1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_ACTIVE 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".active", SND_ACTION_ACTIVE, TRUE },
140 { ".growing", SND_ACTION_UNKNOWN, TRUE },
141 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 /* other (non-loop) sound actions are optional */
144 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
145 { ".digging", SND_ACTION_DIGGING, FALSE },
146 { ".collecting", SND_ACTION_COLLECTING, FALSE },
147 { ".passing", SND_ACTION_PASSING, FALSE },
148 { ".impact", SND_ACTION_IMPACT, FALSE },
149 { ".pushing", SND_ACTION_PUSHING, FALSE },
150 { ".activating", SND_ACTION_ACTIVATING, FALSE },
153 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
154 static boolean is_loop_sound[NUM_SOUND_FILES];
156 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
161 static unsigned int getStateCheckSum(int counter)
164 unsigned int mult = 1;
165 unsigned int checksum = 0;
167 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
169 static boolean first_game = TRUE;
171 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
177 lastFeld[x][y] = Feld[x][y];
178 else if (lastFeld[x][y] != Feld[x][y])
179 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
180 x, y, lastFeld[x][y], Feld[x][y]);
184 checksum += mult++ * Ur[x][y];
185 checksum += mult++ * Feld[x][y];
188 checksum += mult++ * MovPos[x][y];
189 checksum += mult++ * MovDir[x][y];
190 checksum += mult++ * MovDelay[x][y];
191 checksum += mult++ * Store[x][y];
192 checksum += mult++ * Store2[x][y];
193 checksum += mult++ * StorePlayer[x][y];
194 checksum += mult++ * Frame[x][y];
195 checksum += mult++ * AmoebaNr[x][y];
196 checksum += mult++ * JustStopped[x][y];
197 checksum += mult++ * Stop[x][y];
201 if (counter == 3 && first_game)
212 void GetPlayerConfig()
214 if (!audio.sound_available)
217 if (!audio.loops_available)
218 setup.sound_loops = FALSE;
220 if (!audio.music_available)
221 setup.sound_music = FALSE;
223 if (!video.fullscreen_available)
224 setup.fullscreen = FALSE;
226 setup.sound_simple = setup.sound;
228 SetAudioMode(setup.sound);
232 static int getBeltNrFromBeltElement(int element)
234 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
235 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
236 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
239 static int getBeltNrFromBeltActiveElement(int element)
241 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
242 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
243 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
246 static int getBeltNrFromBeltSwitchElement(int element)
248 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
249 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
250 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
253 static int getBeltDirNrFromBeltSwitchElement(int element)
255 static int belt_base_element[4] =
257 EL_CONVEYOR_BELT1_SWITCH_LEFT,
258 EL_CONVEYOR_BELT2_SWITCH_LEFT,
259 EL_CONVEYOR_BELT3_SWITCH_LEFT,
260 EL_CONVEYOR_BELT4_SWITCH_LEFT
263 int belt_nr = getBeltNrFromBeltSwitchElement(element);
264 int belt_dir_nr = element - belt_base_element[belt_nr];
266 return (belt_dir_nr % 3);
269 static int getBeltDirFromBeltSwitchElement(int element)
271 static int belt_move_dir[3] =
278 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
280 return belt_move_dir[belt_dir_nr];
283 static void InitField(int x, int y, boolean init_game)
290 if (stored_player[0].present)
292 Feld[x][y] = EL_SP_MURPHY_CLONE;
296 Feld[x][y] = EL_PLAYER1;
305 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
306 int jx = player->jx, jy = player->jy;
308 player->present = TRUE;
310 if (!options.network || player->connected)
312 player->active = TRUE;
314 /* remove potentially duplicate players */
315 if (StorePlayer[jx][jy] == Feld[x][y])
316 StorePlayer[jx][jy] = 0;
318 StorePlayer[x][y] = Feld[x][y];
322 printf("Player %d activated.\n", player->element_nr);
323 printf("[Local player is %d and currently %s.]\n",
324 local_player->element_nr,
325 local_player->active ? "active" : "not active");
329 Feld[x][y] = EL_EMPTY;
330 player->jx = player->last_jx = x;
331 player->jy = player->last_jy = y;
336 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
337 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
338 else if (x > 0 && Feld[x-1][y] == EL_ACID)
339 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
340 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
341 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
342 else if (y > 0 && Feld[x][y-1] == EL_ACID)
343 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
344 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
345 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
353 case EL_SPACESHIP_RIGHT:
354 case EL_SPACESHIP_UP:
355 case EL_SPACESHIP_LEFT:
356 case EL_SPACESHIP_DOWN:
358 case EL_BD_BUTTERFLY_RIGHT:
359 case EL_BD_BUTTERFLY_UP:
360 case EL_BD_BUTTERFLY_LEFT:
361 case EL_BD_BUTTERFLY_DOWN:
362 case EL_BD_BUTTERFLY:
363 case EL_BD_FIREFLY_RIGHT:
364 case EL_BD_FIREFLY_UP:
365 case EL_BD_FIREFLY_LEFT:
366 case EL_BD_FIREFLY_DOWN:
368 case EL_PACMAN_RIGHT:
392 if (y == lev_fieldy - 1)
394 Feld[x][y] = EL_AMOEBA_CREATING;
395 Store[x][y] = EL_AMOEBA_WET;
399 case EL_DYNAMITE_ACTIVE:
404 local_player->lights_still_needed++;
407 case EL_SOKOBAN_FIELD_EMPTY:
408 local_player->sokobanfields_still_needed++;
412 local_player->friends_still_needed++;
417 MovDir[x][y] = 1 << RND(4);
421 Feld[x][y] = EL_EMPTY;
424 case EL_EM_KEY1_FILE:
425 Feld[x][y] = EL_EM_KEY1;
427 case EL_EM_KEY2_FILE:
428 Feld[x][y] = EL_EM_KEY2;
430 case EL_EM_KEY3_FILE:
431 Feld[x][y] = EL_EM_KEY3;
433 case EL_EM_KEY4_FILE:
434 Feld[x][y] = EL_EM_KEY4;
437 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
438 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
439 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
440 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
441 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
442 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
443 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
444 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
445 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
446 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
447 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
448 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
451 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
452 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
453 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
455 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
457 game.belt_dir[belt_nr] = belt_dir;
458 game.belt_dir_nr[belt_nr] = belt_dir_nr;
460 else /* more than one switch -- set it like the first switch */
462 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
467 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
469 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
472 case EL_LIGHT_SWITCH_ACTIVE:
474 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
482 void DrawGameDoorValues()
486 for (i=0; i<MAX_PLAYERS; i++)
488 if (stored_player[i].key[j])
489 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
490 GFX_SCHLUESSEL1 + j);
492 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
493 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
494 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
495 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
496 DrawText(DX + XX_SCORE, DY + YY_SCORE,
497 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
498 DrawText(DX + XX_TIME, DY + YY_TIME,
499 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
504 =============================================================================
506 -----------------------------------------------------------------------------
507 initialize sound effect lookup table for element actions
508 =============================================================================
513 int sound_effect_properties[NUM_SOUND_FILES];
517 debug_print_timestamp(0, NULL);
520 for (i=0; i<MAX_NUM_ELEMENTS; i++)
521 for (j=0; j<NUM_SND_ACTIONS; j++)
522 element_action_sound[i][j] = -1;
524 for (i=0; i<NUM_SOUND_FILES; i++)
526 int len_effect_text = strlen(sound_files[i].token);
528 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
529 is_loop_sound[i] = FALSE;
531 /* determine all loop sounds and identify certain sound classes */
533 for (j=0; sound_action_properties[j].text; j++)
535 int len_action_text = strlen(sound_action_properties[j].text);
537 if (len_action_text < len_effect_text &&
538 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
539 sound_action_properties[j].text) == 0)
541 sound_effect_properties[i] = sound_action_properties[j].value;
543 if (sound_action_properties[j].is_loop)
544 is_loop_sound[i] = TRUE;
548 /* associate elements and some selected sound actions */
550 for (j=0; j<MAX_NUM_ELEMENTS; j++)
552 if (element_info[j].sound_class_name)
554 int len_class_text = strlen(element_info[j].sound_class_name);
556 if (len_class_text + 1 < len_effect_text &&
557 strncmp(sound_files[i].token,
558 element_info[j].sound_class_name, len_class_text) == 0 &&
559 sound_files[i].token[len_class_text] == '.')
561 int sound_action_value = sound_effect_properties[i];
563 element_action_sound[j][sound_action_value] = i;
570 debug_print_timestamp(0, "InitGameEngine");
576 int element = EL_SAND;
577 int sound_action = SND_ACTION_DIGGING;
580 while (sound_action_properties[j].text)
582 if (sound_action_properties[j].value == sound_action)
583 printf("element %d, sound action '%s' == %d\n",
584 element, sound_action_properties[j].text,
585 element_action_sound[element][sound_action]);
594 =============================================================================
596 -----------------------------------------------------------------------------
597 initialize game engine due to level / tape version number
598 =============================================================================
601 static void InitGameEngine()
605 game.engine_version = (tape.playing ? tape.engine_version :
609 printf("level %d: level version == %06d\n", level_nr, level.game_version);
610 printf(" tape version == %06d [%s] [file: %06d]\n",
611 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
613 printf(" => game.engine_version == %06d\n", game.engine_version);
616 /* dynamically adjust player properties according to game engine version */
617 game.initial_move_delay =
618 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
619 INITIAL_MOVE_DELAY_OFF);
621 /* dynamically adjust player properties according to level information */
622 game.initial_move_delay_value =
623 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
625 /* dynamically adjust element properties according to game engine version */
627 static int ep_em_slippery_wall[] =
636 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
638 for (i=0; i<ep_em_slippery_wall_num; i++)
640 if (level.em_slippery_gems) /* special EM style gems behaviour */
641 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
642 EP_BIT_EM_SLIPPERY_WALL;
644 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
645 ~EP_BIT_EM_SLIPPERY_WALL;
648 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
649 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
650 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
652 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
658 =============================================================================
660 -----------------------------------------------------------------------------
661 initialize and start new game
662 =============================================================================
667 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
668 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
669 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
676 #if USE_NEW_AMOEBA_CODE
677 printf("Using new amoeba code.\n");
679 printf("Using old amoeba code.\n");
684 /* don't play tapes over network */
685 network_playing = (options.network && !tape.playing);
687 for (i=0; i<MAX_PLAYERS; i++)
689 struct PlayerInfo *player = &stored_player[i];
691 player->index_nr = i;
692 player->element_nr = EL_PLAYER1 + i;
694 player->present = FALSE;
695 player->active = FALSE;
698 player->effective_action = 0;
699 player->programmed_action = 0;
702 player->gems_still_needed = level.gems_needed;
703 player->sokobanfields_still_needed = 0;
704 player->lights_still_needed = 0;
705 player->friends_still_needed = 0;
708 player->key[j] = FALSE;
710 player->dynamite = 0;
711 player->dynabomb_count = 0;
712 player->dynabomb_size = 1;
713 player->dynabombs_left = 0;
714 player->dynabomb_xl = FALSE;
716 player->MovDir = MV_NO_MOVING;
718 player->Pushing = FALSE;
719 player->Switching = FALSE;
723 player->actual_frame_counter = 0;
725 player->frame_reset_delay = 0;
727 player->last_move_dir = MV_NO_MOVING;
728 player->is_moving = FALSE;
730 player->move_delay = game.initial_move_delay;
731 player->move_delay_value = game.initial_move_delay_value;
733 player->push_delay = 0;
734 player->push_delay_value = 5;
736 player->snapped = FALSE;
738 player->last_jx = player->last_jy = 0;
739 player->jx = player->jy = 0;
741 player->shield_normal_time_left = 0;
742 player->shield_deadly_time_left = 0;
744 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
745 SnapField(player, 0, 0);
747 player->LevelSolved = FALSE;
748 player->GameOver = FALSE;
751 network_player_action_received = FALSE;
753 #if defined(PLATFORM_UNIX)
754 /* initial null action */
756 SendToServer_MovePlayer(MV_NO_MOVING);
764 TimeLeft = level.time;
766 ScreenMovDir = MV_NO_MOVING;
770 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
772 AllPlayersGone = FALSE;
774 game.yam_content_nr = 0;
775 game.magic_wall_active = FALSE;
776 game.magic_wall_time_left = 0;
777 game.light_time_left = 0;
778 game.timegate_time_left = 0;
779 game.switchgate_pos = 0;
780 game.balloon_dir = MV_NO_MOVING;
781 game.explosions_delayed = TRUE;
785 game.belt_dir[i] = MV_NO_MOVING;
786 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
789 for (i=0; i<MAX_NUM_AMOEBA; i++)
790 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
792 for (x=0; x<lev_fieldx; x++)
794 for (y=0; y<lev_fieldy; y++)
796 Feld[x][y] = Ur[x][y];
797 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
798 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
800 GfxAction[x][y] = GFX_ACTION_DEFAULT;
802 JustStopped[x][y] = 0;
804 ExplodeField[x][y] = EX_NO_EXPLOSION;
808 for(y=0; y<lev_fieldy; y++)
810 for(x=0; x<lev_fieldx; x++)
812 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
814 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
816 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
819 InitField(x, y, TRUE);
823 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
824 emulate_sb ? EMU_SOKOBAN :
825 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
827 /* correct non-moving belts to start moving left */
829 if (game.belt_dir[i] == MV_NO_MOVING)
830 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
832 /* check if any connected player was not found in playfield */
833 for (i=0; i<MAX_PLAYERS; i++)
835 struct PlayerInfo *player = &stored_player[i];
837 if (player->connected && !player->present)
839 for (j=0; j<MAX_PLAYERS; j++)
841 struct PlayerInfo *some_player = &stored_player[j];
842 int jx = some_player->jx, jy = some_player->jy;
844 /* assign first free player found that is present in the playfield */
845 if (some_player->present && !some_player->connected)
847 player->present = TRUE;
848 player->active = TRUE;
849 some_player->present = FALSE;
851 StorePlayer[jx][jy] = player->element_nr;
852 player->jx = player->last_jx = jx;
853 player->jy = player->last_jy = jy;
863 /* when playing a tape, eliminate all players who do not participate */
865 for (i=0; i<MAX_PLAYERS; i++)
