = element;
4306 MovDir[ax-1][ay] = MV_LEFT;
4307 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4308 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4314 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4315 Store[ax+1][ay] = element;
4316 MovDir[ax+1][ay] = MV_RIGHT;
4317 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4318 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4323 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4324 DrawLevelField(ax, ay);
4326 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4328 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4329 unten_massiv = TRUE;
4330 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4331 links_massiv = TRUE;
4332 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4333 rechts_massiv = TRUE;
4335 if (((oben_massiv && unten_massiv) ||
4336 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4337 ((links_massiv && rechts_massiv) ||
4338 element == EL_WALL_GROWING_Y))
4339 Feld[ax][ay] = EL_WALL;
4342 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4345 void CheckForDragon(int x, int y)
4348 boolean dragon_found = FALSE;
4349 static int xy[4][2] =
4361 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4363 if (IN_LEV_FIELD(xx, yy) &&
4364 (Feld[xx][yy] == EL_DRAGON_FIRE || Feld[xx][yy] == EL_DRAGON))
4366 if (Feld[xx][yy] == EL_DRAGON)
4367 dragon_found = TRUE;
4380 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4382 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_DRAGON_FIRE)
4384 Feld[xx][yy] = EL_EMPTY;
4385 DrawLevelField(xx, yy);
4394 static void CheckBuggyBase(int x, int y)
4396 int element = Feld[x][y];
4398 if (element == EL_SP_BUGGY_BASE)
4400 if (!MovDelay[x][y]) /* wait some time before activating base */
4401 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4406 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4407 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4411 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4414 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4416 if (!MovDelay[x][y]) /* start activating buggy base */
4417 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4425 static int xy[4][2] =
4433 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4434 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4438 int xx = x + xy[i][0], yy = y + xy[i][1];
4440 if (IS_PLAYER(xx, yy))
4442 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4450 Feld[x][y] = EL_SP_BUGGY_BASE;
4451 DrawLevelField(x, y);
4456 static void CheckTrap(int x, int y)
4458 int element = Feld[x][y];
4460 if (element == EL_TRAP)
4462 if (!MovDelay[x][y]) /* wait some time before activating trap */
4463 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4471 Feld[x][y] = EL_TRAP_ACTIVE;
4472 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4475 else if (element == EL_TRAP_ACTIVE)
4480 if (!MovDelay[x][y]) /* start activating trap */
4481 MovDelay[x][y] = num_frames * delay;
4489 if (!(MovDelay[x][y] % delay))
4491 int phase = MovDelay[x][y]/delay;
4493 if (phase >= num_frames/2)
4494 phase = num_frames - phase;
4496 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4498 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4499 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4506 Feld[x][y] = EL_TRAP;
4507 DrawLevelField(x, y);
4512 static void DrawBeltAnimation(int x, int y, int element)
4514 int belt_nr = getBeltNrFromBeltActiveElement(element);
4515 int belt_dir = game.belt_dir[belt_nr];
4517 if (belt_dir != MV_NO_MOVING)
4520 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4521 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4523 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4525 if (!(FrameCounter % 2))
4526 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4530 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4532 static byte stored_player_action[MAX_PLAYERS];
4533 static int num_stored_actions = 0;
4535 static boolean save_tape_entry = FALSE;
4537 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4538 int left = player_action & JOY_LEFT;
4539 int right = player_action & JOY_RIGHT;
4540 int up = player_action & JOY_UP;
4541 int down = player_action & JOY_DOWN;
4542 int button1 = player_action & JOY_BUTTON_1;
4543 int button2 = player_action & JOY_BUTTON_2;
4544 int dx = (left ? -1 : right ? 1 : 0);
4545 int dy = (up ? -1 : down ? 1 : 0);
4547 stored_player_action[player->index_nr] = 0;
4548 num_stored_actions++;
4550 if (!player->active || tape.pausing)
4556 save_tape_entry = TRUE;
4558 player->frame_reset_delay = 0;
4561 snapped = SnapField(player, dx, dy);
4565 bombed = PlaceBomb(player);
4566 moved = MoveFigure(player, dx, dy);
4569 if (tape.single_step && tape.recording && !tape.pausing)
4571 if (button1 || (bombed && !moved))
4573 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4574 SnapField(player, 0, 0); /* stop snapping */
4579 if (tape.recording && (moved || snapped || bombed))
4581 if (bombed && !moved)
4582 player_action &= JOY_BUTTON;
4584 stored_player_action[player->index_nr] = player_action;
4585 save_tape_entry = TRUE;
4587 else if (tape.playing && snapped)
4588 SnapField(player, 0, 0); /* stop snapping */
4590 stored_player_action[player->index_nr] = player_action;
4595 /* no actions for this player (no input at player's configured device) */
4597 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4598 SnapField(player, 0, 0);
4599 CheckGravityMovement(player);
4602 if (player->MovPos == 0) /* needed for tape.playing */
4603 player->is_moving = FALSE;
4606 if (player->MovPos == 0) /* needed for tape.playing */
4607 player->last_move_dir = MV_NO_MOVING;
4609 /* !!! CHECK THIS AGAIN !!!
4610 (Seems to be needed for some EL_ROBOT stuff, but breaks
4611 tapes when walking through pipes!)
