1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_ACTIVE 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".active", SND_ACTION_ACTIVE, TRUE },
140 { ".growing", SND_ACTION_UNKNOWN, TRUE },
141 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 /* other (non-loop) sound actions are optional */
144 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
145 { ".digging", SND_ACTION_DIGGING, FALSE },
146 { ".collecting", SND_ACTION_COLLECTING, FALSE },
147 { ".passing", SND_ACTION_PASSING, FALSE },
148 { ".impact", SND_ACTION_IMPACT, FALSE },
149 { ".pushing", SND_ACTION_PUSHING, FALSE },
150 { ".activating", SND_ACTION_ACTIVATING, FALSE },
153 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
154 static boolean is_loop_sound[NUM_SOUND_FILES];
156 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
161 static unsigned int getStateCheckSum(int counter)
164 unsigned int mult = 1;
165 unsigned int checksum = 0;
167 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
169 static boolean first_game = TRUE;
171 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
177 lastFeld[x][y] = Feld[x][y];
178 else if (lastFeld[x][y] != Feld[x][y])
179 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
180 x, y, lastFeld[x][y], Feld[x][y]);
184 checksum += mult++ * Ur[x][y];
185 checksum += mult++ * Feld[x][y];
188 checksum += mult++ * MovPos[x][y];
189 checksum += mult++ * MovDir[x][y];
190 checksum += mult++ * MovDelay[x][y];
191 checksum += mult++ * Store[x][y];
192 checksum += mult++ * Store2[x][y];
193 checksum += mult++ * StorePlayer[x][y];
194 checksum += mult++ * Frame[x][y];
195 checksum += mult++ * AmoebaNr[x][y];
196 checksum += mult++ * JustStopped[x][y];
197 checksum += mult++ * Stop[x][y];
201 if (counter == 3 && first_game)
212 void GetPlayerConfig()
214 if (!audio.sound_available)
217 if (!audio.loops_available)
218 setup.sound_loops = FALSE;
220 if (!audio.music_available)
221 setup.sound_music = FALSE;
223 if (!video.fullscreen_available)
224 setup.fullscreen = FALSE;
226 setup.sound_simple = setup.sound;
228 SetAudioMode(setup.sound);
232 static int getBeltNrFromBeltElement(int element)
234 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
235 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
236 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
239 static int getBeltNrFromBeltActiveElement(int element)
241 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
242 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
243 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
246 static int getBeltNrFromBeltSwitchElement(int element)
248 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
249 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
250 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
253 static int getBeltDirNrFromBeltSwitchElement(int element)
255 static int belt_base_element[4] =
257 EL_CONVEYOR_BELT1_SWITCH_LEFT,
258 EL_CONVEYOR_BELT2_SWITCH_LEFT,
259 EL_CONVEYOR_BELT3_SWITCH_LEFT,
260 EL_CONVEYOR_BELT4_SWITCH_LEFT
263 int belt_nr = getBeltNrFromBeltSwitchElement(element);
264 int belt_dir_nr = element - belt_base_element[belt_nr];
266 return (belt_dir_nr % 3);
269 static int getBeltDirFromBeltSwitchElement(int element)
271 static int belt_move_dir[3] =
278 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
280 return belt_move_dir[belt_dir_nr];
283 static void InitField(int x, int y, boolean init_game)
290 if (stored_player[0].present)
292 Feld[x][y] = EL_SP_MURPHY_CLONE;
303 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
304 int jx = player->jx, jy = player->jy;
306 player->present = TRUE;
308 if (!options.network || player->connected)
310 player->active = TRUE;
312 /* remove potentially duplicate players */
313 if (StorePlayer[jx][jy] == Feld[x][y])
314 StorePlayer[jx][jy] = 0;
316 StorePlayer[x][y] = Feld[x][y];
320 printf("Player %d activated.\n", player->element_nr);
321 printf("[Local player is %d and currently %s.]\n",
322 local_player->element_nr,
323 local_player->active ? "active" : "not active");
327 Feld[x][y] = EL_EMPTY;
328 player->jx = player->last_jx = x;
329 player->jy = player->last_jy = y;
334 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
335 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
336 else if (x > 0 && Feld[x-1][y] == EL_ACID)
337 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
338 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
339 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
340 else if (y > 0 && Feld[x][y-1] == EL_ACID)
341 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
342 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
343 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
351 case EL_SPACESHIP_RIGHT:
352 case EL_SPACESHIP_UP:
353 case EL_SPACESHIP_LEFT:
354 case EL_SPACESHIP_DOWN:
356 case EL_BD_BUTTERFLY_RIGHT:
357 case EL_BD_BUTTERFLY_UP:
358 case EL_BD_BUTTERFLY_LEFT:
359 case EL_BD_BUTTERFLY_DOWN:
360 case EL_BD_BUTTERFLY:
361 case EL_BD_FIREFLY_RIGHT:
362 case EL_BD_FIREFLY_UP:
363 case EL_BD_FIREFLY_LEFT:
364 case EL_BD_FIREFLY_DOWN:
366 case EL_PACMAN_RIGHT:
390 if (y == lev_fieldy - 1)
392 Feld[x][y] = EL_AMOEBA_CREATING;
393 Store[x][y] = EL_AMOEBA_WET;
397 case EL_DYNAMITE_ACTIVE:
402 local_player->lights_still_needed++;
405 case EL_SOKOBAN_FIELD_EMPTY:
406 local_player->sokobanfields_still_needed++;
410 local_player->friends_still_needed++;
415 MovDir[x][y] = 1 << RND(4);
419 Feld[x][y] = EL_EMPTY;
422 case EL_EM_KEY1_FILE:
423 Feld[x][y] = EL_EM_KEY1;
425 case EL_EM_KEY2_FILE:
426 Feld[x][y] = EL_EM_KEY2;
428 case EL_EM_KEY3_FILE:
429 Feld[x][y] = EL_EM_KEY3;
431 case EL_EM_KEY4_FILE:
432 Feld[x][y] = EL_EM_KEY4;
435 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
436 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
437 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
438 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
439 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
440 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
441 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
442 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
443 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
444 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
445 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
446 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
449 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
450 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
451 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
453 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
455 game.belt_dir[belt_nr] = belt_dir;
456 game.belt_dir_nr[belt_nr] = belt_dir_nr;
458 else /* more than one switch -- set it like the first switch */
460 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
465 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
467 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
470 case EL_LIGHT_SWITCH_ACTIVE:
472 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
480 void DrawGameDoorValues()
484 for (i=0; i<MAX_PLAYERS; i++)
486 if (stored_player[i].key[j])
487 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
488 GFX_SCHLUESSEL1 + j);
490 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
491 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
492 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
493 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
494 DrawText(DX + XX_SCORE, DY + YY_SCORE,
495 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
496 DrawText(DX + XX_TIME, DY + YY_TIME,
497 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
502 =============================================================================
504 -----------------------------------------------------------------------------
505 initialize sound effect lookup table for element actions
506 =============================================================================
511 int sound_effect_properties[NUM_SOUND_FILES];
515 debug_print_timestamp(0, NULL);
518 for (i=0; i<MAX_NUM_ELEMENTS; i++)
519 for (j=0; j<NUM_SND_ACTIONS; j++)
520 element_action_sound[i][j] = -1;
522 for (i=0; i<NUM_SOUND_FILES; i++)
524 int len_effect_text = strlen(sound_files[i].token);
526 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
527 is_loop_sound[i] = FALSE;
529 /* determine all loop sounds and identify certain sound classes */
531 for (j=0; sound_action_properties[j].text; j++)
533 int len_action_text = strlen(sound_action_properties[j].text);
535 if (len_action_text < len_effect_text &&
536 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
537 sound_action_properties[j].text) == 0)
539 sound_effect_properties[i] = sound_action_properties[j].value;
541 if (sound_action_properties[j].is_loop)
542 is_loop_sound[i] = TRUE;
546 /* associate elements and some selected sound actions */
548 for (j=0; j<MAX_NUM_ELEMENTS; j++)
550 if (element_info[j].sound_class_name)
552 int len_class_text = strlen(element_info[j].sound_class_name);
554 if (len_class_text + 1 < len_effect_text &&
555 strncmp(sound_files[i].token,
556 element_info[j].sound_class_name, len_class_text) == 0 &&
557 sound_files[i].token[len_class_text] == '.')
559 int sound_action_value = sound_effect_properties[i];
561 element_action_sound[j][sound_action_value] = i;
568 debug_print_timestamp(0, "InitGameEngine");
574 int element = EL_SAND;
575 int sound_action = SND_ACTION_DIGGING;
578 while (sound_action_properties[j].text)
580 if (sound_action_properties[j].value == sound_action)
581 printf("element %d, sound action '%s' == %d\n",
582 element, sound_action_properties[j].text,
583 element_action_sound[element][sound_action]);
592 =============================================================================
594 -----------------------------------------------------------------------------
595 initialize game engine due to level / tape version number
596 =============================================================================
599 static void InitGameEngine()
603 game.engine_version = (tape.playing ? tape.engine_version :
607 printf("level %d: level version == %06d\n", level_nr, level.game_version);
608 printf(" tape version == %06d [%s] [file: %06d]\n",
609 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
611 printf(" => game.engine_version == %06d\n", game.engine_version);
614 /* dynamically adjust player properties according to game engine version */
615 game.initial_move_delay =
616 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
617 INITIAL_MOVE_DELAY_OFF);
619 /* dynamically adjust player properties according to level information */
620 game.initial_move_delay_value =
621 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
623 /* dynamically adjust element properties according to game engine version */
625 static int ep_em_slippery_wall[] =
634 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
636 for (i=0; i<ep_em_slippery_wall_num; i++)
638 if (level.em_slippery_gems) /* special EM style gems behaviour */
639 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
640 EP_BIT_EM_SLIPPERY_WALL;
642 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
643 ~EP_BIT_EM_SLIPPERY_WALL;
646 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
647 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
648 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
650 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
656 =============================================================================
658 -----------------------------------------------------------------------------
659 initialize and start new game
660 =============================================================================
665 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
666 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
667 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
674 #if USE_NEW_AMOEBA_CODE
675 printf("Using new amoeba code.\n");
677 printf("Using old amoeba code.\n");
682 /* don't play tapes over network */
683 network_playing = (options.network && !tape.playing);
685 for (i=0; i<MAX_PLAYERS; i++)
687 struct PlayerInfo *player = &stored_player[i];
689 player->index_nr = i;
690 player->element_nr = EL_PLAYER1 + i;
692 player->present = FALSE;
693 player->active = FALSE;
696 player->effective_action = 0;
697 player->programmed_action = 0;
700 player->gems_still_needed = level.gems_needed;
701 player->sokobanfields_still_needed = 0;
702 player->lights_still_needed = 0;
703 player->friends_still_needed = 0;
706 player->key[j] = FALSE;
708 player->dynamite = 0;
709 player->dynabomb_count = 0;
710 player->dynabomb_size = 1;
711 player->dynabombs_left = 0;
712 player->dynabomb_xl = FALSE;
714 player->MovDir = MV_NO_MOVING;
716 player->Pushing = FALSE;
717 player->Switching = FALSE;
721 player->actual_frame_counter = 0;
723 player->frame_reset_delay = 0;
725 player->last_move_dir = MV_NO_MOVING;
726 player->is_moving = FALSE;
728 player->move_delay = game.initial_move_delay;
729 player->move_delay_value = game.initial_move_delay_value;
731 player->push_delay = 0;
732 player->push_delay_value = 5;
734 player->snapped = FALSE;
736 player->last_jx = player->last_jy = 0;
737 player->jx = player->jy = 0;
739 player->shield_passive_time_left = 0;
740 player->shield_active_time_left = 0;
742 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
743 SnapField(player, 0, 0);
745 player->LevelSolved = FALSE;
746 player->GameOver = FALSE;
749 network_player_action_received = FALSE;
751 #if defined(PLATFORM_UNIX)
752 /* initial null action */
754 SendToServer_MovePlayer(MV_NO_MOVING);
762 TimeLeft = level.time;
764 ScreenMovDir = MV_NO_MOVING;
768 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
770 AllPlayersGone = FALSE;
772 game.yam_content_nr = 0;
773 game.magic_wall_active = FALSE;
774 game.magic_wall_time_left = 0;
775 game.light_time_left = 0;
776 game.timegate_time_left = 0;
777 game.switchgate_pos = 0;
778 game.balloon_dir = MV_NO_MOVING;
779 game.explosions_delayed = TRUE;
783 game.belt_dir[i] = MV_NO_MOVING;
784 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
787 for (i=0; i<MAX_NUM_AMOEBA; i++)
788 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
790 for (x=0; x<lev_fieldx; x++)
792 for (y=0; y<lev_fieldy; y++)
794 Feld[x][y] = Ur[x][y];
795 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
796 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
798 GfxAction[x][y] = GFX_ACTION_DEFAULT;
800 JustStopped[x][y] = 0;
802 ExplodeField[x][y] = EX_NO_EXPLOSION;
806 for(y=0; y<lev_fieldy; y++)
808 for(x=0; x<lev_fieldx; x++)
810 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
812 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
814 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
817 InitField(x, y, TRUE);
821 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
822 emulate_sb ? EMU_SOKOBAN :
823 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
825 /* correct non-moving belts to start moving left */
827 if (game.belt_dir[i] == MV_NO_MOVING)
828 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
830 /* check if any connected player was not found in playfield */
831 for (i=0; i<MAX_PLAYERS; i++)
833 struct PlayerInfo *player = &stored_player[i];
835 if (player->connected && !player->present)
837 for (j=0; j<MAX_PLAYERS; j++)
839 struct PlayerInfo *some_player = &stored_player[j];
840 int jx = some_player->jx, jy = some_player->jy;
842 /* assign first free player found that is present in the playfield */
843 if (some_player->present && !some_player->connected)
845 player->present = TRUE;
846 player->active = TRUE;
847 some_player->present = FALSE;
849 StorePlayer[jx][jy] = player->element_nr;
850 player->jx = player->last_jx = jx;
851 player->jy = player->last_jy = jy;
861 /* when playing a tape, eliminate all players who do not participate */
863 for (i=0; i<MAX_PLAYERS; i++)
865 if (stored_player[i].active && !tape.player_participates[i])
867 struct PlayerInfo *player = &stored_player[i];
868 int jx = player->jx, jy = player->jy;
870 player->active = FALSE;
871 StorePlayer[jx][jy] = 0;
872 Feld[jx][jy] = EL_EMPTY;
876 else if (!options.network && !setup.team_mode) /* && !tape.playing */
878 /* when in single player mode, eliminate all but the first active player */
880 for (i=0; i<MAX_PLAYERS; i++)
882 if (stored_player[i].active)
884 for (j=i+1; j<MAX_PLAYERS; j++)
886 if (stored_player[j].active)
888 struct PlayerInfo *player = &stored_player[j];
889 int jx = player->jx, jy = player->jy;
891 player->active = FALSE;
892 StorePlayer[jx][jy] = 0;
893 Feld[jx][jy] = EL_EMPTY;
900 /* when recording the game, store which players take part in the game */
903 for (i=0; i<MAX_PLAYERS; i++)
904 if (stored_player[i].active)
905 tape.player_participates[i] = TRUE;
910 for (i=0; i<MAX_PLAYERS; i++)
912 struct PlayerInfo *player = &stored_player[i];
914 printf("Player %d: present == %d, connected == %d, active == %d.\n",
919 if (local_player == player)
920 printf("Player %d is local player.\n", i+1);
924 if (BorderElement == EL_EMPTY)
927 SBX_Right = lev_fieldx - SCR_FIELDX;
929 SBY_Lower = lev_fieldy - SCR_FIELDY;
934 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
936 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
939 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
940 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
942 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
943 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
946 scroll_y = SBY_Upper;
947 if (local_player->jx >= SBX_Left + MIDPOSX)
948 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
949 local_player->jx - MIDPOSX :
951 if (local_player->jy >= SBY_Upper + MIDPOSY)
952 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
953 local_player->jy - MIDPOSY :
956 CloseDoor(DOOR_CLOSE_1);
962 /* after drawing the level, correct some elements */
963 if (game.timegate_time_left == 0)
964 CloseAllOpenTimegates();
966 if (setup.soft_scrolling)
967 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