867 if (stored_player[i].active && !tape.player_participates[i])
869 struct PlayerInfo *player = &stored_player[i];
870 int jx = player->jx, jy = player->jy;
872 player->active = FALSE;
873 StorePlayer[jx][jy] = 0;
874 Feld[jx][jy] = EL_EMPTY;
878 else if (!options.network && !setup.team_mode) /* && !tape.playing */
880 /* when in single player mode, eliminate all but the first active player */
882 for (i=0; i<MAX_PLAYERS; i++)
884 if (stored_player[i].active)
886 for (j=i+1; j<MAX_PLAYERS; j++)
888 if (stored_player[j].active)
890 struct PlayerInfo *player = &stored_player[j];
891 int jx = player->jx, jy = player->jy;
893 player->active = FALSE;
894 StorePlayer[jx][jy] = 0;
895 Feld[jx][jy] = EL_EMPTY;
902 /* when recording the game, store which players take part in the game */
905 for (i=0; i<MAX_PLAYERS; i++)
906 if (stored_player[i].active)
907 tape.player_participates[i] = TRUE;
912 for (i=0; i<MAX_PLAYERS; i++)
914 struct PlayerInfo *player = &stored_player[i];
916 printf("Player %d: present == %d, connected == %d, active == %d.\n",
921 if (local_player == player)
922 printf("Player %d is local player.\n", i+1);
926 if (BorderElement == EL_EMPTY)
929 SBX_Right = lev_fieldx - SCR_FIELDX;
931 SBY_Lower = lev_fieldy - SCR_FIELDY;
936 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
938 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
941 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
942 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
944 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
945 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
948 scroll_y = SBY_Upper;
949 if (local_player->jx >= SBX_Left + MIDPOSX)
950 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
951 local_player->jx - MIDPOSX :
953 if (local_player->jy >= SBY_Upper + MIDPOSY)
954 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
955 local_player->jy - MIDPOSY :
958 CloseDoor(DOOR_CLOSE_1);
964 /* after drawing the level, correct some elements */
965 if (game.timegate_time_left == 0)
966 CloseAllOpenTimegates();
968 if (setup.soft_scrolling)
969 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
971 redraw_mask |= REDRAW_FROM_BACKBUFFER;
973 /* copy default game door content to main double buffer */
974 BlitBitmap(new_graphic_info[IMG_MENU_DOOR].bitmap, drawto,
975 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
978 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
979 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
982 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
983 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
984 BlitBitmap(drawto, drawto,
985 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
986 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
987 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
990 DrawGameDoorValues();
994 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
995 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
996 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1000 /* copy actual game door content to door double buffer for OpenDoor() */
1001 BlitBitmap(drawto, bitmap_db_door,
1002 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1004 OpenDoor(DOOR_OPEN_ALL);
1006 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1007 if (setup.sound_music)
1008 PlayMusic(level_nr);
1010 KeyboardAutoRepeatOff();
1015 printf("Player %d %sactive.\n",
1016 i + 1, (stored_player[i].active ? "" : "not "));
1020 void InitMovDir(int x, int y)
1022 int i, element = Feld[x][y];
1023 static int xy[4][2] =
1030 static int direction[3][4] =
1032 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1033 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1034 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1043 Feld[x][y] = EL_BUG;
1044 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1047 case EL_SPACESHIP_RIGHT:
1048 case EL_SPACESHIP_UP:
1049 case EL_SPACESHIP_LEFT:
1050 case EL_SPACESHIP_DOWN:
1051 Feld[x][y] = EL_SPACESHIP;
1052 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1055 case EL_BD_BUTTERFLY_RIGHT:
1056 case EL_BD_BUTTERFLY_UP:
1057 case EL_BD_BUTTERFLY_LEFT:
1058 case EL_BD_BUTTERFLY_DOWN:
1059 Feld[x][y] = EL_BD_BUTTERFLY;
1060 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1063 case EL_BD_FIREFLY_RIGHT:
1064 case EL_BD_FIREFLY_UP:
1065 case EL_BD_FIREFLY_LEFT:
1066 case EL_BD_FIREFLY_DOWN:
1067 Feld[x][y] = EL_BD_FIREFLY;
1068 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1071 case EL_PACMAN_RIGHT:
1073 case EL_PACMAN_LEFT:
1074 case EL_PACMAN_DOWN:
1075 Feld[x][y] = EL_PACMAN;
1076 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1079 case EL_SP_SNIKSNAK:
1080 MovDir[x][y] = MV_UP;
1083 case EL_SP_ELECTRON:
1084 MovDir[x][y] = MV_LEFT;
1091 Feld[x][y] = EL_MOLE;
1092 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1096 MovDir[x][y] = 1 << RND(4);
1097 if (element != EL_BUG &&
1098 element != EL_SPACESHIP &&
1099 element != EL_BD_BUTTERFLY &&
1100 element != EL_BD_FIREFLY)
1105 int x1 = x + xy[i][0];
1106 int y1 = y + xy[i][1];
1108 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1110 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1112 MovDir[x][y] = direction[0][i];
1115 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1116 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1118 MovDir[x][y] = direction[1][i];
1127 void InitAmoebaNr(int x, int y)
1130 int group_nr = AmoebeNachbarNr(x, y);
1134 for (i=1; i<MAX_NUM_AMOEBA; i++)
1136 if (AmoebaCnt[i] == 0)
1144 AmoebaNr[x][y] = group_nr;
1145 AmoebaCnt[group_nr]++;
1146 AmoebaCnt2[group_nr]++;
1152 boolean raise_level = FALSE;
1154 if (local_player->MovPos)
1157 local_player->LevelSolved = FALSE;
1159 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1163 if (!tape.playing && setup.sound_loops)
1164 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1165 SND_CTRL_PLAY_LOOP);
1167 while (TimeLeft > 0)
1169 if (!tape.playing && !setup.sound_loops)
1170 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1171 if (TimeLeft > 0 && !(TimeLeft % 10))
1172 RaiseScore(level.score[SC_ZEITBONUS]);
1173 if (TimeLeft > 100 && !(TimeLeft % 10))
1177 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1184 if (!tape.playing && setup.sound_loops)
1185 StopSound(SND_GAME_LEVELTIME_BONUS);
1187 else if (level.time == 0) /* level without time limit */
1189 if (!tape.playing && setup.sound_loops)
1190 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1191 SND_CTRL_PLAY_LOOP);
1193 while (TimePlayed < 999)
1195 if (!tape.playing && !setup.sound_loops)
1196 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1197 if (TimePlayed < 999 && !(TimePlayed % 10))
1198 RaiseScore(level.score[SC_ZEITBONUS]);
1199 if (TimePlayed < 900 && !(TimePlayed % 10))
1203 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1210 if (!tape.playing && setup.sound_loops)
1211 StopSound(SND_GAME_LEVELTIME_BONUS);
1218 /* Hero disappears */
1219 DrawLevelField(ExitX, ExitY);
1225 CloseDoor(DOOR_CLOSE_1);
1230 SaveTape(tape.level_nr); /* Ask to save tape */
1233 if (level_nr == leveldir_current->handicap_level)
1235 leveldir_current->handicap_level++;
1236 SaveLevelSetup_SeriesInfo();
1239 if (level_editor_test_game)
1240 local_player->score = -1; /* no highscore when playing from editor */
1241 else if (level_nr < leveldir_current->last_level)
1242 raise_level = TRUE; /* advance to next level */
1244 if ((hi_pos = NewHiScore()) >= 0)
1246 game_status = HALLOFFAME;
1247 DrawHallOfFame(hi_pos);
1256 game_status = MAINMENU;
1273 LoadScore(level_nr);
1275 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1276 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1279 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1281 if (local_player->score > highscore[k].Score)
1283 /* player has made it to the hall of fame */
1285 if (k < MAX_SCORE_ENTRIES - 1)
1287 int m = MAX_SCORE_ENTRIES - 1;
1290 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1291 if (!strcmp(setup.player_name, highscore[l].Name))
1293 if (m == k) /* player's new highscore overwrites his old one */
1299 strcpy(highscore[l].Name, highscore[l - 1].Name);
1300 highscore[l].Score = highscore[l - 1].Score;
1307 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1308 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1309 highscore[k].Score = local_player->score;
1315 else if (!strncmp(setup.player_name, highscore[k].Name,
1316 MAX_PLAYER_NAME_LEN))
1317 break; /* player already there with a higher score */
1323 SaveScore(level_nr);
1328 void InitMovingField(int x, int y, int direction)
1330 int element = Feld[x][y];
1331 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1332 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1334 MovDir[x][y] = direction;
1335 MovDir[newx][newy] = direction;
1337 if (Feld[newx][newy] == EL_EMPTY)
1338 Feld[newx][newy] = EL_BLOCKED;
1340 if (direction == MV_DOWN && CAN_FALL(element))
1341 GfxAction[x][y] = GFX_ACTION_FALLING;
1343 GfxAction[x][y] = GFX_ACTION_MOVING;
1346 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1348 int direction = MovDir[x][y];
1349 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1350 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1356 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1358 int oldx = x, oldy = y;
1359 int direction = MovDir[x][y];
1361 if (direction == MV_LEFT)
1363 else if (direction == MV_RIGHT)
1365 else if (direction == MV_UP)
1367 else if (direction == MV_DOWN)
1370 *comes_from_x = oldx;
1371 *comes_from_y = oldy;
1374 int MovingOrBlocked2Element(int x, int y)
1376 int element = Feld[x][y];
1378 if (element == EL_BLOCKED)
1382 Blocked2Moving(x, y, &oldx, &oldy);
1383 return Feld[oldx][oldy];
1389 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1391 /* like MovingOrBlocked2Element(), but if element is moving
1392 and (x,y) is the field the moving element is just leaving,
1393 return EL_BLOCKED instead of the element value */
1394 int element = Feld[x][y];
1396 if (IS_MOVING(x, y))
1398 if (element == EL_BLOCKED)
1402 Blocked2Moving(x, y, &oldx, &oldy);
1403 return Feld[oldx][oldy];
1412 static void RemoveField(int x, int y)
1414 Feld[x][y] = EL_EMPTY;
1420 void RemoveMovingField(int x, int y)
1422 int oldx = x, oldy = y, newx = x, newy = y;
1424 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1427 if (IS_MOVING(x, y))
1429 Moving2Blocked(x, y, &newx, &newy);
1430 if (Feld[newx][newy] != EL_BLOCKED)
1433 else if (Feld[x][y] == EL_BLOCKED)
1435 Blocked2Moving(x, y, &oldx, &oldy);
1436 if (!IS_MOVING(oldx, oldy))
1440 if (Feld[x][y] == EL_BLOCKED &&
1441 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1442 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1443 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1444 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1445 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1447 Feld[oldx][oldy] = EL_EMPTY;
1449 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1451 Feld[newx][newy] = EL_EMPTY;
1452 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1453 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1454 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1456 DrawLevelField(oldx, oldy);
1457 DrawLevelField(newx, newy);
1460 void DrawDynamite(int x, int y)
1462 int sx = SCREENX(x), sy = SCREENY(y);
1463 int graphic = el2img(Feld[x][y]);
1466 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1470 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1472 frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1475 printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
1478 if (game.emulation == EMU_SUPAPLEX)
1479 DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1480 else if (Store[x][y])
1481 DrawGraphicThruMask(sx, sy, graphic, frame);
1483 DrawGraphic(sx, sy, graphic, frame);
1486 void CheckDynamite(int x, int y)
1488 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1493 if (!(MovDelay[x][y] % 6))
1494 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1496 if (IS_ACTIVE_BOMB(Feld[x][y]))
1498 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1500 if (!(MovDelay[x][y] % delay))
1508 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1509 StopSound(SND_DYNAMITE_ACTIVE);
1511 StopSound(SND_DYNABOMB_ACTIVE);
1516 void Explode(int ex, int ey, int phase, int mode)
1520 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1521 int last_phase = num_phase * delay;
1522 int half_phase = (num_phase / 2) * delay;
1523 int first_phase_after_start = EX_PHASE_START + 1;
1525 if (game.explosions_delayed)
1527 ExplodeField[ex][ey] = mode;
1531 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1533 int center_element = Feld[ex][ey];
1535 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1537 /* put moving element to center field (and let it explode there) */
1538 center_element = MovingOrBlocked2Element(ex, ey);
1539 RemoveMovingField(ex, ey);
1540 Feld[ex][ey] = center_element;
1543 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1547 if (!IN_LEV_FIELD(x, y) ||
1548 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1549 (x != ex || y != ey)))
1552 element = Feld[x][y];
1554 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1556 element = MovingOrBlocked2Element(x, y);
1557 RemoveMovingField(x, y);
1560 if (IS_MASSIVE(element) || element == EL_FLAMES)
1563 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1565 if (IS_ACTIVE_BOMB(element))
1567 /* re-activate things under the bomb like gate or penguin */
1568 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1575 if (element == EL_EXPLOSION)
1576 element = Store2[x][y];
1578 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1580 switch(StorePlayer[ex][ey])
1583 Store[x][y] = EL_EMERALD_RED;
1586 Store[x][y] = EL_EMERALD;
1589 Store[x][y] = EL_EMERALD_PURPLE;
1593 Store[x][y] = EL_EMERALD_YELLOW;
1597 if (game.emulation == EMU_SUPAPLEX)
1598 Store[x][y] = EL_EMPTY;
1600 else if (center_element == EL_MOLE)
1601 Store[x][y] = EL_EMERALD_RED;
1602 else if (center_element == EL_PENGUIN)
1603 Store[x][y] = EL_EMERALD_PURPLE;
1604 else if (center_element == EL_BUG)
1605 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1606 else if (center_element == EL_BD_BUTTERFLY)
1607 Store[x][y] = EL_BD_DIAMOND;
1608 else if (center_element == EL_SP_ELECTRON)
1609 Store[x][y] = EL_SP_INFOTRON;
1610 else if (center_element == EL_YAMYAM)
1611 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1612 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1613 Store[x][y] = level.amoeba_content;
1614 else if (element == EL_WALL_EMERALD)
1615 Store[x][y] = EL_EMERALD;
1616 else if (element == EL_WALL_DIAMOND)
1617 Store[x][y] = EL_DIAMOND;
1618 else if (element == EL_WALL_BD_DIAMOND)
1619 Store[x][y] = EL_BD_DIAMOND;
1620 else if (element == EL_WALL_EMERALD_YELLOW)
1621 Store[x][y] = EL_EMERALD_YELLOW;
1622 else if (element == EL_WALL_EMERALD_RED)
1623 Store[x][y] = EL_EMERALD_RED;
1624 else if (element == EL_WALL_EMERALD_PURPLE)
1625 Store[x][y] = EL_EMERALD_PURPLE;
1626 else if (element == EL_WALL_PEARL)
1627 Store[x][y] = EL_PEARL;
1628 else if (element == EL_WALL_CRYSTAL)
1629 Store[x][y] = EL_CRYSTAL;
1630 else if (!IS_PFORTE(Store[x][y]))
1631 Store[x][y] = EL_EMPTY;
1633 if (x != ex || y != ey ||
1634 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1635 Store2[x][y] = element;
1637 if (AmoebaNr[x][y] &&
1638 (element == EL_AMOEBA_FULL ||
1639 element == EL_BD_AMOEBA ||
1640 element == EL_AMOEBA_CREATING))
1642 AmoebaCnt[AmoebaNr[x][y]]--;
1643 AmoebaCnt2[AmoebaNr[x][y]]--;
1646 Feld[x][y] = EL_EXPLOSION;
1647 MovDir[x][y] = MovPos[x][y] = 0;
1653 if (center_element == EL_YAMYAM)
1654 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1665 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1667 if (phase == first_phase_after_start)
1669 int element = Store2[x][y];
1671 if (element == EL_BLACK_ORB)
1673 Feld[x][y] = Store2[x][y];
1678 else if (phase == half_phase)
