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 */
673 #if USE_NEW_AMOEBA_CODE
674 printf("Using new amoeba code.\n");
676 printf("Using old amoeba code.\n");
680 /* don't play tapes over network */
681 network_playing = (options.network && !tape.playing);
683 for (i=0; i<MAX_PLAYERS; i++)
685 struct PlayerInfo *player = &stored_player[i];
687 player->index_nr = i;
688 player->element_nr = EL_PLAYER1 + i;
690 player->present = FALSE;
691 player->active = FALSE;
694 player->effective_action = 0;
695 player->programmed_action = 0;
698 player->gems_still_needed = level.gems_needed;
699 player->sokobanfields_still_needed = 0;
700 player->lights_still_needed = 0;
701 player->friends_still_needed = 0;
704 player->key[j] = FALSE;
706 player->dynamite = 0;
707 player->dynabomb_count = 0;
708 player->dynabomb_size = 1;
709 player->dynabombs_left = 0;
710 player->dynabomb_xl = FALSE;
712 player->MovDir = MV_NO_MOVING;
714 player->Pushing = FALSE;
715 player->Switching = FALSE;
719 player->actual_frame_counter = 0;
721 player->frame_reset_delay = 0;
723 player->last_move_dir = MV_NO_MOVING;
724 player->is_moving = FALSE;
726 player->move_delay = game.initial_move_delay;
727 player->move_delay_value = game.initial_move_delay_value;
729 player->push_delay = 0;
730 player->push_delay_value = 5;
732 player->snapped = FALSE;
734 player->last_jx = player->last_jy = 0;
735 player->jx = player->jy = 0;
737 player->shield_passive_time_left = 0;
738 player->shield_active_time_left = 0;
740 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
741 SnapField(player, 0, 0);
743 player->LevelSolved = FALSE;
744 player->GameOver = FALSE;
747 network_player_action_received = FALSE;
749 #if defined(PLATFORM_UNIX)
750 /* initial null action */
752 SendToServer_MovePlayer(MV_NO_MOVING);
760 TimeLeft = level.time;
762 ScreenMovDir = MV_NO_MOVING;
766 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
768 AllPlayersGone = FALSE;
770 game.yam_content_nr = 0;
771 game.magic_wall_active = FALSE;
772 game.magic_wall_time_left = 0;
773 game.light_time_left = 0;
774 game.timegate_time_left = 0;
775 game.switchgate_pos = 0;
776 game.balloon_dir = MV_NO_MOVING;
777 game.explosions_delayed = TRUE;
781 game.belt_dir[i] = MV_NO_MOVING;
782 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
785 for (i=0; i<MAX_NUM_AMOEBA; i++)
786 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
788 for (x=0; x<lev_fieldx; x++)
790 for (y=0; y<lev_fieldy; y++)
792 Feld[x][y] = Ur[x][y];
793 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
794 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
797 JustStopped[x][y] = 0;
799 ExplodeField[x][y] = EX_NO_EXPLOSION;
803 for(y=0; y<lev_fieldy; y++)
805 for(x=0; x<lev_fieldx; x++)
807 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
809 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
811 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
814 InitField(x, y, TRUE);
818 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
819 emulate_sb ? EMU_SOKOBAN :
820 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
822 /* correct non-moving belts to start moving left */
824 if (game.belt_dir[i] == MV_NO_MOVING)
825 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
827 /* check if any connected player was not found in playfield */
828 for (i=0; i<MAX_PLAYERS; i++)
830 struct PlayerInfo *player = &stored_player[i];
832 if (player->connected && !player->present)
834 for (j=0; j<MAX_PLAYERS; j++)
836 struct PlayerInfo *some_player = &stored_player[j];
837 int jx = some_player->jx, jy = some_player->jy;
839 /* assign first free player found that is present in the playfield */
840 if (some_player->present && !some_player->connected)
842 player->present = TRUE;
843 player->active = TRUE;
844 some_player->present = FALSE;
846 StorePlayer[jx][jy] = player->element_nr;
847 player->jx = player->last_jx = jx;
848 player->jy = player->last_jy = jy;
858 /* when playing a tape, eliminate all players who do not participate */
860 for (i=0; i<MAX_PLAYERS; i++)
862 if (stored_player[i].active && !tape.player_participates[i])
864 struct PlayerInfo *player = &stored_player[i];
865 int jx = player->jx, jy = player->jy;
867 player->active = FALSE;
868 StorePlayer[jx][jy] = 0;
869 Feld[jx][jy] = EL_EMPTY;
873 else if (!options.network && !setup.team_mode) /* && !tape.playing */
875 /* when in single player mode, eliminate all but the first active player */
877 for (i=0; i<MAX_PLAYERS; i++)
879 if (stored_player[i].active)
881 for (j=i+1; j<MAX_PLAYERS; j++)
883 if (stored_player[j].active)
885 struct PlayerInfo *player = &stored_player[j];
886 int jx = player->jx, jy = player->jy;
888 player->active = FALSE;
889 StorePlayer[jx][jy] = 0;
890 Feld[jx][jy] = EL_EMPTY;
897 /* when recording the game, store which players take part in the game */
900 for (i=0; i<MAX_PLAYERS; i++)
901 if (stored_player[i].active)
902 tape.player_participates[i] = TRUE;
907 for (i=0; i<MAX_PLAYERS; i++)
909 struct PlayerInfo *player = &stored_player[i];
911 printf("Player %d: present == %d, connected == %d, active == %d.\n",
916 if (local_player == player)
917 printf("Player %d is local player.\n", i+1);
921 if (BorderElement == EL_EMPTY)
924 SBX_Right = lev_fieldx - SCR_FIELDX;
926 SBY_Lower = lev_fieldy - SCR_FIELDY;
931 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
933 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
936 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
937 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
939 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
940 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
943 scroll_y = SBY_Upper;
944 if (local_player->jx >= SBX_Left + MIDPOSX)
945 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
946 local_player->jx - MIDPOSX :
948 if (local_player->jy >= SBY_Upper + MIDPOSY)
949 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
950 local_player->jy - MIDPOSY :
953 CloseDoor(DOOR_CLOSE_1);
959 /* after drawing the level, correct some elements */
960 if (game.timegate_time_left == 0)
961 CloseAllOpenTimegates();
963 if (setup.soft_scrolling)
964 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
966 redraw_mask |= REDRAW_FROM_BACKBUFFER;
968 /* copy default game door content to main double buffer */
969 BlitBitmap(pix[PIX_DOOR], drawto,
970 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
973 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
974 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
977 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
978 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
979 BlitBitmap(drawto, drawto,
980 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
981 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
982 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
985 DrawGameDoorValues();
989 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
990 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
991 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
995 /* copy actual game door content to door double buffer for OpenDoor() */
996 BlitBitmap(drawto, pix[PIX_DB_DOOR],
997 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
999 OpenDoor(DOOR_OPEN_ALL);
1001 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1002 if (setup.sound_music)
1003 PlayMusic(level_nr);
1005 KeyboardAutoRepeatOff();
1010 printf("Player %d %sactive.\n",
1011 i + 1, (stored_player[i].active ? "" : "not "));
1015 void InitMovDir(int x, int y)
1017 int i, element = Feld[x][y];
1018 static int xy[4][2] =
1025 static int direction[3][4] =
1027 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1028 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1029 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1038 Feld[x][y] = EL_BUG;
1039 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1042 case EL_SPACESHIP_RIGHT:
1043 case EL_SPACESHIP_UP:
1044 case EL_SPACESHIP_LEFT:
1045 case EL_SPACESHIP_DOWN:
1046 Feld[x][y] = EL_SPACESHIP;
1047 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1050 case EL_BD_BUTTERFLY_RIGHT:
1051 case EL_BD_BUTTERFLY_UP:
1052 case EL_BD_BUTTERFLY_LEFT:
1053 case EL_BD_BUTTERFLY_DOWN:
1054 Feld[x][y] = EL_BD_BUTTERFLY;
1055 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1058 case EL_BD_FIREFLY_RIGHT:
1059 case EL_BD_FIREFLY_UP:
1060 case EL_BD_FIREFLY_LEFT:
1061 case EL_BD_FIREFLY_DOWN:
1062 Feld[x][y] = EL_BD_FIREFLY;
1063 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1066 case EL_PACMAN_RIGHT:
1068 case EL_PACMAN_LEFT:
1069 case EL_PACMAN_DOWN:
1070 Feld[x][y] = EL_PACMAN;
1071 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1074 case EL_SP_SNIKSNAK:
1075 MovDir[x][y] = MV_UP;
1078 case EL_SP_ELECTRON:
1079 MovDir[x][y] = MV_LEFT;
1086 Feld[x][y] = EL_MOLE;
1087 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1091 MovDir[x][y] = 1 << RND(4);
1092 if (element != EL_BUG &&
1093 element != EL_SPACESHIP &&
1094 element != EL_BD_BUTTERFLY &&
1095 element != EL_BD_FIREFLY)
1100 int x1 = x + xy[i][0];
1101 int y1 = y + xy[i][1];
1103 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1105 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1107 MovDir[x][y] = direction[0][i];
1110 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1111 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1113 MovDir[x][y] = direction[1][i];
1122 void InitAmoebaNr(int x, int y)
1125 int group_nr = AmoebeNachbarNr(x, y);
1129 for (i=1; i<MAX_NUM_AMOEBA; i++)
1131 if (AmoebaCnt[i] == 0)
1139 AmoebaNr[x][y] = group_nr;
1140 AmoebaCnt[group_nr]++;
1141 AmoebaCnt2[group_nr]++;
1147 boolean raise_level = FALSE;
1149 if (local_player->MovPos)
1152 local_player->LevelSolved = FALSE;
1154 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1158 if (!tape.playing && setup.sound_loops)
1159 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1160 SND_CTRL_PLAY_LOOP);
1162 while (TimeLeft > 0)
1164 if (!tape.playing && !setup.sound_loops)
1165 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1166 if (TimeLeft > 0 && !(TimeLeft % 10))
1167 RaiseScore(level.score[SC_ZEITBONUS]);
1168 if (TimeLeft > 100 && !(TimeLeft % 10))
1172 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1179 if (!tape.playing && setup.sound_loops)
1180 StopSound(SND_GAME_LEVELTIME_BONUS);
1182 else if (level.time == 0) /* level without time limit */
1184 if (!tape.playing && setup.sound_loops)
1185 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1186 SND_CTRL_PLAY_LOOP);
1188 while (TimePlayed < 999)
1190 if (!tape.playing && !setup.sound_loops)
1191 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1192 if (TimePlayed < 999 && !(TimePlayed % 10))
1193 RaiseScore(level.score[SC_ZEITBONUS]);
1194 if (TimePlayed < 900 && !(TimePlayed % 10))
1198 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1205 if (!tape.playing && setup.sound_loops)
1206 StopSound(SND_GAME_LEVELTIME_BONUS);
1213 /* Hero disappears */
1214 DrawLevelField(ExitX, ExitY);
1220 CloseDoor(DOOR_CLOSE_1);
1225 SaveTape(tape.level_nr); /* Ask to save tape */
1228 if (level_nr == leveldir_current->handicap_level)
1230 leveldir_current->handicap_level++;
1231 SaveLevelSetup_SeriesInfo();
1234 if (level_editor_test_game)
1235 local_player->score = -1; /* no highscore when playing from editor */
1236 else if (level_nr < leveldir_current->last_level)
1237 raise_level = TRUE; /* advance to next level */
1239 if ((hi_pos = NewHiScore()) >= 0)
1241 game_status = HALLOFFAME;
1242 DrawHallOfFame(hi_pos);
1251 game_status = MAINMENU;
1268 LoadScore(level_nr);
1270 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1271 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1274 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1276 if (local_player->score > highscore[k].Score)
1278 /* player has made it to the hall of fame */
1280 if (k < MAX_SCORE_ENTRIES - 1)
1282 int m = MAX_SCORE_ENTRIES - 1;
1285 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1286 if (!strcmp(setup.player_name, highscore[l].Name))
1288 if (m == k) /* player's new highscore overwrites his old one */
1294 strcpy(highscore[l].Name, highscore[l - 1].Name);
1295 highscore[l].Score = highscore[l - 1].Score;
1302 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1303 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1304 highscore[k].Score = local_player->score;
1310 else if (!strncmp(setup.player_name, highscore[k].Name,
1311 MAX_PLAYER_NAME_LEN))
1312 break; /* player already there with a higher score */
1318 SaveScore(level_nr);
1323 void InitMovingField(int x, int y, int direction)
1325 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1326 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1328 MovDir[x][y] = direction;
1329 MovDir[newx][newy] = direction;
1330 if (Feld[newx][newy] == EL_EMPTY)
1331 Feld[newx][newy] = EL_BLOCKED;
1334 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1336 int direction = MovDir[x][y];
1337 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1338 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1344 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1346 int oldx = x, oldy = y;
1347 int direction = MovDir[x][y];
1349 if (direction == MV_LEFT)
1351 else if (direction == MV_RIGHT)
1353 else if (direction == MV_UP)
1355 else if (direction == MV_DOWN)
1358 *comes_from_x = oldx;
1359 *comes_from_y = oldy;
1362 int MovingOrBlocked2Element(int x, int y)
1364 int element = Feld[x][y];
1366 if (element == EL_BLOCKED)
1370 Blocked2Moving(x, y, &oldx, &oldy);
1371 return Feld[oldx][oldy];
1377 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1379 /* like MovingOrBlocked2Element(), but if element is moving
1380 and (x,y) is the field the moving element is just leaving,
1381 return EL_BLOCKED instead of the element value */
1382 int element = Feld[x][y];
1384 if (IS_MOVING(x, y))
1386 if (element == EL_BLOCKED)
1390 Blocked2Moving(x, y, &oldx, &oldy);
1391 return Feld[oldx][oldy];
1400 static void RemoveField(int x, int y)