969 redraw_mask |= REDRAW_FROM_BACKBUFFER;
971 /* copy default game door content to main double buffer */
972 BlitBitmap(pix[PIX_DOOR], drawto,
973 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
976 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
977 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
980 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
981 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
982 BlitBitmap(drawto, drawto,
983 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
984 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
985 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
988 DrawGameDoorValues();
992 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
993 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
994 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
998 /* copy actual game door content to door double buffer for OpenDoor() */
999 BlitBitmap(drawto, pix[PIX_DB_DOOR],
1000 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1002 OpenDoor(DOOR_OPEN_ALL);
1004 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1005 if (setup.sound_music)
1006 PlayMusic(level_nr);
1008 KeyboardAutoRepeatOff();
1013 printf("Player %d %sactive.\n",
1014 i + 1, (stored_player[i].active ? "" : "not "));
1018 void InitMovDir(int x, int y)
1020 int i, element = Feld[x][y];
1021 static int xy[4][2] =
1028 static int direction[3][4] =
1030 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1031 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1032 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1041 Feld[x][y] = EL_BUG;
1042 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1045 case EL_SPACESHIP_RIGHT:
1046 case EL_SPACESHIP_UP:
1047 case EL_SPACESHIP_LEFT:
1048 case EL_SPACESHIP_DOWN:
1049 Feld[x][y] = EL_SPACESHIP;
1050 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1053 case EL_BD_BUTTERFLY_RIGHT:
1054 case EL_BD_BUTTERFLY_UP:
1055 case EL_BD_BUTTERFLY_LEFT:
1056 case EL_BD_BUTTERFLY_DOWN:
1057 Feld[x][y] = EL_BD_BUTTERFLY;
1058 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1061 case EL_BD_FIREFLY_RIGHT:
1062 case EL_BD_FIREFLY_UP:
1063 case EL_BD_FIREFLY_LEFT:
1064 case EL_BD_FIREFLY_DOWN:
1065 Feld[x][y] = EL_BD_FIREFLY;
1066 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1069 case EL_PACMAN_RIGHT:
1071 case EL_PACMAN_LEFT:
1072 case EL_PACMAN_DOWN:
1073 Feld[x][y] = EL_PACMAN;
1074 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1077 case EL_SP_SNIKSNAK:
1078 MovDir[x][y] = MV_UP;
1081 case EL_SP_ELECTRON:
1082 MovDir[x][y] = MV_LEFT;
1089 Feld[x][y] = EL_MOLE;
1090 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1094 MovDir[x][y] = 1 << RND(4);
1095 if (element != EL_BUG &&
1096 element != EL_SPACESHIP &&
1097 element != EL_BD_BUTTERFLY &&
1098 element != EL_BD_FIREFLY)
1103 int x1 = x + xy[i][0];
1104 int y1 = y + xy[i][1];
1106 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1108 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1110 MovDir[x][y] = direction[0][i];
1113 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1114 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1116 MovDir[x][y] = direction[1][i];
1125 void InitAmoebaNr(int x, int y)
1128 int group_nr = AmoebeNachbarNr(x, y);
1132 for (i=1; i<MAX_NUM_AMOEBA; i++)
1134 if (AmoebaCnt[i] == 0)
1142 AmoebaNr[x][y] = group_nr;
1143 AmoebaCnt[group_nr]++;
1144 AmoebaCnt2[group_nr]++;
1150 boolean raise_level = FALSE;
1152 if (local_player->MovPos)
1155 local_player->LevelSolved = FALSE;
1157 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1161 if (!tape.playing && setup.sound_loops)
1162 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1163 SND_CTRL_PLAY_LOOP);
1165 while (TimeLeft > 0)
1167 if (!tape.playing && !setup.sound_loops)
1168 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1169 if (TimeLeft > 0 && !(TimeLeft % 10))
1170 RaiseScore(level.score[SC_ZEITBONUS]);
1171 if (TimeLeft > 100 && !(TimeLeft % 10))
1175 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1182 if (!tape.playing && setup.sound_loops)
1183 StopSound(SND_GAME_LEVELTIME_BONUS);
1185 else if (level.time == 0) /* level without time limit */
1187 if (!tape.playing && setup.sound_loops)
1188 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1189 SND_CTRL_PLAY_LOOP);
1191 while (TimePlayed < 999)
1193 if (!tape.playing && !setup.sound_loops)
1194 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1195 if (TimePlayed < 999 && !(TimePlayed % 10))
1196 RaiseScore(level.score[SC_ZEITBONUS]);
1197 if (TimePlayed < 900 && !(TimePlayed % 10))
1201 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1208 if (!tape.playing && setup.sound_loops)
1209 StopSound(SND_GAME_LEVELTIME_BONUS);
1216 /* Hero disappears */
1217 DrawNewLevelField(ExitX, ExitY);
1223 CloseDoor(DOOR_CLOSE_1);
1228 SaveTape(tape.level_nr); /* Ask to save tape */
1231 if (level_nr == leveldir_current->handicap_level)
1233 leveldir_current->handicap_level++;
1234 SaveLevelSetup_SeriesInfo();
1237 if (level_editor_test_game)
1238 local_player->score = -1; /* no highscore when playing from editor */
1239 else if (level_nr < leveldir_current->last_level)
1240 raise_level = TRUE; /* advance to next level */
1242 if ((hi_pos = NewHiScore()) >= 0)
1244 game_status = HALLOFFAME;
1245 DrawHallOfFame(hi_pos);
1254 game_status = MAINMENU;
1271 LoadScore(level_nr);
1273 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1274 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1277 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1279 if (local_player->score > highscore[k].Score)
1281 /* player has made it to the hall of fame */
1283 if (k < MAX_SCORE_ENTRIES - 1)
1285 int m = MAX_SCORE_ENTRIES - 1;
1288 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1289 if (!strcmp(setup.player_name, highscore[l].Name))
1291 if (m == k) /* player's new highscore overwrites his old one */
1297 strcpy(highscore[l].Name, highscore[l - 1].Name);
1298 highscore[l].Score = highscore[l - 1].Score;
1305 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1306 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1307 highscore[k].Score = local_player->score;
1313 else if (!strncmp(setup.player_name, highscore[k].Name,
1314 MAX_PLAYER_NAME_LEN))
1315 break; /* player already there with a higher score */
1321 SaveScore(level_nr);
1326 void InitMovingField(int x, int y, int direction)
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);
1331 MovDir[x][y] = direction;
1332 MovDir[newx][newy] = direction;
1334 if (Feld[newx][newy] == EL_EMPTY)
1335 Feld[newx][newy] = EL_BLOCKED;
1337 GfxAction[x][y] = GFX_ACTION_MOVING;
1340 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1342 int direction = MovDir[x][y];
1343 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1344 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1350 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1352 int oldx = x, oldy = y;
1353 int direction = MovDir[x][y];
1355 if (direction == MV_LEFT)
1357 else if (direction == MV_RIGHT)
1359 else if (direction == MV_UP)
1361 else if (direction == MV_DOWN)
1364 *comes_from_x = oldx;
1365 *comes_from_y = oldy;
1368 int MovingOrBlocked2Element(int x, int y)
1370 int element = Feld[x][y];
1372 if (element == EL_BLOCKED)
1376 Blocked2Moving(x, y, &oldx, &oldy);
1377 return Feld[oldx][oldy];
1383 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1385 /* like MovingOrBlocked2Element(), but if element is moving
1386 and (x,y) is the field the moving element is just leaving,
1387 return EL_BLOCKED instead of the element value */
1388 int element = Feld[x][y];
1390 if (IS_MOVING(x, y))
1392 if (element == EL_BLOCKED)
1396 Blocked2Moving(x, y, &oldx, &oldy);
1397 return Feld[oldx][oldy];
1406 static void RemoveField(int x, int y)
1408 Feld[x][y] = EL_EMPTY;
1414 void RemoveMovingField(int x, int y)
1416 int oldx = x, oldy = y, newx = x, newy = y;
1418 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1421 if (IS_MOVING(x, y))
1423 Moving2Blocked(x, y, &newx, &newy);
1424 if (Feld[newx][newy] != EL_BLOCKED)
1427 else if (Feld[x][y] == EL_BLOCKED)
1429 Blocked2Moving(x, y, &oldx, &oldy);
1430 if (!IS_MOVING(oldx, oldy))
1434 if (Feld[x][y] == EL_BLOCKED &&
1435 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1436 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1437 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1438 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1439 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1441 Feld[oldx][oldy] = EL_EMPTY;
1443 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1445 Feld[newx][newy] = EL_EMPTY;
1446 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1447 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1448 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1450 DrawNewLevelField(oldx, oldy);
1451 DrawNewLevelField(newx, newy);
1454 void DrawDynamite(int x, int y)
1456 int sx = SCREENX(x), sy = SCREENY(y);
1458 int graphic = el2gfx(Feld[x][y]);
1460 int graphic = el2img(Feld[x][y]);
1464 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1469 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1471 DrawNewGraphic(sx, sy, el2img(Store[x][y]), 0);
1474 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1476 if ((frame = (96 - MovDelay[x][y]) / 12) > 6)
1481 if ((frame = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1486 frame = getNewGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1490 printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
1494 if (game.emulation == EMU_SUPAPLEX)
1495 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1496 else if (Store[x][y])
1497 DrawGraphicThruMask(sx, sy, graphic + frame);
1499 DrawGraphic(sx, sy, graphic + frame);
1501 if (game.emulation == EMU_SUPAPLEX)
1502 DrawNewGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1503 else if (Store[x][y])
1504 DrawNewGraphicThruMask(sx, sy, graphic, frame);
1506 DrawNewGraphic(sx, sy, graphic, frame);
1510 void CheckDynamite(int x, int y)
1512 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1517 if (!(MovDelay[x][y] % 6))
1518 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1520 if (IS_ACTIVE_BOMB(Feld[x][y]))
1522 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1524 if (!(MovDelay[x][y] % delay))
1532 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1533 StopSound(SND_DYNAMITE_ACTIVE);
1535 StopSound(SND_DYNABOMB_ACTIVE);
1540 void Explode(int ex, int ey, int phase, int mode)
1544 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1545 int last_phase = num_phase * delay;
1546 int half_phase = (num_phase / 2) * delay;
1547 int first_phase_after_start = EX_PHASE_START + 1;
1549 if (game.explosions_delayed)
1551 ExplodeField[ex][ey] = mode;
1555 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1557 int center_element = Feld[ex][ey];
1559 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1561 /* put moving element to center field (and let it explode there) */
1562 center_element = MovingOrBlocked2Element(ex, ey);
1563 RemoveMovingField(ex, ey);
1564 Feld[ex][ey] = center_element;
1567 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1571 if (!IN_LEV_FIELD(x, y) ||
1572 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1573 (x != ex || y != ey)))
1576 element = Feld[x][y];
1578 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1580 element = MovingOrBlocked2Element(x, y);
1581 RemoveMovingField(x, y);
1584 if (IS_MASSIVE(element) || element == EL_FLAMES)
1587 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1589 if (IS_ACTIVE_BOMB(element))
1591 /* re-activate things under the bomb like gate or penguin */
1592 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1599 if (element == EL_EXPLOSION)
1600 element = Store2[x][y];
1602 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1604 switch(StorePlayer[ex][ey])
1607 Store[x][y] = EL_EMERALD_RED;
1610 Store[x][y] = EL_EMERALD;
1613 Store[x][y] = EL_EMERALD_PURPLE;
1617 Store[x][y] = EL_EMERALD_YELLOW;
1621 if (game.emulation == EMU_SUPAPLEX)
1622 Store[x][y] = EL_EMPTY;
1624 else if (center_element == EL_MOLE)
1625 Store[x][y] = EL_EMERALD_RED;
1626 else if (center_element == EL_PENGUIN)
1627 Store[x][y] = EL_EMERALD_PURPLE;
1628 else if (center_element == EL_BUG)
1629 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1630 else if (center_element == EL_BD_BUTTERFLY)
1631 Store[x][y] = EL_BD_DIAMOND;
1632 else if (center_element == EL_SP_ELECTRON)
1633 Store[x][y] = EL_SP_INFOTRON;
1634 else if (center_element == EL_YAMYAM)
1635 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1636 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1637 Store[x][y] = level.amoeba_content;
1638 else if (element == EL_WALL_EMERALD)
1639 Store[x][y] = EL_EMERALD;
1640 else if (element == EL_WALL_DIAMOND)
1641 Store[x][y] = EL_DIAMOND;
1642 else if (element == EL_WALL_BD_DIAMOND)
1643 Store[x][y] = EL_BD_DIAMOND;
1644 else if (element == EL_WALL_EMERALD_YELLOW)
1645 Store[x][y] = EL_EMERALD_YELLOW;
1646 else if (element == EL_WALL_EMERALD_RED)
1647 Store[x][y] = EL_EMERALD_RED;
1648 else if (element == EL_WALL_EMERALD_PURPLE)
1649 Store[x][y] = EL_EMERALD_PURPLE;
1650 else if (element == EL_WALL_PEARL)
1651 Store[x][y] = EL_PEARL;
1652 else if (element == EL_WALL_CRYSTAL)
1653 Store[x][y] = EL_CRYSTAL;
1654 else if (!IS_PFORTE(Store[x][y]))
1655 Store[x][y] = EL_EMPTY;
1657 if (x != ex || y != ey ||
1658 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1659 Store2[x][y] = element;
1661 if (AmoebaNr[x][y] &&
1662 (element == EL_AMOEBA_FULL ||
1663 element == EL_BD_AMOEBA ||
1664 element == EL_AMOEBA_CREATING))
1666 AmoebaCnt[AmoebaNr[x][y]]--;
1667 AmoebaCnt2[AmoebaNr[x][y]]--;
1670 Feld[x][y] = EL_EXPLOSION;
1671 MovDir[x][y] = MovPos[x][y] = 0;
1677 if (center_element == EL_YAMYAM)
1678 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1689 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1691 if (phase == first_phase_after_start)
1693 int element = Store2[x][y];
1695 if (element == EL_BLACK_ORB)
1697 Feld[x][y] = Store2[x][y];
1702 else if (phase == half_phase)
1704 int element = Store2[x][y];
1706 if (IS_PLAYER(x, y))
1707 KillHeroUnlessProtected(x, y);
1708 else if (IS_EXPLOSIVE(element))
1710 Feld[x][y] = Store2[x][y];
1714 else if (element == EL_AMOEBA_TO_DIAMOND)
1715 AmoebeUmwandeln(x, y);
1718 if (phase == last_phase)
1722 element = Feld[x][y] = Store[x][y];
1723 Store[x][y] = Store2[x][y] = 0;
1724 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1725 InitField(x, y, FALSE);
1726 if (CAN_MOVE(element) || COULD_MOVE(element))
1728 DrawNewLevelField(x, y);
1730 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1731 StorePlayer[x][y] = 0;
1733 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1736 int graphic = GFX_EXPLOSION;
1738 if (game.emulation == EMU_SUPAPLEX)
1739 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1740 GFX_SP_EXPLODE_INFOTRON :
1741 GFX_SP_EXPLODE_EMPTY);
1743 graphic += (phase / delay - 1);
1745 int graphic = IMG_EXPLOSION;
1746 int frame = (phase / delay - 1);
1748 if (game.emulation == EMU_SUPAPLEX)
1749 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1750 IMG_SP_EXPLOSION_INFOTRON :
1755 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1757 if (IS_PFORTE(Store[x][y]))
1759 DrawNewLevelElement(x, y, Store[x][y]);
1761 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1763 DrawNewGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1768 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1770 DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1775 void DynaExplode(int ex, int ey)
1778 int dynabomb_size = 1;
1779 boolean dynabomb_xl = FALSE;
1780 struct PlayerInfo *player;
1781 static int xy[4][2] =
1789 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1791 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1792 dynabomb_size = player->dynabomb_size;
1793 dynabomb_xl = player->dynabomb_xl;
1794 player->dynabombs_left++;
1797 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1801 for (j=1; j<=dynabomb_size; j++)
1803 int x = ex + j * xy[i % 4][0];
1804 int y = ey + j * xy[i % 4][1];
1807 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1810 element = Feld[x][y];
1812 /* do not restart explosions of fields with active bombs */
1813 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1816 Explode(x, y, EX_PHASE_START, EX_BORDER);
1818 if (element != EL_EMPTY &&
1819 element != EL_SAND &&
1820 element != EL_EXPLOSION &&
1827 void Bang(int x, int y)
1829 int element = Feld[x][y];
1831 if (game.emulation == EMU_SUPAPLEX)
1832 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1834 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1837 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1845 case EL_BD_BUTTERFLY:
1848 case EL_DARK_YAMYAM:
1852 RaiseScoreElement(element);
1853 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1855 case EL_DYNABOMB_PLAYER1_ACTIVE:
1856 case EL_DYNABOMB_PLAYER2_ACTIVE:
1857 case EL_DYNABOMB_PLAYER3_ACTIVE:
1858 case EL_DYNABOMB_PLAYER4_ACTIVE:
1859 case EL_DYNABOMB_NR:
1860 case EL_DYNABOMB_SZ:
1861 case EL_DYNABOMB_XL:
1866 case EL_LAMP_ACTIVE:
1867 if (IS_PLAYER(x, y))
1868 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1870 Explode(x, y, EX_PHASE_START, EX_CENTER);
1873 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1878 void Blurb(int x, int y)
1880 int element = Feld[x][y];
1882 if (element != EL_ACID_SPLASHING_LEFT &&
1883 element != EL_ACID_SPLASHING_RIGHT) /* start */
1885 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1886 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1887 (!IN_LEV_FIELD(x-1, y-1) ||
1888 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1890 Feld[x-1][y] = EL_ACID_SPLASHING_LEFT;
1892 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1893 (!IN_LEV_FIELD(x+1, y-1) ||
1894 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1896 Feld[x+1][y] = EL_ACID_SPLASHING_RIGHT;
1903 (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1905 int graphic = (element == EL_ACID_SPLASHING_LEFT ?