1680 int element = Store2[x][y];
1682 if (IS_PLAYER(x, y))
1683 KillHeroUnlessProtected(x, y);
1684 else if (IS_EXPLOSIVE(element))
1686 Feld[x][y] = Store2[x][y];
1690 else if (element == EL_AMOEBA_TO_DIAMOND)
1691 AmoebeUmwandeln(x, y);
1694 if (phase == last_phase)
1698 element = Feld[x][y] = Store[x][y];
1699 Store[x][y] = Store2[x][y] = 0;
1700 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1701 InitField(x, y, FALSE);
1702 if (CAN_MOVE(element) || COULD_MOVE(element))
1704 DrawLevelField(x, y);
1706 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1707 StorePlayer[x][y] = 0;
1709 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1711 int stored = Store[x][y];
1712 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1713 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1715 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1718 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1720 if (IS_PFORTE(Store[x][y]))
1722 DrawLevelElement(x, y, Store[x][y]);
1723 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1726 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1730 void DynaExplode(int ex, int ey)
1733 int dynabomb_size = 1;
1734 boolean dynabomb_xl = FALSE;
1735 struct PlayerInfo *player;
1736 static int xy[4][2] =
1744 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1746 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1747 dynabomb_size = player->dynabomb_size;
1748 dynabomb_xl = player->dynabomb_xl;
1749 player->dynabombs_left++;
1752 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1756 for (j=1; j<=dynabomb_size; j++)
1758 int x = ex + j * xy[i % 4][0];
1759 int y = ey + j * xy[i % 4][1];
1762 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1765 element = Feld[x][y];
1767 /* do not restart explosions of fields with active bombs */
1768 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1771 Explode(x, y, EX_PHASE_START, EX_BORDER);
1773 if (element != EL_EMPTY &&
1774 element != EL_SAND &&
1775 element != EL_EXPLOSION &&
1782 void Bang(int x, int y)
1784 int element = Feld[x][y];
1786 if (game.emulation == EMU_SUPAPLEX)
1787 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1789 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1792 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1800 case EL_BD_BUTTERFLY:
1803 case EL_DARK_YAMYAM:
1807 RaiseScoreElement(element);
1808 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1810 case EL_DYNABOMB_PLAYER1_ACTIVE:
1811 case EL_DYNABOMB_PLAYER2_ACTIVE:
1812 case EL_DYNABOMB_PLAYER3_ACTIVE:
1813 case EL_DYNABOMB_PLAYER4_ACTIVE:
1814 case EL_DYNABOMB_NR:
1815 case EL_DYNABOMB_SZ:
1816 case EL_DYNABOMB_XL:
1821 case EL_LAMP_ACTIVE:
1822 if (IS_PLAYER(x, y))
1823 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1825 Explode(x, y, EX_PHASE_START, EX_CENTER);
1828 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1833 void Blurb(int x, int y)
1835 int element = Feld[x][y];
1837 if (element != EL_ACID_SPLASH_LEFT &&
1838 element != EL_ACID_SPLASH_RIGHT) /* start */
1840 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1841 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1842 (!IN_LEV_FIELD(x-1, y-1) ||
1843 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1845 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1847 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1848 (!IN_LEV_FIELD(x+1, y-1) ||
1849 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1851 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1856 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1857 IMG_ACID_SPLASH_LEFT :
1858 IMG_ACID_SPLASH_RIGHT);
1860 if (!MovDelay[x][y]) /* initialize animation counter */
1863 if (MovDelay[x][y]) /* continue animation */
1866 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1868 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1870 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1873 if (!MovDelay[x][y])
1875 Feld[x][y] = EL_EMPTY;
1876 DrawLevelField(x, y);
1882 static void ToggleBeltSwitch(int x, int y)
1884 static int belt_base_element[4] =
1886 EL_CONVEYOR_BELT1_LEFT,
1887 EL_CONVEYOR_BELT2_LEFT,
1888 EL_CONVEYOR_BELT3_LEFT,
1889 EL_CONVEYOR_BELT4_LEFT
1891 static int belt_base_active_element[4] =
1893 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1894 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1895 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1896 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1898 static int belt_base_switch_element[4] =
1900 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1901 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1902 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1903 EL_CONVEYOR_BELT4_SWITCH_LEFT
1905 static int belt_move_dir[4] =
1913 int element = Feld[x][y];
1914 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1915 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1916 int belt_dir = belt_move_dir[belt_dir_nr];
1919 if (!IS_BELT_SWITCH(element))
1922 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1923 game.belt_dir[belt_nr] = belt_dir;
1925 if (belt_dir_nr == 3)
1928 /* set frame order for belt animation graphic according to belt direction */
1931 int element = belt_base_active_element[belt_nr] + i;
1932 int graphic = el2img(element);
1934 if (belt_dir == MV_LEFT)
1935 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1937 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1940 for (yy=0; yy<lev_fieldy; yy++)
1942 for (xx=0; xx<lev_fieldx; xx++)
1944 int element = Feld[xx][yy];
1946 if (IS_BELT_SWITCH(element))
1948 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1950 if (e_belt_nr == belt_nr)
1952 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1953 DrawLevelField(xx, yy);
1956 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1958 int e_belt_nr = getBeltNrFromBeltElement(element);
1960 if (e_belt_nr == belt_nr)
1962 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1964 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1965 DrawLevelField(xx, yy);
1968 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1970 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1972 if (e_belt_nr == belt_nr)
1974 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1976 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1977 DrawLevelField(xx, yy);
1984 static void ToggleSwitchgateSwitch(int x, int y)
1988 game.switchgate_pos = !game.switchgate_pos;
1990 for (yy=0; yy<lev_fieldy; yy++)
1992 for (xx=0; xx<lev_fieldx; xx++)
1994 int element = Feld[xx][yy];
1996 if (element == EL_SWITCHGATE_SWITCH_UP ||
1997 element == EL_SWITCHGATE_SWITCH_DOWN)
1999 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2000 DrawLevelField(xx, yy);
2002 else if (element == EL_SWITCHGATE_OPEN ||
2003 element == EL_SWITCHGATE_OPENING)
2005 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2006 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2008 else if (element == EL_SWITCHGATE_CLOSED ||
2009 element == EL_SWITCHGATE_CLOSING)
2011 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2012 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2018 static int getInvisibleActiveFromInvisibleElement(int element)
2020 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2021 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2022 EL_INVISIBLE_SAND_ACTIVE);
2025 static int getInvisibleFromInvisibleActiveElement(int element)
2027 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2028 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2032 static void RedrawAllLightSwitchesAndInvisibleElements()
2036 for (y=0; y<lev_fieldy; y++)
2038 for (x=0; x<lev_fieldx; x++)
2040 int element = Feld[x][y];
2042 if (element == EL_LIGHT_SWITCH &&
2043 game.light_time_left > 0)
2045 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2046 DrawLevelField(x, y);
2048 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2049 game.light_time_left == 0)
2051 Feld[x][y] = EL_LIGHT_SWITCH;
2052 DrawLevelField(x, y);
2054 else if (element == EL_INVISIBLE_STEELWALL ||
2055 element == EL_INVISIBLE_WALL ||
2056 element == EL_INVISIBLE_SAND)
2058 if (game.light_time_left > 0)
2059 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2061 DrawLevelField(x, y);
2063 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2064 element == EL_INVISIBLE_WALL_ACTIVE ||
2065 element == EL_INVISIBLE_SAND_ACTIVE)
2067 if (game.light_time_left == 0)
2068 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2070 DrawLevelField(x, y);
2076 static void ToggleLightSwitch(int x, int y)
2078 int element = Feld[x][y];
2080 game.light_time_left =
2081 (element == EL_LIGHT_SWITCH ?
2082 level.time_light * FRAMES_PER_SECOND : 0);
2084 RedrawAllLightSwitchesAndInvisibleElements();
2087 static void ActivateTimegateSwitch(int x, int y)
2091 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2093 for (yy=0; yy<lev_fieldy; yy++)
2095 for (xx=0; xx<lev_fieldx; xx++)
2097 int element = Feld[xx][yy];
2099 if (element == EL_TIMEGATE_CLOSED ||
2100 element == EL_TIMEGATE_CLOSING)
2102 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2103 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2107 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2109 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2110 DrawLevelField(xx, yy);
2117 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2120 void Impact(int x, int y)
2122 boolean lastline = (y == lev_fieldy-1);
2123 boolean object_hit = FALSE;
2124 int element = Feld[x][y];
2127 if (!lastline) /* check if element below was hit */
2129 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2132 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2133 MovDir[x][y+1]!=MV_DOWN ||
2134 MovPos[x][y+1]<=TILEY/2));
2136 smashed = MovingOrBlocked2Element(x, y+1);
2139 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2145 if ((element == EL_BOMB ||
2146 element == EL_SP_DISK_ORANGE ||
2147 element == EL_DX_SUPABOMB) &&
2148 (lastline || object_hit)) /* element is bomb */
2153 else if (element == EL_PEARL)
2155 Feld[x][y] = EL_PEARL_BREAKING;
2156 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2160 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2162 if (object_hit && IS_PLAYER(x, y+1))
2163 KillHeroUnlessProtected(x, y+1);
2164 else if (object_hit && smashed == EL_PENGUIN)
2168 Feld[x][y] = EL_AMOEBA_CREATING;
2169 Store[x][y] = EL_AMOEBA_WET;
2174 if (!lastline && object_hit) /* check which object was hit */
2176 if (CAN_CHANGE(element) &&
2177 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2180 int activated_magic_wall =
2181 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2182 EL_BD_MAGIC_WALL_ACTIVE);
2184 /* activate magic wall / mill */
2185 for (yy=0; yy<lev_fieldy; yy++)
2186 for (xx=0; xx<lev_fieldx; xx++)
2187 if (Feld[xx][yy] == smashed)
2188 Feld[xx][yy] = activated_magic_wall;
2190 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2191 game.magic_wall_active = TRUE;
2193 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2194 SND_MAGIC_WALL_ACTIVATING :
2195 SND_BD_MAGIC_WALL_ACTIVATING));
2198 if (IS_PLAYER(x, y+1))
2200 KillHeroUnlessProtected(x, y+1);
2203 else if (smashed == EL_PENGUIN)
2208 else if (element == EL_BD_DIAMOND)
2210 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2216 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2217 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2218 smashed == EL_SP_DISK_ORANGE))
2223 else if (element == EL_ROCK ||
2224 element == EL_SP_ZONK ||
2225 element == EL_BD_ROCK)
2227 if (IS_ENEMY(smashed) ||
2228 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2229 smashed == EL_DX_SUPABOMB ||
2230 smashed == EL_SATELLITE || smashed == EL_PIG ||
2231 smashed == EL_DRAGON || smashed == EL_MOLE)
2236 else if (!IS_MOVING(x, y+1))
2238 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2243 else if (smashed == EL_NUT)
2245 Feld[x][y+1] = EL_NUT_CRACKING;
2246 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2247 RaiseScoreElement(EL_NUT);
2250 else if (smashed == EL_PEARL)
2252 Feld[x][y+1] = EL_PEARL_BREAKING;
2253 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2256 else if (smashed == EL_DIAMOND)
2258 Feld[x][y+1] = EL_EMPTY;
2259 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2262 else if (IS_BELT_SWITCH(smashed))
2264 ToggleBeltSwitch(x, y+1);
2266 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2267 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2269 ToggleSwitchgateSwitch(x, y+1);
2271 else if (smashed == EL_LIGHT_SWITCH ||
2272 smashed == EL_LIGHT_SWITCH_ACTIVE)
2274 ToggleLightSwitch(x, y+1);
2280 /* play sound of magic wall / mill */
2282 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2283 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2285 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2286 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2287 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2288 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2293 /* play sound of object that hits the ground */
2294 if (lastline || object_hit)
2295 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2298 void TurnRound(int x, int y)
2310 { 0, 0 }, { 0, 0 }, { 0, 0 },
2315 int left, right, back;
2319 { MV_DOWN, MV_UP, MV_RIGHT },
2320 { MV_UP, MV_DOWN, MV_LEFT },
2322 { MV_LEFT, MV_RIGHT, MV_DOWN },
2323 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2324 { MV_RIGHT, MV_LEFT, MV_UP }
2327 int element = Feld[x][y];
2328 int old_move_dir = MovDir[x][y];
2329 int left_dir = turn[old_move_dir].left;
2330 int right_dir = turn[old_move_dir].right;
2331 int back_dir = turn[old_move_dir].back;
2333 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2334 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2335 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2336 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2338 int left_x = x + left_dx, left_y = y + left_dy;
2339 int right_x = x + right_dx, right_y = y + right_dy;
2340 int move_x = x + move_dx, move_y = y + move_dy;
2342 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2344 TestIfBadThingTouchesOtherBadThing(x, y);
2346 if (IN_LEV_FIELD(right_x, right_y) &&
2347 IS_FREE(right_x, right_y))
2348 MovDir[x][y] = right_dir;
2349 else if (!IN_LEV_FIELD(move_x, move_y) ||
2350 !IS_FREE(move_x, move_y))
2351 MovDir[x][y] = left_dir;
2353 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2355 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2358 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2359 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2361 TestIfBadThingTouchesOtherBadThing(x, y);
2363 if (IN_LEV_FIELD(left_x, left_y) &&
2364 IS_FREE(left_x, left_y))
2365 MovDir[x][y] = left_dir;
2366 else if (!IN_LEV_FIELD(move_x, move_y) ||
2367 !IS_FREE(move_x, move_y))
2368 MovDir[x][y] = right_dir;
2370 if ((element == EL_SPACESHIP ||
2371 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2372 && MovDir[x][y] != old_move_dir)
2374 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2377 else if (element == EL_YAMYAM)
2379 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2381 if (IN_LEV_FIELD(left_x, left_y) &&
2382 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2383 Feld[left_x][left_y] == EL_DIAMOND))
2384 can_turn_left = TRUE;
2385 if (IN_LEV_FIELD(right_x, right_y) &&
2386 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2387 Feld[right_x][right_y] == EL_DIAMOND))
2388 can_turn_right = TRUE;
2390 if (can_turn_left && can_turn_right)
2391 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2392 else if (can_turn_left)
2393 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2394 else if (can_turn_right)
2395 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2397 MovDir[x][y] = back_dir;
2399 MovDelay[x][y] = 16+16*RND(3);
2401 else if (element == EL_DARK_YAMYAM)
2403 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2405 if (IN_LEV_FIELD(left_x, left_y) &&