4614 /* it seems that "player->last_move_dir" is misused as some sort of
4615 "player->is_just_moving_in_this_moment", which is needed for the
4616 robot stuff (robots don't kill players when they are moving)
4620 if (++player->frame_reset_delay > player->move_delay_value)
4625 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4627 TapeRecordAction(stored_player_action);
4628 num_stored_actions = 0;
4629 save_tape_entry = FALSE;
4632 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4634 TapeRecordAction(stored_player_action);
4635 num_stored_actions = 0;
4640 if (tape.playing && !tape.pausing && !player_action &&
4641 tape.counter < tape.length)
4643 int jx = player->jx, jy = player->jy;
4645 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4647 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4648 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4650 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4652 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4654 int el = Feld[jx+dx][jy];
4655 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4656 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4658 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4660 player->MovDir = next_joy;
4661 player->Frame = FrameCounter % 4;
4662 player->Pushing = TRUE;
4672 static unsigned long action_delay = 0;
4673 unsigned long action_delay_value;
4674 int sieb_x = 0, sieb_y = 0;
4675 int i, x, y, element;
4676 byte *recorded_player_action;
4677 byte summarized_player_action = 0;
4679 if (game_status != PLAYING)
4682 action_delay_value =
4683 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4685 if (tape.playing && tape.index_search && !tape.pausing)
4686 action_delay_value = 0;
4688 /* ---------- main game synchronization point ---------- */
4690 WaitUntilDelayReached(&action_delay, action_delay_value);
4692 if (network_playing && !network_player_action_received)
4696 printf("DEBUG: try to get network player actions in time\n");
4700 #if defined(PLATFORM_UNIX)
4701 /* last chance to get network player actions without main loop delay */
4705 if (game_status != PLAYING)
4708 if (!network_player_action_received)
4712 printf("DEBUG: failed to get network player actions in time\n");
4722 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4724 for (i=0; i<MAX_PLAYERS; i++)
4726 summarized_player_action |= stored_player[i].action;
4728 if (!network_playing)
4729 stored_player[i].effective_action = stored_player[i].action;
4732 #if defined(PLATFORM_UNIX)
4733 if (network_playing)
4734 SendToServer_MovePlayer(summarized_player_action);
4737 if (!options.network && !setup.team_mode)
4738 local_player->effective_action = summarized_player_action;
4740 for (i=0; i<MAX_PLAYERS; i++)
4742 int actual_player_action = stored_player[i].effective_action;
4744 if (stored_player[i].programmed_action)
4745 actual_player_action = stored_player[i].programmed_action;
4747 if (recorded_player_action)
4748 actual_player_action = recorded_player_action[i];
4750 PlayerActions(&stored_player[i], actual_player_action);
4751 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4754 network_player_action_received = FALSE;
4756 ScrollScreen(NULL, SCROLL_GO_ON);
4762 if (TimeFrames == 0 && local_player->active)
4764 extern unsigned int last_RND();
4766 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4767 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4774 if (GameFrameDelay >= 500)
4775 printf("FrameCounter == %d\n", FrameCounter);
4784 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4787 if (JustStopped[x][y] > 0)
4788 JustStopped[x][y]--;
4791 if (IS_BLOCKED(x, y))
4795 Blocked2Moving(x, y, &oldx, &oldy);
4796 if (!IS_MOVING(oldx, oldy))
4798 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4799 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4800 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4801 printf("GameActions(): This should never happen!\n");
4807 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4809 element = Feld[x][y];
4811 if (IS_INACTIVE(element))
4814 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4818 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4819 EdelsteinFunkeln(x, y);
4821 else if (IS_MOVING(x, y))
4822 ContinueMoving(x, y);
4823 else if (IS_ACTIVE_BOMB(element))
4824 CheckDynamite(x, y);
4826 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4827 Explode(x, y, Frame[x][y], EX_NORMAL);
4829 else if (element == EL_AMOEBA_CREATING)
4830 AmoebeWaechst(x, y);
4831 else if (element == EL_AMOEBA_SHRINKING)
4832 AmoebaDisappearing(x, y);
4834 #if !USE_NEW_AMOEBA_CODE
4835 else if (IS_AMOEBALIVE(element))
4836 AmoebeAbleger(x, y);
4839 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4841 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4843 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4844 TimegateWheel(x, y);
4845 else if (element == EL_ACID)
4847 else if (element == EL_ACID_SPLASHING_LEFT ||
4848 element == EL_ACID_SPLASHING_RIGHT)
4850 else if (element == EL_CRACKINGNUT)
4852 else if (element == EL_PEARL_BREAKING)
4853 BreakingPearl(x, y);
4854 else if (element == EL_EXIT_CLOSED)
4855 AusgangstuerPruefen(x, y);
4856 else if (element == EL_SP_EXIT_CLOSED)
4857 AusgangstuerPruefen_SP(x, y);
4858 else if (element == EL_EXIT_OPENING)
4859 AusgangstuerOeffnen(x, y);
4860 else if (element == EL_EXIT_OPEN)
4861 AusgangstuerBlinken(x, y);
4862 else if (element == EL_SP_EXIT_OPEN)
4863 ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
4864 else if (element == EL_WALL_GROWING_ACTIVE)
4866 else if (element == EL_WALL_GROWING ||
4867 element == EL_WALL_GROWING_X ||
4868 element == EL_WALL_GROWING_Y ||
4869 element == EL_WALL_GROWING_XY)
4871 else if (element == EL_DRAGON_FIRE)
4872 CheckForDragon(x, y);
4873 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
4874 CheckBuggyBase(x, y);
4875 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
4877 else if (element == EL_SP_TERMINAL)
4878 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4879 else if (element == EL_SP_TERMINAL_ACTIVE)
4881 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4883 if (!(FrameCounter % 4))
4884 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
4887 else if (IS_BELT_ACTIVE(element))
4888 DrawBeltAnimation(x, y, element);
4889 else if (element == EL_SWITCHGATE_OPENING)
4890 OpenSwitchgate(x, y);
4891 else if (element == EL_SWITCHGATE_CLOSING)
4892 CloseSwitchgate(x, y);
4893 else if (element == EL_TIMEGATE_OPENING)
4895 else if (element == EL_TIMEGATE_CLOSING)
4896 CloseTimegate(x, y);
4897 else if (element == EL_EXTRA_TIME)
4898 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4899 else if (element == EL_SHIELD_NORMAL)
4901 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4903 if (!(FrameCounter % 4))
4904 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4907 else if (element == EL_SHIELD_DEADLY)
4909 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4911 if (!(FrameCounter % 4))
4912 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
4916 if (game.magic_wall_active)
4918 boolean sieb = FALSE;
4919 int jx = local_player->jx, jy = local_player->jy;
4921 if (element == EL_MAGIC_WALL_FULL ||