1906 IMG_ACID_SPLASHING_LEFT :
1907 IMG_ACID_SPLASHING_RIGHT);
1910 if (!MovDelay[x][y]) /* initialize animation counter */
1913 if (MovDelay[x][y]) /* continue animation */
1916 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1918 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1921 int frame = getNewGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1923 DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1927 if (!MovDelay[x][y])
1929 Feld[x][y] = EL_EMPTY;
1930 DrawNewLevelField(x, y);
1936 static void ToggleBeltSwitch(int x, int y)
1938 static int belt_base_element[4] =
1940 EL_CONVEYOR_BELT1_LEFT,
1941 EL_CONVEYOR_BELT2_LEFT,
1942 EL_CONVEYOR_BELT3_LEFT,
1943 EL_CONVEYOR_BELT4_LEFT
1945 static int belt_base_active_element[4] =
1947 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1948 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1949 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1950 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1952 static int belt_base_switch_element[4] =
1954 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1955 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1956 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1957 EL_CONVEYOR_BELT4_SWITCH_LEFT
1959 static int belt_move_dir[4] =
1967 int element = Feld[x][y];
1968 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1969 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1970 int belt_dir = belt_move_dir[belt_dir_nr];
1973 if (!IS_BELT_SWITCH(element))
1976 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1977 game.belt_dir[belt_nr] = belt_dir;
1979 if (belt_dir_nr == 3)
1982 for (yy=0; yy<lev_fieldy; yy++)
1984 for (xx=0; xx<lev_fieldx; xx++)
1986 int element = Feld[xx][yy];
1988 if (IS_BELT_SWITCH(element))
1990 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1992 if (e_belt_nr == belt_nr)
1994 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1995 DrawNewLevelField(xx, yy);
1998 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2000 int e_belt_nr = getBeltNrFromBeltElement(element);
2002 if (e_belt_nr == belt_nr)
2004 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2006 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2007 DrawNewLevelField(xx, yy);
2010 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2012 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2014 if (e_belt_nr == belt_nr)
2016 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2018 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2019 DrawNewLevelField(xx, yy);
2026 static void ToggleSwitchgateSwitch(int x, int y)
2030 game.switchgate_pos = !game.switchgate_pos;
2032 for (yy=0; yy<lev_fieldy; yy++)
2034 for (xx=0; xx<lev_fieldx; xx++)
2036 int element = Feld[xx][yy];
2038 if (element == EL_SWITCHGATE_SWITCH_UP ||
2039 element == EL_SWITCHGATE_SWITCH_DOWN)
2041 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2042 DrawNewLevelField(xx, yy);
2044 else if (element == EL_SWITCHGATE_OPEN ||
2045 element == EL_SWITCHGATE_OPENING)
2047 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2048 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2050 else if (element == EL_SWITCHGATE_CLOSED ||
2051 element == EL_SWITCHGATE_CLOSING)
2053 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2054 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2060 static int getInvisibleActiveFromInvisibleElement(int element)
2062 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2063 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2064 EL_INVISIBLE_SAND_ACTIVE);
2067 static int getInvisibleFromInvisibleActiveElement(int element)
2069 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2070 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2074 static void RedrawAllLightSwitchesAndInvisibleElements()
2078 for (y=0; y<lev_fieldy; y++)
2080 for (x=0; x<lev_fieldx; x++)
2082 int element = Feld[x][y];
2084 if (element == EL_LIGHT_SWITCH &&
2085 game.light_time_left > 0)
2087 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2088 DrawNewLevelField(x, y);
2090 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2091 game.light_time_left == 0)
2093 Feld[x][y] = EL_LIGHT_SWITCH;
2094 DrawNewLevelField(x, y);
2096 else if (element == EL_INVISIBLE_STEELWALL ||
2097 element == EL_INVISIBLE_WALL ||
2098 element == EL_INVISIBLE_SAND)
2100 if (game.light_time_left > 0)
2101 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2103 DrawNewLevelField(x, y);
2105 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2106 element == EL_INVISIBLE_WALL_ACTIVE ||
2107 element == EL_INVISIBLE_SAND_ACTIVE)
2109 if (game.light_time_left == 0)
2110 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2112 DrawNewLevelField(x, y);
2118 static void ToggleLightSwitch(int x, int y)
2120 int element = Feld[x][y];
2122 game.light_time_left =
2123 (element == EL_LIGHT_SWITCH ?
2124 level.time_light * FRAMES_PER_SECOND : 0);
2126 RedrawAllLightSwitchesAndInvisibleElements();
2129 static void ActivateTimegateSwitch(int x, int y)
2133 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2135 for (yy=0; yy<lev_fieldy; yy++)
2137 for (xx=0; xx<lev_fieldx; xx++)
2139 int element = Feld[xx][yy];
2141 if (element == EL_TIMEGATE_CLOSED ||
2142 element == EL_TIMEGATE_CLOSING)
2144 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2145 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2149 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2151 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2152 DrawLevelField(xx, yy);
2159 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2162 void Impact(int x, int y)
2164 boolean lastline = (y == lev_fieldy-1);
2165 boolean object_hit = FALSE;
2166 int element = Feld[x][y];
2169 if (!lastline) /* check if element below was hit */
2171 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2174 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2175 MovDir[x][y+1]!=MV_DOWN ||
2176 MovPos[x][y+1]<=TILEY/2));
2178 smashed = MovingOrBlocked2Element(x, y+1);
2181 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2187 if ((element == EL_BOMB ||
2188 element == EL_SP_DISK_ORANGE ||
2189 element == EL_DX_SUPABOMB) &&
2190 (lastline || object_hit)) /* element is bomb */
2195 else if (element == EL_PEARL)
2197 Feld[x][y] = EL_PEARL_BREAKING;
2198 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2202 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2204 if (object_hit && IS_PLAYER(x, y+1))
2205 KillHeroUnlessProtected(x, y+1);
2206 else if (object_hit && smashed == EL_PENGUIN)
2210 Feld[x][y] = EL_AMOEBA_CREATING;
2211 Store[x][y] = EL_AMOEBA_WET;
2216 if (!lastline && object_hit) /* check which object was hit */
2218 if (CAN_CHANGE(element) &&
2219 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2222 int activated_magic_wall =
2223 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2224 EL_BD_MAGIC_WALL_ACTIVE);
2226 /* activate magic wall / mill */
2227 for (yy=0; yy<lev_fieldy; yy++)
2228 for (xx=0; xx<lev_fieldx; xx++)
2229 if (Feld[xx][yy] == smashed)
2230 Feld[xx][yy] = activated_magic_wall;
2232 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2233 game.magic_wall_active = TRUE;
2235 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2236 SND_MAGIC_WALL_ACTIVATING :
2237 SND_BD_MAGIC_WALL_ACTIVATING));
2240 if (IS_PLAYER(x, y+1))
2242 KillHeroUnlessProtected(x, y+1);
2245 else if (smashed == EL_PENGUIN)
2250 else if (element == EL_BD_DIAMOND)
2252 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2258 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2259 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2260 smashed == EL_SP_DISK_ORANGE))
2265 else if (element == EL_ROCK ||
2266 element == EL_SP_ZONK ||
2267 element == EL_BD_ROCK)
2269 if (IS_ENEMY(smashed) ||
2270 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2271 smashed == EL_DX_SUPABOMB ||
2272 smashed == EL_SATELLITE || smashed == EL_PIG ||
2273 smashed == EL_DRAGON || smashed == EL_MOLE)
2278 else if (!IS_MOVING(x, y+1))
2280 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2285 else if (smashed == EL_NUT)
2287 Feld[x][y+1] = EL_CRACKINGNUT;
2288 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2289 RaiseScoreElement(EL_NUT);
2292 else if (smashed == EL_PEARL)
2294 Feld[x][y+1] = EL_PEARL_BREAKING;
2295 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2298 else if (smashed == EL_DIAMOND)
2300 Feld[x][y+1] = EL_EMPTY;
2301 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2304 else if (IS_BELT_SWITCH(smashed))
2306 ToggleBeltSwitch(x, y+1);
2308 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2309 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2311 ToggleSwitchgateSwitch(x, y+1);
2313 else if (smashed == EL_LIGHT_SWITCH ||
2314 smashed == EL_LIGHT_SWITCH_ACTIVE)
2316 ToggleLightSwitch(x, y+1);
2322 /* play sound of magic wall / mill */
2324 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2325 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2327 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2328 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2329 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2330 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2335 /* play sound of object that hits the ground */
2336 if (lastline || object_hit)
2337 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2340 void TurnRound(int x, int y)
2352 { 0, 0 }, { 0, 0 }, { 0, 0 },
2357 int left, right, back;
2361 { MV_DOWN, MV_UP, MV_RIGHT },
2362 { MV_UP, MV_DOWN, MV_LEFT },
2364 { MV_LEFT, MV_RIGHT, MV_DOWN },
2365 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2366 { MV_RIGHT, MV_LEFT, MV_UP }
2369 int element = Feld[x][y];
2370 int old_move_dir = MovDir[x][y];
2371 int left_dir = turn[old_move_dir].left;
2372 int right_dir = turn[old_move_dir].right;
2373 int back_dir = turn[old_move_dir].back;
2375 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2376 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2377 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2378 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2380 int left_x = x+left_dx, left_y = y+left_dy;
2381 int right_x = x+right_dx, right_y = y+right_dy;
2382 int move_x = x+move_dx, move_y = y+move_dy;
2384 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2386 TestIfBadThingTouchesOtherBadThing(x, y);
2388 if (IN_LEV_FIELD(right_x, right_y) &&
2389 IS_FREE(right_x, right_y))
2390 MovDir[x][y] = right_dir;
2391 else if (!IN_LEV_FIELD(move_x, move_y) ||
2392 !IS_FREE(move_x, move_y))
2393 MovDir[x][y] = left_dir;
2395 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2397 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2400 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2401 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2403 TestIfBadThingTouchesOtherBadThing(x, y);
2405 if (IN_LEV_FIELD(left_x, left_y) &&
2406 IS_FREE(left_x, left_y))
2407 MovDir[x][y] = left_dir;
2408 else if (!IN_LEV_FIELD(move_x, move_y) ||
2409 !IS_FREE(move_x, move_y))
2410 MovDir[x][y] = right_dir;
2412 if ((element == EL_SPACESHIP ||
2413 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2414 && MovDir[x][y] != old_move_dir)
2416 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2419 else if (element == EL_YAMYAM)
2421 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2423 if (IN_LEV_FIELD(left_x, left_y) &&
2424 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2425 Feld[left_x][left_y] == EL_DIAMOND))
2426 can_turn_left = TRUE;
2427 if (IN_LEV_FIELD(right_x, right_y) &&
2428 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2429 Feld[right_x][right_y] == EL_DIAMOND))
2430 can_turn_right = TRUE;
2432 if (can_turn_left && can_turn_right)
2433 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2434 else if (can_turn_left)
2435 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2436 else if (can_turn_right)
2437 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2439 MovDir[x][y] = back_dir;
2441 MovDelay[x][y] = 16+16*RND(3);
2443 else if (element == EL_DARK_YAMYAM)
2445 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2447 if (IN_LEV_FIELD(left_x, left_y) &&
2448 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2449 IS_MAMPF2(Feld[left_x][left_y])))
2450 can_turn_left = TRUE;
2451 if (IN_LEV_FIELD(right_x, right_y) &&
2452 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2453 IS_MAMPF2(Feld[right_x][right_y])))
2454 can_turn_right = TRUE;
2456 if (can_turn_left && can_turn_right)
2457 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2458 else if (can_turn_left)
2459 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2460 else if (can_turn_right)
2461 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2463 MovDir[x][y] = back_dir;
2465 MovDelay[x][y] = 16+16*RND(3);
2467 else if (element == EL_PACMAN)
2469 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2471 if (IN_LEV_FIELD(left_x, left_y) &&
2472 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2473 IS_AMOEBOID(Feld[left_x][left_y])))
2474 can_turn_left = TRUE;
2475 if (IN_LEV_FIELD(right_x, right_y) &&
2476 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2477 IS_AMOEBOID(Feld[right_x][right_y])))
2478 can_turn_right = TRUE;
2480 if (can_turn_left && can_turn_right)
2481 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2482 else if (can_turn_left)
2483 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2484 else if (can_turn_right)
2485 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2487 MovDir[x][y] = back_dir;
2489 MovDelay[x][y] = 6+RND(40);
2491 else if (element == EL_PIG)
2493 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2494 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2495 boolean should_move_on = FALSE;
2497 int rnd = RND(rnd_value);
2499 if (IN_LEV_FIELD(left_x, left_y) &&
2500 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2501 can_turn_left = TRUE;
2502 if (IN_LEV_FIELD(right_x, right_y) &&
2503 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2504 can_turn_right = TRUE;
2505 if (IN_LEV_FIELD(move_x, move_y) &&
2506 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2509 if (can_turn_left &&
2511 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2512 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2513 should_turn_left = TRUE;
2514 if (can_turn_right &&
2516 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2517 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2518 should_turn_right = TRUE;
2520 (!can_turn_left || !can_turn_right ||
2521 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2522 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2523 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2524 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2525 should_move_on = TRUE;
2527 if (should_turn_left || should_turn_right || should_move_on)
2529 if (should_turn_left && should_turn_right && should_move_on)
2530 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2531 rnd < 2*rnd_value/3 ? right_dir :
2533 else if (should_turn_left && should_turn_right)
2534 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2535 else if (should_turn_left && should_move_on)
2536 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2537 else if (should_turn_right && should_move_on)
2538 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2539 else if (should_turn_left)
2540 MovDir[x][y] = left_dir;
2541 else if (should_turn_right)
2542 MovDir[x][y] = right_dir;
2543 else if (should_move_on)
2544 MovDir[x][y] = old_move_dir;
2546 else if (can_move_on && rnd > rnd_value/8)
2547 MovDir[x][y] = old_move_dir;
2548 else if (can_turn_left && can_turn_right)
2549 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2550 else if (can_turn_left && rnd > rnd_value/8)
2551 MovDir[x][y] = left_dir;
2552 else if (can_turn_right && rnd > rnd_value/8)
2553 MovDir[x][y] = right_dir;
2555 MovDir[x][y] = back_dir;
2557 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2558 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2559 MovDir[x][y] = old_move_dir;
2563 else if (element == EL_DRAGON)
2565 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2567 int rnd = RND(rnd_value);
2569 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2570 can_turn_left = TRUE;
2571 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2572 can_turn_right = TRUE;
2573 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2576 if (can_move_on && rnd > rnd_value/8)
2577 MovDir[x][y] = old_move_dir;
2578 else if (can_turn_left && can_turn_right)
2579 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2580 else if (can_turn_left && rnd > rnd_value/8)
2581 MovDir[x][y] = left_dir;
2582 else if (can_turn_right && rnd > rnd_value/8)
2583 MovDir[x][y] = right_dir;
2585 MovDir[x][y] = back_dir;
2587 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2588 MovDir[x][y] = old_move_dir;
2592 else if (element == EL_MOLE)
2594 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2596 if (IN_LEV_FIELD(move_x, move_y) &&
2597 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2598 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2603 if (IN_LEV_FIELD(left_x, left_y) &&
2604 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2605 can_turn_left = TRUE;
2606 if (IN_LEV_FIELD(right_x, right_y) &&
2607 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2608 can_turn_right = TRUE;
2610 if (can_turn_left && can_turn_right)
2611 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2612 else if (can_turn_left)
2613 MovDir[x][y] = left_dir;
2615 MovDir[x][y] = right_dir;
2618 if (MovDir[x][y] != old_move_dir)
2621 else if (element == EL_BALLOON)
2623 MovDir[x][y] = game.balloon_dir;
2626 else if (element == EL_SPRING_MOVING)
2628 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2629 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2631 Feld[x][y] = EL_SPRING;
2632 MovDir[x][y] = MV_NO_MOVING;
2636 else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
2638 int attr_x = -1, attr_y = -1;
2649 for (i=0; i<MAX_PLAYERS; i++)
2651 struct PlayerInfo *player = &stored_player[i];
2652 int jx = player->jx, jy = player->jy;
2654 if (!player->active)
2657 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2665 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2671 if (element == EL_PENGUIN)
2674 static int xy[4][2] =
2684 int ex = x + xy[i%4][0];
2685 int ey = y + xy[i%4][1];
2687 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2696 MovDir[x][y] = MV_NO_MOVING;
2698 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2700 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2702 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2704 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2706 if (element == EL_ROBOT)
2710 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2711 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2712 Moving2Blocked(x, y, &newx, &newy);
2714 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2715 MovDelay[x][y] = 8+8*!RND(3);
2717 MovDelay[x][y] = 16;
2725 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2727 boolean first_horiz = RND(2);
2728 int new_move_dir = MovDir[x][y];
2731 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2732 Moving2Blocked(x, y, &newx, &newy);
2734 if (IN_LEV_FIELD(newx, newy) &&
2735 (IS_FREE(newx, newy) ||
2736 Feld[newx][newy] == EL_ACID ||
2737 (element == EL_PENGUIN &&
2738 (Feld[newx][newy] == EL_EXIT_OPEN ||
2739 IS_MAMPF3(Feld[newx][newy])))))
2743 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2744 Moving2Blocked(x, y, &newx, &newy);
2746 if (IN_LEV_FIELD(newx, newy) &&
2747 (IS_FREE(newx, newy) ||
2748 Feld[newx][newy] == EL_ACID ||
2749 (element == EL_PENGUIN &&
2750 (Feld[newx][newy] == EL_EXIT_OPEN ||
2751 IS_MAMPF3(Feld[newx][newy])))))
2754 MovDir[x][y] = old_move_dir;
2761 static boolean JustBeingPushed(int x, int y)
2765 for (i=0; i<MAX_PLAYERS; i++)
2767 struct PlayerInfo *player = &stored_player[i];
2769 if (player->active && player->Pushing && player->MovPos)
2771 int next_jx = player->jx + (player->jx - player->last_jx);
2772 int next_jy = player->jy + (player->jy - player->last_jy);
2774 if (x == next_jx && y == next_jy)
2782 void StartMoving(int x, int y)
2784 int element = Feld[x][y];
2789 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2791 if (CAN_FALL(element) && y<lev_fieldy-1)