2406 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2407 IS_MAMPF2(Feld[left_x][left_y])))
2408 can_turn_left = TRUE;
2409 if (IN_LEV_FIELD(right_x, right_y) &&
2410 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2411 IS_MAMPF2(Feld[right_x][right_y])))
2412 can_turn_right = TRUE;
2414 if (can_turn_left && can_turn_right)
2415 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2416 else if (can_turn_left)
2417 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2418 else if (can_turn_right)
2419 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2421 MovDir[x][y] = back_dir;
2423 MovDelay[x][y] = 16+16*RND(3);
2425 else if (element == EL_PACMAN)
2427 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2429 if (IN_LEV_FIELD(left_x, left_y) &&
2430 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2431 IS_AMOEBOID(Feld[left_x][left_y])))
2432 can_turn_left = TRUE;
2433 if (IN_LEV_FIELD(right_x, right_y) &&
2434 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2435 IS_AMOEBOID(Feld[right_x][right_y])))
2436 can_turn_right = TRUE;
2438 if (can_turn_left && can_turn_right)
2439 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2440 else if (can_turn_left)
2441 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2442 else if (can_turn_right)
2443 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2445 MovDir[x][y] = back_dir;
2447 MovDelay[x][y] = 6+RND(40);
2449 else if (element == EL_PIG)
2451 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2452 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2453 boolean should_move_on = FALSE;
2455 int rnd = RND(rnd_value);
2457 if (IN_LEV_FIELD(left_x, left_y) &&
2458 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2459 can_turn_left = TRUE;
2460 if (IN_LEV_FIELD(right_x, right_y) &&
2461 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2462 can_turn_right = TRUE;
2463 if (IN_LEV_FIELD(move_x, move_y) &&
2464 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2467 if (can_turn_left &&
2469 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2470 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2471 should_turn_left = TRUE;
2472 if (can_turn_right &&
2474 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2475 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2476 should_turn_right = TRUE;
2478 (!can_turn_left || !can_turn_right ||
2479 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2480 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2481 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2482 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2483 should_move_on = TRUE;
2485 if (should_turn_left || should_turn_right || should_move_on)
2487 if (should_turn_left && should_turn_right && should_move_on)
2488 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2489 rnd < 2*rnd_value/3 ? right_dir :
2491 else if (should_turn_left && should_turn_right)
2492 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2493 else if (should_turn_left && should_move_on)
2494 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2495 else if (should_turn_right && should_move_on)
2496 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2497 else if (should_turn_left)
2498 MovDir[x][y] = left_dir;
2499 else if (should_turn_right)
2500 MovDir[x][y] = right_dir;
2501 else if (should_move_on)
2502 MovDir[x][y] = old_move_dir;
2504 else if (can_move_on && rnd > rnd_value/8)
2505 MovDir[x][y] = old_move_dir;
2506 else if (can_turn_left && can_turn_right)
2507 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2508 else if (can_turn_left && rnd > rnd_value/8)
2509 MovDir[x][y] = left_dir;
2510 else if (can_turn_right && rnd > rnd_value/8)
2511 MovDir[x][y] = right_dir;
2513 MovDir[x][y] = back_dir;
2515 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2516 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2517 MovDir[x][y] = old_move_dir;
2521 else if (element == EL_DRAGON)
2523 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2525 int rnd = RND(rnd_value);
2527 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2528 can_turn_left = TRUE;
2529 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2530 can_turn_right = TRUE;
2531 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2534 if (can_move_on && rnd > rnd_value/8)
2535 MovDir[x][y] = old_move_dir;
2536 else if (can_turn_left && can_turn_right)
2537 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2538 else if (can_turn_left && rnd > rnd_value/8)
2539 MovDir[x][y] = left_dir;
2540 else if (can_turn_right && rnd > rnd_value/8)
2541 MovDir[x][y] = right_dir;
2543 MovDir[x][y] = back_dir;
2545 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2546 MovDir[x][y] = old_move_dir;
2550 else if (element == EL_MOLE)
2552 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2554 if (IN_LEV_FIELD(move_x, move_y) &&
2555 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2556 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2561 if (IN_LEV_FIELD(left_x, left_y) &&
2562 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2563 can_turn_left = TRUE;
2564 if (IN_LEV_FIELD(right_x, right_y) &&
2565 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2566 can_turn_right = TRUE;
2568 if (can_turn_left && can_turn_right)
2569 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2570 else if (can_turn_left)
2571 MovDir[x][y] = left_dir;
2573 MovDir[x][y] = right_dir;
2576 if (MovDir[x][y] != old_move_dir)
2579 else if (element == EL_BALLOON)
2581 MovDir[x][y] = game.balloon_dir;
2584 else if (element == EL_SPRING)
2586 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2587 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2588 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2589 MovDir[x][y] = MV_NO_MOVING;
2593 else if (element == EL_ROBOT ||
2594 element == EL_SATELLITE ||
2595 element == EL_PENGUIN)
2597 int attr_x = -1, attr_y = -1;
2608 for (i=0; i<MAX_PLAYERS; i++)
2610 struct PlayerInfo *player = &stored_player[i];
2611 int jx = player->jx, jy = player->jy;
2613 if (!player->active)
2616 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2624 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2630 if (element == EL_PENGUIN)
2633 static int xy[4][2] =
2643 int ex = x + xy[i%4][0];
2644 int ey = y + xy[i%4][1];
2646 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2655 MovDir[x][y] = MV_NO_MOVING;
2657 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2659 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2661 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2663 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2665 if (element == EL_ROBOT)
2669 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2670 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2671 Moving2Blocked(x, y, &newx, &newy);
2673 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2674 MovDelay[x][y] = 8+8*!RND(3);
2676 MovDelay[x][y] = 16;
2684 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2686 boolean first_horiz = RND(2);
2687 int new_move_dir = MovDir[x][y];
2690 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2691 Moving2Blocked(x, y, &newx, &newy);
2693 if (IN_LEV_FIELD(newx, newy) &&
2694 (IS_FREE(newx, newy) ||
2695 Feld[newx][newy] == EL_ACID ||
2696 (element == EL_PENGUIN &&
2697 (Feld[newx][newy] == EL_EXIT_OPEN ||
2698 IS_MAMPF3(Feld[newx][newy])))))
2702 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2703 Moving2Blocked(x, y, &newx, &newy);
2705 if (IN_LEV_FIELD(newx, newy) &&
2706 (IS_FREE(newx, newy) ||
2707 Feld[newx][newy] == EL_ACID ||
2708 (element == EL_PENGUIN &&
2709 (Feld[newx][newy] == EL_EXIT_OPEN ||
2710 IS_MAMPF3(Feld[newx][newy])))))
2713 MovDir[x][y] = old_move_dir;
2720 static boolean JustBeingPushed(int x, int y)
2724 for (i=0; i<MAX_PLAYERS; i++)
2726 struct PlayerInfo *player = &stored_player[i];
2728 if (player->active && player->Pushing && player->MovPos)
2730 int next_jx = player->jx + (player->jx - player->last_jx);
2731 int next_jy = player->jy + (player->jy - player->last_jy);
2733 if (x == next_jx && y == next_jy)
2741 void StartMoving(int x, int y)
2743 int element = Feld[x][y];
2748 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2750 if (CAN_FALL(element) && y<lev_fieldy-1)
2752 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2753 if (JustBeingPushed(x, y))
2756 if (element == EL_QUICKSAND_FULL)
2758 if (IS_FREE(x, y+1))
2760 InitMovingField(x, y, MV_DOWN);
2761 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2762 Store[x][y] = EL_ROCK;
2763 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2765 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2767 if (!MovDelay[x][y])
2768 MovDelay[x][y] = TILEY + 1;
2777 Feld[x][y] = EL_QUICKSAND_EMPTY;
2778 Feld[x][y+1] = EL_QUICKSAND_FULL;
2779 Store[x][y+1] = Store[x][y];
2781 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2784 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2785 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2787 InitMovingField(x, y, MV_DOWN);
2788 Feld[x][y] = EL_QUICKSAND_FILLING;
2789 Store[x][y] = element;
2790 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2792 else if (element == EL_MAGIC_WALL_FULL)
2794 if (IS_FREE(x, y+1))
2796 InitMovingField(x, y, MV_DOWN);
2797 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2798 Store[x][y] = EL_CHANGED(Store[x][y]);
2800 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2802 if (!MovDelay[x][y])
2803 MovDelay[x][y] = TILEY/4 + 1;
2812 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2813 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2814 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2818 else if (element == EL_BD_MAGIC_WALL_FULL)
2820 if (IS_FREE(x, y+1))
2822 InitMovingField(x, y, MV_DOWN);
2823 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2824 Store[x][y] = EL_CHANGED2(Store[x][y]);
2826 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2828 if (!MovDelay[x][y])
2829 MovDelay[x][y] = TILEY/4 + 1;
2838 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2839 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2840 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2844 else if (CAN_CHANGE(element) &&
2845 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2846 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2848 InitMovingField(x, y, MV_DOWN);
2850 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2851 EL_BD_MAGIC_WALL_FILLING);
2852 Store[x][y] = element;
2854 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2857 InitMovingField(x, y, MV_DOWN);
2858 Store[x][y] = EL_ACID;
2860 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2865 else if (IS_FREE(x, y+1))
2867 InitMovingField(x, y, MV_DOWN);
2869 else if (element == EL_AMOEBA_DROP)
2871 Feld[x][y] = EL_AMOEBA_CREATING;
2872 Store[x][y] = EL_AMOEBA_WET;
2874 /* Store[x][y+1] must be zero, because:
2875 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2878 #if OLD_GAME_BEHAVIOUR
2879 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2881 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2882 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2883 element != EL_DX_SUPABOMB)
2886 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2887 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2888 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2889 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2892 boolean left = (x>0 && IS_FREE(x-1, y) &&
2893 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2894 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2895 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2899 if (left && right &&
2900 (game.emulation != EMU_BOULDERDASH &&
2901 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2902 left = !(right = RND(2));
2904 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2907 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2909 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2910 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2911 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2912 int belt_dir = game.belt_dir[belt_nr];
2914 if ((belt_dir == MV_LEFT && left_is_free) ||
2915 (belt_dir == MV_RIGHT && right_is_free))
2917 InitMovingField(x, y, belt_dir);
2918 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2923 if (CAN_MOVE(element)) /* not "else if" because of EL_SPRING */
2927 if ((element == EL_SATELLITE ||
2928 element == EL_BALLOON ||
2929 element == EL_SPRING)
2930 && JustBeingPushed(x, y))
2933 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
2934 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
2936 if (!MovDelay[x][y]) /* start new movement phase */
2938 /* all objects that can change their move direction after each step */
2939 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2941 if (element != EL_YAMYAM &&
2942 element != EL_DARK_YAMYAM &&
2943 element != EL_PACMAN)
2946 if (element == EL_SPRING)
2947 printf("1--> %d\n", MovDir[x][y]);
2951 if (element == EL_SPRING)
2952 printf("2--> %d\n", MovDir[x][y]);
2954 if (MovDelay[x][y] && (element == EL_BUG ||
2955 element == EL_SPACESHIP ||
2956 element == EL_SP_SNIKSNAK ||
2957 element == EL_SP_ELECTRON ||
2958 element == EL_MOLE))
2959 DrawLevelField(x, y);
2963 if (MovDelay[x][y]) /* wait some time before next movement */
2967 if (element == EL_ROBOT ||
2968 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2970 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2972 int graphic = el2img(element);
2973 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
2975 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2978 if (MovDelay[x][y] % 4 == 3)
2980 if (element == EL_YAMYAM)
2981 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2982 else if (element == EL_DARK_YAMYAM)
2983 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2986 else if (element == EL_SP_ELECTRON)
2987 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
2988 else if (element == EL_DRAGON)
2991 int dir = MovDir[x][y];
2992 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2993 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2994 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
2995 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
2996 dir == MV_UP ? IMG_FLAMES_UP1 :
2997 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
2998 int frame = getGraphicAnimationFrame(graphic, -1);
3000 for (i=1; i<=3; i++)
3002 int xx = x + i*dx, yy = y + i*dy;
3003 int sx = SCREENX(xx), sy = SCREENY(yy);
3004 int flame_graphic = graphic + (i - 1);
3006 if (!IN_LEV_FIELD(xx, yy) ||
3007 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3012 int flamed = MovingOrBlocked2Element(xx, yy);
3014 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3017 RemoveMovingField(xx, yy);
3019 Feld[xx][yy] = EL_FLAMES;
3020 if (IN_SCR_FIELD(sx, sy))
3021 DrawGraphic(sx, sy, flame_graphic, frame);
3025 if (Feld[xx][yy] == EL_FLAMES)
3026 Feld[xx][yy] = EL_EMPTY;
3027 DrawLevelField(xx, yy);
3032 if (MovDelay[x][y]) /* element still has to wait some time */
3034 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3040 /* now make next step */
3042 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3044 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3045 !PLAYER_PROTECTED(newx, newy))
3049 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3052 /* enemy got the player */
3054 KillHero(PLAYERINFO(newx, newy));
3059 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3060 element == EL_SATELLITE || element == EL_BALLOON) &&
3061 IN_LEV_FIELD(newx, newy) &&
3062 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3065 Store[x][y] = EL_ACID;
3067 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3069 if (Feld[newx][newy] == EL_EXIT_OPEN)
3071 Feld[x][y] = EL_EMPTY;
3072 DrawLevelField(x, y);
