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 InitBeltMovement(void);
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 void PlaySoundLevel(int, int, int);
109 void PlaySoundLevelAction(int, int, int);
110 void PlaySoundLevelElementAction(int, int, int, int);
112 static void MapGameButtons();
113 static void HandleGameButtons(struct GadgetInfo *);
115 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
117 #define SND_ACTION_UNKNOWN 0
118 #define SND_ACTION_WAITING 1
119 #define SND_ACTION_MOVING 2
120 #define SND_ACTION_DIGGING 3
121 #define SND_ACTION_COLLECTING 4
122 #define SND_ACTION_PASSING 5
123 #define SND_ACTION_IMPACT 6
124 #define SND_ACTION_PUSHING 7
125 #define SND_ACTION_ACTIVATING 8
126 #define SND_ACTION_ACTIVE 9
128 #define NUM_SND_ACTIONS 10
135 } sound_action_properties[] =
137 /* insert _all_ loop sound actions here */
138 { ".waiting", SND_ACTION_WAITING, TRUE },
139 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
140 { ".active", SND_ACTION_ACTIVE, TRUE },
141 { ".growing", SND_ACTION_UNKNOWN, TRUE },
142 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
144 /* other (non-loop) sound actions are optional */
145 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
146 { ".digging", SND_ACTION_DIGGING, FALSE },
147 { ".collecting", SND_ACTION_COLLECTING, FALSE },
148 { ".passing", SND_ACTION_PASSING, FALSE },
149 { ".impact", SND_ACTION_IMPACT, FALSE },
150 { ".pushing", SND_ACTION_PUSHING, FALSE },
151 { ".activating", SND_ACTION_ACTIVATING, FALSE },
154 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
155 static boolean is_loop_sound[NUM_SOUND_FILES];
157 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
162 static unsigned int getStateCheckSum(int counter)
165 unsigned int mult = 1;
166 unsigned int checksum = 0;
168 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
170 static boolean first_game = TRUE;
172 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
178 lastFeld[x][y] = Feld[x][y];
179 else if (lastFeld[x][y] != Feld[x][y])
180 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
181 x, y, lastFeld[x][y], Feld[x][y]);
185 checksum += mult++ * Ur[x][y];
186 checksum += mult++ * Feld[x][y];
189 checksum += mult++ * MovPos[x][y];
190 checksum += mult++ * MovDir[x][y];
191 checksum += mult++ * MovDelay[x][y];
192 checksum += mult++ * Store[x][y];
193 checksum += mult++ * Store2[x][y];
194 checksum += mult++ * StorePlayer[x][y];
195 checksum += mult++ * Frame[x][y];
196 checksum += mult++ * AmoebaNr[x][y];
197 checksum += mult++ * JustStopped[x][y];
198 checksum += mult++ * Stop[x][y];
202 if (counter == 3 && first_game)
213 void GetPlayerConfig()
215 if (!audio.sound_available)
218 if (!audio.loops_available)
219 setup.sound_loops = FALSE;
221 if (!audio.music_available)
222 setup.sound_music = FALSE;
224 if (!video.fullscreen_available)
225 setup.fullscreen = FALSE;
227 setup.sound_simple = setup.sound;
229 SetAudioMode(setup.sound);
233 static int getBeltNrFromBeltElement(int element)
235 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
236 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
237 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
240 static int getBeltNrFromBeltActiveElement(int element)
242 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
243 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
244 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
247 static int getBeltNrFromBeltSwitchElement(int element)
249 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
250 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
251 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
254 static int getBeltDirNrFromBeltSwitchElement(int element)
256 static int belt_base_element[4] =
258 EL_CONVEYOR_BELT1_SWITCH_LEFT,
259 EL_CONVEYOR_BELT2_SWITCH_LEFT,
260 EL_CONVEYOR_BELT3_SWITCH_LEFT,
261 EL_CONVEYOR_BELT4_SWITCH_LEFT
264 int belt_nr = getBeltNrFromBeltSwitchElement(element);
265 int belt_dir_nr = element - belt_base_element[belt_nr];
267 return (belt_dir_nr % 3);
270 static int getBeltDirFromBeltSwitchElement(int element)
272 static int belt_move_dir[3] =
279 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
281 return belt_move_dir[belt_dir_nr];
284 static void InitField(int x, int y, boolean init_game)
291 if (stored_player[0].present)
293 Feld[x][y] = EL_SP_MURPHY_CLONE;
297 Feld[x][y] = EL_PLAYER1;
306 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
307 int jx = player->jx, jy = player->jy;
309 player->present = TRUE;
311 if (!options.network || player->connected)
313 player->active = TRUE;
315 /* remove potentially duplicate players */
316 if (StorePlayer[jx][jy] == Feld[x][y])
317 StorePlayer[jx][jy] = 0;
319 StorePlayer[x][y] = Feld[x][y];
323 printf("Player %d activated.\n", player->element_nr);
324 printf("[Local player is %d and currently %s.]\n",
325 local_player->element_nr,
326 local_player->active ? "active" : "not active");
330 Feld[x][y] = EL_EMPTY;
331 player->jx = player->last_jx = x;
332 player->jy = player->last_jy = y;
337 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
338 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
339 else if (x > 0 && Feld[x-1][y] == EL_ACID)
340 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
341 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
342 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
343 else if (y > 0 && Feld[x][y-1] == EL_ACID)
344 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
345 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
346 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
354 case EL_SPACESHIP_RIGHT:
355 case EL_SPACESHIP_UP:
356 case EL_SPACESHIP_LEFT:
357 case EL_SPACESHIP_DOWN:
359 case EL_BD_BUTTERFLY_RIGHT:
360 case EL_BD_BUTTERFLY_UP:
361 case EL_BD_BUTTERFLY_LEFT:
362 case EL_BD_BUTTERFLY_DOWN:
363 case EL_BD_BUTTERFLY:
364 case EL_BD_FIREFLY_RIGHT:
365 case EL_BD_FIREFLY_UP:
366 case EL_BD_FIREFLY_LEFT:
367 case EL_BD_FIREFLY_DOWN:
369 case EL_PACMAN_RIGHT:
393 if (y == lev_fieldy - 1)
395 Feld[x][y] = EL_AMOEBA_CREATING;
396 Store[x][y] = EL_AMOEBA_WET;
400 case EL_DYNAMITE_ACTIVE:
405 local_player->lights_still_needed++;
408 case EL_SOKOBAN_FIELD_EMPTY:
409 local_player->sokobanfields_still_needed++;
413 local_player->friends_still_needed++;
418 MovDir[x][y] = 1 << RND(4);
422 Feld[x][y] = EL_EMPTY;
425 case EL_EM_KEY1_FILE:
426 Feld[x][y] = EL_EM_KEY1;
428 case EL_EM_KEY2_FILE:
429 Feld[x][y] = EL_EM_KEY2;
431 case EL_EM_KEY3_FILE:
432 Feld[x][y] = EL_EM_KEY3;
434 case EL_EM_KEY4_FILE:
435 Feld[x][y] = EL_EM_KEY4;
438 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
439 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
440 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
441 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
442 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
443 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
444 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
445 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
446 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
447 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
448 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
449 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
452 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
453 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
454 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
456 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
458 game.belt_dir[belt_nr] = belt_dir;
459 game.belt_dir_nr[belt_nr] = belt_dir_nr;
461 else /* more than one switch -- set it like the first switch */
463 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
468 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
470 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
473 case EL_LIGHT_SWITCH_ACTIVE:
475 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
483 void DrawGameDoorValues()
487 for (i=0; i<MAX_PLAYERS; i++)
489 if (stored_player[i].key[j])
490 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
493 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
494 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
495 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
496 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
497 DrawText(DX + XX_SCORE, DY + YY_SCORE,
498 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
499 DrawText(DX + XX_TIME, DY + YY_TIME,
500 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
505 =============================================================================
507 -----------------------------------------------------------------------------
508 initialize sound effect lookup table for element actions
509 =============================================================================
514 int sound_effect_properties[NUM_SOUND_FILES];
518 debug_print_timestamp(0, NULL);
521 for (i=0; i<MAX_NUM_ELEMENTS; i++)
522 for (j=0; j<NUM_SND_ACTIONS; j++)
523 element_action_sound[i][j] = -1;
525 for (i=0; i<NUM_SOUND_FILES; i++)
527 int len_effect_text = strlen(sound_files[i].token);
529 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
530 is_loop_sound[i] = FALSE;
532 /* determine all loop sounds and identify certain sound classes */
534 for (j=0; sound_action_properties[j].text; j++)
536 int len_action_text = strlen(sound_action_properties[j].text);
538 if (len_action_text < len_effect_text &&
539 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
540 sound_action_properties[j].text) == 0)
542 sound_effect_properties[i] = sound_action_properties[j].value;
544 if (sound_action_properties[j].is_loop)
545 is_loop_sound[i] = TRUE;
549 /* associate elements and some selected sound actions */
551 for (j=0; j<MAX_NUM_ELEMENTS; j++)
553 if (element_info[j].sound_class_name)
555 int len_class_text = strlen(element_info[j].sound_class_name);
557 if (len_class_text + 1 < len_effect_text &&
558 strncmp(sound_files[i].token,
559 element_info[j].sound_class_name, len_class_text) == 0 &&
560 sound_files[i].token[len_class_text] == '.')
562 int sound_action_value = sound_effect_properties[i];
564 element_action_sound[j][sound_action_value] = i;
571 debug_print_timestamp(0, "InitGameEngine");
577 int element = EL_SAND;
578 int sound_action = SND_ACTION_DIGGING;
581 while (sound_action_properties[j].text)
583 if (sound_action_properties[j].value == sound_action)
584 printf("element %d, sound action '%s' == %d\n",
585 element, sound_action_properties[j].text,
586 element_action_sound[element][sound_action]);
595 =============================================================================
597 -----------------------------------------------------------------------------
598 initialize game engine due to level / tape version number
599 =============================================================================
602 static void InitGameEngine()
606 game.engine_version = (tape.playing ? tape.engine_version :
610 printf("level %d: level version == %06d\n", level_nr, level.game_version);
611 printf(" tape version == %06d [%s] [file: %06d]\n",
612 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
614 printf(" => game.engine_version == %06d\n", game.engine_version);
617 /* dynamically adjust player properties according to game engine version */
618 game.initial_move_delay =
619 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
620 INITIAL_MOVE_DELAY_OFF);
622 /* dynamically adjust player properties according to level information */
623 game.initial_move_delay_value =
624 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
626 /* dynamically adjust element properties according to game engine version */
628 static int ep_em_slippery_wall[] =
637 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
639 for (i=0; i<ep_em_slippery_wall_num; i++)
641 if (level.em_slippery_gems) /* special EM style gems behaviour */
642 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
643 EP_BIT_EM_SLIPPERY_WALL;
645 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
646 ~EP_BIT_EM_SLIPPERY_WALL;
649 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
650 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
651 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
653 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
659 =============================================================================
661 -----------------------------------------------------------------------------
662 initialize and start new game
663 =============================================================================
668 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
669 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
670 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");
685 /* don't play tapes over network */
686 network_playing = (options.network && !tape.playing);
688 for (i=0; i<MAX_PLAYERS; i++)
690 struct PlayerInfo *player = &stored_player[i];
692 player->index_nr = i;
693 player->element_nr = EL_PLAYER1 + i;
695 player->present = FALSE;
696 player->active = FALSE;
699 player->effective_action = 0;
700 player->programmed_action = 0;
703 player->gems_still_needed = level.gems_needed;
704 player->sokobanfields_still_needed = 0;
705 player->lights_still_needed = 0;
706 player->friends_still_needed = 0;
709 player->key[j] = FALSE;
711 player->dynamite = 0;
712 player->dynabomb_count = 0;
713 player->dynabomb_size = 1;
714 player->dynabombs_left = 0;
715 player->dynabomb_xl = FALSE;
717 player->MovDir = MV_NO_MOVING;
719 player->Pushing = FALSE;
720 player->Switching = FALSE;
724 player->actual_frame_counter = 0;
726 player->frame_reset_delay = 0;
728 player->last_move_dir = MV_NO_MOVING;
729 player->is_moving = FALSE;
731 player->move_delay = game.initial_move_delay;
732 player->move_delay_value = game.initial_move_delay_value;
734 player->push_delay = 0;
735 player->push_delay_value = 5;
737 player->snapped = FALSE;
739 player->last_jx = player->last_jy = 0;
740 player->jx = player->jy = 0;
742 player->shield_normal_time_left = 0;
743 player->shield_deadly_time_left = 0;
745 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
746 SnapField(player, 0, 0);
748 player->LevelSolved = FALSE;
749 player->GameOver = FALSE;
752 network_player_action_received = FALSE;
754 #if defined(PLATFORM_UNIX)
755 /* initial null action */
757 SendToServer_MovePlayer(MV_NO_MOVING);
765 TimeLeft = level.time;
767 ScreenMovDir = MV_NO_MOVING;
771 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
773 AllPlayersGone = FALSE;
775 game.yam_content_nr = 0;
776 game.magic_wall_active = FALSE;
777 game.magic_wall_time_left = 0;
778 game.light_time_left = 0;
779 game.timegate_time_left = 0;
780 game.switchgate_pos = 0;
781 game.balloon_dir = MV_NO_MOVING;
782 game.explosions_delayed = TRUE;
786 game.belt_dir[i] = MV_NO_MOVING;
787 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
790 for (i=0; i<MAX_NUM_AMOEBA; i++)
791 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
793 for (x=0; x<lev_fieldx; x++)
795 for (y=0; y<lev_fieldy; y++)
797 Feld[x][y] = Ur[x][y];
798 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
799 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
801 GfxAction[x][y] = GFX_ACTION_DEFAULT;
803 JustStopped[x][y] = 0;
805 ExplodeField[x][y] = EX_NO_EXPLOSION;
809 for(y=0; y<lev_fieldy; y++)
811 for(x=0; x<lev_fieldx; x++)
813 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
815 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
817 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
820 InitField(x, y, TRUE);
826 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
827 emulate_sb ? EMU_SOKOBAN :
828 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
830 /* correct non-moving belts to start moving left */
832 if (game.belt_dir[i] == MV_NO_MOVING)
833 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
835 /* check if any connected player was not found in playfield */
836 for (i=0; i<MAX_PLAYERS; i++)
838 struct PlayerInfo *player = &stored_player[i];
840 if (player->connected && !player->present)
842 for (j=0; j<MAX_PLAYERS; j++)
844 struct PlayerInfo *some_player = &stored_player[j];
845 int jx = some_player->jx, jy = some_player->jy;
847 /* assign first free player found that is present in the playfield */
848 if (some_player->present && !some_player->connected)
850 player->present = TRUE;
851 player->active = TRUE;
852 some_player->present = FALSE;
854 StorePlayer[jx][jy] = player->element_nr;
855 player->jx = player->last_jx = jx;
856 player->jy = player->last_jy = jy;
866 /* when playing a tape, eliminate all players who do not participate */
868 for (i=0; i<MAX_PLAYERS; i++)
870 if (stored_player[i].active && !tape.player_participates[i])
872 struct PlayerInfo *player = &stored_player[i];
873 int jx = player->jx, jy = player->jy;
875 player->active = FALSE;
876 StorePlayer[jx][jy] = 0;
877 Feld[jx][jy] = EL_EMPTY;
881 else if (!options.network && !setup.team_mode) /* && !tape.playing */
883 /* when in single player mode, eliminate all but the first active player */
885 for (i=0; i<MAX_PLAYERS; i++)
887 if (stored_player[i].active)
889 for (j=i+1; j<MAX_PLAYERS; j++)
891 if (stored_player[j].active)
893 struct PlayerInfo *player = &stored_player[j];
894 int jx = player->jx, jy = player->jy;
896 player->active = FALSE;
897 StorePlayer[jx][jy] = 0;
898 Feld[jx][jy] = EL_EMPTY;
905 /* when recording the game, store which players take part in the game */
908 for (i=0; i<MAX_PLAYERS; i++)
909 if (stored_player[i].active)
910 tape.player_participates[i] = TRUE;
915 for (i=0; i<MAX_PLAYERS; i++)
917 struct PlayerInfo *player = &stored_player[i];
919 printf("Player %d: present == %d, connected == %d, active == %d.\n",
924 if (local_player == player)
925 printf("Player %d is local player.\n", i+1);
929 if (BorderElement == EL_EMPTY)
932 SBX_Right = lev_fieldx - SCR_FIELDX;
934 SBY_Lower = lev_fieldy - SCR_FIELDY;
939 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
941 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
944 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
945 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
947 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
948 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
951 scroll_y = SBY_Upper;
952 if (local_player->jx >= SBX_Left + MIDPOSX)
953 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
954 local_player->jx - MIDPOSX :
956 if (local_player->jy >= SBY_Upper + MIDPOSY)
957 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
958 local_player->jy - MIDPOSY :
961 CloseDoor(DOOR_CLOSE_1);
966 /* after drawing the level, correct some elements */
967 if (game.timegate_time_left == 0)
968 CloseAllOpenTimegates();
970 if (setup.soft_scrolling)
971 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
973 redraw_mask |= REDRAW_FROM_BACKBUFFER;
976 /* copy default game door content to main double buffer */
977 BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
978 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
981 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
982 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
985 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
986 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
987 BlitBitmap(drawto, drawto,
988 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
989 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
990 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
993 DrawGameDoorValues();
997 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
998 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