2793 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2794 if (JustBeingPushed(x, y))
2797 if (element == EL_QUICKSAND_FULL)
2799 if (IS_FREE(x, y+1))
2801 InitMovingField(x, y, MV_DOWN);
2802 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2803 Store[x][y] = EL_ROCK;
2804 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2806 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2808 if (!MovDelay[x][y])
2809 MovDelay[x][y] = TILEY + 1;
2818 Feld[x][y] = EL_QUICKSAND_EMPTY;
2819 Feld[x][y+1] = EL_QUICKSAND_FULL;
2820 Store[x][y+1] = Store[x][y];
2822 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2825 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2826 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2828 InitMovingField(x, y, MV_DOWN);
2829 Feld[x][y] = EL_QUICKSAND_FILLING;
2830 Store[x][y] = element;
2831 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2833 else if (element == EL_MAGIC_WALL_FULL)
2835 if (IS_FREE(x, y+1))
2837 InitMovingField(x, y, MV_DOWN);
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 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2865 Store[x][y] = EL_CHANGED2(Store[x][y]);
2867 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2869 if (!MovDelay[x][y])
2870 MovDelay[x][y] = TILEY/4 + 1;
2879 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2880 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2881 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2885 else if (CAN_CHANGE(element) &&
2886 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2887 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2889 InitMovingField(x, y, MV_DOWN);
2891 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2892 EL_BD_MAGIC_WALL_FILLING);
2893 Store[x][y] = element;
2895 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2898 InitMovingField(x, y, MV_DOWN);
2899 Store[x][y] = EL_ACID;
2901 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2906 else if (IS_FREE(x, y+1))
2908 InitMovingField(x, y, MV_DOWN);
2910 else if (element == EL_AMOEBA_DROP)
2912 Feld[x][y] = EL_AMOEBA_CREATING;
2913 Store[x][y] = EL_AMOEBA_WET;
2915 /* Store[x][y+1] must be zero, because:
2916 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2919 #if OLD_GAME_BEHAVIOUR
2920 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2922 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2923 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2924 element != EL_DX_SUPABOMB)
2927 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2928 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2929 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2930 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2933 boolean left = (x>0 && IS_FREE(x-1, y) &&
2934 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2935 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2936 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2940 if (left && right &&
2941 (game.emulation != EMU_BOULDERDASH &&
2942 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2943 left = !(right = RND(2));
2945 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2948 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2950 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2951 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2952 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2953 int belt_dir = game.belt_dir[belt_nr];
2955 if ((belt_dir == MV_LEFT && left_is_free) ||
2956 (belt_dir == MV_RIGHT && right_is_free))
2957 InitMovingField(x, y, belt_dir);
2960 else if (CAN_MOVE(element))
2964 if ((element == EL_SATELLITE || element == EL_BALLOON ||
2965 element == EL_SPRING_MOVING)
2966 && JustBeingPushed(x, y))
2969 if (!MovDelay[x][y]) /* start new movement phase */
2971 /* all objects that can change their move direction after each step */
2972 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2974 if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
2978 if (MovDelay[x][y] && (element == EL_BUG ||
2979 element == EL_SPACESHIP ||
2980 element == EL_SP_SNIKSNAK ||
2981 element == EL_SP_ELECTRON ||
2982 element == EL_MOLE))
2983 DrawNewLevelField(x, y);
2987 if (MovDelay[x][y]) /* wait some time before next movement */
2991 if (element == EL_ROBOT ||
2992 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2994 int phase = MovDelay[x][y] % 8;
2999 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3001 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
3004 int graphic = el2img(element);
3005 int frame = getNewGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3007 DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3011 if (MovDelay[x][y] % 4 == 3)
3013 if (element == EL_YAMYAM)
3014 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3015 else if (element == EL_DARK_YAMYAM)
3016 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3019 else if (element == EL_SP_ELECTRON)
3021 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_LOOP);
3023 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3025 else if (element == EL_DRAGON)
3028 int dir = MovDir[x][y];
3029 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3030 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3032 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
3033 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
3034 dir == MV_UP ? GFX_FLAMMEN_UP :
3035 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
3036 int phase = FrameCounter % 2;
3038 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
3039 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
3040 dir == MV_UP ? IMG_FLAMES_UP1 :
3041 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
3042 int frame = getNewGraphicAnimationFrame(graphic, -1);
3045 for (i=1; i<=3; i++)
3047 int xx = x + i*dx, yy = y + i*dy;
3048 int sx = SCREENX(xx), sy = SCREENY(yy);
3049 int flame_graphic = graphic + (i - 1);
3051 if (!IN_LEV_FIELD(xx, yy) ||
3052 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3057 int flamed = MovingOrBlocked2Element(xx, yy);
3059 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3062 RemoveMovingField(xx, yy);
3064 Feld[xx][yy] = EL_FLAMES;
3065 if (IN_SCR_FIELD(sx, sy))
3067 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
3069 DrawNewGraphic(sx, sy, flame_graphic, frame);
3074 if (Feld[xx][yy] == EL_FLAMES)
3075 Feld[xx][yy] = EL_EMPTY;
3076 DrawNewLevelField(xx, yy);
3081 if (MovDelay[x][y]) /* element still has to wait some time */
3083 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3089 /* now make next step */
3091 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3093 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3094 !PLAYER_PROTECTED(newx, newy))
3098 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3101 /* enemy got the player */
3103 KillHero(PLAYERINFO(newx, newy));
3108 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3109 element == EL_SATELLITE || element == EL_BALLOON) &&
3110 IN_LEV_FIELD(newx, newy) &&
3111 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3114 Store[x][y] = EL_ACID;
3116 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3118 if (Feld[newx][newy] == EL_EXIT_OPEN)
3120 Feld[x][y] = EL_EMPTY;
3121 DrawNewLevelField(x, y);
3123 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3124 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3126 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
3128 DrawNewGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element),
3132 local_player->friends_still_needed--;
3133 if (!local_player->friends_still_needed &&
3134 !local_player->GameOver && AllPlayersGone)
3135 local_player->LevelSolved = local_player->GameOver = TRUE;
3139 else if (IS_MAMPF3(Feld[newx][newy]))
3141 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3142 DrawNewLevelField(newx, newy);
3144 MovDir[x][y] = MV_NO_MOVING;
3146 else if (!IS_FREE(newx, newy))
3148 if (IS_PLAYER(x, y))
3149 DrawPlayerField(x, y);
3151 DrawNewLevelField(x, y);
3155 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3157 if (IS_GEM(Feld[newx][newy]))
3159 if (IS_MOVING(newx, newy))
3160 RemoveMovingField(newx, newy);
3163 Feld[newx][newy] = EL_EMPTY;
3164 DrawNewLevelField(newx, newy);
3167 PlaySoundLevel(x, y, SND_PIG_EATING);
3169 else if (!IS_FREE(newx, newy))
3171 if (IS_PLAYER(x, y))
3172 DrawPlayerField(x, y);
3174 DrawNewLevelField(x, y);
3178 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3180 if (!IS_FREE(newx, newy))
3182 if (IS_PLAYER(x, y))
3183 DrawPlayerField(x, y);
3185 DrawNewLevelField(x, y);
3190 boolean wanna_flame = !RND(10);
3191 int dx = newx - x, dy = newy - y;
3192 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3193 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3194 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3195 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3196 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3197 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3199 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3200 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3201 element1 != EL_FLAMES && element2 != EL_FLAMES)
3203 if (IS_PLAYER(x, y))
3204 DrawPlayerField(x, y);
3206 DrawNewLevelField(x, y);
3208 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3210 MovDelay[x][y] = 50;
3211 Feld[newx][newy] = EL_FLAMES;
3212 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3213 Feld[newx1][newy1] = EL_FLAMES;
3214 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3215 Feld[newx2][newy2] = EL_FLAMES;
3220 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3221 Feld[newx][newy] == EL_DIAMOND)
3223 if (IS_MOVING(newx, newy))
3224 RemoveMovingField(newx, newy);
3227 Feld[newx][newy] = EL_EMPTY;
3228 DrawNewLevelField(newx, newy);
3231 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3233 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3234 IS_MAMPF2(Feld[newx][newy]))
3236 if (AmoebaNr[newx][newy])
3238 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3239 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3240 Feld[newx][newy] == EL_BD_AMOEBA)
3241 AmoebaCnt[AmoebaNr[newx][newy]]--;
3244 if (IS_MOVING(newx, newy))
3245 RemoveMovingField(newx, newy);
3248 Feld[newx][newy] = EL_EMPTY;
3249 DrawNewLevelField(newx, newy);
3252 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3254 else if ((element == EL_PACMAN || element == EL_MOLE)
3255 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3257 if (AmoebaNr[newx][newy])
3259 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3260 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3261 Feld[newx][newy] == EL_BD_AMOEBA)
3262 AmoebaCnt[AmoebaNr[newx][newy]]--;
3265 if (element == EL_MOLE)
3267 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3268 PlaySoundLevel(x, y, SND_MOLE_EATING);
3269 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3270 return; /* wait for shrinking amoeba */
3272 else /* element == EL_PACMAN */
3274 Feld[newx][newy] = EL_EMPTY;
3275 DrawNewLevelField(newx, newy);
3276 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3279 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3280 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3281 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3283 /* wait for shrinking amoeba to completely disappear */
3286 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3288 /* object was running against a wall */
3292 if (element == EL_BUG || element == EL_SPACESHIP ||
3293 element == EL_SP_SNIKSNAK)
3295 DrawLevelField(x, y);
3297 DrawNewLevelField(x, y);
3299 else if (element == EL_BUG || element == EL_SPACESHIP ||
3300 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3302 DrawLevelField(x, y);
3304 DrawNewLevelField(x, y);
3306 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3308 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_LOOP);
3310 DrawNewGraphicAnimation(x, y, el2img(element));
3312 else if (element == EL_SATELLITE)
3314 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_LOOP);
3316 DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
3318 else if (element == EL_SP_ELECTRON)
3320 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_LOOP);
3322 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3325 if (DONT_TOUCH(element))
3326 TestIfBadThingTouchesHero(x, y);
3328 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3333 InitMovingField(x, y, MovDir[x][y]);
3335 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3339 ContinueMoving(x, y);
3342 void ContinueMoving(int x, int y)
3344 int element = Feld[x][y];
3345 int direction = MovDir[x][y];
3346 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3347 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3348 int horiz_move = (dx!=0);
3349 int newx = x + dx, newy = y + dy;
3350 int step = (horiz_move ? dx : dy) * TILEX / 8;
3352 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3354 else if (element == EL_QUICKSAND_FILLING ||
3355 element == EL_QUICKSAND_EMPTYING)
3357 else if (element == EL_MAGIC_WALL_FILLING ||
3358 element == EL_BD_MAGIC_WALL_FILLING ||
3359 element == EL_MAGIC_WALL_EMPTYING ||
3360 element == EL_BD_MAGIC_WALL_EMPTYING)
3362 else if (CAN_FALL(element) && horiz_move &&
3363 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3365 else if (element == EL_SPRING_MOVING)
3368 #if OLD_GAME_BEHAVIOUR
3369 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3373 MovPos[x][y] += step;
3375 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3377 Feld[x][y] = EL_EMPTY;
3378 Feld[newx][newy] = element;
3380 if (element == EL_MOLE)
3383 static int xy[4][2] =
3391 Feld[x][y] = EL_SAND;
3392 DrawNewLevelField(x, y);
3401 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3402 DrawNewLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3406 if (element == EL_QUICKSAND_FILLING)
3408 element = Feld[newx][newy] = get_next_element(element);
3409 Store[newx][newy] = Store[x][y];
3411 else if (element == EL_QUICKSAND_EMPTYING)
3413 Feld[x][y] = get_next_element(element);
3414 element = Feld[newx][newy] = Store[x][y];
3416 else if (element == EL_MAGIC_WALL_FILLING)
3418 element = Feld[newx][newy] = get_next_element(element);
3419 if (!game.magic_wall_active)
3420 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3421 Store[newx][newy] = Store[x][y];
3423 else if (element == EL_MAGIC_WALL_EMPTYING)
3425 Feld[x][y] = get_next_element(element);
3426 if (!game.magic_wall_active)
3427 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3428 element = Feld[newx][newy] = Store[x][y];
3430 else if (element == EL_BD_MAGIC_WALL_FILLING)
3432 element = Feld[newx][newy] = get_next_element(element);
3433 if (!game.magic_wall_active)
3434 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3435 Store[newx][newy] = Store[x][y];
3437 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3439 Feld[x][y] = get_next_element(element);
3440 if (!game.magic_wall_active)
3441 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3442 element = Feld[newx][newy] = Store[x][y];
3444 else if (element == EL_AMOEBA_DRIPPING)
3446 Feld[x][y] = get_next_element(element);
3447 element = Feld[newx][newy] = Store[x][y];
3449 else if (Store[x][y] == EL_ACID)
3451 element = Feld[newx][newy] = EL_ACID;
3455 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3456 MovDelay[newx][newy] = 0;
3458 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3459 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3461 if (!CAN_MOVE(element))
3462 MovDir[newx][newy] = 0;
3464 DrawNewLevelField(x, y);
3465 DrawNewLevelField(newx, newy);
3467 Stop[newx][newy] = TRUE;
3468 JustStopped[newx][newy] = 3;
3470 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3472 TestIfBadThingTouchesHero(newx, newy);
3473 TestIfBadThingTouchesFriend(newx, newy);
3474 TestIfBadThingTouchesOtherBadThing(newx, newy);
3476 else if (element == EL_PENGUIN)
3477 TestIfFriendTouchesBadThing(newx, newy);
3479 if (CAN_SMASH(element) && direction == MV_DOWN &&
3480 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3483 else /* still moving on */
3485 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3486 GfxAction[x][y] = GFX_ACTION_MOVING;
3488 DrawNewLevelField(x, y);
3492 int AmoebeNachbarNr(int ax, int ay)
3495 int element = Feld[ax][ay];
3497 static int xy[4][2] =
3507 int x = ax + xy[i][0];
3508 int y = ay + xy[i][1];
3510 if (!IN_LEV_FIELD(x, y))
3513 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3514 group_nr = AmoebaNr[x][y];
3520 void AmoebenVereinigen(int ax, int ay)
3522 int i, x, y, xx, yy;
3523 int new_group_nr = AmoebaNr[ax][ay];
3524 static int xy[4][2] =
3532 if (new_group_nr == 0)
3540 if (!IN_LEV_FIELD(x, y))
3543 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3544 Feld[x][y] == EL_BD_AMOEBA ||
3545 Feld[x][y] == EL_AMOEBA_DEAD) &&
3546 AmoebaNr[x][y] != new_group_nr)
3548 int old_group_nr = AmoebaNr[x][y];
3550 if (old_group_nr == 0)
3553 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3554 AmoebaCnt[old_group_nr] = 0;
3555 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3556 AmoebaCnt2[old_group_nr] = 0;
3558 for (yy=0; yy<lev_fieldy; yy++)
3560 for (xx=0; xx<lev_fieldx; xx++)
3562 if (AmoebaNr[xx][yy] == old_group_nr)
3563 AmoebaNr[xx][yy] = new_group_nr;
3570 void AmoebeUmwandeln(int ax, int ay)
3574 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3576 int group_nr = AmoebaNr[ax][ay];
3581 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3582 printf("AmoebeUmwandeln(): This should never happen!\n");
3587 for (y=0; y<lev_fieldy; y++)
3589 for (x=0; x<lev_fieldx; x++)
3591 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3594 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3598 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3599 SND_AMOEBA_TURNING_TO_GEM :
3600 SND_AMOEBA_TURNING_TO_ROCK));
3605 static int xy[4][2] =
3618 if (!IN_LEV_FIELD(x, y))
3621 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3623 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3624 SND_AMOEBA_TURNING_TO_GEM :
3625 SND_AMOEBA_TURNING_TO_ROCK));
3632 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3635 int group_nr = AmoebaNr[ax][ay];
3636 boolean done = FALSE;
3641 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3642 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3647 for (y=0; y<lev_fieldy; y++)
3649 for (x=0; x<lev_fieldx; x++)
3651 if (AmoebaNr[x][y] == group_nr &&
3652 (Feld[x][y] == EL_AMOEBA_DEAD ||
3653 Feld[x][y] == EL_BD_AMOEBA ||
3654 Feld[x][y] == EL_AMOEBA_CREATING))
3657 Feld[x][y] = new_element;
3658 InitField(x, y, FALSE);
3659 DrawNewLevelField(x, y);
3666 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3667 SND_BD_AMOEBA_TURNING_TO_ROCK :
3668 SND_BD_AMOEBA_TURNING_TO_GEM));
3671 void AmoebeWaechst(int x, int y)
3673 static unsigned long sound_delay = 0;
3674 static unsigned long sound_delay_value = 0;
3676 if (!MovDelay[x][y]) /* start new growing cycle */
3680 if (DelayReached(&sound_delay, sound_delay_value))
3682 if (Store[x][y] == EL_BD_AMOEBA)
3683 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3685 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3686 sound_delay_value = 30;
3690 if (MovDelay[x][y]) /* wait some time before growing bigger */
3693 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3695 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3698 int frame = getNewGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3699 6 - MovDelay[x][y]);
3701 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3705 if (!MovDelay[x][y])
3707 Feld[x][y] = Store[x][y];
3709 DrawNewLevelField(x, y);
3714 void AmoebaDisappearing(int x, int y)
3716 static unsigned long sound_delay = 0;
3717 static unsigned long sound_delay_value = 0;
3719 if (!MovDelay[x][y]) /* start new shrinking cycle */
3723 if (DelayReached(&sound_delay, sound_delay_value))
3724 sound_delay_value = 30;
3727 if (MovDelay[x][y]) /* wait some time before shrinking */
3730 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3732 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3735 int frame = getNewGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3736 6 - MovDelay[x][y]);
3738 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3742 if (!MovDelay[x][y])
3744 Feld[x][y] = EL_EMPTY;
3745 DrawNewLevelField(x, y);
3747 /* don't let mole enter this field in this cycle;
3748 (give priority to objects falling to this field from above) */
3754 void AmoebeAbleger(int ax, int ay)