4922 element == EL_MAGIC_WALL_ACTIVE ||
4923 element == EL_MAGIC_WALL_EMPTYING)
4925 SiebAktivieren(x, y, 1);
4928 else if (element == EL_BD_MAGIC_WALL_FULL ||
4929 element == EL_BD_MAGIC_WALL_ACTIVE ||
4930 element == EL_BD_MAGIC_WALL_EMPTYING)
4932 SiebAktivieren(x, y, 2);
4936 /* play the element sound at the position nearest to the player */
4937 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4945 #if USE_NEW_AMOEBA_CODE
4946 /* new experimental amoeba growth stuff */
4948 if (!(FrameCounter % 8))
4951 static unsigned long random = 1684108901;
4953 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4956 x = (random >> 10) % lev_fieldx;
4957 y = (random >> 20) % lev_fieldy;
4959 x = RND(lev_fieldx);
4960 y = RND(lev_fieldy);
4962 element = Feld[x][y];
4964 if (!IS_PLAYER(x,y) &&
4965 (element == EL_EMPTY ||
4966 element == EL_SAND ||
4967 element == EL_QUICKSAND_EMPTY ||
4968 element == EL_ACID_SPLASHING_LEFT ||
4969 element == EL_ACID_SPLASHING_RIGHT))
4971 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4972 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4973 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4974 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4975 Feld[x][y] = EL_AMOEBA_DROP;
4978 random = random * 129 + 1;
4984 if (game.explosions_delayed)
4987 game.explosions_delayed = FALSE;
4989 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4991 element = Feld[x][y];
4993 if (ExplodeField[x][y])
4994 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4995 else if (element == EL_EXPLOSION)
4996 Explode(x, y, Frame[x][y], EX_NORMAL);
4998 ExplodeField[x][y] = EX_NO_EXPLOSION;
5001 game.explosions_delayed = TRUE;
5004 if (game.magic_wall_active)
5006 if (!(game.magic_wall_time_left % 4))
5008 int element = Feld[sieb_x][sieb_y];
5010 if (element == EL_BD_MAGIC_WALL_FULL ||
5011 element == EL_BD_MAGIC_WALL_ACTIVE ||
5012 element == EL_BD_MAGIC_WALL_EMPTYING)
5013 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5015 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5018 if (game.magic_wall_time_left > 0)
5020 game.magic_wall_time_left--;
5021 if (!game.magic_wall_time_left)
5023 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5025 element = Feld[x][y];
5027 if (element == EL_MAGIC_WALL_ACTIVE ||
5028 element == EL_MAGIC_WALL_FULL)
5030 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5031 DrawLevelField(x, y);
5033 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5034 element == EL_BD_MAGIC_WALL_FULL)
5036 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5037 DrawLevelField(x, y);
5041 game.magic_wall_active = FALSE;
5046 if (game.light_time_left > 0)
5048 game.light_time_left--;
5050 if (game.light_time_left == 0)
5051 RedrawAllLightSwitchesAndInvisibleElements();
5054 if (game.timegate_time_left > 0)
5056 game.timegate_time_left--;
5058 if (game.timegate_time_left == 0)
5059 CloseAllOpenTimegates();
5062 for (i=0; i<MAX_PLAYERS; i++)
5064 struct PlayerInfo *player = &stored_player[i];
5066 if (SHIELD_ON(player))
5068 if (player->shield_active_time_left)
5069 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5070 else if (player->shield_passive_time_left)
5071 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5075 if (TimeFrames >= (1000 / GameFrameDelay))
5080 for (i=0; i<MAX_PLAYERS; i++)
5082 struct PlayerInfo *player = &stored_player[i];
5084 if (SHIELD_ON(player))
5086 player->shield_passive_time_left--;
5088 if (player->shield_active_time_left > 0)
5089 player->shield_active_time_left--;
5093 if (tape.recording || tape.playing)
5094 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5100 if (TimeLeft <= 10 && setup.time_limit)
5101 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5103 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5105 if (!TimeLeft && setup.time_limit)
5106 for (i=0; i<MAX_PLAYERS; i++)
5107 KillHero(&stored_player[i]);
5109 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5110 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5115 if (options.debug) /* calculate frames per second */
5117 static unsigned long fps_counter = 0;
5118 static int fps_frames = 0;
5119 unsigned long fps_delay_ms = Counter() - fps_counter;
5123 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5125 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5128 fps_counter = Counter();
5131 redraw_mask |= REDRAW_FPS;
5135 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5137 int min_x = x, min_y = y, max_x = x, max_y = y;
5140 for (i=0; i<MAX_PLAYERS; i++)
5142 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5144 if (!stored_player[i].active || &stored_player[i] == player)
5147 min_x = MIN(min_x, jx);
5148 min_y = MIN(min_y, jy);
5149 max_x = MAX(max_x, jx);
5150 max_y = MAX(max_y, jy);
5153 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5156 static boolean AllPlayersInVisibleScreen()
5160 for (i=0; i<MAX_PLAYERS; i++)
5162 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5164 if (!stored_player[i].active)
5167 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5174 void ScrollLevel(int dx, int dy)
5176 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5179 BlitBitmap(drawto_field, drawto_field,
5180 FX + TILEX*(dx == -1) - softscroll_offset,
5181 FY + TILEY*(dy == -1) - softscroll_offset,
5182 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5183 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5184 FX + TILEX*(dx == 1) - softscroll_offset,
5185 FY + TILEY*(dy == 1) - softscroll_offset);
5189 x = (dx == 1 ? BX1 : BX2);
5190 for (y=BY1; y<=BY2; y++)
5191 DrawScreenField(x, y);
5195 y = (dy == 1 ? BY1 : BY2);
5196 for (x=BX1; x<=BX2; x++)
5197 DrawScreenField(x, y);
5200 redraw_mask |= REDRAW_FIELD;
5203 static void CheckGravityMovement(struct PlayerInfo *player)
5205 if (level.gravity && !player->programmed_action)
5207 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5208 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5210 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5211 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5212 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5213 int jx = player->jx, jy = player->jy;
5214 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5215 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5216 int new_jx = jx + dx, new_jy = jy + dy;
5217 boolean field_under_player_is_free =
5218 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5219 boolean player_is_moving_to_valid_field =
5220 (IN_LEV_FIELD(new_jx, new_jy) &&
5221 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5222 Feld[new_jx][new_jy] == EL_SAND));
5224 if (field_under_player_is_free &&
5225 !player_is_moving_to_valid_field &&
5226 !IS_TUBE(Feld[jx][jy]))
5227 player->programmed_action = MV_DOWN;
5231 boolean MoveFigureOneStep(struct PlayerInfo *player,
5232 int dx, int dy, int real_dx, int real_dy)
5234 int jx = player->jx, jy = player->jy;
5235 int new_jx = jx+dx, new_jy = jy+dy;
5239 if (!player->active || (!dx && !dy))
5240 return MF_NO_ACTION;
5242 player->MovDir = (dx < 0 ? MV_LEFT :
5245 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5247 if (!IN_LEV_FIELD(new_jx, new_jy))
5248 return MF_NO_ACTION;