3074 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3075 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3076 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3078 local_player->friends_still_needed--;
3079 if (!local_player->friends_still_needed &&
3080 !local_player->GameOver && AllPlayersGone)
3081 local_player->LevelSolved = local_player->GameOver = TRUE;
3085 else if (IS_MAMPF3(Feld[newx][newy]))
3087 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3088 DrawLevelField(newx, newy);
3090 MovDir[x][y] = MV_NO_MOVING;
3092 else if (!IS_FREE(newx, newy))
3094 if (IS_PLAYER(x, y))
3095 DrawPlayerField(x, y);
3097 DrawLevelField(x, y);
3101 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3103 if (IS_GEM(Feld[newx][newy]))
3105 if (IS_MOVING(newx, newy))
3106 RemoveMovingField(newx, newy);
3109 Feld[newx][newy] = EL_EMPTY;
3110 DrawLevelField(newx, newy);
3113 PlaySoundLevel(x, y, SND_PIG_EATING);
3115 else if (!IS_FREE(newx, newy))
3117 if (IS_PLAYER(x, y))
3118 DrawPlayerField(x, y);
3120 DrawLevelField(x, y);
3124 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3126 if (!IS_FREE(newx, newy))
3128 if (IS_PLAYER(x, y))
3129 DrawPlayerField(x, y);
3131 DrawLevelField(x, y);
3136 boolean wanna_flame = !RND(10);
3137 int dx = newx - x, dy = newy - y;
3138 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3139 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3140 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3141 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3142 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3143 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3145 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3146 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3147 element1 != EL_FLAMES && element2 != EL_FLAMES)
3149 if (IS_PLAYER(x, y))
3150 DrawPlayerField(x, y);
3152 DrawLevelField(x, y);
3154 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3156 MovDelay[x][y] = 50;
3157 Feld[newx][newy] = EL_FLAMES;
3158 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3159 Feld[newx1][newy1] = EL_FLAMES;
3160 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3161 Feld[newx2][newy2] = EL_FLAMES;
3166 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3167 Feld[newx][newy] == EL_DIAMOND)
3169 if (IS_MOVING(newx, newy))
3170 RemoveMovingField(newx, newy);
3173 Feld[newx][newy] = EL_EMPTY;
3174 DrawLevelField(newx, newy);
3177 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3179 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3180 IS_MAMPF2(Feld[newx][newy]))
3182 if (AmoebaNr[newx][newy])
3184 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3185 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3186 Feld[newx][newy] == EL_BD_AMOEBA)
3187 AmoebaCnt[AmoebaNr[newx][newy]]--;
3190 if (IS_MOVING(newx, newy))
3191 RemoveMovingField(newx, newy);
3194 Feld[newx][newy] = EL_EMPTY;
3195 DrawLevelField(newx, newy);
3198 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3200 else if ((element == EL_PACMAN || element == EL_MOLE)
3201 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3203 if (AmoebaNr[newx][newy])
3205 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3206 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3207 Feld[newx][newy] == EL_BD_AMOEBA)
3208 AmoebaCnt[AmoebaNr[newx][newy]]--;
3211 if (element == EL_MOLE)
3213 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3214 PlaySoundLevel(x, y, SND_MOLE_EATING);
3215 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3216 return; /* wait for shrinking amoeba */
3218 else /* element == EL_PACMAN */
3220 Feld[newx][newy] = EL_EMPTY;
3221 DrawLevelField(newx, newy);
3222 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3225 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3226 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3227 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3229 /* wait for shrinking amoeba to completely disappear */
3232 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3234 /* object was running against a wall */
3238 if (element == EL_BUG || element == EL_SPACESHIP ||
3239 element == EL_SP_SNIKSNAK)
3240 DrawLevelField(x, y);
3241 else if (element == EL_BUG || element == EL_SPACESHIP ||
3242 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3243 DrawLevelField(x, y);
3244 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3245 DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(element));
3246 else if (element == EL_SATELLITE)
3247 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SATELLITE);
3248 else if (element == EL_SP_ELECTRON)
3249 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_ELECTRON);
3251 if (DONT_TOUCH(element))
3252 TestIfBadThingTouchesHero(x, y);
3254 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3259 InitMovingField(x, y, MovDir[x][y]);
3261 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3265 ContinueMoving(x, y);
3268 void ContinueMoving(int x, int y)
3270 int element = Feld[x][y];
3271 int direction = MovDir[x][y];
3272 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3273 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3274 int horiz_move = (dx != 0);
3275 int newx = x + dx, newy = y + dy;
3276 int step = (horiz_move ? dx : dy) * TILEX / 8;
3278 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3280 else if (element == EL_QUICKSAND_FILLING ||
3281 element == EL_QUICKSAND_EMPTYING)
3283 else if (element == EL_MAGIC_WALL_FILLING ||
3284 element == EL_BD_MAGIC_WALL_FILLING ||
3285 element == EL_MAGIC_WALL_EMPTYING ||
3286 element == EL_BD_MAGIC_WALL_EMPTYING)
3288 else if (CAN_FALL(element) && horiz_move &&
3289 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3291 else if (element == EL_SPRING && horiz_move)
3294 #if OLD_GAME_BEHAVIOUR
3295 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3299 MovPos[x][y] += step;
3301 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3303 Feld[x][y] = EL_EMPTY;
3304 Feld[newx][newy] = element;
3306 if (element == EL_MOLE)
3309 static int xy[4][2] =
3317 Feld[x][y] = EL_SAND;
3318 DrawLevelField(x, y);
3327 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3328 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3332 if (element == EL_QUICKSAND_FILLING)
3334 element = Feld[newx][newy] = get_next_element(element);
3335 Store[newx][newy] = Store[x][y];
3337 else if (element == EL_QUICKSAND_EMPTYING)
3339 Feld[x][y] = get_next_element(element);
3340 element = Feld[newx][newy] = Store[x][y];
3342 else if (element == EL_MAGIC_WALL_FILLING)
3344 element = Feld[newx][newy] = get_next_element(element);
3345 if (!game.magic_wall_active)
3346 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3347 Store[newx][newy] = Store[x][y];
3349 else if (element == EL_MAGIC_WALL_EMPTYING)
3351 Feld[x][y] = get_next_element(element);
3352 if (!game.magic_wall_active)
3353 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3354 element = Feld[newx][newy] = Store[x][y];
3356 else if (element == EL_BD_MAGIC_WALL_FILLING)
3358 element = Feld[newx][newy] = get_next_element(element);
3359 if (!game.magic_wall_active)
3360 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3361 Store[newx][newy] = Store[x][y];
3363 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3365 Feld[x][y] = get_next_element(element);
3366 if (!game.magic_wall_active)
3367 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3368 element = Feld[newx][newy] = Store[x][y];
3370 else if (element == EL_AMOEBA_DRIPPING)
3372 Feld[x][y] = get_next_element(element);
3373 element = Feld[newx][newy] = Store[x][y];
3375 else if (Store[x][y] == EL_ACID)
3377 element = Feld[newx][newy] = EL_ACID;
3381 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3382 MovDelay[newx][newy] = 0;
3384 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3385 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3388 if (!CAN_MOVE(element))
3389 MovDir[newx][newy] = 0;
3392 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3393 MovDir[newx][newy] = 0;
3396 if (!CAN_MOVE(element) ||
3397 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3398 MovDir[newx][newy] = 0;
3401 DrawLevelField(x, y);
3402 DrawLevelField(newx, newy);
3404 Stop[newx][newy] = TRUE;
3405 JustStopped[newx][newy] = 3;
3407 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3409 TestIfBadThingTouchesHero(newx, newy);
3410 TestIfBadThingTouchesFriend(newx, newy);
3411 TestIfBadThingTouchesOtherBadThing(newx, newy);
3413 else if (element == EL_PENGUIN)
3414 TestIfFriendTouchesBadThing(newx, newy);
3416 if (CAN_SMASH(element) && direction == MV_DOWN &&
3417 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3420 else /* still moving on */
3423 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3425 printf("reset GfxAction...\n");
3427 GfxAction[x][y] = GFX_ACTION_MOVING;
3431 DrawLevelField(x, y);
3435 int AmoebeNachbarNr(int ax, int ay)
3438 int element = Feld[ax][ay];
3440 static int xy[4][2] =
3450 int x = ax + xy[i][0];
3451 int y = ay + xy[i][1];
3453 if (!IN_LEV_FIELD(x, y))
3456 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3457 group_nr = AmoebaNr[x][y];
3463 void AmoebenVereinigen(int ax, int ay)
3465 int i, x, y, xx, yy;
3466 int new_group_nr = AmoebaNr[ax][ay];
3467 static int xy[4][2] =
3475 if (new_group_nr == 0)
3483 if (!IN_LEV_FIELD(x, y))
3486 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3487 Feld[x][y] == EL_BD_AMOEBA ||
3488 Feld[x][y] == EL_AMOEBA_DEAD) &&
3489 AmoebaNr[x][y] != new_group_nr)
3491 int old_group_nr = AmoebaNr[x][y];
3493 if (old_group_nr == 0)
3496 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3497 AmoebaCnt[old_group_nr] = 0;
3498 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3499 AmoebaCnt2[old_group_nr] = 0;
3501 for (yy=0; yy<lev_fieldy; yy++)
3503 for (xx=0; xx<lev_fieldx; xx++)
3505 if (AmoebaNr[xx][yy] == old_group_nr)
3506 AmoebaNr[xx][yy] = new_group_nr;
3513 void AmoebeUmwandeln(int ax, int ay)
3517 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3519 int group_nr = AmoebaNr[ax][ay];
3524 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3525 printf("AmoebeUmwandeln(): This should never happen!\n");
3530 for (y=0; y<lev_fieldy; y++)
3532 for (x=0; x<lev_fieldx; x++)
3534 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3537 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3541 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3542 SND_AMOEBA_TURNING_TO_GEM :
3543 SND_AMOEBA_TURNING_TO_ROCK));
3548 static int xy[4][2] =
3561 if (!IN_LEV_FIELD(x, y))
3564 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3566 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3567 SND_AMOEBA_TURNING_TO_GEM :
3568 SND_AMOEBA_TURNING_TO_ROCK));
3575 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3578 int group_nr = AmoebaNr[ax][ay];
3579 boolean done = FALSE;
3584 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3585 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3590 for (y=0; y<lev_fieldy; y++)
3592 for (x=0; x<lev_fieldx; x++)
3594 if (AmoebaNr[x][y] == group_nr &&
3595 (Feld[x][y] == EL_AMOEBA_DEAD ||
3596 Feld[x][y] == EL_BD_AMOEBA ||
3597 Feld[x][y] == EL_AMOEBA_CREATING))
3600 Feld[x][y] = new_element;
3601 InitField(x, y, FALSE);
3602 DrawLevelField(x, y);
3609 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3610 SND_BD_AMOEBA_TURNING_TO_ROCK :
3611 SND_BD_AMOEBA_TURNING_TO_GEM));
3614 void AmoebeWaechst(int x, int y)
3616 static unsigned long sound_delay = 0;
3617 static unsigned long sound_delay_value = 0;
3619 if (!MovDelay[x][y]) /* start new growing cycle */
3623 if (DelayReached(&sound_delay, sound_delay_value))
3625 if (Store[x][y] == EL_BD_AMOEBA)
3626 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3628 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3629 sound_delay_value = 30;
3633 if (MovDelay[x][y]) /* wait some time before growing bigger */
3636 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3638 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3639 6 - MovDelay[x][y]);
3641 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3644 if (!MovDelay[x][y])
3646 Feld[x][y] = Store[x][y];
3648 DrawLevelField(x, y);
3653 void AmoebaDisappearing(int x, int y)
3655 static unsigned long sound_delay = 0;
3656 static unsigned long sound_delay_value = 0;
3658 if (!MovDelay[x][y]) /* start new shrinking cycle */
3662 if (DelayReached(&sound_delay, sound_delay_value))
3663 sound_delay_value = 30;
3666 if (MovDelay[x][y]) /* wait some time before shrinking */
3669 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3671 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3672 6 - MovDelay[x][y]);
3674 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3677 if (!MovDelay[x][y])
3679 Feld[x][y] = EL_EMPTY;
3680 DrawLevelField(x, y);
3682 /* don't let mole enter this field in this cycle;
3683 (give priority to objects falling to this field from above) */
3689 void AmoebeAbleger(int ax, int ay)
3692 int element = Feld[ax][ay];
3693 int newax = ax, neway = ay;
3694 static int xy[4][2] =
3702 if (!level.amoeba_speed)
3704 Feld[ax][ay] = EL_AMOEBA_DEAD;
3705 DrawLevelField(ax, ay);
3709 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3710 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3712 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3715 if (MovDelay[ax][ay])
3719 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3722 int x = ax + xy[start][0];
3723 int y = ay + xy[start][1];
3725 if (!IN_LEV_FIELD(x, y))
3728 if (IS_FREE(x, y) ||
3729 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3735 if (newax == ax && neway == ay)
3738 else /* normal or "filled" (BD style) amoeba */
3741 boolean waiting_for_player = FALSE;
3745 int j = (start + i) % 4;
3746 int x = ax + xy[j][0];
3747 int y = ay + xy[j][1];
3749 if (!IN_LEV_FIELD(x, y))
3752 if (IS_FREE(x, y) ||
3753 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3759 else if (IS_PLAYER(x, y))
3760 waiting_for_player = TRUE;
3763 if (newax == ax && neway == ay) /* amoeba cannot grow */
3765 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3767 Feld[ax][ay] = EL_AMOEBA_DEAD;
3768 DrawLevelField(ax, ay);
3769 AmoebaCnt[AmoebaNr[ax][ay]]--;
3771 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3773 if (element == EL_AMOEBA_FULL)
3774 AmoebeUmwandeln(ax, ay);
3775 else if (element == EL_BD_AMOEBA)
3776 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3781 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3783 /* amoeba gets larger by growing in some direction */
3785 int new_group_nr = AmoebaNr[ax][ay];
3788 if (new_group_nr == 0)
3790 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3791 printf("AmoebeAbleger(): This should never happen!\n");
3796 AmoebaNr[newax][neway] = new_group_nr;
3797 AmoebaCnt[new_group_nr]++;
3798 AmoebaCnt2[new_group_nr]++;
3800 /* if amoeba touches other amoeba(s) after growing, unify them */
3801 AmoebenVereinigen(newax, neway);
3803 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3805 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3811 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3812 (neway == lev_fieldy - 1 && newax != ax))
3814 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3815 Store[newax][neway] = element;
3817 else if (neway == ay)
3819 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3820 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3824 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3825 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3826 Store[ax][ay] = EL_AMOEBA_DROP;
3827 ContinueMoving(ax, ay);
3831 DrawLevelField(newax, neway);
3834 void Life(int ax, int ay)
3837 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3839 int element = Feld[ax][ay];
3840 boolean changed = FALSE;
3845 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3846 MovDelay[ax][ay] = life_time;
3848 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3851 if (MovDelay[ax][ay])
3855 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3857 int xx = ax+x1, yy = ay+y1;
