1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_ACTIVE 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".active", SND_ACTION_ACTIVE, TRUE },
140 { ".growing", SND_ACTION_UNKNOWN, TRUE },
141 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 /* other (non-loop) sound actions are optional */
144 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
145 { ".digging", SND_ACTION_DIGGING, FALSE },
146 { ".collecting", SND_ACTION_COLLECTING, FALSE },
147 { ".passing", SND_ACTION_PASSING, FALSE },
148 { ".impact", SND_ACTION_IMPACT, FALSE },
149 { ".pushing", SND_ACTION_PUSHING, FALSE },
150 { ".activating", SND_ACTION_ACTIVATING, FALSE },
153 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
154 static boolean is_loop_sound[NUM_SOUND_FILES];
156 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
161 static unsigned int getStateCheckSum(int counter)
164 unsigned int mult = 1;
165 unsigned int checksum = 0;
167 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
169 static boolean first_game = TRUE;
171 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
177 lastFeld[x][y] = Feld[x][y];
178 else if (lastFeld[x][y] != Feld[x][y])
179 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
180 x, y, lastFeld[x][y], Feld[x][y]);
184 checksum += mult++ * Ur[x][y];
185 checksum += mult++ * Feld[x][y];
188 checksum += mult++ * MovPos[x][y];
189 checksum += mult++ * MovDir[x][y];
190 checksum += mult++ * MovDelay[x][y];
191 checksum += mult++ * Store[x][y];
192 checksum += mult++ * Store2[x][y];
193 checksum += mult++ * StorePlayer[x][y];
194 checksum += mult++ * Frame[x][y];
195 checksum += mult++ * AmoebaNr[x][y];
196 checksum += mult++ * JustStopped[x][y];
197 checksum += mult++ * Stop[x][y];
201 if (counter == 3 && first_game)
212 void GetPlayerConfig()
214 if (!audio.sound_available)
217 if (!audio.loops_available)
218 setup.sound_loops = FALSE;
220 if (!audio.music_available)
221 setup.sound_music = FALSE;
223 if (!video.fullscreen_available)
224 setup.fullscreen = FALSE;
226 setup.sound_simple = setup.sound;
228 SetAudioMode(setup.sound);
232 static int getBeltNrFromBeltElement(int element)
234 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
235 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
236 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
239 static int getBeltNrFromBeltActiveElement(int element)
241 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
242 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
243 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
246 static int getBeltNrFromBeltSwitchElement(int element)
248 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
249 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
250 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
253 static int getBeltDirNrFromBeltSwitchElement(int element)
255 static int belt_base_element[4] =
257 EL_CONVEYOR_BELT1_SWITCH_LEFT,
258 EL_CONVEYOR_BELT2_SWITCH_LEFT,
259 EL_CONVEYOR_BELT3_SWITCH_LEFT,
260 EL_CONVEYOR_BELT4_SWITCH_LEFT
263 int belt_nr = getBeltNrFromBeltSwitchElement(element);
264 int belt_dir_nr = element - belt_base_element[belt_nr];
266 return (belt_dir_nr % 3);
269 static int getBeltDirFromBeltSwitchElement(int element)
271 static int belt_move_dir[3] =
278 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
280 return belt_move_dir[belt_dir_nr];
283 static void InitField(int x, int y, boolean init_game)
290 if (stored_player[0].present)
292 Feld[x][y] = EL_SP_MURPHY_CLONE;
296 Feld[x][y] = EL_PLAYER1;
305 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
306 int jx = player->jx, jy = player->jy;
308 player->present = TRUE;
310 if (!options.network || player->connected)
312 player->active = TRUE;
314 /* remove potentially duplicate players */
315 if (StorePlayer[jx][jy] == Feld[x][y])
316 StorePlayer[jx][jy] = 0;
318 StorePlayer[x][y] = Feld[x][y];
322 printf("Player %d activated.\n", player->element_nr);
323 printf("[Local player is %d and currently %s.]\n",
324 local_player->element_nr,
325 local_player->active ? "active" : "not active");
329 Feld[x][y] = EL_EMPTY;
330 player->jx = player->last_jx = x;
331 player->jy = player->last_jy = y;
336 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
337 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
338 else if (x > 0 && Feld[x-1][y] == EL_ACID)
339 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
340 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
341 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
342 else if (y > 0 && Feld[x][y-1] == EL_ACID)
343 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
344 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
345 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
353 case EL_SPACESHIP_RIGHT:
354 case EL_SPACESHIP_UP:
355 case EL_SPACESHIP_LEFT:
356 case EL_SPACESHIP_DOWN:
358 case EL_BD_BUTTERFLY_RIGHT:
359 case EL_BD_BUTTERFLY_UP:
360 case EL_BD_BUTTERFLY_LEFT:
361 case EL_BD_BUTTERFLY_DOWN:
362 case EL_BD_BUTTERFLY:
363 case EL_BD_FIREFLY_RIGHT:
364 case EL_BD_FIREFLY_UP:
365 case EL_BD_FIREFLY_LEFT:
366 case EL_BD_FIREFLY_DOWN:
368 case EL_PACMAN_RIGHT:
392 if (y == lev_fieldy - 1)
394 Feld[x][y] = EL_AMOEBA_CREATING;
395 Store[x][y] = EL_AMOEBA_WET;
399 case EL_DYNAMITE_ACTIVE:
404 local_player->lights_still_needed++;
407 case EL_SOKOBAN_FIELD_EMPTY:
408 local_player->sokobanfields_still_needed++;
412 local_player->friends_still_needed++;
417 MovDir[x][y] = 1 << RND(4);
421 Feld[x][y] = EL_EMPTY;
424 case EL_EM_KEY1_FILE:
425 Feld[x][y] = EL_EM_KEY1;
427 case EL_EM_KEY2_FILE:
428 Feld[x][y] = EL_EM_KEY2;
430 case EL_EM_KEY3_FILE:
431 Feld[x][y] = EL_EM_KEY3;
433 case EL_EM_KEY4_FILE:
434 Feld[x][y] = EL_EM_KEY4;
437 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
438 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
439 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
440 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
441 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
442 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
443 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
444 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
445 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
446 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
447 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
448 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
451 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
452 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
453 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
455 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
457 game.belt_dir[belt_nr] = belt_dir;
458 game.belt_dir_nr[belt_nr] = belt_dir_nr;
460 else /* more than one switch -- set it like the first switch */
462 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
467 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
469 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
472 case EL_LIGHT_SWITCH_ACTIVE:
474 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
482 void DrawGameDoorValues()
486 for (i=0; i<MAX_PLAYERS; i++)
488 if (stored_player[i].key[j])
489 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
490 GFX_SCHLUESSEL1 + j);
492 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
493 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
494 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
495 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
496 DrawText(DX + XX_SCORE, DY + YY_SCORE,
497 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
498 DrawText(DX + XX_TIME, DY + YY_TIME,
499 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
504 =============================================================================
506 -----------------------------------------------------------------------------
507 initialize sound effect lookup table for element actions
508 =============================================================================
513 int sound_effect_properties[NUM_SOUND_FILES];
517 debug_print_timestamp(0, NULL);
520 for (i=0; i<MAX_NUM_ELEMENTS; i++)
521 for (j=0; j<NUM_SND_ACTIONS; j++)
522 element_action_sound[i][j] = -1;
524 for (i=0; i<NUM_SOUND_FILES; i++)
526 int len_effect_text = strlen(sound_files[i].token);
528 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
529 is_loop_sound[i] = FALSE;
531 /* determine all loop sounds and identify certain sound classes */
533 for (j=0; sound_action_properties[j].text; j++)
535 int len_action_text = strlen(sound_action_properties[j].text);
537 if (len_action_text < len_effect_text &&
538 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
539 sound_action_properties[j].text) == 0)
541 sound_effect_properties[i] = sound_action_properties[j].value;
543 if (sound_action_properties[j].is_loop)
544 is_loop_sound[i] = TRUE;
548 /* associate elements and some selected sound actions */
550 for (j=0; j<MAX_NUM_ELEMENTS; j++)
552 if (element_info[j].sound_class_name)
554 int len_class_text = strlen(element_info[j].sound_class_name);
556 if (len_class_text + 1 < len_effect_text &&
557 strncmp(sound_files[i].token,
558 element_info[j].sound_class_name, len_class_text) == 0 &&
559 sound_files[i].token[len_class_text] == '.')
561 int sound_action_value = sound_effect_properties[i];
563 element_action_sound[j][sound_action_value] = i;
570 debug_print_timestamp(0, "InitGameEngine");
576 int element = EL_SAND;
577 int sound_action = SND_ACTION_DIGGING;
580 while (sound_action_properties[j].text)
582 if (sound_action_properties[j].value == sound_action)
583 printf("element %d, sound action '%s' == %d\n",
584 element, sound_action_properties[j].text,
585 element_action_sound[element][sound_action]);
594 =============================================================================
596 -----------------------------------------------------------------------------
597 initialize game engine due to level / tape version number
598 =============================================================================
601 static void InitGameEngine()
605 game.engine_version = (tape.playing ? tape.engine_version :
609 printf("level %d: level version == %06d\n", level_nr, level.game_version);
610 printf(" tape version == %06d [%s] [file: %06d]\n",
611 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
613 printf(" => game.engine_version == %06d\n", game.engine_version);
616 /* dynamically adjust player properties according to game engine version */
617 game.initial_move_delay =
618 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
619 INITIAL_MOVE_DELAY_OFF);
621 /* dynamically adjust player properties according to level information */
622 game.initial_move_delay_value =
623 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
625 /* dynamically adjust element properties according to game engine version */
627 static int ep_em_slippery_wall[] =
636 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
638 for (i=0; i<ep_em_slippery_wall_num; i++)
640 if (level.em_slippery_gems) /* special EM style gems behaviour */
641 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
642 EP_BIT_EM_SLIPPERY_WALL;
644 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
645 ~EP_BIT_EM_SLIPPERY_WALL;
648 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
649 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
650 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
652 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
658 =============================================================================
660 -----------------------------------------------------------------------------
661 initialize and start new game
662 =============================================================================
667 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
668 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
669 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
676 #if USE_NEW_AMOEBA_CODE
677 printf("Using new amoeba code.\n");
679 printf("Using old amoeba code.\n");
684 /* don't play tapes over network */
685 network_playing = (options.network && !tape.playing);
687 for (i=0; i<MAX_PLAYERS; i++)
689 struct PlayerInfo *player = &stored_player[i];
691 player->index_nr = i;
692 player->element_nr = EL_PLAYER1 + i;
694 player->present = FALSE;
695 player->active = FALSE;
698 player->effective_action = 0;
699 player->programmed_action = 0;
702 player->gems_still_needed = level.gems_needed;
703 player->sokobanfields_still_needed = 0;
704 player->lights_still_needed = 0;
705 player->friends_still_needed = 0;
708 player->key[j] = FALSE;
710 player->dynamite = 0;
711 player->dynabomb_count = 0;
712 player->dynabomb_size = 1;
713 player->dynabombs_left = 0;
714 player->dynabomb_xl = FALSE;
716 player->MovDir = MV_NO_MOVING;
718 player->Pushing = FALSE;
719 player->Switching = FALSE;
723 player->actual_frame_counter = 0;
725 player->frame_reset_delay = 0;
727 player->last_move_dir = MV_NO_MOVING;
728 player->is_moving = FALSE;
730 player->move_delay = game.initial_move_delay;
731 player->move_delay_value = game.initial_move_delay_value;
733 player->push_delay = 0;
734 player->push_delay_value = 5;
736 player->snapped = FALSE;
738 player->last_jx = player->last_jy = 0;
739 player->jx = player->jy = 0;
741 player->shield_normal_time_left = 0;
742 player->shield_deadly_time_left = 0;
744 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
745 SnapField(player, 0, 0);
747 player->LevelSolved = FALSE;
748 player->GameOver = FALSE;
751 network_player_action_received = FALSE;
753 #if defined(PLATFORM_UNIX)
754 /* initial null action */
756 SendToServer_MovePlayer(MV_NO_MOVING);
764 TimeLeft = level.time;
766 ScreenMovDir = MV_NO_MOVING;
770 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
772 AllPlayersGone = FALSE;
774 game.yam_content_nr = 0;
775 game.magic_wall_active = FALSE;
776 game.magic_wall_time_left = 0;
777 game.light_time_left = 0;
778 game.timegate_time_left = 0;
779 game.switchgate_pos = 0;
780 game.balloon_dir = MV_NO_MOVING;
781 game.explosions_delayed = TRUE;
785 game.belt_dir[i] = MV_NO_MOVING;
786 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
789 for (i=0; i<MAX_NUM_AMOEBA; i++)
790 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
792 for (x=0; x<lev_fieldx; x++)
794 for (y=0; y<lev_fieldy; y++)
796 Feld[x][y] = Ur[x][y];
797 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
798 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
800 GfxAction[x][y] = GFX_ACTION_DEFAULT;
802 JustStopped[x][y] = 0;
804 ExplodeField[x][y] = EX_NO_EXPLOSION;
808 for(y=0; y<lev_fieldy; y++)
810 for(x=0; x<lev_fieldx; x++)
812 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
814 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
816 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
819 InitField(x, y, TRUE);
823 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
824 emulate_sb ? EMU_SOKOBAN :
825 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
827 /* correct non-moving belts to start moving left */
829 if (game.belt_dir[i] == MV_NO_MOVING)
830 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
832 /* check if any connected player was not found in playfield */
833 for (i=0; i<MAX_PLAYERS; i++)
835 struct PlayerInfo *player = &stored_player[i];
837 if (player->connected && !player->present)
839 for (j=0; j<MAX_PLAYERS; j++)
841 struct PlayerInfo *some_player = &stored_player[j];
842 int jx = some_player->jx, jy = some_player->jy;
844 /* assign first free player found that is present in the playfield */
845 if (some_player->present && !some_player->connected)
847 player->present = TRUE;
848 player->active = TRUE;
849 some_player->present = FALSE;
851 StorePlayer[jx][jy] = player->element_nr;
852 player->jx = player->last_jx = jx;
853 player->jy = player->last_jy = jy;
863 /* when playing a tape, eliminate all players who do not participate */
865 for (i=0; i<MAX_PLAYERS; i++)
867 if (stored_player[i].active && !tape.player_participates[i])
869 struct PlayerInfo *player = &stored_player[i];
870 int jx = player->jx, jy = player->jy;
872 player->active = FALSE;
873 StorePlayer[jx][jy] = 0;
874 Feld[jx][jy] = EL_EMPTY;
878 else if (!options.network && !setup.team_mode) /* && !tape.playing */
880 /* when in single player mode, eliminate all but the first active player */
882 for (i=0; i<MAX_PLAYERS; i++)
884 if (stored_player[i].active)
886 for (j=i+1; j<MAX_PLAYERS; j++)
888 if (stored_player[j].active)
890 struct PlayerInfo *player = &stored_player[j];
891 int jx = player->jx, jy = player->jy;
893 player->active = FALSE;
894 StorePlayer[jx][jy] = 0;
895 Feld[jx][jy] = EL_EMPTY;
902 /* when recording the game, store which players take part in the game */
905 for (i=0; i<MAX_PLAYERS; i++)
906 if (stored_player[i].active)
907 tape.player_participates[i] = TRUE;
912 for (i=0; i<MAX_PLAYERS; i++)
914 struct PlayerInfo *player = &stored_player[i];
916 printf("Player %d: present == %d, connected == %d, active == %d.\n",
921 if (local_player == player)
922 printf("Player %d is local player.\n", i+1);
926 if (BorderElement == EL_EMPTY)
929 SBX_Right = lev_fieldx - SCR_FIELDX;
931 SBY_Lower = lev_fieldy - SCR_FIELDY;
936 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
938 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
941 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
942 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
944 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
945 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
948 scroll_y = SBY_Upper;
949 if (local_player->jx >= SBX_Left + MIDPOSX)
950 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
951 local_player->jx - MIDPOSX :
953 if (local_player->jy >= SBY_Upper + MIDPOSY)
954 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
955 local_player->jy - MIDPOSY :
958 CloseDoor(DOOR_CLOSE_1);
964 /* after drawing the level, correct some elements */
965 if (game.timegate_time_left == 0)
966 CloseAllOpenTimegates();
968 if (setup.soft_scrolling)
969 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
971 redraw_mask |= REDRAW_FROM_BACKBUFFER;
973 /* copy default game door content to main double buffer */
974 BlitBitmap(pix[PIX_DOOR], drawto,
975 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
978 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
979 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
982 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
983 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
984 BlitBitmap(drawto, drawto,
985 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
986 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
987 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
990 DrawGameDoorValues();
994 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
995 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
996 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1000 /* copy actual game door content to door double buffer for OpenDoor() */
1001 BlitBitmap(drawto, pix[PIX_DB_DOOR],
1002 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1004 OpenDoor(DOOR_OPEN_ALL);
1006 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1007 if (setup.sound_music)
1008 PlayMusic(level_nr);
1010 KeyboardAutoRepeatOff();
1015 printf("Player %d %sactive.\n",
1016 i + 1, (stored_player[i].active ? "" : "not "));
1020 void InitMovDir(int x, int y)
1022 int i, element = Feld[x][y];
1023 static int xy[4][2] =
1030 static int direction[3][4] =
1032 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1033 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1034 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1043 Feld[x][y] = EL_BUG;
1044 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1047 case EL_SPACESHIP_RIGHT:
1048 case EL_SPACESHIP_UP:
1049 case EL_SPACESHIP_LEFT:
1050 case EL_SPACESHIP_DOWN:
1051 Feld[x][y] = EL_SPACESHIP;
1052 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1055 case EL_BD_BUTTERFLY_RIGHT:
1056 case EL_BD_BUTTERFLY_UP:
1057 case EL_BD_BUTTERFLY_LEFT:
1058 case EL_BD_BUTTERFLY_DOWN:
1059 Feld[x][y] = EL_BD_BUTTERFLY;
1060 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1063 case EL_BD_FIREFLY_RIGHT:
1064 case EL_BD_FIREFLY_UP:
1065 case EL_BD_FIREFLY_LEFT:
1066 case EL_BD_FIREFLY_DOWN:
1067 Feld[x][y] = EL_BD_FIREFLY;
1068 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1071 case EL_PACMAN_RIGHT:
1073 case EL_PACMAN_LEFT:
1074 case EL_PACMAN_DOWN:
1075 Feld[x][y] = EL_PACMAN;
1076 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1079 case EL_SP_SNIKSNAK:
1080 MovDir[x][y] = MV_UP;
1083 case EL_SP_ELECTRON:
1084 MovDir[x][y] = MV_LEFT;
1091 Feld[x][y] = EL_MOLE;
1092 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1096 MovDir[x][y] = 1 << RND(4);
1097 if (element != EL_BUG &&
1098 element != EL_SPACESHIP &&
1099 element != EL_BD_BUTTERFLY &&
1100 element != EL_BD_FIREFLY)
1105 int x1 = x + xy[i][0];
1106 int y1 = y + xy[i][1];
1108 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1110 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1112 MovDir[x][y] = direction[0][i];
1115 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1116 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1118 MovDir[x][y] = direction[1][i];
1127 void InitAmoebaNr(int x, int y)
1130 int group_nr = AmoebeNachbarNr(x, y);
1134 for (i=1; i<MAX_NUM_AMOEBA; i++)
1136 if (AmoebaCnt[i] == 0)
1144 AmoebaNr[x][y] = group_nr;
1145 AmoebaCnt[group_nr]++;
1146 AmoebaCnt2[group_nr]++;
1152 boolean raise_level = FALSE;
1154 if (local_player->MovPos)
1157 local_player->LevelSolved = FALSE;
1159 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1163 if (!tape.playing && setup.sound_loops)
1164 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1165 SND_CTRL_PLAY_LOOP);
1167 while (TimeLeft > 0)
1169 if (!tape.playing && !setup.sound_loops)
1170 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1171 if (TimeLeft > 0 && !(TimeLeft % 10))
1172 RaiseScore(level.score[SC_ZEITBONUS]);
1173 if (TimeLeft > 100 && !(TimeLeft % 10))
1177 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1184 if (!tape.playing && setup.sound_loops)
1185 StopSound(SND_GAME_LEVELTIME_BONUS);
1187 else if (level.time == 0) /* level without time limit */
1189 if (!tape.playing && setup.sound_loops)
1190 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1191 SND_CTRL_PLAY_LOOP);
1193 while (TimePlayed < 999)
1195 if (!tape.playing && !setup.sound_loops)
1196 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1197 if (TimePlayed < 999 && !(TimePlayed % 10))
1198 RaiseScore(level.score[SC_ZEITBONUS]);
1199 if (TimePlayed < 900 && !(TimePlayed % 10))
1203 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1210 if (!tape.playing && setup.sound_loops)
1211 StopSound(SND_GAME_LEVELTIME_BONUS);
1218 /* Hero disappears */
1219 DrawLevelField(ExitX, ExitY);
1225 CloseDoor(DOOR_CLOSE_1);
1230 SaveTape(tape.level_nr); /* Ask to save tape */
1233 if (level_nr == leveldir_current->handicap_level)
1235 leveldir_current->handicap_level++;
1236 SaveLevelSetup_SeriesInfo();
1239 if (level_editor_test_game)
1240 local_player->score = -1; /* no highscore when playing from editor */
1241 else if (level_nr < leveldir_current->last_level)
1242 raise_level = TRUE; /* advance to next level */
1244 if ((hi_pos = NewHiScore()) >= 0)
1246 game_status = HALLOFFAME;
1247 DrawHallOfFame(hi_pos);
1256 game_status = MAINMENU;
1273 LoadScore(level_nr);
1275 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1276 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1279 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1281 if (local_player->score > highscore[k].Score)
1283 /* player has made it to the hall of fame */
1285 if (k < MAX_SCORE_ENTRIES - 1)
1287 int m = MAX_SCORE_ENTRIES - 1;
1290 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1291 if (!strcmp(setup.player_name, highscore[l].Name))
1293 if (m == k) /* player's new highscore overwrites his old one */
1299 strcpy(highscore[l].Name, highscore[l - 1].Name);
1300 highscore[l].Score = highscore[l - 1].Score;
1307 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1308 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1309 highscore[k].Score = local_player->score;
1315 else if (!strncmp(setup.player_name, highscore[k].Name,
1316 MAX_PLAYER_NAME_LEN))
1317 break; /* player already there with a higher score */
1323 SaveScore(level_nr);
1328 void InitMovingField(int x, int y, int direction)
1330 int element = Feld[x][y];
1331 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1332 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1334 MovDir[x][y] = direction;
1335 MovDir[newx][newy] = direction;
1337 if (Feld[newx][newy] == EL_EMPTY)
1338 Feld[newx][newy] = EL_BLOCKED;
1340 if (direction == MV_DOWN && CAN_FALL(element))
1341 GfxAction[x][y] = GFX_ACTION_FALLING;
1343 GfxAction[x][y] = GFX_ACTION_MOVING;
1346 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1348 int direction = MovDir[x][y];
1349 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1350 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1356 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1358 int oldx = x, oldy = y;
1359 int direction = MovDir[x][y];
1361 if (direction == MV_LEFT)
1363 else if (direction == MV_RIGHT)
1365 else if (direction == MV_UP)
1367 else if (direction == MV_DOWN)
1370 *comes_from_x = oldx;
1371 *comes_from_y = oldy;
1374 int MovingOrBlocked2Element(int x, int y)
1376 int element = Feld[x][y];
1378 if (element == EL_BLOCKED)
1382 Blocked2Moving(x, y, &oldx, &oldy);
1383 return Feld[oldx][oldy];
1389 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1391 /* like MovingOrBlocked2Element(), but if element is moving
1392 and (x,y) is the field the moving element is just leaving,
1393 return EL_BLOCKED instead of the element value */
1394 int element = Feld[x][y];
1396 if (IS_MOVING(x, y))
1398 if (element == EL_BLOCKED)
1402 Blocked2Moving(x, y, &oldx, &oldy);
1403 return Feld[oldx][oldy];
1412 static void RemoveField(int x, int y)
1414 Feld[x][y] = EL_EMPTY;
1420 void RemoveMovingField(int x, int y)
1422 int oldx = x, oldy = y, newx = x, newy = y;
1424 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1427 if (IS_MOVING(x, y))
1429 Moving2Blocked(x, y, &newx, &newy);
1430 if (Feld[newx][newy] != EL_BLOCKED)
1433 else if (Feld[x][y] == EL_BLOCKED)
1435 Blocked2Moving(x, y, &oldx, &oldy);
1436 if (!IS_MOVING(oldx, oldy))
1440 if (Feld[x][y] == EL_BLOCKED &&
1441 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1442 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1443 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1444 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1445 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1447 Feld[oldx][oldy] = EL_EMPTY;
1449 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1451 Feld[newx][newy] = EL_EMPTY;
1452 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1453 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1454 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1456 DrawLevelField(oldx, oldy);
1457 DrawLevelField(newx, newy);
1460 void DrawDynamite(int x, int y)
1462 int sx = SCREENX(x), sy = SCREENY(y);
1463 int graphic = el2img(Feld[x][y]);
1466 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1470 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1472 frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1475 printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
1478 if (game.emulation == EMU_SUPAPLEX)
1479 DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1480 else if (Store[x][y])
1481 DrawGraphicThruMask(sx, sy, graphic, frame);
1483 DrawGraphic(sx, sy, graphic, frame);
1486 void CheckDynamite(int x, int y)
1488 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1493 if (!(MovDelay[x][y] % 6))
1494 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1496 if (IS_ACTIVE_BOMB(Feld[x][y]))
1498 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1500 if (!(MovDelay[x][y] % delay))
1508 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1509 StopSound(SND_DYNAMITE_ACTIVE);
1511 StopSound(SND_DYNABOMB_ACTIVE);
1516 void Explode(int ex, int ey, int phase, int mode)
1520 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1521 int last_phase = num_phase * delay;
1522 int half_phase = (num_phase / 2) * delay;
1523 int first_phase_after_start = EX_PHASE_START + 1;
1525 if (game.explosions_delayed)
1527 ExplodeField[ex][ey] = mode;
1531 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1533 int center_element = Feld[ex][ey];
1535 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1537 /* put moving element to center field (and let it explode there) */
1538 center_element = MovingOrBlocked2Element(ex, ey);
1539 RemoveMovingField(ex, ey);
1540 Feld[ex][ey] = center_element;
1543 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1547 if (!IN_LEV_FIELD(x, y) ||
1548 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1549 (x != ex || y != ey)))
1552 element = Feld[x][y];
1554 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1556 element = MovingOrBlocked2Element(x, y);
1557 RemoveMovingField(x, y);
1560 if (IS_MASSIVE(element) || element == EL_FLAMES)
1563 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1565 if (IS_ACTIVE_BOMB(element))
1567 /* re-activate things under the bomb like gate or penguin */
1568 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1575 if (element == EL_EXPLOSION)
1576 element = Store2[x][y];
1578 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1580 switch(StorePlayer[ex][ey])
1583 Store[x][y] = EL_EMERALD_RED;
1586 Store[x][y] = EL_EMERALD;
1589 Store[x][y] = EL_EMERALD_PURPLE;
1593 Store[x][y] = EL_EMERALD_YELLOW;
1597 if (game.emulation == EMU_SUPAPLEX)
1598 Store[x][y] = EL_EMPTY;
1600 else if (center_element == EL_MOLE)
1601 Store[x][y] = EL_EMERALD_RED;
1602 else if (center_element == EL_PENGUIN)
1603 Store[x][y] = EL_EMERALD_PURPLE;
1604 else if (center_element == EL_BUG)
1605 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1606 else if (center_element == EL_BD_BUTTERFLY)
1607 Store[x][y] = EL_BD_DIAMOND;
1608 else if (center_element == EL_SP_ELECTRON)
1609 Store[x][y] = EL_SP_INFOTRON;
1610 else if (center_element == EL_YAMYAM)
1611 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1612 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1613 Store[x][y] = level.amoeba_content;
1614 else if (element == EL_WALL_EMERALD)
1615 Store[x][y] = EL_EMERALD;
1616 else if (element == EL_WALL_DIAMOND)
1617 Store[x][y] = EL_DIAMOND;
1618 else if (element == EL_WALL_BD_DIAMOND)
1619 Store[x][y] = EL_BD_DIAMOND;
1620 else if (element == EL_WALL_EMERALD_YELLOW)
1621 Store[x][y] = EL_EMERALD_YELLOW;
1622 else if (element == EL_WALL_EMERALD_RED)
1623 Store[x][y] = EL_EMERALD_RED;
1624 else if (element == EL_WALL_EMERALD_PURPLE)
1625 Store[x][y] = EL_EMERALD_PURPLE;
1626 else if (element == EL_WALL_PEARL)
1627 Store[x][y] = EL_PEARL;
1628 else if (element == EL_WALL_CRYSTAL)
1629 Store[x][y] = EL_CRYSTAL;
1630 else if (!IS_PFORTE(Store[x][y]))
1631 Store[x][y] = EL_EMPTY;
1633 if (x != ex || y != ey ||
1634 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1635 Store2[x][y] = element;
1637 if (AmoebaNr[x][y] &&
1638 (element == EL_AMOEBA_FULL ||
1639 element == EL_BD_AMOEBA ||
1640 element == EL_AMOEBA_CREATING))
1642 AmoebaCnt[AmoebaNr[x][y]]--;
1643 AmoebaCnt2[AmoebaNr[x][y]]--;
1646 Feld[x][y] = EL_EXPLOSION;
1647 MovDir[x][y] = MovPos[x][y] = 0;
1653 if (center_element == EL_YAMYAM)
1654 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1665 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1667 if (phase == first_phase_after_start)
1669 int element = Store2[x][y];
1671 if (element == EL_BLACK_ORB)
1673 Feld[x][y] = Store2[x][y];
1678 else if (phase == half_phase)
1680 int element = Store2[x][y];
1682 if (IS_PLAYER(x, y))
1683 KillHeroUnlessProtected(x, y);
1684 else if (IS_EXPLOSIVE(element))
1686 Feld[x][y] = Store2[x][y];
1690 else if (element == EL_AMOEBA_TO_DIAMOND)
1691 AmoebeUmwandeln(x, y);
1694 if (phase == last_phase)
1698 element = Feld[x][y] = Store[x][y];
1699 Store[x][y] = Store2[x][y] = 0;
1700 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1701 InitField(x, y, FALSE);
1702 if (CAN_MOVE(element) || COULD_MOVE(element))
1704 DrawLevelField(x, y);
1706 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1707 StorePlayer[x][y] = 0;
1709 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1711 int stored = Store[x][y];
1712 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1713 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1715 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1718 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1720 if (IS_PFORTE(Store[x][y]))
1722 DrawLevelElement(x, y, Store[x][y]);
1723 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1726 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1730 void DynaExplode(int ex, int ey)
1733 int dynabomb_size = 1;
1734 boolean dynabomb_xl = FALSE;
1735 struct PlayerInfo *player;
1736 static int xy[4][2] =
1744 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1746 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1747 dynabomb_size = player->dynabomb_size;
1748 dynabomb_xl = player->dynabomb_xl;
1749 player->dynabombs_left++;
1752 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1756 for (j=1; j<=dynabomb_size; j++)
1758 int x = ex + j * xy[i % 4][0];
1759 int y = ey + j * xy[i % 4][1];
1762 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1765 element = Feld[x][y];
1767 /* do not restart explosions of fields with active bombs */
1768 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1771 Explode(x, y, EX_PHASE_START, EX_BORDER);
1773 if (element != EL_EMPTY &&
1774 element != EL_SAND &&
1775 element != EL_EXPLOSION &&
1782 void Bang(int x, int y)
1784 int element = Feld[x][y];
1786 if (game.emulation == EMU_SUPAPLEX)
1787 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1789 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1792 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1800 case EL_BD_BUTTERFLY:
1803 case EL_DARK_YAMYAM:
1807 RaiseScoreElement(element);
1808 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1810 case EL_DYNABOMB_PLAYER1_ACTIVE:
1811 case EL_DYNABOMB_PLAYER2_ACTIVE:
1812 case EL_DYNABOMB_PLAYER3_ACTIVE:
1813 case EL_DYNABOMB_PLAYER4_ACTIVE:
1814 case EL_DYNABOMB_NR:
1815 case EL_DYNABOMB_SZ:
1816 case EL_DYNABOMB_XL:
1821 case EL_LAMP_ACTIVE:
1822 if (IS_PLAYER(x, y))
1823 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1825 Explode(x, y, EX_PHASE_START, EX_CENTER);
1828 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1833 void Blurb(int x, int y)
1835 int element = Feld[x][y];
1837 if (element != EL_ACID_SPLASH_LEFT &&
1838 element != EL_ACID_SPLASH_RIGHT) /* start */
1840 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1841 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1842 (!IN_LEV_FIELD(x-1, y-1) ||
1843 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1845 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
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_RIGHT;
1856 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1857 IMG_ACID_SPLASH_LEFT :
1858 IMG_ACID_SPLASH_RIGHT);
1860 if (!MovDelay[x][y]) /* initialize animation counter */
1863 if (MovDelay[x][y]) /* continue animation */
1866 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1868 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1870 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1873 if (!MovDelay[x][y])
1875 Feld[x][y] = EL_EMPTY;
1876 DrawLevelField(x, y);
1882 static void ToggleBeltSwitch(int x, int y)
1884 static int belt_base_element[4] =
1886 EL_CONVEYOR_BELT1_LEFT,
1887 EL_CONVEYOR_BELT2_LEFT,
1888 EL_CONVEYOR_BELT3_LEFT,
1889 EL_CONVEYOR_BELT4_LEFT
1891 static int belt_base_active_element[4] =
1893 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1894 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1895 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1896 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1898 static int belt_base_switch_element[4] =
1900 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1901 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1902 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1903 EL_CONVEYOR_BELT4_SWITCH_LEFT
1905 static int belt_move_dir[4] =
1913 int element = Feld[x][y];
1914 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1915 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1916 int belt_dir = belt_move_dir[belt_dir_nr];
1919 if (!IS_BELT_SWITCH(element))
1922 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1923 game.belt_dir[belt_nr] = belt_dir;
1925 if (belt_dir_nr == 3)
1928 /* set frame order for belt animation graphic according to belt direction */
1931 int element = belt_base_active_element[belt_nr] + i;
1932 int graphic = el2img(element);
1934 if (belt_dir == MV_LEFT)
1935 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1937 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1940 for (yy=0; yy<lev_fieldy; yy++)
1942 for (xx=0; xx<lev_fieldx; xx++)
1944 int element = Feld[xx][yy];
1946 if (IS_BELT_SWITCH(element))
1948 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1950 if (e_belt_nr == belt_nr)
1952 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1953 DrawLevelField(xx, yy);
1956 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1958 int e_belt_nr = getBeltNrFromBeltElement(element);
1960 if (e_belt_nr == belt_nr)
1962 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1964 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1965 DrawLevelField(xx, yy);
1968 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1970 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1972 if (e_belt_nr == belt_nr)
1974 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1976 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1977 DrawLevelField(xx, yy);
1984 static void ToggleSwitchgateSwitch(int x, int y)
1988 game.switchgate_pos = !game.switchgate_pos;
1990 for (yy=0; yy<lev_fieldy; yy++)
1992 for (xx=0; xx<lev_fieldx; xx++)
1994 int element = Feld[xx][yy];
1996 if (element == EL_SWITCHGATE_SWITCH_UP ||
1997 element == EL_SWITCHGATE_SWITCH_DOWN)
1999 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2000 DrawLevelField(xx, yy);
2002 else if (element == EL_SWITCHGATE_OPEN ||
2003 element == EL_SWITCHGATE_OPENING)
2005 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2006 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2008 else if (element == EL_SWITCHGATE_CLOSED ||
2009 element == EL_SWITCHGATE_CLOSING)
2011 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2012 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2018 static int getInvisibleActiveFromInvisibleElement(int element)
2020 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2021 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2022 EL_INVISIBLE_SAND_ACTIVE);
2025 static int getInvisibleFromInvisibleActiveElement(int element)
2027 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2028 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2032 static void RedrawAllLightSwitchesAndInvisibleElements()
2036 for (y=0; y<lev_fieldy; y++)
2038 for (x=0; x<lev_fieldx; x++)
2040 int element = Feld[x][y];
2042 if (element == EL_LIGHT_SWITCH &&
2043 game.light_time_left > 0)
2045 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2046 DrawLevelField(x, y);
2048 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2049 game.light_time_left == 0)
2051 Feld[x][y] = EL_LIGHT_SWITCH;
2052 DrawLevelField(x, y);
2054 else if (element == EL_INVISIBLE_STEELWALL ||
2055 element == EL_INVISIBLE_WALL ||
2056 element == EL_INVISIBLE_SAND)
2058 if (game.light_time_left > 0)
2059 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2061 DrawLevelField(x, y);
2063 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2064 element == EL_INVISIBLE_WALL_ACTIVE ||
2065 element == EL_INVISIBLE_SAND_ACTIVE)
2067 if (game.light_time_left == 0)
2068 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2070 DrawLevelField(x, y);
2076 static void ToggleLightSwitch(int x, int y)
2078 int element = Feld[x][y];
2080 game.light_time_left =
2081 (element == EL_LIGHT_SWITCH ?
