1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void InitBeltMovement(void);
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 static void PlaySoundLevel(int, int, int);
109 static void PlaySoundLevelNearest(int, int, int);
110 static void PlaySoundLevelAction(int, int, int);
111 static void PlaySoundLevelElementAction(int, int, int, int);
113 static void MapGameButtons();
114 static void HandleGameButtons(struct GadgetInfo *);
116 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
118 #define IS_ANIMATED(g) (graphic_info[g].anim_frames > 1)
119 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
122 /* -------------------------------------------------------------------------
123 definition of elements that automatically change to other elements after
124 a specified time, eventually calling a function when changing
125 ------------------------------------------------------------------------- */
127 /* forward declaration for changer functions */
128 static void InitBuggyBase(int x, int y);
129 static void WarnBuggyBase(int x, int y);
131 static void InitTrap(int x, int y);
132 static void ActivateTrap(int x, int y);
133 static void ChangeActiveTrap(int x, int y);
135 static void InitRobotWheel(int x, int y);
136 static void RunRobotWheel(int x, int y);
137 static void StopRobotWheel(int x, int y);
139 static void InitTimegateWheel(int x, int y);
140 static void RunTimegateWheel(int x, int y);
142 struct ChangingElementInfo
147 void (*pre_change_function)(int x, int y);
148 void (*change_function)(int x, int y);
149 void (*post_change_function)(int x, int y);
152 static struct ChangingElementInfo changing_element_list[] =
154 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
155 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
156 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
158 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
159 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
161 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
165 InitBuggyBase, NULL, NULL },
166 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
167 InitBuggyBase, NULL, NULL },
168 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
169 InitBuggyBase, WarnBuggyBase, NULL },
171 { EL_TRAP, EL_TRAP_ACTIVE, 0,
172 InitTrap, NULL, ActivateTrap },
173 { EL_TRAP_ACTIVE, EL_TRAP, 31,
174 NULL, ChangeActiveTrap, NULL },
176 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
177 InitRobotWheel, RunRobotWheel, StopRobotWheel },
179 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
180 InitTimegateWheel, RunTimegateWheel, NULL },
182 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
185 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
187 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
193 static unsigned int getStateCheckSum(int counter)
196 unsigned int mult = 1;
197 unsigned int checksum = 0;
199 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
201 static boolean first_game = TRUE;
203 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
209 lastFeld[x][y] = Feld[x][y];
210 else if (lastFeld[x][y] != Feld[x][y])
211 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
212 x, y, lastFeld[x][y], Feld[x][y]);
216 checksum += mult++ * Ur[x][y];
217 checksum += mult++ * Feld[x][y];
220 checksum += mult++ * MovPos[x][y];
221 checksum += mult++ * MovDir[x][y];
222 checksum += mult++ * MovDelay[x][y];
223 checksum += mult++ * Store[x][y];
224 checksum += mult++ * Store2[x][y];
225 checksum += mult++ * StorePlayer[x][y];
226 checksum += mult++ * ExplodePhase[x][y];
227 checksum += mult++ * AmoebaNr[x][y];
228 checksum += mult++ * JustStopped[x][y];
229 checksum += mult++ * Stop[x][y];
233 if (counter == 3 && first_game)
244 void GetPlayerConfig()
246 if (!audio.sound_available)
249 if (!audio.loops_available)
250 setup.sound_loops = FALSE;
252 if (!audio.music_available)
253 setup.sound_music = FALSE;
255 if (!video.fullscreen_available)
256 setup.fullscreen = FALSE;
258 setup.sound_simple = setup.sound;
260 SetAudioMode(setup.sound);
264 static int getBeltNrFromBeltElement(int element)
266 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
267 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
268 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
271 static int getBeltNrFromBeltActiveElement(int element)
273 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
274 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
275 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
278 static int getBeltNrFromBeltSwitchElement(int element)
280 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
281 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
282 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
285 static int getBeltDirNrFromBeltSwitchElement(int element)
287 static int belt_base_element[4] =
289 EL_CONVEYOR_BELT1_SWITCH_LEFT,
290 EL_CONVEYOR_BELT2_SWITCH_LEFT,
291 EL_CONVEYOR_BELT3_SWITCH_LEFT,
292 EL_CONVEYOR_BELT4_SWITCH_LEFT
295 int belt_nr = getBeltNrFromBeltSwitchElement(element);
296 int belt_dir_nr = element - belt_base_element[belt_nr];
298 return (belt_dir_nr % 3);
301 static int getBeltDirFromBeltSwitchElement(int element)
303 static int belt_move_dir[3] =
310 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
312 return belt_move_dir[belt_dir_nr];
315 static void InitField(int x, int y, boolean init_game)
322 if (stored_player[0].present)
324 Feld[x][y] = EL_SP_MURPHY_CLONE;
328 Feld[x][y] = EL_PLAYER1;
337 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
338 int jx = player->jx, jy = player->jy;
340 player->present = TRUE;
342 if (!options.network || player->connected)
344 player->active = TRUE;
346 /* remove potentially duplicate players */
347 if (StorePlayer[jx][jy] == Feld[x][y])
348 StorePlayer[jx][jy] = 0;
350 StorePlayer[x][y] = Feld[x][y];
354 printf("Player %d activated.\n", player->element_nr);
355 printf("[Local player is %d and currently %s.]\n",
356 local_player->element_nr,
357 local_player->active ? "active" : "not active");
361 Feld[x][y] = EL_EMPTY;
362 player->jx = player->last_jx = x;
363 player->jy = player->last_jy = y;
368 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
369 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
370 else if (x > 0 && Feld[x-1][y] == EL_ACID)
371 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
372 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
373 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
374 else if (y > 0 && Feld[x][y-1] == EL_ACID)
375 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
376 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
377 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
385 case EL_SPACESHIP_RIGHT:
386 case EL_SPACESHIP_UP:
387 case EL_SPACESHIP_LEFT:
388 case EL_SPACESHIP_DOWN:
390 case EL_BD_BUTTERFLY_RIGHT:
391 case EL_BD_BUTTERFLY_UP:
392 case EL_BD_BUTTERFLY_LEFT:
393 case EL_BD_BUTTERFLY_DOWN:
394 case EL_BD_BUTTERFLY:
395 case EL_BD_FIREFLY_RIGHT:
396 case EL_BD_FIREFLY_UP:
397 case EL_BD_FIREFLY_LEFT:
398 case EL_BD_FIREFLY_DOWN:
400 case EL_PACMAN_RIGHT:
424 if (y == lev_fieldy - 1)
426 Feld[x][y] = EL_AMOEBA_CREATING;
427 Store[x][y] = EL_AMOEBA_WET;
431 case EL_DYNAMITE_ACTIVE:
436 local_player->lights_still_needed++;
439 case EL_SOKOBAN_FIELD_EMPTY:
440 local_player->sokobanfields_still_needed++;
444 local_player->friends_still_needed++;
449 MovDir[x][y] = 1 << RND(4);
453 Feld[x][y] = EL_EMPTY;
456 case EL_EM_KEY1_FILE:
457 Feld[x][y] = EL_EM_KEY1;
459 case EL_EM_KEY2_FILE:
460 Feld[x][y] = EL_EM_KEY2;
462 case EL_EM_KEY3_FILE:
463 Feld[x][y] = EL_EM_KEY3;
465 case EL_EM_KEY4_FILE:
466 Feld[x][y] = EL_EM_KEY4;
469 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
470 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
471 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
472 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
473 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
474 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
475 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
476 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
477 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
478 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
479 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
480 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
483 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
484 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
485 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
487 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
489 game.belt_dir[belt_nr] = belt_dir;
490 game.belt_dir_nr[belt_nr] = belt_dir_nr;
492 else /* more than one switch -- set it like the first switch */
494 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
499 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
501 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
504 case EL_LIGHT_SWITCH_ACTIVE:
506 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
514 void DrawGameDoorValues()
518 for (i=0; i<MAX_PLAYERS; i++)
520 if (stored_player[i].key[j])
521 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
524 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
525 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
526 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
527 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
528 DrawText(DX + XX_SCORE, DY + YY_SCORE,
529 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
530 DrawText(DX + XX_TIME, DY + YY_TIME,
531 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
536 =============================================================================
538 -----------------------------------------------------------------------------
539 initialize game engine due to level / tape version number
540 =============================================================================
543 static void InitGameEngine()
547 game.engine_version = (tape.playing ? tape.engine_version :
551 printf("level %d: level version == %06d\n", level_nr, level.game_version);
552 printf(" tape version == %06d [%s] [file: %06d]\n",
553 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
555 printf(" => game.engine_version == %06d\n", game.engine_version);
558 /* dynamically adjust player properties according to game engine version */
559 game.initial_move_delay =
560 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
561 INITIAL_MOVE_DELAY_OFF);
563 /* dynamically adjust player properties according to level information */
564 game.initial_move_delay_value =
565 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
567 /* dynamically adjust element properties according to game engine version */
569 static int ep_em_slippery_wall[] =
578 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
580 for (i=0; i<ep_em_slippery_wall_num; i++)
582 if (level.em_slippery_gems) /* special EM style gems behaviour */
583 Properties2[ep_em_slippery_wall[i]] |=
584 EP_BIT_EM_SLIPPERY_WALL;
586 Properties2[ep_em_slippery_wall[i]] &=
587 ~EP_BIT_EM_SLIPPERY_WALL;
590 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
591 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
592 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
594 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
597 /* initialize changing elements information */
598 for (i=0; i<MAX_NUM_ELEMENTS; i++)
600 changing_element[i].base_element = EL_UNDEFINED;
601 changing_element[i].next_element = EL_UNDEFINED;
602 changing_element[i].change_delay = -1;
603 changing_element[i].pre_change_function = NULL;
604 changing_element[i].change_function = NULL;
605 changing_element[i].post_change_function = NULL;
609 while (changing_element_list[i].base_element != EL_UNDEFINED)
611 struct ChangingElementInfo *ce = &changing_element_list[i];
612 int element = ce->base_element;
614 changing_element[element].base_element = ce->base_element;
615 changing_element[element].next_element = ce->next_element;
616 changing_element[element].change_delay = ce->change_delay;
617 changing_element[element].pre_change_function = ce->pre_change_function;
618 changing_element[element].change_function = ce->change_function;
619 changing_element[element].post_change_function = ce->post_change_function;
627 =============================================================================
629 -----------------------------------------------------------------------------
630 initialize and start new game
631 =============================================================================
636 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
637 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
638 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
645 #if USE_NEW_AMOEBA_CODE
646 printf("Using new amoeba code.\n");
648 printf("Using old amoeba code.\n");
653 /* don't play tapes over network */
654 network_playing = (options.network && !tape.playing);
656 for (i=0; i<MAX_PLAYERS; i++)
658 struct PlayerInfo *player = &stored_player[i];
660 player->index_nr = i;
661 player->element_nr = EL_PLAYER1 + i;
663 player->present = FALSE;
664 player->active = FALSE;
667 player->effective_action = 0;
668 player->programmed_action = 0;
671 player->gems_still_needed = level.gems_needed;
672 player->sokobanfields_still_needed = 0;
673 player->lights_still_needed = 0;
674 player->friends_still_needed = 0;
677 player->key[j] = FALSE;
679 player->dynamite = 0;
680 player->dynabomb_count = 0;
681 player->dynabomb_size = 1;
682 player->dynabombs_left = 0;
683 player->dynabomb_xl = FALSE;
685 player->MovDir = MV_NO_MOVING;
687 player->Pushing = FALSE;
688 player->Switching = FALSE;
692 player->actual_frame_counter = 0;
694 player->frame_reset_delay = 0;
696 player->last_move_dir = MV_NO_MOVING;
697 player->is_moving = FALSE;
699 player->move_delay = game.initial_move_delay;
700 player->move_delay_value = game.initial_move_delay_value;
702 player->push_delay = 0;
703 player->push_delay_value = 5;
705 player->snapped = FALSE;
707 player->last_jx = player->last_jy = 0;
708 player->jx = player->jy = 0;
710 player->shield_normal_time_left = 0;
711 player->shield_deadly_time_left = 0;
713 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
714 SnapField(player, 0, 0);
716 player->LevelSolved = FALSE;
717 player->GameOver = FALSE;
720 network_player_action_received = FALSE;
722 #if defined(PLATFORM_UNIX)
723 /* initial null action */
725 SendToServer_MovePlayer(MV_NO_MOVING);
733 TimeLeft = level.time;
735 ScreenMovDir = MV_NO_MOVING;
739 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
741 AllPlayersGone = FALSE;
743 game.yam_content_nr = 0;
744 game.magic_wall_active = FALSE;
745 game.magic_wall_time_left = 0;
746 game.light_time_left = 0;
747 game.timegate_time_left = 0;
748 game.switchgate_pos = 0;
749 game.balloon_dir = MV_NO_MOVING;
750 game.explosions_delayed = TRUE;
754 game.belt_dir[i] = MV_NO_MOVING;
755 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
758 for (i=0; i<MAX_NUM_AMOEBA; i++)
759 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
761 for (x=0; x<lev_fieldx; x++)
763 for (y=0; y<lev_fieldy; y++)
765 Feld[x][y] = Ur[x][y];
766 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
767 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
769 JustStopped[x][y] = 0;
771 ExplodePhase[x][y] = 0;
772 ExplodeField[x][y] = EX_NO_EXPLOSION;
775 GfxAction[x][y] = ACTION_DEFAULT;
779 for(y=0; y<lev_fieldy; y++)
781 for(x=0; x<lev_fieldx; x++)
783 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
785 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
787 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
790 InitField(x, y, TRUE);
796 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
797 emulate_sb ? EMU_SOKOBAN :
798 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
800 /* correct non-moving belts to start moving left */
802 if (game.belt_dir[i] == MV_NO_MOVING)
803 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
805 /* check if any connected player was not found in playfield */
806 for (i=0; i<MAX_PLAYERS; i++)
808 struct PlayerInfo *player = &stored_player[i];
810 if (player->connected && !player->present)
812 for (j=0; j<MAX_PLAYERS; j++)
814 struct PlayerInfo *some_player = &stored_player[j];
815 int jx = some_player->jx, jy = some_player->jy;
817 /* assign first free player found that is present in the playfield */
818 if (some_player->present && !some_player->connected)
820 player->present = TRUE;
821 player->active = TRUE;
822 some_player->present = FALSE;
824 StorePlayer[jx][jy] = player->element_nr;
825 player->jx = player->last_jx = jx;
826 player->jy = player->last_jy = jy;
836 /* when playing a tape, eliminate all players who do not participate */
838 for (i=0; i<MAX_PLAYERS; i++)
840 if (stored_player[i].active && !tape.player_participates[i])
842 struct PlayerInfo *player = &stored_player[i];
843 int jx = player->jx, jy = player->jy;
845 player->active = FALSE;
846 StorePlayer[jx][jy] = 0;
847 Feld[jx][jy] = EL_EMPTY;
851 else if (!options.network && !setup.team_mode) /* && !tape.playing */
853 /* when in single player mode, eliminate all but the first active player */
855 for (i=0; i<MAX_PLAYERS; i++)
857 if (stored_player[i].active)
859 for (j=i+1; j<MAX_PLAYERS; j++)
861 if (stored_player[j].active)
863 struct PlayerInfo *player = &stored_player[j];
864 int jx = player->jx, jy = player->jy;
866 player->active = FALSE;
867 StorePlayer[jx][jy] = 0;
868 Feld[jx][jy] = EL_EMPTY;
875 /* when recording the game, store which players take part in the game */
878 for (i=0; i<MAX_PLAYERS; i++)
879 if (stored_player[i].active)
880 tape.player_participates[i] = TRUE;
885 for (i=0; i<MAX_PLAYERS; i++)
887 struct PlayerInfo *player = &stored_player[i];
889 printf("Player %d: present == %d, connected == %d, active == %d.\n",
894 if (local_player == player)
895 printf("Player %d is local player.\n", i+1);
899 if (BorderElement == EL_EMPTY)
902 SBX_Right = lev_fieldx - SCR_FIELDX;
904 SBY_Lower = lev_fieldy - SCR_FIELDY;
909 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
911 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
914 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
915 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
917 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
918 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
921 scroll_y = SBY_Upper;
922 if (local_player->jx >= SBX_Left + MIDPOSX)
923 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
924 local_player->jx - MIDPOSX :
926 if (local_player->jy >= SBY_Upper + MIDPOSY)
927 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
928 local_player->jy - MIDPOSY :
931 CloseDoor(DOOR_CLOSE_1);
936 /* after drawing the level, correct some elements */
937 if (game.timegate_time_left == 0)
938 CloseAllOpenTimegates();
940 if (setup.soft_scrolling)
941 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
943 redraw_mask |= REDRAW_FROM_BACKBUFFER;
946 /* copy default game door content to main double buffer */
947 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
948 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
951 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
952 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
955 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
956 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
957 BlitBitmap(drawto, drawto,
958 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
959 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
960 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
963 DrawGameDoorValues();
967 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
968 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
969 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
973 /* copy actual game door content to door double buffer for OpenDoor() */
974 BlitBitmap(drawto, bitmap_db_door,
975 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
977 OpenDoor(DOOR_OPEN_ALL);
979 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
980 if (setup.sound_music)
983 KeyboardAutoRepeatOff();
988 printf("Player %d %sactive.\n",
989 i + 1, (stored_player[i].active ? "" : "not "));
993 void InitMovDir(int x, int y)
995 int i, element = Feld[x][y];
996 static int xy[4][2] =
1003 static int direction[3][4] =
1005 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1006 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1007 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1016 Feld[x][y] = EL_BUG;
1017 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1020 case EL_SPACESHIP_RIGHT:
1021 case EL_SPACESHIP_UP:
1022 case EL_SPACESHIP_LEFT:
1023 case EL_SPACESHIP_DOWN:
1024 Feld[x][y] = EL_SPACESHIP;
1025 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1028 case EL_BD_BUTTERFLY_RIGHT:
1029 case EL_BD_BUTTERFLY_UP:
1030 case EL_BD_BUTTERFLY_LEFT:
1031 case EL_BD_BUTTERFLY_DOWN:
1032 Feld[x][y] = EL_BD_BUTTERFLY;
1033 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1036 case EL_BD_FIREFLY_RIGHT:
1037 case EL_BD_FIREFLY_UP:
1038 case EL_BD_FIREFLY_LEFT:
1039 case EL_BD_FIREFLY_DOWN:
1040 Feld[x][y] = EL_BD_FIREFLY;
1041 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1044 case EL_PACMAN_RIGHT:
1046 case EL_PACMAN_LEFT:
1047 case EL_PACMAN_DOWN:
1048 Feld[x][y] = EL_PACMAN;
1049 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1052 case EL_SP_SNIKSNAK:
1053 MovDir[x][y] = MV_UP;
1056 case EL_SP_ELECTRON:
1057 MovDir[x][y] = MV_LEFT;
1064 Feld[x][y] = EL_MOLE;
1065 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1069 MovDir[x][y] = 1 << RND(4);
1070 if (element != EL_BUG &&
1071 element != EL_SPACESHIP &&
1072 element != EL_BD_BUTTERFLY &&
1073 element != EL_BD_FIREFLY)
1078 int x1 = x + xy[i][0];
1079 int y1 = y + xy[i][1];
1081 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1083 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1085 MovDir[x][y] = direction[0][i];
1088 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1089 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1091 MovDir[x][y] = direction[1][i];
1100 void InitAmoebaNr(int x, int y)
1103 int group_nr = AmoebeNachbarNr(x, y);
1107 for (i=1; i<MAX_NUM_AMOEBA; i++)
1109 if (AmoebaCnt[i] == 0)
1117 AmoebaNr[x][y] = group_nr;
1118 AmoebaCnt[group_nr]++;
1119 AmoebaCnt2[group_nr]++;
1125 boolean raise_level = FALSE;
1127 if (local_player->MovPos)
1130 if (tape.playing && tape.auto_play)
1131 tape.auto_play_level_solved = TRUE;
1133 local_player->LevelSolved = FALSE;
1135 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1139 if (!tape.playing && setup.sound_loops)
1140 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1141 SND_CTRL_PLAY_LOOP);
1143 while (TimeLeft > 0)
1145 if (!tape.playing && !setup.sound_loops)
1146 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1147 if (TimeLeft > 0 && !(TimeLeft % 10))
1148 RaiseScore(level.score[SC_ZEITBONUS]);
1149 if (TimeLeft > 100 && !(TimeLeft % 10))
1153 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1160 if (!tape.playing && setup.sound_loops)
1161 StopSound(SND_GAME_LEVELTIME_BONUS);
1163 else if (level.time == 0) /* level without time limit */
1165 if (!tape.playing && setup.sound_loops)
1166 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1167 SND_CTRL_PLAY_LOOP);
1169 while (TimePlayed < 999)
1171 if (!tape.playing && !setup.sound_loops)
1172 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1173 if (TimePlayed < 999 && !(TimePlayed % 10))
1174 RaiseScore(level.score[SC_ZEITBONUS]);
1175 if (TimePlayed < 900 && !(TimePlayed % 10))
1179 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1186 if (!tape.playing && setup.sound_loops)
1187 StopSound(SND_GAME_LEVELTIME_BONUS);
1194 /* Hero disappears */
1195 DrawLevelField(ExitX, ExitY);
1201 CloseDoor(DOOR_CLOSE_1);
1206 SaveTape(tape.level_nr); /* Ask to save tape */
1209 if (level_nr == leveldir_current->handicap_level)
1211 leveldir_current->handicap_level++;
1212 SaveLevelSetup_SeriesInfo();
1215 if (level_editor_test_game)
1216 local_player->score = -1; /* no highscore when playing from editor */
1217 else if (level_nr < leveldir_current->last_level)
1218 raise_level = TRUE; /* advance to next level */
1220 if ((hi_pos = NewHiScore()) >= 0)
1222 game_status = HALLOFFAME;
1223 DrawHallOfFame(hi_pos);
1232 game_status = MAINMENU;
1249 LoadScore(level_nr);
1251 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1252 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1255 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1257 if (local_player->score > highscore[k].Score)
1259 /* player has made it to the hall of fame */
1261 if (k < MAX_SCORE_ENTRIES - 1)
1263 int m = MAX_SCORE_ENTRIES - 1;
1266 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1267 if (!strcmp(setup.player_name, highscore[l].Name))
1269 if (m == k) /* player's new highscore overwrites his old one */
1275 strcpy(highscore[l].Name, highscore[l - 1].Name);
1276 highscore[l].Score = highscore[l - 1].Score;
1283 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1284 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1285 highscore[k].Score = local_player->score;
1291 else if (!strncmp(setup.player_name, highscore[k].Name,
1292 MAX_PLAYER_NAME_LEN))
1293 break; /* player already there with a higher score */
1299 SaveScore(level_nr);
1304 void InitMovingField(int x, int y, int direction)
1306 int element = Feld[x][y];
1307 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1308 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1310 if (!JustStopped[x][y] || direction != MovDir[x][y])
1313 MovDir[x][y] = direction;
1314 MovDir[newx][newy] = direction;
1316 if (Feld[newx][newy] == EL_EMPTY)
1317 Feld[newx][newy] = EL_BLOCKED;
1319 if (direction == MV_DOWN && CAN_FALL(element))
1320 GfxAction[x][y] = ACTION_FALLING;
1322 GfxAction[x][y] = ACTION_MOVING;
1325 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1327 int direction = MovDir[x][y];
1328 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1329 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1335 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1337 int oldx = x, oldy = y;
1338 int direction = MovDir[x][y];
1340 if (direction == MV_LEFT)
1342 else if (direction == MV_RIGHT)
1344 else if (direction == MV_UP)
1346 else if (direction == MV_DOWN)
1349 *comes_from_x = oldx;
1350 *comes_from_y = oldy;
1353 int MovingOrBlocked2Element(int x, int y)
1355 int element = Feld[x][y];
1357 if (element == EL_BLOCKED)
1361 Blocked2Moving(x, y, &oldx, &oldy);
1362 return Feld[oldx][oldy];
1368 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1370 /* like MovingOrBlocked2Element(), but if element is moving
1371 and (x,y) is the field the moving element is just leaving,
1372 return EL_BLOCKED instead of the element value */
1373 int element = Feld[x][y];
1375 if (IS_MOVING(x, y))
1377 if (element == EL_BLOCKED)
1381 Blocked2Moving(x, y, &oldx, &oldy);
1382 return Feld[oldx][oldy];
1391 static void RemoveField(int x, int y)
1393 Feld[x][y] = EL_EMPTY;
1399 void RemoveMovingField(int x, int y)
1401 int oldx = x, oldy = y, newx = x, newy = y;
1403 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1406 if (IS_MOVING(x, y))
1408 Moving2Blocked(x, y, &newx, &newy);
1409 if (Feld[newx][newy] != EL_BLOCKED)
1412 else if (Feld[x][y] == EL_BLOCKED)
1414 Blocked2Moving(x, y, &oldx, &oldy);
1415 if (!IS_MOVING(oldx, oldy))
1419 if (Feld[x][y] == EL_BLOCKED &&
1420 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1421 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1422 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1423 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1424 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1426 Feld[oldx][oldy] = EL_EMPTY;
1428 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1430 Feld[newx][newy] = EL_EMPTY;
1431 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1432 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1433 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1435 DrawLevelField(oldx, oldy);
1436 DrawLevelField(newx, newy);
1439 void DrawDynamite(int x, int y)
1441 int sx = SCREENX(x), sy = SCREENY(y);
1442 int graphic = el2img(Feld[x][y]);
1445 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1449 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1451 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1453 if (game.emulation == EMU_SUPAPLEX)
1454 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1455 else if (Store[x][y])
1456 DrawGraphicThruMask(sx, sy, graphic, frame);
1458 DrawGraphic(sx, sy, graphic, frame);
1461 void CheckDynamite(int x, int y)
1463 int element = Feld[x][y];
1465 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1469 if (MovDelay[x][y] != 0)
1471 if (checkDrawLevelGraphicAnimation(x, y, el2img(element)))
1474 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
1480 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1481 StopSound(SND_DYNAMITE_ACTIVE);
1483 StopSound(SND_DYNABOMB_ACTIVE);
1488 void Explode(int ex, int ey, int phase, int mode)
1492 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1493 int last_phase = num_phase * delay;
1494 int half_phase = (num_phase / 2) * delay;
1495 int first_phase_after_start = EX_PHASE_START + 1;
1497 if (game.explosions_delayed)
1499 ExplodeField[ex][ey] = mode;
1503 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1505 int center_element = Feld[ex][ey];
1507 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1509 /* put moving element to center field (and let it explode there) */
1510 center_element = MovingOrBlocked2Element(ex, ey);
1511 RemoveMovingField(ex, ey);
1512 Feld[ex][ey] = center_element;
1515 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1519 if (!IN_LEV_FIELD(x, y) ||
1520 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1521 (x != ex || y != ey)))
1524 element = Feld[x][y];
1526 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1528 element = MovingOrBlocked2Element(x, y);
1529 RemoveMovingField(x, y);
1532 if (IS_MASSIVE(element) || element == EL_FLAMES)
1535 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1537 if (IS_ACTIVE_BOMB(element))
1539 /* re-activate things under the bomb like gate or penguin */
1540 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1547 if (element == EL_EXPLOSION)
1548 element = Store2[x][y];
1550 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1552 switch(StorePlayer[ex][ey])
1555 Store[x][y] = EL_EMERALD_RED;
1558 Store[x][y] = EL_EMERALD;
1561 Store[x][y] = EL_EMERALD_PURPLE;
1565 Store[x][y] = EL_EMERALD_YELLOW;
1569 if (game.emulation == EMU_SUPAPLEX)
1570 Store[x][y] = EL_EMPTY;
1572 else if (center_element == EL_MOLE)
1573 Store[x][y] = EL_EMERALD_RED;
1574 else if (center_element == EL_PENGUIN)
1575 Store[x][y] = EL_EMERALD_PURPLE;
1576 else if (center_element == EL_BUG)
1577 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1578 else if (center_element == EL_BD_BUTTERFLY)
1579 Store[x][y] = EL_BD_DIAMOND;
1580 else if (center_element == EL_SP_ELECTRON)
1581 Store[x][y] = EL_SP_INFOTRON;
1582 else if (center_element == EL_YAMYAM)
1583 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1584 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1585 Store[x][y] = level.amoeba_content;
1586 else if (element == EL_WALL_EMERALD)
1587 Store[x][y] = EL_EMERALD;
1588 else if (element == EL_WALL_DIAMOND)
1589 Store[x][y] = EL_DIAMOND;
1590 else if (element == EL_WALL_BD_DIAMOND)
1591 Store[x][y] = EL_BD_DIAMOND;
1592 else if (element == EL_WALL_EMERALD_YELLOW)
1593 Store[x][y] = EL_EMERALD_YELLOW;
1594 else if (element == EL_WALL_EMERALD_RED)
1595 Store[x][y] = EL_EMERALD_RED;
1596 else if (element == EL_WALL_EMERALD_PURPLE)
1597 Store[x][y] = EL_EMERALD_PURPLE;
1598 else if (element == EL_WALL_PEARL)
1599 Store[x][y] = EL_PEARL;
1600 else if (element == EL_WALL_CRYSTAL)
1601 Store[x][y] = EL_CRYSTAL;
1602 else if (!IS_PFORTE(Store[x][y]))
1603 Store[x][y] = EL_EMPTY;
1605 if (x != ex || y != ey ||
1606 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1607 Store2[x][y] = element;
1609 if (AmoebaNr[x][y] &&
1610 (element == EL_AMOEBA_FULL ||
1611 element == EL_BD_AMOEBA ||
1612 element == EL_AMOEBA_CREATING))
1614 AmoebaCnt[AmoebaNr[x][y]]--;
1615 AmoebaCnt2[AmoebaNr[x][y]]--;
1618 Feld[x][y] = EL_EXPLOSION;
1619 MovDir[x][y] = MovPos[x][y] = 0;
1621 ExplodePhase[x][y] = 1;
1625 if (center_element == EL_YAMYAM)
1626 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1637 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1639 if (phase == first_phase_after_start)
1641 int element = Store2[x][y];
1643 if (element == EL_BLACK_ORB)
1645 Feld[x][y] = Store2[x][y];
1650 else if (phase == half_phase)
1652 int element = Store2[x][y];
1654 if (IS_PLAYER(x, y))
1655 KillHeroUnlessProtected(x, y);
1656 else if (IS_EXPLOSIVE(element))
1658 Feld[x][y] = Store2[x][y];
1662 else if (element == EL_AMOEBA_TO_DIAMOND)
1663 AmoebeUmwandeln(x, y);
1666 if (phase == last_phase)
1670 element = Feld[x][y] = Store[x][y];
1671 Store[x][y] = Store2[x][y] = 0;
1672 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1673 InitField(x, y, FALSE);
1674 if (CAN_MOVE(element) || COULD_MOVE(element))
1676 DrawLevelField(x, y);
1678 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1679 StorePlayer[x][y] = 0;
1681 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1683 int stored = Store[x][y];
1684 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1685 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1687 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1690 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1692 if (IS_PFORTE(Store[x][y]))
1694 DrawLevelElement(x, y, Store[x][y]);
1695 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1698 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1702 void DynaExplode(int ex, int ey)
1705 int dynabomb_size = 1;
1706 boolean dynabomb_xl = FALSE;
1707 struct PlayerInfo *player;
1708 static int xy[4][2] =
1716 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1718 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1719 dynabomb_size = player->dynabomb_size;
1720 dynabomb_xl = player->dynabomb_xl;
1721 player->dynabombs_left++;
1724 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1728 for (j=1; j<=dynabomb_size; j++)
1730 int x = ex + j * xy[i % 4][0];
1731 int y = ey + j * xy[i % 4][1];
1734 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1737 element = Feld[x][y];
1739 /* do not restart explosions of fields with active bombs */
1740 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1743 Explode(x, y, EX_PHASE_START, EX_BORDER);
1745 if (element != EL_EMPTY &&
1746 element != EL_SAND &&
1747 element != EL_EXPLOSION &&
1754 void Bang(int x, int y)
1756 int element = Feld[x][y];
1758 if (game.emulation == EMU_SUPAPLEX)
1759 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1761 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1764 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1772 case EL_BD_BUTTERFLY:
1775 case EL_DARK_YAMYAM:
1779 RaiseScoreElement(element);
1780 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1782 case EL_DYNABOMB_PLAYER1_ACTIVE:
1783 case EL_DYNABOMB_PLAYER2_ACTIVE:
1784 case EL_DYNABOMB_PLAYER3_ACTIVE:
1785 case EL_DYNABOMB_PLAYER4_ACTIVE:
1786 case EL_DYNABOMB_NR:
1787 case EL_DYNABOMB_SZ:
1788 case EL_DYNABOMB_XL:
1793 case EL_LAMP_ACTIVE:
1794 if (IS_PLAYER(x, y))
1795 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1797 Explode(x, y, EX_PHASE_START, EX_CENTER);
1800 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1805 void Blurb(int x, int y)
1807 int element = Feld[x][y];
1809 if (element != EL_ACID_SPLASH_LEFT &&
1810 element != EL_ACID_SPLASH_RIGHT) /* start */
1812 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1813 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1814 (!IN_LEV_FIELD(x-1, y-1) ||
1815 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1817 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1819 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1820 (!IN_LEV_FIELD(x+1, y-1) ||
1821 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1823 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1828 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1829 IMG_ACID_SPLASH_LEFT :
1830 IMG_ACID_SPLASH_RIGHT);
1832 if (!MovDelay[x][y]) /* initialize animation counter */
1835 if (MovDelay[x][y]) /* continue animation */
1838 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1840 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1842 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1845 if (!MovDelay[x][y])
1847 Feld[x][y] = EL_EMPTY;
1848 DrawLevelField(x, y);
1854 static void InitBeltMovement()
1856 static int belt_base_element[4] =
1858 EL_CONVEYOR_BELT1_LEFT,
1859 EL_CONVEYOR_BELT2_LEFT,
1860 EL_CONVEYOR_BELT3_LEFT,
1861 EL_CONVEYOR_BELT4_LEFT
1863 static int belt_base_active_element[4] =
1865 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1866 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1867 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1868 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1873 /* set frame order for belt animation graphic according to belt direction */
1880 int element = belt_base_active_element[belt_nr] + j;
1881 int graphic = el2img(element);
1883 if (game.belt_dir[i] == MV_LEFT)
1884 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1886 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1890 for(y=0; y<lev_fieldy; y++)
1892 for(x=0; x<lev_fieldx; x++)
1894 int element = Feld[x][y];
1898 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1900 int e_belt_nr = getBeltNrFromBeltElement(element);
1903 if (e_belt_nr == belt_nr)
1905 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1907 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1915 static void ToggleBeltSwitch(int x, int y)
1917 static int belt_base_element[4] =
1919 EL_CONVEYOR_BELT1_LEFT,
1920 EL_CONVEYOR_BELT2_LEFT,
1921 EL_CONVEYOR_BELT3_LEFT,
1922 EL_CONVEYOR_BELT4_LEFT
1924 static int belt_base_active_element[4] =
1926 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1927 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1928 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1929 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1931 static int belt_base_switch_element[4] =
1933 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1934 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1935 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1936 EL_CONVEYOR_BELT4_SWITCH_LEFT
1938 static int belt_move_dir[4] =
1946 int element = Feld[x][y];
1947 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1948 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1949 int belt_dir = belt_move_dir[belt_dir_nr];
1952 if (!IS_BELT_SWITCH(element))
1955 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1956 game.belt_dir[belt_nr] = belt_dir;
1958 if (belt_dir_nr == 3)
1961 /* set frame order for belt animation graphic according to belt direction */
1964 int element = belt_base_active_element[belt_nr] + i;
1965 int graphic = el2img(element);
1967 if (belt_dir == MV_LEFT)
1968 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1970 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1973 for (yy=0; yy<lev_fieldy; yy++)
1975 for (xx=0; xx<lev_fieldx; xx++)
1977 int element = Feld[xx][yy];
1979 if (IS_BELT_SWITCH(element))
1981 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1983 if (e_belt_nr == belt_nr)
1985 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1986 DrawLevelField(xx, yy);
1989 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1991 int e_belt_nr = getBeltNrFromBeltElement(element);
1993 if (e_belt_nr == belt_nr)
1995 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1997 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1998 DrawLevelField(xx, yy);
2001 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2003 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2005 if (e_belt_nr == belt_nr)
2007 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2009 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2010 DrawLevelField(xx, yy);
2017 static void ToggleSwitchgateSwitch(int x, int y)
2021 game.switchgate_pos = !game.switchgate_pos;
2023 for (yy=0; yy<lev_fieldy; yy++)
2025 for (xx=0; xx<lev_fieldx; xx++)
2027 int element = Feld[xx][yy];
2029 if (element == EL_SWITCHGATE_SWITCH_UP ||
2030 element == EL_SWITCHGATE_SWITCH_DOWN)
2032 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2033 DrawLevelField(xx, yy);
2035 else if (element == EL_SWITCHGATE_OPEN ||
2036 element == EL_SWITCHGATE_OPENING)
2038 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2039 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2041 else if (element == EL_SWITCHGATE_CLOSED ||
2042 element == EL_SWITCHGATE_CLOSING)
2044 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2045 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2051 static int getInvisibleActiveFromInvisibleElement(int element)
2053 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2054 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2055 EL_INVISIBLE_SAND_ACTIVE);
2058 static int getInvisibleFromInvisibleActiveElement(int element)
2060 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2061 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2065 static void RedrawAllLightSwitchesAndInvisibleElements()
2069 for (y=0; y<lev_fieldy; y++)
2071 for (x=0; x<lev_fieldx; x++)
2073 int element = Feld[x][y];
2075 if (element == EL_LIGHT_SWITCH &&
2076 game.light_time_left > 0)
2078 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2079 DrawLevelField(x, y);
2081 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2082 game.light_time_left == 0)
2084 Feld[x][y] = EL_LIGHT_SWITCH;
2085 DrawLevelField(x, y);
2087 else if (element == EL_INVISIBLE_STEELWALL ||
2088 element == EL_INVISIBLE_WALL ||
2089 element == EL_INVISIBLE_SAND)
2091 if (game.light_time_left > 0)
2092 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2094 DrawLevelField(x, y);
2096 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2097 element == EL_INVISIBLE_WALL_ACTIVE ||
2098 element == EL_INVISIBLE_SAND_ACTIVE)
2100 if (game.light_time_left == 0)
2101 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2103 DrawLevelField(x, y);
2109 static void ToggleLightSwitch(int x, int y)
2111 int element = Feld[x][y];
2113 game.light_time_left =
2114 (element == EL_LIGHT_SWITCH ?