999 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1003 /* copy actual game door content to door double buffer for OpenDoor() */
1004 BlitBitmap(drawto, bitmap_db_door,
1005 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1007 OpenDoor(DOOR_OPEN_ALL);
1009 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1010 if (setup.sound_music)
1011 PlayMusic(level_nr);
1013 KeyboardAutoRepeatOff();
1018 printf("Player %d %sactive.\n",
1019 i + 1, (stored_player[i].active ? "" : "not "));
1023 void InitMovDir(int x, int y)
1025 int i, element = Feld[x][y];
1026 static int xy[4][2] =
1033 static int direction[3][4] =
1035 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1036 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1037 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1046 Feld[x][y] = EL_BUG;
1047 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1050 case EL_SPACESHIP_RIGHT:
1051 case EL_SPACESHIP_UP:
1052 case EL_SPACESHIP_LEFT:
1053 case EL_SPACESHIP_DOWN:
1054 Feld[x][y] = EL_SPACESHIP;
1055 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1058 case EL_BD_BUTTERFLY_RIGHT:
1059 case EL_BD_BUTTERFLY_UP:
1060 case EL_BD_BUTTERFLY_LEFT:
1061 case EL_BD_BUTTERFLY_DOWN:
1062 Feld[x][y] = EL_BD_BUTTERFLY;
1063 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1066 case EL_BD_FIREFLY_RIGHT:
1067 case EL_BD_FIREFLY_UP:
1068 case EL_BD_FIREFLY_LEFT:
1069 case EL_BD_FIREFLY_DOWN:
1070 Feld[x][y] = EL_BD_FIREFLY;
1071 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1074 case EL_PACMAN_RIGHT:
1076 case EL_PACMAN_LEFT:
1077 case EL_PACMAN_DOWN:
1078 Feld[x][y] = EL_PACMAN;
1079 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1082 case EL_SP_SNIKSNAK:
1083 MovDir[x][y] = MV_UP;
1086 case EL_SP_ELECTRON:
1087 MovDir[x][y] = MV_LEFT;
1094 Feld[x][y] = EL_MOLE;
1095 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1099 MovDir[x][y] = 1 << RND(4);
1100 if (element != EL_BUG &&
1101 element != EL_SPACESHIP &&
1102 element != EL_BD_BUTTERFLY &&
1103 element != EL_BD_FIREFLY)
1108 int x1 = x + xy[i][0];
1109 int y1 = y + xy[i][1];
1111 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1113 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1115 MovDir[x][y] = direction[0][i];
1118 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1119 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1121 MovDir[x][y] = direction[1][i];
1130 void InitAmoebaNr(int x, int y)
1133 int group_nr = AmoebeNachbarNr(x, y);
1137 for (i=1; i<MAX_NUM_AMOEBA; i++)
1139 if (AmoebaCnt[i] == 0)
1147 AmoebaNr[x][y] = group_nr;
1148 AmoebaCnt[group_nr]++;
1149 AmoebaCnt2[group_nr]++;
1155 boolean raise_level = FALSE;
1157 if (local_player->MovPos)
1160 if (tape.playing && tape.auto_play)
1161 tape.auto_play_level_solved = TRUE;
1163 local_player->LevelSolved = FALSE;
1165 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1169 if (!tape.playing && setup.sound_loops)
1170 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1171 SND_CTRL_PLAY_LOOP);
1173 while (TimeLeft > 0)
1175 if (!tape.playing && !setup.sound_loops)
1176 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1177 if (TimeLeft > 0 && !(TimeLeft % 10))
1178 RaiseScore(level.score[SC_ZEITBONUS]);
1179 if (TimeLeft > 100 && !(TimeLeft % 10))
1183 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1190 if (!tape.playing && setup.sound_loops)
1191 StopSound(SND_GAME_LEVELTIME_BONUS);
1193 else if (level.time == 0) /* level without time limit */
1195 if (!tape.playing && setup.sound_loops)
1196 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1197 SND_CTRL_PLAY_LOOP);
1199 while (TimePlayed < 999)
1201 if (!tape.playing && !setup.sound_loops)
1202 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1203 if (TimePlayed < 999 && !(TimePlayed % 10))
1204 RaiseScore(level.score[SC_ZEITBONUS]);
1205 if (TimePlayed < 900 && !(TimePlayed % 10))
1209 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1216 if (!tape.playing && setup.sound_loops)
1217 StopSound(SND_GAME_LEVELTIME_BONUS);
1224 /* Hero disappears */
1225 DrawLevelField(ExitX, ExitY);
1231 CloseDoor(DOOR_CLOSE_1);
1236 SaveTape(tape.level_nr); /* Ask to save tape */
1239 if (level_nr == leveldir_current->handicap_level)
1241 leveldir_current->handicap_level++;
1242 SaveLevelSetup_SeriesInfo();
1245 if (level_editor_test_game)
1246 local_player->score = -1; /* no highscore when playing from editor */
1247 else if (level_nr < leveldir_current->last_level)
1248 raise_level = TRUE; /* advance to next level */
1250 if ((hi_pos = NewHiScore()) >= 0)
1252 game_status = HALLOFFAME;
1253 DrawHallOfFame(hi_pos);
1262 game_status = MAINMENU;
1279 LoadScore(level_nr);
1281 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1282 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1285 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1287 if (local_player->score > highscore[k].Score)
1289 /* player has made it to the hall of fame */
1291 if (k < MAX_SCORE_ENTRIES - 1)
1293 int m = MAX_SCORE_ENTRIES - 1;
1296 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1297 if (!strcmp(setup.player_name, highscore[l].Name))
1299 if (m == k) /* player's new highscore overwrites his old one */
1305 strcpy(highscore[l].Name, highscore[l - 1].Name);
1306 highscore[l].Score = highscore[l - 1].Score;
1313 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1314 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1315 highscore[k].Score = local_player->score;
1321 else if (!strncmp(setup.player_name, highscore[k].Name,
1322 MAX_PLAYER_NAME_LEN))
1323 break; /* player already there with a higher score */
1329 SaveScore(level_nr);
1334 void InitMovingField(int x, int y, int direction)
1336 int element = Feld[x][y];
1337 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1338 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1340 MovDir[x][y] = direction;
1341 MovDir[newx][newy] = direction;
1343 if (Feld[newx][newy] == EL_EMPTY)
1344 Feld[newx][newy] = EL_BLOCKED;
1346 if (direction == MV_DOWN && CAN_FALL(element))
1347 GfxAction[x][y] = GFX_ACTION_FALLING;
1349 GfxAction[x][y] = GFX_ACTION_MOVING;
1352 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1354 int direction = MovDir[x][y];
1355 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1356 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1362 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1364 int oldx = x, oldy = y;
1365 int direction = MovDir[x][y];
1367 if (direction == MV_LEFT)
1369 else if (direction == MV_RIGHT)
1371 else if (direction == MV_UP)
1373 else if (direction == MV_DOWN)
1376 *comes_from_x = oldx;
1377 *comes_from_y = oldy;
1380 int MovingOrBlocked2Element(int x, int y)
1382 int element = Feld[x][y];
1384 if (element == EL_BLOCKED)
1388 Blocked2Moving(x, y, &oldx, &oldy);
1389 return Feld[oldx][oldy];
1395 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1397 /* like MovingOrBlocked2Element(), but if element is moving
1398 and (x,y) is the field the moving element is just leaving,
1399 return EL_BLOCKED instead of the element value */
1400 int element = Feld[x][y];
1402 if (IS_MOVING(x, y))
1404 if (element == EL_BLOCKED)
1408 Blocked2Moving(x, y, &oldx, &oldy);
1409 return Feld[oldx][oldy];
1418 static void RemoveField(int x, int y)
1420 Feld[x][y] = EL_EMPTY;
1426 void RemoveMovingField(int x, int y)
1428 int oldx = x, oldy = y, newx = x, newy = y;
1430 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1433 if (IS_MOVING(x, y))
1435 Moving2Blocked(x, y, &newx, &newy);
1436 if (Feld[newx][newy] != EL_BLOCKED)
1439 else if (Feld[x][y] == EL_BLOCKED)
1441 Blocked2Moving(x, y, &oldx, &oldy);
1442 if (!IS_MOVING(oldx, oldy))
1446 if (Feld[x][y] == EL_BLOCKED &&
1447 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1448 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1449 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1450 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1451 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1453 Feld[oldx][oldy] = EL_EMPTY;
1455 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1457 Feld[newx][newy] = EL_EMPTY;
1458 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1459 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1460 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1462 DrawLevelField(oldx, oldy);
1463 DrawLevelField(newx, newy);
1466 void DrawDynamite(int x, int y)
1468 int sx = SCREENX(x), sy = SCREENY(y);
1469 int graphic = el2img(Feld[x][y]);
1472 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1476 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1478 frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1481 printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
1484 if (game.emulation == EMU_SUPAPLEX)
1485 DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1486 else if (Store[x][y])
1487 DrawGraphicThruMask(sx, sy, graphic, frame);
1489 DrawGraphic(sx, sy, graphic, frame);
1492 void CheckDynamite(int x, int y)
1494 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1499 if (!(MovDelay[x][y] % 6))
1500 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1502 if (IS_ACTIVE_BOMB(Feld[x][y]))
1504 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1506 if (!(MovDelay[x][y] % delay))
1514 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1515 StopSound(SND_DYNAMITE_ACTIVE);
1517 StopSound(SND_DYNABOMB_ACTIVE);
1522 void Explode(int ex, int ey, int phase, int mode)
1526 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1527 int last_phase = num_phase * delay;
1528 int half_phase = (num_phase / 2) * delay;
1529 int first_phase_after_start = EX_PHASE_START + 1;
1531 if (game.explosions_delayed)
1533 ExplodeField[ex][ey] = mode;
1537 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1539 int center_element = Feld[ex][ey];
1541 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1543 /* put moving element to center field (and let it explode there) */
1544 center_element = MovingOrBlocked2Element(ex, ey);
1545 RemoveMovingField(ex, ey);
1546 Feld[ex][ey] = center_element;
1549 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1553 if (!IN_LEV_FIELD(x, y) ||
1554 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1555 (x != ex || y != ey)))
1558 element = Feld[x][y];
1560 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1562 element = MovingOrBlocked2Element(x, y);
1563 RemoveMovingField(x, y);
1566 if (IS_MASSIVE(element) || element == EL_FLAMES)
1569 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1571 if (IS_ACTIVE_BOMB(element))
1573 /* re-activate things under the bomb like gate or penguin */
1574 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1581 if (element == EL_EXPLOSION)
1582 element = Store2[x][y];
1584 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1586 switch(StorePlayer[ex][ey])
1589 Store[x][y] = EL_EMERALD_RED;
1592 Store[x][y] = EL_EMERALD;
1595 Store[x][y] = EL_EMERALD_PURPLE;
1599 Store[x][y] = EL_EMERALD_YELLOW;
1603 if (game.emulation == EMU_SUPAPLEX)
1604 Store[x][y] = EL_EMPTY;
1606 else if (center_element == EL_MOLE)
1607 Store[x][y] = EL_EMERALD_RED;
1608 else if (center_element == EL_PENGUIN)
1609 Store[x][y] = EL_EMERALD_PURPLE;
1610 else if (center_element == EL_BUG)
1611 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1612 else if (center_element == EL_BD_BUTTERFLY)
1613 Store[x][y] = EL_BD_DIAMOND;
1614 else if (center_element == EL_SP_ELECTRON)
1615 Store[x][y] = EL_SP_INFOTRON;
1616 else if (center_element == EL_YAMYAM)
1617 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1618 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1619 Store[x][y] = level.amoeba_content;
1620 else if (element == EL_WALL_EMERALD)
1621 Store[x][y] = EL_EMERALD;
1622 else if (element == EL_WALL_DIAMOND)
1623 Store[x][y] = EL_DIAMOND;
1624 else if (element == EL_WALL_BD_DIAMOND)
1625 Store[x][y] = EL_BD_DIAMOND;
1626 else if (element == EL_WALL_EMERALD_YELLOW)
1627 Store[x][y] = EL_EMERALD_YELLOW;
1628 else if (element == EL_WALL_EMERALD_RED)
1629 Store[x][y] = EL_EMERALD_RED;
1630 else if (element == EL_WALL_EMERALD_PURPLE)
1631 Store[x][y] = EL_EMERALD_PURPLE;
1632 else if (element == EL_WALL_PEARL)
1633 Store[x][y] = EL_PEARL;
1634 else if (element == EL_WALL_CRYSTAL)
1635 Store[x][y] = EL_CRYSTAL;
1636 else if (!IS_PFORTE(Store[x][y]))
1637 Store[x][y] = EL_EMPTY;
1639 if (x != ex || y != ey ||
1640 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1641 Store2[x][y] = element;
1643 if (AmoebaNr[x][y] &&
1644 (element == EL_AMOEBA_FULL ||
1645 element == EL_BD_AMOEBA ||
1646 element == EL_AMOEBA_CREATING))
1648 AmoebaCnt[AmoebaNr[x][y]]--;
1649 AmoebaCnt2[AmoebaNr[x][y]]--;
1652 Feld[x][y] = EL_EXPLOSION;
1653 MovDir[x][y] = MovPos[x][y] = 0;
1659 if (center_element == EL_YAMYAM)
1660 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1671 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1673 if (phase == first_phase_after_start)
1675 int element = Store2[x][y];
1677 if (element == EL_BLACK_ORB)
1679 Feld[x][y] = Store2[x][y];
1684 else if (phase == half_phase)
1686 int element = Store2[x][y];
1688 if (IS_PLAYER(x, y))
1689 KillHeroUnlessProtected(x, y);
1690 else if (IS_EXPLOSIVE(element))
1692 Feld[x][y] = Store2[x][y];
1696 else if (element == EL_AMOEBA_TO_DIAMOND)
1697 AmoebeUmwandeln(x, y);
1700 if (phase == last_phase)
1704 element = Feld[x][y] = Store[x][y];
1705 Store[x][y] = Store2[x][y] = 0;
1706 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1707 InitField(x, y, FALSE);
1708 if (CAN_MOVE(element) || COULD_MOVE(element))
1710 DrawLevelField(x, y);
1712 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1713 StorePlayer[x][y] = 0;
1715 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1717 int stored = Store[x][y];
1718 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1719 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1721 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1724 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1726 if (IS_PFORTE(Store[x][y]))
1728 DrawLevelElement(x, y, Store[x][y]);
1729 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1732 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1736 void DynaExplode(int ex, int ey)
1739 int dynabomb_size = 1;
1740 boolean dynabomb_xl = FALSE;
1741 struct PlayerInfo *player;
1742 static int xy[4][2] =
1750 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1752 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1753 dynabomb_size = player->dynabomb_size;
1754 dynabomb_xl = player->dynabomb_xl;
1755 player->dynabombs_left++;
1758 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1762 for (j=1; j<=dynabomb_size; j++)
1764 int x = ex + j * xy[i % 4][0];
1765 int y = ey + j * xy[i % 4][1];
1768 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1771 element = Feld[x][y];
1773 /* do not restart explosions of fields with active bombs */
1774 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1777 Explode(x, y, EX_PHASE_START, EX_BORDER);
1779 if (element != EL_EMPTY &&
1780 element != EL_SAND &&
1781 element != EL_EXPLOSION &&
1788 void Bang(int x, int y)
1790 int element = Feld[x][y];
1792 if (game.emulation == EMU_SUPAPLEX)
1793 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1795 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1798 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1806 case EL_BD_BUTTERFLY:
1809 case EL_DARK_YAMYAM:
1813 RaiseScoreElement(element);
1814 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1816 case EL_DYNABOMB_PLAYER1_ACTIVE:
1817 case EL_DYNABOMB_PLAYER2_ACTIVE:
1818 case EL_DYNABOMB_PLAYER3_ACTIVE:
1819 case EL_DYNABOMB_PLAYER4_ACTIVE:
1820 case EL_DYNABOMB_NR:
1821 case EL_DYNABOMB_SZ:
1822 case EL_DYNABOMB_XL:
1827 case EL_LAMP_ACTIVE:
1828 if (IS_PLAYER(x, y))
1829 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1831 Explode(x, y, EX_PHASE_START, EX_CENTER);
1834 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1839 void Blurb(int x, int y)
1841 int element = Feld[x][y];
1843 if (element != EL_ACID_SPLASH_LEFT &&
1844 element != EL_ACID_SPLASH_RIGHT) /* start */
1846 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1847 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1848 (!IN_LEV_FIELD(x-1, y-1) ||
1849 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1851 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1853 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1854 (!IN_LEV_FIELD(x+1, y-1) ||
1855 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1857 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1862 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1863 IMG_ACID_SPLASH_LEFT :
1864 IMG_ACID_SPLASH_RIGHT);
1866 if (!MovDelay[x][y]) /* initialize animation counter */
1869 if (MovDelay[x][y]) /* continue animation */
1872 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1874 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1876 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1879 if (!MovDelay[x][y])
1881 Feld[x][y] = EL_EMPTY;
1882 DrawLevelField(x, y);
1888 static void InitBeltMovement()
1890 static int belt_base_element[4] =
1892 EL_CONVEYOR_BELT1_LEFT,
1893 EL_CONVEYOR_BELT2_LEFT,
1894 EL_CONVEYOR_BELT3_LEFT,
1895 EL_CONVEYOR_BELT4_LEFT
1897 static int belt_base_active_element[4] =
1899 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1900 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1901 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1902 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1907 /* set frame order for belt animation graphic according to belt direction */
1914 int element = belt_base_active_element[belt_nr] + j;
1915 int graphic = el2img(element);
1917 if (game.belt_dir[i] == MV_LEFT)
1918 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1920 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1924 for(y=0; y<lev_fieldy; y++)
1926 for(x=0; x<lev_fieldx; x++)
1928 int element = Feld[x][y];
1932 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1934 int e_belt_nr = getBeltNrFromBeltElement(element);
1937 if (e_belt_nr == belt_nr)
1939 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1941 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1949 static void ToggleBeltSwitch(int x, int y)
1951 static int belt_base_element[4] =
1953 EL_CONVEYOR_BELT1_LEFT,
1954 EL_CONVEYOR_BELT2_LEFT,
1955 EL_CONVEYOR_BELT3_LEFT,
1956 EL_CONVEYOR_BELT4_LEFT
1958 static int belt_base_active_element[4] =
1960 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1961 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1962 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1963 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1965 static int belt_base_switch_element[4] =
1967 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1968 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1969 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1970 EL_CONVEYOR_BELT4_SWITCH_LEFT
1972 static int belt_move_dir[4] =
1980 int element = Feld[x][y];
1981 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1982 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1983 int belt_dir = belt_move_dir[belt_dir_nr];
1986 if (!IS_BELT_SWITCH(element))
1989 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1990 game.belt_dir[belt_nr] = belt_dir;
1992 if (belt_dir_nr == 3)
1995 /* set frame order for belt animation graphic according to belt direction */
1998 int element = belt_base_active_element[belt_nr] + i;
1999 int graphic = el2img(element);
2001 if (belt_dir == MV_LEFT)
2002 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2004 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2007 for (yy=0; yy<lev_fieldy; yy++)