2082 level.time_light * FRAMES_PER_SECOND : 0);
2084 RedrawAllLightSwitchesAndInvisibleElements();
2087 static void ActivateTimegateSwitch(int x, int y)
2091 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2093 for (yy=0; yy<lev_fieldy; yy++)
2095 for (xx=0; xx<lev_fieldx; xx++)
2097 int element = Feld[xx][yy];
2099 if (element == EL_TIMEGATE_CLOSED ||
2100 element == EL_TIMEGATE_CLOSING)
2102 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2103 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2107 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2109 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2110 DrawLevelField(xx, yy);
2117 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2120 void Impact(int x, int y)
2122 boolean lastline = (y == lev_fieldy-1);
2123 boolean object_hit = FALSE;
2124 int element = Feld[x][y];
2127 if (!lastline) /* check if element below was hit */
2129 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2132 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2133 MovDir[x][y+1]!=MV_DOWN ||
2134 MovPos[x][y+1]<=TILEY/2));
2136 smashed = MovingOrBlocked2Element(x, y+1);
2139 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2145 if ((element == EL_BOMB ||
2146 element == EL_SP_DISK_ORANGE ||
2147 element == EL_DX_SUPABOMB) &&
2148 (lastline || object_hit)) /* element is bomb */
2153 else if (element == EL_PEARL)
2155 Feld[x][y] = EL_PEARL_BREAKING;
2156 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2160 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2162 if (object_hit && IS_PLAYER(x, y+1))
2163 KillHeroUnlessProtected(x, y+1);
2164 else if (object_hit && smashed == EL_PENGUIN)
2168 Feld[x][y] = EL_AMOEBA_CREATING;
2169 Store[x][y] = EL_AMOEBA_WET;
2174 if (!lastline && object_hit) /* check which object was hit */
2176 if (CAN_CHANGE(element) &&
2177 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2180 int activated_magic_wall =
2181 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2182 EL_BD_MAGIC_WALL_ACTIVE);
2184 /* activate magic wall / mill */
2185 for (yy=0; yy<lev_fieldy; yy++)
2186 for (xx=0; xx<lev_fieldx; xx++)
2187 if (Feld[xx][yy] == smashed)
2188 Feld[xx][yy] = activated_magic_wall;
2190 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2191 game.magic_wall_active = TRUE;
2193 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2194 SND_MAGIC_WALL_ACTIVATING :
2195 SND_BD_MAGIC_WALL_ACTIVATING));
2198 if (IS_PLAYER(x, y+1))
2200 KillHeroUnlessProtected(x, y+1);
2203 else if (smashed == EL_PENGUIN)
2208 else if (element == EL_BD_DIAMOND)
2210 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2216 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2217 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2218 smashed == EL_SP_DISK_ORANGE))
2223 else if (element == EL_ROCK ||
2224 element == EL_SP_ZONK ||
2225 element == EL_BD_ROCK)
2227 if (IS_ENEMY(smashed) ||
2228 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2229 smashed == EL_DX_SUPABOMB ||
2230 smashed == EL_SATELLITE || smashed == EL_PIG ||
2231 smashed == EL_DRAGON || smashed == EL_MOLE)
2236 else if (!IS_MOVING(x, y+1))
2238 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2243 else if (smashed == EL_NUT)
2245 Feld[x][y+1] = EL_NUT_CRACKING;
2246 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2247 RaiseScoreElement(EL_NUT);
2250 else if (smashed == EL_PEARL)
2252 Feld[x][y+1] = EL_PEARL_BREAKING;
2253 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2256 else if (smashed == EL_DIAMOND)
2258 Feld[x][y+1] = EL_EMPTY;
2259 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2262 else if (IS_BELT_SWITCH(smashed))
2264 ToggleBeltSwitch(x, y+1);
2266 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2267 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2269 ToggleSwitchgateSwitch(x, y+1);
2271 else if (smashed == EL_LIGHT_SWITCH ||
2272 smashed == EL_LIGHT_SWITCH_ACTIVE)
2274 ToggleLightSwitch(x, y+1);
2280 /* play sound of magic wall / mill */
2282 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2283 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2285 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2286 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2287 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2288 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2293 /* play sound of object that hits the ground */
2294 if (lastline || object_hit)
2295 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2298 void TurnRound(int x, int y)
2310 { 0, 0 }, { 0, 0 }, { 0, 0 },
2315 int left, right, back;
2319 { MV_DOWN, MV_UP, MV_RIGHT },
2320 { MV_UP, MV_DOWN, MV_LEFT },
2322 { MV_LEFT, MV_RIGHT, MV_DOWN },
2323 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2324 { MV_RIGHT, MV_LEFT, MV_UP }
2327 int element = Feld[x][y];
2328 int old_move_dir = MovDir[x][y];
2329 int left_dir = turn[old_move_dir].left;
2330 int right_dir = turn[old_move_dir].right;
2331 int back_dir = turn[old_move_dir].back;
2333 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2334 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2335 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2336 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2338 int left_x = x + left_dx, left_y = y + left_dy;
2339 int right_x = x + right_dx, right_y = y + right_dy;
2340 int move_x = x + move_dx, move_y = y + move_dy;
2342 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2344 TestIfBadThingTouchesOtherBadThing(x, y);
2346 if (IN_LEV_FIELD(right_x, right_y) &&
2347 IS_FREE(right_x, right_y))
2348 MovDir[x][y] = right_dir;
2349 else if (!IN_LEV_FIELD(move_x, move_y) ||
2350 !IS_FREE(move_x, move_y))
2351 MovDir[x][y] = left_dir;
2353 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2355 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2358 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2359 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2361 TestIfBadThingTouchesOtherBadThing(x, y);
2363 if (IN_LEV_FIELD(left_x, left_y) &&
2364 IS_FREE(left_x, left_y))
2365 MovDir[x][y] = left_dir;
2366 else if (!IN_LEV_FIELD(move_x, move_y) ||
2367 !IS_FREE(move_x, move_y))
2368 MovDir[x][y] = right_dir;
2370 if ((element == EL_SPACESHIP ||
2371 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2372 && MovDir[x][y] != old_move_dir)
2374 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2377 else if (element == EL_YAMYAM)
2379 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2381 if (IN_LEV_FIELD(left_x, left_y) &&
2382 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2383 Feld[left_x][left_y] == EL_DIAMOND))
2384 can_turn_left = TRUE;
2385 if (IN_LEV_FIELD(right_x, right_y) &&
2386 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2387 Feld[right_x][right_y] == EL_DIAMOND))
2388 can_turn_right = TRUE;
2390 if (can_turn_left && can_turn_right)
2391 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2392 else if (can_turn_left)
2393 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2394 else if (can_turn_right)
2395 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2397 MovDir[x][y] = back_dir;
2399 MovDelay[x][y] = 16+16*RND(3);
2401 else if (element == EL_DARK_YAMYAM)
2403 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2405 if (IN_LEV_FIELD(left_x, left_y) &&
2406 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2407 IS_MAMPF2(Feld[left_x][left_y])))
2408 can_turn_left = TRUE;
2409 if (IN_LEV_FIELD(right_x, right_y) &&
2410 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2411 IS_MAMPF2(Feld[right_x][right_y])))
2412 can_turn_right = TRUE;
2414 if (can_turn_left && can_turn_right)
2415 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2416 else if (can_turn_left)
2417 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2418 else if (can_turn_right)
2419 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2421 MovDir[x][y] = back_dir;
2423 MovDelay[x][y] = 16+16*RND(3);
2425 else if (element == EL_PACMAN)
2427 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2429 if (IN_LEV_FIELD(left_x, left_y) &&
2430 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2431 IS_AMOEBOID(Feld[left_x][left_y])))
2432 can_turn_left = TRUE;
2433 if (IN_LEV_FIELD(right_x, right_y) &&
2434 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2435 IS_AMOEBOID(Feld[right_x][right_y])))
2436 can_turn_right = TRUE;
2438 if (can_turn_left && can_turn_right)
2439 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2440 else if (can_turn_left)
2441 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2442 else if (can_turn_right)
2443 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2445 MovDir[x][y] = back_dir;
2447 MovDelay[x][y] = 6+RND(40);
2449 else if (element == EL_PIG)
2451 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2452 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2453 boolean should_move_on = FALSE;
2455 int rnd = RND(rnd_value);
2457 if (IN_LEV_FIELD(left_x, left_y) &&
2458 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2459 can_turn_left = TRUE;
2460 if (IN_LEV_FIELD(right_x, right_y) &&
2461 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2462 can_turn_right = TRUE;
2463 if (IN_LEV_FIELD(move_x, move_y) &&
2464 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2467 if (can_turn_left &&
2469 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2470 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2471 should_turn_left = TRUE;
2472 if (can_turn_right &&
2474 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2475 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2476 should_turn_right = TRUE;
2478 (!can_turn_left || !can_turn_right ||
2479 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2480 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2481 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2482 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2483 should_move_on = TRUE;
2485 if (should_turn_left || should_turn_right || should_move_on)
2487 if (should_turn_left && should_turn_right && should_move_on)
2488 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2489 rnd < 2*rnd_value/3 ? right_dir :
2491 else if (should_turn_left && should_turn_right)
2492 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2493 else if (should_turn_left && should_move_on)
2494 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2495 else if (should_turn_right && should_move_on)
2496 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2497 else if (should_turn_left)
2498 MovDir[x][y] = left_dir;
2499 else if (should_turn_right)
2500 MovDir[x][y] = right_dir;
2501 else if (should_move_on)
2502 MovDir[x][y] = old_move_dir;
2504 else if (can_move_on && rnd > rnd_value/8)
2505 MovDir[x][y] = old_move_dir;
2506 else if (can_turn_left && can_turn_right)
2507 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2508 else if (can_turn_left && rnd > rnd_value/8)
2509 MovDir[x][y] = left_dir;
2510 else if (can_turn_right && rnd > rnd_value/8)
2511 MovDir[x][y] = right_dir;
2513 MovDir[x][y] = back_dir;
2515 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2516 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2517 MovDir[x][y] = old_move_dir;
2521 else if (element == EL_DRAGON)
2523 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2525 int rnd = RND(rnd_value);
2527 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2528 can_turn_left = TRUE;
2529 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2530 can_turn_right = TRUE;
2531 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2534 if (can_move_on && rnd > rnd_value/8)
2535 MovDir[x][y] = old_move_dir;
2536 else if (can_turn_left && can_turn_right)
2537 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2538 else if (can_turn_left && rnd > rnd_value/8)
2539 MovDir[x][y] = left_dir;
2540 else if (can_turn_right && rnd > rnd_value/8)
2541 MovDir[x][y] = right_dir;
2543 MovDir[x][y] = back_dir;
2545 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2546 MovDir[x][y] = old_move_dir;
2550 else if (element == EL_MOLE)
2552 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2554 if (IN_LEV_FIELD(move_x, move_y) &&
2555 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2556 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2561 if (IN_LEV_FIELD(left_x, left_y) &&
2562 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2563 can_turn_left = TRUE;
2564 if (IN_LEV_FIELD(right_x, right_y) &&
2565 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2566 can_turn_right = TRUE;
2568 if (can_turn_left && can_turn_right)
2569 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2570 else if (can_turn_left)
2571 MovDir[x][y] = left_dir;
2573 MovDir[x][y] = right_dir;
2576 if (MovDir[x][y] != old_move_dir)
2579 else if (element == EL_BALLOON)
2581 MovDir[x][y] = game.balloon_dir;
2584 else if (element == EL_SPRING)
2586 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2587 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2588 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2589 MovDir[x][y] = MV_NO_MOVING;
2593 else if (element == EL_ROBOT ||
2594 element == EL_SATELLITE ||
2595 element == EL_PENGUIN)
2597 int attr_x = -1, attr_y = -1;
2608 for (i=0; i<MAX_PLAYERS; i++)
2610 struct PlayerInfo *player = &stored_player[i];
2611 int jx = player->jx, jy = player->jy;
2613 if (!player->active)
2616 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2624 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2630 if (element == EL_PENGUIN)
2633 static int xy[4][2] =
2643 int ex = x + xy[i%4][0];
2644 int ey = y + xy[i%4][1];
2646 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2655 MovDir[x][y] = MV_NO_MOVING;
2657 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2659 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2661 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2663 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2665 if (element == EL_ROBOT)
2669 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2670 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2671 Moving2Blocked(x, y, &newx, &newy);
2673 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2674 MovDelay[x][y] = 8+8*!RND(3);
2676 MovDelay[x][y] = 16;
2684 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2686 boolean first_horiz = RND(2);
2687 int new_move_dir = MovDir[x][y];
2690 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2691 Moving2Blocked(x, y, &newx, &newy);
2693 if (IN_LEV_FIELD(newx, newy) &&
2694 (IS_FREE(newx, newy) ||
2695 Feld[newx][newy] == EL_ACID ||
2696 (element == EL_PENGUIN &&
2697 (Feld[newx][newy] == EL_EXIT_OPEN ||
2698 IS_MAMPF3(Feld[newx][newy])))))
2702 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2703 Moving2Blocked(x, y, &newx, &newy);
2705 if (IN_LEV_FIELD(newx, newy) &&
2706 (IS_FREE(newx, newy) ||
2707 Feld[newx][newy] == EL_ACID ||
2708 (element == EL_PENGUIN &&
2709 (Feld[newx][newy] == EL_EXIT_OPEN ||
2710 IS_MAMPF3(Feld[newx][newy])))))
2713 MovDir[x][y] = old_move_dir;
2720 static boolean JustBeingPushed(int x, int y)
2724 for (i=0; i<MAX_PLAYERS; i++)
2726 struct PlayerInfo *player = &stored_player[i];
2728 if (player->active && player->Pushing && player->MovPos)
2730 int next_jx = player->jx + (player->jx - player->last_jx);
2731 int next_jy = player->jy + (player->jy - player->last_jy);
2733 if (x == next_jx && y == next_jy)
2741 void StartMoving(int x, int y)
2743 int element = Feld[x][y];
2748 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2750 if (CAN_FALL(element) && y<lev_fieldy-1)
2752 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2753 if (JustBeingPushed(x, y))
2756 if (element == EL_QUICKSAND_FULL)
2758 if (IS_FREE(x, y+1))
2760 InitMovingField(x, y, MV_DOWN);
2761 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2762 Store[x][y] = EL_ROCK;
2763 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2765 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2767 if (!MovDelay[x][y])
2768 MovDelay[x][y] = TILEY + 1;
2777 Feld[x][y] = EL_QUICKSAND_EMPTY;
2778 Feld[x][y+1] = EL_QUICKSAND_FULL;
2779 Store[x][y+1] = Store[x][y];
2781 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2784 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2785 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2787 InitMovingField(x, y, MV_DOWN);
2788 Feld[x][y] = EL_QUICKSAND_FILLING;
2789 Store[x][y] = element;
2790 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2792 else if (element == EL_MAGIC_WALL_FULL)
2794 if (IS_FREE(x, y+1))
2796 InitMovingField(x, y, MV_DOWN);
2797 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2798 Store[x][y] = EL_CHANGED(Store[x][y]);
2800 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2802 if (!MovDelay[x][y])
2803 MovDelay[x][y] = TILEY/4 + 1;
2812 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2813 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2814 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2818 else if (element == EL_BD_MAGIC_WALL_FULL)
2820 if (IS_FREE(x, y+1))
2822 InitMovingField(x, y, MV_DOWN);
2823 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2824 Store[x][y] = EL_CHANGED2(Store[x][y]);
2826 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2828 if (!MovDelay[x][y])
2829 MovDelay[x][y] = TILEY/4 + 1;
2838 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2839 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2840 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2844 else if (CAN_CHANGE(element) &&
2845 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2846 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2848 InitMovingField(x, y, MV_DOWN);
2850 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2851 EL_BD_MAGIC_WALL_FILLING);
2852 Store[x][y] = element;
2854 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2857 InitMovingField(x, y, MV_DOWN);
2858 Store[x][y] = EL_ACID;
2860 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2865 else if (IS_FREE(x, y+1))
2867 InitMovingField(x, y, MV_DOWN);
2869 else if (element == EL_AMOEBA_DROP)
2871 Feld[x][y] = EL_AMOEBA_CREATING;
2872 Store[x][y] = EL_AMOEBA_WET;
2874 /* Store[x][y+1] must be zero, because:
2875 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2878 #if OLD_GAME_BEHAVIOUR