1402 Feld[x][y] = EL_EMPTY;
1408 void RemoveMovingField(int x, int y)
1410 int oldx = x, oldy = y, newx = x, newy = y;
1412 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1415 if (IS_MOVING(x, y))
1417 Moving2Blocked(x, y, &newx, &newy);
1418 if (Feld[newx][newy] != EL_BLOCKED)
1421 else if (Feld[x][y] == EL_BLOCKED)
1423 Blocked2Moving(x, y, &oldx, &oldy);
1424 if (!IS_MOVING(oldx, oldy))
1428 if (Feld[x][y] == EL_BLOCKED &&
1429 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1430 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1431 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1432 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1433 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1435 Feld[oldx][oldy] = EL_EMPTY;
1437 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1439 Feld[newx][newy] = EL_EMPTY;
1440 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1441 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1443 DrawLevelField(oldx, oldy);
1444 DrawLevelField(newx, newy);
1447 void DrawDynamite(int x, int y)
1449 int sx = SCREENX(x), sy = SCREENY(y);
1450 int graphic = el2gfx(Feld[x][y]);
1453 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1457 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1459 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1461 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1466 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1470 if (game.emulation == EMU_SUPAPLEX)
1471 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1472 else if (Store[x][y])
1473 DrawGraphicThruMask(sx, sy, graphic + phase);
1475 DrawGraphic(sx, sy, graphic + phase);
1478 void CheckDynamite(int x, int y)
1480 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1485 if (!(MovDelay[x][y] % 6))
1486 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1488 if (IS_ACTIVE_BOMB(Feld[x][y]))
1490 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1492 if (!(MovDelay[x][y] % delay))
1500 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1501 StopSound(SND_DYNAMITE_ACTIVE);
1503 StopSound(SND_DYNABOMB_ACTIVE);
1508 void Explode(int ex, int ey, int phase, int mode)
1511 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1512 int last_phase = num_phase * delay;
1513 int half_phase = (num_phase / 2) * delay;
1514 int first_phase_after_start = EX_PHASE_START + 1;
1516 if (game.explosions_delayed)
1518 ExplodeField[ex][ey] = mode;
1522 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1524 int center_element = Feld[ex][ey];
1526 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1528 /* put moving element to center field (and let it explode there) */
1529 center_element = MovingOrBlocked2Element(ex, ey);
1530 RemoveMovingField(ex, ey);
1531 Feld[ex][ey] = center_element;
1534 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1538 if (!IN_LEV_FIELD(x, y) ||
1539 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1540 (x != ex || y != ey)))
1543 element = Feld[x][y];
1545 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1547 element = MovingOrBlocked2Element(x, y);
1548 RemoveMovingField(x, y);
1551 if (IS_MASSIVE(element) || element == EL_FLAMES)
1554 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1556 if (IS_ACTIVE_BOMB(element))
1558 /* re-activate things under the bomb like gate or penguin */
1559 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1566 if (element == EL_EXPLOSION)
1567 element = Store2[x][y];
1569 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1571 switch(StorePlayer[ex][ey])
1574 Store[x][y] = EL_EMERALD_RED;
1577 Store[x][y] = EL_EMERALD;
1580 Store[x][y] = EL_EMERALD_PURPLE;
1584 Store[x][y] = EL_EMERALD_YELLOW;
1588 if (game.emulation == EMU_SUPAPLEX)
1589 Store[x][y] = EL_EMPTY;
1591 else if (center_element == EL_MOLE)
1592 Store[x][y] = EL_EMERALD_RED;
1593 else if (center_element == EL_PENGUIN)
1594 Store[x][y] = EL_EMERALD_PURPLE;
1595 else if (center_element == EL_BUG)
1596 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1597 else if (center_element == EL_BD_BUTTERFLY)
1598 Store[x][y] = EL_BD_DIAMOND;
1599 else if (center_element == EL_SP_ELECTRON)
1600 Store[x][y] = EL_SP_INFOTRON;
1601 else if (center_element == EL_YAMYAM)
1602 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1603 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1604 Store[x][y] = level.amoeba_content;
1605 else if (element == EL_WALL_EMERALD)
1606 Store[x][y] = EL_EMERALD;
1607 else if (element == EL_WALL_DIAMOND)
1608 Store[x][y] = EL_DIAMOND;
1609 else if (element == EL_WALL_BD_DIAMOND)
1610 Store[x][y] = EL_BD_DIAMOND;
1611 else if (element == EL_WALL_EMERALD_YELLOW)
1612 Store[x][y] = EL_EMERALD_YELLOW;
1613 else if (element == EL_WALL_EMERALD_RED)
1614 Store[x][y] = EL_EMERALD_RED;
1615 else if (element == EL_WALL_EMERALD_PURPLE)
1616 Store[x][y] = EL_EMERALD_PURPLE;
1617 else if (element == EL_WALL_PEARL)
1618 Store[x][y] = EL_PEARL;
1619 else if (element == EL_WALL_CRYSTAL)
1620 Store[x][y] = EL_CRYSTAL;
1621 else if (!IS_PFORTE(Store[x][y]))
1622 Store[x][y] = EL_EMPTY;
1624 if (x != ex || y != ey ||
1625 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1626 Store2[x][y] = element;
1628 if (AmoebaNr[x][y] &&
1629 (element == EL_AMOEBA_FULL ||
1630 element == EL_BD_AMOEBA ||
1631 element == EL_AMOEBA_CREATING))
1633 AmoebaCnt[AmoebaNr[x][y]]--;
1634 AmoebaCnt2[AmoebaNr[x][y]]--;
1637 Feld[x][y] = EL_EXPLOSION;
1638 MovDir[x][y] = MovPos[x][y] = 0;
1644 if (center_element == EL_YAMYAM)
1645 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1656 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1658 if (phase == first_phase_after_start)
1660 int element = Store2[x][y];
1662 if (element == EL_BLACK_ORB)
1664 Feld[x][y] = Store2[x][y];
1669 else if (phase == half_phase)
1671 int element = Store2[x][y];
1673 if (IS_PLAYER(x, y))
1674 KillHeroUnlessProtected(x, y);
1675 else if (IS_EXPLOSIVE(element))
1677 Feld[x][y] = Store2[x][y];
1681 else if (element == EL_AMOEBA_TO_DIAMOND)
1682 AmoebeUmwandeln(x, y);
1685 if (phase == last_phase)
1689 element = Feld[x][y] = Store[x][y];
1690 Store[x][y] = Store2[x][y] = 0;
1691 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1692 InitField(x, y, FALSE);
1693 if (CAN_MOVE(element) || COULD_MOVE(element))
1695 DrawLevelField(x, y);
1697 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1698 StorePlayer[x][y] = 0;
1700 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1702 int graphic = GFX_EXPLOSION;
1704 if (game.emulation == EMU_SUPAPLEX)
1705 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1706 GFX_SP_EXPLODE_INFOTRON :
1707 GFX_SP_EXPLODE_EMPTY);
1710 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1712 graphic += (phase / delay - 1);
1714 if (IS_PFORTE(Store[x][y]))
1716 DrawLevelElement(x, y, Store[x][y]);
1717 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1720 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1724 void DynaExplode(int ex, int ey)
1727 int dynabomb_size = 1;
1728 boolean dynabomb_xl = FALSE;
1729 struct PlayerInfo *player;
1730 static int xy[4][2] =
1738 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1740 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1741 dynabomb_size = player->dynabomb_size;
1742 dynabomb_xl = player->dynabomb_xl;
1743 player->dynabombs_left++;
1746 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1750 for (j=1; j<=dynabomb_size; j++)
1752 int x = ex + j * xy[i % 4][0];
1753 int y = ey + j * xy[i % 4][1];
1756 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1759 element = Feld[x][y];
1761 /* do not restart explosions of fields with active bombs */
1762 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1765 Explode(x, y, EX_PHASE_START, EX_BORDER);
1767 if (element != EL_EMPTY &&
1768 element != EL_SAND &&
1769 element != EL_EXPLOSION &&
1776 void Bang(int x, int y)
1778 int element = Feld[x][y];
1780 if (game.emulation == EMU_SUPAPLEX)
1781 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1783 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1786 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1794 case EL_BD_BUTTERFLY:
1797 case EL_DARK_YAMYAM:
1801 RaiseScoreElement(element);
1802 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1804 case EL_DYNABOMB_PLAYER1_ACTIVE:
1805 case EL_DYNABOMB_PLAYER2_ACTIVE:
1806 case EL_DYNABOMB_PLAYER3_ACTIVE:
1807 case EL_DYNABOMB_PLAYER4_ACTIVE:
1808 case EL_DYNABOMB_NR:
1809 case EL_DYNABOMB_SZ:
1810 case EL_DYNABOMB_XL:
1815 case EL_LAMP_ACTIVE:
1816 if (IS_PLAYER(x, y))
1817 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1819 Explode(x, y, EX_PHASE_START, EX_CENTER);
1822 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1827 void Blurb(int x, int y)
1829 int element = Feld[x][y];
1831 if (element != EL_ACID_SPLASHING_LEFT &&
1832 element != EL_ACID_SPLASHING_RIGHT) /* start */
1834 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1835 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1836 (!IN_LEV_FIELD(x-1, y-1) ||
1837 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1839 Feld[x-1][y] = EL_ACID_SPLASHING_LEFT;
1841 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1842 (!IN_LEV_FIELD(x+1, y-1) ||
1843 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1845 Feld[x+1][y] = EL_ACID_SPLASHING_RIGHT;
1851 (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1853 if (!MovDelay[x][y]) /* initialize animation counter */
1856 if (MovDelay[x][y]) /* continue animation */
1859 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1860 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1862 if (!MovDelay[x][y])
1864 Feld[x][y] = EL_EMPTY;
1865 DrawLevelField(x, y);
1871 static void ToggleBeltSwitch(int x, int y)
1873 static int belt_base_element[4] =
1875 EL_CONVEYOR_BELT1_LEFT,
1876 EL_CONVEYOR_BELT2_LEFT,
1877 EL_CONVEYOR_BELT3_LEFT,
1878 EL_CONVEYOR_BELT4_LEFT
1880 static int belt_base_active_element[4] =
1882 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1883 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1884 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1885 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1887 static int belt_base_switch_element[4] =
1889 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1890 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1891 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1892 EL_CONVEYOR_BELT4_SWITCH_LEFT
1894 static int belt_move_dir[4] =
1902 int element = Feld[x][y];
1903 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1904 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1905 int belt_dir = belt_move_dir[belt_dir_nr];
1908 if (!IS_BELT_SWITCH(element))
1911 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1912 game.belt_dir[belt_nr] = belt_dir;
1914 if (belt_dir_nr == 3)
1917 for (yy=0; yy<lev_fieldy; yy++)
1919 for (xx=0; xx<lev_fieldx; xx++)
1921 int element = Feld[xx][yy];
1923 if (IS_BELT_SWITCH(element))
1925 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1927 if (e_belt_nr == belt_nr)
1929 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1930 DrawLevelField(xx, yy);
1933 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1935 int e_belt_nr = getBeltNrFromBeltElement(element);
1937 if (e_belt_nr == belt_nr)
1939 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1941 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1942 DrawLevelField(xx, yy);
1945 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1947 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1949 if (e_belt_nr == belt_nr)
1951 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1953 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1954 DrawLevelField(xx, yy);
1961 static void ToggleSwitchgateSwitch(int x, int y)
1965 game.switchgate_pos = !game.switchgate_pos;
1967 for (yy=0; yy<lev_fieldy; yy++)
1969 for (xx=0; xx<lev_fieldx; xx++)
1971 int element = Feld[xx][yy];
1973 if (element == EL_SWITCHGATE_SWITCH_UP ||
1974 element == EL_SWITCHGATE_SWITCH_DOWN)
1976 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
1977 DrawLevelField(xx, yy);
1979 else if (element == EL_SWITCHGATE_OPEN ||
1980 element == EL_SWITCHGATE_OPENING)
1982 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1983 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1985 else if (element == EL_SWITCHGATE_CLOSED ||
1986 element == EL_SWITCHGATE_CLOSING)
1988 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1989 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1995 static int getInvisibleActiveFromInvisibleElement(int element)
1997 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
1998 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
1999 EL_INVISIBLE_SAND_ACTIVE);
2002 static int getInvisibleFromInvisibleActiveElement(int element)
2004 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2005 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2009 static void RedrawAllLightSwitchesAndInvisibleElements()
2013 for (y=0; y<lev_fieldy; y++)
2015 for (x=0; x<lev_fieldx; x++)
2017 int element = Feld[x][y];
2019 if (element == EL_LIGHT_SWITCH &&
2020 game.light_time_left > 0)
2022 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2023 DrawLevelField(x, y);
2025 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2026 game.light_time_left == 0)
2028 Feld[x][y] = EL_LIGHT_SWITCH;
2029 DrawLevelField(x, y);
2031 else if (element == EL_INVISIBLE_STEELWALL ||
2032 element == EL_INVISIBLE_WALL ||
2033 element == EL_INVISIBLE_SAND)
2035 if (game.light_time_left > 0)
2036 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2038 DrawLevelField(x, y);
2040 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2041 element == EL_INVISIBLE_WALL_ACTIVE ||
2042 element == EL_INVISIBLE_SAND_ACTIVE)
2044 if (game.light_time_left == 0)
2045 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2047 DrawLevelField(x, y);
2053 static void ToggleLightSwitch(int x, int y)
2055 int element = Feld[x][y];
2057 game.light_time_left =
2058 (element == EL_LIGHT_SWITCH ?