2009 for (xx=0; xx<lev_fieldx; xx++)
2011 int element = Feld[xx][yy];
2013 if (IS_BELT_SWITCH(element))
2015 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2017 if (e_belt_nr == belt_nr)
2019 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2020 DrawLevelField(xx, yy);
2023 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2025 int e_belt_nr = getBeltNrFromBeltElement(element);
2027 if (e_belt_nr == belt_nr)
2029 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2031 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2032 DrawLevelField(xx, yy);
2035 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2037 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2039 if (e_belt_nr == belt_nr)
2041 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2043 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2044 DrawLevelField(xx, yy);
2051 static void ToggleSwitchgateSwitch(int x, int y)
2055 game.switchgate_pos = !game.switchgate_pos;
2057 for (yy=0; yy<lev_fieldy; yy++)
2059 for (xx=0; xx<lev_fieldx; xx++)
2061 int element = Feld[xx][yy];
2063 if (element == EL_SWITCHGATE_SWITCH_UP ||
2064 element == EL_SWITCHGATE_SWITCH_DOWN)
2066 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2067 DrawLevelField(xx, yy);
2069 else if (element == EL_SWITCHGATE_OPEN ||
2070 element == EL_SWITCHGATE_OPENING)
2072 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2073 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2075 else if (element == EL_SWITCHGATE_CLOSED ||
2076 element == EL_SWITCHGATE_CLOSING)
2078 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2079 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2085 static int getInvisibleActiveFromInvisibleElement(int element)
2087 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2088 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2089 EL_INVISIBLE_SAND_ACTIVE);
2092 static int getInvisibleFromInvisibleActiveElement(int element)
2094 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2095 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2099 static void RedrawAllLightSwitchesAndInvisibleElements()
2103 for (y=0; y<lev_fieldy; y++)
2105 for (x=0; x<lev_fieldx; x++)
2107 int element = Feld[x][y];
2109 if (element == EL_LIGHT_SWITCH &&
2110 game.light_time_left > 0)
2112 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2113 DrawLevelField(x, y);
2115 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2116 game.light_time_left == 0)
2118 Feld[x][y] = EL_LIGHT_SWITCH;
2119 DrawLevelField(x, y);
2121 else if (element == EL_INVISIBLE_STEELWALL ||
2122 element == EL_INVISIBLE_WALL ||
2123 element == EL_INVISIBLE_SAND)
2125 if (game.light_time_left > 0)
2126 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2128 DrawLevelField(x, y);
2130 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2131 element == EL_INVISIBLE_WALL_ACTIVE ||
2132 element == EL_INVISIBLE_SAND_ACTIVE)
2134 if (game.light_time_left == 0)
2135 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2137 DrawLevelField(x, y);
2143 static void ToggleLightSwitch(int x, int y)
2145 int element = Feld[x][y];
2147 game.light_time_left =
2148 (element == EL_LIGHT_SWITCH ?
2149 level.time_light * FRAMES_PER_SECOND : 0);
2151 RedrawAllLightSwitchesAndInvisibleElements();
2154 static void ActivateTimegateSwitch(int x, int y)
2158 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2160 for (yy=0; yy<lev_fieldy; yy++)
2162 for (xx=0; xx<lev_fieldx; xx++)
2164 int element = Feld[xx][yy];
2166 if (element == EL_TIMEGATE_CLOSED ||
2167 element == EL_TIMEGATE_CLOSING)
2169 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2170 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2174 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2176 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2177 DrawLevelField(xx, yy);
2184 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2187 void Impact(int x, int y)
2189 boolean lastline = (y == lev_fieldy-1);
2190 boolean object_hit = FALSE;
2191 int element = Feld[x][y];
2194 if (!lastline) /* check if element below was hit */
2196 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2199 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2200 MovDir[x][y+1]!=MV_DOWN ||
2201 MovPos[x][y+1]<=TILEY/2));
2203 smashed = MovingOrBlocked2Element(x, y+1);
2206 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2212 if ((element == EL_BOMB ||
2213 element == EL_SP_DISK_ORANGE ||
2214 element == EL_DX_SUPABOMB) &&
2215 (lastline || object_hit)) /* element is bomb */
2220 else if (element == EL_PEARL)
2222 Feld[x][y] = EL_PEARL_BREAKING;
2223 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2227 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2229 if (object_hit && IS_PLAYER(x, y+1))
2230 KillHeroUnlessProtected(x, y+1);
2231 else if (object_hit && smashed == EL_PENGUIN)
2235 Feld[x][y] = EL_AMOEBA_CREATING;
2236 Store[x][y] = EL_AMOEBA_WET;
2241 if (!lastline && object_hit) /* check which object was hit */
2243 if (CAN_CHANGE(element) &&
2244 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2247 int activated_magic_wall =
2248 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2249 EL_BD_MAGIC_WALL_ACTIVE);
2251 /* activate magic wall / mill */
2252 for (yy=0; yy<lev_fieldy; yy++)
2253 for (xx=0; xx<lev_fieldx; xx++)
2254 if (Feld[xx][yy] == smashed)
2255 Feld[xx][yy] = activated_magic_wall;
2257 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2258 game.magic_wall_active = TRUE;
2260 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2261 SND_MAGIC_WALL_ACTIVATING :
2262 SND_BD_MAGIC_WALL_ACTIVATING));
2265 if (IS_PLAYER(x, y+1))
2267 KillHeroUnlessProtected(x, y+1);
2270 else if (smashed == EL_PENGUIN)
2275 else if (element == EL_BD_DIAMOND)
2277 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2283 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2284 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2285 smashed == EL_SP_DISK_ORANGE))
2290 else if (element == EL_ROCK ||
2291 element == EL_SP_ZONK ||
2292 element == EL_BD_ROCK)
2294 if (IS_ENEMY(smashed) ||
2295 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2296 smashed == EL_DX_SUPABOMB ||
2297 smashed == EL_SATELLITE || smashed == EL_PIG ||
2298 smashed == EL_DRAGON || smashed == EL_MOLE)
2303 else if (!IS_MOVING(x, y+1))
2305 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2310 else if (smashed == EL_NUT)
2312 Feld[x][y+1] = EL_NUT_CRACKING;
2313 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2314 RaiseScoreElement(EL_NUT);
2317 else if (smashed == EL_PEARL)
2319 Feld[x][y+1] = EL_PEARL_BREAKING;
2320 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2323 else if (smashed == EL_DIAMOND)
2325 Feld[x][y+1] = EL_EMPTY;
2326 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2329 else if (IS_BELT_SWITCH(smashed))
2331 ToggleBeltSwitch(x, y+1);
2333 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2334 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2336 ToggleSwitchgateSwitch(x, y+1);
2338 else if (smashed == EL_LIGHT_SWITCH ||
2339 smashed == EL_LIGHT_SWITCH_ACTIVE)
2341 ToggleLightSwitch(x, y+1);
2347 /* play sound of magic wall / mill */
2349 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2350 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2352 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2353 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2354 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2355 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2360 /* play sound of object that hits the ground */
2361 if (lastline || object_hit)
2362 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2365 void TurnRound(int x, int y)
2377 { 0, 0 }, { 0, 0 }, { 0, 0 },
2382 int left, right, back;
2386 { MV_DOWN, MV_UP, MV_RIGHT },
2387 { MV_UP, MV_DOWN, MV_LEFT },
2389 { MV_LEFT, MV_RIGHT, MV_DOWN },
2390 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2391 { MV_RIGHT, MV_LEFT, MV_UP }
2394 int element = Feld[x][y];
2395 int old_move_dir = MovDir[x][y];
2396 int left_dir = turn[old_move_dir].left;
2397 int right_dir = turn[old_move_dir].right;
2398 int back_dir = turn[old_move_dir].back;
2400 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2401 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2402 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2403 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2405 int left_x = x + left_dx, left_y = y + left_dy;
2406 int right_x = x + right_dx, right_y = y + right_dy;
2407 int move_x = x + move_dx, move_y = y + move_dy;
2409 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2411 TestIfBadThingTouchesOtherBadThing(x, y);
2413 if (IN_LEV_FIELD(right_x, right_y) &&
2414 IS_FREE(right_x, right_y))
2415 MovDir[x][y] = right_dir;
2416 else if (!IN_LEV_FIELD(move_x, move_y) ||
2417 !IS_FREE(move_x, move_y))
2418 MovDir[x][y] = left_dir;
2420 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2422 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2425 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2426 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2428 TestIfBadThingTouchesOtherBadThing(x, y);
2430 if (IN_LEV_FIELD(left_x, left_y) &&
2431 IS_FREE(left_x, left_y))
2432 MovDir[x][y] = left_dir;
2433 else if (!IN_LEV_FIELD(move_x, move_y) ||
2434 !IS_FREE(move_x, move_y))
2435 MovDir[x][y] = right_dir;
2437 if ((element == EL_SPACESHIP ||
2438 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2439 && MovDir[x][y] != old_move_dir)
2441 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2444 else if (element == EL_YAMYAM)
2446 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2448 if (IN_LEV_FIELD(left_x, left_y) &&
2449 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2450 Feld[left_x][left_y] == EL_DIAMOND))
2451 can_turn_left = TRUE;
2452 if (IN_LEV_FIELD(right_x, right_y) &&
2453 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2454 Feld[right_x][right_y] == EL_DIAMOND))
2455 can_turn_right = TRUE;
2457 if (can_turn_left && can_turn_right)
2458 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2459 else if (can_turn_left)
2460 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2461 else if (can_turn_right)
2462 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2464 MovDir[x][y] = back_dir;
2466 MovDelay[x][y] = 16+16*RND(3);
2468 else if (element == EL_DARK_YAMYAM)
2470 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2472 if (IN_LEV_FIELD(left_x, left_y) &&
2473 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2474 IS_MAMPF2(Feld[left_x][left_y])))
2475 can_turn_left = TRUE;
2476 if (IN_LEV_FIELD(right_x, right_y) &&
2477 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2478 IS_MAMPF2(Feld[right_x][right_y])))
2479 can_turn_right = TRUE;
2481 if (can_turn_left && can_turn_right)
2482 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2483 else if (can_turn_left)
2484 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2485 else if (can_turn_right)
2486 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2488 MovDir[x][y] = back_dir;
2490 MovDelay[x][y] = 16+16*RND(3);
2492 else if (element == EL_PACMAN)
2494 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2496 if (IN_LEV_FIELD(left_x, left_y) &&
2497 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2498 IS_AMOEBOID(Feld[left_x][left_y])))
2499 can_turn_left = TRUE;
2500 if (IN_LEV_FIELD(right_x, right_y) &&
2501 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2502 IS_AMOEBOID(Feld[right_x][right_y])))
2503 can_turn_right = TRUE;
2505 if (can_turn_left && can_turn_right)
2506 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2507 else if (can_turn_left)
2508 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2509 else if (can_turn_right)
2510 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2512 MovDir[x][y] = back_dir;
2514 MovDelay[x][y] = 6+RND(40);
2516 else if (element == EL_PIG)
2518 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2519 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2520 boolean should_move_on = FALSE;
2522 int rnd = RND(rnd_value);
2524 if (IN_LEV_FIELD(left_x, left_y) &&
2525 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2526 can_turn_left = TRUE;
2527 if (IN_LEV_FIELD(right_x, right_y) &&
2528 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2529 can_turn_right = TRUE;
2530 if (IN_LEV_FIELD(move_x, move_y) &&
2531 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2534 if (can_turn_left &&
2536 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2537 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2538 should_turn_left = TRUE;
2539 if (can_turn_right &&
2541 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2542 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2543 should_turn_right = TRUE;
2545 (!can_turn_left || !can_turn_right ||
2546 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2547 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2548 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2549 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2550 should_move_on = TRUE;
2552 if (should_turn_left || should_turn_right || should_move_on)
2554 if (should_turn_left && should_turn_right && should_move_on)
2555 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2556 rnd < 2*rnd_value/3 ? right_dir :
2558 else if (should_turn_left && should_turn_right)
2559 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2560 else if (should_turn_left && should_move_on)
2561 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2562 else if (should_turn_right && should_move_on)
2563 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2564 else if (should_turn_left)
2565 MovDir[x][y] = left_dir;
2566 else if (should_turn_right)
2567 MovDir[x][y] = right_dir;
2568 else if (should_move_on)
2569 MovDir[x][y] = old_move_dir;
2571 else if (can_move_on && rnd > rnd_value/8)
2572 MovDir[x][y] = old_move_dir;
2573 else if (can_turn_left && can_turn_right)
2574 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2575 else if (can_turn_left && rnd > rnd_value/8)
2576 MovDir[x][y] = left_dir;
2577 else if (can_turn_right && rnd > rnd_value/8)
2578 MovDir[x][y] = right_dir;
2580 MovDir[x][y] = back_dir;
2582 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2583 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2584 MovDir[x][y] = old_move_dir;
2588 else if (element == EL_DRAGON)
2590 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2592 int rnd = RND(rnd_value);
2594 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2595 can_turn_left = TRUE;
2596 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2597 can_turn_right = TRUE;
2598 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2601 if (can_move_on && rnd > rnd_value/8)
2602 MovDir[x][y] = old_move_dir;
2603 else if (can_turn_left && can_turn_right)
2604 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2605 else if (can_turn_left && rnd > rnd_value/8)
2606 MovDir[x][y] = left_dir;
2607 else if (can_turn_right && rnd > rnd_value/8)
2608 MovDir[x][y] = right_dir;
2610 MovDir[x][y] = back_dir;
2612 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2613 MovDir[x][y] = old_move_dir;
2617 else if (element == EL_MOLE)
2619 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2621 if (IN_LEV_FIELD(move_x, move_y) &&
2622 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2623 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2628 if (IN_LEV_FIELD(left_x, left_y) &&
2629 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2630 can_turn_left = TRUE;
2631 if (IN_LEV_FIELD(right_x, right_y) &&
2632 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2633 can_turn_right = TRUE;
2635 if (can_turn_left && can_turn_right)
2636 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2637 else if (can_turn_left)
2638 MovDir[x][y] = left_dir;
2640 MovDir[x][y] = right_dir;
2643 if (MovDir[x][y] != old_move_dir)
2646 else if (element == EL_BALLOON)
2648 MovDir[x][y] = game.balloon_dir;
2651 else if (element == EL_SPRING)
2653 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2654 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2655 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2656 MovDir[x][y] = MV_NO_MOVING;
2660 else if (element == EL_ROBOT ||
2661 element == EL_SATELLITE ||
2662 element == EL_PENGUIN)
2664 int attr_x = -1, attr_y = -1;
2675 for (i=0; i<MAX_PLAYERS; i++)
2677 struct PlayerInfo *player = &stored_player[i];
2678 int jx = player->jx, jy = player->jy;
2680 if (!player->active)
2683 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2691 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2697 if (element == EL_PENGUIN)
2700 static int xy[4][2] =
2710 int ex = x + xy[i%4][0];
2711 int ey = y + xy[i%4][1];
2713 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2722 MovDir[x][y] = MV_NO_MOVING;
2724 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2726 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2728 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2730 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2732 if (element == EL_ROBOT)
2736 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2737 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2738 Moving2Blocked(x, y, &newx, &newy);
2740 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2741 MovDelay[x][y] = 8+8*!RND(3);
2743 MovDelay[x][y] = 16;
2751 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2753 boolean first_horiz = RND(2);
2754 int new_move_dir = MovDir[x][y];
2757 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2758 Moving2Blocked(x, y, &newx, &newy);
2760 if (IN_LEV_FIELD(newx, newy) &&
2761 (IS_FREE(newx, newy) ||
2762 Feld[newx][newy] == EL_ACID ||
2763 (element == EL_PENGUIN &&
2764 (Feld[newx][newy] == EL_EXIT_OPEN ||
2765 IS_MAMPF3(Feld[newx][newy])))))
2769 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2770 Moving2Blocked(x, y, &newx, &newy);
2772 if (IN_LEV_FIELD(newx, newy) &&
2773 (IS_FREE(newx, newy) ||
2774 Feld[newx][newy] == EL_ACID ||
2775 (element == EL_PENGUIN &&
2776 (Feld[newx][newy] == EL_EXIT_OPEN ||
2777 IS_MAMPF3(Feld[newx][newy])))))
2780 MovDir[x][y] = old_move_dir;
2787 static boolean JustBeingPushed(int x, int y)
2791 for (i=0; i<MAX_PLAYERS; i++)
2793 struct PlayerInfo *player = &stored_player[i];
2795 if (player->active && player->Pushing && player->MovPos)
2797 int next_jx = player->jx + (player->jx - player->last_jx);
2798 int next_jy = player->jy + (player->jy - player->last_jy);
2800 if (x == next_jx && y == next_jy)
2808 void StartMoving(int x, int y)
2810 static boolean use_spring_bug = TRUE;
2811 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2812 int element = Feld[x][y];
2817 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2819 if (CAN_FALL(element) && y < lev_fieldy - 1)
2821 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2822 if (JustBeingPushed(x, y))
2825 if (element == EL_QUICKSAND_FULL)
2827 if (IS_FREE(x, y+1))
2829 InitMovingField(x, y, MV_DOWN);
2830 started_moving = TRUE;
2832 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2833 Store[x][y] = EL_ROCK;
2834 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2836 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2838 if (!MovDelay[x][y])
2839 MovDelay[x][y] = TILEY + 1;
2848 Feld[x][y] = EL_QUICKSAND_EMPTY;
2849 Feld[x][y+1] = EL_QUICKSAND_FULL;
2850 Store[x][y+1] = Store[x][y];
2852 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2855 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2856 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2858 InitMovingField(x, y, MV_DOWN);
2859 started_moving = TRUE;