2879 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2881 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2882 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2883 element != EL_DX_SUPABOMB)
2886 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2887 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2888 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2889 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2892 boolean left = (x>0 && IS_FREE(x-1, y) &&
2893 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2894 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2895 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2899 if (left && right &&
2900 (game.emulation != EMU_BOULDERDASH &&
2901 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2902 left = !(right = RND(2));
2904 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2907 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2909 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2910 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2911 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2912 int belt_dir = game.belt_dir[belt_nr];
2914 if ((belt_dir == MV_LEFT && left_is_free) ||
2915 (belt_dir == MV_RIGHT && right_is_free))
2917 InitMovingField(x, y, belt_dir);
2918 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2923 if (CAN_MOVE(element)) /* not "else if" because of EL_SPRING */
2927 if ((element == EL_SATELLITE ||
2928 element == EL_BALLOON ||
2929 element == EL_SPRING)
2930 && JustBeingPushed(x, y))
2933 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
2934 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
2936 if (!MovDelay[x][y]) /* start new movement phase */
2938 /* all objects that can change their move direction after each step */
2939 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2941 if (element != EL_YAMYAM &&
2942 element != EL_DARK_YAMYAM &&
2943 element != EL_PACMAN)
2946 if (element == EL_SPRING)
2947 printf("1--> %d\n", MovDir[x][y]);
2951 if (element == EL_SPRING)
2952 printf("2--> %d\n", MovDir[x][y]);
2954 if (MovDelay[x][y] && (element == EL_BUG ||
2955 element == EL_SPACESHIP ||
2956 element == EL_SP_SNIKSNAK ||
2957 element == EL_SP_ELECTRON ||
2958 element == EL_MOLE))
2959 DrawLevelField(x, y);
2963 if (MovDelay[x][y]) /* wait some time before next movement */
2967 if (element == EL_ROBOT ||
2968 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2970 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2972 int graphic = el2img(element);
2973 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
2975 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2978 if (MovDelay[x][y] % 4 == 3)
2980 if (element == EL_YAMYAM)
2981 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2982 else if (element == EL_DARK_YAMYAM)
2983 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2986 else if (element == EL_SP_ELECTRON)
2987 DrawGraphicAnimation(x, y, IMG_SP_ELECTRON);
2988 else if (element == EL_DRAGON)
2991 int dir = MovDir[x][y];
2992 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2993 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2994 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
2995 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
2996 dir == MV_UP ? IMG_FLAMES_UP1 :
2997 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
2998 int frame = getGraphicAnimationFrame(graphic, -1);
3000 for (i=1; i<=3; i++)
3002 int xx = x + i*dx, yy = y + i*dy;
3003 int sx = SCREENX(xx), sy = SCREENY(yy);
3004 int flame_graphic = graphic + (i - 1);
3006 if (!IN_LEV_FIELD(xx, yy) ||
3007 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3012 int flamed = MovingOrBlocked2Element(xx, yy);
3014 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3017 RemoveMovingField(xx, yy);
3019 Feld[xx][yy] = EL_FLAMES;
3020 if (IN_SCR_FIELD(sx, sy))
3021 DrawGraphic(sx, sy, flame_graphic, frame);
3025 if (Feld[xx][yy] == EL_FLAMES)
3026 Feld[xx][yy] = EL_EMPTY;
3027 DrawLevelField(xx, yy);
3032 if (MovDelay[x][y]) /* element still has to wait some time */
3034 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3040 /* now make next step */
3042 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3044 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3045 !PLAYER_PROTECTED(newx, newy))
3049 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3052 /* enemy got the player */
3054 KillHero(PLAYERINFO(newx, newy));
3059 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3060 element == EL_SATELLITE || element == EL_BALLOON) &&
3061 IN_LEV_FIELD(newx, newy) &&
3062 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3065 Store[x][y] = EL_ACID;
3067 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3069 if (Feld[newx][newy] == EL_EXIT_OPEN)
3071 Feld[x][y] = EL_EMPTY;
3072 DrawLevelField(x, y);
3074 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3075 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3076 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3078 local_player->friends_still_needed--;
3079 if (!local_player->friends_still_needed &&
3080 !local_player->GameOver && AllPlayersGone)
3081 local_player->LevelSolved = local_player->GameOver = TRUE;
3085 else if (IS_MAMPF3(Feld[newx][newy]))
3087 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3088 DrawLevelField(newx, newy);
3090 MovDir[x][y] = MV_NO_MOVING;
3092 else if (!IS_FREE(newx, newy))
3094 if (IS_PLAYER(x, y))
3095 DrawPlayerField(x, y);
3097 DrawLevelField(x, y);
3101 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3103 if (IS_GEM(Feld[newx][newy]))
3105 if (IS_MOVING(newx, newy))
3106 RemoveMovingField(newx, newy);
3109 Feld[newx][newy] = EL_EMPTY;
3110 DrawLevelField(newx, newy);
3113 PlaySoundLevel(x, y, SND_PIG_EATING);
3115 else if (!IS_FREE(newx, newy))
3117 if (IS_PLAYER(x, y))
3118 DrawPlayerField(x, y);
3120 DrawLevelField(x, y);
3124 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3126 if (!IS_FREE(newx, newy))
3128 if (IS_PLAYER(x, y))
3129 DrawPlayerField(x, y);
3131 DrawLevelField(x, y);
3136 boolean wanna_flame = !RND(10);
3137 int dx = newx - x, dy = newy - y;
3138 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3139 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3140 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3141 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3142 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3143 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3145 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3146 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3147 element1 != EL_FLAMES && element2 != EL_FLAMES)
3149 if (IS_PLAYER(x, y))
3150 DrawPlayerField(x, y);
3152 DrawLevelField(x, y);
3154 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3156 MovDelay[x][y] = 50;
3157 Feld[newx][newy] = EL_FLAMES;
3158 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3159 Feld[newx1][newy1] = EL_FLAMES;
3160 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3161 Feld[newx2][newy2] = EL_FLAMES;
3166 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3167 Feld[newx][newy] == EL_DIAMOND)
3169 if (IS_MOVING(newx, newy))
3170 RemoveMovingField(newx, newy);
3173 Feld[newx][newy] = EL_EMPTY;
3174 DrawLevelField(newx, newy);
3177 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3179 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3180 IS_MAMPF2(Feld[newx][newy]))
3182 if (AmoebaNr[newx][newy])
3184 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3185 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3186 Feld[newx][newy] == EL_BD_AMOEBA)
3187 AmoebaCnt[AmoebaNr[newx][newy]]--;
3190 if (IS_MOVING(newx, newy))
3191 RemoveMovingField(newx, newy);
3194 Feld[newx][newy] = EL_EMPTY;
3195 DrawLevelField(newx, newy);
3198 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3200 else if ((element == EL_PACMAN || element == EL_MOLE)
3201 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3203 if (AmoebaNr[newx][newy])
3205 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3206 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3207 Feld[newx][newy] == EL_BD_AMOEBA)
3208 AmoebaCnt[AmoebaNr[newx][newy]]--;
3211 if (element == EL_MOLE)
3213 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3214 PlaySoundLevel(x, y, SND_MOLE_EATING);
3215 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3216 return; /* wait for shrinking amoeba */
3218 else /* element == EL_PACMAN */
3220 Feld[newx][newy] = EL_EMPTY;
3221 DrawLevelField(newx, newy);
3222 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3225 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3226 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3227 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3229 /* wait for shrinking amoeba to completely disappear */
3232 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3234 /* object was running against a wall */
3238 if (element == EL_BUG || element == EL_SPACESHIP ||
3239 element == EL_SP_SNIKSNAK)
3240 DrawLevelField(x, y);
3241 else if (element == EL_BUG || element == EL_SPACESHIP ||
3242 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3243 DrawLevelField(x, y);
3244 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3245 DrawGraphicAnimation(x, y, el2img(element));
3246 else if (element == EL_SATELLITE)
3247 DrawGraphicAnimation(x, y, IMG_SATELLITE);
3248 else if (element == EL_SP_ELECTRON)
3249 DrawGraphicAnimation(x, y, IMG_SP_ELECTRON);
3251 if (DONT_TOUCH(element))
3252 TestIfBadThingTouchesHero(x, y);
3254 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3259 InitMovingField(x, y, MovDir[x][y]);
3261 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3265 ContinueMoving(x, y);
3268 void ContinueMoving(int x, int y)
3270 int element = Feld[x][y];
3271 int direction = MovDir[x][y];
3272 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3273 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3274 int horiz_move = (dx != 0);
3275 int newx = x + dx, newy = y + dy;
3276 int step = (horiz_move ? dx : dy) * TILEX / 8;
3278 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3280 else if (element == EL_QUICKSAND_FILLING ||
3281 element == EL_QUICKSAND_EMPTYING)
3283 else if (element == EL_MAGIC_WALL_FILLING ||
3284 element == EL_BD_MAGIC_WALL_FILLING ||
3285 element == EL_MAGIC_WALL_EMPTYING ||
3286 element == EL_BD_MAGIC_WALL_EMPTYING)
3288 else if (CAN_FALL(element) && horiz_move &&
3289 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3291 else if (element == EL_SPRING && horiz_move)
3294 #if OLD_GAME_BEHAVIOUR
3295 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3299 MovPos[x][y] += step;
3301 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3303 Feld[x][y] = EL_EMPTY;
3304 Feld[newx][newy] = element;
3306 if (element == EL_MOLE)
3309 static int xy[4][2] =
3317 Feld[x][y] = EL_SAND;
3318 DrawLevelField(x, y);
3327 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3328 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3332 if (element == EL_QUICKSAND_FILLING)
3334 element = Feld[newx][newy] = get_next_element(element);
3335 Store[newx][newy] = Store[x][y];
3337 else if (element == EL_QUICKSAND_EMPTYING)
3339 Feld[x][y] = get_next_element(element);
3340 element = Feld[newx][newy] = Store[x][y];
3342 else if (element == EL_MAGIC_WALL_FILLING)
3344 element = Feld[newx][newy] = get_next_element(element);
3345 if (!game.magic_wall_active)
3346 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3347 Store[newx][newy] = Store[x][y];
3349 else if (element == EL_MAGIC_WALL_EMPTYING)
3351 Feld[x][y] = get_next_element(element);
3352 if (!game.magic_wall_active)
3353 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3354 element = Feld[newx][newy] = Store[x][y];
3356 else if (element == EL_BD_MAGIC_WALL_FILLING)
3358 element = Feld[newx][newy] = get_next_element(element);
3359 if (!game.magic_wall_active)
3360 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3361 Store[newx][newy] = Store[x][y];
3363 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3365 Feld[x][y] = get_next_element(element);
3366 if (!game.magic_wall_active)
3367 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3368 element = Feld[newx][newy] = Store[x][y];
3370 else if (element == EL_AMOEBA_DRIPPING)
3372 Feld[x][y] = get_next_element(element);
3373 element = Feld[newx][newy] = Store[x][y];
3375 else if (Store[x][y] == EL_ACID)
3377 element = Feld[newx][newy] = EL_ACID;
3381 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3382 MovDelay[newx][newy] = 0;
3384 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3385 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3388 if (!CAN_MOVE(element))
3389 MovDir[newx][newy] = 0;
3391 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3392 MovDir[newx][newy] = 0;
3395 DrawLevelField(x, y);
3396 DrawLevelField(newx, newy);
3398 Stop[newx][newy] = TRUE;
3399 JustStopped[newx][newy] = 3;
3401 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3403 TestIfBadThingTouchesHero(newx, newy);
3404 TestIfBadThingTouchesFriend(newx, newy);
3405 TestIfBadThingTouchesOtherBadThing(newx, newy);
3407 else if (element == EL_PENGUIN)
3408 TestIfFriendTouchesBadThing(newx, newy);
3410 if (CAN_SMASH(element) && direction == MV_DOWN &&
3411 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3414 else /* still moving on */
3417 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3419 printf("reset GfxAction...\n");
3421 GfxAction[x][y] = GFX_ACTION_MOVING;
3425 DrawLevelField(x, y);
3429 int AmoebeNachbarNr(int ax, int ay)
3432 int element = Feld[ax][ay];
3434 static int xy[4][2] =
3444 int x = ax + xy[i][0];
3445 int y = ay + xy[i][1];
3447 if (!IN_LEV_FIELD(x, y))
3450 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3451 group_nr = AmoebaNr[x][y];
3457 void AmoebenVereinigen(int ax, int ay)
3459 int i, x, y, xx, yy;
3460 int new_group_nr = AmoebaNr[ax][ay];
3461 static int xy[4][2] =
3469 if (new_group_nr == 0)
3477 if (!IN_LEV_FIELD(x, y))
3480 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3481 Feld[x][y] == EL_BD_AMOEBA ||
3482 Feld[x][y] == EL_AMOEBA_DEAD) &&
3483 AmoebaNr[x][y] != new_group_nr)
3485 int old_group_nr = AmoebaNr[x][y];
3487 if (old_group_nr == 0)
3490 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3491 AmoebaCnt[old_group_nr] = 0;
3492 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3493 AmoebaCnt2[old_group_nr] = 0;
3495 for (yy=0; yy<lev_fieldy; yy++)
3497 for (xx=0; xx<lev_fieldx; xx++)
3499 if (AmoebaNr[xx][yy] == old_group_nr)
3500 AmoebaNr[xx][yy] = new_group_nr;
3507 void AmoebeUmwandeln(int ax, int ay)
3511 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3513 int group_nr = AmoebaNr[ax][ay];
3518 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3519 printf("AmoebeUmwandeln(): This should never happen!\n");
3524 for (y=0; y<lev_fieldy; y++)
3526 for (x=0; x<lev_fieldx; x++)
3528 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3531 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3535 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3536 SND_AMOEBA_TURNING_TO_GEM :
3537 SND_AMOEBA_TURNING_TO_ROCK));
3542 static int xy[4][2] =
3555 if (!IN_LEV_FIELD(x, y))
3558 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3560 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3561 SND_AMOEBA_TURNING_TO_GEM :
3562 SND_AMOEBA_TURNING_TO_ROCK));
3569 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3572 int group_nr = AmoebaNr[ax][ay];
3573 boolean done = FALSE;
3578 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3579 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3584 for (y=0; y<lev_fieldy; y++)
3586 for (x=0; x<lev_fieldx; x++)
3588 if (AmoebaNr[x][y] == group_nr &&
3589 (Feld[x][y] == EL_AMOEBA_DEAD ||
3590 Feld[x][y] == EL_BD_AMOEBA ||
3591 Feld[x][y] == EL_AMOEBA_CREATING))
3594 Feld[x][y] = new_element;
3595 InitField(x, y, FALSE);
3596 DrawLevelField(x, y);
3603 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3604 SND_BD_AMOEBA_TURNING_TO_ROCK :
3605 SND_BD_AMOEBA_TURNING_TO_GEM));
3608 void AmoebeWaechst(int x, int y)
3610 static unsigned long sound_delay = 0;
3611 static unsigned long sound_delay_value = 0;
3613 if (!MovDelay[x][y]) /* start new growing cycle */
3617 if (DelayReached(&sound_delay, sound_delay_value))
3619 if (Store[x][y] == EL_BD_AMOEBA)
3620 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3622 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3623 sound_delay_value = 30;
3627 if (MovDelay[x][y]) /* wait some time before growing bigger */
3630 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3632 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3633 6 - MovDelay[x][y]);
3635 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3638 if (!MovDelay[x][y])
3640 Feld[x][y] = Store[x][y];
3642 DrawLevelField(x, y);
3647 void AmoebaDisappearing(int x, int y)
3649 static unsigned long sound_delay = 0;
3650 static unsigned long sound_delay_value = 0;
3652 if (!MovDelay[x][y]) /* start new shrinking cycle */
3656 if (DelayReached(&sound_delay, sound_delay_value))
3657 sound_delay_value = 30;
3660 if (MovDelay[x][y]) /* wait some time before shrinking */
3663 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3665 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3666 6 - MovDelay[x][y]);
3668 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3671 if (!MovDelay[x][y])
3673 Feld[x][y] = EL_EMPTY;
3674 DrawLevelField(x, y);
3676 /* don't let mole enter this field in this cycle;
3677 (give priority to objects falling to this field from above) */
3683 void AmoebeAbleger(int ax, int ay)
3686 int element = Feld[ax][ay];
3687 int newax = ax, neway = ay;
3688 static int xy[4][2] =
3696 if (!level.amoeba_speed)
3698 Feld[ax][ay] = EL_AMOEBA_DEAD;
3699 DrawLevelField(ax, ay);
3703 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3704 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3706 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3709 if (MovDelay[ax][ay])
3713 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3716 int x = ax + xy[start][0];
3717 int y = ay + xy[start][1];
3719 if (!IN_LEV_FIELD(x, y))
3722 if (IS_FREE(x, y) ||
3723 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3729 if (newax == ax && neway == ay)