2059 level.time_light * FRAMES_PER_SECOND : 0);
2061 RedrawAllLightSwitchesAndInvisibleElements();
2064 static void ActivateTimegateSwitch(int x, int y)
2068 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2070 for (yy=0; yy<lev_fieldy; yy++)
2072 for (xx=0; xx<lev_fieldx; xx++)
2074 int element = Feld[xx][yy];
2076 if (element == EL_TIMEGATE_CLOSED ||
2077 element == EL_TIMEGATE_CLOSING)
2079 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2080 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2084 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2086 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2087 DrawLevelField(xx, yy);
2094 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2097 void Impact(int x, int y)
2099 boolean lastline = (y == lev_fieldy-1);
2100 boolean object_hit = FALSE;
2101 int element = Feld[x][y];
2104 if (!lastline) /* check if element below was hit */
2106 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2109 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2110 MovDir[x][y+1]!=MV_DOWN ||
2111 MovPos[x][y+1]<=TILEY/2));
2113 smashed = MovingOrBlocked2Element(x, y+1);
2116 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2122 if ((element == EL_BOMB ||
2123 element == EL_SP_DISK_ORANGE ||
2124 element == EL_DX_SUPABOMB) &&
2125 (lastline || object_hit)) /* element is bomb */
2130 else if (element == EL_PEARL)
2132 Feld[x][y] = EL_PEARL_BREAKING;
2133 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2137 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2139 if (object_hit && IS_PLAYER(x, y+1))
2140 KillHeroUnlessProtected(x, y+1);
2141 else if (object_hit && smashed == EL_PENGUIN)
2145 Feld[x][y] = EL_AMOEBA_CREATING;
2146 Store[x][y] = EL_AMOEBA_WET;
2151 if (!lastline && object_hit) /* check which object was hit */
2153 if (CAN_CHANGE(element) &&
2154 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2157 int activated_magic_wall =
2158 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2159 EL_BD_MAGIC_WALL_ACTIVE);
2161 /* activate magic wall / mill */
2162 for (yy=0; yy<lev_fieldy; yy++)
2163 for (xx=0; xx<lev_fieldx; xx++)
2164 if (Feld[xx][yy] == smashed)
2165 Feld[xx][yy] = activated_magic_wall;
2167 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2168 game.magic_wall_active = TRUE;
2170 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2171 SND_MAGIC_WALL_ACTIVATING :
2172 SND_BD_MAGIC_WALL_ACTIVATING));
2175 if (IS_PLAYER(x, y+1))
2177 KillHeroUnlessProtected(x, y+1);
2180 else if (smashed == EL_PENGUIN)
2185 else if (element == EL_BD_DIAMOND)
2187 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2193 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2194 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2195 smashed == EL_SP_DISK_ORANGE))
2200 else if (element == EL_ROCK ||
2201 element == EL_SP_ZONK ||
2202 element == EL_BD_ROCK)
2204 if (IS_ENEMY(smashed) ||
2205 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2206 smashed == EL_DX_SUPABOMB ||
2207 smashed == EL_SATELLITE || smashed == EL_PIG ||
2208 smashed == EL_DRAGON || smashed == EL_MOLE)
2213 else if (!IS_MOVING(x, y+1))
2215 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2220 else if (smashed == EL_NUT)
2222 Feld[x][y+1] = EL_CRACKINGNUT;
2223 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2224 RaiseScoreElement(EL_NUT);
2227 else if (smashed == EL_PEARL)
2229 Feld[x][y+1] = EL_PEARL_BREAKING;
2230 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2233 else if (smashed == EL_DIAMOND)
2235 Feld[x][y+1] = EL_EMPTY;
2236 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2239 else if (IS_BELT_SWITCH(smashed))
2241 ToggleBeltSwitch(x, y+1);
2243 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2244 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2246 ToggleSwitchgateSwitch(x, y+1);
2248 else if (smashed == EL_LIGHT_SWITCH ||
2249 smashed == EL_LIGHT_SWITCH_ACTIVE)
2251 ToggleLightSwitch(x, y+1);
2257 /* play sound of magic wall / mill */
2259 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2260 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2262 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2263 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2264 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2265 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2270 /* play sound of object that hits the ground */
2271 if (lastline || object_hit)
2272 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2275 void TurnRound(int x, int y)
2287 { 0, 0 }, { 0, 0 }, { 0, 0 },
2292 int left, right, back;
2296 { MV_DOWN, MV_UP, MV_RIGHT },
2297 { MV_UP, MV_DOWN, MV_LEFT },
2299 { MV_LEFT, MV_RIGHT, MV_DOWN },
2300 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2301 { MV_RIGHT, MV_LEFT, MV_UP }
2304 int element = Feld[x][y];
2305 int old_move_dir = MovDir[x][y];
2306 int left_dir = turn[old_move_dir].left;
2307 int right_dir = turn[old_move_dir].right;
2308 int back_dir = turn[old_move_dir].back;
2310 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2311 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2312 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2313 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2315 int left_x = x+left_dx, left_y = y+left_dy;
2316 int right_x = x+right_dx, right_y = y+right_dy;
2317 int move_x = x+move_dx, move_y = y+move_dy;
2319 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2321 TestIfBadThingTouchesOtherBadThing(x, y);
2323 if (IN_LEV_FIELD(right_x, right_y) &&
2324 IS_FREE(right_x, right_y))
2325 MovDir[x][y] = right_dir;
2326 else if (!IN_LEV_FIELD(move_x, move_y) ||
2327 !IS_FREE(move_x, move_y))
2328 MovDir[x][y] = left_dir;
2330 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2332 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2335 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2336 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2338 TestIfBadThingTouchesOtherBadThing(x, y);
2340 if (IN_LEV_FIELD(left_x, left_y) &&
2341 IS_FREE(left_x, left_y))
2342 MovDir[x][y] = left_dir;
2343 else if (!IN_LEV_FIELD(move_x, move_y) ||
2344 !IS_FREE(move_x, move_y))
2345 MovDir[x][y] = right_dir;
2347 if ((element == EL_SPACESHIP ||
2348 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2349 && MovDir[x][y] != old_move_dir)
2351 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2354 else if (element == EL_YAMYAM)
2356 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2358 if (IN_LEV_FIELD(left_x, left_y) &&
2359 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2360 Feld[left_x][left_y] == EL_DIAMOND))
2361 can_turn_left = TRUE;
2362 if (IN_LEV_FIELD(right_x, right_y) &&
2363 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2364 Feld[right_x][right_y] == EL_DIAMOND))
2365 can_turn_right = TRUE;
2367 if (can_turn_left && can_turn_right)
2368 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2369 else if (can_turn_left)
2370 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2371 else if (can_turn_right)
2372 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2374 MovDir[x][y] = back_dir;
2376 MovDelay[x][y] = 16+16*RND(3);
2378 else if (element == EL_DARK_YAMYAM)
2380 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2382 if (IN_LEV_FIELD(left_x, left_y) &&
2383 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2384 IS_MAMPF2(Feld[left_x][left_y])))
2385 can_turn_left = TRUE;
2386 if (IN_LEV_FIELD(right_x, right_y) &&
2387 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2388 IS_MAMPF2(Feld[right_x][right_y])))
2389 can_turn_right = TRUE;
2391 if (can_turn_left && can_turn_right)
2392 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2393 else if (can_turn_left)
2394 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2395 else if (can_turn_right)
2396 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2398 MovDir[x][y] = back_dir;
2400 MovDelay[x][y] = 16+16*RND(3);
2402 else if (element == EL_PACMAN)
2404 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2406 if (IN_LEV_FIELD(left_x, left_y) &&
2407 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2408 IS_AMOEBOID(Feld[left_x][left_y])))
2409 can_turn_left = TRUE;
2410 if (IN_LEV_FIELD(right_x, right_y) &&
2411 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2412 IS_AMOEBOID(Feld[right_x][right_y])))
2413 can_turn_right = TRUE;
2415 if (can_turn_left && can_turn_right)
2416 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2417 else if (can_turn_left)
2418 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2419 else if (can_turn_right)
2420 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2422 MovDir[x][y] = back_dir;
2424 MovDelay[x][y] = 6+RND(40);
2426 else if (element == EL_PIG)
2428 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2429 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2430 boolean should_move_on = FALSE;
2432 int rnd = RND(rnd_value);
2434 if (IN_LEV_FIELD(left_x, left_y) &&
2435 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2436 can_turn_left = TRUE;
2437 if (IN_LEV_FIELD(right_x, right_y) &&
2438 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2439 can_turn_right = TRUE;
2440 if (IN_LEV_FIELD(move_x, move_y) &&
2441 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2444 if (can_turn_left &&
2446 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2447 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2448 should_turn_left = TRUE;
2449 if (can_turn_right &&
2451 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2452 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2453 should_turn_right = TRUE;
2455 (!can_turn_left || !can_turn_right ||
2456 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2457 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2458 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2459 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2460 should_move_on = TRUE;
2462 if (should_turn_left || should_turn_right || should_move_on)
2464 if (should_turn_left && should_turn_right && should_move_on)
2465 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2466 rnd < 2*rnd_value/3 ? right_dir :
2468 else if (should_turn_left && should_turn_right)
2469 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2470 else if (should_turn_left && should_move_on)
2471 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2472 else if (should_turn_right && should_move_on)
2473 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2474 else if (should_turn_left)
2475 MovDir[x][y] = left_dir;
2476 else if (should_turn_right)
2477 MovDir[x][y] = right_dir;
2478 else if (should_move_on)
2479 MovDir[x][y] = old_move_dir;
2481 else if (can_move_on && rnd > rnd_value/8)
2482 MovDir[x][y] = old_move_dir;
2483 else if (can_turn_left && can_turn_right)
2484 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2485 else if (can_turn_left && rnd > rnd_value/8)
2486 MovDir[x][y] = left_dir;
2487 else if (can_turn_right && rnd > rnd_value/8)
2488 MovDir[x][y] = right_dir;
2490 MovDir[x][y] = back_dir;
2492 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2493 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2494 MovDir[x][y] = old_move_dir;
2498 else if (element == EL_DRAGON)
2500 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2502 int rnd = RND(rnd_value);
2504 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2505 can_turn_left = TRUE;
2506 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2507 can_turn_right = TRUE;
2508 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2511 if (can_move_on && rnd > rnd_value/8)
2512 MovDir[x][y] = old_move_dir;
2513 else if (can_turn_left && can_turn_right)
2514 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2515 else if (can_turn_left && rnd > rnd_value/8)
2516 MovDir[x][y] = left_dir;
2517 else if (can_turn_right && rnd > rnd_value/8)
2518 MovDir[x][y] = right_dir;
2520 MovDir[x][y] = back_dir;
2522 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2523 MovDir[x][y] = old_move_dir;
2527 else if (element == EL_MOLE)
2529 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2531 if (IN_LEV_FIELD(move_x, move_y) &&
2532 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2533 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2538 if (IN_LEV_FIELD(left_x, left_y) &&
2539 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2540 can_turn_left = TRUE;
2541 if (IN_LEV_FIELD(right_x, right_y) &&
2542 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2543 can_turn_right = TRUE;
2545 if (can_turn_left && can_turn_right)
2546 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2547 else if (can_turn_left)
2548 MovDir[x][y] = left_dir;
2550 MovDir[x][y] = right_dir;
2553 if (MovDir[x][y] != old_move_dir)
2556 else if (element == EL_BALLOON)
2558 MovDir[x][y] = game.balloon_dir;
2561 else if (element == EL_SPRING_MOVING)
2563 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2564 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2566 Feld[x][y] = EL_SPRING;
2567 MovDir[x][y] = MV_NO_MOVING;
2571 else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
2573 int attr_x = -1, attr_y = -1;
2584 for (i=0; i<MAX_PLAYERS; i++)
2586 struct PlayerInfo *player = &stored_player[i];
2587 int jx = player->jx, jy = player->jy;
2589 if (!player->active)
2592 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2600 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2606 if (element == EL_PENGUIN)
2609 static int xy[4][2] =
2619 int ex = x + xy[i%4][0];
2620 int ey = y + xy[i%4][1];
2622 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2631 MovDir[x][y] = MV_NO_MOVING;
2633 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2635 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2637 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2639 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2641 if (element == EL_ROBOT)
2645 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2646 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2647 Moving2Blocked(x, y, &newx, &newy);
2649 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2650 MovDelay[x][y] = 8+8*!RND(3);
2652 MovDelay[x][y] = 16;
2660 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2662 boolean first_horiz = RND(2);
2663 int new_move_dir = MovDir[x][y];
2666 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2667 Moving2Blocked(x, y, &newx, &newy);
2669 if (IN_LEV_FIELD(newx, newy) &&
2670 (IS_FREE(newx, newy) ||
2671 Feld[newx][newy] == EL_ACID ||
2672 (element == EL_PENGUIN &&
2673 (Feld[newx][newy] == EL_EXIT_OPEN ||
2674 IS_MAMPF3(Feld[newx][newy])))))
2678 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2679 Moving2Blocked(x, y, &newx, &newy);
2681 if (IN_LEV_FIELD(newx, newy) &&
2682 (IS_FREE(newx, newy) ||
2683 Feld[newx][newy] == EL_ACID ||
2684 (element == EL_PENGUIN &&
2685 (Feld[newx][newy] == EL_EXIT_OPEN ||
2686 IS_MAMPF3(Feld[newx][newy])))))
2689 MovDir[x][y] = old_move_dir;
2696 static boolean JustBeingPushed(int x, int y)
2700 for (i=0; i<MAX_PLAYERS; i++)
2702 struct PlayerInfo *player = &stored_player[i];
2704 if (player->active && player->Pushing && player->MovPos)
2706 int next_jx = player->jx + (player->jx - player->last_jx);
2707 int next_jy = player->jy + (player->jy - player->last_jy);
2709 if (x == next_jx && y == next_jy)
2717 void StartMoving(int x, int y)
2719 int element = Feld[x][y];
2724 if (CAN_FALL(element) && y<lev_fieldy-1)
2726 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2727 if (JustBeingPushed(x, y))
2730 if (element == EL_QUICKSAND_FULL)
2732 if (IS_FREE(x, y+1))
2734 InitMovingField(x, y, MV_DOWN);
2735 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2736 Store[x][y] = EL_ROCK;
2737 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2739 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2741 if (!MovDelay[x][y])
2742 MovDelay[x][y] = TILEY + 1;
2751 Feld[x][y] = EL_QUICKSAND_EMPTY;
2752 Feld[x][y+1] = EL_QUICKSAND_FULL;
2753 Store[x][y+1] = Store[x][y];
2755 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2758 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2759 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2761 InitMovingField(x, y, MV_DOWN);
2762 Feld[x][y] = EL_QUICKSAND_FILLING;
2763 Store[x][y] = element;
2764 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2766 else if (element == EL_MAGIC_WALL_FULL)
2768 if (IS_FREE(x, y+1))
2770 InitMovingField(x, y, MV_DOWN);
2771 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2772 Store[x][y] = EL_CHANGED(Store[x][y]);
2774 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2776 if (!MovDelay[x][y])
2777 MovDelay[x][y] = TILEY/4 + 1;
2786 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2787 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2788 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2792 else if (element == EL_BD_MAGIC_WALL_FULL)
2794 if (IS_FREE(x, y+1))
2796 InitMovingField(x, y, MV_DOWN);
2797 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2798 Store[x][y] = EL_CHANGED2(Store[x][y]);
2800 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2802 if (!MovDelay[x][y])
2803 MovDelay[x][y] = TILEY/4 + 1;
2812 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2813 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2814 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2818 else if (CAN_CHANGE(element) &&
2819 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2820 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2822 InitMovingField(x, y, MV_DOWN);
2824 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2825 EL_BD_MAGIC_WALL_FILLING);
2826 Store[x][y] = element;
2828 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2831 InitMovingField(x, y, MV_DOWN);
2832 Store[x][y] = EL_ACID;
2834 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2839 else if (IS_FREE(x, y+1))
2841 InitMovingField(x, y, MV_DOWN);
2843 else if (element == EL_AMOEBA_DROP)
2845 Feld[x][y] = EL_AMOEBA_CREATING;
2846 Store[x][y] = EL_AMOEBA_WET;
2848 /* Store[x][y+1] must be zero, because:
2849 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2852 #if OLD_GAME_BEHAVIOUR
2853 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2855 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2856 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2857 element != EL_DX_SUPABOMB)
2860 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2861 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2862 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2863 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2866 boolean left = (x>0 && IS_FREE(x-1, y) &&
2867 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2868 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2869 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2873 if (left && right &&
2874 (game.emulation != EMU_BOULDERDASH &&
2875 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2876 left = !(right = RND(2));
2878 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2881 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2883 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2884 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2885 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2886 int belt_dir = game.belt_dir[belt_nr];
2888 if ((belt_dir == MV_LEFT && left_is_free) ||
2889 (belt_dir == MV_RIGHT && right_is_free))
2890 InitMovingField(x, y, belt_dir);
2893 else if (CAN_MOVE(element))
2897 if ((element == EL_SATELLITE || element == EL_BALLOON ||
2898 element == EL_SPRING_MOVING)
2899 && JustBeingPushed(x, y))
2902 if (!MovDelay[x][y]) /* start new movement phase */
2904 /* all objects that can change their move direction after each step */
2905 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2907 if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
2911 if (MovDelay[x][y] && (element == EL_BUG ||
2912 element == EL_SPACESHIP ||
2913 element == EL_SP_SNIKSNAK ||
2914 element == EL_SP_ELECTRON))
2915 DrawNewLevelField(x, y);
2916 else if (MovDelay[x][y] && (element == EL_BUG ||
2917 element == EL_SPACESHIP ||
2918 element == EL_SP_SNIKSNAK ||
2919 element == EL_SP_ELECTRON ||
2920 element == EL_MOLE))
2921 DrawLevelField(x, y);
2925 if (MovDelay[x][y]) /* wait some time before next movement */
2929 if (element == EL_ROBOT ||
2930 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2932 int phase = MovDelay[x][y] % 8;
2937 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2938 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2940 if (MovDelay[x][y] % 4 == 3)
2942 if (element == EL_YAMYAM)
2943 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2944 else if (element == EL_DARK_YAMYAM)
2945 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2948 else if (element == EL_SP_ELECTRON)
2949 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2950 else if (element == EL_DRAGON)
2953 int dir = MovDir[x][y];
2954 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2955 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2956 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2957 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2958 dir == MV_UP ? GFX_FLAMMEN_UP :
2959 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2960 int phase = FrameCounter % 2;
2962 for (i=1; i<=3; i++)
2964 int xx = x + i*dx, yy = y + i*dy;
2965 int sx = SCREENX(xx), sy = SCREENY(yy);
2967 if (!IN_LEV_FIELD(xx, yy) ||
2968 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
2973 int flamed = MovingOrBlocked2Element(xx, yy);
2975 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2978 RemoveMovingField(xx, yy);
2980 Feld[xx][yy] = EL_FLAMES;
2981 if (IN_SCR_FIELD(sx, sy))
2982 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2986 if (Feld[xx][yy] == EL_FLAMES)
2987 Feld[xx][yy] = EL_EMPTY;
2988 DrawLevelField(xx, yy);
2993 if (MovDelay[x][y]) /* element still has to wait some time */
2995 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3001 /* now make next step */
3003 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3005 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3006 !PLAYER_PROTECTED(newx, newy))
3010 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3013 /* enemy got the player */
3015 KillHero(PLAYERINFO(newx, newy));
3020 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3021 element == EL_SATELLITE || element == EL_BALLOON) &&
3022 IN_LEV_FIELD(newx, newy) &&
3023 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3026 Store[x][y] = EL_ACID;
3028 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3030 if (Feld[newx][newy] == EL_EXIT_OPEN)
3032 Feld[x][y] = EL_EMPTY;
3033 DrawLevelField(x, y);
3035 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3036 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3037 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
3039 local_player->friends_still_needed--;
3040 if (!local_player->friends_still_needed &&
3041 !local_player->GameOver && AllPlayersGone)
3042 local_player->LevelSolved = local_player->GameOver = TRUE;
3046 else if (IS_MAMPF3(Feld[newx][newy]))
3048 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3049 DrawLevelField(newx, newy);
3051 MovDir[x][y] = MV_NO_MOVING;
3053 else if (!IS_FREE(newx, newy))
3055 if (IS_PLAYER(x, y))
3056 DrawPlayerField(x, y);
3058 DrawLevelField(x, y);
3062 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3064 if (IS_GEM(Feld[newx][newy]))
3066 if (IS_MOVING(newx, newy))
3067 RemoveMovingField(newx, newy);
3070 Feld[newx][newy] = EL_EMPTY;
3071 DrawLevelField(newx, newy);
3074 PlaySoundLevel(x, y, SND_PIG_EATING);
3076 else if (!IS_FREE(newx, newy))
3078 if (IS_PLAYER(x, y))
3079 DrawPlayerField(x, y);
3081 DrawLevelField(x, y);
3085 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3087 if (!IS_FREE(newx, newy))
3089 if (IS_PLAYER(x, y))
3090 DrawPlayerField(x, y);
3092 DrawLevelField(x, y);
3097 boolean wanna_flame = !RND(10);
3098 int dx = newx - x, dy = newy - y;
3099 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3100 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3101 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3102 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3103 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3104 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3106 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3107 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3108 element1 != EL_FLAMES && element2 != EL_FLAMES)
3110 if (IS_PLAYER(x, y))
3111 DrawPlayerField(x, y);
3113 DrawLevelField(x, y);
3115 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3117 MovDelay[x][y] = 50;
3118 Feld[newx][newy] = EL_FLAMES;
3119 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3120 Feld[newx1][newy1] = EL_FLAMES;
3121 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3122 Feld[newx2][newy2] = EL_FLAMES;
3127 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3128 Feld[newx][newy] == EL_DIAMOND)
3130 if (IS_MOVING(newx, newy))
3131 RemoveMovingField(newx, newy);
3134 Feld[newx][newy] = EL_EMPTY;
3135 DrawLevelField(newx, newy);
3138 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3140 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3141 IS_MAMPF2(Feld[newx][newy]))
3143 if (AmoebaNr[newx][newy])
3145 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3146 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3147 Feld[newx][newy] == EL_BD_AMOEBA)
3148 AmoebaCnt[AmoebaNr[newx][newy]]--;
3151 if (IS_MOVING(newx, newy))
3152 RemoveMovingField(newx, newy);
3155 Feld[newx][newy] = EL_EMPTY;
3156 DrawLevelField(newx, newy);
3159 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3161 else if ((element == EL_PACMAN || element == EL_MOLE)
3162 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3164 if (AmoebaNr[newx][newy])
3166 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3167 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3168 Feld[newx][newy] == EL_BD_AMOEBA)
3169 AmoebaCnt[AmoebaNr[newx][newy]]--;
3172 if (element == EL_MOLE)
3174 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3175 PlaySoundLevel(x, y, SND_MOLE_EATING);
3176 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3177 return; /* wait for shrinking amoeba */
3179 else /* element == EL_PACMAN */
3181 Feld[newx][newy] = EL_EMPTY;
3182 DrawNewLevelField(newx, newy);
3183 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3186 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3187 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3188 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3190 /* wait for shrinking amoeba to completely disappear */
3193 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3195 /* object was running against a wall */
3199 if (element == EL_BUG || element == EL_SPACESHIP ||
3200 element == EL_SP_SNIKSNAK)
3202 DrawLevelField(x, y);
3204 DrawNewLevelField(x, y);
3206 else if (element == EL_BUG || element == EL_SPACESHIP ||
3207 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3209 DrawLevelField(x, y);
3211 DrawNewLevelField(x, y);
3213 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3215 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3217 DrawNewGraphicAnimation(x, y, el2img(element));
3219 else if (element == EL_SATELLITE)
3221 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3223 DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
3225 else if (element == EL_SP_ELECTRON)
3227 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3229 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3232 if (DONT_TOUCH(element))
3233 TestIfBadThingTouchesHero(x, y);
3235 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3240 InitMovingField(x, y, MovDir[x][y]);
3242 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3246 ContinueMoving(x, y);
3249 void ContinueMoving(int x, int y)
3251 int element = Feld[x][y];
3252 int direction = MovDir[x][y];
3253 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3254 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3255 int horiz_move = (dx!=0);
3256 int newx = x + dx, newy = y + dy;
3257 int step = (horiz_move ? dx : dy) * TILEX / 8;
3259 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3261 else if (element == EL_QUICKSAND_FILLING ||
3262 element == EL_QUICKSAND_EMPTYING)
3264 else if (element == EL_MAGIC_WALL_FILLING ||
3265 element == EL_BD_MAGIC_WALL_FILLING ||
3266 element == EL_MAGIC_WALL_EMPTYING ||
3267 element == EL_BD_MAGIC_WALL_EMPTYING)
3269 else if (CAN_FALL(element) && horiz_move &&
3270 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3272 else if (element == EL_SPRING_MOVING)
3275 #if OLD_GAME_BEHAVIOUR
3276 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3280 MovPos[x][y] += step;
3282 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3284 Feld[x][y] = EL_EMPTY;
3285 Feld[newx][newy] = element;
3287 if (element == EL_MOLE)
3290 static int xy[4][2] =
3298 Feld[x][y] = EL_SAND;
3299 DrawLevelField(x, y);
3308 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3309 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3313 if (element == EL_QUICKSAND_FILLING)
3315 element = Feld[newx][newy] = get_next_element(element);
3316 Store[newx][newy] = Store[x][y];
3318 else if (element == EL_QUICKSAND_EMPTYING)
3320 Feld[x][y] = get_next_element(element);
3321 element = Feld[newx][newy] = Store[x][y];
3323 else if (element == EL_MAGIC_WALL_FILLING)
3325 element = Feld[newx][newy] = get_next_element(element);
3326 if (!game.magic_wall_active)
3327 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3328 Store[newx][newy] = Store[x][y];
3330 else if (element == EL_MAGIC_WALL_EMPTYING)
3332 Feld[x][y] = get_next_element(element);
3333 if (!game.magic_wall_active)
3334 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3335 element = Feld[newx][newy] = Store[x][y];
3337 else if (element == EL_BD_MAGIC_WALL_FILLING)
3339 element = Feld[newx][newy] = get_next_element(element);
3340 if (!game.magic_wall_active)
3341 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3342 Store[newx][newy] = Store[x][y];
3344 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3346 Feld[x][y] = get_next_element(element);
3347 if (!game.magic_wall_active)
3348 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3349 element = Feld[newx][newy] = Store[x][y];
3351 else if (element == EL_AMOEBA_DRIPPING)
3353 Feld[x][y] = get_next_element(element);
3354 element = Feld[newx][newy] = Store[x][y];
3356 else if (Store[x][y] == EL_ACID)
3358 element = Feld[newx][newy] = EL_ACID;
3362 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3363 MovDelay[newx][newy] = 0;
3365 if (!CAN_MOVE(element))
3366 MovDir[newx][newy] = 0;
3368 if (element == EL_BUG || element == EL_SPACESHIP ||
3369 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3370 element == EL_SP_ELECTRON)
3372 DrawNewLevelField(x, y);
3373 DrawNewLevelField(newx, newy);
3377 DrawLevelField(x, y);
3378 DrawLevelField(newx, newy);
3381 Stop[newx][newy] = TRUE;
3382 JustStopped[newx][newy] = 3;
3384 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3386 TestIfBadThingTouchesHero(newx, newy);
3387 TestIfBadThingTouchesFriend(newx, newy);
3388 TestIfBadThingTouchesOtherBadThing(newx, newy);
3390 else if (element == EL_PENGUIN)
3391 TestIfFriendTouchesBadThing(newx, newy);
3393 if (CAN_SMASH(element) && direction == MV_DOWN &&
3394 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3397 else /* still moving on */
3399 if (element == EL_BUG || element == EL_SPACESHIP ||
3400 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3401 element == EL_SP_ELECTRON)
3402 DrawNewLevelField(x, y);
3404 DrawLevelField(x, y);
3408 int AmoebeNachbarNr(int ax, int ay)
3411 int element = Feld[ax][ay];
3413 static int xy[4][2] =
3423 int x = ax + xy[i][0];
3424 int y = ay + xy[i][1];
3426 if (!IN_LEV_FIELD(x, y))
3429 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3430 group_nr = AmoebaNr[x][y];
3436 void AmoebenVereinigen(int ax, int ay)
3438 int i, x, y, xx, yy;
3439 int new_group_nr = AmoebaNr[ax][ay];
3440 static int xy[4][2] =
3448 if (new_group_nr == 0)
3456 if (!IN_LEV_FIELD(x, y))
3459 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3460 Feld[x][y] == EL_BD_AMOEBA ||
3461 Feld[x][y] == EL_AMOEBA_DEAD) &&
3462 AmoebaNr[x][y] != new_group_nr)
3464 int old_group_nr = AmoebaNr[x][y];
3466 if (old_group_nr == 0)
3469 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3470 AmoebaCnt[old_group_nr] = 0;
3471 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3472 AmoebaCnt2[old_group_nr] = 0;
3474 for (yy=0; yy<lev_fieldy; yy++)
3476 for (xx=0; xx<lev_fieldx; xx++)
3478 if (AmoebaNr[xx][yy] == old_group_nr)
3479 AmoebaNr[xx][yy] = new_group_nr;
3486 void AmoebeUmwandeln(int ax, int ay)
3490 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3492 int group_nr = AmoebaNr[ax][ay];
3497 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3498 printf("AmoebeUmwandeln(): This should never happen!\n");
3503 for (y=0; y<lev_fieldy; y++)
3505 for (x=0; x<lev_fieldx; x++)
3507 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3510 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3514 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3515 SND_AMOEBA_TURNING_TO_GEM :
3516 SND_AMOEBA_TURNING_TO_ROCK));
3521 static int xy[4][2] =
3534 if (!IN_LEV_FIELD(x, y))
3537 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3539 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3540 SND_AMOEBA_TURNING_TO_GEM :
3541 SND_AMOEBA_TURNING_TO_ROCK));
3548 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3551 int group_nr = AmoebaNr[ax][ay];
3552 boolean done = FALSE;
3557 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3558 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3563 for (y=0; y<lev_fieldy; y++)
3565 for (x=0; x<lev_fieldx; x++)
3567 if (AmoebaNr[x][y] == group_nr &&
3568 (Feld[x][y] == EL_AMOEBA_DEAD ||
3569 Feld[x][y] == EL_BD_AMOEBA ||
3570 Feld[x][y] == EL_AMOEBA_CREATING))
3573 Feld[x][y] = new_element;
3574 InitField(x, y, FALSE);
3575 DrawLevelField(x, y);
3582 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3583 SND_BD_AMOEBA_TURNING_TO_ROCK :
3584 SND_BD_AMOEBA_TURNING_TO_GEM));
3587 void AmoebeWaechst(int x, int y)
3589 static unsigned long sound_delay = 0;
3590 static unsigned long sound_delay_value = 0;
3592 if (!MovDelay[x][y]) /* start new growing cycle */
3596 if (DelayReached(&sound_delay, sound_delay_value))
3598 if (Store[x][y] == EL_BD_AMOEBA)
3599 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3601 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3602 sound_delay_value = 30;
3606 if (MovDelay[x][y]) /* wait some time before growing bigger */
3609 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3610 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3612 if (!MovDelay[x][y])
3614 Feld[x][y] = Store[x][y];
3616 DrawLevelField(x, y);
3621 void AmoebaDisappearing(int x, int y)
3623 static unsigned long sound_delay = 0;
3624 static unsigned long sound_delay_value = 0;
3626 if (!MovDelay[x][y]) /* start new shrinking cycle */
3630 if (DelayReached(&sound_delay, sound_delay_value))
3631 sound_delay_value = 30;
3634 if (MovDelay[x][y]) /* wait some time before shrinking */
3637 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3638 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3640 if (!MovDelay[x][y])
3642 Feld[x][y] = EL_EMPTY;
3643 DrawLevelField(x, y);
3645 /* don't let mole enter this field in this cycle;
3646 (give priority to objects falling to this field from above) */
3652 void AmoebeAbleger(int ax, int ay)
3655 int element = Feld[ax][ay];
3656 int newax = ax, neway = ay;
3657 static int xy[4][2] =
3665 if (!level.amoeba_speed)
3667 Feld[ax][ay] = EL_AMOEBA_DEAD;
3668 DrawLevelField(ax, ay);
3672 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3673 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3675 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3678 if (MovDelay[ax][ay])
3682 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3685 int x = ax + xy[start][0];
3686 int y = ay + xy[start][1];