2115 level.time_light * FRAMES_PER_SECOND : 0);
2117 RedrawAllLightSwitchesAndInvisibleElements();
2120 static void ActivateTimegateSwitch(int x, int y)
2124 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2126 for (yy=0; yy<lev_fieldy; yy++)
2128 for (xx=0; xx<lev_fieldx; xx++)
2130 int element = Feld[xx][yy];
2132 if (element == EL_TIMEGATE_CLOSED ||
2133 element == EL_TIMEGATE_CLOSING)
2135 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2136 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2140 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2142 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2143 DrawLevelField(xx, yy);
2150 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2153 void Impact(int x, int y)
2155 boolean lastline = (y == lev_fieldy-1);
2156 boolean object_hit = FALSE;
2157 int element = Feld[x][y];
2160 if (!lastline) /* check if element below was hit */
2162 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2165 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2166 MovDir[x][y+1]!=MV_DOWN ||
2167 MovPos[x][y+1]<=TILEY/2));
2169 smashed = MovingOrBlocked2Element(x, y+1);
2172 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2178 if ((element == EL_BOMB ||
2179 element == EL_SP_DISK_ORANGE ||
2180 element == EL_DX_SUPABOMB) &&
2181 (lastline || object_hit)) /* element is bomb */
2186 else if (element == EL_PEARL)
2188 Feld[x][y] = EL_PEARL_BREAKING;
2189 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2193 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2195 if (object_hit && IS_PLAYER(x, y+1))
2196 KillHeroUnlessProtected(x, y+1);
2197 else if (object_hit && smashed == EL_PENGUIN)
2201 Feld[x][y] = EL_AMOEBA_CREATING;
2202 Store[x][y] = EL_AMOEBA_WET;
2207 if (!lastline && object_hit) /* check which object was hit */
2209 if (CAN_CHANGE(element) &&
2210 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2213 int activated_magic_wall =
2214 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2215 EL_BD_MAGIC_WALL_ACTIVE);
2217 /* activate magic wall / mill */
2218 for (yy=0; yy<lev_fieldy; yy++)
2219 for (xx=0; xx<lev_fieldx; xx++)
2220 if (Feld[xx][yy] == smashed)
2221 Feld[xx][yy] = activated_magic_wall;
2223 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2224 game.magic_wall_active = TRUE;
2226 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2227 SND_MAGIC_WALL_ACTIVATING :
2228 SND_BD_MAGIC_WALL_ACTIVATING));
2231 if (IS_PLAYER(x, y+1))
2233 KillHeroUnlessProtected(x, y+1);
2236 else if (smashed == EL_PENGUIN)
2241 else if (element == EL_BD_DIAMOND)
2243 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2249 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2250 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2251 smashed == EL_SP_DISK_ORANGE))
2256 else if (element == EL_ROCK ||
2257 element == EL_SP_ZONK ||
2258 element == EL_BD_ROCK)
2260 if (IS_ENEMY(smashed) ||
2261 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2262 smashed == EL_DX_SUPABOMB ||
2263 smashed == EL_SATELLITE || smashed == EL_PIG ||
2264 smashed == EL_DRAGON || smashed == EL_MOLE)
2269 else if (!IS_MOVING(x, y+1))
2271 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2276 else if (smashed == EL_NUT)
2278 Feld[x][y+1] = EL_NUT_CRACKING;
2279 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2280 RaiseScoreElement(EL_NUT);
2283 else if (smashed == EL_PEARL)
2285 Feld[x][y+1] = EL_PEARL_BREAKING;
2286 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2289 else if (smashed == EL_DIAMOND)
2291 Feld[x][y+1] = EL_EMPTY;
2292 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2295 else if (IS_BELT_SWITCH(smashed))
2297 ToggleBeltSwitch(x, y+1);
2299 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2300 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2302 ToggleSwitchgateSwitch(x, y+1);
2304 else if (smashed == EL_LIGHT_SWITCH ||
2305 smashed == EL_LIGHT_SWITCH_ACTIVE)
2307 ToggleLightSwitch(x, y+1);
2313 /* play sound of magic wall / mill */
2315 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2316 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2318 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2319 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2320 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2321 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2326 /* play sound of object that hits the ground */
2327 if (lastline || object_hit)
2328 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2331 void TurnRound(int x, int y)
2343 { 0, 0 }, { 0, 0 }, { 0, 0 },
2348 int left, right, back;
2352 { MV_DOWN, MV_UP, MV_RIGHT },
2353 { MV_UP, MV_DOWN, MV_LEFT },
2355 { MV_LEFT, MV_RIGHT, MV_DOWN },
2356 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2357 { MV_RIGHT, MV_LEFT, MV_UP }
2360 int element = Feld[x][y];
2361 int old_move_dir = MovDir[x][y];
2362 int left_dir = turn[old_move_dir].left;
2363 int right_dir = turn[old_move_dir].right;
2364 int back_dir = turn[old_move_dir].back;
2366 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2367 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2368 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2369 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2371 int left_x = x + left_dx, left_y = y + left_dy;
2372 int right_x = x + right_dx, right_y = y + right_dy;
2373 int move_x = x + move_dx, move_y = y + move_dy;
2375 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2377 TestIfBadThingTouchesOtherBadThing(x, y);
2379 if (IN_LEV_FIELD(right_x, right_y) &&
2380 IS_FREE(right_x, right_y))
2381 MovDir[x][y] = right_dir;
2382 else if (!IN_LEV_FIELD(move_x, move_y) ||
2383 !IS_FREE(move_x, move_y))
2384 MovDir[x][y] = left_dir;
2386 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2388 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2391 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2392 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2394 TestIfBadThingTouchesOtherBadThing(x, y);
2396 if (IN_LEV_FIELD(left_x, left_y) &&
2397 IS_FREE(left_x, left_y))
2398 MovDir[x][y] = left_dir;
2399 else if (!IN_LEV_FIELD(move_x, move_y) ||
2400 !IS_FREE(move_x, move_y))
2401 MovDir[x][y] = right_dir;
2403 if ((element == EL_SPACESHIP ||
2404 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2405 && MovDir[x][y] != old_move_dir)
2407 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2410 else if (element == EL_YAMYAM)
2412 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2414 if (IN_LEV_FIELD(left_x, left_y) &&
2415 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2416 Feld[left_x][left_y] == EL_DIAMOND))
2417 can_turn_left = TRUE;
2418 if (IN_LEV_FIELD(right_x, right_y) &&
2419 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2420 Feld[right_x][right_y] == EL_DIAMOND))
2421 can_turn_right = TRUE;
2423 if (can_turn_left && can_turn_right)
2424 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2425 else if (can_turn_left)
2426 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2427 else if (can_turn_right)
2428 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2430 MovDir[x][y] = back_dir;
2432 MovDelay[x][y] = 16+16*RND(3);
2434 else if (element == EL_DARK_YAMYAM)
2436 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2438 if (IN_LEV_FIELD(left_x, left_y) &&
2439 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2440 IS_MAMPF2(Feld[left_x][left_y])))
2441 can_turn_left = TRUE;
2442 if (IN_LEV_FIELD(right_x, right_y) &&
2443 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2444 IS_MAMPF2(Feld[right_x][right_y])))
2445 can_turn_right = TRUE;
2447 if (can_turn_left && can_turn_right)
2448 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2449 else if (can_turn_left)
2450 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2451 else if (can_turn_right)
2452 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2454 MovDir[x][y] = back_dir;
2456 MovDelay[x][y] = 16+16*RND(3);
2458 else if (element == EL_PACMAN)
2460 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2462 if (IN_LEV_FIELD(left_x, left_y) &&
2463 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2464 IS_AMOEBOID(Feld[left_x][left_y])))
2465 can_turn_left = TRUE;
2466 if (IN_LEV_FIELD(right_x, right_y) &&
2467 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2468 IS_AMOEBOID(Feld[right_x][right_y])))
2469 can_turn_right = TRUE;
2471 if (can_turn_left && can_turn_right)
2472 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2473 else if (can_turn_left)
2474 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2475 else if (can_turn_right)
2476 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2478 MovDir[x][y] = back_dir;
2480 MovDelay[x][y] = 6+RND(40);
2482 else if (element == EL_PIG)
2484 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2485 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2486 boolean should_move_on = FALSE;
2488 int rnd = RND(rnd_value);
2490 if (IN_LEV_FIELD(left_x, left_y) &&
2491 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2492 can_turn_left = TRUE;
2493 if (IN_LEV_FIELD(right_x, right_y) &&
2494 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2495 can_turn_right = TRUE;
2496 if (IN_LEV_FIELD(move_x, move_y) &&
2497 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2500 if (can_turn_left &&
2502 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2503 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2504 should_turn_left = TRUE;
2505 if (can_turn_right &&
2507 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2508 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2509 should_turn_right = TRUE;
2511 (!can_turn_left || !can_turn_right ||
2512 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2513 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2514 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2515 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2516 should_move_on = TRUE;
2518 if (should_turn_left || should_turn_right || should_move_on)
2520 if (should_turn_left && should_turn_right && should_move_on)
2521 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2522 rnd < 2*rnd_value/3 ? right_dir :
2524 else if (should_turn_left && should_turn_right)
2525 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2526 else if (should_turn_left && should_move_on)
2527 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2528 else if (should_turn_right && should_move_on)
2529 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2530 else if (should_turn_left)
2531 MovDir[x][y] = left_dir;
2532 else if (should_turn_right)
2533 MovDir[x][y] = right_dir;
2534 else if (should_move_on)
2535 MovDir[x][y] = old_move_dir;
2537 else if (can_move_on && rnd > rnd_value/8)
2538 MovDir[x][y] = old_move_dir;
2539 else if (can_turn_left && can_turn_right)
2540 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2541 else if (can_turn_left && rnd > rnd_value/8)
2542 MovDir[x][y] = left_dir;
2543 else if (can_turn_right && rnd > rnd_value/8)
2544 MovDir[x][y] = right_dir;
2546 MovDir[x][y] = back_dir;
2548 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2549 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2550 MovDir[x][y] = old_move_dir;
2554 else if (element == EL_DRAGON)
2556 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2558 int rnd = RND(rnd_value);
2560 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2561 can_turn_left = TRUE;
2562 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2563 can_turn_right = TRUE;
2564 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2567 if (can_move_on && rnd > rnd_value/8)
2568 MovDir[x][y] = old_move_dir;
2569 else if (can_turn_left && can_turn_right)
2570 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2571 else if (can_turn_left && rnd > rnd_value/8)
2572 MovDir[x][y] = left_dir;
2573 else if (can_turn_right && rnd > rnd_value/8)
2574 MovDir[x][y] = right_dir;
2576 MovDir[x][y] = back_dir;
2578 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2579 MovDir[x][y] = old_move_dir;
2583 else if (element == EL_MOLE)
2585 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2587 if (IN_LEV_FIELD(move_x, move_y) &&
2588 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2589 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2594 if (IN_LEV_FIELD(left_x, left_y) &&
2595 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2596 can_turn_left = TRUE;
2597 if (IN_LEV_FIELD(right_x, right_y) &&
2598 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2599 can_turn_right = TRUE;
2601 if (can_turn_left && can_turn_right)
2602 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2603 else if (can_turn_left)
2604 MovDir[x][y] = left_dir;
2606 MovDir[x][y] = right_dir;
2609 if (MovDir[x][y] != old_move_dir)
2612 else if (element == EL_BALLOON)
2614 MovDir[x][y] = game.balloon_dir;
2617 else if (element == EL_SPRING)
2619 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2620 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2621 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2622 MovDir[x][y] = MV_NO_MOVING;
2626 else if (element == EL_ROBOT ||
2627 element == EL_SATELLITE ||
2628 element == EL_PENGUIN)
2630 int attr_x = -1, attr_y = -1;
2641 for (i=0; i<MAX_PLAYERS; i++)
2643 struct PlayerInfo *player = &stored_player[i];
2644 int jx = player->jx, jy = player->jy;
2646 if (!player->active)
2649 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2657 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2663 if (element == EL_PENGUIN)
2666 static int xy[4][2] =
2676 int ex = x + xy[i%4][0];
2677 int ey = y + xy[i%4][1];
2679 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2688 MovDir[x][y] = MV_NO_MOVING;
2690 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2692 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2694 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2696 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2698 if (element == EL_ROBOT)
2702 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2703 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2704 Moving2Blocked(x, y, &newx, &newy);
2706 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2707 MovDelay[x][y] = 8+8*!RND(3);
2709 MovDelay[x][y] = 16;
2717 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2719 boolean first_horiz = RND(2);
2720 int new_move_dir = MovDir[x][y];
2723 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2724 Moving2Blocked(x, y, &newx, &newy);
2726 if (IN_LEV_FIELD(newx, newy) &&
2727 (IS_FREE(newx, newy) ||
2728 Feld[newx][newy] == EL_ACID ||
2729 (element == EL_PENGUIN &&
2730 (Feld[newx][newy] == EL_EXIT_OPEN ||
2731 IS_MAMPF3(Feld[newx][newy])))))
2735 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2736 Moving2Blocked(x, y, &newx, &newy);
2738 if (IN_LEV_FIELD(newx, newy) &&
2739 (IS_FREE(newx, newy) ||
2740 Feld[newx][newy] == EL_ACID ||
2741 (element == EL_PENGUIN &&
2742 (Feld[newx][newy] == EL_EXIT_OPEN ||
2743 IS_MAMPF3(Feld[newx][newy])))))
2746 MovDir[x][y] = old_move_dir;
2753 static boolean JustBeingPushed(int x, int y)
2757 for (i=0; i<MAX_PLAYERS; i++)
2759 struct PlayerInfo *player = &stored_player[i];
2761 if (player->active && player->Pushing && player->MovPos)
2763 int next_jx = player->jx + (player->jx - player->last_jx);
2764 int next_jy = player->jy + (player->jy - player->last_jy);
2766 if (x == next_jx && y == next_jy)
2774 void StartMoving(int x, int y)
2776 static boolean use_spring_bug = TRUE;
2777 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2778 int element = Feld[x][y];
2783 GfxAction[x][y] = ACTION_DEFAULT;
2785 if (CAN_FALL(element) && y < lev_fieldy - 1)
2787 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2788 if (JustBeingPushed(x, y))
2791 if (element == EL_QUICKSAND_FULL)
2793 if (IS_FREE(x, y+1))
2795 InitMovingField(x, y, MV_DOWN);
2796 started_moving = TRUE;
2798 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2799 Store[x][y] = EL_ROCK;
2800 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2802 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2804 if (!MovDelay[x][y])
2805 MovDelay[x][y] = TILEY + 1;
2814 Feld[x][y] = EL_QUICKSAND_EMPTY;
2815 Feld[x][y+1] = EL_QUICKSAND_FULL;
2816 Store[x][y+1] = Store[x][y];
2818 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2821 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2822 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2824 InitMovingField(x, y, MV_DOWN);
2825 started_moving = TRUE;
2827 Feld[x][y] = EL_QUICKSAND_FILLING;
2828 Store[x][y] = element;
2829 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2831 else if (element == EL_MAGIC_WALL_FULL)
2833 if (IS_FREE(x, y+1))
2835 InitMovingField(x, y, MV_DOWN);
2836 started_moving = TRUE;
2838 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2839 Store[x][y] = EL_CHANGED(Store[x][y]);
2841 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2843 if (!MovDelay[x][y])
2844 MovDelay[x][y] = TILEY/4 + 1;
2853 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2854 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2855 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2859 else if (element == EL_BD_MAGIC_WALL_FULL)
2861 if (IS_FREE(x, y+1))
2863 InitMovingField(x, y, MV_DOWN);
2864 started_moving = TRUE;