3732 else /* normal or "filled" (BD style) amoeba */
3735 boolean waiting_for_player = FALSE;
3739 int j = (start + i) % 4;
3740 int x = ax + xy[j][0];
3741 int y = ay + xy[j][1];
3743 if (!IN_LEV_FIELD(x, y))
3746 if (IS_FREE(x, y) ||
3747 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3753 else if (IS_PLAYER(x, y))
3754 waiting_for_player = TRUE;
3757 if (newax == ax && neway == ay) /* amoeba cannot grow */
3759 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3761 Feld[ax][ay] = EL_AMOEBA_DEAD;
3762 DrawLevelField(ax, ay);
3763 AmoebaCnt[AmoebaNr[ax][ay]]--;
3765 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3767 if (element == EL_AMOEBA_FULL)
3768 AmoebeUmwandeln(ax, ay);
3769 else if (element == EL_BD_AMOEBA)
3770 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3775 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3777 /* amoeba gets larger by growing in some direction */
3779 int new_group_nr = AmoebaNr[ax][ay];
3782 if (new_group_nr == 0)
3784 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3785 printf("AmoebeAbleger(): This should never happen!\n");
3790 AmoebaNr[newax][neway] = new_group_nr;
3791 AmoebaCnt[new_group_nr]++;
3792 AmoebaCnt2[new_group_nr]++;
3794 /* if amoeba touches other amoeba(s) after growing, unify them */
3795 AmoebenVereinigen(newax, neway);
3797 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3799 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3805 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3806 (neway == lev_fieldy - 1 && newax != ax))
3808 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3809 Store[newax][neway] = element;
3811 else if (neway == ay)
3813 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3814 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3818 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3819 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3820 Store[ax][ay] = EL_AMOEBA_DROP;
3821 ContinueMoving(ax, ay);
3825 DrawLevelField(newax, neway);
3828 void Life(int ax, int ay)
3831 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3833 int element = Feld[ax][ay];
3834 boolean changed = FALSE;
3839 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3840 MovDelay[ax][ay] = life_time;
3842 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3845 if (MovDelay[ax][ay])
3849 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3851 int xx = ax+x1, yy = ay+y1;
3854 if (!IN_LEV_FIELD(xx, yy))
3857 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3859 int x = xx+x2, y = yy+y2;
3861 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3864 if (((Feld[x][y] == element ||
3865 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3867 (IS_FREE(x, y) && Stop[x][y]))
3871 if (xx == ax && yy == ay) /* field in the middle */
3873 if (nachbarn < life[0] || nachbarn > life[1])
3875 Feld[xx][yy] = EL_EMPTY;
3877 DrawLevelField(xx, yy);
3878 Stop[xx][yy] = TRUE;
3882 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3883 { /* free border field */
3884 if (nachbarn >= life[2] && nachbarn <= life[3])
3886 Feld[xx][yy] = element;
3887 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3889 DrawLevelField(xx, yy);
3890 Stop[xx][yy] = TRUE;
3897 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3898 SND_BIOMAZE_CREATING);
3901 void RobotWheel(int x, int y)
3903 if (!MovDelay[x][y]) /* next animation frame */
3904 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3906 if (MovDelay[x][y]) /* wait some time before next frame */
3911 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3913 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
3915 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
3918 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3924 Feld[x][y] = EL_ROBOT_WHEEL;
3925 DrawLevelField(x, y);
3927 if (ZX == x && ZY == y)
3931 void TimegateWheel(int x, int y)
3933 if (!MovDelay[x][y]) /* next animation frame */
3934 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3936 if (MovDelay[x][y]) /* wait some time before next frame */
3941 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3943 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
3945 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
3948 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3954 Feld[x][y] = EL_TIMEGATE_SWITCH;
3955 DrawLevelField(x, y);
3957 /* !!! THIS LOOKS WRONG !!! */
3958 if (ZX == x && ZY == y)
3962 void NussKnacken(int x, int y)
3964 if (!MovDelay[x][y]) /* next animation frame */
3967 if (MovDelay[x][y]) /* wait some time before next frame */
3972 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3974 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
3975 6 - MovDelay[x][y]);
3977 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
3984 Feld[x][y] = EL_EMERALD;
3985 DrawLevelField(x, y);
3988 void BreakingPearl(int x, int y)
3990 if (!MovDelay[x][y]) /* next animation frame */
3993 if (MovDelay[x][y]) /* wait some time before next frame */
3998 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4000 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
4001 8 - MovDelay[x][y]);
4003 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4010 Feld[x][y] = EL_EMPTY;
4011 DrawLevelField(x, y);
4014 void SiebAktivieren(int x, int y, int type)
4016 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4018 DrawGraphicAnimation(x, y, graphic);
4021 void AusgangstuerPruefen(int x, int y)
4023 if (local_player->gems_still_needed > 0 ||
4024 local_player->sokobanfields_still_needed > 0 ||
4025 local_player->lights_still_needed > 0)
4028 Feld[x][y] = EL_EXIT_OPENING;
4030 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4031 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4032 y < LEVELY(BY1) ? LEVELY(BY1) :
4033 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4037 void AusgangstuerPruefen_SP(int x, int y)
4039 if (local_player->gems_still_needed > 0)
4042 Feld[x][y] = EL_SP_EXIT_OPEN;
4044 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4045 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4046 y < LEVELY(BY1) ? LEVELY(BY1) :
4047 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4048 SND_SP_EXIT_OPENING);
4051 void AusgangstuerOeffnen(int x, int y)
4055 if (!MovDelay[x][y]) /* next animation frame */
4056 MovDelay[x][y] = 5 * delay;
4058 if (MovDelay[x][y]) /* wait some time before next frame */
4063 tuer = MovDelay[x][y] / delay;
4065 if (!(MovDelay[x][y] % delay))
4067 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4069 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4070 29 - MovDelay[x][y]);
4072 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4079 Feld[x][y] = EL_EXIT_OPEN;
4080 DrawLevelField(x, y);
4083 void OpenSwitchgate(int x, int y)
4087 if (!MovDelay[x][y]) /* next animation frame */
4088 MovDelay[x][y] = 5 * delay;
4090 if (MovDelay[x][y]) /* wait some time before next frame */
4094 if (!(MovDelay[x][y] % delay))
4096 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4098 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4099 29 - MovDelay[x][y]);
4101 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4108 Feld[x][y] = EL_SWITCHGATE_OPEN;
4109 DrawLevelField(x, y);
4112 void CloseSwitchgate(int x, int y)
4116 if (!MovDelay[x][y]) /* next animation frame */
4117 MovDelay[x][y] = 5 * delay;
4119 if (MovDelay[x][y]) /* wait some time before next frame */
4123 if (!(MovDelay[x][y] % delay))
4125 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4127 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4128 29 - MovDelay[x][y]);
4130 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4137 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4138 DrawLevelField(x, y);
4141 void OpenTimegate(int x, int y)
4145 if (!MovDelay[x][y]) /* next animation frame */
4146 MovDelay[x][y] = 5 * delay;
4148 if (MovDelay[x][y]) /* wait some time before next frame */
4152 if (!(MovDelay[x][y] % delay))
4154 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4156 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4157 29 - MovDelay[x][y]);
4159 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4166 Feld[x][y] = EL_TIMEGATE_OPEN;
4167 DrawLevelField(x, y);
4170 void CloseTimegate(int x, int y)
4174 if (!MovDelay[x][y]) /* next animation frame */
4175 MovDelay[x][y] = 5 * delay;
4177 if (MovDelay[x][y]) /* wait some time before next frame */
4181 if (!(MovDelay[x][y] % delay))
4183 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4185 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4186 29 - MovDelay[x][y]);
4188 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4195 Feld[x][y] = EL_TIMEGATE_CLOSED;
4196 DrawLevelField(x, y);
4199 static void CloseAllOpenTimegates()
4203 for (y=0; y<lev_fieldy; y++)
4205 for (x=0; x<lev_fieldx; x++)
4207 int element = Feld[x][y];
4209 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4211 Feld[x][y] = EL_TIMEGATE_CLOSING;
4212 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4218 void EdelsteinFunkeln(int x, int y)
4220 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4223 if (Feld[x][y] == EL_BD_DIAMOND)
4224 DrawGraphicAnimation(x, y, IMG_BD_DIAMOND);
4227 if (!MovDelay[x][y]) /* next animation frame */
4228 MovDelay[x][y] = 11 * !SimpleRND(500);
4230 if (MovDelay[x][y]) /* wait some time before next frame */
4234 if (setup.direct_draw && MovDelay[x][y])
4235 SetDrawtoField(DRAW_BUFFERED);
4238 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4240 DrawGraphicAnimation(x, y, el2img(Feld[x][y]));
4245 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4246 10 - MovDelay[x][y]);
4248 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4250 if (setup.direct_draw)
4254 dest_x = FX + SCREENX(x) * TILEX;
4255 dest_y = FY + SCREENY(y) * TILEY;
4257 BlitBitmap(drawto_field, window,
4258 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4259 SetDrawtoField(DRAW_DIRECT);
4266 void MauerWaechst(int x, int y)
4270 if (!MovDelay[x][y]) /* next animation frame */
4271 MovDelay[x][y] = 3 * delay;
4273 if (MovDelay[x][y]) /* wait some time before next frame */
4277 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4279 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4280 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4282 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4285 if (!MovDelay[x][y])
4287 if (MovDir[x][y] == MV_LEFT)
4289 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4290 DrawLevelField(x - 1, y);
4292 else if (MovDir[x][y] == MV_RIGHT)
4294 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4295 DrawLevelField(x + 1, y);
4297 else if (MovDir[x][y] == MV_UP)
4299 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4300 DrawLevelField(x, y - 1);
4304 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4305 DrawLevelField(x, y + 1);
4308 Feld[x][y] = Store[x][y];
4310 MovDir[x][y] = MV_NO_MOVING;
4311 DrawLevelField(x, y);
4316 void MauerAbleger(int ax, int ay)
4318 int element = Feld[ax][ay];
4319 boolean oben_frei = FALSE, unten_frei = FALSE;
4320 boolean links_frei = FALSE, rechts_frei = FALSE;
4321 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4322 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4323 boolean new_wall = FALSE;
4325 if (!MovDelay[ax][ay]) /* start building new wall */
4326 MovDelay[ax][ay] = 6;
4328 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4331 if (MovDelay[ax][ay])
4335 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4337 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4339 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4341 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4344 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4348 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4349 Store[ax][ay-1] = element;
4350 MovDir[ax][ay-1] = MV_UP;
4351 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4352 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4353 IMG_WALL_GROWING_ACTIVE_UP, 0);
4358 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4359 Store[ax][ay+1] = element;
4360 MovDir[ax][ay+1] = MV_DOWN;
4361 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4362 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4363 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4368 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4369 element == EL_WALL_GROWING)
4373 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4374 Store[ax-1][ay] = element;
4375 MovDir[ax-1][ay] = MV_LEFT;
4376 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4377 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4378 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4384 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4385 Store[ax+1][ay] = element;
4386 MovDir[ax+1][ay] = MV_RIGHT;
4387 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4388 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4389 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4394 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4395 DrawLevelField(ax, ay);
4397 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4399 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4400 unten_massiv = TRUE;
4401 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4402 links_massiv = TRUE;
4403 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4404 rechts_massiv = TRUE;
4406 if (((oben_massiv && unten_massiv) ||
4407 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4408 ((links_massiv && rechts_massiv) ||
4409 element == EL_WALL_GROWING_Y))
4410 Feld[ax][ay] = EL_WALL;
4413 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4416 void CheckForDragon(int x, int y)
4419 boolean dragon_found = FALSE;
4420 static int xy[4][2] =
4432 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4434 if (IN_LEV_FIELD(xx, yy) &&
4435 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4437 if (Feld[xx][yy] == EL_DRAGON)
4438 dragon_found = TRUE;
4451 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4453 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4455 Feld[xx][yy] = EL_EMPTY;
4456 DrawLevelField(xx, yy);
4465 static void CheckBuggyBase(int x, int y)
4467 int element = Feld[x][y];
4469 if (element == EL_SP_BUGGY_BASE)
4471 if (!MovDelay[x][y]) /* wait some time before activating base */
4472 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4477 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4478 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
4482 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4485 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4487 if (!MovDelay[x][y]) /* start activating buggy base */
4488 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4496 static int xy[4][2] =
4504 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4506 int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
4507 int frame = getGraphicAnimationFrame(graphic, SimpleRND(100));
4509 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4514 int xx = x + xy[i][0], yy = y + xy[i][1];
4516 if (IS_PLAYER(xx, yy))
4518 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4526 Feld[x][y] = EL_SP_BUGGY_BASE;
4527 DrawLevelField(x, y);
4532 static void CheckTrap(int x, int y)
4534 int element = Feld[x][y];
4536 if (element == EL_TRAP)
4538 if (!MovDelay[x][y]) /* wait some time before activating trap */
4539 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4547 Feld[x][y] = EL_TRAP_ACTIVE;
4548 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4551 else if (element == EL_TRAP_ACTIVE)
4556 if (!MovDelay[x][y]) /* start activating trap */
4557 MovDelay[x][y] = num_frames * delay;
4565 if (!(MovDelay[x][y] % delay))
4567 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4569 int graphic = IMG_TRAP_ACTIVE;
4570 int frame = getGraphicAnimationFrame(graphic, 31 - MovDelay[x][y]);
4572 DrawGraphic(SCREENX(x),SCREENY(y), graphic, frame);
4573 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4580 Feld[x][y] = EL_TRAP;
4581 DrawLevelField(x, y);
4586 static void DrawBeltAnimation(int x, int y, int element)
4588 int belt_nr = getBeltNrFromBeltActiveElement(element);
4589 int belt_dir = game.belt_dir[belt_nr];
4591 if (belt_dir != MV_NO_MOVING)
4593 int graphic = el2img(element);
4595 DrawGraphicAnimation(x, y, graphic);
4597 if (!(FrameCounter % 2))
4598 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4602 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4604 static byte stored_player_action[MAX_PLAYERS];
4605 static int num_stored_actions = 0;
4607 static boolean save_tape_entry = FALSE;
4609 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4610 int left = player_action & JOY_LEFT;
4611 int right = player_action & JOY_RIGHT;
4612 int up = player_action & JOY_UP;
4613 int down = player_action & JOY_DOWN;
4614 int button1 = player_action & JOY_BUTTON_1;
4615 int button2 = player_action & JOY_BUTTON_2;
4616 int dx = (left ? -1 : right ? 1 : 0);
4617 int dy = (up ? -1 : down ? 1 : 0);
4619 stored_player_action[player->index_nr] = 0;
4620 num_stored_actions++;
4622 if (!player->active || tape.pausing)
4628 save_tape_entry = TRUE;
4630 player->frame_reset_delay = 0;
4633 snapped = SnapField(player, dx, dy);
4637 bombed = PlaceBomb(player);
4638 moved = MoveFigure(player, dx, dy);
4641 if (tape.single_step && tape.recording && !tape.pausing)
4643 if (button1 || (bombed && !moved))
4645 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4646 SnapField(player, 0, 0); /* stop snapping */
4651 if (tape.recording && (moved || snapped || bombed))
4653 if (bombed && !moved)
4654 player_action &= JOY_BUTTON;
4656 stored_player_action[player->index_nr] = player_action;
4657 save_tape_entry = TRUE;
4659 else if (tape.playing && snapped)
4660 SnapField(player, 0, 0); /* stop snapping */
4662 stored_player_action[player->index_nr] = player_action;
4667 /* no actions for this player (no input at player's configured device) */
4669 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4670 SnapField(player, 0, 0);
4671 CheckGravityMovement(player);
4674 if (player->MovPos == 0) /* needed for tape.playing */
4675 player->is_moving = FALSE;
4678 if (player->MovPos == 0) /* needed for tape.playing */
4679 player->last_move_dir = MV_NO_MOVING;
4681 /* !!! CHECK THIS AGAIN !!!