3688 if (!IN_LEV_FIELD(x, y))
3691 if (IS_FREE(x, y) ||
3692 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3698 if (newax == ax && neway == ay)
3701 else /* normal or "filled" (BD style) amoeba */
3704 boolean waiting_for_player = FALSE;
3708 int j = (start + i) % 4;
3709 int x = ax + xy[j][0];
3710 int y = ay + xy[j][1];
3712 if (!IN_LEV_FIELD(x, y))
3715 if (IS_FREE(x, y) ||
3716 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3722 else if (IS_PLAYER(x, y))
3723 waiting_for_player = TRUE;
3726 if (newax == ax && neway == ay) /* amoeba cannot grow */
3728 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3730 Feld[ax][ay] = EL_AMOEBA_DEAD;
3731 DrawLevelField(ax, ay);
3732 AmoebaCnt[AmoebaNr[ax][ay]]--;
3734 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3736 if (element == EL_AMOEBA_FULL)
3737 AmoebeUmwandeln(ax, ay);
3738 else if (element == EL_BD_AMOEBA)
3739 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3744 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3746 /* amoeba gets larger by growing in some direction */
3748 int new_group_nr = AmoebaNr[ax][ay];
3751 if (new_group_nr == 0)
3753 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3754 printf("AmoebeAbleger(): This should never happen!\n");
3759 AmoebaNr[newax][neway] = new_group_nr;
3760 AmoebaCnt[new_group_nr]++;
3761 AmoebaCnt2[new_group_nr]++;
3763 /* if amoeba touches other amoeba(s) after growing, unify them */
3764 AmoebenVereinigen(newax, neway);
3766 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3768 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3774 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3775 (neway == lev_fieldy - 1 && newax != ax))
3777 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3778 Store[newax][neway] = element;
3780 else if (neway == ay)
3782 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3783 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3787 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3788 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3789 Store[ax][ay] = EL_AMOEBA_DROP;
3790 ContinueMoving(ax, ay);
3794 DrawLevelField(newax, neway);
3797 void Life(int ax, int ay)
3800 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3802 int element = Feld[ax][ay];
3803 boolean changed = FALSE;
3808 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3809 MovDelay[ax][ay] = life_time;
3811 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3814 if (MovDelay[ax][ay])
3818 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3820 int xx = ax+x1, yy = ay+y1;
3823 if (!IN_LEV_FIELD(xx, yy))
3826 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3828 int x = xx+x2, y = yy+y2;
3830 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3833 if (((Feld[x][y] == element ||
3834 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3836 (IS_FREE(x, y) && Stop[x][y]))
3840 if (xx == ax && yy == ay) /* field in the middle */
3842 if (nachbarn < life[0] || nachbarn > life[1])
3844 Feld[xx][yy] = EL_EMPTY;
3846 DrawLevelField(xx, yy);
3847 Stop[xx][yy] = TRUE;
3851 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3852 { /* free border field */
3853 if (nachbarn >= life[2] && nachbarn <= life[3])
3855 Feld[xx][yy] = element;
3856 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3858 DrawLevelField(xx, yy);
3859 Stop[xx][yy] = TRUE;
3866 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3867 SND_BIOMAZE_CREATING);
3870 void RobotWheel(int x, int y)
3872 if (!MovDelay[x][y]) /* next animation frame */
3873 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3875 if (MovDelay[x][y]) /* wait some time before next frame */
3880 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3881 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3882 if (!(MovDelay[x][y]%4))
3883 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3888 Feld[x][y] = EL_ROBOT_WHEEL;
3889 DrawLevelField(x, y);
3890 if (ZX == x && ZY == y)
3894 void TimegateWheel(int x, int y)
3896 if (!MovDelay[x][y]) /* next animation frame */
3897 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3899 if (MovDelay[x][y]) /* wait some time before next frame */
3904 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3905 DrawGraphic(SCREENX(x), SCREENY(y),
3906 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3907 if (!(MovDelay[x][y]%4))
3908 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3913 Feld[x][y] = EL_TIMEGATE_SWITCH;
3914 DrawLevelField(x, y);
3915 if (ZX == x && ZY == y)
3919 void Blubber(int x, int y)
3921 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3922 DrawLevelField(x, y-1);
3924 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3927 void NussKnacken(int x, int y)
3929 if (!MovDelay[x][y]) /* next animation frame */
3932 if (MovDelay[x][y]) /* wait some time before next frame */
3935 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3936 DrawGraphic(SCREENX(x), SCREENY(y),
3937 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3939 if (!MovDelay[x][y])
3941 Feld[x][y] = EL_EMERALD;
3942 DrawLevelField(x, y);
3947 void BreakingPearl(int x, int y)
3949 if (!MovDelay[x][y]) /* next animation frame */
3952 if (MovDelay[x][y]) /* wait some time before next frame */
3955 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3956 DrawGraphic(SCREENX(x), SCREENY(y),
3957 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3959 if (!MovDelay[x][y])
3961 Feld[x][y] = EL_EMPTY;
3962 DrawLevelField(x, y);
3967 void SiebAktivieren(int x, int y, int typ)
3969 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3971 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3974 void AusgangstuerPruefen(int x, int y)
3976 if (local_player->gems_still_needed > 0 ||
3977 local_player->sokobanfields_still_needed > 0 ||
3978 local_player->lights_still_needed > 0)
3981 Feld[x][y] = EL_EXIT_OPENING;
3983 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3984 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3985 y < LEVELY(BY1) ? LEVELY(BY1) :
3986 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3990 void AusgangstuerPruefen_SP(int x, int y)
3992 if (local_player->gems_still_needed > 0)
3995 Feld[x][y] = EL_SP_EXIT_OPEN;
3997 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3998 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3999 y < LEVELY(BY1) ? LEVELY(BY1) :
4000 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4001 SND_SP_EXIT_OPENING);
4004 void AusgangstuerOeffnen(int x, int y)
4008 if (!MovDelay[x][y]) /* next animation frame */
4009 MovDelay[x][y] = 5*delay;
4011 if (MovDelay[x][y]) /* wait some time before next frame */
4016 tuer = MovDelay[x][y]/delay;
4017 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4018 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
4020 if (!MovDelay[x][y])
4022 Feld[x][y] = EL_EXIT_OPEN;
4023 DrawLevelField(x, y);
4028 void AusgangstuerBlinken(int x, int y)
4030 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
4033 void OpenSwitchgate(int x, int y)
4037 if (!MovDelay[x][y]) /* next animation frame */
4038 MovDelay[x][y] = 5 * delay;
4040 if (MovDelay[x][y]) /* wait some time before next frame */
4045 phase = MovDelay[x][y] / delay;
4046 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4047 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
4049 if (!MovDelay[x][y])
4051 Feld[x][y] = EL_SWITCHGATE_OPEN;
4052 DrawLevelField(x, y);
4057 void CloseSwitchgate(int x, int y)
4061 if (!MovDelay[x][y]) /* next animation frame */
4062 MovDelay[x][y] = 5 * delay;
4064 if (MovDelay[x][y]) /* wait some time before next frame */
4069 phase = MovDelay[x][y] / delay;
4070 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4071 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
4073 if (!MovDelay[x][y])
4075 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4076 DrawLevelField(x, y);
4081 void OpenTimegate(int x, int y)
4085 if (!MovDelay[x][y]) /* next animation frame */
4086 MovDelay[x][y] = 5 * delay;
4088 if (MovDelay[x][y]) /* wait some time before next frame */
4093 phase = MovDelay[x][y] / delay;
4094 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4095 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4097 if (!MovDelay[x][y])
4099 Feld[x][y] = EL_TIMEGATE_OPEN;
4100 DrawLevelField(x, y);
4105 void CloseTimegate(int x, int y)
4109 if (!MovDelay[x][y]) /* next animation frame */
4110 MovDelay[x][y] = 5 * delay;
4112 if (MovDelay[x][y]) /* wait some time before next frame */
4117 phase = MovDelay[x][y] / delay;
4118 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4119 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4121 if (!MovDelay[x][y])
4123 Feld[x][y] = EL_TIMEGATE_CLOSED;
4124 DrawLevelField(x, y);
4129 static void CloseAllOpenTimegates()
4133 for (y=0; y<lev_fieldy; y++)
4135 for (x=0; x<lev_fieldx; x++)
4137 int element = Feld[x][y];
4139 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4141 Feld[x][y] = EL_TIMEGATE_CLOSING;
4142 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4148 void EdelsteinFunkeln(int x, int y)
4150 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4153 if (Feld[x][y] == EL_BD_DIAMOND)
4154 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4157 if (!MovDelay[x][y]) /* next animation frame */
4158 MovDelay[x][y] = 11 * !SimpleRND(500);
4160 if (MovDelay[x][y]) /* wait some time before next frame */
4164 if (setup.direct_draw && MovDelay[x][y])
4165 SetDrawtoField(DRAW_BUFFERED);
4167 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4171 int phase = (MovDelay[x][y]-1)/2;
4176 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4178 if (setup.direct_draw)
4182 dest_x = FX + SCREENX(x)*TILEX;
4183 dest_y = FY + SCREENY(y)*TILEY;
4185 BlitBitmap(drawto_field, window,
4186 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4187 SetDrawtoField(DRAW_DIRECT);
4194 void MauerWaechst(int x, int y)
4198 if (!MovDelay[x][y]) /* next animation frame */
4199 MovDelay[x][y] = 3*delay;
4201 if (MovDelay[x][y]) /* wait some time before next frame */
4206 phase = 2-MovDelay[x][y]/delay;
4207 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4208 DrawGraphic(SCREENX(x), SCREENY(y),
4209 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4210 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4211 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4212 GFX_MAUER_DOWN ) + phase);
4214 if (!MovDelay[x][y])
4216 if (MovDir[x][y] == MV_LEFT)
4218 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4219 DrawLevelField(x-1, y);
4221 else if (MovDir[x][y] == MV_RIGHT)
4223 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4224 DrawLevelField(x+1, y);
4226 else if (MovDir[x][y] == MV_UP)
4228 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4229 DrawLevelField(x, y-1);
4233 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4234 DrawLevelField(x, y+1);
4237 Feld[x][y] = Store[x][y];
4239 MovDir[x][y] = MV_NO_MOVING;
4240 DrawLevelField(x, y);
4245 void MauerAbleger(int ax, int ay)
4247 int element = Feld[ax][ay];
4248 boolean oben_frei = FALSE, unten_frei = FALSE;
4249 boolean links_frei = FALSE, rechts_frei = FALSE;
4250 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4251 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4252 boolean new_wall = FALSE;
4254 if (!MovDelay[ax][ay]) /* start building new wall */
4255 MovDelay[ax][ay] = 6;
4257 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4260 if (MovDelay[ax][ay])
4264 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4266 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4268 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4270 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4273 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4277 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4278 Store[ax][ay-1] = element;
4279 MovDir[ax][ay-1] = MV_UP;
4280 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4281 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4286 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4287 Store[ax][ay+1] = element;
4288 MovDir[ax][ay+1] = MV_DOWN;
4289 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4290 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4295 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4296 element == EL_WALL_GROWING)
4300 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4301 Store[ax-1][ay] = element;
4302 MovDir[ax-1][ay] = MV_LEFT;
4303 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4304 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4310 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4311 Store[ax+1][ay] = element;
4312 MovDir[ax+1][ay] = MV_RIGHT;
4313 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4314 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4319 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4320 DrawLevelField(ax, ay);
4322 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4324 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4325 unten_massiv = TRUE;
4326 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4327 links_massiv = TRUE;
4328 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4329 rechts_massiv = TRUE;
4331 if (((oben_massiv && unten_massiv) ||
4332 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4333 ((links_massiv && rechts_massiv) ||
4334 element == EL_WALL_GROWING_Y))
4335 Feld[ax][ay] = EL_WALL;
4338 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4341 void CheckForDragon(int x, int y)
4344 boolean dragon_found = FALSE;
4345 static int xy[4][2] =
4357 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4359 if (IN_LEV_FIELD(xx, yy) &&
4360 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4362 if (Feld[xx][yy] == EL_DRAGON)
4363 dragon_found = TRUE;
4376 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4378 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4380 Feld[xx][yy] = EL_EMPTY;
4381 DrawLevelField(xx, yy);
4390 static void CheckBuggyBase(int x, int y)
4392 int element = Feld[x][y];
4394 if (element == EL_SP_BUGGY_BASE)
4396 if (!MovDelay[x][y]) /* wait some time before activating base */
4397 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4402 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4403 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4407 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4410 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4412 if (!MovDelay[x][y]) /* start activating buggy base */
4413 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4421 static int xy[4][2] =
4429 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4430 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4434 int xx = x + xy[i][0], yy = y + xy[i][1];
4436 if (IS_PLAYER(xx, yy))
4438 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4446 Feld[x][y] = EL_SP_BUGGY_BASE;
4447 DrawLevelField(x, y);
4452 static void CheckTrap(int x, int y)
4454 int element = Feld[x][y];
4456 if (element == EL_TRAP)
4458 if (!MovDelay[x][y]) /* wait some time before activating trap */
4459 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4467 Feld[x][y] = EL_TRAP_ACTIVE;
4468 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4471 else if (element == EL_TRAP_ACTIVE)
4476 if (!MovDelay[x][y]) /* start activating trap */
4477 MovDelay[x][y] = num_frames * delay;
4485 if (!(MovDelay[x][y] % delay))
4487 int phase = MovDelay[x][y]/delay;
4489 if (phase >= num_frames/2)
4490 phase = num_frames - phase;
4492 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4494 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4495 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4502 Feld[x][y] = EL_TRAP;
4503 DrawLevelField(x, y);
4508 static void DrawBeltAnimation(int x, int y, int element)
4510 int belt_nr = getBeltNrFromBeltActiveElement(element);
4511 int belt_dir = game.belt_dir[belt_nr];
4513 if (belt_dir != MV_NO_MOVING)
4516 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4517 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4519 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4521 if (!(FrameCounter % 2))
4522 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4526 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4528 static byte stored_player_action[MAX_PLAYERS];
4529 static int num_stored_actions = 0;
4531 static boolean save_tape_entry = FALSE;
4533 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4534 int left = player_action & JOY_LEFT;
4535 int right = player_action & JOY_RIGHT;
4536 int up = player_action & JOY_UP;
4537 int down = player_action & JOY_DOWN;
4538 int button1 = player_action & JOY_BUTTON_1;
4539 int button2 = player_action & JOY_BUTTON_2;
4540 int dx = (left ? -1 : right ? 1 : 0);
4541 int dy = (up ? -1 : down ? 1 : 0);
4543 stored_player_action[player->index_nr] = 0;
4544 num_stored_actions++;
4546 if (!player->active || tape.pausing)
4552 save_tape_entry = TRUE;
4554 player->frame_reset_delay = 0;
4557 snapped = SnapField(player, dx, dy);
4561 bombed = PlaceBomb(player);
4562 moved = MoveFigure(player, dx, dy);
4565 if (tape.single_step && tape.recording && !tape.pausing)
4567 if (button1 || (bombed && !moved))
4569 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4570 SnapField(player, 0, 0); /* stop snapping */
4575 if (tape.recording && (moved || snapped || bombed))
4577 if (bombed && !moved)
4578 player_action &= JOY_BUTTON;
4580 stored_player_action[player->index_nr] = player_action;
4581 save_tape_entry = TRUE;
4583 else if (tape.playing && snapped)
4584 SnapField(player, 0, 0); /* stop snapping */
4586 stored_player_action[player->index_nr] = player_action;
4591 /* no actions for this player (no input at player's configured device) */
4593 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4594 SnapField(player, 0, 0);
4595 CheckGravityMovement(player);
4598 if (player->MovPos == 0) /* needed for tape.playing */
4599 player->is_moving = FALSE;
4602 if (player->MovPos == 0) /* needed for tape.playing */
4603 player->last_move_dir = MV_NO_MOVING;
4605 /* !!! CHECK THIS AGAIN !!!