3757 int element = Feld[ax][ay];
3758 int newax = ax, neway = ay;
3759 static int xy[4][2] =
3767 if (!level.amoeba_speed)
3769 Feld[ax][ay] = EL_AMOEBA_DEAD;
3770 DrawNewLevelField(ax, ay);
3774 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3775 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3777 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3780 if (MovDelay[ax][ay])
3784 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3787 int x = ax + xy[start][0];
3788 int y = ay + xy[start][1];
3790 if (!IN_LEV_FIELD(x, y))
3793 if (IS_FREE(x, y) ||
3794 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3800 if (newax == ax && neway == ay)
3803 else /* normal or "filled" (BD style) amoeba */
3806 boolean waiting_for_player = FALSE;
3810 int j = (start + i) % 4;
3811 int x = ax + xy[j][0];
3812 int y = ay + xy[j][1];
3814 if (!IN_LEV_FIELD(x, y))
3817 if (IS_FREE(x, y) ||
3818 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3824 else if (IS_PLAYER(x, y))
3825 waiting_for_player = TRUE;
3828 if (newax == ax && neway == ay) /* amoeba cannot grow */
3830 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3832 Feld[ax][ay] = EL_AMOEBA_DEAD;
3833 DrawNewLevelField(ax, ay);
3834 AmoebaCnt[AmoebaNr[ax][ay]]--;
3836 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3838 if (element == EL_AMOEBA_FULL)
3839 AmoebeUmwandeln(ax, ay);
3840 else if (element == EL_BD_AMOEBA)
3841 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3846 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3848 /* amoeba gets larger by growing in some direction */
3850 int new_group_nr = AmoebaNr[ax][ay];
3853 if (new_group_nr == 0)
3855 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3856 printf("AmoebeAbleger(): This should never happen!\n");
3861 AmoebaNr[newax][neway] = new_group_nr;
3862 AmoebaCnt[new_group_nr]++;
3863 AmoebaCnt2[new_group_nr]++;
3865 /* if amoeba touches other amoeba(s) after growing, unify them */
3866 AmoebenVereinigen(newax, neway);
3868 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3870 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3876 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3877 (neway == lev_fieldy - 1 && newax != ax))
3879 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3880 Store[newax][neway] = element;
3882 else if (neway == ay)
3884 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3885 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3889 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3890 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3891 Store[ax][ay] = EL_AMOEBA_DROP;
3892 ContinueMoving(ax, ay);
3896 DrawNewLevelField(newax, neway);
3899 void Life(int ax, int ay)
3902 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3904 int element = Feld[ax][ay];
3905 boolean changed = FALSE;
3910 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3911 MovDelay[ax][ay] = life_time;
3913 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3916 if (MovDelay[ax][ay])
3920 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3922 int xx = ax+x1, yy = ay+y1;
3925 if (!IN_LEV_FIELD(xx, yy))
3928 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3930 int x = xx+x2, y = yy+y2;
3932 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3935 if (((Feld[x][y] == element ||
3936 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3938 (IS_FREE(x, y) && Stop[x][y]))
3942 if (xx == ax && yy == ay) /* field in the middle */
3944 if (nachbarn < life[0] || nachbarn > life[1])
3946 Feld[xx][yy] = EL_EMPTY;
3948 DrawNewLevelField(xx, yy);
3949 Stop[xx][yy] = TRUE;
3953 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3954 { /* free border field */
3955 if (nachbarn >= life[2] && nachbarn <= life[3])
3957 Feld[xx][yy] = element;
3958 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3960 DrawNewLevelField(xx, yy);
3961 Stop[xx][yy] = TRUE;
3968 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3969 SND_BIOMAZE_CREATING);
3972 void RobotWheel(int x, int y)
3974 if (!MovDelay[x][y]) /* next animation frame */
3975 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3977 if (MovDelay[x][y]) /* wait some time before next frame */
3982 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3984 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3987 int frame = getNewGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
3989 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
3992 if (!(MovDelay[x][y]%4))
3993 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3998 Feld[x][y] = EL_ROBOT_WHEEL;
3999 DrawNewLevelField(x, y);
4000 if (ZX == x && ZY == y)
4004 void TimegateWheel(int x, int y)
4006 if (!MovDelay[x][y]) /* next animation frame */
4007 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4009 if (MovDelay[x][y]) /* wait some time before next frame */
4014 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4016 DrawGraphic(SCREENX(x), SCREENY(y),
4017 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
4020 int frame = getNewGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
4022 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
4025 if (!(MovDelay[x][y]%4))
4026 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4031 Feld[x][y] = EL_TIMEGATE_SWITCH;
4032 DrawNewLevelField(x, y);
4033 if (ZX == x && ZY == y)
4037 void Blubber(int x, int y)
4040 if (y > 0 && IS_MOVING(x, y - 1) && MovDir[x][y - 1] == MV_DOWN)
4041 DrawNewLevelField(x, y - 1);
4043 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_LOOP);
4045 DrawNewGraphicAnimation(x, y, IMG_ACID);
4049 void NussKnacken(int x, int y)
4051 if (!MovDelay[x][y]) /* next animation frame */
4054 if (MovDelay[x][y]) /* wait some time before next frame */
4057 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4059 DrawGraphic(SCREENX(x), SCREENY(y),
4060 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
4063 int frame = getNewGraphicAnimationFrame(IMG_NUT_CRACKING,
4064 6 - MovDelay[x][y]);
4066 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
4070 if (!MovDelay[x][y])
4072 Feld[x][y] = EL_EMERALD;
4073 DrawNewLevelField(x, y);
4078 void BreakingPearl(int x, int y)
4080 if (!MovDelay[x][y]) /* next animation frame */
4083 if (MovDelay[x][y]) /* wait some time before next frame */
4086 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4088 DrawGraphic(SCREENX(x), SCREENY(y),
4089 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
4092 int frame = getNewGraphicAnimationFrame(IMG_PEARL_BREAKING,
4093 8 - MovDelay[x][y]);
4095 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4099 if (!MovDelay[x][y])
4101 Feld[x][y] = EL_EMPTY;
4102 DrawNewLevelField(x, y);
4107 void SiebAktivieren(int x, int y, int type)
4110 int graphic = (type == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
4112 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
4114 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4116 DrawNewGraphicAnimation(x, y, graphic);
4120 void AusgangstuerPruefen(int x, int y)
4122 if (local_player->gems_still_needed > 0 ||
4123 local_player->sokobanfields_still_needed > 0 ||
4124 local_player->lights_still_needed > 0)
4127 Feld[x][y] = EL_EXIT_OPENING;
4129 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4130 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4131 y < LEVELY(BY1) ? LEVELY(BY1) :
4132 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4136 void AusgangstuerPruefen_SP(int x, int y)
4138 if (local_player->gems_still_needed > 0)
4141 Feld[x][y] = EL_SP_EXIT_OPEN;
4143 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4144 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4145 y < LEVELY(BY1) ? LEVELY(BY1) :
4146 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4147 SND_SP_EXIT_OPENING);
4150 void AusgangstuerOeffnen(int x, int y)
4154 if (!MovDelay[x][y]) /* next animation frame */
4155 MovDelay[x][y] = 5 * delay;
4157 if (MovDelay[x][y]) /* wait some time before next frame */
4162 tuer = MovDelay[x][y]/delay;
4163 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4165 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
4168 int frame = getNewGraphicAnimationFrame(IMG_EXIT_OPENING,
4169 29 - MovDelay[x][y]);
4171 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4175 if (!MovDelay[x][y])
4177 Feld[x][y] = EL_EXIT_OPEN;
4178 DrawNewLevelField(x, y);
4183 void AusgangstuerBlinken(int x, int y)
4186 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
4188 DrawNewGraphicAnimation(x, y, IMG_EXIT_OPEN);
4192 void OpenSwitchgate(int x, int y)
4196 if (!MovDelay[x][y]) /* next animation frame */
4197 MovDelay[x][y] = 5 * delay;
4199 if (MovDelay[x][y]) /* wait some time before next frame */
4204 phase = MovDelay[x][y] / delay;
4205 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4207 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
4210 int frame = getNewGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4211 29 - MovDelay[x][y]);
4213 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4217 if (!MovDelay[x][y])
4219 Feld[x][y] = EL_SWITCHGATE_OPEN;
4220 DrawNewLevelField(x, y);
4225 void CloseSwitchgate(int x, int y)
4229 if (!MovDelay[x][y]) /* next animation frame */
4230 MovDelay[x][y] = 5 * delay;
4232 if (MovDelay[x][y]) /* wait some time before next frame */
4237 phase = MovDelay[x][y] / delay;
4238 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4240 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
4243 int frame = getNewGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4244 29 - MovDelay[x][y]);
4246 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4250 if (!MovDelay[x][y])
4252 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4253 DrawNewLevelField(x, y);
4258 void OpenTimegate(int x, int y)
4262 if (!MovDelay[x][y]) /* next animation frame */
4263 MovDelay[x][y] = 5 * delay;
4265 if (MovDelay[x][y]) /* wait some time before next frame */
4270 phase = MovDelay[x][y] / delay;
4271 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4273 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4276 int frame = getNewGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4277 29 - MovDelay[x][y]);
4279 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4283 if (!MovDelay[x][y])
4285 Feld[x][y] = EL_TIMEGATE_OPEN;
4286 DrawNewLevelField(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 */
4303 phase = MovDelay[x][y] / delay;
4304 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4306 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4309 int frame = getNewGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4310 29 - MovDelay[x][y]);
4312 DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4316 if (!MovDelay[x][y])
4318 Feld[x][y] = EL_TIMEGATE_CLOSED;
4319 DrawNewLevelField(x, y);
4324 static void CloseAllOpenTimegates()
4328 for (y=0; y<lev_fieldy; y++)
4330 for (x=0; x<lev_fieldx; x++)
4332 int element = Feld[x][y];
4334 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4336 Feld[x][y] = EL_TIMEGATE_CLOSING;
4337 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4343 void EdelsteinFunkeln(int x, int y)
4345 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4348 if (Feld[x][y] == EL_BD_DIAMOND)
4350 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4352 DrawNewGraphicAnimation(x, y, IMG_BD_DIAMOND);
4356 if (!MovDelay[x][y]) /* next animation frame */
4357 MovDelay[x][y] = 11 * !SimpleRND(500);
4359 if (MovDelay[x][y]) /* wait some time before next frame */
4363 if (setup.direct_draw && MovDelay[x][y])
4364 SetDrawtoField(DRAW_BUFFERED);
4367 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4369 DrawNewGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4374 int phase = (MovDelay[x][y]-1)/2;
4380 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4383 int frame = getNewGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4384 10 - MovDelay[x][y]);
4386 DrawNewGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE,
4391 if (setup.direct_draw)
4395 dest_x = FX + SCREENX(x) * TILEX;
4396 dest_y = FY + SCREENY(y) * TILEY;
4398 BlitBitmap(drawto_field, window,
4399 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4400 SetDrawtoField(DRAW_DIRECT);
4407 void MauerWaechst(int x, int y)
4411 if (!MovDelay[x][y]) /* next animation frame */
4412 MovDelay[x][y] = 3*delay;
4414 if (MovDelay[x][y]) /* wait some time before next frame */
4419 phase = 2-MovDelay[x][y]/delay;
4420 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4421 DrawGraphic(SCREENX(x), SCREENY(y),
4422 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4423 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4424 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4425 GFX_MAUER_DOWN ) + phase);
4427 if (!MovDelay[x][y])
4429 if (MovDir[x][y] == MV_LEFT)
4431 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4432 DrawLevelField(x-1, y);
4434 else if (MovDir[x][y] == MV_RIGHT)
4436 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4437 DrawLevelField(x+1, y);
4439 else if (MovDir[x][y] == MV_UP)
4441 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4442 DrawLevelField(x, y-1);
4446 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4447 DrawLevelField(x, y+1);
4450 Feld[x][y] = Store[x][y];
4452 MovDir[x][y] = MV_NO_MOVING;
4453 DrawLevelField(x, y);
4458 void MauerAbleger(int ax, int ay)
4460 int element = Feld[ax][ay];
4461 boolean oben_frei = FALSE, unten_frei = FALSE;
4462 boolean links_frei = FALSE, rechts_frei = FALSE;
4463 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4464 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4465 boolean new_wall = FALSE;
4467 if (!MovDelay[ax][ay]) /* start building new wall */
4468 MovDelay[ax][ay] = 6;
4470 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4473 if (MovDelay[ax][ay])
4477 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4479 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4481 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4483 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4486 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4490 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4491 Store[ax][ay-1] = element;
4492 MovDir[ax][ay-1] = MV_UP;
4493 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4494 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4499 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4500 Store[ax][ay+1] = element;
4501 MovDir[ax][ay+1] = MV_DOWN;
4502 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4503 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4508 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4509 element == EL_WALL_GROWING)
4513 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4514 Store[ax-1][ay] = element;
4515 MovDir[ax-1][ay] = MV_LEFT;
4516 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4517 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4523 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4524 Store[ax+1][ay] = element;
4525 MovDir[ax+1][ay] = MV_RIGHT;
4526 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4527 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4532 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4533 DrawLevelField(ax, ay);
4535 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4537 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4538 unten_massiv = TRUE;
4539 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4540 links_massiv = TRUE;
4541 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4542 rechts_massiv = TRUE;
4544 if (((oben_massiv && unten_massiv) ||
4545 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4546 ((links_massiv && rechts_massiv) ||
4547 element == EL_WALL_GROWING_Y))
4548 Feld[ax][ay] = EL_WALL;
4551 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4554 void CheckForDragon(int x, int y)
4557 boolean dragon_found = FALSE;
4558 static int xy[4][2] =
4570 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4572 if (IN_LEV_FIELD(xx, yy) &&
4573 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4575 if (Feld[xx][yy] == EL_DRAGON)
4576 dragon_found = TRUE;
4589 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4591 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4593 Feld[xx][yy] = EL_EMPTY;
4594 DrawLevelField(xx, yy);
4603 static void CheckBuggyBase(int x, int y)
4605 int element = Feld[x][y];
4607 if (element == EL_SP_BUGGY_BASE)
4609 if (!MovDelay[x][y]) /* wait some time before activating base */
4610 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4615 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4616 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4620 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4623 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4625 if (!MovDelay[x][y]) /* start activating buggy base */
4626 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4634 static int xy[4][2] =
4642 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4643 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4647 int xx = x + xy[i][0], yy = y + xy[i][1];
4649 if (IS_PLAYER(xx, yy))
4651 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4659 Feld[x][y] = EL_SP_BUGGY_BASE;
4660 DrawLevelField(x, y);
4665 static void CheckTrap(int x, int y)
4667 int element = Feld[x][y];
4669 if (element == EL_TRAP)
4671 if (!MovDelay[x][y]) /* wait some time before activating trap */
4672 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4680 Feld[x][y] = EL_TRAP_ACTIVE;
4681 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4684 else if (element == EL_TRAP_ACTIVE)
4689 if (!MovDelay[x][y]) /* start activating trap */
4690 MovDelay[x][y] = num_frames * delay;
4698 if (!(MovDelay[x][y] % delay))
4700 int phase = MovDelay[x][y]/delay;
4702 if (phase >= num_frames/2)
4703 phase = num_frames - phase;
4705 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4707 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4708 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4715 Feld[x][y] = EL_TRAP;
4716 DrawLevelField(x, y);
4721 static void DrawBeltAnimation(int x, int y, int element)
4723 int belt_nr = getBeltNrFromBeltActiveElement(element);
4724 int belt_dir = game.belt_dir[belt_nr];
4726 if (belt_dir != MV_NO_MOVING)
4729 int mode = ANIM_LOOP | (belt_dir == MV_LEFT ? 0 : ANIM_REVERSE);
4730 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4732 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4734 if (!(FrameCounter % 2))
4735 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4739 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4741 static byte stored_player_action[MAX_PLAYERS];
4742 static int num_stored_actions = 0;
4744 static boolean save_tape_entry = FALSE;
4746 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4747 int left = player_action & JOY_LEFT;
4748 int right = player_action & JOY_RIGHT;
4749 int up = player_action & JOY_UP;
4750 int down = player_action & JOY_DOWN;
4751 int button1 = player_action & JOY_BUTTON_1;
4752 int button2 = player_action & JOY_BUTTON_2;
4753 int dx = (left ? -1 : right ? 1 : 0);
4754 int dy = (up ? -1 : down ? 1 : 0);
4756 stored_player_action[player->index_nr] = 0;
4757 num_stored_actions++;
4759 if (!player->active || tape.pausing)
4765 save_tape_entry = TRUE;
4767 player->frame_reset_delay = 0;
4770 snapped = SnapField(player, dx, dy);
4774 bombed = PlaceBomb(player);
4775 moved = MoveFigure(player, dx, dy);
4778 if (tape.single_step && tape.recording && !tape.pausing)
4780 if (button1 || (bombed && !moved))
4782 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4783 SnapField(player, 0, 0); /* stop snapping */
4788 if (tape.recording && (moved || snapped || bombed))
4790 if (bombed && !moved)
4791 player_action &= JOY_BUTTON;
4793 stored_player_action[player->index_nr] = player_action;
4794 save_tape_entry = TRUE;
4796 else if (tape.playing && snapped)
4797 SnapField(player, 0, 0); /* stop snapping */
4799 stored_player_action[player->index_nr] = player_action;
4804 /* no actions for this player (no input at player's configured device) */
4806 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4807 SnapField(player, 0, 0);
4808 CheckGravityMovement(player);
4811 if (player->MovPos == 0) /* needed for tape.playing */
4812 player->is_moving = FALSE;
4815 if (player->MovPos == 0) /* needed for tape.playing */
4816 player->last_move_dir = MV_NO_MOVING;
4818 /* !!! CHECK THIS AGAIN !!!