2861 Feld[x][y] = EL_QUICKSAND_FILLING;
2862 Store[x][y] = element;
2863 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2865 else if (element == EL_MAGIC_WALL_FULL)
2867 if (IS_FREE(x, y+1))
2869 InitMovingField(x, y, MV_DOWN);
2870 started_moving = TRUE;
2872 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2873 Store[x][y] = EL_CHANGED(Store[x][y]);
2875 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2877 if (!MovDelay[x][y])
2878 MovDelay[x][y] = TILEY/4 + 1;
2887 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2888 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2889 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2893 else if (element == EL_BD_MAGIC_WALL_FULL)
2895 if (IS_FREE(x, y+1))
2897 InitMovingField(x, y, MV_DOWN);
2898 started_moving = TRUE;
2900 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2901 Store[x][y] = EL_CHANGED2(Store[x][y]);
2903 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2905 if (!MovDelay[x][y])
2906 MovDelay[x][y] = TILEY/4 + 1;
2915 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2916 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2917 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2921 else if (CAN_CHANGE(element) &&
2922 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2923 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2925 InitMovingField(x, y, MV_DOWN);
2926 started_moving = TRUE;
2929 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2930 EL_BD_MAGIC_WALL_FILLING);
2931 Store[x][y] = element;
2933 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2937 InitMovingField(x, y, MV_DOWN);
2938 started_moving = TRUE;
2940 Store[x][y] = EL_ACID;
2942 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2947 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2949 if (MovDir[x][y] == MV_NO_MOVING)
2951 InitMovingField(x, y, MV_DOWN);
2952 started_moving = TRUE;
2955 else if (IS_FREE(x, y+1))
2957 InitMovingField(x, y, MV_DOWN);
2958 started_moving = TRUE;
2960 else if (element == EL_AMOEBA_DROP)
2962 Feld[x][y] = EL_AMOEBA_CREATING;
2963 Store[x][y] = EL_AMOEBA_WET;
2965 /* Store[x][y+1] must be zero, because:
2966 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2969 #if OLD_GAME_BEHAVIOUR
2970 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2972 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2973 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2974 element != EL_DX_SUPABOMB)
2977 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2978 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2979 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2980 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2983 boolean left = (x>0 && IS_FREE(x-1, y) &&
2984 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2985 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2986 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2990 if (left && right &&
2991 (game.emulation != EMU_BOULDERDASH &&
2992 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2993 left = !(right = RND(2));
2995 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2996 started_moving = TRUE;
2999 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
3001 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3002 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3003 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
3004 int belt_dir = game.belt_dir[belt_nr];
3006 if ((belt_dir == MV_LEFT && left_is_free) ||
3007 (belt_dir == MV_RIGHT && right_is_free))
3009 InitMovingField(x, y, belt_dir);
3010 started_moving = TRUE;
3012 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3017 /* not "else if" because of EL_SPRING */
3018 if (CAN_MOVE(element) && !started_moving)
3022 if ((element == EL_SATELLITE ||
3023 element == EL_BALLOON ||
3024 element == EL_SPRING)
3025 && JustBeingPushed(x, y))
3030 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3031 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3033 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3035 Moving2Blocked(x, y, &newx, &newy);
3036 if (Feld[newx][newy] == EL_BLOCKED)
3037 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3042 if (!MovDelay[x][y]) /* start new movement phase */
3044 /* all objects that can change their move direction after each step */
3045 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3047 if (element != EL_YAMYAM &&
3048 element != EL_DARK_YAMYAM &&
3049 element != EL_PACMAN)
3052 if (element == EL_SPRING)
3053 printf("1--> %d\n", MovDir[x][y]);
3057 if (element == EL_SPRING)
3058 printf("2--> %d\n", MovDir[x][y]);
3060 if (MovDelay[x][y] && (element == EL_BUG ||
3061 element == EL_SPACESHIP ||
3062 element == EL_SP_SNIKSNAK ||
3063 element == EL_SP_ELECTRON ||
3064 element == EL_MOLE))
3065 DrawLevelField(x, y);
3069 if (MovDelay[x][y]) /* wait some time before next movement */
3073 if (element == EL_ROBOT ||
3074 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
3076 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3078 int graphic = el2img(element);
3079 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3081 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3084 if (MovDelay[x][y] % 4 == 3)
3086 if (element == EL_YAMYAM)
3087 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3088 else if (element == EL_DARK_YAMYAM)
3089 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3092 else if (element == EL_SP_ELECTRON)
3093 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
3094 else if (element == EL_DRAGON)
3097 int dir = MovDir[x][y];
3098 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3099 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3100 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
3101 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
3102 dir == MV_UP ? IMG_FLAMES_UP1 :
3103 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
3104 int frame = getGraphicAnimationFrame(graphic, -1);
3106 for (i=1; i<=3; i++)
3108 int xx = x + i*dx, yy = y + i*dy;
3109 int sx = SCREENX(xx), sy = SCREENY(yy);
3110 int flame_graphic = graphic + (i - 1);
3112 if (!IN_LEV_FIELD(xx, yy) ||
3113 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3118 int flamed = MovingOrBlocked2Element(xx, yy);
3120 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3123 RemoveMovingField(xx, yy);
3125 Feld[xx][yy] = EL_FLAMES;
3126 if (IN_SCR_FIELD(sx, sy))
3127 DrawGraphic(sx, sy, flame_graphic, frame);
3131 if (Feld[xx][yy] == EL_FLAMES)
3132 Feld[xx][yy] = EL_EMPTY;
3133 DrawLevelField(xx, yy);
3138 if (MovDelay[x][y]) /* element still has to wait some time */
3140 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3146 /* now make next step */
3148 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3150 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3151 !PLAYER_PROTECTED(newx, newy))
3155 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3158 /* enemy got the player */
3160 KillHero(PLAYERINFO(newx, newy));
3165 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3166 element == EL_SATELLITE || element == EL_BALLOON) &&
3167 IN_LEV_FIELD(newx, newy) &&
3168 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3171 Store[x][y] = EL_ACID;
3173 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3175 if (Feld[newx][newy] == EL_EXIT_OPEN)
3177 Feld[x][y] = EL_EMPTY;
3178 DrawLevelField(x, y);
3180 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3181 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3182 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3184 local_player->friends_still_needed--;
3185 if (!local_player->friends_still_needed &&
3186 !local_player->GameOver && AllPlayersGone)
3187 local_player->LevelSolved = local_player->GameOver = TRUE;
3191 else if (IS_MAMPF3(Feld[newx][newy]))
3193 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3194 DrawLevelField(newx, newy);
3196 MovDir[x][y] = MV_NO_MOVING;
3198 else if (!IS_FREE(newx, newy))
3200 if (IS_PLAYER(x, y))
3201 DrawPlayerField(x, y);
3203 DrawLevelField(x, y);
3207 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3209 if (IS_GEM(Feld[newx][newy]))
3211 if (IS_MOVING(newx, newy))
3212 RemoveMovingField(newx, newy);
3215 Feld[newx][newy] = EL_EMPTY;
3216 DrawLevelField(newx, newy);
3219 PlaySoundLevel(x, y, SND_PIG_EATING);
3221 else if (!IS_FREE(newx, newy))
3223 if (IS_PLAYER(x, y))
3224 DrawPlayerField(x, y);
3226 DrawLevelField(x, y);
3230 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3232 if (!IS_FREE(newx, newy))
3234 if (IS_PLAYER(x, y))
3235 DrawPlayerField(x, y);
3237 DrawLevelField(x, y);
3242 boolean wanna_flame = !RND(10);
3243 int dx = newx - x, dy = newy - y;
3244 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3245 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3246 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3247 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3248 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3249 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3251 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3252 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3253 element1 != EL_FLAMES && element2 != EL_FLAMES)
3255 if (IS_PLAYER(x, y))
3256 DrawPlayerField(x, y);
3258 DrawLevelField(x, y);
3260 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3262 MovDelay[x][y] = 50;
3263 Feld[newx][newy] = EL_FLAMES;
3264 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3265 Feld[newx1][newy1] = EL_FLAMES;
3266 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3267 Feld[newx2][newy2] = EL_FLAMES;
3272 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3273 Feld[newx][newy] == EL_DIAMOND)
3275 if (IS_MOVING(newx, newy))
3276 RemoveMovingField(newx, newy);
3279 Feld[newx][newy] = EL_EMPTY;
3280 DrawLevelField(newx, newy);
3283 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3285 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3286 IS_MAMPF2(Feld[newx][newy]))
3288 if (AmoebaNr[newx][newy])
3290 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3291 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3292 Feld[newx][newy] == EL_BD_AMOEBA)
3293 AmoebaCnt[AmoebaNr[newx][newy]]--;
3296 if (IS_MOVING(newx, newy))
3297 RemoveMovingField(newx, newy);
3300 Feld[newx][newy] = EL_EMPTY;
3301 DrawLevelField(newx, newy);
3304 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3306 else if ((element == EL_PACMAN || element == EL_MOLE)
3307 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3309 if (AmoebaNr[newx][newy])
3311 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3312 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3313 Feld[newx][newy] == EL_BD_AMOEBA)
3314 AmoebaCnt[AmoebaNr[newx][newy]]--;
3317 if (element == EL_MOLE)
3319 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3320 PlaySoundLevel(x, y, SND_MOLE_EATING);
3321 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3322 return; /* wait for shrinking amoeba */
3324 else /* element == EL_PACMAN */
3326 Feld[newx][newy] = EL_EMPTY;
3327 DrawLevelField(newx, newy);
3328 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3331 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3332 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3333 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3335 /* wait for shrinking amoeba to completely disappear */
3338 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3340 /* object was running against a wall */
3344 if (element == EL_BUG || element == EL_SPACESHIP ||
3345 element == EL_SP_SNIKSNAK)
3346 DrawLevelField(x, y);
3347 else if (element == EL_BUG || element == EL_SPACESHIP ||
3348 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3349 DrawLevelField(x, y);
3350 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3351 DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(element));
3352 else if (element == EL_SATELLITE)
3353 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SATELLITE);
3354 else if (element == EL_SP_ELECTRON)
3355 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
3357 if (DONT_TOUCH(element))
3358 TestIfBadThingTouchesHero(x, y);
3360 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3365 InitMovingField(x, y, MovDir[x][y]);
3367 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3371 ContinueMoving(x, y);
3374 void ContinueMoving(int x, int y)
3376 int element = Feld[x][y];
3377 int direction = MovDir[x][y];
3378 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3379 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3380 int horiz_move = (dx != 0);
3381 int newx = x + dx, newy = y + dy;
3382 int step = (horiz_move ? dx : dy) * TILEX / 8;
3384 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3386 else if (element == EL_QUICKSAND_FILLING ||
3387 element == EL_QUICKSAND_EMPTYING)
3389 else if (element == EL_MAGIC_WALL_FILLING ||
3390 element == EL_BD_MAGIC_WALL_FILLING ||
3391 element == EL_MAGIC_WALL_EMPTYING ||
3392 element == EL_BD_MAGIC_WALL_EMPTYING)
3394 else if (CAN_FALL(element) && horiz_move &&
3395 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3397 else if (element == EL_SPRING && horiz_move)
3400 #if OLD_GAME_BEHAVIOUR
3401 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3405 MovPos[x][y] += step;
3407 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3409 Feld[x][y] = EL_EMPTY;
3410 Feld[newx][newy] = element;
3412 if (element == EL_MOLE)
3415 static int xy[4][2] =
3423 Feld[x][y] = EL_SAND;
3424 DrawLevelField(x, y);
3433 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3434 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3438 if (element == EL_QUICKSAND_FILLING)
3440 element = Feld[newx][newy] = get_next_element(element);
3441 Store[newx][newy] = Store[x][y];
3443 else if (element == EL_QUICKSAND_EMPTYING)
3445 Feld[x][y] = get_next_element(element);
3446 element = Feld[newx][newy] = Store[x][y];
3448 else if (element == EL_MAGIC_WALL_FILLING)
3450 element = Feld[newx][newy] = get_next_element(element);
3451 if (!game.magic_wall_active)
3452 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3453 Store[newx][newy] = Store[x][y];
3455 else if (element == EL_MAGIC_WALL_EMPTYING)
3457 Feld[x][y] = get_next_element(element);
3458 if (!game.magic_wall_active)
3459 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3460 element = Feld[newx][newy] = Store[x][y];
3462 else if (element == EL_BD_MAGIC_WALL_FILLING)
3464 element = Feld[newx][newy] = get_next_element(element);
3465 if (!game.magic_wall_active)
3466 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3467 Store[newx][newy] = Store[x][y];
3469 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3471 Feld[x][y] = get_next_element(element);
3472 if (!game.magic_wall_active)
3473 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3474 element = Feld[newx][newy] = Store[x][y];
3476 else if (element == EL_AMOEBA_DRIPPING)
3478 Feld[x][y] = get_next_element(element);
3479 element = Feld[newx][newy] = Store[x][y];
3481 else if (Store[x][y] == EL_ACID)
3483 element = Feld[newx][newy] = EL_ACID;
3487 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3488 MovDelay[newx][newy] = 0;
3490 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3491 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3494 if (!CAN_MOVE(element))
3495 MovDir[newx][newy] = 0;
3498 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3499 MovDir[newx][newy] = 0;
3502 if (!CAN_MOVE(element) ||
3503 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3504 MovDir[newx][newy] = 0;
3507 DrawLevelField(x, y);
3508 DrawLevelField(newx, newy);
3510 Stop[newx][newy] = TRUE;
3511 JustStopped[newx][newy] = 3;
3513 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3515 TestIfBadThingTouchesHero(newx, newy);
3516 TestIfBadThingTouchesFriend(newx, newy);
3517 TestIfBadThingTouchesOtherBadThing(newx, newy);
3519 else if (element == EL_PENGUIN)
3520 TestIfFriendTouchesBadThing(newx, newy);
3522 if (CAN_SMASH(element) && direction == MV_DOWN &&
3523 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3526 else /* still moving on */
3529 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3531 printf("reset GfxAction...\n");
3533 GfxAction[x][y] = GFX_ACTION_MOVING;
3537 DrawLevelField(x, y);
3541 int AmoebeNachbarNr(int ax, int ay)
3544 int element = Feld[ax][ay];
3546 static int xy[4][2] =
3556 int x = ax + xy[i][0];
3557 int y = ay + xy[i][1];
3559 if (!IN_LEV_FIELD(x, y))
3562 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3563 group_nr = AmoebaNr[x][y];
3569 void AmoebenVereinigen(int ax, int ay)
3571 int i, x, y, xx, yy;
3572 int new_group_nr = AmoebaNr[ax][ay];
3573 static int xy[4][2] =
3581 if (new_group_nr == 0)
3589 if (!IN_LEV_FIELD(x, y))
3592 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3593 Feld[x][y] == EL_BD_AMOEBA ||
3594 Feld[x][y] == EL_AMOEBA_DEAD) &&
3595 AmoebaNr[x][y] != new_group_nr)
3597 int old_group_nr = AmoebaNr[x][y];
3599 if (old_group_nr == 0)
3602 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3603 AmoebaCnt[old_group_nr] = 0;
3604 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3605 AmoebaCnt2[old_group_nr] = 0;
3607 for (yy=0; yy<lev_fieldy; yy++)
3609 for (xx=0; xx<lev_fieldx; xx++)
3611 if (AmoebaNr[xx][yy] == old_group_nr)
3612 AmoebaNr[xx][yy] = new_group_nr;
3619 void AmoebeUmwandeln(int ax, int ay)
3623 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3625 int group_nr = AmoebaNr[ax][ay];
3630 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3631 printf("AmoebeUmwandeln(): This should never happen!\n");
3636 for (y=0; y<lev_fieldy; y++)
3638 for (x=0; x<lev_fieldx; x++)
3640 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3643 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3647 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3648 SND_AMOEBA_TURNING_TO_GEM :
3649 SND_AMOEBA_TURNING_TO_ROCK));
3654 static int xy[4][2] =
3667 if (!IN_LEV_FIELD(x, y))
3670 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3672 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3673 SND_AMOEBA_TURNING_TO_GEM :
3674 SND_AMOEBA_TURNING_TO_ROCK));
3681 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3684 int group_nr = AmoebaNr[ax][ay];
3685 boolean done = FALSE;
3690 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3691 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3696 for (y=0; y<lev_fieldy; y++)
3698 for (x=0; x<lev_fieldx; x++)
3700 if (AmoebaNr[x][y] == group_nr &&
3701 (Feld[x][y] == EL_AMOEBA_DEAD ||
3702 Feld[x][y] == EL_BD_AMOEBA ||
3703 Feld[x][y] == EL_AMOEBA_CREATING))
3706 Feld[x][y] = new_element;
3707 InitField(x, y, FALSE);
3708 DrawLevelField(x, y);
3715 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3716 SND_BD_AMOEBA_TURNING_TO_ROCK :
3717 SND_BD_AMOEBA_TURNING_TO_GEM));
3720 void AmoebeWaechst(int x, int y)
3722 static unsigned long sound_delay = 0;
3723 static unsigned long sound_delay_value = 0;
3725 if (!MovDelay[x][y]) /* start new growing cycle */
3729 if (DelayReached(&sound_delay, sound_delay_value))
3731 if (Store[x][y] == EL_BD_AMOEBA)
3732 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3734 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3735 sound_delay_value = 30;
3739 if (MovDelay[x][y]) /* wait some time before growing bigger */
3742 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3744 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3745 6 - MovDelay[x][y]);
3747 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3750 if (!MovDelay[x][y])
3752 Feld[x][y] = Store[x][y];
3754 DrawLevelField(x, y);
3759 void AmoebaDisappearing(int x, int y)
3761 static unsigned long sound_delay = 0;
3762 static unsigned long sound_delay_value = 0;