4606 (Seems to be needed for some EL_ROBOT stuff, but breaks
4607 tapes when walking through pipes!)
4610 /* it seems that "player->last_move_dir" is misused as some sort of
4611 "player->is_just_moving_in_this_moment", which is needed for the
4612 robot stuff (robots don't kill players when they are moving)
4616 if (++player->frame_reset_delay > player->move_delay_value)
4621 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4623 TapeRecordAction(stored_player_action);
4624 num_stored_actions = 0;
4625 save_tape_entry = FALSE;
4628 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4630 TapeRecordAction(stored_player_action);
4631 num_stored_actions = 0;
4636 if (tape.playing && !tape.pausing && !player_action &&
4637 tape.counter < tape.length)
4639 int jx = player->jx, jy = player->jy;
4641 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4643 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4644 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4646 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4648 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4650 int el = Feld[jx+dx][jy];
4651 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4652 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4654 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4656 player->MovDir = next_joy;
4657 player->Frame = FrameCounter % 4;
4658 player->Pushing = TRUE;
4668 static unsigned long action_delay = 0;
4669 unsigned long action_delay_value;
4670 int sieb_x = 0, sieb_y = 0;
4671 int i, x, y, element;
4672 byte *recorded_player_action;
4673 byte summarized_player_action = 0;
4675 if (game_status != PLAYING)
4678 action_delay_value =
4679 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4681 if (tape.playing && tape.index_search && !tape.pausing)
4682 action_delay_value = 0;
4684 /* ---------- main game synchronization point ---------- */
4686 WaitUntilDelayReached(&action_delay, action_delay_value);
4688 if (network_playing && !network_player_action_received)
4692 printf("DEBUG: try to get network player actions in time\n");
4696 #if defined(PLATFORM_UNIX)
4697 /* last chance to get network player actions without main loop delay */
4701 if (game_status != PLAYING)
4704 if (!network_player_action_received)
4708 printf("DEBUG: failed to get network player actions in time\n");
4718 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4720 for (i=0; i<MAX_PLAYERS; i++)
4722 summarized_player_action |= stored_player[i].action;
4724 if (!network_playing)
4725 stored_player[i].effective_action = stored_player[i].action;
4728 #if defined(PLATFORM_UNIX)
4729 if (network_playing)
4730 SendToServer_MovePlayer(summarized_player_action);
4733 if (!options.network && !setup.team_mode)
4734 local_player->effective_action = summarized_player_action;
4736 for (i=0; i<MAX_PLAYERS; i++)
4738 int actual_player_action = stored_player[i].effective_action;
4740 if (stored_player[i].programmed_action)
4741 actual_player_action = stored_player[i].programmed_action;
4743 if (recorded_player_action)
4744 actual_player_action = recorded_player_action[i];
4746 PlayerActions(&stored_player[i], actual_player_action);
4747 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4750 network_player_action_received = FALSE;
4752 ScrollScreen(NULL, SCROLL_GO_ON);
4758 if (TimeFrames == 0 && local_player->active)
4760 extern unsigned int last_RND();
4762 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4763 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4770 if (GameFrameDelay >= 500)
4771 printf("FrameCounter == %d\n", FrameCounter);
4780 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4783 if (JustStopped[x][y] > 0)
4784 JustStopped[x][y]--;
4787 if (IS_BLOCKED(x, y))
4791 Blocked2Moving(x, y, &oldx, &oldy);
4792 if (!IS_MOVING(oldx, oldy))
4794 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4795 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4796 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4797 printf("GameActions(): This should never happen!\n");
4803 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4805 element = Feld[x][y];
4807 if (IS_INACTIVE(element))
4810 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4814 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4815 EdelsteinFunkeln(x, y);
4817 else if (IS_MOVING(x, y))
4818 ContinueMoving(x, y);
4819 else if (IS_ACTIVE_BOMB(element))
4820 CheckDynamite(x, y);
4822 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4823 Explode(x, y, Frame[x][y], EX_NORMAL);
4825 else if (element == EL_AMOEBA_CREATING)
4826 AmoebeWaechst(x, y);
4827 else if (element == EL_AMOEBA_SHRINKING)
4828 AmoebaDisappearing(x, y);
4830 #if !USE_NEW_AMOEBA_CODE
4831 else if (IS_AMOEBALIVE(element))
4832 AmoebeAbleger(x, y);
4835 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4837 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4839 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4840 TimegateWheel(x, y);
4841 else if (element == EL_ACID)
4843 else if (element == EL_ACID_SPLASHING_LEFT ||
4844 element == EL_ACID_SPLASHING_RIGHT)
4846 else if (element == EL_CRACKINGNUT)
4848 else if (element == EL_PEARL_BREAKING)
4849 BreakingPearl(x, y);
4850 else if (element == EL_EXIT_CLOSED)
4851 AusgangstuerPruefen(x, y);
4852 else if (element == EL_SP_EXIT_CLOSED)
4853 AusgangstuerPruefen_SP(x, y);
4854 else if (element == EL_EXIT_OPENING)
4855 AusgangstuerOeffnen(x, y);
4856 else if (element == EL_EXIT_OPEN)
4857 AusgangstuerBlinken(x, y);
4858 else if (element == EL_SP_EXIT_OPEN)
4859 ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
4860 else if (element == EL_WALL_GROWING_ACTIVE)
4862 else if (element == EL_WALL_GROWING ||
4863 element == EL_WALL_GROWING_X ||
4864 element == EL_WALL_GROWING_Y ||
4865 element == EL_WALL_GROWING_XY)
4867 else if (element == EL_FLAMES)
4868 CheckForDragon(x, y);
4869 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
4870 CheckBuggyBase(x, y);
4871 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
4873 else if (element == EL_SP_TERMINAL)
4874 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4875 else if (element == EL_SP_TERMINAL_ACTIVE)
4877 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4879 if (!(FrameCounter % 4))
4880 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
4883 else if (IS_BELT_ACTIVE(element))
4884 DrawBeltAnimation(x, y, element);
4885 else if (element == EL_SWITCHGATE_OPENING)
4886 OpenSwitchgate(x, y);
4887 else if (element == EL_SWITCHGATE_CLOSING)
4888 CloseSwitchgate(x, y);
4889 else if (element == EL_TIMEGATE_OPENING)
4891 else if (element == EL_TIMEGATE_CLOSING)
4892 CloseTimegate(x, y);
4893 else if (element == EL_EXTRA_TIME)
4894 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4895 else if (element == EL_SHIELD_NORMAL)
4897 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4899 if (!(FrameCounter % 4))
4900 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4903 else if (element == EL_SHIELD_DEADLY)
4905 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4907 if (!(FrameCounter % 4))
4908 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
4912 if (game.magic_wall_active)
4914 boolean sieb = FALSE;
4915 int jx = local_player->jx, jy = local_player->jy;
4917 if (element == EL_MAGIC_WALL_FULL ||
4918 element == EL_MAGIC_WALL_ACTIVE ||
4919 element == EL_MAGIC_WALL_EMPTYING)
4921 SiebAktivieren(x, y, 1);
4924 else if (element == EL_BD_MAGIC_WALL_FULL ||
4925 element == EL_BD_MAGIC_WALL_ACTIVE ||
4926 element == EL_BD_MAGIC_WALL_EMPTYING)
4928 SiebAktivieren(x, y, 2);
4932 /* play the element sound at the position nearest to the player */
4933 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4941 #if USE_NEW_AMOEBA_CODE
4942 /* new experimental amoeba growth stuff */
4944 if (!(FrameCounter % 8))
4947 static unsigned long random = 1684108901;
4949 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4952 x = (random >> 10) % lev_fieldx;
4953 y = (random >> 20) % lev_fieldy;
4955 x = RND(lev_fieldx);
4956 y = RND(lev_fieldy);
4958 element = Feld[x][y];
4960 if (!IS_PLAYER(x,y) &&
4961 (element == EL_EMPTY ||
4962 element == EL_SAND ||
4963 element == EL_QUICKSAND_EMPTY ||
4964 element == EL_ACID_SPLASHING_LEFT ||
4965 element == EL_ACID_SPLASHING_RIGHT))
4967 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4968 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4969 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4970 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4971 Feld[x][y] = EL_AMOEBA_DROP;
4974 random = random * 129 + 1;
4980 if (game.explosions_delayed)
4983 game.explosions_delayed = FALSE;
4985 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4987 element = Feld[x][y];
4989 if (ExplodeField[x][y])
4990 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4991 else if (element == EL_EXPLOSION)
4992 Explode(x, y, Frame[x][y], EX_NORMAL);
4994 ExplodeField[x][y] = EX_NO_EXPLOSION;
4997 game.explosions_delayed = TRUE;
5000 if (game.magic_wall_active)
5002 if (!(game.magic_wall_time_left % 4))
5004 int element = Feld[sieb_x][sieb_y];
5006 if (element == EL_BD_MAGIC_WALL_FULL ||
5007 element == EL_BD_MAGIC_WALL_ACTIVE ||
5008 element == EL_BD_MAGIC_WALL_EMPTYING)
5009 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5011 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5014 if (game.magic_wall_time_left > 0)
5016 game.magic_wall_time_left--;
5017 if (!game.magic_wall_time_left)
5019 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5021 element = Feld[x][y];
5023 if (element == EL_MAGIC_WALL_ACTIVE ||
5024 element == EL_MAGIC_WALL_FULL)
5026 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5027 DrawLevelField(x, y);
5029 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5030 element == EL_BD_MAGIC_WALL_FULL)
5032 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5033 DrawLevelField(x, y);
5037 game.magic_wall_active = FALSE;
5042 if (game.light_time_left > 0)
5044 game.light_time_left--;
5046 if (game.light_time_left == 0)
5047 RedrawAllLightSwitchesAndInvisibleElements();
5050 if (game.timegate_time_left > 0)
5052 game.timegate_time_left--;
5054 if (game.timegate_time_left == 0)
5055 CloseAllOpenTimegates();
5058 for (i=0; i<MAX_PLAYERS; i++)
5060 struct PlayerInfo *player = &stored_player[i];
5062 if (SHIELD_ON(player))
5064 if (player->shield_active_time_left)
5065 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5066 else if (player->shield_passive_time_left)
5067 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5071 if (TimeFrames >= (1000 / GameFrameDelay))
5076 for (i=0; i<MAX_PLAYERS; i++)
5078 struct PlayerInfo *player = &stored_player[i];
5080 if (SHIELD_ON(player))
5082 player->shield_passive_time_left--;
5084 if (player->shield_active_time_left > 0)
5085 player->shield_active_time_left--;
5089 if (tape.recording || tape.playing)
5090 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5096 if (TimeLeft <= 10 && setup.time_limit)
5097 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5099 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5101 if (!TimeLeft && setup.time_limit)
5102 for (i=0; i<MAX_PLAYERS; i++)
5103 KillHero(&stored_player[i]);
5105 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5106 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5111 if (options.debug) /* calculate frames per second */
5113 static unsigned long fps_counter = 0;
5114 static int fps_frames = 0;
5115 unsigned long fps_delay_ms = Counter() - fps_counter;
5119 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5121 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5124 fps_counter = Counter();
5127 redraw_mask |= REDRAW_FPS;
5131 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5133 int min_x = x, min_y = y, max_x = x, max_y = y;
5136 for (i=0; i<MAX_PLAYERS; i++)
5138 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5140 if (!stored_player[i].active || &stored_player[i] == player)
5143 min_x = MIN(min_x, jx);
5144 min_y = MIN(min_y, jy);
5145 max_x = MAX(max_x, jx);
5146 max_y = MAX(max_y, jy);
5149 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5152 static boolean AllPlayersInVisibleScreen()
5156 for (i=0; i<MAX_PLAYERS; i++)
5158 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5160 if (!stored_player[i].active)
5163 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5170 void ScrollLevel(int dx, int dy)
5172 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5175 BlitBitmap(drawto_field, drawto_field,
5176 FX + TILEX*(dx == -1) - softscroll_offset,
5177 FY + TILEY*(dy == -1) - softscroll_offset,
5178 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5179 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5180 FX + TILEX*(dx == 1) - softscroll_offset,
5181 FY + TILEY*(dy == 1) - softscroll_offset);
5185 x = (dx == 1 ? BX1 : BX2);
5186 for (y=BY1; y<=BY2; y++)
5187 DrawScreenField(x, y);
5191 y = (dy == 1 ? BY1 : BY2);
5192 for (x=BX1; x<=BX2; x++)
5193 DrawScreenField(x, y);
5196 redraw_mask |= REDRAW_FIELD;
5199 static void CheckGravityMovement(struct PlayerInfo *player)
5201 if (level.gravity && !player->programmed_action)
5203 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5204 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5206 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5207 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5208 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5209 int jx = player->jx, jy = player->jy;
5210 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5211 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5212 int new_jx = jx + dx, new_jy = jy + dy;
5213 boolean field_under_player_is_free =
5214 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5215 boolean player_is_moving_to_valid_field =
5216 (IN_LEV_FIELD(new_jx, new_jy) &&
5217 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5218 Feld[new_jx][new_jy] == EL_SAND));
5220 if (field_under_player_is_free &&
5221 !player_is_moving_to_valid_field &&
5222 !IS_TUBE(Feld[jx][jy]))
5223 player->programmed_action = MV_DOWN;
5227 boolean MoveFigureOneStep(struct PlayerInfo *player,
5228 int dx, int dy, int real_dx, int real_dy)
5230 int jx = player->jx, jy = player->jy;
5231 int new_jx = jx+dx, new_jy = jy+dy;
5235 if (!player->active || (!dx && !dy))
5236 return MF_NO_ACTION;
5238 player->MovDir = (dx < 0 ? MV_LEFT :
5241 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5243 if (!IN_LEV_FIELD(new_jx, new_jy))
5244 return MF_NO_ACTION;
5246 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5247 return MF_NO_ACTION;
5250 element = MovingOrBlocked2Element(new_jx, new_jy);
5252 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5255 if (DONT_GO_TO(element))
5257 if (element == EL_ACID && dx == 0 && dy == 1)
5260 Feld[jx][jy] = EL_PLAYER1;
5261 InitMovingField(jx, jy, MV_DOWN);
5262 Store[jx][jy] = EL_ACID;
5263 ContinueMoving(jx, jy);
5267 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5272 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5273 if (can_move != MF_MOVING)
5276 StorePlayer[jx][jy] = 0;
5277 player->last_jx = jx;
5278 player->last_jy = jy;
5279 jx = player->jx = new_jx;
5280 jy = player->jy = new_jy;
5281 StorePlayer[jx][jy] = player->element_nr;
5284 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5286 ScrollFigure(player, SCROLL_INIT);
5291 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5293 int jx = player->jx, jy = player->jy;
5294 int old_jx = jx, old_jy = jy;
5295 int moved = MF_NO_ACTION;
5297 if (!player->active || (!dx && !dy))
5301 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5305 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5306 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5310 /* remove the last programmed player action */
5311 player->programmed_action = 0;
5315 /* should only happen if pre-1.2 tape recordings are played */
5316 /* this is only for backward compatibility */
5318 int original_move_delay_value = player->move_delay_value;
5321 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5324 /* scroll remaining steps with finest movement resolution */
5325 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5327 while (player->MovPos)
5329 ScrollFigure(player, SCROLL_GO_ON);
5330 ScrollScreen(NULL, SCROLL_GO_ON);
5336 player->move_delay_value = original_move_delay_value;
5339 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5341 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5342 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5346 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5347 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5353 if (moved & MF_MOVING && !ScreenMovPos &&
5354 (player == local_player || !options.network))
5356 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5357 int offset = (setup.scroll_delay ? 3 : 0);