5250 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5251 return MF_NO_ACTION;
5254 element = MovingOrBlocked2Element(new_jx, new_jy);
5256 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5259 if (DONT_GO_TO(element))
5261 if (element == EL_ACID && dx == 0 && dy == 1)
5264 Feld[jx][jy] = EL_PLAYER;
5265 InitMovingField(jx, jy, MV_DOWN);
5266 Store[jx][jy] = EL_ACID;
5267 ContinueMoving(jx, jy);
5271 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5276 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5277 if (can_move != MF_MOVING)
5280 StorePlayer[jx][jy] = 0;
5281 player->last_jx = jx;
5282 player->last_jy = jy;
5283 jx = player->jx = new_jx;
5284 jy = player->jy = new_jy;
5285 StorePlayer[jx][jy] = player->element_nr;
5288 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5290 ScrollFigure(player, SCROLL_INIT);
5295 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5297 int jx = player->jx, jy = player->jy;
5298 int old_jx = jx, old_jy = jy;
5299 int moved = MF_NO_ACTION;
5301 if (!player->active || (!dx && !dy))
5305 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5309 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5310 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5314 /* remove the last programmed player action */
5315 player->programmed_action = 0;
5319 /* should only happen if pre-1.2 tape recordings are played */
5320 /* this is only for backward compatibility */
5322 int original_move_delay_value = player->move_delay_value;
5325 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5328 /* scroll remaining steps with finest movement resolution */
5329 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5331 while (player->MovPos)
5333 ScrollFigure(player, SCROLL_GO_ON);
5334 ScrollScreen(NULL, SCROLL_GO_ON);
5340 player->move_delay_value = original_move_delay_value;
5343 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5345 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5346 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5350 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5351 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5357 if (moved & MF_MOVING && !ScreenMovPos &&
5358 (player == local_player || !options.network))
5360 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5361 int offset = (setup.scroll_delay ? 3 : 0);
5363 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5365 /* actual player has left the screen -- scroll in that direction */
5366 if (jx != old_jx) /* player has moved horizontally */
5367 scroll_x += (jx - old_jx);
5368 else /* player has moved vertically */
5369 scroll_y += (jy - old_jy);
5373 if (jx != old_jx) /* player has moved horizontally */
5375 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5376 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5377 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5379 /* don't scroll over playfield boundaries */
5380 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5381 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5383 /* don't scroll more than one field at a time */
5384 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5386 /* don't scroll against the player's moving direction */
5387 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5388 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5389 scroll_x = old_scroll_x;
5391 else /* player has moved vertically */
5393 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5394 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5395 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5397 /* don't scroll over playfield boundaries */
5398 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5399 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5401 /* don't scroll more than one field at a time */
5402 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5404 /* don't scroll against the player's moving direction */
5405 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5406 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5407 scroll_y = old_scroll_y;
5411 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5413 if (!options.network && !AllPlayersInVisibleScreen())
5415 scroll_x = old_scroll_x;
5416 scroll_y = old_scroll_y;
5420 ScrollScreen(player, SCROLL_INIT);
5421 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5426 if (!(moved & MF_MOVING) && !player->Pushing)
5429 player->Frame = (player->Frame + 1) % 4;
5431 if (moved & MF_MOVING)
5433 if (old_jx != jx && old_jy == jy)
5434 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5435 else if (old_jx == jx && old_jy != jy)
5436 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5438 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5440 player->last_move_dir = player->MovDir;
5441 player->is_moving = TRUE;
5445 CheckGravityMovement(player);
5448 player->last_move_dir = MV_NO_MOVING;
5450 player->is_moving = FALSE;
5453 TestIfHeroTouchesBadThing(jx, jy);
5455 if (!player->active)
5461 void ScrollFigure(struct PlayerInfo *player, int mode)
5463 int jx = player->jx, jy = player->jy;
5464 int last_jx = player->last_jx, last_jy = player->last_jy;
5465 int move_stepsize = TILEX / player->move_delay_value;
5467 if (!player->active || !player->MovPos)
5470 if (mode == SCROLL_INIT)
5472 player->actual_frame_counter = FrameCounter;
5473 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5475 if (Feld[last_jx][last_jy] == EL_EMPTY)
5476 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5481 else if (!FrameReached(&player->actual_frame_counter, 1))
5484 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5485 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5487 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5488 Feld[last_jx][last_jy] = EL_EMPTY;
5490 /* before DrawPlayer() to draw correct player graphic for this case */
5491 if (player->MovPos == 0)
5492 CheckGravityMovement(player);
5496 if (player->MovPos == 0)
5498 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5500 /* continue with normal speed after quickly moving through gate */
5501 HALVE_PLAYER_SPEED(player);
5503 /* be able to make the next move without delay */
5504 player->move_delay = 0;
5507 player->last_jx = jx;
5508 player->last_jy = jy;
5510 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5511 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5515 if (local_player->friends_still_needed == 0 ||
5516 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5517 player->LevelSolved = player->GameOver = TRUE;
5520 if (tape.single_step && tape.recording && !tape.pausing &&
5521 !player->programmed_action)
5522 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5526 void ScrollScreen(struct PlayerInfo *player, int mode)
5528 static unsigned long screen_frame_counter = 0;
5530 if (mode == SCROLL_INIT)
5532 /* set scrolling step size according to actual player's moving speed */
5533 ScrollStepSize = TILEX / player->move_delay_value;
5535 screen_frame_counter = FrameCounter;
5536 ScreenMovDir = player->MovDir;
5537 ScreenMovPos = player->MovPos;
5538 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5541 else if (!FrameReached(&screen_frame_counter, 1))