4682 (Seems to be needed for some EL_ROBOT stuff, but breaks
4683 tapes when walking through pipes!)
4686 /* it seems that "player->last_move_dir" is misused as some sort of
4687 "player->is_just_moving_in_this_moment", which is needed for the
4688 robot stuff (robots don't kill players when they are moving)
4692 /* if the player does not move for some time, reset animation to start */
4693 if (++player->frame_reset_delay > player->move_delay_value)
4698 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4700 TapeRecordAction(stored_player_action);
4701 num_stored_actions = 0;
4702 save_tape_entry = FALSE;
4705 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4707 TapeRecordAction(stored_player_action);
4708 num_stored_actions = 0;
4713 if (tape.playing && !tape.pausing && !player_action &&
4714 tape.counter < tape.length)
4716 int jx = player->jx, jy = player->jy;
4718 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4720 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4721 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4723 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4725 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4727 int el = Feld[jx+dx][jy];
4728 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4729 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4731 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4733 player->MovDir = next_joy;
4734 player->Frame = FrameCounter % 4;
4735 player->Pushing = TRUE;
4745 static unsigned long action_delay = 0;
4746 unsigned long action_delay_value;
4747 int sieb_x = 0, sieb_y = 0;
4748 int i, x, y, element;
4749 byte *recorded_player_action;
4750 byte summarized_player_action = 0;
4752 if (game_status != PLAYING)
4755 action_delay_value =
4756 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4758 if (tape.playing && tape.index_search && !tape.pausing)
4759 action_delay_value = 0;
4761 /* ---------- main game synchronization point ---------- */
4763 WaitUntilDelayReached(&action_delay, action_delay_value);
4765 if (network_playing && !network_player_action_received)
4769 printf("DEBUG: try to get network player actions in time\n");
4773 #if defined(PLATFORM_UNIX)
4774 /* last chance to get network player actions without main loop delay */
4778 if (game_status != PLAYING)
4781 if (!network_player_action_received)
4785 printf("DEBUG: failed to get network player actions in time\n");
4795 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4797 for (i=0; i<MAX_PLAYERS; i++)
4799 summarized_player_action |= stored_player[i].action;
4801 if (!network_playing)
4802 stored_player[i].effective_action = stored_player[i].action;
4805 #if defined(PLATFORM_UNIX)
4806 if (network_playing)
4807 SendToServer_MovePlayer(summarized_player_action);
4810 if (!options.network && !setup.team_mode)
4811 local_player->effective_action = summarized_player_action;
4813 for (i=0; i<MAX_PLAYERS; i++)
4815 int actual_player_action = stored_player[i].effective_action;
4817 if (stored_player[i].programmed_action)
4818 actual_player_action = stored_player[i].programmed_action;
4820 if (recorded_player_action)
4821 actual_player_action = recorded_player_action[i];
4823 PlayerActions(&stored_player[i], actual_player_action);
4824 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4827 network_player_action_received = FALSE;
4829 ScrollScreen(NULL, SCROLL_GO_ON);
4835 if (TimeFrames == 0 && local_player->active)
4837 extern unsigned int last_RND();
4839 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4840 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4847 if (GameFrameDelay >= 500)
4848 printf("FrameCounter == %d\n", FrameCounter);
4857 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4860 if (JustStopped[x][y] > 0)
4861 JustStopped[x][y]--;
4864 if (IS_BLOCKED(x, y))
4868 Blocked2Moving(x, y, &oldx, &oldy);
4869 if (!IS_MOVING(oldx, oldy))
4871 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4872 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4873 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4874 printf("GameActions(): This should never happen!\n");
4880 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4882 element = Feld[x][y];
4884 if (IS_INACTIVE(element))
4887 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4892 if (Feld[x][y] == EL_EMERALD &&
4893 new_graphic_info[IMG_EMERALD].anim_frames > 1 &&
4895 DrawGraphicAnimation(x, y, IMG_EMERALD);
4898 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4899 EdelsteinFunkeln(x, y);
4901 else if (IS_MOVING(x, y))
4902 ContinueMoving(x, y);
4903 else if (IS_ACTIVE_BOMB(element))
4904 CheckDynamite(x, y);
4906 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4907 Explode(x, y, Frame[x][y], EX_NORMAL);
4909 else if (element == EL_AMOEBA_CREATING)
4910 AmoebeWaechst(x, y);
4911 else if (element == EL_AMOEBA_SHRINKING)
4912 AmoebaDisappearing(x, y);
4914 #if !USE_NEW_AMOEBA_CODE
4915 else if (IS_AMOEBALIVE(element))
4916 AmoebeAbleger(x, y);
4919 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4921 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4923 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4924 TimegateWheel(x, y);
4925 else if (element == EL_ACID)
4926 DrawGraphicAnimation(x, y, IMG_ACID);
4927 else if (element == EL_ACID_SPLASH_LEFT ||
4928 element == EL_ACID_SPLASH_RIGHT)
4930 else if (element == EL_NUT_CRACKING)
4932 else if (element == EL_PEARL_BREAKING)
4933 BreakingPearl(x, y);
4934 else if (element == EL_EXIT_CLOSED)
4935 AusgangstuerPruefen(x, y);
4936 else if (element == EL_SP_EXIT_CLOSED)
4937 AusgangstuerPruefen_SP(x, y);
4938 else if (element == EL_EXIT_OPENING)
4939 AusgangstuerOeffnen(x, y);
4940 else if (element == EL_EXIT_OPEN)
4941 DrawGraphicAnimation(x, y, IMG_EXIT_OPEN);
4942 else if (element == EL_SP_EXIT_OPEN)
4943 DrawGraphicAnimation(x, y, IMG_SP_EXIT_OPEN);
4944 else if (element == EL_WALL_GROWING_ACTIVE)
4946 else if (element == EL_WALL_GROWING ||
4947 element == EL_WALL_GROWING_X ||
4948 element == EL_WALL_GROWING_Y ||
4949 element == EL_WALL_GROWING_XY)
4951 else if (element == EL_FLAMES)
4952 CheckForDragon(x, y);
4953 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
4954 CheckBuggyBase(x, y);
4955 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
4957 else if (element == EL_SP_TERMINAL)
4958 DrawGraphicAnimation(x, y, IMG_SP_TERMINAL);
4959 else if (element == EL_SP_TERMINAL_ACTIVE)
4960 DrawGraphicAnimation(x, y, IMG_SP_TERMINAL_ACTIVE);
4961 else if (IS_BELT_ACTIVE(element))
4962 DrawBeltAnimation(x, y, element);
4963 else if (element == EL_SWITCHGATE_OPENING)
4964 OpenSwitchgate(x, y);
4965 else if (element == EL_SWITCHGATE_CLOSING)
4966 CloseSwitchgate(x, y);
4967 else if (element == EL_TIMEGATE_OPENING)
4969 else if (element == EL_TIMEGATE_CLOSING)
4970 CloseTimegate(x, y);
4971 else if (element == EL_EXTRA_TIME)
4972 DrawGraphicAnimation(x, y, IMG_EXTRA_TIME);
4973 else if (element == EL_SHIELD_NORMAL)
4974 DrawGraphicAnimation(x, y, IMG_SHIELD_NORMAL);
4975 else if (element == EL_SHIELD_DEADLY)
4976 DrawGraphicAnimation(x, y, IMG_SHIELD_DEADLY);
4978 if (game.magic_wall_active)
4980 boolean sieb = FALSE;
4981 int jx = local_player->jx, jy = local_player->jy;
4983 if (element == EL_MAGIC_WALL_FULL ||
4984 element == EL_MAGIC_WALL_ACTIVE ||
4985 element == EL_MAGIC_WALL_EMPTYING)
4987 SiebAktivieren(x, y, 1);
4990 else if (element == EL_BD_MAGIC_WALL_FULL ||
4991 element == EL_BD_MAGIC_WALL_ACTIVE ||
4992 element == EL_BD_MAGIC_WALL_EMPTYING)
4994 SiebAktivieren(x, y, 2);
4998 /* play the element sound at the position nearest to the player */
4999 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5007 #if USE_NEW_AMOEBA_CODE
5008 /* new experimental amoeba growth stuff */
5010 if (!(FrameCounter % 8))
5013 static unsigned long random = 1684108901;
5015 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5018 x = (random >> 10) % lev_fieldx;
5019 y = (random >> 20) % lev_fieldy;
5021 x = RND(lev_fieldx);
5022 y = RND(lev_fieldy);
5024 element = Feld[x][y];
5026 if (!IS_PLAYER(x,y) &&
5027 (element == EL_EMPTY ||
5028 element == EL_SAND ||
5029 element == EL_QUICKSAND_EMPTY ||
5030 element == EL_ACID_SPLASH_LEFT ||
5031 element == EL_ACID_SPLASH_RIGHT))
5033 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5034 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5035 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5036 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5037 Feld[x][y] = EL_AMOEBA_DROP;
5040 random = random * 129 + 1;
5046 if (game.explosions_delayed)
5049 game.explosions_delayed = FALSE;
5051 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5053 element = Feld[x][y];
5055 if (ExplodeField[x][y])
5056 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5057 else if (element == EL_EXPLOSION)
5058 Explode(x, y, Frame[x][y], EX_NORMAL);
5060 ExplodeField[x][y] = EX_NO_EXPLOSION;
5063 game.explosions_delayed = TRUE;
5066 if (game.magic_wall_active)
5068 if (!(game.magic_wall_time_left % 4))
5070 int element = Feld[sieb_x][sieb_y];
5072 if (element == EL_BD_MAGIC_WALL_FULL ||
5073 element == EL_BD_MAGIC_WALL_ACTIVE ||
5074 element == EL_BD_MAGIC_WALL_EMPTYING)
5075 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5077 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5080 if (game.magic_wall_time_left > 0)
5082 game.magic_wall_time_left--;
5083 if (!game.magic_wall_time_left)
5085 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5087 element = Feld[x][y];
5089 if (element == EL_MAGIC_WALL_ACTIVE ||
5090 element == EL_MAGIC_WALL_FULL)
5092 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5093 DrawLevelField(x, y);
5095 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5096 element == EL_BD_MAGIC_WALL_FULL)
5098 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5099 DrawLevelField(x, y);
5103 game.magic_wall_active = FALSE;
5108 if (game.light_time_left > 0)
5110 game.light_time_left--;
5112 if (game.light_time_left == 0)
5113 RedrawAllLightSwitchesAndInvisibleElements();
5116 if (game.timegate_time_left > 0)
5118 game.timegate_time_left--;
5120 if (game.timegate_time_left == 0)
5121 CloseAllOpenTimegates();
5124 for (i=0; i<MAX_PLAYERS; i++)
5126 struct PlayerInfo *player = &stored_player[i];
5128 if (SHIELD_ON(player))
5130 if (player->shield_deadly_time_left)
5131 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5132 else if (player->shield_normal_time_left)
5133 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5137 if (TimeFrames >= (1000 / GameFrameDelay))
5142 for (i=0; i<MAX_PLAYERS; i++)
5144 struct PlayerInfo *player = &stored_player[i];
5146 if (SHIELD_ON(player))
5148 player->shield_normal_time_left--;
5150 if (player->shield_deadly_time_left > 0)
5151 player->shield_deadly_time_left--;
5155 if (tape.recording || tape.playing)
5156 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5162 if (TimeLeft <= 10 && setup.time_limit)
5163 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5165 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5167 if (!TimeLeft && setup.time_limit)
5168 for (i=0; i<MAX_PLAYERS; i++)
5169 KillHero(&stored_player[i]);
5171 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5172 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5177 if (options.debug) /* calculate frames per second */
5179 static unsigned long fps_counter = 0;
5180 static int fps_frames = 0;
5181 unsigned long fps_delay_ms = Counter() - fps_counter;
5185 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5187 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5190 fps_counter = Counter();
5193 redraw_mask |= REDRAW_FPS;
5197 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5199 int min_x = x, min_y = y, max_x = x, max_y = y;
5202 for (i=0; i<MAX_PLAYERS; i++)
5204 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5206 if (!stored_player[i].active || &stored_player[i] == player)
5209 min_x = MIN(min_x, jx);
5210 min_y = MIN(min_y, jy);
5211 max_x = MAX(max_x, jx);
5212 max_y = MAX(max_y, jy);
5215 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5218 static boolean AllPlayersInVisibleScreen()
5222 for (i=0; i<MAX_PLAYERS; i++)
5224 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5226 if (!stored_player[i].active)
5229 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5236 void ScrollLevel(int dx, int dy)
5238 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5241 BlitBitmap(drawto_field, drawto_field,
5242 FX + TILEX*(dx == -1) - softscroll_offset,
5243 FY + TILEY*(dy == -1) - softscroll_offset,
5244 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5245 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5246 FX + TILEX*(dx == 1) - softscroll_offset,
5247 FY + TILEY*(dy == 1) - softscroll_offset);
5251 x = (dx == 1 ? BX1 : BX2);
5252 for (y=BY1; y<=BY2; y++)
5253 DrawScreenField(x, y);
5258 y = (dy == 1 ? BY1 : BY2);
5259 for (x=BX1; x<=BX2; x++)
5260 DrawScreenField(x, y);
5263 redraw_mask |= REDRAW_FIELD;
5266 static void CheckGravityMovement(struct PlayerInfo *player)
5268 if (level.gravity && !player->programmed_action)
5270 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5271 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5273 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5274 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5275 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5276 int jx = player->jx, jy = player->jy;
5277 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5278 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5279 int new_jx = jx + dx, new_jy = jy + dy;
5280 boolean field_under_player_is_free =
5281 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5282 boolean player_is_moving_to_valid_field =
5283 (IN_LEV_FIELD(new_jx, new_jy) &&
5284 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5285 Feld[new_jx][new_jy] == EL_SAND));
5287 if (field_under_player_is_free &&
5288 !player_is_moving_to_valid_field &&
5289 !IS_TUBE(Feld[jx][jy]))
5290 player->programmed_action = MV_DOWN;
5294 boolean MoveFigureOneStep(struct PlayerInfo *player,
5295 int dx, int dy, int real_dx, int real_dy)
5297 int jx = player->jx, jy = player->jy;
5298 int new_jx = jx+dx, new_jy = jy+dy;
5302 if (!player->active || (!dx && !dy))
5303 return MF_NO_ACTION;
5305 player->MovDir = (dx < 0 ? MV_LEFT :
5308 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5310 if (!IN_LEV_FIELD(new_jx, new_jy))
5311 return MF_NO_ACTION;
5313 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5314 return MF_NO_ACTION;
5317 element = MovingOrBlocked2Element(new_jx, new_jy);
5319 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5322 if (DONT_GO_TO(element))
5324 if (element == EL_ACID && dx == 0 && dy == 1)
5327 Feld[jx][jy] = EL_PLAYER1;
5328 InitMovingField(jx, jy, MV_DOWN);
5329 Store[jx][jy] = EL_ACID;
5330 ContinueMoving(jx, jy);
5334 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5339 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5340 if (can_move != MF_MOVING)
5343 StorePlayer[jx][jy] = 0;
5344 player->last_jx = jx;
5345 player->last_jy = jy;
5346 jx = player->jx = new_jx;
5347 jy = player->jy = new_jy;
5348 StorePlayer[jx][jy] = player->element_nr;
5351 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5353 ScrollFigure(player, SCROLL_INIT);
5358 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5360 int jx = player->jx, jy = player->jy;
5361 int old_jx = jx, old_jy = jy;
5362 int moved = MF_NO_ACTION;
5364 if (!player->active || (!dx && !dy))
5368 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5372 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5373 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5377 /* remove the last programmed player action */
5378 player->programmed_action = 0;
5382 /* should only happen if pre-1.2 tape recordings are played */
5383 /* this is only for backward compatibility */
5385 int original_move_delay_value = player->move_delay_value;
5388 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5391 /* scroll remaining steps with finest movement resolution */
5392 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5394 while (player->MovPos)
5396 ScrollFigure(player, SCROLL_GO_ON);
5397 ScrollScreen(NULL, SCROLL_GO_ON);
5403 player->move_delay_value = original_move_delay_value;
5406 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5408 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5409 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5413 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5414 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5420 if (moved & MF_MOVING && !ScreenMovPos &&
5421 (player == local_player || !options.network))
5423 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5424 int offset = (setup.scroll_delay ? 3 : 0);