2866 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2867 Store[x][y] = EL_CHANGED2(Store[x][y]);
2869 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2871 if (!MovDelay[x][y])
2872 MovDelay[x][y] = TILEY/4 + 1;
2881 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2882 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2883 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2887 else if (CAN_CHANGE(element) &&
2888 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2889 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2891 InitMovingField(x, y, MV_DOWN);
2892 started_moving = TRUE;
2895 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2896 EL_BD_MAGIC_WALL_FILLING);
2897 Store[x][y] = element;
2899 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2903 InitMovingField(x, y, MV_DOWN);
2904 started_moving = TRUE;
2906 Store[x][y] = EL_ACID;
2908 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2913 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2915 if (MovDir[x][y] == MV_NO_MOVING)
2917 InitMovingField(x, y, MV_DOWN);
2918 started_moving = TRUE;
2921 else if (IS_FREE(x, y+1))
2923 InitMovingField(x, y, MV_DOWN);
2924 started_moving = TRUE;
2926 else if (element == EL_AMOEBA_DROP)
2928 Feld[x][y] = EL_AMOEBA_CREATING;
2929 Store[x][y] = EL_AMOEBA_WET;
2931 /* Store[x][y+1] must be zero, because:
2932 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2935 #if OLD_GAME_BEHAVIOUR
2936 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2938 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2939 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2940 element != EL_DX_SUPABOMB)
2943 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2944 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2945 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2946 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2949 boolean left = (x>0 && IS_FREE(x-1, y) &&
2950 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2951 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2952 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2956 if (left && right &&
2957 (game.emulation != EMU_BOULDERDASH &&
2958 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2959 left = !(right = RND(2));
2961 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2962 started_moving = TRUE;
2965 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2967 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2968 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2969 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2970 int belt_dir = game.belt_dir[belt_nr];
2972 if ((belt_dir == MV_LEFT && left_is_free) ||
2973 (belt_dir == MV_RIGHT && right_is_free))
2975 InitMovingField(x, y, belt_dir);
2976 started_moving = TRUE;
2978 GfxAction[x][y] = ACTION_DEFAULT;
2983 /* not "else if" because of EL_SPRING */
2984 if (CAN_MOVE(element) && !started_moving)
2988 if ((element == EL_SATELLITE ||
2989 element == EL_BALLOON ||
2990 element == EL_SPRING)
2991 && JustBeingPushed(x, y))
2996 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
2997 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
2999 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3001 Moving2Blocked(x, y, &newx, &newy);
3002 if (Feld[newx][newy] == EL_BLOCKED)
3003 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3008 if (!MovDelay[x][y]) /* start new movement phase */
3010 /* all objects that can change their move direction after each step */
3011 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3013 if (element != EL_YAMYAM &&
3014 element != EL_DARK_YAMYAM &&
3015 element != EL_PACMAN)
3018 if (element == EL_SPRING)
3019 printf("1--> %d\n", MovDir[x][y]);
3023 if (element == EL_SPRING)
3024 printf("2--> %d\n", MovDir[x][y]);
3026 if (MovDelay[x][y] && (element == EL_BUG ||
3027 element == EL_SPACESHIP ||
3028 element == EL_SP_SNIKSNAK ||
3029 element == EL_SP_ELECTRON ||
3030 element == EL_MOLE))
3031 DrawLevelField(x, y);
3035 if (MovDelay[x][y]) /* wait some time before next movement */
3039 if (element == EL_ROBOT ||
3040 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
3042 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3044 int graphic = el2img(element);
3045 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3047 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3050 if (MovDelay[x][y] % 4 == 3)
3052 if (element == EL_YAMYAM)
3053 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3054 else if (element == EL_DARK_YAMYAM)
3055 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3058 else if (element == EL_SP_ELECTRON)
3059 DrawLevelElementAnimation(x, y, element);
3060 else if (element == EL_DRAGON)
3063 int dir = MovDir[x][y];
3064 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3065 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3066 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
3067 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
3068 dir == MV_UP ? IMG_FLAMES_UP1 :
3069 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
3070 int frame = getGraphicAnimationFrame(graphic, -1);
3072 for (i=1; i<=3; i++)
3074 int xx = x + i*dx, yy = y + i*dy;
3075 int sx = SCREENX(xx), sy = SCREENY(yy);
3076 int flame_graphic = graphic + (i - 1);
3078 if (!IN_LEV_FIELD(xx, yy) ||
3079 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3084 int flamed = MovingOrBlocked2Element(xx, yy);
3086 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3089 RemoveMovingField(xx, yy);
3091 Feld[xx][yy] = EL_FLAMES;
3092 if (IN_SCR_FIELD(sx, sy))
3093 DrawGraphic(sx, sy, flame_graphic, frame);
3097 if (Feld[xx][yy] == EL_FLAMES)
3098 Feld[xx][yy] = EL_EMPTY;
3099 DrawLevelField(xx, yy);
3104 if (MovDelay[x][y]) /* element still has to wait some time */
3106 PlaySoundLevelAction(x, y, ACTION_WAITING);
3112 /* now make next step */
3114 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3116 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3117 !PLAYER_PROTECTED(newx, newy))
3121 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3124 /* enemy got the player */
3126 KillHero(PLAYERINFO(newx, newy));
3131 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3132 element == EL_SATELLITE || element == EL_BALLOON) &&
3133 IN_LEV_FIELD(newx, newy) &&
3134 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3137 Store[x][y] = EL_ACID;
3139 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3141 if (Feld[newx][newy] == EL_EXIT_OPEN)
3143 Feld[x][y] = EL_EMPTY;
3144 DrawLevelField(x, y);
3146 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3147 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3148 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3150 local_player->friends_still_needed--;
3151 if (!local_player->friends_still_needed &&
3152 !local_player->GameOver && AllPlayersGone)
3153 local_player->LevelSolved = local_player->GameOver = TRUE;
3157 else if (IS_MAMPF3(Feld[newx][newy]))
3159 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3160 DrawLevelField(newx, newy);
3162 MovDir[x][y] = MV_NO_MOVING;
3164 else if (!IS_FREE(newx, newy))
3166 if (IS_PLAYER(x, y))
3167 DrawPlayerField(x, y);
3169 DrawLevelField(x, y);
3173 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3175 if (IS_GEM(Feld[newx][newy]))
3177 if (IS_MOVING(newx, newy))
3178 RemoveMovingField(newx, newy);
3181 Feld[newx][newy] = EL_EMPTY;
3182 DrawLevelField(newx, newy);
3185 PlaySoundLevel(x, y, SND_PIG_EATING);
3187 else if (!IS_FREE(newx, newy))
3189 if (IS_PLAYER(x, y))
3190 DrawPlayerField(x, y);
3192 DrawLevelField(x, y);
3196 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3198 if (!IS_FREE(newx, newy))
3200 if (IS_PLAYER(x, y))
3201 DrawPlayerField(x, y);
3203 DrawLevelField(x, y);
3208 boolean wanna_flame = !RND(10);
3209 int dx = newx - x, dy = newy - y;
3210 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3211 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3212 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3213 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3214 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3215 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3217 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3218 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3219 element1 != EL_FLAMES && element2 != EL_FLAMES)
3221 if (IS_PLAYER(x, y))
3222 DrawPlayerField(x, y);
3224 DrawLevelField(x, y);
3226 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3228 MovDelay[x][y] = 50;
3229 Feld[newx][newy] = EL_FLAMES;
3230 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3231 Feld[newx1][newy1] = EL_FLAMES;
3232 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3233 Feld[newx2][newy2] = EL_FLAMES;
3238 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3239 Feld[newx][newy] == EL_DIAMOND)
3241 if (IS_MOVING(newx, newy))
3242 RemoveMovingField(newx, newy);
3245 Feld[newx][newy] = EL_EMPTY;
3246 DrawLevelField(newx, newy);
3249 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3251 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3252 IS_MAMPF2(Feld[newx][newy]))
3254 if (AmoebaNr[newx][newy])
3256 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3257 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3258 Feld[newx][newy] == EL_BD_AMOEBA)
3259 AmoebaCnt[AmoebaNr[newx][newy]]--;
3262 if (IS_MOVING(newx, newy))
3263 RemoveMovingField(newx, newy);
3266 Feld[newx][newy] = EL_EMPTY;
3267 DrawLevelField(newx, newy);
3270 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3272 else if ((element == EL_PACMAN || element == EL_MOLE)
3273 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3275 if (AmoebaNr[newx][newy])
3277 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3278 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3279 Feld[newx][newy] == EL_BD_AMOEBA)
3280 AmoebaCnt[AmoebaNr[newx][newy]]--;
3283 if (element == EL_MOLE)
3285 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3286 PlaySoundLevel(x, y, SND_MOLE_EATING);
3287 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3288 return; /* wait for shrinking amoeba */
3290 else /* element == EL_PACMAN */
3292 Feld[newx][newy] = EL_EMPTY;
3293 DrawLevelField(newx, newy);
3294 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3297 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3298 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3299 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3301 /* wait for shrinking amoeba to completely disappear */
3304 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3306 /* object was running against a wall */
3310 if (element == EL_BUG || element == EL_SPACESHIP ||
3311 element == EL_SP_SNIKSNAK)
3312 DrawLevelField(x, y);
3313 else if (element == EL_BUG || element == EL_SPACESHIP ||
3314 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3315 DrawLevelField(x, y);
3316 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3317 DrawLevelElementAnimation(x, y, element);
3318 else if (element == EL_SATELLITE)
3319 DrawLevelElementAnimation(x, y, element);
3320 else if (element == EL_SP_ELECTRON)
3321 DrawLevelElementAnimation(x, y, element);
3323 if (DONT_TOUCH(element))
3324 TestIfBadThingTouchesHero(x, y);
3326 PlaySoundLevelAction(x, y, ACTION_WAITING);
3331 InitMovingField(x, y, MovDir[x][y]);
3333 PlaySoundLevelAction(x, y, ACTION_MOVING);
3337 ContinueMoving(x, y);
3340 void ContinueMoving(int x, int y)
3342 int element = Feld[x][y];
3343 int direction = MovDir[x][y];
3344 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3345 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3346 int horiz_move = (dx != 0);
3347 int newx = x + dx, newy = y + dy;
3348 int step = (horiz_move ? dx : dy) * TILEX / 8;
3350 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3352 else if (element == EL_QUICKSAND_FILLING ||
3353 element == EL_QUICKSAND_EMPTYING)
3355 else if (element == EL_MAGIC_WALL_FILLING ||
3356 element == EL_BD_MAGIC_WALL_FILLING ||
3357 element == EL_MAGIC_WALL_EMPTYING ||
3358 element == EL_BD_MAGIC_WALL_EMPTYING)
3360 else if (CAN_FALL(element) && horiz_move &&
3361 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3363 else if (element == EL_SPRING && horiz_move)
3366 #if OLD_GAME_BEHAVIOUR
3367 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3371 MovPos[x][y] += step;
3373 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3375 Feld[x][y] = EL_EMPTY;
3376 Feld[newx][newy] = element;
3378 if (element == EL_MOLE)
3381 static int xy[4][2] =
3389 Feld[x][y] = EL_SAND;
3390 DrawLevelField(x, y);
3399 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3400 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3404 if (element == EL_QUICKSAND_FILLING)
3406 element = Feld[newx][newy] = get_next_element(element);
3407 Store[newx][newy] = Store[x][y];
3409 else if (element == EL_QUICKSAND_EMPTYING)
3411 Feld[x][y] = get_next_element(element);
3412 element = Feld[newx][newy] = Store[x][y];
3414 else if (element == EL_MAGIC_WALL_FILLING)
3416 element = Feld[newx][newy] = get_next_element(element);
3417 if (!game.magic_wall_active)
3418 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3419 Store[newx][newy] = Store[x][y];
3421 else if (element == EL_MAGIC_WALL_EMPTYING)
3423 Feld[x][y] = get_next_element(element);
3424 if (!game.magic_wall_active)
3425 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3426 element = Feld[newx][newy] = Store[x][y];
3428 else if (element == EL_BD_MAGIC_WALL_FILLING)
3430 element = Feld[newx][newy] = get_next_element(element);
3431 if (!game.magic_wall_active)
3432 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3433 Store[newx][newy] = Store[x][y];
3435 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3437 Feld[x][y] = get_next_element(element);
3438 if (!game.magic_wall_active)
3439 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3440 element = Feld[newx][newy] = Store[x][y];
3442 else if (element == EL_AMOEBA_DRIPPING)
3444 Feld[x][y] = get_next_element(element);
3445 element = Feld[newx][newy] = Store[x][y];
3447 else if (Store[x][y] == EL_ACID)
3449 element = Feld[newx][newy] = EL_ACID;
3453 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3454 MovDelay[newx][newy] = 0;
3456 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3457 GfxAction[x][y] = ACTION_DEFAULT;
3460 if (!CAN_MOVE(element))
3461 MovDir[newx][newy] = 0;
3464 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3465 MovDir[newx][newy] = 0;
3468 if (!CAN_MOVE(element) ||
3469 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3470 MovDir[newx][newy] = 0;
3473 DrawLevelField(x, y);
3474 DrawLevelField(newx, newy);
3476 Stop[newx][newy] = TRUE;
3477 JustStopped[newx][newy] = 3;
3479 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3481 TestIfBadThingTouchesHero(newx, newy);
3482 TestIfBadThingTouchesFriend(newx, newy);
3483 TestIfBadThingTouchesOtherBadThing(newx, newy);
3485 else if (element == EL_PENGUIN)
3486 TestIfFriendTouchesBadThing(newx, newy);
3488 if (CAN_SMASH(element) && direction == MV_DOWN &&
3489 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3492 else /* still moving on */
3495 if (GfxAction[x][y] == ACTION_DEFAULT)
3497 printf("reset GfxAction...\n");
3499 GfxAction[x][y] = ACTION_MOVING;
3503 DrawLevelField(x, y);
3507 int AmoebeNachbarNr(int ax, int ay)
3510 int element = Feld[ax][ay];
3512 static int xy[4][2] =
3522 int x = ax + xy[i][0];
3523 int y = ay + xy[i][1];
3525 if (!IN_LEV_FIELD(x, y))
3528 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3529 group_nr = AmoebaNr[x][y];
3535 void AmoebenVereinigen(int ax, int ay)
3537 int i, x, y, xx, yy;
3538 int new_group_nr = AmoebaNr[ax][ay];
3539 static int xy[4][2] =
3547 if (new_group_nr == 0)
3555 if (!IN_LEV_FIELD(x, y))
3558 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3559 Feld[x][y] == EL_BD_AMOEBA ||
3560 Feld[x][y] == EL_AMOEBA_DEAD) &&
3561 AmoebaNr[x][y] != new_group_nr)
3563 int old_group_nr = AmoebaNr[x][y];
3565 if (old_group_nr == 0)
3568 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3569 AmoebaCnt[old_group_nr] = 0;
3570 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3571 AmoebaCnt2[old_group_nr] = 0;
3573 for (yy=0; yy<lev_fieldy; yy++)
3575 for (xx=0; xx<lev_fieldx; xx++)
3577 if (AmoebaNr[xx][yy] == old_group_nr)
3578 AmoebaNr[xx][yy] = new_group_nr;
3585 void AmoebeUmwandeln(int ax, int ay)
3589 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3591 int group_nr = AmoebaNr[ax][ay];
3596 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3597 printf("AmoebeUmwandeln(): This should never happen!\n");
3602 for (y=0; y<lev_fieldy; y++)
3604 for (x=0; x<lev_fieldx; x++)
3606 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3609 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3613 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3614 SND_AMOEBA_TURNING_TO_GEM :
3615 SND_AMOEBA_TURNING_TO_ROCK));
3620 static int xy[4][2] =
3633 if (!IN_LEV_FIELD(x, y))
3636 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3638 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3639 SND_AMOEBA_TURNING_TO_GEM :
3640 SND_AMOEBA_TURNING_TO_ROCK));
3647 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3650 int group_nr = AmoebaNr[ax][ay];
3651 boolean done = FALSE;
3656 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3657 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3662 for (y=0; y<lev_fieldy; y++)