3860 if (!IN_LEV_FIELD(xx, yy))
3863 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3865 int x = xx+x2, y = yy+y2;
3867 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3870 if (((Feld[x][y] == element ||
3871 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3873 (IS_FREE(x, y) && Stop[x][y]))
3877 if (xx == ax && yy == ay) /* field in the middle */
3879 if (nachbarn < life[0] || nachbarn > life[1])
3881 Feld[xx][yy] = EL_EMPTY;
3883 DrawLevelField(xx, yy);
3884 Stop[xx][yy] = TRUE;
3888 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3889 { /* free border field */
3890 if (nachbarn >= life[2] && nachbarn <= life[3])
3892 Feld[xx][yy] = element;
3893 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3895 DrawLevelField(xx, yy);
3896 Stop[xx][yy] = TRUE;
3903 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3904 SND_BIOMAZE_CREATING);
3907 void RobotWheel(int x, int y)
3909 if (!MovDelay[x][y]) /* next animation frame */
3910 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3912 if (MovDelay[x][y]) /* wait some time before next frame */
3917 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3919 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
3921 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
3924 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3930 Feld[x][y] = EL_ROBOT_WHEEL;
3931 DrawLevelField(x, y);
3933 if (ZX == x && ZY == y)
3937 void TimegateWheel(int x, int y)
3939 if (!MovDelay[x][y]) /* next animation frame */
3940 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3942 if (MovDelay[x][y]) /* wait some time before next frame */
3947 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3949 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
3951 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
3954 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3960 Feld[x][y] = EL_TIMEGATE_SWITCH;
3961 DrawLevelField(x, y);
3963 /* !!! THIS LOOKS WRONG !!! */
3964 if (ZX == x && ZY == y)
3968 void NussKnacken(int x, int y)
3970 if (!MovDelay[x][y]) /* next animation frame */
3973 if (MovDelay[x][y]) /* wait some time before next frame */
3978 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3980 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
3981 6 - MovDelay[x][y]);
3983 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
3990 Feld[x][y] = EL_EMERALD;
3991 DrawLevelField(x, y);
3994 void BreakingPearl(int x, int y)
3996 if (!MovDelay[x][y]) /* next animation frame */
3999 if (MovDelay[x][y]) /* wait some time before next frame */
4004 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4006 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
4007 8 - MovDelay[x][y]);
4009 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4016 Feld[x][y] = EL_EMPTY;
4017 DrawLevelField(x, y);
4020 void SiebAktivieren(int x, int y, int type)
4022 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4024 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
4027 void AusgangstuerPruefen(int x, int y)
4029 if (local_player->gems_still_needed > 0 ||
4030 local_player->sokobanfields_still_needed > 0 ||
4031 local_player->lights_still_needed > 0)
4034 Feld[x][y] = EL_EXIT_OPENING;
4036 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4037 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4038 y < LEVELY(BY1) ? LEVELY(BY1) :
4039 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4043 void AusgangstuerPruefen_SP(int x, int y)
4045 if (local_player->gems_still_needed > 0)
4048 Feld[x][y] = EL_SP_EXIT_OPEN;
4050 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4051 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4052 y < LEVELY(BY1) ? LEVELY(BY1) :
4053 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4054 SND_SP_EXIT_OPENING);
4057 void AusgangstuerOeffnen(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 tuer = MovDelay[x][y] / delay;
4071 if (!(MovDelay[x][y] % delay))
4073 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4075 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4076 29 - MovDelay[x][y]);
4078 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4085 Feld[x][y] = EL_EXIT_OPEN;
4086 DrawLevelField(x, y);
4089 void OpenSwitchgate(int x, int y)
4093 if (!MovDelay[x][y]) /* next animation frame */
4094 MovDelay[x][y] = 5 * delay;
4096 if (MovDelay[x][y]) /* wait some time before next frame */
4100 if (!(MovDelay[x][y] % delay))
4102 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4104 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4105 29 - MovDelay[x][y]);
4107 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4114 Feld[x][y] = EL_SWITCHGATE_OPEN;
4115 DrawLevelField(x, y);
4118 void CloseSwitchgate(int x, int y)
4122 if (!MovDelay[x][y]) /* next animation frame */
4123 MovDelay[x][y] = 5 * delay;
4125 if (MovDelay[x][y]) /* wait some time before next frame */
4129 if (!(MovDelay[x][y] % delay))
4131 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4133 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4134 29 - MovDelay[x][y]);
4136 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4143 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4144 DrawLevelField(x, y);
4147 void OpenTimegate(int x, int y)
4151 if (!MovDelay[x][y]) /* next animation frame */
4152 MovDelay[x][y] = 5 * delay;
4154 if (MovDelay[x][y]) /* wait some time before next frame */
4158 if (!(MovDelay[x][y] % delay))
4160 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4162 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4163 29 - MovDelay[x][y]);
4165 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4172 Feld[x][y] = EL_TIMEGATE_OPEN;
4173 DrawLevelField(x, y);
4176 void CloseTimegate(int x, int y)
4180 if (!MovDelay[x][y]) /* next animation frame */
4181 MovDelay[x][y] = 5 * delay;
4183 if (MovDelay[x][y]) /* wait some time before next frame */
4187 if (!(MovDelay[x][y] % delay))
4189 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4191 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4192 29 - MovDelay[x][y]);
4194 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4201 Feld[x][y] = EL_TIMEGATE_CLOSED;
4202 DrawLevelField(x, y);
4205 static void CloseAllOpenTimegates()
4209 for (y=0; y<lev_fieldy; y++)
4211 for (x=0; x<lev_fieldx; x++)
4213 int element = Feld[x][y];
4215 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4217 Feld[x][y] = EL_TIMEGATE_CLOSING;
4218 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4224 void EdelsteinFunkeln(int x, int y)
4226 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4229 if (Feld[x][y] == EL_BD_DIAMOND)
4230 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_BD_DIAMOND);
4233 if (!MovDelay[x][y]) /* next animation frame */
4234 MovDelay[x][y] = 11 * !SimpleRND(500);
4236 if (MovDelay[x][y]) /* wait some time before next frame */
4240 if (setup.direct_draw && MovDelay[x][y])
4241 SetDrawtoField(DRAW_BUFFERED);
4244 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4246 DrawGraphicAnimation(SCREENX(x), SCREENY(y), el2img(Feld[x][y]));
4251 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4252 10 - MovDelay[x][y]);
4254 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4256 if (setup.direct_draw)
4260 dest_x = FX + SCREENX(x) * TILEX;
4261 dest_y = FY + SCREENY(y) * TILEY;
4263 BlitBitmap(drawto_field, window,
4264 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4265 SetDrawtoField(DRAW_DIRECT);
4272 void MauerWaechst(int x, int y)
4276 if (!MovDelay[x][y]) /* next animation frame */
4277 MovDelay[x][y] = 3 * delay;
4279 if (MovDelay[x][y]) /* wait some time before next frame */
4283 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4285 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4286 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4288 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4291 if (!MovDelay[x][y])
4293 if (MovDir[x][y] == MV_LEFT)
4295 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4296 DrawLevelField(x - 1, y);
4298 else if (MovDir[x][y] == MV_RIGHT)
4300 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4301 DrawLevelField(x + 1, y);
4303 else if (MovDir[x][y] == MV_UP)
4305 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4306 DrawLevelField(x, y - 1);
4310 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4311 DrawLevelField(x, y + 1);
4314 Feld[x][y] = Store[x][y];
4316 MovDir[x][y] = MV_NO_MOVING;
4317 DrawLevelField(x, y);
4322 void MauerAbleger(int ax, int ay)
4324 int element = Feld[ax][ay];
4325 boolean oben_frei = FALSE, unten_frei = FALSE;
4326 boolean links_frei = FALSE, rechts_frei = FALSE;
4327 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4328 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4329 boolean new_wall = FALSE;
4331 if (!MovDelay[ax][ay]) /* start building new wall */
4332 MovDelay[ax][ay] = 6;
4334 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4337 if (MovDelay[ax][ay])
4341 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4343 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4345 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4347 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4350 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4354 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4355 Store[ax][ay-1] = element;
4356 MovDir[ax][ay-1] = MV_UP;
4357 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4358 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4359 IMG_WALL_GROWING_ACTIVE_UP, 0);
4364 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4365 Store[ax][ay+1] = element;
4366 MovDir[ax][ay+1] = MV_DOWN;
4367 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4368 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4369 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4374 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4375 element == EL_WALL_GROWING)
4379 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4380 Store[ax-1][ay] = element;
4381 MovDir[ax-1][ay] = MV_LEFT;
4382 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4383 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4384 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4390 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4391 Store[ax+1][ay] = element;
4392 MovDir[ax+1][ay] = MV_RIGHT;
4393 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4394 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4395 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4400 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4401 DrawLevelField(ax, ay);
4403 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4405 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4406 unten_massiv = TRUE;
4407 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4408 links_massiv = TRUE;
4409 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4410 rechts_massiv = TRUE;
4412 if (((oben_massiv && unten_massiv) ||
4413 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4414 ((links_massiv && rechts_massiv) ||
4415 element == EL_WALL_GROWING_Y))
4416 Feld[ax][ay] = EL_WALL;
4419 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4422 void CheckForDragon(int x, int y)
4425 boolean dragon_found = FALSE;
4426 static int xy[4][2] =
4438 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4440 if (IN_LEV_FIELD(xx, yy) &&
4441 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4443 if (Feld[xx][yy] == EL_DRAGON)
4444 dragon_found = TRUE;
4457 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4459 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4461 Feld[xx][yy] = EL_EMPTY;
4462 DrawLevelField(xx, yy);
4471 static void CheckBuggyBase(int x, int y)
4473 int element = Feld[x][y];
4475 if (element == EL_SP_BUGGY_BASE)
4477 if (!MovDelay[x][y]) /* wait some time before activating base */
4478 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4483 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4484 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
4488 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4491 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4493 if (!MovDelay[x][y]) /* start activating buggy base */
4494 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4502 static int xy[4][2] =
4510 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4512 int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
4513 int frame = getGraphicAnimationFrame(graphic, SimpleRND(100));
4515 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4520 int xx = x + xy[i][0], yy = y + xy[i][1];
4522 if (IS_PLAYER(xx, yy))
4524 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4532 Feld[x][y] = EL_SP_BUGGY_BASE;
4533 DrawLevelField(x, y);
4538 static void CheckTrap(int x, int y)
4540 int element = Feld[x][y];
4542 if (element == EL_TRAP)
4544 if (!MovDelay[x][y]) /* wait some time before activating trap */
4545 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4553 Feld[x][y] = EL_TRAP_ACTIVE;
4554 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4557 else if (element == EL_TRAP_ACTIVE)
4562 if (!MovDelay[x][y]) /* start activating trap */
4563 MovDelay[x][y] = num_frames * delay;
4571 if (!(MovDelay[x][y] % delay))
4573 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4575 int graphic = IMG_TRAP_ACTIVE;
4576 int frame = getGraphicAnimationFrame(graphic, 31 - MovDelay[x][y]);
4578 DrawGraphic(SCREENX(x),SCREENY(y), graphic, frame);
4579 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4586 Feld[x][y] = EL_TRAP;
4587 DrawLevelField(x, y);
4592 static void DrawBeltAnimation(int x, int y, int element)
4594 int belt_nr = getBeltNrFromBeltActiveElement(element);
4595 int belt_dir = game.belt_dir[belt_nr];
4597 if (belt_dir != MV_NO_MOVING)
4599 int graphic = el2img(element);
4601 DrawGraphicAnimation(SCREENX(x), SCREENY(y), graphic);
4603 if (!(FrameCounter % 2))
4604 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4608 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4610 static byte stored_player_action[MAX_PLAYERS];
4611 static int num_stored_actions = 0;
4613 static boolean save_tape_entry = FALSE;
4615 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4616 int left = player_action & JOY_LEFT;
4617 int right = player_action & JOY_RIGHT;
4618 int up = player_action & JOY_UP;
4619 int down = player_action & JOY_DOWN;
4620 int button1 = player_action & JOY_BUTTON_1;
4621 int button2 = player_action & JOY_BUTTON_2;
4622 int dx = (left ? -1 : right ? 1 : 0);
4623 int dy = (up ? -1 : down ? 1 : 0);
4625 stored_player_action[player->index_nr] = 0;
4626 num_stored_actions++;
4628 if (!player->active || tape.pausing)
4634 save_tape_entry = TRUE;
4636 player->frame_reset_delay = 0;
4639 snapped = SnapField(player, dx, dy);
4643 bombed = PlaceBomb(player);
4644 moved = MoveFigure(player, dx, dy);
4647 if (tape.single_step && tape.recording && !tape.pausing)
4649 if (button1 || (bombed && !moved))
4651 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4652 SnapField(player, 0, 0); /* stop snapping */
4657 if (tape.recording && (moved || snapped || bombed))
4659 if (bombed && !moved)
4660 player_action &= JOY_BUTTON;
4662 stored_player_action[player->index_nr] = player_action;
4663 save_tape_entry = TRUE;
4665 else if (tape.playing && snapped)
4666 SnapField(player, 0, 0); /* stop snapping */
4668 stored_player_action[player->index_nr] = player_action;
4673 /* no actions for this player (no input at player's configured device) */
4675 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4676 SnapField(player, 0, 0);
4677 CheckGravityMovement(player);
4680 if (player->MovPos == 0) /* needed for tape.playing */
4681 player->is_moving = FALSE;
4684 if (player->MovPos == 0) /* needed for tape.playing */
4685 player->last_move_dir = MV_NO_MOVING;
4687 /* !!! CHECK THIS AGAIN !!!
4688 (Seems to be needed for some EL_ROBOT stuff, but breaks
4689 tapes when walking through pipes!)