5359 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5361 /* actual player has left the screen -- scroll in that direction */
5362 if (jx != old_jx) /* player has moved horizontally */
5363 scroll_x += (jx - old_jx);
5364 else /* player has moved vertically */
5365 scroll_y += (jy - old_jy);
5369 if (jx != old_jx) /* player has moved horizontally */
5371 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5372 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5373 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5375 /* don't scroll over playfield boundaries */
5376 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5377 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5379 /* don't scroll more than one field at a time */
5380 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5382 /* don't scroll against the player's moving direction */
5383 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5384 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5385 scroll_x = old_scroll_x;
5387 else /* player has moved vertically */
5389 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5390 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5391 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5393 /* don't scroll over playfield boundaries */
5394 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5395 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5397 /* don't scroll more than one field at a time */
5398 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5400 /* don't scroll against the player's moving direction */
5401 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5402 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5403 scroll_y = old_scroll_y;
5407 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5409 if (!options.network && !AllPlayersInVisibleScreen())
5411 scroll_x = old_scroll_x;
5412 scroll_y = old_scroll_y;
5416 ScrollScreen(player, SCROLL_INIT);
5417 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5422 if (!(moved & MF_MOVING) && !player->Pushing)
5425 player->Frame = (player->Frame + 1) % 4;
5427 if (moved & MF_MOVING)
5429 if (old_jx != jx && old_jy == jy)
5430 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5431 else if (old_jx == jx && old_jy != jy)
5432 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5434 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5436 player->last_move_dir = player->MovDir;
5437 player->is_moving = TRUE;
5441 CheckGravityMovement(player);
5444 player->last_move_dir = MV_NO_MOVING;
5446 player->is_moving = FALSE;
5449 TestIfHeroTouchesBadThing(jx, jy);
5451 if (!player->active)
5457 void ScrollFigure(struct PlayerInfo *player, int mode)
5459 int jx = player->jx, jy = player->jy;
5460 int last_jx = player->last_jx, last_jy = player->last_jy;
5461 int move_stepsize = TILEX / player->move_delay_value;
5463 if (!player->active || !player->MovPos)
5466 if (mode == SCROLL_INIT)
5468 player->actual_frame_counter = FrameCounter;
5469 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5471 if (Feld[last_jx][last_jy] == EL_EMPTY)
5472 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5477 else if (!FrameReached(&player->actual_frame_counter, 1))
5480 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5481 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5483 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5484 Feld[last_jx][last_jy] = EL_EMPTY;
5486 /* before DrawPlayer() to draw correct player graphic for this case */
5487 if (player->MovPos == 0)
5488 CheckGravityMovement(player);
5492 if (player->MovPos == 0)
5494 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5496 /* continue with normal speed after quickly moving through gate */
5497 HALVE_PLAYER_SPEED(player);
5499 /* be able to make the next move without delay */
5500 player->move_delay = 0;
5503 player->last_jx = jx;
5504 player->last_jy = jy;
5506 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5507 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5511 if (local_player->friends_still_needed == 0 ||
5512 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5513 player->LevelSolved = player->GameOver = TRUE;
5516 if (tape.single_step && tape.recording && !tape.pausing &&
5517 !player->programmed_action)
5518 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5522 void ScrollScreen(struct PlayerInfo *player, int mode)
5524 static unsigned long screen_frame_counter = 0;
5526 if (mode == SCROLL_INIT)
5528 /* set scrolling step size according to actual player's moving speed */
5529 ScrollStepSize = TILEX / player->move_delay_value;
5531 screen_frame_counter = FrameCounter;
5532 ScreenMovDir = player->MovDir;
5533 ScreenMovPos = player->MovPos;
5534 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5537 else if (!FrameReached(&screen_frame_counter, 1))
5542 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5543 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5544 redraw_mask |= REDRAW_FIELD;
5547 ScreenMovDir = MV_NO_MOVING;
5550 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5552 int i, kill_x = -1, kill_y = -1;
5553 static int test_xy[4][2] =
5560 static int test_dir[4] =
5570 int test_x, test_y, test_move_dir, test_element;
5572 test_x = good_x + test_xy[i][0];
5573 test_y = good_y + test_xy[i][1];
5574 if (!IN_LEV_FIELD(test_x, test_y))
5578 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5581 test_element = Feld[test_x][test_y];
5583 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5586 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5587 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5589 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5590 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5598 if (kill_x != -1 || kill_y != -1)
5600 if (IS_PLAYER(good_x, good_y))
5602 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5604 if (player->shield_active_time_left > 0)
5605 Bang(kill_x, kill_y);
5606 else if (!PLAYER_PROTECTED(good_x, good_y))
5610 Bang(good_x, good_y);
5614 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5616 int i, kill_x = -1, kill_y = -1;
5617 int bad_element = Feld[bad_x][bad_y];
5618 static int test_xy[4][2] =
5625 static int test_dir[4] =
5633 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5638 int test_x, test_y, test_move_dir, test_element;
5640 test_x = bad_x + test_xy[i][0];
5641 test_y = bad_y + test_xy[i][1];
5642 if (!IN_LEV_FIELD(test_x, test_y))
5646 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5648 test_element = Feld[test_x][test_y];
5650 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5651 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5653 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5654 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5656 /* good thing is player or penguin that does not move away */
5657 if (IS_PLAYER(test_x, test_y))
5659 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5661 if (bad_element == EL_ROBOT && player->is_moving)
5662 continue; /* robot does not kill player if he is moving */
5668 else if (test_element == EL_PENGUIN)
5677 if (kill_x != -1 || kill_y != -1)
5679 if (IS_PLAYER(kill_x, kill_y))
5681 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5684 int dir = player->MovDir;
5685 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5686 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5688 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5689 newx != bad_x && newy != bad_y)
5690 ; /* robot does not kill player if he is moving */
5692 printf("-> %d\n", player->MovDir);
5694 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5695 newx != bad_x && newy != bad_y)
5696 ; /* robot does not kill player if he is moving */
5701 if (player->shield_active_time_left > 0)
5703 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5707 Bang(kill_x, kill_y);
5711 void TestIfHeroTouchesBadThing(int x, int y)
5713 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5716 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5718 TestIfGoodThingHitsBadThing(x, y, move_dir);
5721 void TestIfBadThingTouchesHero(int x, int y)
5723 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5726 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5728 TestIfBadThingHitsGoodThing(x, y, move_dir);
5731 void TestIfFriendTouchesBadThing(int x, int y)
5733 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5736 void TestIfBadThingTouchesFriend(int x, int y)
5738 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5741 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5743 int i, kill_x = bad_x, kill_y = bad_y;
5744 static int xy[4][2] =
5756 x = bad_x + xy[i][0];
5757 y = bad_y + xy[i][1];
5758 if (!IN_LEV_FIELD(x, y))
5761 element = Feld[x][y];
5762 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5763 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5771 if (kill_x != bad_x || kill_y != bad_y)
5775 void KillHero(struct PlayerInfo *player)
5777 int jx = player->jx, jy = player->jy;
5779 if (!player->active)
5782 if (IS_PFORTE(Feld[jx][jy]))
5783 Feld[jx][jy] = EL_EMPTY;
5785 /* deactivate shield (else Bang()/Explode() would not work right) */
5786 player->shield_passive_time_left = 0;
5787 player->shield_active_time_left = 0;
5793 static void KillHeroUnlessProtected(int x, int y)
5795 if (!PLAYER_PROTECTED(x, y))
5796 KillHero(PLAYERINFO(x, y));
5799 void BuryHero(struct PlayerInfo *player)
5801 int jx = player->jx, jy = player->jy;
5803 if (!player->active)
5806 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5807 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5809 player->GameOver = TRUE;
5813 void RemoveHero(struct PlayerInfo *player)
5815 int jx = player->jx, jy = player->jy;
5816 int i, found = FALSE;
5818 player->present = FALSE;
5819 player->active = FALSE;
5821 if (!ExplodeField[jx][jy])
5822 StorePlayer[jx][jy] = 0;
5824 for (i=0; i<MAX_PLAYERS; i++)
5825 if (stored_player[i].active)
5829 AllPlayersGone = TRUE;
5835 int DigField(struct PlayerInfo *player,
5836 int x, int y, int real_dx, int real_dy, int mode)
5838 int jx = player->jx, jy = player->jy;
5839 int dx = x - jx, dy = y - jy;
5840 int move_direction = (dx == -1 ? MV_LEFT :
5841 dx == +1 ? MV_RIGHT :
5843 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5846 if (player->MovPos == 0)
5847 player->Pushing = FALSE;
5849 if (mode == DF_NO_PUSH)
5851 player->Switching = FALSE;
5852 player->push_delay = 0;
5853 return MF_NO_ACTION;
5856 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5857 return MF_NO_ACTION;
5859 if (IS_TUBE(Feld[jx][jy]))
5862 int tube_leave_directions[][2] =
5864 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5865 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5866 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5867 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5868 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5869 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5870 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5871 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5872 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5873 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5874 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5875 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5878 while (tube_leave_directions[i][0] != Feld[jx][jy])
5881 if (tube_leave_directions[i][0] == -1) /* should not happen */
5885 if (!(tube_leave_directions[i][1] & move_direction))
5886 return MF_NO_ACTION; /* tube has no opening in this direction */
5889 element = Feld[x][y];
5895 case EL_INVISIBLE_SAND:
5896 case EL_INVISIBLE_SAND_ACTIVE:
5899 case EL_SP_BUGGY_BASE:
5901 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5906 case EL_EMERALD_YELLOW:
5907 case EL_EMERALD_RED:
5908 case EL_EMERALD_PURPLE:
5910 case EL_SP_INFOTRON:
5914 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5915 element == EL_PEARL ? 5 :
5916 element == EL_CRYSTAL ? 8 : 1);
5917 if (local_player->gems_still_needed < 0)
5918 local_player->gems_still_needed = 0;
5919 RaiseScoreElement(element);
5920 DrawText(DX_EMERALDS, DY_EMERALDS,
5921 int2str(local_player->gems_still_needed, 3),
5922 FS_SMALL, FC_YELLOW);
5923 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5928 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5929 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5933 Feld[x][y] = EL_EMPTY;
5934 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5942 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5944 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5947 case EL_SHIELD_NORMAL:
5949 player->shield_passive_time_left += 10;
5950 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5953 case EL_SHIELD_DEADLY:
5955 player->shield_passive_time_left += 10;
5956 player->shield_active_time_left += 10;
5957 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5961 case EL_SP_DISK_RED:
5964 RaiseScoreElement(EL_DYNAMITE);
5965 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5966 int2str(local_player->dynamite, 3),
5967 FS_SMALL, FC_YELLOW);
5968 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5971 case EL_DYNABOMB_NR:
5973 player->dynabomb_count++;
5974 player->dynabombs_left++;
5975 RaiseScoreElement(EL_DYNAMITE);
5976 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5979 case EL_DYNABOMB_SZ:
5981 player->dynabomb_size++;
5982 RaiseScoreElement(EL_DYNAMITE);
5983 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5986 case EL_DYNABOMB_XL:
5988 player->dynabomb_xl = TRUE;
5989 RaiseScoreElement(EL_DYNAMITE);
5990 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5998 int key_nr = element - EL_KEY1;
6001 player->key[key_nr] = TRUE;
6002 RaiseScoreElement(element);
6003 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6004 GFX_SCHLUESSEL1 + key_nr);
6005 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6006 GFX_SCHLUESSEL1 + key_nr);
6007 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6016 int key_nr = element - EL_EM_KEY1;
6019 player->key[key_nr] = TRUE;
6020 RaiseScoreElement(element);
6021 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6022 GFX_SCHLUESSEL1 + key_nr);
6023 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6024 GFX_SCHLUESSEL1 + key_nr);
6025 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6029 case EL_ROBOT_WHEEL:
6030 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6033 DrawLevelField(x, y);
6034 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6038 case EL_SP_TERMINAL:
6042 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6044 for (yy=0; yy<lev_fieldy; yy++)
6046 for (xx=0; xx<lev_fieldx; xx++)
6048 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6050 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6051 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6059 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6060 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6061 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6062 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6063 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6064 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6065 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6066 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6067 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6068 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6069 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6070 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6071 if (!player->Switching)
6073 player->Switching = TRUE;
6074 ToggleBeltSwitch(x, y);
6075 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6080 case EL_SWITCHGATE_SWITCH_UP:
6081 case EL_SWITCHGATE_SWITCH_DOWN:
6082 if (!player->Switching)
6084 player->Switching = TRUE;
6085 ToggleSwitchgateSwitch(x, y);
6086 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6091 case EL_LIGHT_SWITCH:
6092 case EL_LIGHT_SWITCH_ACTIVE:
6093 if (!player->Switching)
6095 player->Switching = TRUE;
6096 ToggleLightSwitch(x, y);
6097 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6098 SND_LIGHT_SWITCH_ACTIVATING :
6099 SND_LIGHT_SWITCH_DEACTIVATING);
6104 case EL_TIMEGATE_SWITCH:
6105 ActivateTimegateSwitch(x, y);
6106 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6111 case EL_BALLOON_SEND_LEFT:
6112 case EL_BALLOON_SEND_RIGHT:
6113 case EL_BALLOON_SEND_UP:
6114 case EL_BALLOON_SEND_DOWN:
6115 case EL_BALLOON_SEND_ANY_DIRECTION:
6116 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6117 game.balloon_dir = move_direction;
6119 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6120 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6121 element == EL_BALLOON_SEND_UP ? MV_UP :