5426 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5428 /* actual player has left the screen -- scroll in that direction */
5429 if (jx != old_jx) /* player has moved horizontally */
5430 scroll_x += (jx - old_jx);
5431 else /* player has moved vertically */
5432 scroll_y += (jy - old_jy);
5436 if (jx != old_jx) /* player has moved horizontally */
5438 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5439 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5440 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5442 /* don't scroll over playfield boundaries */
5443 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5444 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5446 /* don't scroll more than one field at a time */
5447 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5449 /* don't scroll against the player's moving direction */
5450 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5451 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5452 scroll_x = old_scroll_x;
5454 else /* player has moved vertically */
5456 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5457 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5458 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5460 /* don't scroll over playfield boundaries */
5461 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5462 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5464 /* don't scroll more than one field at a time */
5465 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5467 /* don't scroll against the player's moving direction */
5468 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5469 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5470 scroll_y = old_scroll_y;
5474 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5476 if (!options.network && !AllPlayersInVisibleScreen())
5478 scroll_x = old_scroll_x;
5479 scroll_y = old_scroll_y;
5483 ScrollScreen(player, SCROLL_INIT);
5484 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5489 if (!(moved & MF_MOVING) && !player->Pushing)
5493 player->Frame = (player->Frame + 1) % 4;
5495 player->Frame += 1 * 0;
5498 if (moved & MF_MOVING)
5500 if (old_jx != jx && old_jy == jy)
5501 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5502 else if (old_jx == jx && old_jy != jy)
5503 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5505 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5507 player->last_move_dir = player->MovDir;
5508 player->is_moving = TRUE;
5512 CheckGravityMovement(player);
5515 player->last_move_dir = MV_NO_MOVING;
5517 player->is_moving = FALSE;
5520 TestIfHeroTouchesBadThing(jx, jy);
5522 if (!player->active)
5528 void ScrollFigure(struct PlayerInfo *player, int mode)
5530 int jx = player->jx, jy = player->jy;
5531 int last_jx = player->last_jx, last_jy = player->last_jy;
5532 int move_stepsize = TILEX / player->move_delay_value;
5534 if (!player->active || !player->MovPos)
5537 if (mode == SCROLL_INIT)
5539 player->actual_frame_counter = FrameCounter;
5540 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5544 if (Feld[last_jx][last_jy] == EL_EMPTY)
5545 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5550 else if (!FrameReached(&player->actual_frame_counter, 1))
5553 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5554 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5557 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5558 Feld[last_jx][last_jy] = EL_EMPTY;
5560 /* before DrawPlayer() to draw correct player graphic for this case */
5561 if (player->MovPos == 0)
5562 CheckGravityMovement(player);
5566 if (player->MovPos == 0)
5568 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5570 /* continue with normal speed after quickly moving through gate */
5571 HALVE_PLAYER_SPEED(player);
5573 /* be able to make the next move without delay */
5574 player->move_delay = 0;
5577 player->last_jx = jx;
5578 player->last_jy = jy;
5580 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5581 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5585 if (local_player->friends_still_needed == 0 ||
5586 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5587 player->LevelSolved = player->GameOver = TRUE;
5590 if (tape.single_step && tape.recording && !tape.pausing &&
5591 !player->programmed_action)
5592 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5596 void ScrollScreen(struct PlayerInfo *player, int mode)
5598 static unsigned long screen_frame_counter = 0;
5600 if (mode == SCROLL_INIT)
5602 /* set scrolling step size according to actual player's moving speed */
5603 ScrollStepSize = TILEX / player->move_delay_value;
5605 screen_frame_counter = FrameCounter;
5606 ScreenMovDir = player->MovDir;
5607 ScreenMovPos = player->MovPos;
5608 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5611 else if (!FrameReached(&screen_frame_counter, 1))
5616 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5617 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5618 redraw_mask |= REDRAW_FIELD;
5621 ScreenMovDir = MV_NO_MOVING;
5624 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5626 int i, kill_x = -1, kill_y = -1;
5627 static int test_xy[4][2] =
5634 static int test_dir[4] =
5644 int test_x, test_y, test_move_dir, test_element;
5646 test_x = good_x + test_xy[i][0];
5647 test_y = good_y + test_xy[i][1];
5648 if (!IN_LEV_FIELD(test_x, test_y))
5652 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5655 test_element = Feld[test_x][test_y];
5657 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5660 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5661 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5663 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5664 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5672 if (kill_x != -1 || kill_y != -1)
5674 if (IS_PLAYER(good_x, good_y))
5676 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5678 if (player->shield_deadly_time_left > 0)
5679 Bang(kill_x, kill_y);
5680 else if (!PLAYER_PROTECTED(good_x, good_y))
5684 Bang(good_x, good_y);
5688 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5690 int i, kill_x = -1, kill_y = -1;
5691 int bad_element = Feld[bad_x][bad_y];
5692 static int test_xy[4][2] =
5699 static int test_dir[4] =
5707 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5712 int test_x, test_y, test_move_dir, test_element;
5714 test_x = bad_x + test_xy[i][0];
5715 test_y = bad_y + test_xy[i][1];
5716 if (!IN_LEV_FIELD(test_x, test_y))
5720 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5722 test_element = Feld[test_x][test_y];
5724 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5725 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5727 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5728 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5730 /* good thing is player or penguin that does not move away */
5731 if (IS_PLAYER(test_x, test_y))
5733 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5735 if (bad_element == EL_ROBOT && player->is_moving)
5736 continue; /* robot does not kill player if he is moving */
5742 else if (test_element == EL_PENGUIN)
5751 if (kill_x != -1 || kill_y != -1)
5753 if (IS_PLAYER(kill_x, kill_y))
5755 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5758 int dir = player->MovDir;
5759 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5760 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5762 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5763 newx != bad_x && newy != bad_y)
5764 ; /* robot does not kill player if he is moving */
5766 printf("-> %d\n", player->MovDir);
5768 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5769 newx != bad_x && newy != bad_y)
5770 ; /* robot does not kill player if he is moving */
5775 if (player->shield_deadly_time_left > 0)
5777 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5781 Bang(kill_x, kill_y);
5785 void TestIfHeroTouchesBadThing(int x, int y)
5787 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5790 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5792 TestIfGoodThingHitsBadThing(x, y, move_dir);
5795 void TestIfBadThingTouchesHero(int x, int y)
5797 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5800 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5802 TestIfBadThingHitsGoodThing(x, y, move_dir);
5805 void TestIfFriendTouchesBadThing(int x, int y)
5807 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5810 void TestIfBadThingTouchesFriend(int x, int y)
5812 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5815 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5817 int i, kill_x = bad_x, kill_y = bad_y;
5818 static int xy[4][2] =
5830 x = bad_x + xy[i][0];
5831 y = bad_y + xy[i][1];
5832 if (!IN_LEV_FIELD(x, y))
5835 element = Feld[x][y];
5836 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5837 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5845 if (kill_x != bad_x || kill_y != bad_y)
5849 void KillHero(struct PlayerInfo *player)
5851 int jx = player->jx, jy = player->jy;
5853 if (!player->active)
5856 if (IS_PFORTE(Feld[jx][jy]))
5857 Feld[jx][jy] = EL_EMPTY;
5859 /* deactivate shield (else Bang()/Explode() would not work right) */
5860 player->shield_normal_time_left = 0;
5861 player->shield_deadly_time_left = 0;
5867 static void KillHeroUnlessProtected(int x, int y)
5869 if (!PLAYER_PROTECTED(x, y))
5870 KillHero(PLAYERINFO(x, y));
5873 void BuryHero(struct PlayerInfo *player)
5875 int jx = player->jx, jy = player->jy;
5877 if (!player->active)
5880 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5881 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5883 player->GameOver = TRUE;
5887 void RemoveHero(struct PlayerInfo *player)
5889 int jx = player->jx, jy = player->jy;
5890 int i, found = FALSE;
5892 player->present = FALSE;
5893 player->active = FALSE;
5895 if (!ExplodeField[jx][jy])
5896 StorePlayer[jx][jy] = 0;
5898 for (i=0; i<MAX_PLAYERS; i++)
5899 if (stored_player[i].active)
5903 AllPlayersGone = TRUE;
5909 int DigField(struct PlayerInfo *player,
5910 int x, int y, int real_dx, int real_dy, int mode)
5912 int jx = player->jx, jy = player->jy;
5913 int dx = x - jx, dy = y - jy;
5914 int move_direction = (dx == -1 ? MV_LEFT :
5915 dx == +1 ? MV_RIGHT :
5917 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5920 if (player->MovPos == 0)
5921 player->Pushing = FALSE;
5923 if (mode == DF_NO_PUSH)
5925 player->Switching = FALSE;
5926 player->push_delay = 0;
5927 return MF_NO_ACTION;
5930 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5931 return MF_NO_ACTION;
5933 if (IS_TUBE(Feld[jx][jy]))
5936 int tube_leave_directions[][2] =
5938 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5939 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5940 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5941 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5942 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5943 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5944 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5945 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5946 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5947 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5948 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5949 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5952 while (tube_leave_directions[i][0] != Feld[jx][jy])
5955 if (tube_leave_directions[i][0] == -1) /* should not happen */
5959 if (!(tube_leave_directions[i][1] & move_direction))
5960 return MF_NO_ACTION; /* tube has no opening in this direction */
5963 element = Feld[x][y];
5969 case EL_INVISIBLE_SAND:
5970 case EL_INVISIBLE_SAND_ACTIVE:
5973 case EL_SP_BUGGY_BASE:
5975 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5980 case EL_EMERALD_YELLOW:
5981 case EL_EMERALD_RED:
5982 case EL_EMERALD_PURPLE:
5984 case EL_SP_INFOTRON:
5988 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5989 element == EL_PEARL ? 5 :
5990 element == EL_CRYSTAL ? 8 : 1);
5991 if (local_player->gems_still_needed < 0)
5992 local_player->gems_still_needed = 0;
5993 RaiseScoreElement(element);
5994 DrawText(DX_EMERALDS, DY_EMERALDS,
5995 int2str(local_player->gems_still_needed, 3),
5996 FS_SMALL, FC_YELLOW);
5997 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6002 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6003 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6007 Feld[x][y] = EL_EMPTY;
6008 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6016 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6018 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6021 case EL_SHIELD_NORMAL:
6023 player->shield_normal_time_left += 10;
6024 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6027 case EL_SHIELD_DEADLY:
6029 player->shield_normal_time_left += 10;
6030 player->shield_deadly_time_left += 10;
6031 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6035 case EL_SP_DISK_RED:
6038 RaiseScoreElement(EL_DYNAMITE);
6039 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6040 int2str(local_player->dynamite, 3),
6041 FS_SMALL, FC_YELLOW);
6042 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6045 case EL_DYNABOMB_NR:
6047 player->dynabomb_count++;
6048 player->dynabombs_left++;
6049 RaiseScoreElement(EL_DYNAMITE);
6050 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6053 case EL_DYNABOMB_SZ:
6055 player->dynabomb_size++;
6056 RaiseScoreElement(EL_DYNAMITE);
6057 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6060 case EL_DYNABOMB_XL:
6062 player->dynabomb_xl = TRUE;
6063 RaiseScoreElement(EL_DYNAMITE);
6064 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6072 int key_nr = element - EL_KEY1;
6075 player->key[key_nr] = TRUE;
6076 RaiseScoreElement(element);
6077 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6078 GFX_SCHLUESSEL1 + key_nr);
6079 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6080 GFX_SCHLUESSEL1 + key_nr);
6081 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6090 int key_nr = element - EL_EM_KEY1;
6093 player->key[key_nr] = TRUE;
6094 RaiseScoreElement(element);
6095 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6096 GFX_SCHLUESSEL1 + key_nr);
6097 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6098 GFX_SCHLUESSEL1 + key_nr);
6099 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6103 case EL_ROBOT_WHEEL:
6104 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6107 DrawLevelField(x, y);
6108 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6112 case EL_SP_TERMINAL:
6116 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6118 for (yy=0; yy<lev_fieldy; yy++)
6120 for (xx=0; xx<lev_fieldx; xx++)
6122 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6124 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6125 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6133 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6134 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6135 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6136 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6137 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6138 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6139 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6140 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6141 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6142 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6143 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6144 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6145 if (!player->Switching)
6147 player->Switching = TRUE;
6148 ToggleBeltSwitch(x, y);
6149 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6154 case EL_SWITCHGATE_SWITCH_UP:
6155 case EL_SWITCHGATE_SWITCH_DOWN:
6156 if (!player->Switching)
6158 player->Switching = TRUE;
6159 ToggleSwitchgateSwitch(x, y);
6160 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6165 case EL_LIGHT_SWITCH:
6166 case EL_LIGHT_SWITCH_ACTIVE:
6167 if (!player->Switching)
6169 player->Switching = TRUE;
6170 ToggleLightSwitch(x, y);
6171 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6172 SND_LIGHT_SWITCH_ACTIVATING :
6173 SND_LIGHT_SWITCH_DEACTIVATING);
6178 case EL_TIMEGATE_SWITCH:
6179 ActivateTimegateSwitch(x, y);
6180 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6185 case EL_BALLOON_SEND_LEFT:
6186 case EL_BALLOON_SEND_RIGHT:
6187 case EL_BALLOON_SEND_UP:
6188 case EL_BALLOON_SEND_DOWN:
6189 case EL_BALLOON_SEND_ANY_DIRECTION:
6190 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6191 game.balloon_dir = move_direction;
6193 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6194 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6195 element == EL_BALLOON_SEND_UP ? MV_UP :