3764 if (!MovDelay[x][y]) /* start new shrinking cycle */
3768 if (DelayReached(&sound_delay, sound_delay_value))
3769 sound_delay_value = 30;
3772 if (MovDelay[x][y]) /* wait some time before shrinking */
3775 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3777 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3778 6 - MovDelay[x][y]);
3780 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3783 if (!MovDelay[x][y])
3785 Feld[x][y] = EL_EMPTY;
3786 DrawLevelField(x, y);
3788 /* don't let mole enter this field in this cycle;
3789 (give priority to objects falling to this field from above) */
3795 void AmoebeAbleger(int ax, int ay)
3798 int element = Feld[ax][ay];
3799 int newax = ax, neway = ay;
3800 static int xy[4][2] =
3808 if (!level.amoeba_speed)
3810 Feld[ax][ay] = EL_AMOEBA_DEAD;
3811 DrawLevelField(ax, ay);
3815 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3816 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3818 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3821 if (MovDelay[ax][ay])
3825 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3828 int x = ax + xy[start][0];
3829 int y = ay + xy[start][1];
3831 if (!IN_LEV_FIELD(x, y))
3834 if (IS_FREE(x, y) ||
3835 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3841 if (newax == ax && neway == ay)
3844 else /* normal or "filled" (BD style) amoeba */
3847 boolean waiting_for_player = FALSE;
3851 int j = (start + i) % 4;
3852 int x = ax + xy[j][0];
3853 int y = ay + xy[j][1];
3855 if (!IN_LEV_FIELD(x, y))
3858 if (IS_FREE(x, y) ||
3859 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3865 else if (IS_PLAYER(x, y))
3866 waiting_for_player = TRUE;
3869 if (newax == ax && neway == ay) /* amoeba cannot grow */
3871 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3873 Feld[ax][ay] = EL_AMOEBA_DEAD;
3874 DrawLevelField(ax, ay);
3875 AmoebaCnt[AmoebaNr[ax][ay]]--;
3877 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3879 if (element == EL_AMOEBA_FULL)
3880 AmoebeUmwandeln(ax, ay);
3881 else if (element == EL_BD_AMOEBA)
3882 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3887 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3889 /* amoeba gets larger by growing in some direction */
3891 int new_group_nr = AmoebaNr[ax][ay];
3894 if (new_group_nr == 0)
3896 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3897 printf("AmoebeAbleger(): This should never happen!\n");
3902 AmoebaNr[newax][neway] = new_group_nr;
3903 AmoebaCnt[new_group_nr]++;
3904 AmoebaCnt2[new_group_nr]++;
3906 /* if amoeba touches other amoeba(s) after growing, unify them */
3907 AmoebenVereinigen(newax, neway);
3909 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3911 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3917 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3918 (neway == lev_fieldy - 1 && newax != ax))
3920 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3921 Store[newax][neway] = element;
3923 else if (neway == ay)
3925 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3926 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3930 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3931 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3932 Store[ax][ay] = EL_AMOEBA_DROP;
3933 ContinueMoving(ax, ay);
3937 DrawLevelField(newax, neway);
3940 void Life(int ax, int ay)
3943 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3945 int element = Feld[ax][ay];
3946 boolean changed = FALSE;
3951 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3952 MovDelay[ax][ay] = life_time;
3954 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3957 if (MovDelay[ax][ay])
3961 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3963 int xx = ax+x1, yy = ay+y1;
3966 if (!IN_LEV_FIELD(xx, yy))
3969 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3971 int x = xx+x2, y = yy+y2;
3973 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3976 if (((Feld[x][y] == element ||
3977 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3979 (IS_FREE(x, y) && Stop[x][y]))
3983 if (xx == ax && yy == ay) /* field in the middle */
3985 if (nachbarn < life[0] || nachbarn > life[1])
3987 Feld[xx][yy] = EL_EMPTY;
3989 DrawLevelField(xx, yy);
3990 Stop[xx][yy] = TRUE;
3994 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3995 { /* free border field */
3996 if (nachbarn >= life[2] && nachbarn <= life[3])
3998 Feld[xx][yy] = element;
3999 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
4001 DrawLevelField(xx, yy);
4002 Stop[xx][yy] = TRUE;
4009 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
4010 SND_BIOMAZE_CREATING);
4013 void RobotWheel(int x, int y)
4015 if (!MovDelay[x][y]) /* next animation frame */
4016 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4018 if (MovDelay[x][y]) /* wait some time before next frame */
4023 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4025 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
4027 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
4030 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4036 Feld[x][y] = EL_ROBOT_WHEEL;
4037 DrawLevelField(x, y);
4039 if (ZX == x && ZY == y)
4043 void TimegateWheel(int x, int y)
4045 if (!MovDelay[x][y]) /* next animation frame */
4046 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4048 if (MovDelay[x][y]) /* wait some time before next frame */
4053 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4055 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
4057 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
4060 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4066 Feld[x][y] = EL_TIMEGATE_SWITCH;
4067 DrawLevelField(x, y);
4069 /* !!! THIS LOOKS WRONG !!! */
4070 if (ZX == x && ZY == y)
4074 void NussKnacken(int x, int y)
4076 if (!MovDelay[x][y]) /* next animation frame */
4079 if (MovDelay[x][y]) /* wait some time before next frame */
4084 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4086 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
4087 6 - MovDelay[x][y]);
4089 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
4096 Feld[x][y] = EL_EMERALD;
4097 DrawLevelField(x, y);
4100 void BreakingPearl(int x, int y)
4102 if (!MovDelay[x][y]) /* next animation frame */
4105 if (MovDelay[x][y]) /* wait some time before next frame */
4110 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4112 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
4113 8 - MovDelay[x][y]);
4115 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4122 Feld[x][y] = EL_EMPTY;
4123 DrawLevelField(x, y);
4126 void SiebAktivieren(int x, int y, int type)
4128 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4130 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
4133 void AusgangstuerPruefen(int x, int y)
4135 if (local_player->gems_still_needed > 0 ||
4136 local_player->sokobanfields_still_needed > 0 ||
4137 local_player->lights_still_needed > 0)
4140 Feld[x][y] = EL_EXIT_OPENING;
4142 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4143 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4144 y < LEVELY(BY1) ? LEVELY(BY1) :
4145 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4149 void AusgangstuerPruefen_SP(int x, int y)
4151 if (local_player->gems_still_needed > 0)
4154 Feld[x][y] = EL_SP_EXIT_OPEN;
4156 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4157 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4158 y < LEVELY(BY1) ? LEVELY(BY1) :
4159 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4160 SND_SP_EXIT_OPENING);
4163 void AusgangstuerOeffnen(int x, int y)
4167 if (!MovDelay[x][y]) /* next animation frame */
4168 MovDelay[x][y] = 5 * delay;
4170 if (MovDelay[x][y]) /* wait some time before next frame */
4175 tuer = MovDelay[x][y] / delay;
4177 if (!(MovDelay[x][y] % delay))
4179 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4181 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4182 29 - MovDelay[x][y]);
4184 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4192 Feld[x][y] = EL_EXIT_OPEN;
4193 DrawLevelField(x, y);
4196 void OpenSwitchgate(int x, int y)
4200 if (!MovDelay[x][y]) /* next animation frame */
4201 MovDelay[x][y] = 5 * delay;
4203 if (MovDelay[x][y]) /* wait some time before next frame */
4207 if (!(MovDelay[x][y] % delay))
4209 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4211 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4212 29 - MovDelay[x][y]);
4214 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4222 Feld[x][y] = EL_SWITCHGATE_OPEN;
4223 DrawLevelField(x, y);
4226 void CloseSwitchgate(int x, int y)
4230 if (!MovDelay[x][y]) /* next animation frame */
4231 MovDelay[x][y] = 5 * delay;
4233 if (MovDelay[x][y]) /* wait some time before next frame */
4237 if (!(MovDelay[x][y] % delay))
4239 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4241 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4242 29 - MovDelay[x][y]);
4244 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4252 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4253 DrawLevelField(x, y);
4256 void OpenTimegate(int x, int y)
4260 if (!MovDelay[x][y]) /* next animation frame */
4261 MovDelay[x][y] = 5 * delay;
4263 if (MovDelay[x][y]) /* wait some time before next frame */
4267 if (!(MovDelay[x][y] % delay))
4269 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4271 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4272 29 - MovDelay[x][y]);
4274 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4282 Feld[x][y] = EL_TIMEGATE_OPEN;
4283 DrawLevelField(x, y);
4286 void CloseTimegate(int x, int y)
4290 if (!MovDelay[x][y]) /* next animation frame */
4291 MovDelay[x][y] = 5 * delay;
4293 if (MovDelay[x][y]) /* wait some time before next frame */
4297 if (!(MovDelay[x][y] % delay))
4299 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4301 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4302 29 - MovDelay[x][y]);
4304 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4312 Feld[x][y] = EL_TIMEGATE_CLOSED;
4313 DrawLevelField(x, y);
4316 static void CloseAllOpenTimegates()
4320 for (y=0; y<lev_fieldy; y++)
4322 for (x=0; x<lev_fieldx; x++)
4324 int element = Feld[x][y];
4326 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4328 Feld[x][y] = EL_TIMEGATE_CLOSING;
4329 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4335 void EdelsteinFunkeln(int x, int y)
4337 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4340 if (Feld[x][y] == EL_BD_DIAMOND)
4341 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_BD_DIAMOND);
4344 if (!MovDelay[x][y]) /* next animation frame */
4345 MovDelay[x][y] = 11 * !SimpleRND(500);
4347 if (MovDelay[x][y]) /* wait some time before next frame */
4351 if (setup.direct_draw && MovDelay[x][y])
4352 SetDrawtoField(DRAW_BUFFERED);
4355 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4357 DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(Feld[x][y]));
4362 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4363 10 - MovDelay[x][y]);
4365 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4367 if (setup.direct_draw)
4371 dest_x = FX + SCREENX(x) * TILEX;
4372 dest_y = FY + SCREENY(y) * TILEY;
4374 BlitBitmap(drawto_field, window,
4375 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4376 SetDrawtoField(DRAW_DIRECT);
4383 void MauerWaechst(int x, int y)
4387 if (!MovDelay[x][y]) /* next animation frame */
4388 MovDelay[x][y] = 3 * delay;
4390 if (MovDelay[x][y]) /* wait some time before next frame */
4394 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4396 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4397 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4399 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4402 if (!MovDelay[x][y])
4404 if (MovDir[x][y] == MV_LEFT)
4406 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4407 DrawLevelField(x - 1, y);
4409 else if (MovDir[x][y] == MV_RIGHT)
4411 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4412 DrawLevelField(x + 1, y);
4414 else if (MovDir[x][y] == MV_UP)
4416 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4417 DrawLevelField(x, y - 1);
4421 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4422 DrawLevelField(x, y + 1);
4425 Feld[x][y] = Store[x][y];
4427 MovDir[x][y] = MV_NO_MOVING;
4428 DrawLevelField(x, y);
4433 void MauerAbleger(int ax, int ay)
4435 int element = Feld[ax][ay];
4436 boolean oben_frei = FALSE, unten_frei = FALSE;
4437 boolean links_frei = FALSE, rechts_frei = FALSE;
4438 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4439 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4440 boolean new_wall = FALSE;
4442 if (!MovDelay[ax][ay]) /* start building new wall */
4443 MovDelay[ax][ay] = 6;
4445 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4448 if (MovDelay[ax][ay])
4452 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4454 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4456 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4458 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4461 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4465 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4466 Store[ax][ay-1] = element;
4467 MovDir[ax][ay-1] = MV_UP;
4468 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4469 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4470 IMG_WALL_GROWING_ACTIVE_UP, 0);
4475 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4476 Store[ax][ay+1] = element;
4477 MovDir[ax][ay+1] = MV_DOWN;
4478 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4479 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4480 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4485 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4486 element == EL_WALL_GROWING)
4490 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4491 Store[ax-1][ay] = element;
4492 MovDir[ax-1][ay] = MV_LEFT;
4493 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4494 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4495 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4501 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4502 Store[ax+1][ay] = element;
4503 MovDir[ax+1][ay] = MV_RIGHT;
4504 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4505 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4506 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4511 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4512 DrawLevelField(ax, ay);
4514 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4516 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4517 unten_massiv = TRUE;
4518 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4519 links_massiv = TRUE;
4520 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4521 rechts_massiv = TRUE;
4523 if (((oben_massiv && unten_massiv) ||
4524 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4525 ((links_massiv && rechts_massiv) ||
4526 element == EL_WALL_GROWING_Y))
4527 Feld[ax][ay] = EL_WALL;
4530 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4533 void CheckForDragon(int x, int y)
4536 boolean dragon_found = FALSE;
4537 static int xy[4][2] =
4549 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4551 if (IN_LEV_FIELD(xx, yy) &&
4552 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4554 if (Feld[xx][yy] == EL_DRAGON)
4555 dragon_found = TRUE;
4568 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4570 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4572 Feld[xx][yy] = EL_EMPTY;
4573 DrawLevelField(xx, yy);
4582 static void CheckBuggyBase(int x, int y)
4584 int element = Feld[x][y];
4586 if (element == EL_SP_BUGGY_BASE)
4588 if (!MovDelay[x][y]) /* wait some time before activating base */
4589 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4594 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4595 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
4599 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4602 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4604 if (!MovDelay[x][y]) /* start activating buggy base */
4605 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4613 static int xy[4][2] =
4621 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4623 int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
4624 int frame = getGraphicAnimationFrame(graphic, SimpleRND(100));
4626 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4631 int xx = x + xy[i][0], yy = y + xy[i][1];
4633 if (IS_PLAYER(xx, yy))
4635 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4643 Feld[x][y] = EL_SP_BUGGY_BASE;
4644 DrawLevelField(x, y);
4649 static void CheckTrap(int x, int y)
4651 int element = Feld[x][y];
4653 if (element == EL_TRAP)
4655 if (!MovDelay[x][y]) /* wait some time before activating trap */
4656 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4664 Feld[x][y] = EL_TRAP_ACTIVE;
4665 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4668 else if (element == EL_TRAP_ACTIVE)
4673 if (!MovDelay[x][y]) /* start activating trap */
4674 MovDelay[x][y] = num_frames * delay;
4682 if (!(MovDelay[x][y] % delay))
4684 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4686 int graphic = IMG_TRAP_ACTIVE;
4687 int frame = getGraphicAnimationFrame(graphic, 31 - MovDelay[x][y]);
4689 DrawGraphic(SCREENX(x),SCREENY(y), graphic, frame);
4690 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4697 Feld[x][y] = EL_TRAP;
4698 DrawLevelField(x, y);
4703 static void DrawBeltAnimation(int x, int y, int element)
4705 int belt_nr = getBeltNrFromBeltActiveElement(element);
4706 int belt_dir = game.belt_dir[belt_nr];
4708 if (belt_dir != MV_NO_MOVING)
4710 int graphic = el2img(element);
4712 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
4714 if (!(FrameCounter % 2))
4715 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4719 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4721 static byte stored_player_action[MAX_PLAYERS];
4722 static int num_stored_actions = 0;
4724 static boolean save_tape_entry = FALSE;
4726 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4727 int left = player_action & JOY_LEFT;
4728 int right = player_action & JOY_RIGHT;
4729 int up = player_action & JOY_UP;
4730 int down = player_action & JOY_DOWN;
4731 int button1 = player_action & JOY_BUTTON_1;
4732 int button2 = player_action & JOY_BUTTON_2;
4733 int dx = (left ? -1 : right ? 1 : 0);
4734 int dy = (up ? -1 : down ? 1 : 0);
4736 stored_player_action[player->index_nr] = 0;
4737 num_stored_actions++;
4739 if (!player->active || tape.pausing)
4745 save_tape_entry = TRUE;
4747 player->frame_reset_delay = 0;
4750 snapped = SnapField(player, dx, dy);
4754 bombed = PlaceBomb(player);
4755 moved = MoveFigure(player, dx, dy);
4758 if (tape.single_step && tape.recording && !tape.pausing)
4760 if (button1 || (bombed && !moved))
4762 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4763 SnapField(player, 0, 0); /* stop snapping */
4768 if (tape.recording && (moved || snapped || bombed))
4770 if (bombed && !moved)
4771 player_action &= JOY_BUTTON;
4773 stored_player_action[player->index_nr] = player_action;
4774 save_tape_entry = TRUE;
4776 else if (tape.playing && snapped)
4777 SnapField(player, 0, 0); /* stop snapping */
4779 stored_player_action[player->index_nr] = player_action;
4784 /* no actions for this player (no input at player's configured device) */
4786 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4787 SnapField(player, 0, 0);
4788 CheckGravityMovement(player);
4791 if (player->MovPos == 0) /* needed for tape.playing */
4792 player->is_moving = FALSE;
4795 if (player->MovPos == 0) /* needed for tape.playing */
4796 player->last_move_dir = MV_NO_MOVING;
4798 /* !!! CHECK THIS AGAIN !!!