4819 (Seems to be needed for some EL_ROBOT stuff, but breaks
4820 tapes when walking through pipes!)
4823 /* it seems that "player->last_move_dir" is misused as some sort of
4824 "player->is_just_moving_in_this_moment", which is needed for the
4825 robot stuff (robots don't kill players when they are moving)
4829 if (++player->frame_reset_delay > player->move_delay_value)
4834 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4836 TapeRecordAction(stored_player_action);
4837 num_stored_actions = 0;
4838 save_tape_entry = FALSE;
4841 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4843 TapeRecordAction(stored_player_action);
4844 num_stored_actions = 0;
4849 if (tape.playing && !tape.pausing && !player_action &&
4850 tape.counter < tape.length)
4852 int jx = player->jx, jy = player->jy;
4854 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4856 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4857 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4859 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4861 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4863 int el = Feld[jx+dx][jy];
4864 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4865 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4867 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4869 player->MovDir = next_joy;
4870 player->Frame = FrameCounter % 4;
4871 player->Pushing = TRUE;
4881 static unsigned long action_delay = 0;
4882 unsigned long action_delay_value;
4883 int sieb_x = 0, sieb_y = 0;
4884 int i, x, y, element;
4885 byte *recorded_player_action;
4886 byte summarized_player_action = 0;
4888 if (game_status != PLAYING)
4891 action_delay_value =
4892 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4894 if (tape.playing && tape.index_search && !tape.pausing)
4895 action_delay_value = 0;
4897 /* ---------- main game synchronization point ---------- */
4899 WaitUntilDelayReached(&action_delay, action_delay_value);
4901 if (network_playing && !network_player_action_received)
4905 printf("DEBUG: try to get network player actions in time\n");
4909 #if defined(PLATFORM_UNIX)
4910 /* last chance to get network player actions without main loop delay */
4914 if (game_status != PLAYING)
4917 if (!network_player_action_received)
4921 printf("DEBUG: failed to get network player actions in time\n");
4931 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4933 for (i=0; i<MAX_PLAYERS; i++)
4935 summarized_player_action |= stored_player[i].action;
4937 if (!network_playing)
4938 stored_player[i].effective_action = stored_player[i].action;
4941 #if defined(PLATFORM_UNIX)
4942 if (network_playing)
4943 SendToServer_MovePlayer(summarized_player_action);
4946 if (!options.network && !setup.team_mode)
4947 local_player->effective_action = summarized_player_action;
4949 for (i=0; i<MAX_PLAYERS; i++)
4951 int actual_player_action = stored_player[i].effective_action;
4953 if (stored_player[i].programmed_action)
4954 actual_player_action = stored_player[i].programmed_action;
4956 if (recorded_player_action)
4957 actual_player_action = recorded_player_action[i];
4959 PlayerActions(&stored_player[i], actual_player_action);
4960 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4963 network_player_action_received = FALSE;
4965 ScrollScreen(NULL, SCROLL_GO_ON);
4971 if (TimeFrames == 0 && local_player->active)
4973 extern unsigned int last_RND();
4975 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4976 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4983 if (GameFrameDelay >= 500)
4984 printf("FrameCounter == %d\n", FrameCounter);
4993 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4996 if (JustStopped[x][y] > 0)
4997 JustStopped[x][y]--;
5000 if (IS_BLOCKED(x, y))
5004 Blocked2Moving(x, y, &oldx, &oldy);
5005 if (!IS_MOVING(oldx, oldy))
5007 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5008 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5009 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5010 printf("GameActions(): This should never happen!\n");
5016 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5018 element = Feld[x][y];
5020 if (IS_INACTIVE(element))
5023 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5027 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5028 EdelsteinFunkeln(x, y);
5030 else if (IS_MOVING(x, y))
5031 ContinueMoving(x, y);
5032 else if (IS_ACTIVE_BOMB(element))
5033 CheckDynamite(x, y);
5035 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5036 Explode(x, y, Frame[x][y], EX_NORMAL);
5038 else if (element == EL_AMOEBA_CREATING)
5039 AmoebeWaechst(x, y);
5040 else if (element == EL_AMOEBA_SHRINKING)
5041 AmoebaDisappearing(x, y);
5043 #if !USE_NEW_AMOEBA_CODE
5044 else if (IS_AMOEBALIVE(element))
5045 AmoebeAbleger(x, y);
5048 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
5050 else if (element == EL_ROBOT_WHEEL_ACTIVE)
5052 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5053 TimegateWheel(x, y);
5054 else if (element == EL_ACID)
5056 else if (element == EL_ACID_SPLASHING_LEFT ||
5057 element == EL_ACID_SPLASHING_RIGHT)
5059 else if (element == EL_CRACKINGNUT)
5061 else if (element == EL_PEARL_BREAKING)
5062 BreakingPearl(x, y);
5063 else if (element == EL_EXIT_CLOSED)
5064 AusgangstuerPruefen(x, y);
5065 else if (element == EL_SP_EXIT_CLOSED)
5066 AusgangstuerPruefen_SP(x, y);
5067 else if (element == EL_EXIT_OPENING)
5068 AusgangstuerOeffnen(x, y);
5069 else if (element == EL_EXIT_OPEN)
5070 AusgangstuerBlinken(x, y);
5071 else if (element == EL_SP_EXIT_OPEN)
5072 ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
5073 else if (element == EL_WALL_GROWING_ACTIVE)
5075 else if (element == EL_WALL_GROWING ||
5076 element == EL_WALL_GROWING_X ||
5077 element == EL_WALL_GROWING_Y ||
5078 element == EL_WALL_GROWING_XY)
5080 else if (element == EL_FLAMES)
5081 CheckForDragon(x, y);
5082 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
5083 CheckBuggyBase(x, y);
5084 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
5086 else if (element == EL_SP_TERMINAL)
5087 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_LOOP);
5088 else if (element == EL_SP_TERMINAL_ACTIVE)
5090 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_LOOP);
5092 if (!(FrameCounter % 4))
5093 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
5096 else if (IS_BELT_ACTIVE(element))
5097 DrawBeltAnimation(x, y, element);
5098 else if (element == EL_SWITCHGATE_OPENING)
5099 OpenSwitchgate(x, y);
5100 else if (element == EL_SWITCHGATE_CLOSING)
5101 CloseSwitchgate(x, y);
5102 else if (element == EL_TIMEGATE_OPENING)
5104 else if (element == EL_TIMEGATE_CLOSING)
5105 CloseTimegate(x, y);
5106 else if (element == EL_EXTRA_TIME)
5107 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_LOOP);
5108 else if (element == EL_SHIELD_NORMAL)
5110 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_LOOP);
5112 if (!(FrameCounter % 4))
5113 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
5116 else if (element == EL_SHIELD_DEADLY)
5118 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_LOOP);
5120 if (!(FrameCounter % 4))
5121 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
5125 if (game.magic_wall_active)
5127 boolean sieb = FALSE;
5128 int jx = local_player->jx, jy = local_player->jy;
5130 if (element == EL_MAGIC_WALL_FULL ||
5131 element == EL_MAGIC_WALL_ACTIVE ||
5132 element == EL_MAGIC_WALL_EMPTYING)
5134 SiebAktivieren(x, y, 1);
5137 else if (element == EL_BD_MAGIC_WALL_FULL ||
5138 element == EL_BD_MAGIC_WALL_ACTIVE ||
5139 element == EL_BD_MAGIC_WALL_EMPTYING)
5141 SiebAktivieren(x, y, 2);
5145 /* play the element sound at the position nearest to the player */
5146 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5154 #if USE_NEW_AMOEBA_CODE
5155 /* new experimental amoeba growth stuff */
5157 if (!(FrameCounter % 8))
5160 static unsigned long random = 1684108901;
5162 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5165 x = (random >> 10) % lev_fieldx;
5166 y = (random >> 20) % lev_fieldy;
5168 x = RND(lev_fieldx);
5169 y = RND(lev_fieldy);
5171 element = Feld[x][y];
5173 if (!IS_PLAYER(x,y) &&
5174 (element == EL_EMPTY ||
5175 element == EL_SAND ||
5176 element == EL_QUICKSAND_EMPTY ||
5177 element == EL_ACID_SPLASHING_LEFT ||
5178 element == EL_ACID_SPLASHING_RIGHT))
5180 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5181 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5182 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5183 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5184 Feld[x][y] = EL_AMOEBA_DROP;
5187 random = random * 129 + 1;
5193 if (game.explosions_delayed)
5196 game.explosions_delayed = FALSE;
5198 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5200 element = Feld[x][y];
5202 if (ExplodeField[x][y])
5203 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5204 else if (element == EL_EXPLOSION)
5205 Explode(x, y, Frame[x][y], EX_NORMAL);
5207 ExplodeField[x][y] = EX_NO_EXPLOSION;
5210 game.explosions_delayed = TRUE;
5213 if (game.magic_wall_active)
5215 if (!(game.magic_wall_time_left % 4))
5217 int element = Feld[sieb_x][sieb_y];
5219 if (element == EL_BD_MAGIC_WALL_FULL ||
5220 element == EL_BD_MAGIC_WALL_ACTIVE ||
5221 element == EL_BD_MAGIC_WALL_EMPTYING)
5222 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5224 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5227 if (game.magic_wall_time_left > 0)
5229 game.magic_wall_time_left--;
5230 if (!game.magic_wall_time_left)
5232 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5234 element = Feld[x][y];
5236 if (element == EL_MAGIC_WALL_ACTIVE ||
5237 element == EL_MAGIC_WALL_FULL)
5239 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5240 DrawLevelField(x, y);
5242 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5243 element == EL_BD_MAGIC_WALL_FULL)
5245 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5246 DrawLevelField(x, y);
5250 game.magic_wall_active = FALSE;
5255 if (game.light_time_left > 0)
5257 game.light_time_left--;
5259 if (game.light_time_left == 0)
5260 RedrawAllLightSwitchesAndInvisibleElements();
5263 if (game.timegate_time_left > 0)
5265 game.timegate_time_left--;
5267 if (game.timegate_time_left == 0)
5268 CloseAllOpenTimegates();
5271 for (i=0; i<MAX_PLAYERS; i++)
5273 struct PlayerInfo *player = &stored_player[i];
5275 if (SHIELD_ON(player))
5277 if (player->shield_active_time_left)
5278 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5279 else if (player->shield_passive_time_left)
5280 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5284 if (TimeFrames >= (1000 / GameFrameDelay))
5289 for (i=0; i<MAX_PLAYERS; i++)
5291 struct PlayerInfo *player = &stored_player[i];
5293 if (SHIELD_ON(player))
5295 player->shield_passive_time_left--;
5297 if (player->shield_active_time_left > 0)
5298 player->shield_active_time_left--;
5302 if (tape.recording || tape.playing)
5303 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5309 if (TimeLeft <= 10 && setup.time_limit)
5310 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5312 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5314 if (!TimeLeft && setup.time_limit)
5315 for (i=0; i<MAX_PLAYERS; i++)
5316 KillHero(&stored_player[i]);
5318 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5319 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5324 if (options.debug) /* calculate frames per second */
5326 static unsigned long fps_counter = 0;
5327 static int fps_frames = 0;
5328 unsigned long fps_delay_ms = Counter() - fps_counter;
5332 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5334 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5337 fps_counter = Counter();
5340 redraw_mask |= REDRAW_FPS;
5344 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5346 int min_x = x, min_y = y, max_x = x, max_y = y;
5349 for (i=0; i<MAX_PLAYERS; i++)
5351 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5353 if (!stored_player[i].active || &stored_player[i] == player)
5356 min_x = MIN(min_x, jx);
5357 min_y = MIN(min_y, jy);
5358 max_x = MAX(max_x, jx);
5359 max_y = MAX(max_y, jy);
5362 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5365 static boolean AllPlayersInVisibleScreen()
5369 for (i=0; i<MAX_PLAYERS; i++)
5371 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5373 if (!stored_player[i].active)
5376 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5383 void ScrollLevel(int dx, int dy)
5385 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5388 BlitBitmap(drawto_field, drawto_field,
5389 FX + TILEX*(dx == -1) - softscroll_offset,
5390 FY + TILEY*(dy == -1) - softscroll_offset,
5391 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5392 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5393 FX + TILEX*(dx == 1) - softscroll_offset,
5394 FY + TILEY*(dy == 1) - softscroll_offset);
5398 x = (dx == 1 ? BX1 : BX2);
5399 for (y=BY1; y<=BY2; y++)
5400 DrawScreenField(x, y);
5404 y = (dy == 1 ? BY1 : BY2);
5405 for (x=BX1; x<=BX2; x++)
5406 DrawScreenField(x, y);
5409 redraw_mask |= REDRAW_FIELD;
5412 static void CheckGravityMovement(struct PlayerInfo *player)
5414 if (level.gravity && !player->programmed_action)
5416 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5417 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5419 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5420 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5421 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5422 int jx = player->jx, jy = player->jy;
5423 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5424 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5425 int new_jx = jx + dx, new_jy = jy + dy;
5426 boolean field_under_player_is_free =
5427 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5428 boolean player_is_moving_to_valid_field =
5429 (IN_LEV_FIELD(new_jx, new_jy) &&
5430 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5431 Feld[new_jx][new_jy] == EL_SAND));
5433 if (field_under_player_is_free &&
5434 !player_is_moving_to_valid_field &&
5435 !IS_TUBE(Feld[jx][jy]))
5436 player->programmed_action = MV_DOWN;
5440 boolean MoveFigureOneStep(struct PlayerInfo *player,
5441 int dx, int dy, int real_dx, int real_dy)
5443 int jx = player->jx, jy = player->jy;
5444 int new_jx = jx+dx, new_jy = jy+dy;
5448 if (!player->active || (!dx && !dy))
5449 return MF_NO_ACTION;
5451 player->MovDir = (dx < 0 ? MV_LEFT :
5454 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5456 if (!IN_LEV_FIELD(new_jx, new_jy))
5457 return MF_NO_ACTION;
5459 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5460 return MF_NO_ACTION;
5463 element = MovingOrBlocked2Element(new_jx, new_jy);
5465 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5468 if (DONT_GO_TO(element))
5470 if (element == EL_ACID && dx == 0 && dy == 1)
5473 Feld[jx][jy] = EL_PLAYER1;
5474 InitMovingField(jx, jy, MV_DOWN);
5475 Store[jx][jy] = EL_ACID;
5476 ContinueMoving(jx, jy);
5480 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5485 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5486 if (can_move != MF_MOVING)
5489 StorePlayer[jx][jy] = 0;
5490 player->last_jx = jx;
5491 player->last_jy = jy;
5492 jx = player->jx = new_jx;
5493 jy = player->jy = new_jy;
5494 StorePlayer[jx][jy] = player->element_nr;
5497 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5499 ScrollFigure(player, SCROLL_INIT);
5504 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5506 int jx = player->jx, jy = player->jy;
5507 int old_jx = jx, old_jy = jy;
5508 int moved = MF_NO_ACTION;
5510 if (!player->active || (!dx && !dy))
5514 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5518 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5519 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5523 /* remove the last programmed player action */
5524 player->programmed_action = 0;
5528 /* should only happen if pre-1.2 tape recordings are played */
5529 /* this is only for backward compatibility */
5531 int original_move_delay_value = player->move_delay_value;
5534 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5537 /* scroll remaining steps with finest movement resolution */
5538 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5540 while (player->MovPos)
5542 ScrollFigure(player, SCROLL_GO_ON);
5543 ScrollScreen(NULL, SCROLL_GO_ON);
5549 player->move_delay_value = original_move_delay_value;
5552 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5554 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5555 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5559 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5560 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5566 if (moved & MF_MOVING && !ScreenMovPos &&
5567 (player == local_player || !options.network))
5569 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5570 int offset = (setup.scroll_delay ? 3 : 0);