3664 for (x=0; x<lev_fieldx; x++)
3666 if (AmoebaNr[x][y] == group_nr &&
3667 (Feld[x][y] == EL_AMOEBA_DEAD ||
3668 Feld[x][y] == EL_BD_AMOEBA ||
3669 Feld[x][y] == EL_AMOEBA_CREATING))
3672 Feld[x][y] = new_element;
3673 InitField(x, y, FALSE);
3674 DrawLevelField(x, y);
3681 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3682 SND_BD_AMOEBA_TURNING_TO_ROCK :
3683 SND_BD_AMOEBA_TURNING_TO_GEM));
3686 void AmoebeWaechst(int x, int y)
3688 static unsigned long sound_delay = 0;
3689 static unsigned long sound_delay_value = 0;
3691 if (!MovDelay[x][y]) /* start new growing cycle */
3695 if (DelayReached(&sound_delay, sound_delay_value))
3697 if (Store[x][y] == EL_BD_AMOEBA)
3698 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3700 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3701 sound_delay_value = 30;
3705 if (MovDelay[x][y]) /* wait some time before growing bigger */
3708 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3710 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3711 6 - MovDelay[x][y]);
3713 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3716 if (!MovDelay[x][y])
3718 Feld[x][y] = Store[x][y];
3720 DrawLevelField(x, y);
3725 void AmoebaDisappearing(int x, int y)
3727 static unsigned long sound_delay = 0;
3728 static unsigned long sound_delay_value = 0;
3730 if (!MovDelay[x][y]) /* start new shrinking cycle */
3734 if (DelayReached(&sound_delay, sound_delay_value))
3735 sound_delay_value = 30;
3738 if (MovDelay[x][y]) /* wait some time before shrinking */
3741 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3743 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3744 6 - MovDelay[x][y]);
3746 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3749 if (!MovDelay[x][y])
3751 Feld[x][y] = EL_EMPTY;
3752 DrawLevelField(x, y);
3754 /* don't let mole enter this field in this cycle;
3755 (give priority to objects falling to this field from above) */
3761 void AmoebeAbleger(int ax, int ay)
3764 int element = Feld[ax][ay];
3765 int newax = ax, neway = ay;
3766 static int xy[4][2] =
3774 if (!level.amoeba_speed)
3776 Feld[ax][ay] = EL_AMOEBA_DEAD;
3777 DrawLevelField(ax, ay);
3781 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3782 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3784 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3787 if (MovDelay[ax][ay])
3791 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3794 int x = ax + xy[start][0];
3795 int y = ay + xy[start][1];
3797 if (!IN_LEV_FIELD(x, y))
3800 if (IS_FREE(x, y) ||
3801 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3807 if (newax == ax && neway == ay)
3810 else /* normal or "filled" (BD style) amoeba */
3813 boolean waiting_for_player = FALSE;
3817 int j = (start + i) % 4;
3818 int x = ax + xy[j][0];
3819 int y = ay + xy[j][1];
3821 if (!IN_LEV_FIELD(x, y))
3824 if (IS_FREE(x, y) ||
3825 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3831 else if (IS_PLAYER(x, y))
3832 waiting_for_player = TRUE;
3835 if (newax == ax && neway == ay) /* amoeba cannot grow */
3837 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3839 Feld[ax][ay] = EL_AMOEBA_DEAD;
3840 DrawLevelField(ax, ay);
3841 AmoebaCnt[AmoebaNr[ax][ay]]--;
3843 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3845 if (element == EL_AMOEBA_FULL)
3846 AmoebeUmwandeln(ax, ay);
3847 else if (element == EL_BD_AMOEBA)
3848 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3853 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3855 /* amoeba gets larger by growing in some direction */
3857 int new_group_nr = AmoebaNr[ax][ay];
3860 if (new_group_nr == 0)
3862 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3863 printf("AmoebeAbleger(): This should never happen!\n");
3868 AmoebaNr[newax][neway] = new_group_nr;
3869 AmoebaCnt[new_group_nr]++;
3870 AmoebaCnt2[new_group_nr]++;
3872 /* if amoeba touches other amoeba(s) after growing, unify them */
3873 AmoebenVereinigen(newax, neway);
3875 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3877 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3883 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3884 (neway == lev_fieldy - 1 && newax != ax))
3886 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3887 Store[newax][neway] = element;
3889 else if (neway == ay)
3891 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3892 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3896 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3897 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3898 Store[ax][ay] = EL_AMOEBA_DROP;
3899 ContinueMoving(ax, ay);
3903 DrawLevelField(newax, neway);
3906 void Life(int ax, int ay)
3909 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3911 int element = Feld[ax][ay];
3912 boolean changed = FALSE;
3917 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3918 MovDelay[ax][ay] = life_time;
3920 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3923 if (MovDelay[ax][ay])
3927 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3929 int xx = ax+x1, yy = ay+y1;
3932 if (!IN_LEV_FIELD(xx, yy))
3935 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3937 int x = xx+x2, y = yy+y2;
3939 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3942 if (((Feld[x][y] == element ||
3943 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3945 (IS_FREE(x, y) && Stop[x][y]))
3949 if (xx == ax && yy == ay) /* field in the middle */
3951 if (nachbarn < life[0] || nachbarn > life[1])
3953 Feld[xx][yy] = EL_EMPTY;
3955 DrawLevelField(xx, yy);
3956 Stop[xx][yy] = TRUE;
3960 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3961 { /* free border field */
3962 if (nachbarn >= life[2] && nachbarn <= life[3])
3964 Feld[xx][yy] = element;
3965 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3967 DrawLevelField(xx, yy);
3968 Stop[xx][yy] = TRUE;
3975 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3976 SND_BIOMAZE_CREATING);
3979 static void InitRobotWheel(int x, int y)
3981 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3984 static void RunRobotWheel(int x, int y)
3986 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3989 static void StopRobotWheel(int x, int y)
3991 if (ZX == x && ZY == y)
3996 void RobotWheel(int x, int y)
3998 if (!MovDelay[x][y]) /* next animation frame */
3999 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4001 if (MovDelay[x][y]) /* wait some time before next frame */
4006 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4008 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
4010 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
4013 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4019 Feld[x][y] = EL_ROBOT_WHEEL;
4020 DrawLevelField(x, y);
4022 if (ZX == x && ZY == y)
4027 static void InitTimegateWheel(int x, int y)
4029 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4032 static void RunTimegateWheel(int x, int y)
4034 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4038 void TimegateWheel(int x, int y)
4040 if (!MovDelay[x][y]) /* next animation frame */
4041 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4043 if (MovDelay[x][y]) /* wait some time before next frame */
4048 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4050 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
4052 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
4055 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4061 Feld[x][y] = EL_TIMEGATE_SWITCH;
4062 DrawLevelField(x, y);
4064 /* THIS HAS NO EFFECT AT ALL! */
4066 /* !!! THIS LOOKS WRONG !!! */
4067 if (ZX == x && ZY == y)
4075 void NussKnacken(int x, int y)
4077 if (!MovDelay[x][y]) /* next animation frame */
4080 if (MovDelay[x][y]) /* wait some time before next frame */
4085 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4087 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
4088 6 - MovDelay[x][y]);
4090 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
4097 Feld[x][y] = EL_EMERALD;
4098 DrawLevelField(x, y);
4103 void BreakingPearl(int x, int y)
4105 if (!MovDelay[x][y]) /* next animation frame */
4108 if (MovDelay[x][y]) /* wait some time before next frame */
4113 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4115 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
4116 8 - MovDelay[x][y]);
4118 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4125 Feld[x][y] = EL_EMPTY;
4126 DrawLevelField(x, y);
4130 void SiebAktivieren(int x, int y, int type)
4132 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4134 DrawLevelGraphicAnimation(x, y, graphic);
4137 void CheckExit(int x, int y)
4139 if (local_player->gems_still_needed > 0 ||
4140 local_player->sokobanfields_still_needed > 0 ||
4141 local_player->lights_still_needed > 0)
4144 Feld[x][y] = EL_EXIT_OPENING;
4146 PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
4149 void CheckExitSP(int x, int y)
4151 if (local_player->gems_still_needed > 0)
4154 Feld[x][y] = EL_SP_EXIT_OPEN;
4156 PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
4160 void AusgangstuerOeffnen(int x, int y)
4164 if (!MovDelay[x][y]) /* next animation frame */
4165 MovDelay[x][y] = 5 * delay;
4167 if (MovDelay[x][y]) /* wait some time before next frame */
4172 tuer = MovDelay[x][y] / delay;
4174 if (!(MovDelay[x][y] % delay))
4176 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4178 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4179 29 - MovDelay[x][y]);
4181 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4189 Feld[x][y] = EL_EXIT_OPEN;
4190 DrawLevelField(x, y);
4195 void OpenSwitchgate(int x, int y)
4199 if (!MovDelay[x][y]) /* next animation frame */
4200 MovDelay[x][y] = 5 * delay;
4202 if (MovDelay[x][y]) /* wait some time before next frame */
4206 if (!(MovDelay[x][y] % delay))
4208 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4210 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4211 29 - MovDelay[x][y]);
4213 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4221 Feld[x][y] = EL_SWITCHGATE_OPEN;
4222 DrawLevelField(x, y);
4227 void CloseSwitchgate(int x, int y)
4231 if (!MovDelay[x][y]) /* next animation frame */
4232 MovDelay[x][y] = 5 * delay;
4234 if (MovDelay[x][y]) /* wait some time before next frame */
4238 if (!(MovDelay[x][y] % delay))
4240 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4242 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4243 29 - MovDelay[x][y]);
4245 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4253 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4254 DrawLevelField(x, y);
4259 void OpenTimegate(int x, int y)
4263 if (!MovDelay[x][y]) /* next animation frame */
4264 MovDelay[x][y] = 5 * delay;
4266 if (MovDelay[x][y]) /* wait some time before next frame */
4270 if (!(MovDelay[x][y] % delay))
4272 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4274 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4275 29 - MovDelay[x][y]);
4277 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4285 Feld[x][y] = EL_TIMEGATE_OPEN;
4286 DrawLevelField(x, y);
4291 void CloseTimegate(int x, int y)
4295 if (!MovDelay[x][y]) /* next animation frame */
4296 MovDelay[x][y] = 5 * delay;
4298 if (MovDelay[x][y]) /* wait some time before next frame */
4302 if (!(MovDelay[x][y] % delay))
4304 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4306 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4307 29 - MovDelay[x][y]);
4309 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4317 Feld[x][y] = EL_TIMEGATE_CLOSED;
4318 DrawLevelField(x, y);
4322 static void CloseAllOpenTimegates()
4326 for (y=0; y<lev_fieldy; y++)
4328 for (x=0; x<lev_fieldx; x++)
4330 int element = Feld[x][y];
4332 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4334 Feld[x][y] = EL_TIMEGATE_CLOSING;
4335 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4341 void EdelsteinFunkeln(int x, int y)
4343 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4346 if (Feld[x][y] == EL_BD_DIAMOND)
4348 DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
4354 if (MovDelay[x][y] == 0) /* next animation frame */
4355 MovDelay[x][y] = 11 * !SimpleRND(500);
4357 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4361 if (setup.direct_draw && MovDelay[x][y])
4362 SetDrawtoField(DRAW_BUFFERED);
4365 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4367 DrawLevelElementAnimation(x, y, Feld[x][y]);
4370 if (MovDelay[x][y] != 0)
4372 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4373 10 - MovDelay[x][y]);
4375 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4377 if (setup.direct_draw)
4381 dest_x = FX + SCREENX(x) * TILEX;
4382 dest_y = FY + SCREENY(y) * TILEY;
4384 BlitBitmap(drawto_field, window,
4385 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4386 SetDrawtoField(DRAW_DIRECT);
4393 void MauerWaechst(int x, int y)
4397 if (!MovDelay[x][y]) /* next animation frame */
4398 MovDelay[x][y] = 3 * delay;
4400 if (MovDelay[x][y]) /* wait some time before next frame */
4404 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4406 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4407 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4409 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4412 if (!MovDelay[x][y])
4414 if (MovDir[x][y] == MV_LEFT)
4416 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4417 DrawLevelField(x - 1, y);
4419 else if (MovDir[x][y] == MV_RIGHT)
4421 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4422 DrawLevelField(x + 1, y);
4424 else if (MovDir[x][y] == MV_UP)
4426 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4427 DrawLevelField(x, y - 1);
4431 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4432 DrawLevelField(x, y + 1);
4435 Feld[x][y] = Store[x][y];
4437 MovDir[x][y] = MV_NO_MOVING;
4438 DrawLevelField(x, y);
4443 void MauerAbleger(int ax, int ay)
4445 int element = Feld[ax][ay];
4446 boolean oben_frei = FALSE, unten_frei = FALSE;
4447 boolean links_frei = FALSE, rechts_frei = FALSE;
4448 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4449 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4450 boolean new_wall = FALSE;
4452 if (!MovDelay[ax][ay]) /* start building new wall */
4453 MovDelay[ax][ay] = 6;
4455 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4458 if (MovDelay[ax][ay])
4462 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4464 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4466 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4468 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4471 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4475 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4476 Store[ax][ay-1] = element;
4477 MovDir[ax][ay-1] = MV_UP;
4478 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4479 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4480 IMG_WALL_GROWING_ACTIVE_UP, 0);
4485 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4486 Store[ax][ay+1] = element;
4487 MovDir[ax][ay+1] = MV_DOWN;
4488 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4489 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4490 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4495 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4496 element == EL_WALL_GROWING)
4500 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4501 Store[ax-1][ay] = element;
4502 MovDir[ax-1][ay] = MV_LEFT;
4503 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4504 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4505 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4511 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4512 Store[ax+1][ay] = element;
4513 MovDir[ax+1][ay] = MV_RIGHT;
4514 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4515 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4516 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4521 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4522 DrawLevelField(ax, ay);
4524 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4526 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4527 unten_massiv = TRUE;
4528 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4529 links_massiv = TRUE;
4530 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4531 rechts_massiv = TRUE;
4533 if (((oben_massiv && unten_massiv) ||
4534 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4535 ((links_massiv && rechts_massiv) ||
4536 element == EL_WALL_GROWING_Y))
4537 Feld[ax][ay] = EL_WALL;
4540 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4543 void CheckForDragon(int x, int y)
4546 boolean dragon_found = FALSE;
4547 static int xy[4][2] =
4559 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4561 if (IN_LEV_FIELD(xx, yy) &&
4562 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4564 if (Feld[xx][yy] == EL_DRAGON)
4565 dragon_found = TRUE;
4578 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4580 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4582 Feld[xx][yy] = EL_EMPTY;
4583 DrawLevelField(xx, yy);
4592 static void InitBuggyBase(int x, int y)
4594 int element = Feld[x][y];
4595 int activating_delay = FRAMES_PER_SECOND / 4;
4598 (element == EL_SP_BUGGY_BASE ?
4599 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4600 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4602 element == EL_SP_BUGGY_BASE_ACTIVE ?