4799 (Seems to be needed for some EL_ROBOT stuff, but breaks
4800 tapes when walking through pipes!)
4803 /* it seems that "player->last_move_dir" is misused as some sort of
4804 "player->is_just_moving_in_this_moment", which is needed for the
4805 robot stuff (robots don't kill players when they are moving)
4809 /* if the player does not move for some time, reset animation to start */
4810 if (++player->frame_reset_delay > player->move_delay_value)
4815 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4817 TapeRecordAction(stored_player_action);
4818 num_stored_actions = 0;
4819 save_tape_entry = FALSE;
4822 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4824 TapeRecordAction(stored_player_action);
4825 num_stored_actions = 0;
4830 if (tape.playing && !tape.pausing && !player_action &&
4831 tape.counter < tape.length)
4833 int jx = player->jx, jy = player->jy;
4835 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4837 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4838 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4840 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4842 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4844 int el = Feld[jx+dx][jy];
4845 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4846 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4848 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4850 player->MovDir = next_joy;
4851 player->Frame = FrameCounter % 4;
4852 player->Pushing = TRUE;
4862 static unsigned long action_delay = 0;
4863 unsigned long action_delay_value;
4864 int sieb_x = 0, sieb_y = 0;
4865 int i, x, y, element, graphic;
4866 byte *recorded_player_action;
4867 byte summarized_player_action = 0;
4869 if (game_status != PLAYING)
4872 action_delay_value =
4873 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4875 if (tape.playing && tape.index_search && !tape.pausing)
4876 action_delay_value = 0;
4878 /* ---------- main game synchronization point ---------- */
4880 WaitUntilDelayReached(&action_delay, action_delay_value);
4882 if (network_playing && !network_player_action_received)
4886 printf("DEBUG: try to get network player actions in time\n");
4890 #if defined(PLATFORM_UNIX)
4891 /* last chance to get network player actions without main loop delay */
4895 if (game_status != PLAYING)
4898 if (!network_player_action_received)
4902 printf("DEBUG: failed to get network player actions in time\n");
4912 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4914 for (i=0; i<MAX_PLAYERS; i++)
4916 summarized_player_action |= stored_player[i].action;
4918 if (!network_playing)
4919 stored_player[i].effective_action = stored_player[i].action;
4922 #if defined(PLATFORM_UNIX)
4923 if (network_playing)
4924 SendToServer_MovePlayer(summarized_player_action);
4927 if (!options.network && !setup.team_mode)
4928 local_player->effective_action = summarized_player_action;
4930 for (i=0; i<MAX_PLAYERS; i++)
4932 int actual_player_action = stored_player[i].effective_action;
4934 if (stored_player[i].programmed_action)
4935 actual_player_action = stored_player[i].programmed_action;
4937 if (recorded_player_action)
4938 actual_player_action = recorded_player_action[i];
4940 PlayerActions(&stored_player[i], actual_player_action);
4941 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4944 network_player_action_received = FALSE;
4946 ScrollScreen(NULL, SCROLL_GO_ON);
4952 if (TimeFrames == 0 && local_player->active)
4954 extern unsigned int last_RND();
4956 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4957 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4964 if (GameFrameDelay >= 500)
4965 printf("FrameCounter == %d\n", FrameCounter);
4972 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4975 if (JustStopped[x][y] > 0)
4976 JustStopped[x][y]--;
4979 if (IS_BLOCKED(x, y))
4983 Blocked2Moving(x, y, &oldx, &oldy);
4984 if (!IS_MOVING(oldx, oldy))
4986 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4987 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4988 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4989 printf("GameActions(): This should never happen!\n");
4995 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4997 element = Feld[x][y];
4998 graphic = el2img(element);
5000 if (IS_INACTIVE(element))
5004 if (new_graphic_info[graphic].anim_frames > 1)
5005 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
5011 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5016 if (Feld[x][y] == EL_EMERALD &&
5017 new_graphic_info[graphic].anim_frames > 1 &&
5019 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
5022 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5023 EdelsteinFunkeln(x, y);
5027 else if ((element == EL_ACID ||
5028 element == EL_EXIT_OPEN ||
5029 element == EL_SP_EXIT_OPEN ||
5030 element == EL_SP_TERMINAL ||
5031 element == EL_SP_TERMINAL_ACTIVE ||
5032 element == EL_EXTRA_TIME ||
5033 element == EL_SHIELD_NORMAL ||
5034 element == EL_SHIELD_DEADLY) &&
5035 new_graphic_info[graphic].anim_frames > 1)
5036 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
5039 else if (IS_MOVING(x, y))
5040 ContinueMoving(x, y);
5041 else if (IS_ACTIVE_BOMB(element))
5042 CheckDynamite(x, y);
5044 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5045 Explode(x, y, Frame[x][y], EX_NORMAL);
5047 else if (element == EL_AMOEBA_CREATING)
5048 AmoebeWaechst(x, y);
5049 else if (element == EL_AMOEBA_SHRINKING)
5050 AmoebaDisappearing(x, y);
5052 #if !USE_NEW_AMOEBA_CODE
5053 else if (IS_AMOEBALIVE(element))
5054 AmoebeAbleger(x, y);
5057 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
5059 else if (element == EL_ROBOT_WHEEL_ACTIVE)
5061 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5062 TimegateWheel(x, y);
5063 else if (element == EL_ACID_SPLASH_LEFT ||
5064 element == EL_ACID_SPLASH_RIGHT)
5066 else if (element == EL_NUT_CRACKING)
5068 else if (element == EL_PEARL_BREAKING)
5069 BreakingPearl(x, y);
5070 else if (element == EL_EXIT_CLOSED)
5071 AusgangstuerPruefen(x, y);
5072 else if (element == EL_SP_EXIT_CLOSED)
5073 AusgangstuerPruefen_SP(x, y);
5074 else if (element == EL_EXIT_OPENING)
5075 AusgangstuerOeffnen(x, y);
5076 else if (element == EL_WALL_GROWING_ACTIVE)
5078 else if (element == EL_WALL_GROWING ||
5079 element == EL_WALL_GROWING_X ||
5080 element == EL_WALL_GROWING_Y ||
5081 element == EL_WALL_GROWING_XY)
5083 else if (element == EL_FLAMES)
5084 CheckForDragon(x, y);
5085 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
5086 CheckBuggyBase(x, y);
5087 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
5089 else if (IS_BELT_ACTIVE(element))
5090 DrawBeltAnimation(x, y, element);
5091 else if (element == EL_SWITCHGATE_OPENING)
5092 OpenSwitchgate(x, y);
5093 else if (element == EL_SWITCHGATE_CLOSING)
5094 CloseSwitchgate(x, y);
5095 else if (element == EL_TIMEGATE_OPENING)
5097 else if (element == EL_TIMEGATE_CLOSING)
5098 CloseTimegate(x, y);
5101 else if (new_graphic_info[graphic].anim_frames > 1)
5102 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
5105 if (game.magic_wall_active)
5107 boolean sieb = FALSE;
5108 int jx = local_player->jx, jy = local_player->jy;
5110 if (element == EL_MAGIC_WALL_FULL ||
5111 element == EL_MAGIC_WALL_ACTIVE ||
5112 element == EL_MAGIC_WALL_EMPTYING)
5114 SiebAktivieren(x, y, 1);
5117 else if (element == EL_BD_MAGIC_WALL_FULL ||
5118 element == EL_BD_MAGIC_WALL_ACTIVE ||
5119 element == EL_BD_MAGIC_WALL_EMPTYING)
5121 SiebAktivieren(x, y, 2);
5125 /* play the element sound at the position nearest to the player */
5126 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5134 #if USE_NEW_AMOEBA_CODE
5135 /* new experimental amoeba growth stuff */
5137 if (!(FrameCounter % 8))
5140 static unsigned long random = 1684108901;
5142 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5145 x = (random >> 10) % lev_fieldx;
5146 y = (random >> 20) % lev_fieldy;
5148 x = RND(lev_fieldx);
5149 y = RND(lev_fieldy);
5151 element = Feld[x][y];
5153 if (!IS_PLAYER(x,y) &&
5154 (element == EL_EMPTY ||
5155 element == EL_SAND ||
5156 element == EL_QUICKSAND_EMPTY ||
5157 element == EL_ACID_SPLASH_LEFT ||
5158 element == EL_ACID_SPLASH_RIGHT))
5160 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5161 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5162 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5163 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5164 Feld[x][y] = EL_AMOEBA_DROP;
5167 random = random * 129 + 1;
5173 if (game.explosions_delayed)
5176 game.explosions_delayed = FALSE;
5178 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5180 element = Feld[x][y];
5182 if (ExplodeField[x][y])
5183 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5184 else if (element == EL_EXPLOSION)
5185 Explode(x, y, Frame[x][y], EX_NORMAL);
5187 ExplodeField[x][y] = EX_NO_EXPLOSION;
5190 game.explosions_delayed = TRUE;
5193 if (game.magic_wall_active)
5195 if (!(game.magic_wall_time_left % 4))
5197 int element = Feld[sieb_x][sieb_y];
5199 if (element == EL_BD_MAGIC_WALL_FULL ||
5200 element == EL_BD_MAGIC_WALL_ACTIVE ||
5201 element == EL_BD_MAGIC_WALL_EMPTYING)
5202 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5204 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5207 if (game.magic_wall_time_left > 0)
5209 game.magic_wall_time_left--;
5210 if (!game.magic_wall_time_left)
5212 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5214 element = Feld[x][y];
5216 if (element == EL_MAGIC_WALL_ACTIVE ||
5217 element == EL_MAGIC_WALL_FULL)
5219 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5220 DrawLevelField(x, y);
5222 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5223 element == EL_BD_MAGIC_WALL_FULL)
5225 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5226 DrawLevelField(x, y);
5230 game.magic_wall_active = FALSE;
5235 if (game.light_time_left > 0)
5237 game.light_time_left--;
5239 if (game.light_time_left == 0)
5240 RedrawAllLightSwitchesAndInvisibleElements();
5243 if (game.timegate_time_left > 0)
5245 game.timegate_time_left--;
5247 if (game.timegate_time_left == 0)
5248 CloseAllOpenTimegates();
5251 for (i=0; i<MAX_PLAYERS; i++)
5253 struct PlayerInfo *player = &stored_player[i];
5255 if (SHIELD_ON(player))
5257 if (player->shield_deadly_time_left)
5258 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5259 else if (player->shield_normal_time_left)
5260 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5264 if (TimeFrames >= (1000 / GameFrameDelay))
5269 for (i=0; i<MAX_PLAYERS; i++)
5271 struct PlayerInfo *player = &stored_player[i];
5273 if (SHIELD_ON(player))
5275 player->shield_normal_time_left--;
5277 if (player->shield_deadly_time_left > 0)
5278 player->shield_deadly_time_left--;
5282 if (tape.recording || tape.playing)
5283 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5289 if (TimeLeft <= 10 && setup.time_limit)
5290 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5292 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5294 if (!TimeLeft && setup.time_limit)
5295 for (i=0; i<MAX_PLAYERS; i++)
5296 KillHero(&stored_player[i]);
5298 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5299 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5304 if (options.debug) /* calculate frames per second */
5306 static unsigned long fps_counter = 0;
5307 static int fps_frames = 0;
5308 unsigned long fps_delay_ms = Counter() - fps_counter;
5312 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5314 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5317 fps_counter = Counter();
5320 redraw_mask |= REDRAW_FPS;
5324 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5326 int min_x = x, min_y = y, max_x = x, max_y = y;
5329 for (i=0; i<MAX_PLAYERS; i++)
5331 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5333 if (!stored_player[i].active || &stored_player[i] == player)
5336 min_x = MIN(min_x, jx);
5337 min_y = MIN(min_y, jy);
5338 max_x = MAX(max_x, jx);
5339 max_y = MAX(max_y, jy);
5342 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5345 static boolean AllPlayersInVisibleScreen()
5349 for (i=0; i<MAX_PLAYERS; i++)
5351 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5353 if (!stored_player[i].active)
5356 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5363 void ScrollLevel(int dx, int dy)
5365 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5368 BlitBitmap(drawto_field, drawto_field,
5369 FX + TILEX*(dx == -1) - softscroll_offset,
5370 FY + TILEY*(dy == -1) - softscroll_offset,
5371 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5372 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5373 FX + TILEX*(dx == 1) - softscroll_offset,
5374 FY + TILEY*(dy == 1) - softscroll_offset);
5378 x = (dx == 1 ? BX1 : BX2);
5379 for (y=BY1; y<=BY2; y++)
5380 DrawScreenField(x, y);
5385 y = (dy == 1 ? BY1 : BY2);
5386 for (x=BX1; x<=BX2; x++)
5387 DrawScreenField(x, y);
5390 redraw_mask |= REDRAW_FIELD;
5393 static void CheckGravityMovement(struct PlayerInfo *player)
5395 if (level.gravity && !player->programmed_action)
5397 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5398 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5400 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5401 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5402 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5403 int jx = player->jx, jy = player->jy;
5404 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5405 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5406 int new_jx = jx + dx, new_jy = jy + dy;
5407 boolean field_under_player_is_free =
5408 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5409 boolean player_is_moving_to_valid_field =
5410 (IN_LEV_FIELD(new_jx, new_jy) &&
5411 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5412 Feld[new_jx][new_jy] == EL_SAND));
5414 if (field_under_player_is_free &&
5415 !player_is_moving_to_valid_field &&
5416 !IS_TUBE(Feld[jx][jy]))
5417 player->programmed_action = MV_DOWN;
5421 boolean MoveFigureOneStep(struct PlayerInfo *player,
5422 int dx, int dy, int real_dx, int real_dy)
5424 int jx = player->jx, jy = player->jy;
5425 int new_jx = jx+dx, new_jy = jy+dy;
5429 if (!player->active || (!dx && !dy))
5430 return MF_NO_ACTION;
5432 player->MovDir = (dx < 0 ? MV_LEFT :
5435 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5437 if (!IN_LEV_FIELD(new_jx, new_jy))
5438 return MF_NO_ACTION;
5440 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5441 return MF_NO_ACTION;
5444 element = MovingOrBlocked2Element(new_jx, new_jy);
5446 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5449 if (DONT_GO_TO(element))
5451 if (element == EL_ACID && dx == 0 && dy == 1)
5454 Feld[jx][jy] = EL_PLAYER1;
5455 InitMovingField(jx, jy, MV_DOWN);
5456 Store[jx][jy] = EL_ACID;
5457 ContinueMoving(jx, jy);
5461 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5466 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5467 if (can_move != MF_MOVING)
5470 StorePlayer[jx][jy] = 0;
5471 player->last_jx = jx;
5472 player->last_jy = jy;
5473 jx = player->jx = new_jx;
5474 jy = player->jy = new_jy;
5475 StorePlayer[jx][jy] = player->element_nr;
5478 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5480 ScrollFigure(player, SCROLL_INIT);
5485 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5487 int jx = player->jx, jy = player->jy;
5488 int old_jx = jx, old_jy = jy;
5489 int moved = MF_NO_ACTION;
5491 if (!player->active || (!dx && !dy))
5495 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5499 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5500 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5504 /* remove the last programmed player action */
5505 player->programmed_action = 0;
5509 /* should only happen if pre-1.2 tape recordings are played */
5510 /* this is only for backward compatibility */
5512 int original_move_delay_value = player->move_delay_value;
5515 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5519 /* scroll remaining steps with finest movement resolution */
5520 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5522 while (player->MovPos)
5524 ScrollFigure(player, SCROLL_GO_ON);
5525 ScrollScreen(NULL, SCROLL_GO_ON);
5531 player->move_delay_value = original_move_delay_value;
5534 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5536 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5537 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5541 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5542 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5548 if (moved & MF_MOVING && !ScreenMovPos &&
5549 (player == local_player || !options.network))
5551 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5552 int offset = (setup.scroll_delay ? 3 : 0);