5572 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5574 /* actual player has left the screen -- scroll in that direction */
5575 if (jx != old_jx) /* player has moved horizontally */
5576 scroll_x += (jx - old_jx);
5577 else /* player has moved vertically */
5578 scroll_y += (jy - old_jy);
5582 if (jx != old_jx) /* player has moved horizontally */
5584 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5585 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5586 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5588 /* don't scroll over playfield boundaries */
5589 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5590 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5592 /* don't scroll more than one field at a time */
5593 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5595 /* don't scroll against the player's moving direction */
5596 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5597 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5598 scroll_x = old_scroll_x;
5600 else /* player has moved vertically */
5602 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5603 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5604 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5606 /* don't scroll over playfield boundaries */
5607 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5608 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5610 /* don't scroll more than one field at a time */
5611 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5613 /* don't scroll against the player's moving direction */
5614 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5615 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5616 scroll_y = old_scroll_y;
5620 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5622 if (!options.network && !AllPlayersInVisibleScreen())
5624 scroll_x = old_scroll_x;
5625 scroll_y = old_scroll_y;
5629 ScrollScreen(player, SCROLL_INIT);
5630 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5635 if (!(moved & MF_MOVING) && !player->Pushing)
5638 player->Frame = (player->Frame + 1) % 4;
5640 if (moved & MF_MOVING)
5642 if (old_jx != jx && old_jy == jy)
5643 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5644 else if (old_jx == jx && old_jy != jy)
5645 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5647 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5649 player->last_move_dir = player->MovDir;
5650 player->is_moving = TRUE;
5654 CheckGravityMovement(player);
5657 player->last_move_dir = MV_NO_MOVING;
5659 player->is_moving = FALSE;
5662 TestIfHeroTouchesBadThing(jx, jy);
5664 if (!player->active)
5670 void ScrollFigure(struct PlayerInfo *player, int mode)
5672 int jx = player->jx, jy = player->jy;
5673 int last_jx = player->last_jx, last_jy = player->last_jy;
5674 int move_stepsize = TILEX / player->move_delay_value;
5676 if (!player->active || !player->MovPos)
5679 if (mode == SCROLL_INIT)
5681 player->actual_frame_counter = FrameCounter;
5682 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5684 if (Feld[last_jx][last_jy] == EL_EMPTY)
5685 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5690 else if (!FrameReached(&player->actual_frame_counter, 1))
5693 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5694 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5696 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5697 Feld[last_jx][last_jy] = EL_EMPTY;
5699 /* before DrawPlayer() to draw correct player graphic for this case */
5700 if (player->MovPos == 0)
5701 CheckGravityMovement(player);
5705 if (player->MovPos == 0)
5707 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5709 /* continue with normal speed after quickly moving through gate */
5710 HALVE_PLAYER_SPEED(player);
5712 /* be able to make the next move without delay */
5713 player->move_delay = 0;
5716 player->last_jx = jx;
5717 player->last_jy = jy;
5719 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5720 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5724 if (local_player->friends_still_needed == 0 ||
5725 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5726 player->LevelSolved = player->GameOver = TRUE;
5729 if (tape.single_step && tape.recording && !tape.pausing &&
5730 !player->programmed_action)
5731 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5735 void ScrollScreen(struct PlayerInfo *player, int mode)
5737 static unsigned long screen_frame_counter = 0;
5739 if (mode == SCROLL_INIT)
5741 /* set scrolling step size according to actual player's moving speed */
5742 ScrollStepSize = TILEX / player->move_delay_value;
5744 screen_frame_counter = FrameCounter;
5745 ScreenMovDir = player->MovDir;
5746 ScreenMovPos = player->MovPos;
5747 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5750 else if (!FrameReached(&screen_frame_counter, 1))
5755 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5756 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5757 redraw_mask |= REDRAW_FIELD;
5760 ScreenMovDir = MV_NO_MOVING;
5763 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5765 int i, kill_x = -1, kill_y = -1;
5766 static int test_xy[4][2] =
5773 static int test_dir[4] =
5783 int test_x, test_y, test_move_dir, test_element;
5785 test_x = good_x + test_xy[i][0];
5786 test_y = good_y + test_xy[i][1];
5787 if (!IN_LEV_FIELD(test_x, test_y))
5791 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5794 test_element = Feld[test_x][test_y];
5796 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5799 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5800 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5802 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5803 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5811 if (kill_x != -1 || kill_y != -1)
5813 if (IS_PLAYER(good_x, good_y))
5815 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5817 if (player->shield_active_time_left > 0)
5818 Bang(kill_x, kill_y);
5819 else if (!PLAYER_PROTECTED(good_x, good_y))
5823 Bang(good_x, good_y);
5827 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5829 int i, kill_x = -1, kill_y = -1;
5830 int bad_element = Feld[bad_x][bad_y];
5831 static int test_xy[4][2] =
5838 static int test_dir[4] =
5846 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5851 int test_x, test_y, test_move_dir, test_element;
5853 test_x = bad_x + test_xy[i][0];
5854 test_y = bad_y + test_xy[i][1];
5855 if (!IN_LEV_FIELD(test_x, test_y))
5859 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5861 test_element = Feld[test_x][test_y];
5863 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5864 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5866 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5867 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5869 /* good thing is player or penguin that does not move away */
5870 if (IS_PLAYER(test_x, test_y))
5872 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5874 if (bad_element == EL_ROBOT && player->is_moving)
5875 continue; /* robot does not kill player if he is moving */
5881 else if (test_element == EL_PENGUIN)
5890 if (kill_x != -1 || kill_y != -1)
5892 if (IS_PLAYER(kill_x, kill_y))
5894 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5897 int dir = player->MovDir;
5898 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5899 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5901 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5902 newx != bad_x && newy != bad_y)
5903 ; /* robot does not kill player if he is moving */
5905 printf("-> %d\n", player->MovDir);
5907 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5908 newx != bad_x && newy != bad_y)
5909 ; /* robot does not kill player if he is moving */
5914 if (player->shield_active_time_left > 0)
5916 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5920 Bang(kill_x, kill_y);
5924 void TestIfHeroTouchesBadThing(int x, int y)
5926 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5929 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5931 TestIfGoodThingHitsBadThing(x, y, move_dir);
5934 void TestIfBadThingTouchesHero(int x, int y)
5936 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5939 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5941 TestIfBadThingHitsGoodThing(x, y, move_dir);
5944 void TestIfFriendTouchesBadThing(int x, int y)
5946 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5949 void TestIfBadThingTouchesFriend(int x, int y)
5951 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5954 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5956 int i, kill_x = bad_x, kill_y = bad_y;
5957 static int xy[4][2] =
5969 x = bad_x + xy[i][0];
5970 y = bad_y + xy[i][1];
5971 if (!IN_LEV_FIELD(x, y))
5974 element = Feld[x][y];
5975 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5976 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5984 if (kill_x != bad_x || kill_y != bad_y)
5988 void KillHero(struct PlayerInfo *player)
5990 int jx = player->jx, jy = player->jy;
5992 if (!player->active)
5995 if (IS_PFORTE(Feld[jx][jy]))
5996 Feld[jx][jy] = EL_EMPTY;
5998 /* deactivate shield (else Bang()/Explode() would not work right) */
5999 player->shield_passive_time_left = 0;
6000 player->shield_active_time_left = 0;
6006 static void KillHeroUnlessProtected(int x, int y)
6008 if (!PLAYER_PROTECTED(x, y))
6009 KillHero(PLAYERINFO(x, y));
6012 void BuryHero(struct PlayerInfo *player)
6014 int jx = player->jx, jy = player->jy;
6016 if (!player->active)
6019 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
6020 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6022 player->GameOver = TRUE;
6026 void RemoveHero(struct PlayerInfo *player)
6028 int jx = player->jx, jy = player->jy;
6029 int i, found = FALSE;
6031 player->present = FALSE;
6032 player->active = FALSE;
6034 if (!ExplodeField[jx][jy])
6035 StorePlayer[jx][jy] = 0;
6037 for (i=0; i<MAX_PLAYERS; i++)
6038 if (stored_player[i].active)
6042 AllPlayersGone = TRUE;
6048 int DigField(struct PlayerInfo *player,
6049 int x, int y, int real_dx, int real_dy, int mode)
6051 int jx = player->jx, jy = player->jy;
6052 int dx = x - jx, dy = y - jy;
6053 int move_direction = (dx == -1 ? MV_LEFT :
6054 dx == +1 ? MV_RIGHT :
6056 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6059 if (player->MovPos == 0)
6060 player->Pushing = FALSE;
6062 if (mode == DF_NO_PUSH)
6064 player->Switching = FALSE;
6065 player->push_delay = 0;
6066 return MF_NO_ACTION;
6069 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6070 return MF_NO_ACTION;
6072 if (IS_TUBE(Feld[jx][jy]))
6075 int tube_leave_directions[][2] =
6077 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6078 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6079 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6080 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6081 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6082 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6083 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6084 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6085 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6086 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6087 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6088 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6091 while (tube_leave_directions[i][0] != Feld[jx][jy])
6094 if (tube_leave_directions[i][0] == -1) /* should not happen */
6098 if (!(tube_leave_directions[i][1] & move_direction))
6099 return MF_NO_ACTION; /* tube has no opening in this direction */
6102 element = Feld[x][y];
6108 case EL_INVISIBLE_SAND:
6109 case EL_INVISIBLE_SAND_ACTIVE:
6112 case EL_SP_BUGGY_BASE:
6114 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
6119 case EL_EMERALD_YELLOW:
6120 case EL_EMERALD_RED:
6121 case EL_EMERALD_PURPLE:
6123 case EL_SP_INFOTRON:
6127 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6128 element == EL_PEARL ? 5 :
6129 element == EL_CRYSTAL ? 8 : 1);
6130 if (local_player->gems_still_needed < 0)
6131 local_player->gems_still_needed = 0;
6132 RaiseScoreElement(element);
6133 DrawText(DX_EMERALDS, DY_EMERALDS,
6134 int2str(local_player->gems_still_needed, 3),
6135 FS_SMALL, FC_YELLOW);
6136 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6141 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6142 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6146 Feld[x][y] = EL_EMPTY;
6147 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6155 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6157 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6160 case EL_SHIELD_NORMAL:
6162 player->shield_passive_time_left += 10;
6163 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6166 case EL_SHIELD_DEADLY:
6168 player->shield_passive_time_left += 10;
6169 player->shield_active_time_left += 10;
6170 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6174 case EL_SP_DISK_RED:
6177 RaiseScoreElement(EL_DYNAMITE);
6178 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6179 int2str(local_player->dynamite, 3),
6180 FS_SMALL, FC_YELLOW);
6181 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6184 case EL_DYNABOMB_NR:
6186 player->dynabomb_count++;
6187 player->dynabombs_left++;
6188 RaiseScoreElement(EL_DYNAMITE);
6189 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6192 case EL_DYNABOMB_SZ:
6194 player->dynabomb_size++;
6195 RaiseScoreElement(EL_DYNAMITE);
6196 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6199 case EL_DYNABOMB_XL:
6201 player->dynabomb_xl = TRUE;
6202 RaiseScoreElement(EL_DYNAMITE);
6203 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6211 int key_nr = element - EL_KEY1;
6214 player->key[key_nr] = TRUE;
6215 RaiseScoreElement(element);
6216 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6217 GFX_SCHLUESSEL1 + key_nr);
6218 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6219 GFX_SCHLUESSEL1 + key_nr);
6220 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6229 int key_nr = element - EL_EM_KEY1;
6232 player->key[key_nr] = TRUE;
6233 RaiseScoreElement(element);
6234 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6235 GFX_SCHLUESSEL1 + key_nr);
6236 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6237 GFX_SCHLUESSEL1 + key_nr);
6238 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6242 case EL_ROBOT_WHEEL:
6243 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6246 DrawLevelField(x, y);
6247 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6251 case EL_SP_TERMINAL:
6255 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6257 for (yy=0; yy<lev_fieldy; yy++)
6259 for (xx=0; xx<lev_fieldx; xx++)
6261 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6263 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6264 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6272 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6273 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6274 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6275 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6276 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6277 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6278 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6279 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6280 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6281 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6282 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6283 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6284 if (!player->Switching)
6286 player->Switching = TRUE;
6287 ToggleBeltSwitch(x, y);
6288 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6293 case EL_SWITCHGATE_SWITCH_UP:
6294 case EL_SWITCHGATE_SWITCH_DOWN:
6295 if (!player->Switching)
6297 player->Switching = TRUE;
6298 ToggleSwitchgateSwitch(x, y);
6299 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6304 case EL_LIGHT_SWITCH:
6305 case EL_LIGHT_SWITCH_ACTIVE:
6306 if (!player->Switching)
6308 player->Switching = TRUE;
6309 ToggleLightSwitch(x, y);
6310 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6311 SND_LIGHT_SWITCH_ACTIVATING :
6312 SND_LIGHT_SWITCH_DEACTIVATING);
6317 case EL_TIMEGATE_SWITCH:
6318 ActivateTimegateSwitch(x, y);
6319 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6324 case EL_BALLOON_SEND_LEFT:
6325 case EL_BALLOON_SEND_RIGHT:
6326 case EL_BALLOON_SEND_UP:
6327 case EL_BALLOON_SEND_DOWN:
6328 case EL_BALLOON_SEND_ANY_DIRECTION:
6329 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6330 game.balloon_dir = move_direction;
6332 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6333 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6334 element == EL_BALLOON_SEND_UP ? MV_UP :