5546 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5547 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5548 redraw_mask |= REDRAW_FIELD;
5551 ScreenMovDir = MV_NO_MOVING;
5554 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5556 int i, kill_x = -1, kill_y = -1;
5557 static int test_xy[4][2] =
5564 static int test_dir[4] =
5574 int test_x, test_y, test_move_dir, test_element;
5576 test_x = good_x + test_xy[i][0];
5577 test_y = good_y + test_xy[i][1];
5578 if (!IN_LEV_FIELD(test_x, test_y))
5582 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5585 test_element = Feld[test_x][test_y];
5587 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5590 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5591 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5593 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5594 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5602 if (kill_x != -1 || kill_y != -1)
5604 if (IS_PLAYER(good_x, good_y))
5606 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5608 if (player->shield_active_time_left > 0)
5609 Bang(kill_x, kill_y);
5610 else if (!PLAYER_PROTECTED(good_x, good_y))
5614 Bang(good_x, good_y);
5618 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5620 int i, kill_x = -1, kill_y = -1;
5621 int bad_element = Feld[bad_x][bad_y];
5622 static int test_xy[4][2] =
5629 static int test_dir[4] =
5637 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5642 int test_x, test_y, test_move_dir, test_element;
5644 test_x = bad_x + test_xy[i][0];
5645 test_y = bad_y + test_xy[i][1];
5646 if (!IN_LEV_FIELD(test_x, test_y))
5650 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5652 test_element = Feld[test_x][test_y];
5654 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5655 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5657 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5658 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5660 /* good thing is player or penguin that does not move away */
5661 if (IS_PLAYER(test_x, test_y))
5663 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5665 if (bad_element == EL_ROBOT && player->is_moving)
5666 continue; /* robot does not kill player if he is moving */
5672 else if (test_element == EL_PENGUIN)
5681 if (kill_x != -1 || kill_y != -1)
5683 if (IS_PLAYER(kill_x, kill_y))
5685 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5688 int dir = player->MovDir;
5689 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5690 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5692 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5693 newx != bad_x && newy != bad_y)
5694 ; /* robot does not kill player if he is moving */
5696 printf("-> %d\n", player->MovDir);
5698 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5699 newx != bad_x && newy != bad_y)
5700 ; /* robot does not kill player if he is moving */
5705 if (player->shield_active_time_left > 0)
5707 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5711 Bang(kill_x, kill_y);
5715 void TestIfHeroTouchesBadThing(int x, int y)
5717 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5720 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5722 TestIfGoodThingHitsBadThing(x, y, move_dir);
5725 void TestIfBadThingTouchesHero(int x, int y)
5727 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5730 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5732 TestIfBadThingHitsGoodThing(x, y, move_dir);
5735 void TestIfFriendTouchesBadThing(int x, int y)
5737 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5740 void TestIfBadThingTouchesFriend(int x, int y)
5742 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5745 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5747 int i, kill_x = bad_x, kill_y = bad_y;
5748 static int xy[4][2] =
5760 x = bad_x + xy[i][0];
5761 y = bad_y + xy[i][1];
5762 if (!IN_LEV_FIELD(x, y))
5765 element = Feld[x][y];
5766 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5767 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5775 if (kill_x != bad_x || kill_y != bad_y)
5779 void KillHero(struct PlayerInfo *player)
5781 int jx = player->jx, jy = player->jy;
5783 if (!player->active)
5786 if (IS_PFORTE(Feld[jx][jy]))
5787 Feld[jx][jy] = EL_EMPTY;
5789 /* deactivate shield (else Bang()/Explode() would not work right) */
5790 player->shield_passive_time_left = 0;
5791 player->shield_active_time_left = 0;
5797 static void KillHeroUnlessProtected(int x, int y)
5799 if (!PLAYER_PROTECTED(x, y))
5800 KillHero(PLAYERINFO(x, y));
5803 void BuryHero(struct PlayerInfo *player)
5805 int jx = player->jx, jy = player->jy;
5807 if (!player->active)
5810 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5811 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5813 player->GameOver = TRUE;
5817 void RemoveHero(struct PlayerInfo *player)
5819 int jx = player->jx, jy = player->jy;
5820 int i, found = FALSE;
5822 player->present = FALSE;
5823 player->active = FALSE;
5825 if (!ExplodeField[jx][jy])
5826 StorePlayer[jx][jy] = 0;
5828 for (i=0; i<MAX_PLAYERS; i++)
5829 if (stored_player[i].active)
5833 AllPlayersGone = TRUE;
5839 int DigField(struct PlayerInfo *player,
5840 int x, int y, int real_dx, int real_dy, int mode)
5842 int jx = player->jx, jy = player->jy;
5843 int dx = x - jx, dy = y - jy;
5844 int move_direction = (dx == -1 ? MV_LEFT :
5845 dx == +1 ? MV_RIGHT :
5847 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5850 if (player->MovPos == 0)
5851 player->Pushing = FALSE;
5853 if (mode == DF_NO_PUSH)
5855 player->Switching = FALSE;
5856 player->push_delay = 0;
5857 return MF_NO_ACTION;
5860 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5861 return MF_NO_ACTION;
5863 if (IS_TUBE(Feld[jx][jy]))
5866 int tube_leave_directions[][2] =
5868 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5869 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5870 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5871 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5872 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5873 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5874 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5875 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5876 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5877 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5878 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5879 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5882 while (tube_leave_directions[i][0] != Feld[jx][jy])
5885 if (tube_leave_directions[i][0] == -1) /* should not happen */
5889 if (!(tube_leave_directions[i][1] & move_direction))
5890 return MF_NO_ACTION; /* tube has no opening in this direction */
5893 element = Feld[x][y];
5899 case EL_INVISIBLE_SAND:
5900 case EL_INVISIBLE_SAND_ACTIVE:
5903 case EL_SP_BUGGY_BASE:
5905 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5910 case EL_EMERALD_YELLOW:
5911 case EL_EMERALD_RED:
5912 case EL_EMERALD_PURPLE:
5914 case EL_SP_INFOTRON:
5918 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5919 element == EL_PEARL ? 5 :
5920 element == EL_CRYSTAL ? 8 : 1);
5921 if (local_player->gems_still_needed < 0)