4692 /* it seems that "player->last_move_dir" is misused as some sort of
4693 "player->is_just_moving_in_this_moment", which is needed for the
4694 robot stuff (robots don't kill players when they are moving)
4698 /* if the player does not move for some time, reset animation to start */
4699 if (++player->frame_reset_delay > player->move_delay_value)
4704 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4706 TapeRecordAction(stored_player_action);
4707 num_stored_actions = 0;
4708 save_tape_entry = FALSE;
4711 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4713 TapeRecordAction(stored_player_action);
4714 num_stored_actions = 0;
4719 if (tape.playing && !tape.pausing && !player_action &&
4720 tape.counter < tape.length)
4722 int jx = player->jx, jy = player->jy;
4724 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4726 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4727 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4729 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4731 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4733 int el = Feld[jx+dx][jy];
4734 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4735 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4737 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4739 player->MovDir = next_joy;
4740 player->Frame = FrameCounter % 4;
4741 player->Pushing = TRUE;
4751 static unsigned long action_delay = 0;
4752 unsigned long action_delay_value;
4753 int sieb_x = 0, sieb_y = 0;
4754 int i, x, y, element;
4755 byte *recorded_player_action;
4756 byte summarized_player_action = 0;
4758 if (game_status != PLAYING)
4761 action_delay_value =
4762 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4764 if (tape.playing && tape.index_search && !tape.pausing)
4765 action_delay_value = 0;
4767 /* ---------- main game synchronization point ---------- */
4769 WaitUntilDelayReached(&action_delay, action_delay_value);
4771 if (network_playing && !network_player_action_received)
4775 printf("DEBUG: try to get network player actions in time\n");
4779 #if defined(PLATFORM_UNIX)
4780 /* last chance to get network player actions without main loop delay */
4784 if (game_status != PLAYING)
4787 if (!network_player_action_received)
4791 printf("DEBUG: failed to get network player actions in time\n");
4801 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4803 for (i=0; i<MAX_PLAYERS; i++)
4805 summarized_player_action |= stored_player[i].action;
4807 if (!network_playing)
4808 stored_player[i].effective_action = stored_player[i].action;
4811 #if defined(PLATFORM_UNIX)
4812 if (network_playing)
4813 SendToServer_MovePlayer(summarized_player_action);
4816 if (!options.network && !setup.team_mode)
4817 local_player->effective_action = summarized_player_action;
4819 for (i=0; i<MAX_PLAYERS; i++)
4821 int actual_player_action = stored_player[i].effective_action;
4823 if (stored_player[i].programmed_action)
4824 actual_player_action = stored_player[i].programmed_action;
4826 if (recorded_player_action)
4827 actual_player_action = recorded_player_action[i];
4829 PlayerActions(&stored_player[i], actual_player_action);
4830 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4833 network_player_action_received = FALSE;
4835 ScrollScreen(NULL, SCROLL_GO_ON);
4841 if (TimeFrames == 0 && local_player->active)
4843 extern unsigned int last_RND();
4845 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4846 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4853 if (GameFrameDelay >= 500)
4854 printf("FrameCounter == %d\n", FrameCounter);
4863 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4866 if (JustStopped[x][y] > 0)
4867 JustStopped[x][y]--;
4870 if (IS_BLOCKED(x, y))
4874 Blocked2Moving(x, y, &oldx, &oldy);
4875 if (!IS_MOVING(oldx, oldy))
4877 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4878 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4879 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4880 printf("GameActions(): This should never happen!\n");
4886 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4888 element = Feld[x][y];
4890 if (IS_INACTIVE(element))
4893 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4898 if (Feld[x][y] == EL_EMERALD &&
4899 new_graphic_info[IMG_EMERALD].anim_frames > 1 &&
4901 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_EMERALD);
4904 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4905 EdelsteinFunkeln(x, y);
4907 else if (IS_MOVING(x, y))
4908 ContinueMoving(x, y);
4909 else if (IS_ACTIVE_BOMB(element))
4910 CheckDynamite(x, y);
4912 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4913 Explode(x, y, Frame[x][y], EX_NORMAL);
4915 else if (element == EL_AMOEBA_CREATING)
4916 AmoebeWaechst(x, y);
4917 else if (element == EL_AMOEBA_SHRINKING)
4918 AmoebaDisappearing(x, y);
4920 #if !USE_NEW_AMOEBA_CODE
4921 else if (IS_AMOEBALIVE(element))
4922 AmoebeAbleger(x, y);
4925 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4927 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4929 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4930 TimegateWheel(x, y);
4931 else if (element == EL_ACID)
4932 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_ACID);
4933 else if (element == EL_ACID_SPLASH_LEFT ||
4934 element == EL_ACID_SPLASH_RIGHT)
4936 else if (element == EL_NUT_CRACKING)
4938 else if (element == EL_PEARL_BREAKING)
4939 BreakingPearl(x, y);
4940 else if (element == EL_EXIT_CLOSED)
4941 AusgangstuerPruefen(x, y);
4942 else if (element == EL_SP_EXIT_CLOSED)
4943 AusgangstuerPruefen_SP(x, y);
4944 else if (element == EL_EXIT_OPENING)
4945 AusgangstuerOeffnen(x, y);
4946 else if (element == EL_EXIT_OPEN)
4947 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_EXIT_OPEN);
4948 else if (element == EL_SP_EXIT_OPEN)
4949 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_EXIT_OPEN);
4950 else if (element == EL_WALL_GROWING_ACTIVE)
4952 else if (element == EL_WALL_GROWING ||
4953 element == EL_WALL_GROWING_X ||
4954 element == EL_WALL_GROWING_Y ||
4955 element == EL_WALL_GROWING_XY)
4957 else if (element == EL_FLAMES)
4958 CheckForDragon(x, y);
4959 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
4960 CheckBuggyBase(x, y);
4961 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
4963 else if (element == EL_SP_TERMINAL)
4964 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_TERMINAL);
4965 else if (element == EL_SP_TERMINAL_ACTIVE)
4966 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SP_TERMINAL_ACTIVE);
4967 else if (IS_BELT_ACTIVE(element))
4968 DrawBeltAnimation(x, y, element);
4969 else if (element == EL_SWITCHGATE_OPENING)
4970 OpenSwitchgate(x, y);
4971 else if (element == EL_SWITCHGATE_CLOSING)
4972 CloseSwitchgate(x, y);
4973 else if (element == EL_TIMEGATE_OPENING)
4975 else if (element == EL_TIMEGATE_CLOSING)
4976 CloseTimegate(x, y);
4977 else if (element == EL_EXTRA_TIME)
4978 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_EXTRA_TIME);
4979 else if (element == EL_SHIELD_NORMAL)
4980 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SHIELD_NORMAL);
4981 else if (element == EL_SHIELD_DEADLY)
4982 DrawGraphicAnimation(SCREENX(x), SCREENY(y), IMG_SHIELD_DEADLY);
4984 if (game.magic_wall_active)
4986 boolean sieb = FALSE;
4987 int jx = local_player->jx, jy = local_player->jy;
4989 if (element == EL_MAGIC_WALL_FULL ||
4990 element == EL_MAGIC_WALL_ACTIVE ||
4991 element == EL_MAGIC_WALL_EMPTYING)
4993 SiebAktivieren(x, y, 1);
4996 else if (element == EL_BD_MAGIC_WALL_FULL ||
4997 element == EL_BD_MAGIC_WALL_ACTIVE ||
4998 element == EL_BD_MAGIC_WALL_EMPTYING)
5000 SiebAktivieren(x, y, 2);
5004 /* play the element sound at the position nearest to the player */
5005 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5013 #if USE_NEW_AMOEBA_CODE
5014 /* new experimental amoeba growth stuff */
5016 if (!(FrameCounter % 8))
5019 static unsigned long random = 1684108901;
5021 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5024 x = (random >> 10) % lev_fieldx;
5025 y = (random >> 20) % lev_fieldy;
5027 x = RND(lev_fieldx);
5028 y = RND(lev_fieldy);
5030 element = Feld[x][y];
5032 if (!IS_PLAYER(x,y) &&
5033 (element == EL_EMPTY ||
5034 element == EL_SAND ||
5035 element == EL_QUICKSAND_EMPTY ||
5036 element == EL_ACID_SPLASH_LEFT ||
5037 element == EL_ACID_SPLASH_RIGHT))
5039 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5040 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5041 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5042 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5043 Feld[x][y] = EL_AMOEBA_DROP;
5046 random = random * 129 + 1;
5052 if (game.explosions_delayed)
5055 game.explosions_delayed = FALSE;
5057 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5059 element = Feld[x][y];
5061 if (ExplodeField[x][y])
5062 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5063 else if (element == EL_EXPLOSION)
5064 Explode(x, y, Frame[x][y], EX_NORMAL);
5066 ExplodeField[x][y] = EX_NO_EXPLOSION;
5069 game.explosions_delayed = TRUE;
5072 if (game.magic_wall_active)
5074 if (!(game.magic_wall_time_left % 4))
5076 int element = Feld[sieb_x][sieb_y];
5078 if (element == EL_BD_MAGIC_WALL_FULL ||
5079 element == EL_BD_MAGIC_WALL_ACTIVE ||
5080 element == EL_BD_MAGIC_WALL_EMPTYING)
5081 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5083 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5086 if (game.magic_wall_time_left > 0)
5088 game.magic_wall_time_left--;
5089 if (!game.magic_wall_time_left)
5091 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5093 element = Feld[x][y];
5095 if (element == EL_MAGIC_WALL_ACTIVE ||
5096 element == EL_MAGIC_WALL_FULL)
5098 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5099 DrawLevelField(x, y);
5101 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5102 element == EL_BD_MAGIC_WALL_FULL)
5104 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5105 DrawLevelField(x, y);
5109 game.magic_wall_active = FALSE;
5114 if (game.light_time_left > 0)
5116 game.light_time_left--;
5118 if (game.light_time_left == 0)
5119 RedrawAllLightSwitchesAndInvisibleElements();
5122 if (game.timegate_time_left > 0)
5124 game.timegate_time_left--;
5126 if (game.timegate_time_left == 0)
5127 CloseAllOpenTimegates();
5130 for (i=0; i<MAX_PLAYERS; i++)
5132 struct PlayerInfo *player = &stored_player[i];
5134 if (SHIELD_ON(player))
5136 if (player->shield_deadly_time_left)
5137 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5138 else if (player->shield_normal_time_left)
5139 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5143 if (TimeFrames >= (1000 / GameFrameDelay))
5148 for (i=0; i<MAX_PLAYERS; i++)
5150 struct PlayerInfo *player = &stored_player[i];
5152 if (SHIELD_ON(player))
5154 player->shield_normal_time_left--;
5156 if (player->shield_deadly_time_left > 0)
5157 player->shield_deadly_time_left--;
5161 if (tape.recording || tape.playing)
5162 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5168 if (TimeLeft <= 10 && setup.time_limit)
5169 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5171 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5173 if (!TimeLeft && setup.time_limit)
5174 for (i=0; i<MAX_PLAYERS; i++)
5175 KillHero(&stored_player[i]);
5177 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5178 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5183 if (options.debug) /* calculate frames per second */
5185 static unsigned long fps_counter = 0;
5186 static int fps_frames = 0;
5187 unsigned long fps_delay_ms = Counter() - fps_counter;
5191 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5193 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5196 fps_counter = Counter();
5199 redraw_mask |= REDRAW_FPS;
5203 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5205 int min_x = x, min_y = y, max_x = x, max_y = y;
5208 for (i=0; i<MAX_PLAYERS; i++)
5210 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5212 if (!stored_player[i].active || &stored_player[i] == player)
5215 min_x = MIN(min_x, jx);
5216 min_y = MIN(min_y, jy);
5217 max_x = MAX(max_x, jx);
5218 max_y = MAX(max_y, jy);
5221 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5224 static boolean AllPlayersInVisibleScreen()
5228 for (i=0; i<MAX_PLAYERS; i++)
5230 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5232 if (!stored_player[i].active)
5235 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5242 void ScrollLevel(int dx, int dy)
5244 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5247 BlitBitmap(drawto_field, drawto_field,
5248 FX + TILEX*(dx == -1) - softscroll_offset,
5249 FY + TILEY*(dy == -1) - softscroll_offset,
5250 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5251 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5252 FX + TILEX*(dx == 1) - softscroll_offset,
5253 FY + TILEY*(dy == 1) - softscroll_offset);
5257 x = (dx == 1 ? BX1 : BX2);
5258 for (y=BY1; y<=BY2; y++)
5259 DrawScreenField(x, y);
5264 y = (dy == 1 ? BY1 : BY2);
5265 for (x=BX1; x<=BX2; x++)
5266 DrawScreenField(x, y);
5269 redraw_mask |= REDRAW_FIELD;
5272 static void CheckGravityMovement(struct PlayerInfo *player)
5274 if (level.gravity && !player->programmed_action)
5276 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5277 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5279 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5280 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5281 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5282 int jx = player->jx, jy = player->jy;
5283 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5284 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5285 int new_jx = jx + dx, new_jy = jy + dy;
5286 boolean field_under_player_is_free =
5287 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5288 boolean player_is_moving_to_valid_field =
5289 (IN_LEV_FIELD(new_jx, new_jy) &&
5290 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5291 Feld[new_jx][new_jy] == EL_SAND));
5293 if (field_under_player_is_free &&
5294 !player_is_moving_to_valid_field &&
5295 !IS_TUBE(Feld[jx][jy]))
5296 player->programmed_action = MV_DOWN;
5300 boolean MoveFigureOneStep(struct PlayerInfo *player,
5301 int dx, int dy, int real_dx, int real_dy)
5303 int jx = player->jx, jy = player->jy;
5304 int new_jx = jx+dx, new_jy = jy+dy;
5308 if (!player->active || (!dx && !dy))
5309 return MF_NO_ACTION;
5311 player->MovDir = (dx < 0 ? MV_LEFT :
5314 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5316 if (!IN_LEV_FIELD(new_jx, new_jy))
5317 return MF_NO_ACTION;
5319 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5320 return MF_NO_ACTION;
5323 element = MovingOrBlocked2Element(new_jx, new_jy);
5325 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5328 if (DONT_GO_TO(element))
5330 if (element == EL_ACID && dx == 0 && dy == 1)
5333 Feld[jx][jy] = EL_PLAYER1;
5334 InitMovingField(jx, jy, MV_DOWN);
5335 Store[jx][jy] = EL_ACID;
5336 ContinueMoving(jx, jy);
5340 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5345 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5346 if (can_move != MF_MOVING)
5349 StorePlayer[jx][jy] = 0;
5350 player->last_jx = jx;
5351 player->last_jy = jy;
5352 jx = player->jx = new_jx;
5353 jy = player->jy = new_jy;
5354 StorePlayer[jx][jy] = player->element_nr;
5357 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5359 ScrollFigure(player, SCROLL_INIT);
5364 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5366 int jx = player->jx, jy = player->jy;
5367 int old_jx = jx, old_jy = jy;
5368 int moved = MF_NO_ACTION;
5370 if (!player->active || (!dx && !dy))
5374 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5378 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5379 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5383 /* remove the last programmed player action */
5384 player->programmed_action = 0;
5388 /* should only happen if pre-1.2 tape recordings are played */
5389 /* this is only for backward compatibility */
5391 int original_move_delay_value = player->move_delay_value;
5394 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5397 /* scroll remaining steps with finest movement resolution */
5398 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5400 while (player->MovPos)
5402 ScrollFigure(player, SCROLL_GO_ON);
5403 ScrollScreen(NULL, SCROLL_GO_ON);
5409 player->move_delay_value = original_move_delay_value;
5412 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5414 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5415 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5419 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5420 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5426 if (moved & MF_MOVING && !ScreenMovPos &&
5427 (player == local_player || !options.network))
5429 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5430 int offset = (setup.scroll_delay ? 3 : 0);
5432 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5434 /* actual player has left the screen -- scroll in that direction */
5435 if (jx != old_jx) /* player has moved horizontally */
5436 scroll_x += (jx - old_jx);
5437 else /* player has moved vertically */
5438 scroll_y += (jy - old_jy);
5442 if (jx != old_jx) /* player has moved horizontally */
5444 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5445 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5446 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5448 /* don't scroll over playfield boundaries */
5449 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5450 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5452 /* don't scroll more than one field at a time */
5453 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5455 /* don't scroll against the player's moving direction */