6335 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6337 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6342 /* the following elements cannot be pushed by "snapping" */
6345 case EL_DX_SUPABOMB:
6347 case EL_TIME_ORB_EMPTY:
6349 case EL_SP_DISK_ORANGE:
6351 if (mode == DF_SNAP)
6352 return MF_NO_ACTION;
6353 /* no "break" -- fall through to next case */
6354 /* the following elements can be pushed by "snapping" */
6357 return MF_NO_ACTION;
6359 player->Pushing = TRUE;
6361 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6362 return MF_NO_ACTION;
6366 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6367 return MF_NO_ACTION;
6370 if (player->push_delay == 0)
6371 player->push_delay = FrameCounter;
6373 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6374 !tape.playing && element != EL_SPRING)
6375 return MF_NO_ACTION;
6377 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6378 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6379 element != EL_SPRING)
6380 return MF_NO_ACTION;
6383 if (mode == DF_SNAP)
6385 InitMovingField(x, y, move_direction);
6386 ContinueMoving(x, y);
6391 Feld[x+dx][y+dy] = element;
6394 if (element == EL_SPRING)
6396 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6397 MovDir[x+dx][y+dy] = move_direction;
6400 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6402 DrawLevelField(x+dx, y+dy);
6403 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6410 if (!player->key[element - EL_GATE1])
6411 return MF_NO_ACTION;
6418 if (!player->key[element - EL_GATE1_GRAY])
6419 return MF_NO_ACTION;
6426 if (!player->key[element - EL_EM_GATE1])
6427 return MF_NO_ACTION;
6428 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6429 return MF_NO_ACTION;
6431 /* automatically move to the next field with double speed */
6432 player->programmed_action = move_direction;
6433 DOUBLE_PLAYER_SPEED(player);
6435 PlaySoundLevel(x, y, SND_GATE_PASSING);
6438 case EL_EM_GATE1_GRAY:
6439 case EL_EM_GATE2_GRAY:
6440 case EL_EM_GATE3_GRAY:
6441 case EL_EM_GATE4_GRAY:
6442 if (!player->key[element - EL_EM_GATE1_GRAY])
6443 return MF_NO_ACTION;
6444 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6445 return MF_NO_ACTION;
6447 /* automatically move to the next field with double speed */
6448 player->programmed_action = move_direction;
6449 DOUBLE_PLAYER_SPEED(player);
6451 PlaySoundLevel(x, y, SND_GATE_PASSING);
6454 case EL_SWITCHGATE_OPEN:
6455 case EL_TIMEGATE_OPEN:
6456 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6457 return MF_NO_ACTION;
6459 /* automatically move to the next field with double speed */
6460 player->programmed_action = move_direction;
6461 DOUBLE_PLAYER_SPEED(player);
6463 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6466 case EL_SP_PORT1_LEFT:
6467 case EL_SP_PORT2_LEFT:
6468 case EL_SP_PORT1_RIGHT:
6469 case EL_SP_PORT2_RIGHT:
6470 case EL_SP_PORT1_UP:
6471 case EL_SP_PORT2_UP:
6472 case EL_SP_PORT1_DOWN:
6473 case EL_SP_PORT2_DOWN:
6478 element != EL_SP_PORT1_LEFT &&
6479 element != EL_SP_PORT2_LEFT &&
6480 element != EL_SP_PORT_X &&
6481 element != EL_SP_PORT_XY) ||
6483 element != EL_SP_PORT1_RIGHT &&
6484 element != EL_SP_PORT2_RIGHT &&
6485 element != EL_SP_PORT_X &&
6486 element != EL_SP_PORT_XY) ||
6488 element != EL_SP_PORT1_UP &&
6489 element != EL_SP_PORT2_UP &&
6490 element != EL_SP_PORT_Y &&
6491 element != EL_SP_PORT_XY) ||
6493 element != EL_SP_PORT1_DOWN &&
6494 element != EL_SP_PORT2_DOWN &&
6495 element != EL_SP_PORT_Y &&
6496 element != EL_SP_PORT_XY) ||
6497 !IN_LEV_FIELD(x + dx, y + dy) ||
6498 !IS_FREE(x + dx, y + dy))
6499 return MF_NO_ACTION;
6501 /* automatically move to the next field with double speed */
6502 player->programmed_action = move_direction;
6503 DOUBLE_PLAYER_SPEED(player);
6505 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6509 case EL_TUBE_VERTICAL:
6510 case EL_TUBE_HORIZONTAL:
6511 case EL_TUBE_VERTICAL_LEFT:
6512 case EL_TUBE_VERTICAL_RIGHT:
6513 case EL_TUBE_HORIZONTAL_UP:
6514 case EL_TUBE_HORIZONTAL_DOWN:
6515 case EL_TUBE_LEFT_UP:
6516 case EL_TUBE_LEFT_DOWN:
6517 case EL_TUBE_RIGHT_UP:
6518 case EL_TUBE_RIGHT_DOWN:
6521 int tube_enter_directions[][2] =
6523 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6524 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6525 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6526 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6527 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6528 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6529 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6530 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6531 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6532 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6533 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6534 { -1, MV_NO_MOVING }
6537 while (tube_enter_directions[i][0] != element)
6540 if (tube_enter_directions[i][0] == -1) /* should not happen */
6544 if (!(tube_enter_directions[i][1] & move_direction))
6545 return MF_NO_ACTION; /* tube has no opening in this direction */
6547 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6551 case EL_EXIT_CLOSED:
6552 case EL_SP_EXIT_CLOSED:
6553 case EL_EXIT_OPENING:
6554 return MF_NO_ACTION;
6558 case EL_SP_EXIT_OPEN:
6559 if (mode == DF_SNAP)
6560 return MF_NO_ACTION;
6562 if (element == EL_EXIT_OPEN)
6563 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6565 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6570 Feld[x][y] = EL_LAMP_ACTIVE;
6571 local_player->lights_still_needed--;
6572 DrawLevelField(x, y);
6573 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6577 case EL_TIME_ORB_FULL:
6578 Feld[x][y] = EL_TIME_ORB_EMPTY;
6580 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6581 DrawLevelField(x, y);
6582 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6586 case EL_SOKOBAN_FIELD_EMPTY:
6589 case EL_SOKOBAN_OBJECT:
6590 case EL_SOKOBAN_FIELD_FULL:
6592 case EL_SP_DISK_YELLOW:
6594 if (mode == DF_SNAP)
6595 return MF_NO_ACTION;
6597 player->Pushing = TRUE;
6599 if (!IN_LEV_FIELD(x+dx, y+dy)
6600 || (!IS_FREE(x+dx, y+dy)
6601 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6602 || !IS_SB_ELEMENT(element))))
6603 return MF_NO_ACTION;
6607 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6608 return MF_NO_ACTION;
6610 else if (dy && real_dx)
6612 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6613 return MF_NO_ACTION;
6616 if (player->push_delay == 0)
6617 player->push_delay = FrameCounter;
6619 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6620 !tape.playing && element != EL_BALLOON)
6621 return MF_NO_ACTION;
6623 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6624 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6625 element != EL_BALLOON)
6626 return MF_NO_ACTION;
6629 if (IS_SB_ELEMENT(element))
6631 if (element == EL_SOKOBAN_FIELD_FULL)
6633 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6634 local_player->sokobanfields_still_needed++;
6639 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6641 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6642 local_player->sokobanfields_still_needed--;
6643 if (element == EL_SOKOBAN_OBJECT)
6644 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6646 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6650 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6651 if (element == EL_SOKOBAN_FIELD_FULL)
6652 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6654 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6660 Feld[x+dx][y+dy] = element;
6661 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6664 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6666 DrawLevelField(x, y);
6667 DrawLevelField(x+dx, y+dy);
6669 if (IS_SB_ELEMENT(element) &&
6670 local_player->sokobanfields_still_needed == 0 &&
6671 game.emulation == EMU_SOKOBAN)
6673 player->LevelSolved = player->GameOver = TRUE;
6674 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6685 return MF_NO_ACTION;
6688 player->push_delay = 0;
6693 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6695 int jx = player->jx, jy = player->jy;
6696 int x = jx + dx, y = jy + dy;
6698 if (!player->active || !IN_LEV_FIELD(x, y))
6706 if (player->MovPos == 0)
6707 player->Pushing = FALSE;
6709 player->snapped = FALSE;
6713 if (player->snapped)
6716 player->MovDir = (dx < 0 ? MV_LEFT :
6719 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6721 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6724 player->snapped = TRUE;
6725 DrawLevelField(x, y);
6731 boolean PlaceBomb(struct PlayerInfo *player)
6733 int jx = player->jx, jy = player->jy;
6736 if (!player->active || player->MovPos)
6739 element = Feld[jx][jy];
6741 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6742 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6745 if (element != EL_EMPTY)
6746 Store[jx][jy] = element;
6748 if (player->dynamite)
6750 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6751 MovDelay[jx][jy] = 96;
6753 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6754 FS_SMALL, FC_YELLOW);
6755 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6757 if (game.emulation == EMU_SUPAPLEX)
6758 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6760 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6763 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6768 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6769 MovDelay[jx][jy] = 96;
6770 player->dynabombs_left--;
6771 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6772 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6774 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6780 void PlaySoundLevel(int x, int y, int nr)
6782 static int loop_sound_frame[NUM_SOUND_FILES];
6783 static int loop_sound_volume[NUM_SOUND_FILES];
6784 int sx = SCREENX(x), sy = SCREENY(y);
6785 int volume, stereo_position;
6786 int max_distance = 8;
6787 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6789 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6790 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6793 if (!IN_LEV_FIELD(x, y) ||
6794 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6795 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6798 volume = SOUND_MAX_VOLUME;
6800 if (!IN_SCR_FIELD(sx, sy))
6802 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6803 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6805 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6808 stereo_position = (SOUND_MAX_LEFT +
6809 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6810 (SCR_FIELDX + 2 * max_distance));
6812 if (IS_LOOP_SOUND(nr))
6814 /* This assures that quieter loop sounds do not overwrite louder ones,
6815 while restarting sound volume comparison with each new game frame. */
6817 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6820 loop_sound_volume[nr] = volume;
6821 loop_sound_frame[nr] = FrameCounter;
6824 PlaySoundExt(nr, volume, stereo_position, type);
6827 void PlaySoundLevelAction(int x, int y, int sound_action)
6829 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6832 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6834 int sound_effect = element_action_sound[element][sound_action];
6836 if (sound_effect != -1)
6837 PlaySoundLevel(x, y, sound_effect);
6840 void RaiseScore(int value)
6842 local_player->score += value;
6843 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6844 FS_SMALL, FC_YELLOW);
6847 void RaiseScoreElement(int element)
6853 case EL_EMERALD_YELLOW:
6854 case EL_EMERALD_RED:
6855 case EL_EMERALD_PURPLE:
6856 RaiseScore(level.score[SC_EDELSTEIN]);
6859 RaiseScore(level.score[SC_DIAMANT]);
6862 case EL_BD_BUTTERFLY:
6863 RaiseScore(level.score[SC_KAEFER]);
6867 RaiseScore(level.score[SC_FLIEGER]);
6870 case EL_DARK_YAMYAM:
6871 RaiseScore(level.score[SC_MAMPFER]);
6874 RaiseScore(level.score[SC_ROBOT]);
6877 RaiseScore(level.score[SC_PACMAN]);
6880 RaiseScore(level.score[SC_KOKOSNUSS]);
6883 RaiseScore(level.score[SC_DYNAMIT]);
6889 RaiseScore(level.score[SC_SCHLUESSEL]);
6896 void RequestQuitGame(boolean ask_if_really_quit)
6898 if (AllPlayersGone ||
6899 !ask_if_really_quit ||
6900 level_editor_test_game ||
6901 Request("Do you really want to quit the game ?",
6902 REQ_ASK | REQ_STAY_CLOSED))
6904 #if defined(PLATFORM_UNIX)
6905 if (options.network)
6906 SendToServer_StopPlaying();
6910 game_status = MAINMENU;
6916 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6921 /* ---------- new game button stuff ---------------------------------------- */
6923 /* graphic position values for game buttons */
6924 #define GAME_BUTTON_XSIZE 30
6925 #define GAME_BUTTON_YSIZE 30
6926 #define GAME_BUTTON_XPOS 5
6927 #define GAME_BUTTON_YPOS 215
6928 #define SOUND_BUTTON_XPOS 5
6929 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6931 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6932 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6933 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6934 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6935 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6936 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6943 } gamebutton_info[NUM_GAME_BUTTONS] =
6946 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6951 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6956 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6961 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6962 SOUND_CTRL_ID_MUSIC,
6963 "background music on/off"
6966 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6967 SOUND_CTRL_ID_LOOPS,
6968 "sound loops on/off"
6971 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6972 SOUND_CTRL_ID_SIMPLE,
6973 "normal sounds on/off"
6977 void CreateGameButtons()
6981 for (i=0; i<NUM_GAME_BUTTONS; i++)
6983 Bitmap *gd_bitmap = pix[PIX_DOOR];
6984 struct GadgetInfo *gi;
6987 unsigned long event_mask;
6988 int gd_xoffset, gd_yoffset;
6989 int gd_x1, gd_x2, gd_y1, gd_y2;
6992 gd_xoffset = gamebutton_info[i].x;
6993 gd_yoffset = gamebutton_info[i].y;
6994 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6995 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6997 if (id == GAME_CTRL_ID_STOP ||
6998 id == GAME_CTRL_ID_PAUSE ||
6999 id == GAME_CTRL_ID_PLAY)
7001 button_type = GD_TYPE_NORMAL_BUTTON;
7003 event_mask = GD_EVENT_RELEASED;
7004 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7005 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7009 button_type = GD_TYPE_CHECK_BUTTON;
7011 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7012 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7013 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7014 event_mask = GD_EVENT_PRESSED;
7015 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7016 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7019 gi = CreateGadget(GDI_CUSTOM_ID, id,
7020 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7021 GDI_X, DX + gd_xoffset,
7022 GDI_Y, DY + gd_yoffset,
7023 GDI_WIDTH, GAME_BUTTON_XSIZE,
7024 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7025 GDI_TYPE, button_type,
7026 GDI_STATE, GD_BUTTON_UNPRESSED,
7027 GDI_CHECKED, checked,
7028 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7029 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7030 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7031 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7032 GDI_EVENT_MASK, event_mask,
7033 GDI_CALLBACK_ACTION, HandleGameButtons,
7037 Error(ERR_EXIT, "cannot create gadget");
7039 game_gadget[id] = gi;
7043 static void MapGameButtons()
7047 for (i=0; i<NUM_GAME_BUTTONS; i++)
7048 MapGadget(game_gadget[i]);
7051 void UnmapGameButtons()
7055 for (i=0; i<NUM_GAME_BUTTONS; i++)
7056 UnmapGadget(game_gadget[i]);
7059 static void HandleGameButtons(struct GadgetInfo *gi)
7061 int id = gi->custom_id;
7063 if (game_status != PLAYING)
7068 case GAME_CTRL_ID_STOP:
7069 RequestQuitGame(TRUE);
7072 case GAME_CTRL_ID_PAUSE:
7073 if (options.network)
7075 #if defined(PLATFORM_UNIX)
7077 SendToServer_ContinuePlaying();
7079 SendToServer_PausePlaying();
7083 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7086 case GAME_CTRL_ID_PLAY:
7089 #if defined(PLATFORM_UNIX)
7090 if (options.network)
7091 SendToServer_ContinuePlaying();
7095 tape.pausing = FALSE;
7096 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7101 case SOUND_CTRL_ID_MUSIC:
7102 if (setup.sound_music)
7104 setup.sound_music = FALSE;
7107 else if (audio.music_available)
7109 setup.sound = setup.sound_music = TRUE;
7110 PlayMusic(level_nr);
7114 case SOUND_CTRL_ID_LOOPS:
7115 if (setup.sound_loops)
7116 setup.sound_loops = FALSE;
7117 else if (audio.loops_available)
7118 setup.sound = setup.sound_loops = TRUE;
7121 case SOUND_CTRL_ID_SIMPLE:
7122 if (setup.sound_simple)
7123 setup.sound_simple = FALSE;
7124 else if (audio.sound_available)
7125 setup.sound = setup.sound_simple = TRUE;