5922 local_player->gems_still_needed = 0;
5923 RaiseScoreElement(element);
5924 DrawText(DX_EMERALDS, DY_EMERALDS,
5925 int2str(local_player->gems_still_needed, 3),
5926 FS_SMALL, FC_YELLOW);
5927 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5932 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5933 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5937 Feld[x][y] = EL_EMPTY;
5938 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5946 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5948 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5951 case EL_SHIELD_NORMAL:
5953 player->shield_passive_time_left += 10;
5954 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5957 case EL_SHIELD_DEADLY:
5959 player->shield_passive_time_left += 10;
5960 player->shield_active_time_left += 10;
5961 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5965 case EL_SP_DISK_RED:
5968 RaiseScoreElement(EL_DYNAMITE);
5969 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5970 int2str(local_player->dynamite, 3),
5971 FS_SMALL, FC_YELLOW);
5972 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5975 case EL_DYNABOMB_NR:
5977 player->dynabomb_count++;
5978 player->dynabombs_left++;
5979 RaiseScoreElement(EL_DYNAMITE);
5980 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5983 case EL_DYNABOMB_SZ:
5985 player->dynabomb_size++;
5986 RaiseScoreElement(EL_DYNAMITE);
5987 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5990 case EL_DYNABOMB_XL:
5992 player->dynabomb_xl = TRUE;
5993 RaiseScoreElement(EL_DYNAMITE);
5994 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6002 int key_nr = element - EL_KEY1;
6005 player->key[key_nr] = TRUE;
6006 RaiseScoreElement(element);
6007 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6008 GFX_SCHLUESSEL1 + key_nr);
6009 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6010 GFX_SCHLUESSEL1 + key_nr);
6011 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6020 int key_nr = element - EL_EM_KEY1;
6023 player->key[key_nr] = TRUE;
6024 RaiseScoreElement(element);
6025 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6026 GFX_SCHLUESSEL1 + key_nr);
6027 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6028 GFX_SCHLUESSEL1 + key_nr);
6029 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6033 case EL_ROBOT_WHEEL:
6034 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6037 DrawLevelField(x, y);
6038 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6042 case EL_SP_TERMINAL:
6046 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6048 for (yy=0; yy<lev_fieldy; yy++)
6050 for (xx=0; xx<lev_fieldx; xx++)
6052 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6054 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6055 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6063 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6064 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6065 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6066 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6067 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6068 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6069 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6070 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6071 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6072 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6073 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6074 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6075 if (!player->Switching)
6077 player->Switching = TRUE;
6078 ToggleBeltSwitch(x, y);
6079 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6084 case EL_SWITCHGATE_SWITCH_UP:
6085 case EL_SWITCHGATE_SWITCH_DOWN:
6086 if (!player->Switching)
6088 player->Switching = TRUE;
6089 ToggleSwitchgateSwitch(x, y);
6090 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6095 case EL_LIGHT_SWITCH:
6096 case EL_LIGHT_SWITCH_ACTIVE:
6097 if (!player->Switching)
6099 player->Switching = TRUE;
6100 ToggleLightSwitch(x, y);
6101 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6102 SND_LIGHT_SWITCH_ACTIVATING :
6103 SND_LIGHT_SWITCH_DEACTIVATING);
6108 case EL_TIMEGATE_SWITCH:
6109 ActivateTimegateSwitch(x, y);
6110 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6115 case EL_BALLOON_SEND_LEFT:
6116 case EL_BALLOON_SEND_RIGHT:
6117 case EL_BALLOON_SEND_UP:
6118 case EL_BALLOON_SEND_DOWN:
6119 case EL_BALLOON_SEND_ANY_DIRECTION:
6120 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6121 game.balloon_dir = move_direction;
6123 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6124 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6125 element == EL_BALLOON_SEND_UP ? MV_UP :
6126 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6128 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6133 /* the following elements cannot be pushed by "snapping" */
6136 case EL_DX_SUPABOMB:
6138 case EL_TIME_ORB_EMPTY:
6140 case EL_SP_DISK_ORANGE:
6142 if (mode == DF_SNAP)
6143 return MF_NO_ACTION;
6144 /* no "break" -- fall through to next case */
6145 /* the following elements can be pushed by "snapping" */
6148 return MF_NO_ACTION;
6150 player->Pushing = TRUE;
6152 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6153 return MF_NO_ACTION;
6157 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6158 return MF_NO_ACTION;
6161 if (player->push_delay == 0)
6162 player->push_delay = FrameCounter;
6164 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6165 !tape.playing && element != EL_SPRING)
6166 return MF_NO_ACTION;
6168 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6169 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6170 element != EL_SPRING)
6171 return MF_NO_ACTION;
6174 if (mode == DF_SNAP)
6176 InitMovingField(x, y, move_direction);
6177 ContinueMoving(x, y);
6182 Feld[x+dx][y+dy] = element;
6185 if (element == EL_SPRING)
6187 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6188 MovDir[x+dx][y+dy] = move_direction;
6191 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6193 DrawLevelField(x+dx, y+dy);
6194 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6201 if (!player->key[element - EL_GATE1])
6202 return MF_NO_ACTION;
6209 if (!player->key[element - EL_GATE1_GRAY])
6210 return MF_NO_ACTION;
6217 if (!player->key[element - EL_EM_GATE1])
6218 return MF_NO_ACTION;
6219 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6220 return MF_NO_ACTION;
6222 /* automatically move to the next field with double speed */
6223 player->programmed_action = move_direction;
6224 DOUBLE_PLAYER_SPEED(player);
6226 PlaySoundLevel(x, y, SND_GATE_PASSING);
6229 case EL_EM_GATE1_GRAY:
6230 case EL_EM_GATE2_GRAY:
6231 case EL_EM_GATE3_GRAY:
6232 case EL_EM_GATE4_GRAY:
6233 if (!player->key[element - EL_EM_GATE1_GRAY])
6234 return MF_NO_ACTION;
6235 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6236 return MF_NO_ACTION;
6238 /* automatically move to the next field with double speed */
6239 player->programmed_action = move_direction;
6240 DOUBLE_PLAYER_SPEED(player);
6242 PlaySoundLevel(x, y, SND_GATE_PASSING);
6245 case EL_SWITCHGATE_OPEN:
6246 case EL_TIMEGATE_OPEN:
6247 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6248 return MF_NO_ACTION;