4603 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4606 static void WarnBuggyBase(int x, int y)
4609 static int xy[4][2] =
4619 int xx = x + xy[i][0], yy = y + xy[i][1];
4621 if (IS_PLAYER(xx, yy))
4623 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4631 void CheckBuggyBase(int x, int y)
4633 int element = Feld[x][y];
4635 if (element == EL_SP_BUGGY_BASE)
4637 if (MovDelay[x][y] == 0) /* wait some time before activating base */
4641 InitBuggyBase(x, y);
4646 if (MovDelay[x][y] != 0)
4648 DrawLevelElementAnimation(x, y, element);
4652 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVATING;
4653 DrawLevelField(x, y);
4656 else if (element == EL_SP_BUGGY_BASE_ACTIVATING)
4658 if (MovDelay[x][y] == 0) /* display activation warning of buggy base */
4662 InitBuggyBase(x, y);
4667 if (MovDelay[x][y] != 0)
4669 DrawLevelElementAnimation(x, y, element);
4673 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4674 DrawLevelField(x, y);
4677 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4679 if (MovDelay[x][y] == 0) /* start activating buggy base */
4683 InitBuggyBase(x, y);
4688 if (MovDelay[x][y] != 0)
4690 DrawLevelElementAnimation(x, y, element);
4692 WarnBuggyBase(x, y);
4696 Feld[x][y] = EL_SP_BUGGY_BASE;
4697 DrawLevelField(x, y);
4703 static void InitTrap(int x, int y)
4705 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4708 static void ActivateTrap(int x, int y)
4710 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4713 static void ChangeActiveTrap(int x, int y)
4715 int graphic = IMG_TRAP_ACTIVE;
4717 /* if animation frame already drawn, correct crumbled sand border */
4718 if (IS_ANIMATED(graphic))
4719 if (checkDrawLevelGraphicAnimation(x, y, graphic))
4720 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4724 void CheckTrap(int x, int y)
4726 int element = Feld[x][y];
4728 if (element == EL_TRAP)
4730 if (MovDelay[x][y] == 0) /* wait some time before activating trap */
4731 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4735 if (MovDelay[x][y] != 0)
4737 /* do nothing while waiting */
4741 Feld[x][y] = EL_TRAP_ACTIVE;
4742 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4745 else if (element == EL_TRAP_ACTIVE)
4750 if (MovDelay[x][y] == 0) /* start activating trap */
4752 MovDelay[x][y] = num_frames * delay;
4758 if (MovDelay[x][y] != 0)
4760 if (DrawLevelElementAnimation(x, y, element))
4761 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4765 Feld[x][y] = EL_TRAP;
4766 DrawLevelField(x, y);
4773 static void DrawBeltAnimation(int x, int y, int element)
4775 int belt_nr = getBeltNrFromBeltActiveElement(element);
4776 int belt_dir = game.belt_dir[belt_nr];
4778 if (belt_dir != MV_NO_MOVING)
4780 DrawLevelElementAnimation(x, y, element);
4782 if (!(FrameCounter % 2))
4783 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4788 static void ChangeElement(int x, int y)
4790 int element = Feld[x][y];
4792 if (MovDelay[x][y] == 0) /* initialize element change */
4794 MovDelay[x][y] = changing_element[element].change_delay + 1;
4797 if (changing_element[element].pre_change_function)
4798 changing_element[element].pre_change_function(x, y);
4803 if (MovDelay[x][y] != 0) /* continue element change */
4805 if (IS_ANIMATED(el2img(element)))
4806 DrawLevelElementAnimation(x, y, element);
4808 if (changing_element[element].change_function)
4809 changing_element[element].change_function(x, y);
4811 else /* finish element change */
4813 Feld[x][y] = changing_element[element].next_element;
4816 DrawLevelField(x, y);
4818 if (changing_element[element].post_change_function)
4819 changing_element[element].post_change_function(x, y);
4823 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4825 static byte stored_player_action[MAX_PLAYERS];
4826 static int num_stored_actions = 0;
4828 static boolean save_tape_entry = FALSE;
4830 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4831 int left = player_action & JOY_LEFT;
4832 int right = player_action & JOY_RIGHT;
4833 int up = player_action & JOY_UP;
4834 int down = player_action & JOY_DOWN;
4835 int button1 = player_action & JOY_BUTTON_1;
4836 int button2 = player_action & JOY_BUTTON_2;
4837 int dx = (left ? -1 : right ? 1 : 0);
4838 int dy = (up ? -1 : down ? 1 : 0);
4840 stored_player_action[player->index_nr] = 0;
4841 num_stored_actions++;
4843 if (!player->active || tape.pausing)
4849 save_tape_entry = TRUE;
4851 player->frame_reset_delay = 0;
4854 snapped = SnapField(player, dx, dy);
4858 bombed = PlaceBomb(player);
4859 moved = MoveFigure(player, dx, dy);
4862 if (tape.single_step && tape.recording && !tape.pausing)
4864 if (button1 || (bombed && !moved))
4866 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4867 SnapField(player, 0, 0); /* stop snapping */
4872 if (tape.recording && (moved || snapped || bombed))
4874 if (bombed && !moved)
4875 player_action &= JOY_BUTTON;
4877 stored_player_action[player->index_nr] = player_action;
4878 save_tape_entry = TRUE;
4880 else if (tape.playing && snapped)
4881 SnapField(player, 0, 0); /* stop snapping */
4883 stored_player_action[player->index_nr] = player_action;
4888 /* no actions for this player (no input at player's configured device) */
4890 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4891 SnapField(player, 0, 0);
4892 CheckGravityMovement(player);
4895 if (player->MovPos == 0) /* needed for tape.playing */
4896 player->is_moving = FALSE;
4899 if (player->MovPos == 0) /* needed for tape.playing */
4900 player->last_move_dir = MV_NO_MOVING;
4902 /* !!! CHECK THIS AGAIN !!!
4903 (Seems to be needed for some EL_ROBOT stuff, but breaks
4904 tapes when walking through pipes!)
4907 /* it seems that "player->last_move_dir" is misused as some sort of
4908 "player->is_just_moving_in_this_moment", which is needed for the
4909 robot stuff (robots don't kill players when they are moving)
4913 /* if the player does not move for some time, reset animation to start */
4914 if (++player->frame_reset_delay > player->move_delay_value)
4919 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4921 TapeRecordAction(stored_player_action);
4922 num_stored_actions = 0;
4923 save_tape_entry = FALSE;
4926 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4928 TapeRecordAction(stored_player_action);
4929 num_stored_actions = 0;
4934 if (tape.playing && !tape.pausing && !player_action &&
4935 tape.counter < tape.length)
4937 int jx = player->jx, jy = player->jy;
4939 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4941 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4942 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4944 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4946 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4948 int el = Feld[jx+dx][jy];
4949 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4950 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4952 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4954 player->MovDir = next_joy;
4955 player->Frame = FrameCounter % 4;
4956 player->Pushing = TRUE;
4966 static unsigned long action_delay = 0;
4967 unsigned long action_delay_value;
4968 int sieb_x = 0, sieb_y = 0;
4969 int i, x, y, element, graphic;
4970 byte *recorded_player_action;
4971 byte summarized_player_action = 0;
4973 if (game_status != PLAYING)
4976 action_delay_value =
4977 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4979 if (tape.playing && tape.index_search && !tape.pausing)
4980 action_delay_value = 0;
4982 /* ---------- main game synchronization point ---------- */
4984 WaitUntilDelayReached(&action_delay, action_delay_value);
4986 if (network_playing && !network_player_action_received)
4990 printf("DEBUG: try to get network player actions in time\n");
4994 #if defined(PLATFORM_UNIX)
4995 /* last chance to get network player actions without main loop delay */
4999 if (game_status != PLAYING)
5002 if (!network_player_action_received)
5006 printf("DEBUG: failed to get network player actions in time\n");
5016 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5018 for (i=0; i<MAX_PLAYERS; i++)
5020 summarized_player_action |= stored_player[i].action;
5022 if (!network_playing)
5023 stored_player[i].effective_action = stored_player[i].action;
5026 #if defined(PLATFORM_UNIX)
5027 if (network_playing)
5028 SendToServer_MovePlayer(summarized_player_action);
5031 if (!options.network && !setup.team_mode)
5032 local_player->effective_action = summarized_player_action;
5034 for (i=0; i<MAX_PLAYERS; i++)
5036 int actual_player_action = stored_player[i].effective_action;
5038 if (stored_player[i].programmed_action)
5039 actual_player_action = stored_player[i].programmed_action;
5041 if (recorded_player_action)
5042 actual_player_action = recorded_player_action[i];
5044 PlayerActions(&stored_player[i], actual_player_action);
5045 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5048 network_player_action_received = FALSE;
5050 ScrollScreen(NULL, SCROLL_GO_ON);
5056 if (TimeFrames == 0 && local_player->active)
5058 extern unsigned int last_RND();
5060 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
5061 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
5068 if (GameFrameDelay >= 500)
5069 printf("FrameCounter == %d\n", FrameCounter);
5076 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5079 if (JustStopped[x][y] > 0)
5080 JustStopped[x][y]--;
5085 if (IS_BLOCKED(x, y))
5089 Blocked2Moving(x, y, &oldx, &oldy);
5090 if (!IS_MOVING(oldx, oldy))
5092 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5093 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5094 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5095 printf("GameActions(): This should never happen!\n");
5101 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5103 element = Feld[x][y];
5104 graphic = el2img(element);
5106 if (IS_INACTIVE(element))
5110 if (IS_ANIMATED(graphic))
5111 DrawLevelGraphicAnimation(x, y, graphic);
5117 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5123 if (Feld[x][y] == EL_EMERALD &&
5124 IS_ANIMATED(graphic) &&
5126 DrawLevelGraphicAnimation(x, y, graphic);
5128 if (IS_ANIMATED(graphic) &&
5130 DrawLevelGraphicAnimation(x, y, graphic);
5134 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5135 EdelsteinFunkeln(x, y);
5139 else if ((element == EL_ACID ||
5140 element == EL_EXIT_OPEN ||
5141 element == EL_SP_EXIT_OPEN ||
5142 element == EL_SP_TERMINAL ||
5143 element == EL_SP_TERMINAL_ACTIVE ||
5144 element == EL_EXTRA_TIME ||
5145 element == EL_SHIELD_NORMAL ||
5146 element == EL_SHIELD_DEADLY) &&
5147 IS_ANIMATED(graphic))
5148 DrawLevelGraphicAnimation(x, y, graphic);
5151 else if (IS_MOVING(x, y))
5152 ContinueMoving(x, y);
5153 else if (IS_ACTIVE_BOMB(element))
5154 CheckDynamite(x, y);
5156 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5157 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5159 else if (element == EL_AMOEBA_CREATING)
5160 AmoebeWaechst(x, y);
5161 else if (element == EL_AMOEBA_SHRINKING)
5162 AmoebaDisappearing(x, y);
5164 #if !USE_NEW_AMOEBA_CODE
5165 else if (IS_AMOEBALIVE(element))
5166 AmoebeAbleger(x, y);
5169 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
5172 else if (element == EL_ROBOT_WHEEL_ACTIVE)
5174 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5175 TimegateWheel(x, y);
5177 else if (element == EL_ACID_SPLASH_LEFT ||
5178 element == EL_ACID_SPLASH_RIGHT)
5181 else if (element == EL_NUT_CRACKING)
5183 else if (element == EL_PEARL_BREAKING)
5184 BreakingPearl(x, y);
5186 else if (element == EL_EXIT_CLOSED)
5188 else if (element == EL_SP_EXIT_CLOSED)
5191 else if (element == EL_EXIT_OPENING)
5192 AusgangstuerOeffnen(x, y);
5194 else if (element == EL_WALL_GROWING_ACTIVE)
5196 else if (element == EL_WALL_GROWING ||
5197 element == EL_WALL_GROWING_X ||
5198 element == EL_WALL_GROWING_Y ||
5199 element == EL_WALL_GROWING_XY)
5201 else if (element == EL_FLAMES)
5202 CheckForDragon(x, y);
5204 else if (element == EL_SP_BUGGY_BASE ||
5205 element == EL_SP_BUGGY_BASE_ACTIVATING ||
5206 element == EL_SP_BUGGY_BASE_ACTIVE)
5207 CheckBuggyBase(x, y);
5208 else if (element == EL_TRAP ||
5209 element == EL_TRAP_ACTIVE)
5211 else if (IS_BELT_ACTIVE(element))
5212 DrawBeltAnimation(x, y, element);
5213 else if (element == EL_SWITCHGATE_OPENING)
5214 OpenSwitchgate(x, y);
5215 else if (element == EL_SWITCHGATE_CLOSING)
5216 CloseSwitchgate(x, y);
5217 else if (element == EL_TIMEGATE_OPENING)
5219 else if (element == EL_TIMEGATE_CLOSING)
5220 CloseTimegate(x, y);
5223 else if (IS_AUTO_CHANGING(element))
5224 ChangeElement(x, y);
5227 else if (IS_ANIMATED(graphic))
5228 DrawLevelGraphicAnimation(x, y, graphic);
5231 if (IS_BELT_ACTIVE(element))
5232 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5234 if (game.magic_wall_active)
5236 boolean sieb = FALSE;
5237 int jx = local_player->jx, jy = local_player->jy;
5239 if (element == EL_MAGIC_WALL_FULL ||
5240 element == EL_MAGIC_WALL_ACTIVE ||
5241 element == EL_MAGIC_WALL_EMPTYING)
5243 SiebAktivieren(x, y, 1);
5246 else if (element == EL_BD_MAGIC_WALL_FULL ||
5247 element == EL_BD_MAGIC_WALL_ACTIVE ||
5248 element == EL_BD_MAGIC_WALL_EMPTYING)
5250 SiebAktivieren(x, y, 2);
5254 /* play the element sound at the position nearest to the player */
5255 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5263 #if USE_NEW_AMOEBA_CODE
5264 /* new experimental amoeba growth stuff */
5266 if (!(FrameCounter % 8))
5269 static unsigned long random = 1684108901;
5271 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5274 x = (random >> 10) % lev_fieldx;
5275 y = (random >> 20) % lev_fieldy;
5277 x = RND(lev_fieldx);
5278 y = RND(lev_fieldy);
5280 element = Feld[x][y];
5282 if (!IS_PLAYER(x,y) &&
5283 (element == EL_EMPTY ||
5284 element == EL_SAND ||
5285 element == EL_QUICKSAND_EMPTY ||
5286 element == EL_ACID_SPLASH_LEFT ||
5287 element == EL_ACID_SPLASH_RIGHT))
5289 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5290 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5291 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5292 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5293 Feld[x][y] = EL_AMOEBA_DROP;
5296 random = random * 129 + 1;
5302 if (game.explosions_delayed)
5305 game.explosions_delayed = FALSE;
5307 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5309 element = Feld[x][y];
5311 if (ExplodeField[x][y])
5312 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5313 else if (element == EL_EXPLOSION)
5314 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5316 ExplodeField[x][y] = EX_NO_EXPLOSION;
5319 game.explosions_delayed = TRUE;
5322 if (game.magic_wall_active)
5324 if (!(game.magic_wall_time_left % 4))
5326 int element = Feld[sieb_x][sieb_y];
5328 if (element == EL_BD_MAGIC_WALL_FULL ||
5329 element == EL_BD_MAGIC_WALL_ACTIVE ||
5330 element == EL_BD_MAGIC_WALL_EMPTYING)
5331 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5333 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5336 if (game.magic_wall_time_left > 0)
5338 game.magic_wall_time_left--;
5339 if (!game.magic_wall_time_left)
5341 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5343 element = Feld[x][y];
5345 if (element == EL_MAGIC_WALL_ACTIVE ||
5346 element == EL_MAGIC_WALL_FULL)
5348 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5349 DrawLevelField(x, y);
5351 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5352 element == EL_BD_MAGIC_WALL_FULL)
5354 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5355 DrawLevelField(x, y);
5359 game.magic_wall_active = FALSE;
5364 if (game.light_time_left > 0)
5366 game.light_time_left--;
5368 if (game.light_time_left == 0)
5369 RedrawAllLightSwitchesAndInvisibleElements();
5372 if (game.timegate_time_left > 0)
5374 game.timegate_time_left--;
5376 if (game.timegate_time_left == 0)
5377 CloseAllOpenTimegates();
5380 for (i=0; i<MAX_PLAYERS; i++)
5382 struct PlayerInfo *player = &stored_player[i];
5384 if (SHIELD_ON(player))
5386 if (player->shield_deadly_time_left)
5387 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5388 else if (player->shield_normal_time_left)
5389 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5393 if (TimeFrames >= (1000 / GameFrameDelay))
5398 for (i=0; i<MAX_PLAYERS; i++)
5400 struct PlayerInfo *player = &stored_player[i];
5402 if (SHIELD_ON(player))
5404 player->shield_normal_time_left--;
5406 if (player->shield_deadly_time_left > 0)
5407 player->shield_deadly_time_left--;
5411 if (tape.recording || tape.playing)
5412 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5418 if (TimeLeft <= 10 && setup.time_limit)
5419 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5421 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5423 if (!TimeLeft && setup.time_limit)
5424 for (i=0; i<MAX_PLAYERS; i++)
5425 KillHero(&stored_player[i]);
5427 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5428 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5433 if (options.debug) /* calculate frames per second */
5435 static unsigned long fps_counter = 0;
5436 static int fps_frames = 0;
5437 unsigned long fps_delay_ms = Counter() - fps_counter;
5441 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5443 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5446 fps_counter = Counter();
5449 redraw_mask |= REDRAW_FPS;
5453 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5455 int min_x = x, min_y = y, max_x = x, max_y = y;
5458 for (i=0; i<MAX_PLAYERS; i++)
5460 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5462 if (!stored_player[i].active || &stored_player[i] == player)
5465 min_x = MIN(min_x, jx);
5466 min_y = MIN(min_y, jy);
5467 max_x = MAX(max_x, jx);
5468 max_y = MAX(max_y, jy);
5471 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5474 static boolean AllPlayersInVisibleScreen()
5478 for (i=0; i<MAX_PLAYERS; i++)
5480 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5482 if (!stored_player[i].active)
5485 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5492 void ScrollLevel(int dx, int dy)
5494 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5497 BlitBitmap(drawto_field, drawto_field,
5498 FX + TILEX*(dx == -1) - softscroll_offset,
5499 FY + TILEY*(dy == -1) - softscroll_offset,
5500 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5501 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5502 FX + TILEX*(dx == 1) - softscroll_offset,
5503 FY + TILEY*(dy == 1) - softscroll_offset);
5507 x = (dx == 1 ? BX1 : BX2);
5508 for (y=BY1; y<=BY2; y++)
5509 DrawScreenField(x, y);
5514 y = (dy == 1 ? BY1 : BY2);
5515 for (x=BX1; x<=BX2; x++)
5516 DrawScreenField(x, y);
5519 redraw_mask |= REDRAW_FIELD;
5522 static void CheckGravityMovement(struct PlayerInfo *player)
5524 if (level.gravity && !player->programmed_action)