6196 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6198 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6203 /* the following elements cannot be pushed by "snapping" */
6206 case EL_DX_SUPABOMB:
6208 case EL_TIME_ORB_EMPTY:
6210 case EL_SP_DISK_ORANGE:
6212 if (mode == DF_SNAP)
6213 return MF_NO_ACTION;
6214 /* no "break" -- fall through to next case */
6215 /* the following elements can be pushed by "snapping" */
6218 return MF_NO_ACTION;
6220 player->Pushing = TRUE;
6222 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6223 return MF_NO_ACTION;
6227 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6228 return MF_NO_ACTION;
6231 if (player->push_delay == 0)
6232 player->push_delay = FrameCounter;
6234 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6235 !tape.playing && element != EL_SPRING)
6236 return MF_NO_ACTION;
6238 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6239 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6240 element != EL_SPRING)
6241 return MF_NO_ACTION;
6244 if (mode == DF_SNAP)
6246 InitMovingField(x, y, move_direction);
6247 ContinueMoving(x, y);
6252 Feld[x + dx][y + dy] = element;
6255 if (element == EL_SPRING)
6257 Feld[x + dx][y + dy] = EL_SPRING;
6258 MovDir[x + dx][y + dy] = move_direction;
6261 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6263 DrawLevelField(x + dx, y + dy);
6264 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6271 if (!player->key[element - EL_GATE1])
6272 return MF_NO_ACTION;
6279 if (!player->key[element - EL_GATE1_GRAY])
6280 return MF_NO_ACTION;
6287 if (!player->key[element - EL_EM_GATE1])
6288 return MF_NO_ACTION;
6289 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6290 return MF_NO_ACTION;
6292 /* automatically move to the next field with double speed */
6293 player->programmed_action = move_direction;
6294 DOUBLE_PLAYER_SPEED(player);
6296 PlaySoundLevel(x, y, SND_GATE_PASSING);
6299 case EL_EM_GATE1_GRAY:
6300 case EL_EM_GATE2_GRAY:
6301 case EL_EM_GATE3_GRAY:
6302 case EL_EM_GATE4_GRAY:
6303 if (!player->key[element - EL_EM_GATE1_GRAY])
6304 return MF_NO_ACTION;
6305 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6306 return MF_NO_ACTION;
6308 /* automatically move to the next field with double speed */
6309 player->programmed_action = move_direction;
6310 DOUBLE_PLAYER_SPEED(player);
6312 PlaySoundLevel(x, y, SND_GATE_PASSING);
6315 case EL_SWITCHGATE_OPEN:
6316 case EL_TIMEGATE_OPEN:
6317 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6318 return MF_NO_ACTION;
6320 /* automatically move to the next field with double speed */
6321 player->programmed_action = move_direction;
6322 DOUBLE_PLAYER_SPEED(player);
6324 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6327 case EL_SP_PORT1_LEFT:
6328 case EL_SP_PORT2_LEFT:
6329 case EL_SP_PORT1_RIGHT:
6330 case EL_SP_PORT2_RIGHT:
6331 case EL_SP_PORT1_UP:
6332 case EL_SP_PORT2_UP:
6333 case EL_SP_PORT1_DOWN:
6334 case EL_SP_PORT2_DOWN:
6339 element != EL_SP_PORT1_LEFT &&
6340 element != EL_SP_PORT2_LEFT &&
6341 element != EL_SP_PORT_X &&
6342 element != EL_SP_PORT_XY) ||
6344 element != EL_SP_PORT1_RIGHT &&
6345 element != EL_SP_PORT2_RIGHT &&
6346 element != EL_SP_PORT_X &&
6347 element != EL_SP_PORT_XY) ||
6349 element != EL_SP_PORT1_UP &&
6350 element != EL_SP_PORT2_UP &&
6351 element != EL_SP_PORT_Y &&
6352 element != EL_SP_PORT_XY) ||
6354 element != EL_SP_PORT1_DOWN &&
6355 element != EL_SP_PORT2_DOWN &&
6356 element != EL_SP_PORT_Y &&
6357 element != EL_SP_PORT_XY) ||
6358 !IN_LEV_FIELD(x + dx, y + dy) ||
6359 !IS_FREE(x + dx, y + dy))
6360 return MF_NO_ACTION;
6362 /* automatically move to the next field with double speed */
6363 player->programmed_action = move_direction;
6364 DOUBLE_PLAYER_SPEED(player);
6366 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6370 case EL_TUBE_VERTICAL:
6371 case EL_TUBE_HORIZONTAL:
6372 case EL_TUBE_VERTICAL_LEFT:
6373 case EL_TUBE_VERTICAL_RIGHT:
6374 case EL_TUBE_HORIZONTAL_UP:
6375 case EL_TUBE_HORIZONTAL_DOWN:
6376 case EL_TUBE_LEFT_UP:
6377 case EL_TUBE_LEFT_DOWN:
6378 case EL_TUBE_RIGHT_UP:
6379 case EL_TUBE_RIGHT_DOWN:
6382 int tube_enter_directions[][2] =
6384 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6385 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6386 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6387 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6388 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6389 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6390 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6391 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6392 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6393 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6394 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6395 { -1, MV_NO_MOVING }
6398 while (tube_enter_directions[i][0] != element)
6401 if (tube_enter_directions[i][0] == -1) /* should not happen */
6405 if (!(tube_enter_directions[i][1] & move_direction))
6406 return MF_NO_ACTION; /* tube has no opening in this direction */
6408 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6412 case EL_EXIT_CLOSED:
6413 case EL_SP_EXIT_CLOSED:
6414 case EL_EXIT_OPENING:
6415 return MF_NO_ACTION;
6419 case EL_SP_EXIT_OPEN:
6420 if (mode == DF_SNAP)
6421 return MF_NO_ACTION;
6423 if (element == EL_EXIT_OPEN)
6424 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6426 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6431 Feld[x][y] = EL_LAMP_ACTIVE;
6432 local_player->lights_still_needed--;
6433 DrawLevelField(x, y);
6434 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6438 case EL_TIME_ORB_FULL:
6439 Feld[x][y] = EL_TIME_ORB_EMPTY;
6441 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6442 DrawLevelField(x, y);
6443 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6447 case EL_SOKOBAN_FIELD_EMPTY:
6450 case EL_SOKOBAN_OBJECT:
6451 case EL_SOKOBAN_FIELD_FULL:
6453 case EL_SP_DISK_YELLOW:
6455 if (mode == DF_SNAP)
6456 return MF_NO_ACTION;
6458 player->Pushing = TRUE;
6460 if (!IN_LEV_FIELD(x+dx, y+dy)
6461 || (!IS_FREE(x+dx, y+dy)
6462 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6463 || !IS_SB_ELEMENT(element))))
6464 return MF_NO_ACTION;
6468 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6469 return MF_NO_ACTION;
6471 else if (dy && real_dx)
6473 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6474 return MF_NO_ACTION;
6477 if (player->push_delay == 0)
6478 player->push_delay = FrameCounter;
6480 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6481 !tape.playing && element != EL_BALLOON)
6482 return MF_NO_ACTION;
6484 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6485 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6486 element != EL_BALLOON)
6487 return MF_NO_ACTION;
6490 if (IS_SB_ELEMENT(element))
6492 if (element == EL_SOKOBAN_FIELD_FULL)
6494 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6495 local_player->sokobanfields_still_needed++;
6500 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6502 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6503 local_player->sokobanfields_still_needed--;
6504 if (element == EL_SOKOBAN_OBJECT)
6505 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6507 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6511 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6512 if (element == EL_SOKOBAN_FIELD_FULL)
6513 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6515 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6521 Feld[x+dx][y+dy] = element;
6522 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6525 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6527 DrawLevelField(x, y);
6528 DrawLevelField(x + dx, y + dy);
6530 if (IS_SB_ELEMENT(element) &&
6531 local_player->sokobanfields_still_needed == 0 &&
6532 game.emulation == EMU_SOKOBAN)
6534 player->LevelSolved = player->GameOver = TRUE;
6535 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6546 return MF_NO_ACTION;
6549 player->push_delay = 0;
6554 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6556 int jx = player->jx, jy = player->jy;
6557 int x = jx + dx, y = jy + dy;
6559 if (!player->active || !IN_LEV_FIELD(x, y))
6567 if (player->MovPos == 0)
6568 player->Pushing = FALSE;
6570 player->snapped = FALSE;
6574 if (player->snapped)
6577 player->MovDir = (dx < 0 ? MV_LEFT :
6580 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6582 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6585 player->snapped = TRUE;
6586 DrawLevelField(x, y);
6592 boolean PlaceBomb(struct PlayerInfo *player)
6594 int jx = player->jx, jy = player->jy;
6597 if (!player->active || player->MovPos)
6600 element = Feld[jx][jy];
6602 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6603 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6606 if (element != EL_EMPTY)
6607 Store[jx][jy] = element;
6609 if (player->dynamite)
6611 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6612 MovDelay[jx][jy] = 96;
6614 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6615 FS_SMALL, FC_YELLOW);
6616 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6618 if (game.emulation == EMU_SUPAPLEX)
6619 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6621 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6624 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6629 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6630 MovDelay[jx][jy] = 96;
6631 player->dynabombs_left--;
6632 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6633 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6635 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6641 void PlaySoundLevel(int x, int y, int nr)
6643 static int loop_sound_frame[NUM_SOUND_FILES];
6644 static int loop_sound_volume[NUM_SOUND_FILES];
6645 int sx = SCREENX(x), sy = SCREENY(y);
6646 int volume, stereo_position;
6647 int max_distance = 8;
6648 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6650 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6651 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6654 if (!IN_LEV_FIELD(x, y) ||
6655 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6656 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6659 volume = SOUND_MAX_VOLUME;
6661 if (!IN_SCR_FIELD(sx, sy))
6663 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6664 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6666 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6669 stereo_position = (SOUND_MAX_LEFT +
6670 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6671 (SCR_FIELDX + 2 * max_distance));
6673 if (IS_LOOP_SOUND(nr))
6675 /* This assures that quieter loop sounds do not overwrite louder ones,
6676 while restarting sound volume comparison with each new game frame. */
6678 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6681 loop_sound_volume[nr] = volume;
6682 loop_sound_frame[nr] = FrameCounter;
6685 PlaySoundExt(nr, volume, stereo_position, type);
6688 void PlaySoundLevelAction(int x, int y, int sound_action)
6690 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6693 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6695 int sound_effect = element_action_sound[element][sound_action];
6697 if (sound_effect != -1)
6698 PlaySoundLevel(x, y, sound_effect);
6701 void RaiseScore(int value)
6703 local_player->score += value;
6704 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6705 FS_SMALL, FC_YELLOW);
6708 void RaiseScoreElement(int element)
6714 case EL_EMERALD_YELLOW:
6715 case EL_EMERALD_RED:
6716 case EL_EMERALD_PURPLE:
6717 RaiseScore(level.score[SC_EDELSTEIN]);
6720 RaiseScore(level.score[SC_DIAMANT]);
6723 case EL_BD_BUTTERFLY:
6724 RaiseScore(level.score[SC_KAEFER]);
6728 RaiseScore(level.score[SC_FLIEGER]);
6731 case EL_DARK_YAMYAM:
6732 RaiseScore(level.score[SC_MAMPFER]);
6735 RaiseScore(level.score[SC_ROBOT]);
6738 RaiseScore(level.score[SC_PACMAN]);
6741 RaiseScore(level.score[SC_KOKOSNUSS]);
6744 RaiseScore(level.score[SC_DYNAMIT]);
6750 RaiseScore(level.score[SC_SCHLUESSEL]);
6757 void RequestQuitGame(boolean ask_if_really_quit)
6759 if (AllPlayersGone ||
6760 !ask_if_really_quit ||
6761 level_editor_test_game ||
6762 Request("Do you really want to quit the game ?",
6763 REQ_ASK | REQ_STAY_CLOSED))
6765 #if defined(PLATFORM_UNIX)
6766 if (options.network)
6767 SendToServer_StopPlaying();
6771 game_status = MAINMENU;
6777 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6782 /* ---------- new game button stuff ---------------------------------------- */
6784 /* graphic position values for game buttons */
6785 #define GAME_BUTTON_XSIZE 30
6786 #define GAME_BUTTON_YSIZE 30
6787 #define GAME_BUTTON_XPOS 5
6788 #define GAME_BUTTON_YPOS 215
6789 #define SOUND_BUTTON_XPOS 5
6790 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6792 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6793 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6794 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6795 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6796 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6797 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6804 } gamebutton_info[NUM_GAME_BUTTONS] =
6807 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6812 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6817 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6822 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6823 SOUND_CTRL_ID_MUSIC,
6824 "background music on/off"
6827 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6828 SOUND_CTRL_ID_LOOPS,
6829 "sound loops on/off"
6832 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6833 SOUND_CTRL_ID_SIMPLE,
6834 "normal sounds on/off"
6838 void CreateGameButtons()
6842 for (i=0; i<NUM_GAME_BUTTONS; i++)
6844 Bitmap *gd_bitmap = pix[PIX_DOOR];
6845 struct GadgetInfo *gi;
6848 unsigned long event_mask;
6849 int gd_xoffset, gd_yoffset;
6850 int gd_x1, gd_x2, gd_y1, gd_y2;
6853 gd_xoffset = gamebutton_info[i].x;
6854 gd_yoffset = gamebutton_info[i].y;
6855 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6856 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6858 if (id == GAME_CTRL_ID_STOP ||
6859 id == GAME_CTRL_ID_PAUSE ||
6860 id == GAME_CTRL_ID_PLAY)
6862 button_type = GD_TYPE_NORMAL_BUTTON;
6864 event_mask = GD_EVENT_RELEASED;
6865 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6866 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6870 button_type = GD_TYPE_CHECK_BUTTON;
6872 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6873 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6874 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6875 event_mask = GD_EVENT_PRESSED;
6876 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6877 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6880 gi = CreateGadget(GDI_CUSTOM_ID, id,
6881 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6882 GDI_X, DX + gd_xoffset,
6883 GDI_Y, DY + gd_yoffset,
6884 GDI_WIDTH, GAME_BUTTON_XSIZE,
6885 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6886 GDI_TYPE, button_type,
6887 GDI_STATE, GD_BUTTON_UNPRESSED,
6888 GDI_CHECKED, checked,
6889 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6890 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6891 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6892 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6893 GDI_EVENT_MASK, event_mask,
6894 GDI_CALLBACK_ACTION, HandleGameButtons,
6898 Error(ERR_EXIT, "cannot create gadget");
6900 game_gadget[id] = gi;
6904 static void MapGameButtons()
6908 for (i=0; i<NUM_GAME_BUTTONS; i++)
6909 MapGadget(game_gadget[i]);
6912 void UnmapGameButtons()
6916 for (i=0; i<NUM_GAME_BUTTONS; i++)
6917 UnmapGadget(game_gadget[i]);
6920 static void HandleGameButtons(struct GadgetInfo *gi)
6922 int id = gi->custom_id;
6924 if (game_status != PLAYING)
6929 case GAME_CTRL_ID_STOP:
6930 RequestQuitGame(TRUE);
6933 case GAME_CTRL_ID_PAUSE:
6934 if (options.network)
6936 #if defined(PLATFORM_UNIX)
6938 SendToServer_ContinuePlaying();
6940 SendToServer_PausePlaying();
6944 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6947 case GAME_CTRL_ID_PLAY:
6950 #if defined(PLATFORM_UNIX)
6951 if (options.network)
6952 SendToServer_ContinuePlaying();
6956 tape.pausing = FALSE;
6957 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6962 case SOUND_CTRL_ID_MUSIC:
6963 if (setup.sound_music)
6965 setup.sound_music = FALSE;
6968 else if (audio.music_available)
6970 setup.sound = setup.sound_music = TRUE;
6971 PlayMusic(level_nr);
6975 case SOUND_CTRL_ID_LOOPS:
6976 if (setup.sound_loops)
6977 setup.sound_loops = FALSE;
6978 else if (audio.loops_available)
6979 setup.sound = setup.sound_loops = TRUE;
6982 case SOUND_CTRL_ID_SIMPLE:
6983 if (setup.sound_simple)
6984 setup.sound_simple = FALSE;
6985 else if (audio.sound_available)
6986 setup.sound = setup.sound_simple = TRUE;