6122 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6124 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6129 /* the following elements cannot be pushed by "snapping" */
6132 case EL_DX_SUPABOMB:
6134 case EL_TIME_ORB_EMPTY:
6136 case EL_SP_DISK_ORANGE:
6138 if (mode == DF_SNAP)
6139 return MF_NO_ACTION;
6140 /* no "break" -- fall through to next case */
6141 /* the following elements can be pushed by "snapping" */
6144 return MF_NO_ACTION;
6146 player->Pushing = TRUE;
6148 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6149 return MF_NO_ACTION;
6153 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6154 return MF_NO_ACTION;
6157 if (player->push_delay == 0)
6158 player->push_delay = FrameCounter;
6160 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6161 !tape.playing && element != EL_SPRING)
6162 return MF_NO_ACTION;
6164 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6165 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6166 element != EL_SPRING)
6167 return MF_NO_ACTION;
6170 if (mode == DF_SNAP)
6172 InitMovingField(x, y, move_direction);
6173 ContinueMoving(x, y);
6178 Feld[x+dx][y+dy] = element;
6181 if (element == EL_SPRING)
6183 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6184 MovDir[x+dx][y+dy] = move_direction;
6187 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6189 DrawLevelField(x+dx, y+dy);
6190 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6197 if (!player->key[element - EL_GATE1])
6198 return MF_NO_ACTION;
6205 if (!player->key[element - EL_GATE1_GRAY])
6206 return MF_NO_ACTION;
6213 if (!player->key[element - EL_EM_GATE1])
6214 return MF_NO_ACTION;
6215 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6216 return MF_NO_ACTION;
6218 /* automatically move to the next field with double speed */
6219 player->programmed_action = move_direction;
6220 DOUBLE_PLAYER_SPEED(player);
6222 PlaySoundLevel(x, y, SND_GATE_PASSING);
6225 case EL_EM_GATE1_GRAY:
6226 case EL_EM_GATE2_GRAY:
6227 case EL_EM_GATE3_GRAY:
6228 case EL_EM_GATE4_GRAY:
6229 if (!player->key[element - EL_EM_GATE1_GRAY])
6230 return MF_NO_ACTION;
6231 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6232 return MF_NO_ACTION;
6234 /* automatically move to the next field with double speed */
6235 player->programmed_action = move_direction;
6236 DOUBLE_PLAYER_SPEED(player);
6238 PlaySoundLevel(x, y, SND_GATE_PASSING);
6241 case EL_SWITCHGATE_OPEN:
6242 case EL_TIMEGATE_OPEN:
6243 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6244 return MF_NO_ACTION;
6246 /* automatically move to the next field with double speed */
6247 player->programmed_action = move_direction;
6248 DOUBLE_PLAYER_SPEED(player);
6250 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6253 case EL_SP_PORT1_LEFT:
6254 case EL_SP_PORT2_LEFT:
6255 case EL_SP_PORT1_RIGHT:
6256 case EL_SP_PORT2_RIGHT:
6257 case EL_SP_PORT1_UP:
6258 case EL_SP_PORT2_UP:
6259 case EL_SP_PORT1_DOWN:
6260 case EL_SP_PORT2_DOWN:
6265 element != EL_SP_PORT1_LEFT &&
6266 element != EL_SP_PORT2_LEFT &&
6267 element != EL_SP_PORT_X &&
6268 element != EL_SP_PORT_XY) ||
6270 element != EL_SP_PORT1_RIGHT &&
6271 element != EL_SP_PORT2_RIGHT &&
6272 element != EL_SP_PORT_X &&
6273 element != EL_SP_PORT_XY) ||
6275 element != EL_SP_PORT1_UP &&
6276 element != EL_SP_PORT2_UP &&
6277 element != EL_SP_PORT_Y &&
6278 element != EL_SP_PORT_XY) ||
6280 element != EL_SP_PORT1_DOWN &&
6281 element != EL_SP_PORT2_DOWN &&
6282 element != EL_SP_PORT_Y &&
6283 element != EL_SP_PORT_XY) ||
6284 !IN_LEV_FIELD(x + dx, y + dy) ||
6285 !IS_FREE(x + dx, y + dy))
6286 return MF_NO_ACTION;
6288 /* automatically move to the next field with double speed */
6289 player->programmed_action = move_direction;
6290 DOUBLE_PLAYER_SPEED(player);
6292 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6296 case EL_TUBE_VERTICAL:
6297 case EL_TUBE_HORIZONTAL:
6298 case EL_TUBE_VERTICAL_LEFT:
6299 case EL_TUBE_VERTICAL_RIGHT:
6300 case EL_TUBE_HORIZONTAL_UP:
6301 case EL_TUBE_HORIZONTAL_DOWN:
6302 case EL_TUBE_LEFT_UP:
6303 case EL_TUBE_LEFT_DOWN:
6304 case EL_TUBE_RIGHT_UP:
6305 case EL_TUBE_RIGHT_DOWN:
6308 int tube_enter_directions[][2] =
6310 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6311 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6312 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6313 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6314 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6315 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6316 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6317 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6318 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6319 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6320 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6321 { -1, MV_NO_MOVING }
6324 while (tube_enter_directions[i][0] != element)
6327 if (tube_enter_directions[i][0] == -1) /* should not happen */
6331 if (!(tube_enter_directions[i][1] & move_direction))
6332 return MF_NO_ACTION; /* tube has no opening in this direction */
6334 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6338 case EL_EXIT_CLOSED:
6339 case EL_SP_EXIT_CLOSED:
6340 case EL_EXIT_OPENING:
6341 return MF_NO_ACTION;
6345 case EL_SP_EXIT_OPEN:
6346 if (mode == DF_SNAP)
6347 return MF_NO_ACTION;
6349 if (element == EL_EXIT_OPEN)
6350 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6352 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6357 Feld[x][y] = EL_LAMP_ACTIVE;
6358 local_player->lights_still_needed--;
6359 DrawLevelField(x, y);
6360 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6364 case EL_TIME_ORB_FULL:
6365 Feld[x][y] = EL_TIME_ORB_EMPTY;
6367 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6368 DrawLevelField(x, y);
6369 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6373 case EL_SOKOBAN_FIELD_EMPTY:
6376 case EL_SOKOBAN_OBJECT:
6377 case EL_SOKOBAN_FIELD_FULL:
6379 case EL_SP_DISK_YELLOW:
6381 if (mode == DF_SNAP)
6382 return MF_NO_ACTION;
6384 player->Pushing = TRUE;
6386 if (!IN_LEV_FIELD(x+dx, y+dy)
6387 || (!IS_FREE(x+dx, y+dy)
6388 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6389 || !IS_SB_ELEMENT(element))))
6390 return MF_NO_ACTION;
6394 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6395 return MF_NO_ACTION;
6397 else if (dy && real_dx)
6399 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6400 return MF_NO_ACTION;
6403 if (player->push_delay == 0)
6404 player->push_delay = FrameCounter;
6406 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6407 !tape.playing && element != EL_BALLOON)
6408 return MF_NO_ACTION;
6410 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6411 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6412 element != EL_BALLOON)
6413 return MF_NO_ACTION;
6416 if (IS_SB_ELEMENT(element))
6418 if (element == EL_SOKOBAN_FIELD_FULL)
6420 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6421 local_player->sokobanfields_still_needed++;
6426 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6428 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6429 local_player->sokobanfields_still_needed--;
6430 if (element == EL_SOKOBAN_OBJECT)
6431 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6433 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6437 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6438 if (element == EL_SOKOBAN_FIELD_FULL)
6439 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6441 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6447 Feld[x+dx][y+dy] = element;
6448 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6451 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6453 DrawLevelField(x, y);
6454 DrawLevelField(x+dx, y+dy);
6456 if (IS_SB_ELEMENT(element) &&
6457 local_player->sokobanfields_still_needed == 0 &&
6458 game.emulation == EMU_SOKOBAN)
6460 player->LevelSolved = player->GameOver = TRUE;
6461 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6472 return MF_NO_ACTION;
6475 player->push_delay = 0;
6480 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6482 int jx = player->jx, jy = player->jy;
6483 int x = jx + dx, y = jy + dy;
6485 if (!player->active || !IN_LEV_FIELD(x, y))
6493 if (player->MovPos == 0)
6494 player->Pushing = FALSE;
6496 player->snapped = FALSE;
6500 if (player->snapped)
6503 player->MovDir = (dx < 0 ? MV_LEFT :
6506 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6508 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6511 player->snapped = TRUE;
6512 DrawLevelField(x, y);
6518 boolean PlaceBomb(struct PlayerInfo *player)
6520 int jx = player->jx, jy = player->jy;
6523 if (!player->active || player->MovPos)
6526 element = Feld[jx][jy];
6528 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6529 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6532 if (element != EL_EMPTY)
6533 Store[jx][jy] = element;
6535 if (player->dynamite)
6537 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6538 MovDelay[jx][jy] = 96;
6540 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6541 FS_SMALL, FC_YELLOW);
6542 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6544 if (game.emulation == EMU_SUPAPLEX)
6545 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6547 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6550 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6555 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6556 MovDelay[jx][jy] = 96;
6557 player->dynabombs_left--;
6558 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6559 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6561 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6567 void PlaySoundLevel(int x, int y, int nr)
6569 static int loop_sound_frame[NUM_SOUND_FILES];
6570 static int loop_sound_volume[NUM_SOUND_FILES];
6571 int sx = SCREENX(x), sy = SCREENY(y);
6572 int volume, stereo_position;
6573 int max_distance = 8;
6574 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6576 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6577 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6580 if (!IN_LEV_FIELD(x, y) ||
6581 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6582 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6585 volume = SOUND_MAX_VOLUME;
6587 if (!IN_SCR_FIELD(sx, sy))
6589 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6590 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6592 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6595 stereo_position = (SOUND_MAX_LEFT +
6596 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6597 (SCR_FIELDX + 2 * max_distance));
6599 if (IS_LOOP_SOUND(nr))
6601 /* This assures that quieter loop sounds do not overwrite louder ones,
6602 while restarting sound volume comparison with each new game frame. */
6604 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6607 loop_sound_volume[nr] = volume;
6608 loop_sound_frame[nr] = FrameCounter;
6611 PlaySoundExt(nr, volume, stereo_position, type);
6614 void PlaySoundLevelAction(int x, int y, int sound_action)
6616 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6619 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6621 int sound_effect = element_action_sound[element][sound_action];
6623 if (sound_effect != -1)
6624 PlaySoundLevel(x, y, sound_effect);
6627 void RaiseScore(int value)
6629 local_player->score += value;
6630 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6631 FS_SMALL, FC_YELLOW);
6634 void RaiseScoreElement(int element)
6640 case EL_EMERALD_YELLOW:
6641 case EL_EMERALD_RED:
6642 case EL_EMERALD_PURPLE:
6643 RaiseScore(level.score[SC_EDELSTEIN]);
6646 RaiseScore(level.score[SC_DIAMANT]);
6649 case EL_BD_BUTTERFLY:
6650 RaiseScore(level.score[SC_KAEFER]);
6654 RaiseScore(level.score[SC_FLIEGER]);
6657 case EL_DARK_YAMYAM:
6658 RaiseScore(level.score[SC_MAMPFER]);
6661 RaiseScore(level.score[SC_ROBOT]);
6664 RaiseScore(level.score[SC_PACMAN]);
6667 RaiseScore(level.score[SC_KOKOSNUSS]);
6670 RaiseScore(level.score[SC_DYNAMIT]);
6676 RaiseScore(level.score[SC_SCHLUESSEL]);
6683 void RequestQuitGame(boolean ask_if_really_quit)
6685 if (AllPlayersGone ||
6686 !ask_if_really_quit ||
6687 level_editor_test_game ||
6688 Request("Do you really want to quit the game ?",
6689 REQ_ASK | REQ_STAY_CLOSED))
6691 #if defined(PLATFORM_UNIX)
6692 if (options.network)
6693 SendToServer_StopPlaying();
6697 game_status = MAINMENU;
6703 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6708 /* ---------- new game button stuff ---------------------------------------- */
6710 /* graphic position values for game buttons */
6711 #define GAME_BUTTON_XSIZE 30
6712 #define GAME_BUTTON_YSIZE 30
6713 #define GAME_BUTTON_XPOS 5
6714 #define GAME_BUTTON_YPOS 215
6715 #define SOUND_BUTTON_XPOS 5
6716 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6718 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6719 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6720 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6721 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6722 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6723 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6730 } gamebutton_info[NUM_GAME_BUTTONS] =
6733 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6738 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6743 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6748 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6749 SOUND_CTRL_ID_MUSIC,
6750 "background music on/off"
6753 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6754 SOUND_CTRL_ID_LOOPS,
6755 "sound loops on/off"
6758 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6759 SOUND_CTRL_ID_SIMPLE,
6760 "normal sounds on/off"
6764 void CreateGameButtons()
6768 for (i=0; i<NUM_GAME_BUTTONS; i++)
6770 Bitmap *gd_bitmap = pix[PIX_DOOR];
6771 struct GadgetInfo *gi;
6774 unsigned long event_mask;
6775 int gd_xoffset, gd_yoffset;
6776 int gd_x1, gd_x2, gd_y1, gd_y2;
6779 gd_xoffset = gamebutton_info[i].x;
6780 gd_yoffset = gamebutton_info[i].y;
6781 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6782 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6784 if (id == GAME_CTRL_ID_STOP ||
6785 id == GAME_CTRL_ID_PAUSE ||
6786 id == GAME_CTRL_ID_PLAY)
6788 button_type = GD_TYPE_NORMAL_BUTTON;
6790 event_mask = GD_EVENT_RELEASED;
6791 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6792 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6796 button_type = GD_TYPE_CHECK_BUTTON;
6798 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6799 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6800 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6801 event_mask = GD_EVENT_PRESSED;
6802 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6803 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6806 gi = CreateGadget(GDI_CUSTOM_ID, id,
6807 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6808 GDI_X, DX + gd_xoffset,
6809 GDI_Y, DY + gd_yoffset,
6810 GDI_WIDTH, GAME_BUTTON_XSIZE,
6811 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6812 GDI_TYPE, button_type,
6813 GDI_STATE, GD_BUTTON_UNPRESSED,
6814 GDI_CHECKED, checked,
6815 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6816 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6817 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6818 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6819 GDI_EVENT_MASK, event_mask,
6820 GDI_CALLBACK_ACTION, HandleGameButtons,
6824 Error(ERR_EXIT, "cannot create gadget");
6826 game_gadget[id] = gi;
6830 static void MapGameButtons()
6834 for (i=0; i<NUM_GAME_BUTTONS; i++)
6835 MapGadget(game_gadget[i]);
6838 void UnmapGameButtons()
6842 for (i=0; i<NUM_GAME_BUTTONS; i++)
6843 UnmapGadget(game_gadget[i]);
6846 static void HandleGameButtons(struct GadgetInfo *gi)
6848 int id = gi->custom_id;
6850 if (game_status != PLAYING)
6855 case GAME_CTRL_ID_STOP:
6856 RequestQuitGame(TRUE);
6859 case GAME_CTRL_ID_PAUSE:
6860 if (options.network)
6862 #if defined(PLATFORM_UNIX)
6864 SendToServer_ContinuePlaying();
6866 SendToServer_PausePlaying();
6870 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6873 case GAME_CTRL_ID_PLAY:
6876 #if defined(PLATFORM_UNIX)
6877 if (options.network)
6878 SendToServer_ContinuePlaying();
6882 tape.pausing = FALSE;
6883 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6888 case SOUND_CTRL_ID_MUSIC:
6889 if (setup.sound_music)
6891 setup.sound_music = FALSE;
6894 else if (audio.music_available)
6896 setup.sound = setup.sound_music = TRUE;
6897 PlayMusic(level_nr);
6901 case SOUND_CTRL_ID_LOOPS:
6902 if (setup.sound_loops)
6903 setup.sound_loops = FALSE;
6904 else if (audio.loops_available)
6905 setup.sound = setup.sound_loops = TRUE;
6908 case SOUND_CTRL_ID_SIMPLE:
6909 if (setup.sound_simple)
6910 setup.sound_simple = FALSE;
6911 else if (audio.sound_available)
6912 setup.sound = setup.sound_simple = TRUE;