5526 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5527 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5529 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5530 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5531 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5532 int jx = player->jx, jy = player->jy;
5533 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5534 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5535 int new_jx = jx + dx, new_jy = jy + dy;
5536 boolean field_under_player_is_free =
5537 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5538 boolean player_is_moving_to_valid_field =
5539 (IN_LEV_FIELD(new_jx, new_jy) &&
5540 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5541 Feld[new_jx][new_jy] == EL_SAND));
5543 if (field_under_player_is_free &&
5544 !player_is_moving_to_valid_field &&
5545 !IS_TUBE(Feld[jx][jy]))
5546 player->programmed_action = MV_DOWN;
5550 boolean MoveFigureOneStep(struct PlayerInfo *player,
5551 int dx, int dy, int real_dx, int real_dy)
5553 int jx = player->jx, jy = player->jy;
5554 int new_jx = jx+dx, new_jy = jy+dy;
5558 if (!player->active || (!dx && !dy))
5559 return MF_NO_ACTION;
5561 player->MovDir = (dx < 0 ? MV_LEFT :
5564 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5566 if (!IN_LEV_FIELD(new_jx, new_jy))
5567 return MF_NO_ACTION;
5569 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5570 return MF_NO_ACTION;
5573 element = MovingOrBlocked2Element(new_jx, new_jy);
5575 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5578 if (DONT_GO_TO(element))
5580 if (element == EL_ACID && dx == 0 && dy == 1)
5583 Feld[jx][jy] = EL_PLAYER1;
5584 InitMovingField(jx, jy, MV_DOWN);
5585 Store[jx][jy] = EL_ACID;
5586 ContinueMoving(jx, jy);
5590 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5595 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5596 if (can_move != MF_MOVING)
5599 StorePlayer[jx][jy] = 0;
5600 player->last_jx = jx;
5601 player->last_jy = jy;
5602 jx = player->jx = new_jx;
5603 jy = player->jy = new_jy;
5604 StorePlayer[jx][jy] = player->element_nr;
5607 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5609 ScrollFigure(player, SCROLL_INIT);
5614 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5616 int jx = player->jx, jy = player->jy;
5617 int old_jx = jx, old_jy = jy;
5618 int moved = MF_NO_ACTION;
5620 if (!player->active || (!dx && !dy))
5624 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5628 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5629 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5633 /* remove the last programmed player action */
5634 player->programmed_action = 0;
5638 /* should only happen if pre-1.2 tape recordings are played */
5639 /* this is only for backward compatibility */
5641 int original_move_delay_value = player->move_delay_value;
5644 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5648 /* scroll remaining steps with finest movement resolution */
5649 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5651 while (player->MovPos)
5653 ScrollFigure(player, SCROLL_GO_ON);
5654 ScrollScreen(NULL, SCROLL_GO_ON);
5660 player->move_delay_value = original_move_delay_value;
5663 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5665 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5666 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5670 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5671 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5677 if (moved & MF_MOVING && !ScreenMovPos &&
5678 (player == local_player || !options.network))
5680 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5681 int offset = (setup.scroll_delay ? 3 : 0);
5683 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5685 /* actual player has left the screen -- scroll in that direction */
5686 if (jx != old_jx) /* player has moved horizontally */
5687 scroll_x += (jx - old_jx);
5688 else /* player has moved vertically */
5689 scroll_y += (jy - old_jy);
5693 if (jx != old_jx) /* player has moved horizontally */
5695 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5696 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5697 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5699 /* don't scroll over playfield boundaries */
5700 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5701 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5703 /* don't scroll more than one field at a time */
5704 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5706 /* don't scroll against the player's moving direction */
5707 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5708 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5709 scroll_x = old_scroll_x;
5711 else /* player has moved vertically */
5713 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5714 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5715 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5717 /* don't scroll over playfield boundaries */
5718 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5719 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5721 /* don't scroll more than one field at a time */
5722 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5724 /* don't scroll against the player's moving direction */
5725 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5726 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5727 scroll_y = old_scroll_y;
5731 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5733 if (!options.network && !AllPlayersInVisibleScreen())
5735 scroll_x = old_scroll_x;
5736 scroll_y = old_scroll_y;
5740 ScrollScreen(player, SCROLL_INIT);
5741 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5746 if (!(moved & MF_MOVING) && !player->Pushing)
5750 player->Frame = (player->Frame + 1) % 4;
5752 player->Frame += 1 * 0;
5755 if (moved & MF_MOVING)
5757 if (old_jx != jx && old_jy == jy)
5758 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5759 else if (old_jx == jx && old_jy != jy)
5760 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5762 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5764 player->last_move_dir = player->MovDir;
5765 player->is_moving = TRUE;
5769 CheckGravityMovement(player);
5772 player->last_move_dir = MV_NO_MOVING;
5774 player->is_moving = FALSE;
5777 TestIfHeroTouchesBadThing(jx, jy);
5779 if (!player->active)
5785 void ScrollFigure(struct PlayerInfo *player, int mode)
5787 int jx = player->jx, jy = player->jy;
5788 int last_jx = player->last_jx, last_jy = player->last_jy;
5789 int move_stepsize = TILEX / player->move_delay_value;
5791 if (!player->active || !player->MovPos)
5794 if (mode == SCROLL_INIT)
5796 player->actual_frame_counter = FrameCounter;
5797 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5801 if (Feld[last_jx][last_jy] == EL_EMPTY)
5802 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5807 else if (!FrameReached(&player->actual_frame_counter, 1))
5810 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5811 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5814 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5815 Feld[last_jx][last_jy] = EL_EMPTY;
5817 /* before DrawPlayer() to draw correct player graphic for this case */
5818 if (player->MovPos == 0)
5819 CheckGravityMovement(player);
5823 if (player->MovPos == 0)
5825 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5827 /* continue with normal speed after quickly moving through gate */
5828 HALVE_PLAYER_SPEED(player);
5830 /* be able to make the next move without delay */
5831 player->move_delay = 0;
5834 player->last_jx = jx;
5835 player->last_jy = jy;
5837 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5838 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5842 if (local_player->friends_still_needed == 0 ||
5843 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5844 player->LevelSolved = player->GameOver = TRUE;
5847 if (tape.single_step && tape.recording && !tape.pausing &&
5848 !player->programmed_action)
5849 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5853 void ScrollScreen(struct PlayerInfo *player, int mode)
5855 static unsigned long screen_frame_counter = 0;
5857 if (mode == SCROLL_INIT)
5859 /* set scrolling step size according to actual player's moving speed */
5860 ScrollStepSize = TILEX / player->move_delay_value;
5862 screen_frame_counter = FrameCounter;
5863 ScreenMovDir = player->MovDir;
5864 ScreenMovPos = player->MovPos;
5865 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5868 else if (!FrameReached(&screen_frame_counter, 1))
5873 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5874 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5875 redraw_mask |= REDRAW_FIELD;
5878 ScreenMovDir = MV_NO_MOVING;
5881 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5883 int i, kill_x = -1, kill_y = -1;
5884 static int test_xy[4][2] =
5891 static int test_dir[4] =
5901 int test_x, test_y, test_move_dir, test_element;
5903 test_x = good_x + test_xy[i][0];
5904 test_y = good_y + test_xy[i][1];
5905 if (!IN_LEV_FIELD(test_x, test_y))
5909 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5912 test_element = Feld[test_x][test_y];
5914 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5917 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5918 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5920 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5921 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5929 if (kill_x != -1 || kill_y != -1)
5931 if (IS_PLAYER(good_x, good_y))
5933 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5935 if (player->shield_deadly_time_left > 0)
5936 Bang(kill_x, kill_y);
5937 else if (!PLAYER_PROTECTED(good_x, good_y))
5941 Bang(good_x, good_y);
5945 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5947 int i, kill_x = -1, kill_y = -1;
5948 int bad_element = Feld[bad_x][bad_y];
5949 static int test_xy[4][2] =
5956 static int test_dir[4] =
5964 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5969 int test_x, test_y, test_move_dir, test_element;
5971 test_x = bad_x + test_xy[i][0];
5972 test_y = bad_y + test_xy[i][1];
5973 if (!IN_LEV_FIELD(test_x, test_y))
5977 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5979 test_element = Feld[test_x][test_y];
5981 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5982 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5984 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5985 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5987 /* good thing is player or penguin that does not move away */
5988 if (IS_PLAYER(test_x, test_y))
5990 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5992 if (bad_element == EL_ROBOT && player->is_moving)
5993 continue; /* robot does not kill player if he is moving */
5999 else if (test_element == EL_PENGUIN)
6008 if (kill_x != -1 || kill_y != -1)
6010 if (IS_PLAYER(kill_x, kill_y))
6012 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6015 int dir = player->MovDir;
6016 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6017 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6019 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6020 newx != bad_x && newy != bad_y)
6021 ; /* robot does not kill player if he is moving */
6023 printf("-> %d\n", player->MovDir);
6025 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6026 newx != bad_x && newy != bad_y)
6027 ; /* robot does not kill player if he is moving */
6032 if (player->shield_deadly_time_left > 0)
6034 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6038 Bang(kill_x, kill_y);
6042 void TestIfHeroTouchesBadThing(int x, int y)
6044 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6047 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6049 TestIfGoodThingHitsBadThing(x, y, move_dir);
6052 void TestIfBadThingTouchesHero(int x, int y)
6054 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6057 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6059 TestIfBadThingHitsGoodThing(x, y, move_dir);
6062 void TestIfFriendTouchesBadThing(int x, int y)
6064 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6067 void TestIfBadThingTouchesFriend(int x, int y)
6069 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6072 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6074 int i, kill_x = bad_x, kill_y = bad_y;
6075 static int xy[4][2] =
6087 x = bad_x + xy[i][0];
6088 y = bad_y + xy[i][1];
6089 if (!IN_LEV_FIELD(x, y))
6092 element = Feld[x][y];
6093 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
6094 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
6102 if (kill_x != bad_x || kill_y != bad_y)
6106 void KillHero(struct PlayerInfo *player)
6108 int jx = player->jx, jy = player->jy;
6110 if (!player->active)
6113 if (IS_PFORTE(Feld[jx][jy]))
6114 Feld[jx][jy] = EL_EMPTY;
6116 /* deactivate shield (else Bang()/Explode() would not work right) */
6117 player->shield_normal_time_left = 0;
6118 player->shield_deadly_time_left = 0;
6124 static void KillHeroUnlessProtected(int x, int y)
6126 if (!PLAYER_PROTECTED(x, y))
6127 KillHero(PLAYERINFO(x, y));
6130 void BuryHero(struct PlayerInfo *player)
6132 int jx = player->jx, jy = player->jy;
6134 if (!player->active)
6137 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
6138 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6140 player->GameOver = TRUE;
6144 void RemoveHero(struct PlayerInfo *player)
6146 int jx = player->jx, jy = player->jy;
6147 int i, found = FALSE;
6149 player->present = FALSE;
6150 player->active = FALSE;
6152 if (!ExplodeField[jx][jy])
6153 StorePlayer[jx][jy] = 0;
6155 for (i=0; i<MAX_PLAYERS; i++)
6156 if (stored_player[i].active)
6160 AllPlayersGone = TRUE;
6166 int DigField(struct PlayerInfo *player,
6167 int x, int y, int real_dx, int real_dy, int mode)
6169 int jx = player->jx, jy = player->jy;
6170 int dx = x - jx, dy = y - jy;
6171 int move_direction = (dx == -1 ? MV_LEFT :
6172 dx == +1 ? MV_RIGHT :
6174 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6177 if (player->MovPos == 0)
6178 player->Pushing = FALSE;
6180 if (mode == DF_NO_PUSH)
6182 player->Switching = FALSE;
6183 player->push_delay = 0;
6184 return MF_NO_ACTION;
6187 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6188 return MF_NO_ACTION;
6190 if (IS_TUBE(Feld[jx][jy]))
6193 int tube_leave_directions[][2] =
6195 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6196 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6197 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6198 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6199 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6200 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6201 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6202 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6203 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6204 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6205 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6206 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6209 while (tube_leave_directions[i][0] != Feld[jx][jy])
6212 if (tube_leave_directions[i][0] == -1) /* should not happen */
6216 if (!(tube_leave_directions[i][1] & move_direction))
6217 return MF_NO_ACTION; /* tube has no opening in this direction */
6220 element = Feld[x][y];
6226 case EL_INVISIBLE_SAND:
6227 case EL_INVISIBLE_SAND_ACTIVE:
6230 case EL_SP_BUGGY_BASE:
6231 case EL_SP_BUGGY_BASE_ACTIVATING:
6233 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6238 case EL_EMERALD_YELLOW:
6239 case EL_EMERALD_RED:
6240 case EL_EMERALD_PURPLE:
6242 case EL_SP_INFOTRON:
6246 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6247 element == EL_PEARL ? 5 :
6248 element == EL_CRYSTAL ? 8 : 1);
6249 if (local_player->gems_still_needed < 0)
6250 local_player->gems_still_needed = 0;
6251 RaiseScoreElement(element);
6252 DrawText(DX_EMERALDS, DY_EMERALDS,
6253 int2str(local_player->gems_still_needed, 3),
6254 FS_SMALL, FC_YELLOW);
6255 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6260 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6261 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6265 Feld[x][y] = EL_EMPTY;
6266 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6274 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6276 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6279 case EL_SHIELD_NORMAL:
6281 player->shield_normal_time_left += 10;
6282 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6285 case EL_SHIELD_DEADLY:
6287 player->shield_normal_time_left += 10;
6288 player->shield_deadly_time_left += 10;
6289 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6293 case EL_SP_DISK_RED:
6296 RaiseScoreElement(EL_DYNAMITE);
6297 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6298 int2str(local_player->dynamite, 3),
6299 FS_SMALL, FC_YELLOW);
6300 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6303 case EL_DYNABOMB_NR:
6305 player->dynabomb_count++;
6306 player->dynabombs_left++;
6307 RaiseScoreElement(EL_DYNAMITE);
6308 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6311 case EL_DYNABOMB_SZ:
6313 player->dynabomb_size++;
6314 RaiseScoreElement(EL_DYNAMITE);
6315 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6318 case EL_DYNABOMB_XL:
6320 player->dynabomb_xl = TRUE;
6321 RaiseScoreElement(EL_DYNAMITE);
6322 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6330 int key_nr = element - EL_KEY1;
6333 player->key[key_nr] = TRUE;
6334 RaiseScoreElement(element);
6335 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6337 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6339 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6348 int key_nr = element - EL_EM_KEY1;
6351 player->key[key_nr] = TRUE;
6352 RaiseScoreElement(element);
6353 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6355 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6357 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6361 case EL_ROBOT_WHEEL:
6362 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6365 DrawLevelField(x, y);
6366 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6370 case EL_SP_TERMINAL:
6374 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6376 for (yy=0; yy<lev_fieldy; yy++)
6378 for (xx=0; xx<lev_fieldx; xx++)
6380 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6382 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6383 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6391 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6392 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6393 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6394 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6395 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6396 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6397 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6398 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6399 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6400 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6401 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6402 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6403 if (!player->Switching)