6250 /* automatically move to the next field with double speed */
6251 player->programmed_action = move_direction;
6252 DOUBLE_PLAYER_SPEED(player);
6254 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6257 case EL_SP_PORT1_LEFT:
6258 case EL_SP_PORT2_LEFT:
6259 case EL_SP_PORT1_RIGHT:
6260 case EL_SP_PORT2_RIGHT:
6261 case EL_SP_PORT1_UP:
6262 case EL_SP_PORT2_UP:
6263 case EL_SP_PORT1_DOWN:
6264 case EL_SP_PORT2_DOWN:
6269 element != EL_SP_PORT1_LEFT &&
6270 element != EL_SP_PORT2_LEFT &&
6271 element != EL_SP_PORT_X &&
6272 element != EL_SP_PORT_XY) ||
6274 element != EL_SP_PORT1_RIGHT &&
6275 element != EL_SP_PORT2_RIGHT &&
6276 element != EL_SP_PORT_X &&
6277 element != EL_SP_PORT_XY) ||
6279 element != EL_SP_PORT1_UP &&
6280 element != EL_SP_PORT2_UP &&
6281 element != EL_SP_PORT_Y &&
6282 element != EL_SP_PORT_XY) ||
6284 element != EL_SP_PORT1_DOWN &&
6285 element != EL_SP_PORT2_DOWN &&
6286 element != EL_SP_PORT_Y &&
6287 element != EL_SP_PORT_XY) ||
6288 !IN_LEV_FIELD(x + dx, y + dy) ||
6289 !IS_FREE(x + dx, y + dy))
6290 return MF_NO_ACTION;
6292 /* automatically move to the next field with double speed */
6293 player->programmed_action = move_direction;
6294 DOUBLE_PLAYER_SPEED(player);
6296 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6300 case EL_TUBE_VERTICAL:
6301 case EL_TUBE_HORIZONTAL:
6302 case EL_TUBE_VERTICAL_LEFT:
6303 case EL_TUBE_VERTICAL_RIGHT:
6304 case EL_TUBE_HORIZONTAL_UP:
6305 case EL_TUBE_HORIZONTAL_DOWN:
6306 case EL_TUBE_LEFT_UP:
6307 case EL_TUBE_LEFT_DOWN:
6308 case EL_TUBE_RIGHT_UP:
6309 case EL_TUBE_RIGHT_DOWN:
6312 int tube_enter_directions[][2] =
6314 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6315 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6316 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6317 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6318 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6319 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6320 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6321 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6322 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6323 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6324 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6325 { -1, MV_NO_MOVING }
6328 while (tube_enter_directions[i][0] != element)
6331 if (tube_enter_directions[i][0] == -1) /* should not happen */
6335 if (!(tube_enter_directions[i][1] & move_direction))
6336 return MF_NO_ACTION; /* tube has no opening in this direction */
6338 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6342 case EL_EXIT_CLOSED:
6343 case EL_SP_EXIT_CLOSED:
6344 case EL_EXIT_OPENING:
6345 return MF_NO_ACTION;
6349 case EL_SP_EXIT_OPEN:
6350 if (mode == DF_SNAP)
6351 return MF_NO_ACTION;
6353 if (element == EL_EXIT_OPEN)
6354 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6356 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6361 Feld[x][y] = EL_LAMP_ACTIVE;
6362 local_player->lights_still_needed--;
6363 DrawLevelField(x, y);
6364 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6368 case EL_TIME_ORB_FULL:
6369 Feld[x][y] = EL_TIME_ORB_EMPTY;
6371 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6372 DrawLevelField(x, y);
6373 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6377 case EL_SOKOBAN_FIELD_EMPTY:
6380 case EL_SOKOBAN_OBJECT:
6381 case EL_SOKOBAN_FIELD_FULL:
6383 case EL_SP_DISK_YELLOW:
6385 if (mode == DF_SNAP)
6386 return MF_NO_ACTION;
6388 player->Pushing = TRUE;
6390 if (!IN_LEV_FIELD(x+dx, y+dy)
6391 || (!IS_FREE(x+dx, y+dy)
6392 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6393 || !IS_SB_ELEMENT(element))))
6394 return MF_NO_ACTION;
6398 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6399 return MF_NO_ACTION;
6401 else if (dy && real_dx)
6403 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6404 return MF_NO_ACTION;
6407 if (player->push_delay == 0)
6408 player->push_delay = FrameCounter;
6410 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6411 !tape.playing && element != EL_BALLOON)
6412 return MF_NO_ACTION;
6414 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6415 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6416 element != EL_BALLOON)
6417 return MF_NO_ACTION;
6420 if (IS_SB_ELEMENT(element))
6422 if (element == EL_SOKOBAN_FIELD_FULL)
6424 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6425 local_player->sokobanfields_still_needed++;
6430 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6432 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6433 local_player->sokobanfields_still_needed--;
6434 if (element == EL_SOKOBAN_OBJECT)
6435 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6437 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6441 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6442 if (element == EL_SOKOBAN_FIELD_FULL)
6443 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6445 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6451 Feld[x+dx][y+dy] = element;
6452 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6455 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6457 DrawLevelField(x, y);
6458 DrawLevelField(x+dx, y+dy);
6460 if (IS_SB_ELEMENT(element) &&
6461 local_player->sokobanfields_still_needed == 0 &&
6462 game.emulation == EMU_SOKOBAN)
6464 player->LevelSolved = player->GameOver = TRUE;
6465 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6476 return MF_NO_ACTION;
6479 player->push_delay = 0;
6484 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6486 int jx = player->jx, jy = player->jy;
6487 int x = jx + dx, y = jy + dy;
6489 if (!player->active || !IN_LEV_FIELD(x, y))
6497 if (player->MovPos == 0)
6498 player->Pushing = FALSE;
6500 player->snapped = FALSE;
6504 if (player->snapped)
6507 player->MovDir = (dx < 0 ? MV_LEFT :
6510 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6512 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6515 player->snapped = TRUE;
6516 DrawLevelField(x, y);
6522 boolean PlaceBomb(struct PlayerInfo *player)
6524 int jx = player->jx, jy = player->jy;
6527 if (!player->active || player->MovPos)
6530 element = Feld[jx][jy];
6532 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6533 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6536 if (element != EL_EMPTY)
6537 Store[jx][jy] = element;
6539 if (player->dynamite)
6541 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6542 MovDelay[jx][jy] = 96;
6544 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6545 FS_SMALL, FC_YELLOW);
6546 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6548 if (game.emulation == EMU_SUPAPLEX)
6549 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6551 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6554 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6558 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_PLAYER1);
6559 MovDelay[jx][jy] = 96;
6560 player->dynabombs_left--;
6561 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6562 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6564 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6570 void PlaySoundLevel(int x, int y, int nr)