5554 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5556 /* actual player has left the screen -- scroll in that direction */
5557 if (jx != old_jx) /* player has moved horizontally */
5558 scroll_x += (jx - old_jx);
5559 else /* player has moved vertically */
5560 scroll_y += (jy - old_jy);
5564 if (jx != old_jx) /* player has moved horizontally */
5566 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5567 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5568 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5570 /* don't scroll over playfield boundaries */
5571 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5572 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5574 /* don't scroll more than one field at a time */
5575 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5577 /* don't scroll against the player's moving direction */
5578 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5579 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5580 scroll_x = old_scroll_x;
5582 else /* player has moved vertically */
5584 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5585 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5586 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5588 /* don't scroll over playfield boundaries */
5589 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5590 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5592 /* don't scroll more than one field at a time */
5593 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5595 /* don't scroll against the player's moving direction */
5596 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5597 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5598 scroll_y = old_scroll_y;
5602 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5604 if (!options.network && !AllPlayersInVisibleScreen())
5606 scroll_x = old_scroll_x;
5607 scroll_y = old_scroll_y;
5611 ScrollScreen(player, SCROLL_INIT);
5612 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5617 if (!(moved & MF_MOVING) && !player->Pushing)
5621 player->Frame = (player->Frame + 1) % 4;
5623 player->Frame += 1 * 0;
5626 if (moved & MF_MOVING)
5628 if (old_jx != jx && old_jy == jy)
5629 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5630 else if (old_jx == jx && old_jy != jy)
5631 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5633 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5635 player->last_move_dir = player->MovDir;
5636 player->is_moving = TRUE;
5640 CheckGravityMovement(player);
5643 player->last_move_dir = MV_NO_MOVING;
5645 player->is_moving = FALSE;
5648 TestIfHeroTouchesBadThing(jx, jy);
5650 if (!player->active)
5656 void ScrollFigure(struct PlayerInfo *player, int mode)
5658 int jx = player->jx, jy = player->jy;
5659 int last_jx = player->last_jx, last_jy = player->last_jy;
5660 int move_stepsize = TILEX / player->move_delay_value;
5662 if (!player->active || !player->MovPos)
5665 if (mode == SCROLL_INIT)
5667 player->actual_frame_counter = FrameCounter;
5668 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5672 if (Feld[last_jx][last_jy] == EL_EMPTY)
5673 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5678 else if (!FrameReached(&player->actual_frame_counter, 1))
5681 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5682 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5685 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5686 Feld[last_jx][last_jy] = EL_EMPTY;
5688 /* before DrawPlayer() to draw correct player graphic for this case */
5689 if (player->MovPos == 0)
5690 CheckGravityMovement(player);
5694 if (player->MovPos == 0)
5696 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5698 /* continue with normal speed after quickly moving through gate */
5699 HALVE_PLAYER_SPEED(player);
5701 /* be able to make the next move without delay */
5702 player->move_delay = 0;
5705 player->last_jx = jx;
5706 player->last_jy = jy;
5708 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5709 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5713 if (local_player->friends_still_needed == 0 ||
5714 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5715 player->LevelSolved = player->GameOver = TRUE;
5718 if (tape.single_step && tape.recording && !tape.pausing &&
5719 !player->programmed_action)
5720 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5724 void ScrollScreen(struct PlayerInfo *player, int mode)
5726 static unsigned long screen_frame_counter = 0;
5728 if (mode == SCROLL_INIT)
5730 /* set scrolling step size according to actual player's moving speed */
5731 ScrollStepSize = TILEX / player->move_delay_value;
5733 screen_frame_counter = FrameCounter;
5734 ScreenMovDir = player->MovDir;
5735 ScreenMovPos = player->MovPos;
5736 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5739 else if (!FrameReached(&screen_frame_counter, 1))
5744 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5745 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5746 redraw_mask |= REDRAW_FIELD;
5749 ScreenMovDir = MV_NO_MOVING;
5752 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5754 int i, kill_x = -1, kill_y = -1;
5755 static int test_xy[4][2] =
5762 static int test_dir[4] =
5772 int test_x, test_y, test_move_dir, test_element;
5774 test_x = good_x + test_xy[i][0];
5775 test_y = good_y + test_xy[i][1];
5776 if (!IN_LEV_FIELD(test_x, test_y))
5780 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5783 test_element = Feld[test_x][test_y];
5785 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5788 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5789 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5791 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5792 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5800 if (kill_x != -1 || kill_y != -1)
5802 if (IS_PLAYER(good_x, good_y))
5804 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5806 if (player->shield_deadly_time_left > 0)
5807 Bang(kill_x, kill_y);
5808 else if (!PLAYER_PROTECTED(good_x, good_y))
5812 Bang(good_x, good_y);
5816 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5818 int i, kill_x = -1, kill_y = -1;
5819 int bad_element = Feld[bad_x][bad_y];
5820 static int test_xy[4][2] =
5827 static int test_dir[4] =
5835 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5840 int test_x, test_y, test_move_dir, test_element;
5842 test_x = bad_x + test_xy[i][0];
5843 test_y = bad_y + test_xy[i][1];
5844 if (!IN_LEV_FIELD(test_x, test_y))
5848 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5850 test_element = Feld[test_x][test_y];
5852 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5853 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5855 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5856 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5858 /* good thing is player or penguin that does not move away */
5859 if (IS_PLAYER(test_x, test_y))
5861 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5863 if (bad_element == EL_ROBOT && player->is_moving)
5864 continue; /* robot does not kill player if he is moving */
5870 else if (test_element == EL_PENGUIN)
5879 if (kill_x != -1 || kill_y != -1)
5881 if (IS_PLAYER(kill_x, kill_y))
5883 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5886 int dir = player->MovDir;
5887 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5888 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5890 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5891 newx != bad_x && newy != bad_y)
5892 ; /* robot does not kill player if he is moving */
5894 printf("-> %d\n", player->MovDir);
5896 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5897 newx != bad_x && newy != bad_y)
5898 ; /* robot does not kill player if he is moving */
5903 if (player->shield_deadly_time_left > 0)
5905 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5909 Bang(kill_x, kill_y);
5913 void TestIfHeroTouchesBadThing(int x, int y)
5915 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5918 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5920 TestIfGoodThingHitsBadThing(x, y, move_dir);
5923 void TestIfBadThingTouchesHero(int x, int y)
5925 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5928 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5930 TestIfBadThingHitsGoodThing(x, y, move_dir);
5933 void TestIfFriendTouchesBadThing(int x, int y)
5935 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5938 void TestIfBadThingTouchesFriend(int x, int y)
5940 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5943 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5945 int i, kill_x = bad_x, kill_y = bad_y;
5946 static int xy[4][2] =
5958 x = bad_x + xy[i][0];
5959 y = bad_y + xy[i][1];
5960 if (!IN_LEV_FIELD(x, y))
5963 element = Feld[x][y];
5964 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5965 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5973 if (kill_x != bad_x || kill_y != bad_y)
5977 void KillHero(struct PlayerInfo *player)
5979 int jx = player->jx, jy = player->jy;
5981 if (!player->active)
5984 if (IS_PFORTE(Feld[jx][jy]))
5985 Feld[jx][jy] = EL_EMPTY;
5987 /* deactivate shield (else Bang()/Explode() would not work right) */
5988 player->shield_normal_time_left = 0;
5989 player->shield_deadly_time_left = 0;
5995 static void KillHeroUnlessProtected(int x, int y)
5997 if (!PLAYER_PROTECTED(x, y))
5998 KillHero(PLAYERINFO(x, y));
6001 void BuryHero(struct PlayerInfo *player)
6003 int jx = player->jx, jy = player->jy;
6005 if (!player->active)
6008 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
6009 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6011 player->GameOver = TRUE;
6015 void RemoveHero(struct PlayerInfo *player)
6017 int jx = player->jx, jy = player->jy;
6018 int i, found = FALSE;
6020 player->present = FALSE;
6021 player->active = FALSE;
6023 if (!ExplodeField[jx][jy])
6024 StorePlayer[jx][jy] = 0;
6026 for (i=0; i<MAX_PLAYERS; i++)
6027 if (stored_player[i].active)
6031 AllPlayersGone = TRUE;
6037 int DigField(struct PlayerInfo *player,
6038 int x, int y, int real_dx, int real_dy, int mode)
6040 int jx = player->jx, jy = player->jy;
6041 int dx = x - jx, dy = y - jy;
6042 int move_direction = (dx == -1 ? MV_LEFT :
6043 dx == +1 ? MV_RIGHT :
6045 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6048 if (player->MovPos == 0)
6049 player->Pushing = FALSE;
6051 if (mode == DF_NO_PUSH)
6053 player->Switching = FALSE;
6054 player->push_delay = 0;
6055 return MF_NO_ACTION;
6058 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6059 return MF_NO_ACTION;
6061 if (IS_TUBE(Feld[jx][jy]))
6064 int tube_leave_directions[][2] =
6066 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6067 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6068 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6069 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6070 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6071 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6072 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6073 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6074 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6075 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6076 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6077 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6080 while (tube_leave_directions[i][0] != Feld[jx][jy])
6083 if (tube_leave_directions[i][0] == -1) /* should not happen */
6087 if (!(tube_leave_directions[i][1] & move_direction))
6088 return MF_NO_ACTION; /* tube has no opening in this direction */
6091 element = Feld[x][y];
6097 case EL_INVISIBLE_SAND:
6098 case EL_INVISIBLE_SAND_ACTIVE:
6101 case EL_SP_BUGGY_BASE:
6103 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
6108 case EL_EMERALD_YELLOW:
6109 case EL_EMERALD_RED:
6110 case EL_EMERALD_PURPLE:
6112 case EL_SP_INFOTRON:
6116 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6117 element == EL_PEARL ? 5 :
6118 element == EL_CRYSTAL ? 8 : 1);
6119 if (local_player->gems_still_needed < 0)
6120 local_player->gems_still_needed = 0;
6121 RaiseScoreElement(element);
6122 DrawText(DX_EMERALDS, DY_EMERALDS,
6123 int2str(local_player->gems_still_needed, 3),
6124 FS_SMALL, FC_YELLOW);
6125 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6130 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6131 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6135 Feld[x][y] = EL_EMPTY;
6136 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6144 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6146 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6149 case EL_SHIELD_NORMAL:
6151 player->shield_normal_time_left += 10;
6152 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6155 case EL_SHIELD_DEADLY:
6157 player->shield_normal_time_left += 10;
6158 player->shield_deadly_time_left += 10;
6159 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6163 case EL_SP_DISK_RED:
6166 RaiseScoreElement(EL_DYNAMITE);
6167 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6168 int2str(local_player->dynamite, 3),
6169 FS_SMALL, FC_YELLOW);
6170 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6173 case EL_DYNABOMB_NR:
6175 player->dynabomb_count++;
6176 player->dynabombs_left++;
6177 RaiseScoreElement(EL_DYNAMITE);
6178 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6181 case EL_DYNABOMB_SZ:
6183 player->dynabomb_size++;
6184 RaiseScoreElement(EL_DYNAMITE);
6185 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6188 case EL_DYNABOMB_XL:
6190 player->dynabomb_xl = TRUE;
6191 RaiseScoreElement(EL_DYNAMITE);
6192 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6200 int key_nr = element - EL_KEY1;
6203 player->key[key_nr] = TRUE;
6204 RaiseScoreElement(element);
6205 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6207 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6209 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6218 int key_nr = element - EL_EM_KEY1;
6221 player->key[key_nr] = TRUE;
6222 RaiseScoreElement(element);
6223 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6225 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6227 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6231 case EL_ROBOT_WHEEL:
6232 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6235 DrawLevelField(x, y);
6236 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6240 case EL_SP_TERMINAL:
6244 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6246 for (yy=0; yy<lev_fieldy; yy++)
6248 for (xx=0; xx<lev_fieldx; xx++)
6250 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6252 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6253 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6261 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6262 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6263 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6264 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6265 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6266 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6267 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6268 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6269 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6270 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6271 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6272 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6273 if (!player->Switching)
6275 player->Switching = TRUE;
6276 ToggleBeltSwitch(x, y);
6277 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6282 case EL_SWITCHGATE_SWITCH_UP:
6283 case EL_SWITCHGATE_SWITCH_DOWN:
6284 if (!player->Switching)
6286 player->Switching = TRUE;
6287 ToggleSwitchgateSwitch(x, y);
6288 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6293 case EL_LIGHT_SWITCH:
6294 case EL_LIGHT_SWITCH_ACTIVE:
6295 if (!player->Switching)
6297 player->Switching = TRUE;
6298 ToggleLightSwitch(x, y);
6299 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6300 SND_LIGHT_SWITCH_ACTIVATING :
6301 SND_LIGHT_SWITCH_DEACTIVATING);
6306 case EL_TIMEGATE_SWITCH:
6307 ActivateTimegateSwitch(x, y);
6308 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6313 case EL_BALLOON_SEND_LEFT:
6314 case EL_BALLOON_SEND_RIGHT:
6315 case EL_BALLOON_SEND_UP:
6316 case EL_BALLOON_SEND_DOWN:
6317 case EL_BALLOON_SEND_ANY_DIRECTION:
6318 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6319 game.balloon_dir = move_direction;
6321 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6322 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6323 element == EL_BALLOON_SEND_UP ? MV_UP :
6324 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6326 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6331 /* the following elements cannot be pushed by "snapping" */
6334 case EL_DX_SUPABOMB:
6336 case EL_TIME_ORB_EMPTY:
6338 case EL_SP_DISK_ORANGE:
6340 if (mode == DF_SNAP)
6341 return MF_NO_ACTION;
6342 /* no "break" -- fall through to next case */
6343 /* the following elements can be pushed by "snapping" */
6346 return MF_NO_ACTION;
6348 player->Pushing = TRUE;
6350 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6351 return MF_NO_ACTION;
6355 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6356 return MF_NO_ACTION;
6359 if (player->push_delay == 0)
6360 player->push_delay = FrameCounter;
6362 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6363 !tape.playing && element != EL_SPRING)
6364 return MF_NO_ACTION;
6366 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6367 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6368 element != EL_SPRING)
6369 return MF_NO_ACTION;
6372 if (mode == DF_SNAP)
6374 InitMovingField(x, y, move_direction);
6375 ContinueMoving(x, y);
6380 Feld[x + dx][y + dy] = element;
6383 if (element == EL_SPRING)
6385 Feld[x + dx][y + dy] = EL_SPRING;
6386 MovDir[x + dx][y + dy] = move_direction;
6389 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6391 DrawLevelField(x + dx, y + dy);
6392 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6399 if (!player->key[element - EL_GATE1])
6400 return MF_NO_ACTION;
6407 if (!player->key[element - EL_GATE1_GRAY])
6408 return MF_NO_ACTION;
6415 if (!player->key[element - EL_EM_GATE1])
6416 return MF_NO_ACTION;
6417 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6418 return MF_NO_ACTION;
6420 /* automatically move to the next field with double speed */
6421 player->programmed_action = move_direction;
6422 DOUBLE_PLAYER_SPEED(player);
6424 PlaySoundLevel(x, y, SND_GATE_PASSING);
6427 case EL_EM_GATE1_GRAY:
6428 case EL_EM_GATE2_GRAY:
6429 case EL_EM_GATE3_GRAY:
6430 case EL_EM_GATE4_GRAY:
6431 if (!player->key[element - EL_EM_GATE1_GRAY])
6432 return MF_NO_ACTION;
6433 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6434 return MF_NO_ACTION;
6436 /* automatically move to the next field with double speed */
6437 player->programmed_action = move_direction;
6438 DOUBLE_PLAYER_SPEED(player);
6440 PlaySoundLevel(x, y, SND_GATE_PASSING);
6443 case EL_SWITCHGATE_OPEN:
6444 case EL_TIMEGATE_OPEN:
6445 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6446 return MF_NO_ACTION;
6448 /* automatically move to the next field with double speed */
6449 player->programmed_action = move_direction;
6450 DOUBLE_PLAYER_SPEED(player);
6452 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6455 case EL_SP_PORT1_LEFT:
6456 case EL_SP_PORT2_LEFT:
6457 case EL_SP_PORT1_RIGHT:
6458 case EL_SP_PORT2_RIGHT:
6459 case EL_SP_PORT1_UP:
6460 case EL_SP_PORT2_UP:
6461 case EL_SP_PORT1_DOWN:
6462 case EL_SP_PORT2_DOWN:
6467 element != EL_SP_PORT1_LEFT &&
6468 element != EL_SP_PORT2_LEFT &&
6469 element != EL_SP_PORT_X &&
6470 element != EL_SP_PORT_XY) ||
6472 element != EL_SP_PORT1_RIGHT &&
6473 element != EL_SP_PORT2_RIGHT &&
6474 element != EL_SP_PORT_X &&
6475 element != EL_SP_PORT_XY) ||
6477 element != EL_SP_PORT1_UP &&
6478 element != EL_SP_PORT2_UP &&
6479 element != EL_SP_PORT_Y &&
6480 element != EL_SP_PORT_XY) ||
6482 element != EL_SP_PORT1_DOWN &&
6483 element != EL_SP_PORT2_DOWN &&
6484 element != EL_SP_PORT_Y &&
6485 element != EL_SP_PORT_XY) ||
6486 !IN_LEV_FIELD(x + dx, y + dy) ||
6487 !IS_FREE(x + dx, y + dy))
6488 return MF_NO_ACTION;
6490 /* automatically move to the next field with double speed */
6491 player->programmed_action = move_direction;
6492 DOUBLE_PLAYER_SPEED(player);
6494 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6498 case EL_TUBE_VERTICAL:
6499 case EL_TUBE_HORIZONTAL:
6500 case EL_TUBE_VERTICAL_LEFT:
6501 case EL_TUBE_VERTICAL_RIGHT:
6502 case EL_TUBE_HORIZONTAL_UP:
6503 case EL_TUBE_HORIZONTAL_DOWN:
6504 case EL_TUBE_LEFT_UP:
6505 case EL_TUBE_LEFT_DOWN:
6506 case EL_TUBE_RIGHT_UP:
6507 case EL_TUBE_RIGHT_DOWN:
6510 int tube_enter_directions[][2] =
6512 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6513 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6514 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6515 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6516 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6517 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6518 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6519 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6520 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6521 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6522 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6523 { -1, MV_NO_MOVING }
6526 while (tube_enter_directions[i][0] != element)
6529 if (tube_enter_directions[i][0] == -1) /* should not happen */
6533 if (!(tube_enter_directions[i][1] & move_direction))
6534 return MF_NO_ACTION; /* tube has no opening in this direction */
6536 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6540 case EL_EXIT_CLOSED:
6541 case EL_SP_EXIT_CLOSED:
6542 case EL_EXIT_OPENING:
6543 return MF_NO_ACTION;
6547 case EL_SP_EXIT_OPEN:
6548 if (mode == DF_SNAP)
6549 return MF_NO_ACTION;
6551 if (element == EL_EXIT_OPEN)
6552 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6554 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6559 Feld[x][y] = EL_LAMP_ACTIVE;
6560 local_player->lights_still_needed--;
6561 DrawLevelField(x, y);
6562 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6566 case EL_TIME_ORB_FULL:
6567 Feld[x][y] = EL_TIME_ORB_EMPTY;
6569 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6570 DrawLevelField(x, y);
6571 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6575 case EL_SOKOBAN_FIELD_EMPTY:
6578 case EL_SOKOBAN_OBJECT:
6579 case EL_SOKOBAN_FIELD_FULL:
6581 case EL_SP_DISK_YELLOW:
6583 if (mode == DF_SNAP)
6584 return MF_NO_ACTION;
6586 player->Pushing = TRUE;
6588 if (!IN_LEV_FIELD(x+dx, y+dy)
6589 || (!IS_FREE(x+dx, y+dy)
6590 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6591 || !IS_SB_ELEMENT(element))))
6592 return MF_NO_ACTION;
6596 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6597 return MF_NO_ACTION;
6599 else if (dy && real_dx)
6601 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6602 return MF_NO_ACTION;
6605 if (player->push_delay == 0)
6606 player->push_delay = FrameCounter;
6608 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6609 !tape.playing && element != EL_BALLOON)
6610 return MF_NO_ACTION;
6612 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6613 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6614 element != EL_BALLOON)
6615 return MF_NO_ACTION;
6618 if (IS_SB_ELEMENT(element))
6620 if (element == EL_SOKOBAN_FIELD_FULL)
6622 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6623 local_player->sokobanfields_still_needed++;
6628 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6630 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6631 local_player->sokobanfields_still_needed--;
6632 if (element == EL_SOKOBAN_OBJECT)
6633 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6635 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6639 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6640 if (element == EL_SOKOBAN_FIELD_FULL)
6641 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6643 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6649 Feld[x+dx][y+dy] = element;
6650 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6653 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6655 DrawLevelField(x, y);
6656 DrawLevelField(x + dx, y + dy);
6658 if (IS_SB_ELEMENT(element) &&
6659 local_player->sokobanfields_still_needed == 0 &&
6660 game.emulation == EMU_SOKOBAN)
6662 player->LevelSolved = player->GameOver = TRUE;
6663 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6674 return MF_NO_ACTION;
6677 player->push_delay = 0;
6682 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6684 int jx = player->jx, jy = player->jy;
6685 int x = jx + dx, y = jy + dy;
6687 if (!player->active || !IN_LEV_FIELD(x, y))
6695 if (player->MovPos == 0)
6696 player->Pushing = FALSE;
6698 player->snapped = FALSE;
6702 if (player->snapped)
6705 player->MovDir = (dx < 0 ? MV_LEFT :
6708 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6710 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6713 player->snapped = TRUE;
6714 DrawLevelField(x, y);
6720 boolean PlaceBomb(struct PlayerInfo *player)
6722 int jx = player->jx, jy = player->jy;
6725 if (!player->active || player->MovPos)
6728 element = Feld[jx][jy];
6730 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6731 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6734 if (element != EL_EMPTY)
6735 Store[jx][jy] = element;
6737 if (player->dynamite)
6739 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6740 MovDelay[jx][jy] = 96;
6742 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6743 FS_SMALL, FC_YELLOW);
6744 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6746 if (game.emulation == EMU_SUPAPLEX)
6747 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6749 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6752 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6757 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6758 MovDelay[jx][jy] = 96;
6759 player->dynabombs_left--;
6760 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6761 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6763 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6769 void PlaySoundLevel(int x, int y, int nr)
6771 static int loop_sound_frame[NUM_SOUND_FILES];
6772 static int loop_sound_volume[NUM_SOUND_FILES];
6773 int sx = SCREENX(x), sy = SCREENY(y);
6774 int volume, stereo_position;
6775 int max_distance = 8;
6776 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6778 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6779 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6782 if (!IN_LEV_FIELD(x, y) ||
6783 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6784 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6787 volume = SOUND_MAX_VOLUME;
6789 if (!IN_SCR_FIELD(sx, sy))
6791 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6792 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6794 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6797 stereo_position = (SOUND_MAX_LEFT +
6798 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6799 (SCR_FIELDX + 2 * max_distance));
6801 if (IS_LOOP_SOUND(nr))
6803 /* This assures that quieter loop sounds do not overwrite louder ones,
6804 while restarting sound volume comparison with each new game frame. */
6806 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6809 loop_sound_volume[nr] = volume;
6810 loop_sound_frame[nr] = FrameCounter;
6813 PlaySoundExt(nr, volume, stereo_position, type);
6816 void PlaySoundLevelAction(int x, int y, int sound_action)
6818 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6821 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6823 int sound_effect = element_action_sound[element][sound_action];
6825 if (sound_effect != -1)
6826 PlaySoundLevel(x, y, sound_effect);
6829 void RaiseScore(int value)
6831 local_player->score += value;
6832 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6833 FS_SMALL, FC_YELLOW);
6836 void RaiseScoreElement(int element)
6842 case EL_EMERALD_YELLOW:
6843 case EL_EMERALD_RED:
6844 case EL_EMERALD_PURPLE:
6845 RaiseScore(level.score[SC_EDELSTEIN]);
6848 RaiseScore(level.score[SC_DIAMANT]);
6851 case EL_BD_BUTTERFLY:
6852 RaiseScore(level.score[SC_KAEFER]);
6856 RaiseScore(level.score[SC_FLIEGER]);
6859 case EL_DARK_YAMYAM:
6860 RaiseScore(level.score[SC_MAMPFER]);
6863 RaiseScore(level.score[SC_ROBOT]);
6866 RaiseScore(level.score[SC_PACMAN]);
6869 RaiseScore(level.score[SC_KOKOSNUSS]);
6872 RaiseScore(level.score[SC_DYNAMIT]);
6878 RaiseScore(level.score[SC_SCHLUESSEL]);
6885 void RequestQuitGame(boolean ask_if_really_quit)
6887 if (AllPlayersGone ||
6888 !ask_if_really_quit ||
6889 level_editor_test_game ||
6890 Request("Do you really want to quit the game ?",
6891 REQ_ASK | REQ_STAY_CLOSED))
6893 #if defined(PLATFORM_UNIX)
6894 if (options.network)
6895 SendToServer_StopPlaying();
6899 game_status = MAINMENU;
6905 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6910 /* ---------- new game button stuff ---------------------------------------- */
6912 /* graphic position values for game buttons */
6913 #define GAME_BUTTON_XSIZE 30
6914 #define GAME_BUTTON_YSIZE 30
6915 #define GAME_BUTTON_XPOS 5
6916 #define GAME_BUTTON_YPOS 215
6917 #define SOUND_BUTTON_XPOS 5
6918 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6920 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6921 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6922 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6923 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6924 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6925 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6932 } gamebutton_info[NUM_GAME_BUTTONS] =
6935 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6940 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6945 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6950 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6951 SOUND_CTRL_ID_MUSIC,
6952 "background music on/off"
6955 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6956 SOUND_CTRL_ID_LOOPS,
6957 "sound loops on/off"
6960 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6961 SOUND_CTRL_ID_SIMPLE,
6962 "normal sounds on/off"
6966 void CreateGameButtons()
6970 for (i=0; i<NUM_GAME_BUTTONS; i++)
6972 Bitmap *gd_bitmap = new_graphic_info[IMG_GLOBAL_DOOR].bitmap;
6973 struct GadgetInfo *gi;
6976 unsigned long event_mask;
6977 int gd_xoffset, gd_yoffset;
6978 int gd_x1, gd_x2, gd_y1, gd_y2;
6981 gd_xoffset = gamebutton_info[i].x;
6982 gd_yoffset = gamebutton_info[i].y;
6983 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6984 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6986 if (id == GAME_CTRL_ID_STOP ||
6987 id == GAME_CTRL_ID_PAUSE ||
6988 id == GAME_CTRL_ID_PLAY)
6990 button_type = GD_TYPE_NORMAL_BUTTON;
6992 event_mask = GD_EVENT_RELEASED;
6993 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6994 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6998 button_type = GD_TYPE_CHECK_BUTTON;
7000 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7001 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7002 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7003 event_mask = GD_EVENT_PRESSED;
7004 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7005 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7008 gi = CreateGadget(GDI_CUSTOM_ID, id,
7009 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7010 GDI_X, DX + gd_xoffset,
7011 GDI_Y, DY + gd_yoffset,
7012 GDI_WIDTH, GAME_BUTTON_XSIZE,
7013 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7014 GDI_TYPE, button_type,
7015 GDI_STATE, GD_BUTTON_UNPRESSED,
7016 GDI_CHECKED, checked,
7017 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7018 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7019 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7020 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7021 GDI_EVENT_MASK, event_mask,
7022 GDI_CALLBACK_ACTION, HandleGameButtons,
7026 Error(ERR_EXIT, "cannot create gadget");
7028 game_gadget[id] = gi;
7032 void FreeGameButtons()
7036 for (i=0; i<NUM_GAME_BUTTONS; i++)
7037 FreeGadget(game_gadget[i]);
7040 static void MapGameButtons()
7044 for (i=0; i<NUM_GAME_BUTTONS; i++)
7045 MapGadget(game_gadget[i]);
7048 void UnmapGameButtons()
7052 for (i=0; i<NUM_GAME_BUTTONS; i++)
7053 UnmapGadget(game_gadget[i]);
7056 static void HandleGameButtons(struct GadgetInfo *gi)
7058 int id = gi->custom_id;
7060 if (game_status != PLAYING)
7065 case GAME_CTRL_ID_STOP:
7066 RequestQuitGame(TRUE);
7069 case GAME_CTRL_ID_PAUSE:
7070 if (options.network)
7072 #if defined(PLATFORM_UNIX)
7074 SendToServer_ContinuePlaying();
7076 SendToServer_PausePlaying();
7080 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7083 case GAME_CTRL_ID_PLAY:
7086 #if defined(PLATFORM_UNIX)
7087 if (options.network)
7088 SendToServer_ContinuePlaying();
7092 tape.pausing = FALSE;
7093 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7098 case SOUND_CTRL_ID_MUSIC:
7099 if (setup.sound_music)
7101 setup.sound_music = FALSE;
7104 else if (audio.music_available)
7106 setup.sound = setup.sound_music = TRUE;
7107 PlayMusic(level_nr);
7111 case SOUND_CTRL_ID_LOOPS:
7112 if (setup.sound_loops)
7113 setup.sound_loops = FALSE;
7114 else if (audio.loops_available)
7115 setup.sound = setup.sound_loops = TRUE;
7118 case SOUND_CTRL_ID_SIMPLE:
7119 if (setup.sound_simple)
7120 setup.sound_simple = FALSE;
7121 else if (audio.sound_available)
7122 setup.sound = setup.sound_simple = TRUE;