6405 player->Switching = TRUE;
6406 ToggleBeltSwitch(x, y);
6407 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6412 case EL_SWITCHGATE_SWITCH_UP:
6413 case EL_SWITCHGATE_SWITCH_DOWN:
6414 if (!player->Switching)
6416 player->Switching = TRUE;
6417 ToggleSwitchgateSwitch(x, y);
6418 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6423 case EL_LIGHT_SWITCH:
6424 case EL_LIGHT_SWITCH_ACTIVE:
6425 if (!player->Switching)
6427 player->Switching = TRUE;
6428 ToggleLightSwitch(x, y);
6429 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6430 SND_LIGHT_SWITCH_ACTIVATING :
6431 SND_LIGHT_SWITCH_DEACTIVATING);
6436 case EL_TIMEGATE_SWITCH:
6437 ActivateTimegateSwitch(x, y);
6438 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6443 case EL_BALLOON_SEND_LEFT:
6444 case EL_BALLOON_SEND_RIGHT:
6445 case EL_BALLOON_SEND_UP:
6446 case EL_BALLOON_SEND_DOWN:
6447 case EL_BALLOON_SEND_ANY_DIRECTION:
6448 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6449 game.balloon_dir = move_direction;
6451 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6452 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6453 element == EL_BALLOON_SEND_UP ? MV_UP :
6454 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6456 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6461 /* the following elements cannot be pushed by "snapping" */
6464 case EL_DX_SUPABOMB:
6466 case EL_TIME_ORB_EMPTY:
6468 case EL_SP_DISK_ORANGE:
6470 if (mode == DF_SNAP)
6471 return MF_NO_ACTION;
6472 /* no "break" -- fall through to next case */
6473 /* the following elements can be pushed by "snapping" */
6476 return MF_NO_ACTION;
6478 player->Pushing = TRUE;
6480 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6481 return MF_NO_ACTION;
6485 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6486 return MF_NO_ACTION;
6489 if (player->push_delay == 0)
6490 player->push_delay = FrameCounter;
6492 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6493 !tape.playing && element != EL_SPRING)
6494 return MF_NO_ACTION;
6496 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6497 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6498 element != EL_SPRING)
6499 return MF_NO_ACTION;
6502 if (mode == DF_SNAP)
6504 InitMovingField(x, y, move_direction);
6505 ContinueMoving(x, y);
6510 Feld[x + dx][y + dy] = element;
6513 if (element == EL_SPRING)
6515 Feld[x + dx][y + dy] = EL_SPRING;
6516 MovDir[x + dx][y + dy] = move_direction;
6519 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6521 DrawLevelField(x + dx, y + dy);
6522 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6529 if (!player->key[element - EL_GATE1])
6530 return MF_NO_ACTION;
6537 if (!player->key[element - EL_GATE1_GRAY])
6538 return MF_NO_ACTION;
6545 if (!player->key[element - EL_EM_GATE1])
6546 return MF_NO_ACTION;
6547 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6548 return MF_NO_ACTION;
6550 /* automatically move to the next field with double speed */
6551 player->programmed_action = move_direction;
6552 DOUBLE_PLAYER_SPEED(player);
6554 PlaySoundLevel(x, y, SND_GATE_PASSING);
6557 case EL_EM_GATE1_GRAY:
6558 case EL_EM_GATE2_GRAY:
6559 case EL_EM_GATE3_GRAY:
6560 case EL_EM_GATE4_GRAY:
6561 if (!player->key[element - EL_EM_GATE1_GRAY])
6562 return MF_NO_ACTION;
6563 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6564 return MF_NO_ACTION;
6566 /* automatically move to the next field with double speed */
6567 player->programmed_action = move_direction;
6568 DOUBLE_PLAYER_SPEED(player);
6570 PlaySoundLevel(x, y, SND_GATE_PASSING);
6573 case EL_SWITCHGATE_OPEN:
6574 case EL_TIMEGATE_OPEN:
6575 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6576 return MF_NO_ACTION;
6578 /* automatically move to the next field with double speed */
6579 player->programmed_action = move_direction;
6580 DOUBLE_PLAYER_SPEED(player);
6582 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6585 case EL_SP_PORT1_LEFT:
6586 case EL_SP_PORT2_LEFT:
6587 case EL_SP_PORT1_RIGHT:
6588 case EL_SP_PORT2_RIGHT:
6589 case EL_SP_PORT1_UP:
6590 case EL_SP_PORT2_UP:
6591 case EL_SP_PORT1_DOWN:
6592 case EL_SP_PORT2_DOWN:
6597 element != EL_SP_PORT1_LEFT &&
6598 element != EL_SP_PORT2_LEFT &&
6599 element != EL_SP_PORT_X &&
6600 element != EL_SP_PORT_XY) ||
6602 element != EL_SP_PORT1_RIGHT &&
6603 element != EL_SP_PORT2_RIGHT &&
6604 element != EL_SP_PORT_X &&
6605 element != EL_SP_PORT_XY) ||
6607 element != EL_SP_PORT1_UP &&
6608 element != EL_SP_PORT2_UP &&
6609 element != EL_SP_PORT_Y &&
6610 element != EL_SP_PORT_XY) ||
6612 element != EL_SP_PORT1_DOWN &&
6613 element != EL_SP_PORT2_DOWN &&
6614 element != EL_SP_PORT_Y &&
6615 element != EL_SP_PORT_XY) ||
6616 !IN_LEV_FIELD(x + dx, y + dy) ||
6617 !IS_FREE(x + dx, y + dy))
6618 return MF_NO_ACTION;
6620 /* automatically move to the next field with double speed */
6621 player->programmed_action = move_direction;
6622 DOUBLE_PLAYER_SPEED(player);
6624 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6628 case EL_TUBE_VERTICAL:
6629 case EL_TUBE_HORIZONTAL:
6630 case EL_TUBE_VERTICAL_LEFT:
6631 case EL_TUBE_VERTICAL_RIGHT:
6632 case EL_TUBE_HORIZONTAL_UP:
6633 case EL_TUBE_HORIZONTAL_DOWN:
6634 case EL_TUBE_LEFT_UP:
6635 case EL_TUBE_LEFT_DOWN:
6636 case EL_TUBE_RIGHT_UP:
6637 case EL_TUBE_RIGHT_DOWN:
6640 int tube_enter_directions[][2] =
6642 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6643 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6644 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6645 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6646 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6647 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6648 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6649 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6650 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6651 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6652 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6653 { -1, MV_NO_MOVING }
6656 while (tube_enter_directions[i][0] != element)
6659 if (tube_enter_directions[i][0] == -1) /* should not happen */
6663 if (!(tube_enter_directions[i][1] & move_direction))
6664 return MF_NO_ACTION; /* tube has no opening in this direction */
6666 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6670 case EL_EXIT_CLOSED:
6671 case EL_SP_EXIT_CLOSED:
6672 case EL_EXIT_OPENING:
6673 return MF_NO_ACTION;
6677 case EL_SP_EXIT_OPEN:
6678 if (mode == DF_SNAP)
6679 return MF_NO_ACTION;
6681 if (element == EL_EXIT_OPEN)
6682 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6684 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6689 Feld[x][y] = EL_LAMP_ACTIVE;
6690 local_player->lights_still_needed--;
6691 DrawLevelField(x, y);
6692 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6696 case EL_TIME_ORB_FULL:
6697 Feld[x][y] = EL_TIME_ORB_EMPTY;
6699 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6700 DrawLevelField(x, y);
6701 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6705 case EL_SOKOBAN_FIELD_EMPTY:
6708 case EL_SOKOBAN_OBJECT:
6709 case EL_SOKOBAN_FIELD_FULL:
6711 case EL_SP_DISK_YELLOW:
6713 if (mode == DF_SNAP)
6714 return MF_NO_ACTION;
6716 player->Pushing = TRUE;
6718 if (!IN_LEV_FIELD(x+dx, y+dy)
6719 || (!IS_FREE(x+dx, y+dy)
6720 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6721 || !IS_SB_ELEMENT(element))))
6722 return MF_NO_ACTION;
6726 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6727 return MF_NO_ACTION;
6729 else if (dy && real_dx)
6731 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6732 return MF_NO_ACTION;
6735 if (player->push_delay == 0)
6736 player->push_delay = FrameCounter;
6738 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6739 !tape.playing && element != EL_BALLOON)
6740 return MF_NO_ACTION;
6742 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6743 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6744 element != EL_BALLOON)
6745 return MF_NO_ACTION;
6748 if (IS_SB_ELEMENT(element))
6750 if (element == EL_SOKOBAN_FIELD_FULL)
6752 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6753 local_player->sokobanfields_still_needed++;
6758 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6760 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6761 local_player->sokobanfields_still_needed--;
6762 if (element == EL_SOKOBAN_OBJECT)
6763 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6765 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6769 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6770 if (element == EL_SOKOBAN_FIELD_FULL)
6771 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6773 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6779 Feld[x+dx][y+dy] = element;
6780 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6783 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6785 DrawLevelField(x, y);
6786 DrawLevelField(x + dx, y + dy);
6788 if (IS_SB_ELEMENT(element) &&
6789 local_player->sokobanfields_still_needed == 0 &&
6790 game.emulation == EMU_SOKOBAN)
6792 player->LevelSolved = player->GameOver = TRUE;
6793 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6804 return MF_NO_ACTION;
6807 player->push_delay = 0;
6812 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6814 int jx = player->jx, jy = player->jy;
6815 int x = jx + dx, y = jy + dy;
6817 if (!player->active || !IN_LEV_FIELD(x, y))
6825 if (player->MovPos == 0)
6826 player->Pushing = FALSE;
6828 player->snapped = FALSE;
6832 if (player->snapped)
6835 player->MovDir = (dx < 0 ? MV_LEFT :
6838 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6840 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6843 player->snapped = TRUE;
6844 DrawLevelField(x, y);
6850 boolean PlaceBomb(struct PlayerInfo *player)
6852 int jx = player->jx, jy = player->jy;
6855 if (!player->active || player->MovPos)
6858 element = Feld[jx][jy];
6860 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6861 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6864 if (element != EL_EMPTY)
6865 Store[jx][jy] = element;
6867 MovDelay[jx][jy] = 96;
6868 GfxFrame[jx][jy] = 0;
6870 if (player->dynamite)
6872 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6875 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6876 FS_SMALL, FC_YELLOW);
6877 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6879 if (game.emulation == EMU_SUPAPLEX)
6880 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6882 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6885 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6890 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6891 player->dynabombs_left--;
6893 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6894 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6896 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6902 static void PlaySoundLevel(int x, int y, int nr)
6904 static int loop_sound_frame[NUM_SOUND_FILES];
6905 static int loop_sound_volume[NUM_SOUND_FILES];
6906 int sx = SCREENX(x), sy = SCREENY(y);
6907 int volume, stereo_position;
6908 int max_distance = 8;
6909 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6911 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6912 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6915 if (!IN_LEV_FIELD(x, y) ||
6916 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6917 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6920 volume = SOUND_MAX_VOLUME;
6922 if (!IN_SCR_FIELD(sx, sy))
6924 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6925 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6927 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6930 stereo_position = (SOUND_MAX_LEFT +
6931 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6932 (SCR_FIELDX + 2 * max_distance));
6934 if (IS_LOOP_SOUND(nr))
6936 /* This assures that quieter loop sounds do not overwrite louder ones,
6937 while restarting sound volume comparison with each new game frame. */
6939 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6942 loop_sound_volume[nr] = volume;
6943 loop_sound_frame[nr] = FrameCounter;
6946 PlaySoundExt(nr, volume, stereo_position, type);
6949 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6951 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6952 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6953 y < LEVELY(BY1) ? LEVELY(BY1) :
6954 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6958 static void PlaySoundLevelAction(int x, int y, int sound_action)
6960 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6963 static void PlaySoundLevelElementAction(int x, int y, int element,
6966 int sound_effect = element_info[element].sound[sound_action];
6968 if (sound_effect != SND_UNDEFINED)
6969 PlaySoundLevel(x, y, sound_effect);
6972 void RaiseScore(int value)
6974 local_player->score += value;
6975 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6976 FS_SMALL, FC_YELLOW);
6979 void RaiseScoreElement(int element)
6985 case EL_EMERALD_YELLOW:
6986 case EL_EMERALD_RED:
6987 case EL_EMERALD_PURPLE:
6988 RaiseScore(level.score[SC_EDELSTEIN]);
6991 RaiseScore(level.score[SC_DIAMANT]);
6994 case EL_BD_BUTTERFLY:
6995 RaiseScore(level.score[SC_KAEFER]);
6999 RaiseScore(level.score[SC_FLIEGER]);
7002 case EL_DARK_YAMYAM:
7003 RaiseScore(level.score[SC_MAMPFER]);
7006 RaiseScore(level.score[SC_ROBOT]);
7009 RaiseScore(level.score[SC_PACMAN]);
7012 RaiseScore(level.score[SC_KOKOSNUSS]);
7015 RaiseScore(level.score[SC_DYNAMIT]);
7021 RaiseScore(level.score[SC_SCHLUESSEL]);
7028 void RequestQuitGame(boolean ask_if_really_quit)
7030 if (AllPlayersGone ||
7031 !ask_if_really_quit ||
7032 level_editor_test_game ||
7033 Request("Do you really want to quit the game ?",
7034 REQ_ASK | REQ_STAY_CLOSED))
7036 #if defined(PLATFORM_UNIX)
7037 if (options.network)
7038 SendToServer_StopPlaying();
7042 game_status = MAINMENU;
7048 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7053 /* ---------- new game button stuff ---------------------------------------- */
7055 /* graphic position values for game buttons */
7056 #define GAME_BUTTON_XSIZE 30
7057 #define GAME_BUTTON_YSIZE 30
7058 #define GAME_BUTTON_XPOS 5
7059 #define GAME_BUTTON_YPOS 215
7060 #define SOUND_BUTTON_XPOS 5
7061 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7063 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7064 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7065 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7066 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7067 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7068 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7075 } gamebutton_info[NUM_GAME_BUTTONS] =
7078 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7083 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7088 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7093 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7094 SOUND_CTRL_ID_MUSIC,
7095 "background music on/off"
7098 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7099 SOUND_CTRL_ID_LOOPS,
7100 "sound loops on/off"
7103 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7104 SOUND_CTRL_ID_SIMPLE,
7105 "normal sounds on/off"
7109 void CreateGameButtons()
7113 for (i=0; i<NUM_GAME_BUTTONS; i++)
7115 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7116 struct GadgetInfo *gi;
7119 unsigned long event_mask;
7120 int gd_xoffset, gd_yoffset;
7121 int gd_x1, gd_x2, gd_y1, gd_y2;
7124 gd_xoffset = gamebutton_info[i].x;
7125 gd_yoffset = gamebutton_info[i].y;
7126 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7127 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7129 if (id == GAME_CTRL_ID_STOP ||
7130 id == GAME_CTRL_ID_PAUSE ||
7131 id == GAME_CTRL_ID_PLAY)
7133 button_type = GD_TYPE_NORMAL_BUTTON;
7135 event_mask = GD_EVENT_RELEASED;
7136 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7137 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7141 button_type = GD_TYPE_CHECK_BUTTON;
7143 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7144 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7145 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7146 event_mask = GD_EVENT_PRESSED;
7147 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7148 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7151 gi = CreateGadget(GDI_CUSTOM_ID, id,
7152 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7153 GDI_X, DX + gd_xoffset,
7154 GDI_Y, DY + gd_yoffset,
7155 GDI_WIDTH, GAME_BUTTON_XSIZE,
7156 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7157 GDI_TYPE, button_type,
7158 GDI_STATE, GD_BUTTON_UNPRESSED,
7159 GDI_CHECKED, checked,
7160 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7161 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7162 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7163 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7164 GDI_EVENT_MASK, event_mask,
7165 GDI_CALLBACK_ACTION, HandleGameButtons,
7169 Error(ERR_EXIT, "cannot create gadget");
7171 game_gadget[id] = gi;
7175 void FreeGameButtons()
7179 for (i=0; i<NUM_GAME_BUTTONS; i++)
7180 FreeGadget(game_gadget[i]);
7183 static void MapGameButtons()
7187 for (i=0; i<NUM_GAME_BUTTONS; i++)
7188 MapGadget(game_gadget[i]);
7191 void UnmapGameButtons()
7195 for (i=0; i<NUM_GAME_BUTTONS; i++)
7196 UnmapGadget(game_gadget[i]);
7199 static void HandleGameButtons(struct GadgetInfo *gi)
7201 int id = gi->custom_id;
7203 if (game_status != PLAYING)
7208 case GAME_CTRL_ID_STOP:
7209 RequestQuitGame(TRUE);
7212 case GAME_CTRL_ID_PAUSE:
7213 if (options.network)
7215 #if defined(PLATFORM_UNIX)
7217 SendToServer_ContinuePlaying();
7219 SendToServer_PausePlaying();
7223 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7226 case GAME_CTRL_ID_PLAY:
7229 #if defined(PLATFORM_UNIX)
7230 if (options.network)
7231 SendToServer_ContinuePlaying();
7235 tape.pausing = FALSE;
7236 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7241 case SOUND_CTRL_ID_MUSIC:
7242 if (setup.sound_music)
7244 setup.sound_music = FALSE;
7247 else if (audio.music_available)
7249 setup.sound = setup.sound_music = TRUE;
7250 PlayMusic(level_nr);
7254 case SOUND_CTRL_ID_LOOPS:
7255 if (setup.sound_loops)
7256 setup.sound_loops = FALSE;
7257 else if (audio.loops_available)
7258 setup.sound = setup.sound_loops = TRUE;
7261 case SOUND_CTRL_ID_SIMPLE:
7262 if (setup.sound_simple)
7263 setup.sound_simple = FALSE;
7264 else if (audio.sound_available)
7265 setup.sound = setup.sound_simple = TRUE;