6572 static int loop_sound_frame[NUM_SOUND_FILES];
6573 static int loop_sound_volume[NUM_SOUND_FILES];
6574 int sx = SCREENX(x), sy = SCREENY(y);
6575 int volume, stereo_position;
6576 int max_distance = 8;
6577 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6579 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6580 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6583 if (!IN_LEV_FIELD(x, y) ||
6584 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6585 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6588 volume = SOUND_MAX_VOLUME;
6590 if (!IN_SCR_FIELD(sx, sy))
6592 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6593 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6595 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6598 stereo_position = (SOUND_MAX_LEFT +
6599 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6600 (SCR_FIELDX + 2 * max_distance));
6602 if (IS_LOOP_SOUND(nr))
6604 /* This assures that quieter loop sounds do not overwrite louder ones,
6605 while restarting sound volume comparison with each new game frame. */
6607 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6610 loop_sound_volume[nr] = volume;
6611 loop_sound_frame[nr] = FrameCounter;
6614 PlaySoundExt(nr, volume, stereo_position, type);
6617 void PlaySoundLevelAction(int x, int y, int sound_action)
6619 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6622 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6624 int sound_effect = element_action_sound[element][sound_action];
6626 if (sound_effect != -1)
6627 PlaySoundLevel(x, y, sound_effect);
6630 void RaiseScore(int value)
6632 local_player->score += value;
6633 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6634 FS_SMALL, FC_YELLOW);
6637 void RaiseScoreElement(int element)
6643 case EL_EMERALD_YELLOW:
6644 case EL_EMERALD_RED:
6645 case EL_EMERALD_PURPLE:
6646 RaiseScore(level.score[SC_EDELSTEIN]);
6649 RaiseScore(level.score[SC_DIAMANT]);
6652 case EL_BD_BUTTERFLY:
6653 RaiseScore(level.score[SC_KAEFER]);
6657 RaiseScore(level.score[SC_FLIEGER]);
6660 case EL_DARK_YAMYAM:
6661 RaiseScore(level.score[SC_MAMPFER]);
6664 RaiseScore(level.score[SC_ROBOT]);
6667 RaiseScore(level.score[SC_PACMAN]);
6670 RaiseScore(level.score[SC_KOKOSNUSS]);
6673 RaiseScore(level.score[SC_DYNAMIT]);
6679 RaiseScore(level.score[SC_SCHLUESSEL]);
6686 void RequestQuitGame(boolean ask_if_really_quit)
6688 if (AllPlayersGone ||
6689 !ask_if_really_quit ||
6690 level_editor_test_game ||
6691 Request("Do you really want to quit the game ?",
6692 REQ_ASK | REQ_STAY_CLOSED))
6694 #if defined(PLATFORM_UNIX)
6695 if (options.network)
6696 SendToServer_StopPlaying();
6700 game_status = MAINMENU;
6706 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6711 /* ---------- new game button stuff ---------------------------------------- */
6713 /* graphic position values for game buttons */
6714 #define GAME_BUTTON_XSIZE 30
6715 #define GAME_BUTTON_YSIZE 30
6716 #define GAME_BUTTON_XPOS 5
6717 #define GAME_BUTTON_YPOS 215
6718 #define SOUND_BUTTON_XPOS 5
6719 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6721 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6722 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6723 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6724 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6725 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6726 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6733 } gamebutton_info[NUM_GAME_BUTTONS] =
6736 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6741 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6746 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6751 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6752 SOUND_CTRL_ID_MUSIC,
6753 "background music on/off"
6756 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6757 SOUND_CTRL_ID_LOOPS,
6758 "sound loops on/off"
6761 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6762 SOUND_CTRL_ID_SIMPLE,
6763 "normal sounds on/off"
6767 void CreateGameButtons()
6771 for (i=0; i<NUM_GAME_BUTTONS; i++)
6773 Bitmap *gd_bitmap = pix[PIX_DOOR];
6774 struct GadgetInfo *gi;
6777 unsigned long event_mask;
6778 int gd_xoffset, gd_yoffset;
6779 int gd_x1, gd_x2, gd_y1, gd_y2;
6782 gd_xoffset = gamebutton_info[i].x;
6783 gd_yoffset = gamebutton_info[i].y;
6784 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6785 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6787 if (id == GAME_CTRL_ID_STOP ||
6788 id == GAME_CTRL_ID_PAUSE ||
6789 id == GAME_CTRL_ID_PLAY)
6791 button_type = GD_TYPE_NORMAL_BUTTON;
6793 event_mask = GD_EVENT_RELEASED;
6794 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6795 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6799 button_type = GD_TYPE_CHECK_BUTTON;
6801 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6802 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6803 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6804 event_mask = GD_EVENT_PRESSED;
6805 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6806 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6809 gi = CreateGadget(GDI_CUSTOM_ID, id,
6810 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6811 GDI_X, DX + gd_xoffset,
6812 GDI_Y, DY + gd_yoffset,
6813 GDI_WIDTH, GAME_BUTTON_XSIZE,
6814 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6815 GDI_TYPE, button_type,
6816 GDI_STATE, GD_BUTTON_UNPRESSED,
6817 GDI_CHECKED, checked,
6818 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6819 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6820 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6821 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6822 GDI_EVENT_MASK, event_mask,
6823 GDI_CALLBACK_ACTION, HandleGameButtons,
6827 Error(ERR_EXIT, "cannot create gadget");
6829 game_gadget[id] = gi;
6833 static void MapGameButtons()
6837 for (i=0; i<NUM_GAME_BUTTONS; i++)
6838 MapGadget(game_gadget[i]);
6841 void UnmapGameButtons()
6845 for (i=0; i<NUM_GAME_BUTTONS; i++)
6846 UnmapGadget(game_gadget[i]);
6849 static void HandleGameButtons(struct GadgetInfo *gi)
6851 int id = gi->custom_id;
6853 if (game_status != PLAYING)
6858 case GAME_CTRL_ID_STOP:
6859 RequestQuitGame(TRUE);
6862 case GAME_CTRL_ID_PAUSE:
6863 if (options.network)
6865 #if defined(PLATFORM_UNIX)
6867 SendToServer_ContinuePlaying();
6869 SendToServer_PausePlaying();
6873 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6876 case GAME_CTRL_ID_PLAY:
6879 #if defined(PLATFORM_UNIX)
6880 if (options.network)
6881 SendToServer_ContinuePlaying();
6885 tape.pausing = FALSE;
6886 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6891 case SOUND_CTRL_ID_MUSIC:
6892 if (setup.sound_music)
6894 setup.sound_music = FALSE;
6897 else if (audio.music_available)
6899 setup.sound = setup.sound_music = TRUE;
6900 PlayMusic(level_nr);
6904 case SOUND_CTRL_ID_LOOPS:
6905 if (setup.sound_loops)
6906 setup.sound_loops = FALSE;
6907 else if (audio.loops_available)
6908 setup.sound = setup.sound_loops = TRUE;
6911 case SOUND_CTRL_ID_SIMPLE:
6912 if (setup.sound_simple)
6913 setup.sound_simple = FALSE;
6914 else if (audio.sound_available)
6915 setup.sound = setup.sound_simple = TRUE;