5456 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5457 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5458 scroll_x = old_scroll_x;
5460 else /* player has moved vertically */
5462 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5463 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5464 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5466 /* don't scroll over playfield boundaries */
5467 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5468 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5470 /* don't scroll more than one field at a time */
5471 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5473 /* don't scroll against the player's moving direction */
5474 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5475 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5476 scroll_y = old_scroll_y;
5480 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5482 if (!options.network && !AllPlayersInVisibleScreen())
5484 scroll_x = old_scroll_x;
5485 scroll_y = old_scroll_y;
5489 ScrollScreen(player, SCROLL_INIT);
5490 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5495 if (!(moved & MF_MOVING) && !player->Pushing)
5499 player->Frame = (player->Frame + 1) % 4;
5501 player->Frame += 1 * 0;
5504 if (moved & MF_MOVING)
5506 if (old_jx != jx && old_jy == jy)
5507 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5508 else if (old_jx == jx && old_jy != jy)
5509 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5511 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5513 player->last_move_dir = player->MovDir;
5514 player->is_moving = TRUE;
5518 CheckGravityMovement(player);
5521 player->last_move_dir = MV_NO_MOVING;
5523 player->is_moving = FALSE;
5526 TestIfHeroTouchesBadThing(jx, jy);
5528 if (!player->active)
5534 void ScrollFigure(struct PlayerInfo *player, int mode)
5536 int jx = player->jx, jy = player->jy;
5537 int last_jx = player->last_jx, last_jy = player->last_jy;
5538 int move_stepsize = TILEX / player->move_delay_value;
5540 if (!player->active || !player->MovPos)
5543 if (mode == SCROLL_INIT)
5545 player->actual_frame_counter = FrameCounter;
5546 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5550 if (Feld[last_jx][last_jy] == EL_EMPTY)
5551 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5556 else if (!FrameReached(&player->actual_frame_counter, 1))
5559 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5560 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5563 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5564 Feld[last_jx][last_jy] = EL_EMPTY;
5566 /* before DrawPlayer() to draw correct player graphic for this case */
5567 if (player->MovPos == 0)
5568 CheckGravityMovement(player);
5572 if (player->MovPos == 0)
5574 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5576 /* continue with normal speed after quickly moving through gate */
5577 HALVE_PLAYER_SPEED(player);
5579 /* be able to make the next move without delay */
5580 player->move_delay = 0;
5583 player->last_jx = jx;
5584 player->last_jy = jy;
5586 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5587 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5591 if (local_player->friends_still_needed == 0 ||
5592 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5593 player->LevelSolved = player->GameOver = TRUE;
5596 if (tape.single_step && tape.recording && !tape.pausing &&
5597 !player->programmed_action)
5598 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5602 void ScrollScreen(struct PlayerInfo *player, int mode)
5604 static unsigned long screen_frame_counter = 0;
5606 if (mode == SCROLL_INIT)
5608 /* set scrolling step size according to actual player's moving speed */
5609 ScrollStepSize = TILEX / player->move_delay_value;
5611 screen_frame_counter = FrameCounter;
5612 ScreenMovDir = player->MovDir;
5613 ScreenMovPos = player->MovPos;
5614 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5617 else if (!FrameReached(&screen_frame_counter, 1))
5622 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5623 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5624 redraw_mask |= REDRAW_FIELD;
5627 ScreenMovDir = MV_NO_MOVING;
5630 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5632 int i, kill_x = -1, kill_y = -1;
5633 static int test_xy[4][2] =
5640 static int test_dir[4] =
5650 int test_x, test_y, test_move_dir, test_element;
5652 test_x = good_x + test_xy[i][0];
5653 test_y = good_y + test_xy[i][1];
5654 if (!IN_LEV_FIELD(test_x, test_y))
5658 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5661 test_element = Feld[test_x][test_y];
5663 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5666 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5667 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5669 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5670 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5678 if (kill_x != -1 || kill_y != -1)
5680 if (IS_PLAYER(good_x, good_y))
5682 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5684 if (player->shield_deadly_time_left > 0)
5685 Bang(kill_x, kill_y);
5686 else if (!PLAYER_PROTECTED(good_x, good_y))
5690 Bang(good_x, good_y);
5694 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5696 int i, kill_x = -1, kill_y = -1;
5697 int bad_element = Feld[bad_x][bad_y];
5698 static int test_xy[4][2] =
5705 static int test_dir[4] =
5713 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5718 int test_x, test_y, test_move_dir, test_element;
5720 test_x = bad_x + test_xy[i][0];
5721 test_y = bad_y + test_xy[i][1];
5722 if (!IN_LEV_FIELD(test_x, test_y))
5726 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5728 test_element = Feld[test_x][test_y];
5730 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5731 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5733 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5734 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5736 /* good thing is player or penguin that does not move away */
5737 if (IS_PLAYER(test_x, test_y))
5739 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5741 if (bad_element == EL_ROBOT && player->is_moving)
5742 continue; /* robot does not kill player if he is moving */
5748 else if (test_element == EL_PENGUIN)
5757 if (kill_x != -1 || kill_y != -1)
5759 if (IS_PLAYER(kill_x, kill_y))
5761 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5764 int dir = player->MovDir;
5765 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5766 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5768 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5769 newx != bad_x && newy != bad_y)
5770 ; /* robot does not kill player if he is moving */
5772 printf("-> %d\n", player->MovDir);
5774 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5775 newx != bad_x && newy != bad_y)
5776 ; /* robot does not kill player if he is moving */
5781 if (player->shield_deadly_time_left > 0)
5783 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5787 Bang(kill_x, kill_y);
5791 void TestIfHeroTouchesBadThing(int x, int y)
5793 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5796 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5798 TestIfGoodThingHitsBadThing(x, y, move_dir);
5801 void TestIfBadThingTouchesHero(int x, int y)
5803 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5806 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5808 TestIfBadThingHitsGoodThing(x, y, move_dir);
5811 void TestIfFriendTouchesBadThing(int x, int y)
5813 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5816 void TestIfBadThingTouchesFriend(int x, int y)
5818 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5821 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5823 int i, kill_x = bad_x, kill_y = bad_y;
5824 static int xy[4][2] =
5836 x = bad_x + xy[i][0];
5837 y = bad_y + xy[i][1];
5838 if (!IN_LEV_FIELD(x, y))
5841 element = Feld[x][y];
5842 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5843 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5851 if (kill_x != bad_x || kill_y != bad_y)
5855 void KillHero(struct PlayerInfo *player)
5857 int jx = player->jx, jy = player->jy;
5859 if (!player->active)
5862 if (IS_PFORTE(Feld[jx][jy]))
5863 Feld[jx][jy] = EL_EMPTY;
5865 /* deactivate shield (else Bang()/Explode() would not work right) */
5866 player->shield_normal_time_left = 0;
5867 player->shield_deadly_time_left = 0;
5873 static void KillHeroUnlessProtected(int x, int y)
5875 if (!PLAYER_PROTECTED(x, y))
5876 KillHero(PLAYERINFO(x, y));
5879 void BuryHero(struct PlayerInfo *player)
5881 int jx = player->jx, jy = player->jy;
5883 if (!player->active)
5886 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5887 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5889 player->GameOver = TRUE;
5893 void RemoveHero(struct PlayerInfo *player)
5895 int jx = player->jx, jy = player->jy;
5896 int i, found = FALSE;
5898 player->present = FALSE;
5899 player->active = FALSE;
5901 if (!ExplodeField[jx][jy])
5902 StorePlayer[jx][jy] = 0;
5904 for (i=0; i<MAX_PLAYERS; i++)
5905 if (stored_player[i].active)
5909 AllPlayersGone = TRUE;
5915 int DigField(struct PlayerInfo *player,
5916 int x, int y, int real_dx, int real_dy, int mode)
5918 int jx = player->jx, jy = player->jy;
5919 int dx = x - jx, dy = y - jy;
5920 int move_direction = (dx == -1 ? MV_LEFT :
5921 dx == +1 ? MV_RIGHT :
5923 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5926 if (player->MovPos == 0)
5927 player->Pushing = FALSE;
5929 if (mode == DF_NO_PUSH)
5931 player->Switching = FALSE;
5932 player->push_delay = 0;
5933 return MF_NO_ACTION;
5936 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5937 return MF_NO_ACTION;
5939 if (IS_TUBE(Feld[jx][jy]))
5942 int tube_leave_directions[][2] =
5944 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5945 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5946 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5947 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5948 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5949 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5950 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5951 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5952 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5953 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5954 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5955 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5958 while (tube_leave_directions[i][0] != Feld[jx][jy])
5961 if (tube_leave_directions[i][0] == -1) /* should not happen */
5965 if (!(tube_leave_directions[i][1] & move_direction))
5966 return MF_NO_ACTION; /* tube has no opening in this direction */
5969 element = Feld[x][y];
5975 case EL_INVISIBLE_SAND:
5976 case EL_INVISIBLE_SAND_ACTIVE:
5979 case EL_SP_BUGGY_BASE:
5981 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5986 case EL_EMERALD_YELLOW:
5987 case EL_EMERALD_RED:
5988 case EL_EMERALD_PURPLE:
5990 case EL_SP_INFOTRON:
5994 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5995 element == EL_PEARL ? 5 :
5996 element == EL_CRYSTAL ? 8 : 1);
5997 if (local_player->gems_still_needed < 0)
5998 local_player->gems_still_needed = 0;
5999 RaiseScoreElement(element);
6000 DrawText(DX_EMERALDS, DY_EMERALDS,
6001 int2str(local_player->gems_still_needed, 3),
6002 FS_SMALL, FC_YELLOW);
6003 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6008 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6009 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6013 Feld[x][y] = EL_EMPTY;
6014 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6022 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6024 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6027 case EL_SHIELD_NORMAL:
6029 player->shield_normal_time_left += 10;
6030 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6033 case EL_SHIELD_DEADLY:
6035 player->shield_normal_time_left += 10;
6036 player->shield_deadly_time_left += 10;
6037 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6041 case EL_SP_DISK_RED:
6044 RaiseScoreElement(EL_DYNAMITE);
6045 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6046 int2str(local_player->dynamite, 3),
6047 FS_SMALL, FC_YELLOW);
6048 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6051 case EL_DYNABOMB_NR:
6053 player->dynabomb_count++;
6054 player->dynabombs_left++;
6055 RaiseScoreElement(EL_DYNAMITE);
6056 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6059 case EL_DYNABOMB_SZ:
6061 player->dynabomb_size++;
6062 RaiseScoreElement(EL_DYNAMITE);
6063 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6066 case EL_DYNABOMB_XL:
6068 player->dynabomb_xl = TRUE;
6069 RaiseScoreElement(EL_DYNAMITE);
6070 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6078 int key_nr = element - EL_KEY1;
6081 player->key[key_nr] = TRUE;
6082 RaiseScoreElement(element);
6083 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6084 GFX_SCHLUESSEL1 + key_nr);
6085 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6086 GFX_SCHLUESSEL1 + key_nr);
6087 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6096 int key_nr = element - EL_EM_KEY1;
6099 player->key[key_nr] = TRUE;
6100 RaiseScoreElement(element);
6101 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6102 GFX_SCHLUESSEL1 + key_nr);
6103 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6104 GFX_SCHLUESSEL1 + key_nr);
6105 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6109 case EL_ROBOT_WHEEL:
6110 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6113 DrawLevelField(x, y);
6114 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6118 case EL_SP_TERMINAL:
6122 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6124 for (yy=0; yy<lev_fieldy; yy++)
6126 for (xx=0; xx<lev_fieldx; xx++)
6128 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6130 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6131 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6139 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6140 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6141 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6142 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6143 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6144 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6145 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6146 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6147 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6148 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6149 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6150 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6151 if (!player->Switching)
6153 player->Switching = TRUE;
6154 ToggleBeltSwitch(x, y);
6155 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6160 case EL_SWITCHGATE_SWITCH_UP:
6161 case EL_SWITCHGATE_SWITCH_DOWN:
6162 if (!player->Switching)
6164 player->Switching = TRUE;
6165 ToggleSwitchgateSwitch(x, y);
6166 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6171 case EL_LIGHT_SWITCH:
6172 case EL_LIGHT_SWITCH_ACTIVE:
6173 if (!player->Switching)
6175 player->Switching = TRUE;
6176 ToggleLightSwitch(x, y);
6177 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6178 SND_LIGHT_SWITCH_ACTIVATING :
6179 SND_LIGHT_SWITCH_DEACTIVATING);
6184 case EL_TIMEGATE_SWITCH:
6185 ActivateTimegateSwitch(x, y);
6186 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6191 case EL_BALLOON_SEND_LEFT:
6192 case EL_BALLOON_SEND_RIGHT:
6193 case EL_BALLOON_SEND_UP:
6194 case EL_BALLOON_SEND_DOWN:
6195 case EL_BALLOON_SEND_ANY_DIRECTION:
6196 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6197 game.balloon_dir = move_direction;
6199 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6200 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6201 element == EL_BALLOON_SEND_UP ? MV_UP :
6202 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6204 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6209 /* the following elements cannot be pushed by "snapping" */
6212 case EL_DX_SUPABOMB:
6214 case EL_TIME_ORB_EMPTY:
6216 case EL_SP_DISK_ORANGE:
6218 if (mode == DF_SNAP)
6219 return MF_NO_ACTION;
6220 /* no "break" -- fall through to next case */
6221 /* the following elements can be pushed by "snapping" */
6224 return MF_NO_ACTION;
6226 player->Pushing = TRUE;
6228 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6229 return MF_NO_ACTION;
6233 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6234 return MF_NO_ACTION;
6237 if (player->push_delay == 0)
6238 player->push_delay = FrameCounter;
6240 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6241 !tape.playing && element != EL_SPRING)
6242 return MF_NO_ACTION;
6244 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6245 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6246 element != EL_SPRING)
6247 return MF_NO_ACTION;
6250 if (mode == DF_SNAP)
6252 InitMovingField(x, y, move_direction);
6253 ContinueMoving(x, y);
6258 Feld[x + dx][y + dy] = element;
6261 if (element == EL_SPRING)
6263 Feld[x + dx][y + dy] = EL_SPRING;
6264 MovDir[x + dx][y + dy] = move_direction;
6267 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6269 DrawLevelField(x + dx, y + dy);
6270 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6277 if (!player->key[element - EL_GATE1])
6278 return MF_NO_ACTION;
6285 if (!player->key[element - EL_GATE1_GRAY])
6286 return MF_NO_ACTION;
6293 if (!player->key[element - EL_EM_GATE1])
6294 return MF_NO_ACTION;
6295 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6296 return MF_NO_ACTION;
6298 /* automatically move to the next field with double speed */
6299 player->programmed_action = move_direction;
6300 DOUBLE_PLAYER_SPEED(player);
6302 PlaySoundLevel(x, y, SND_GATE_PASSING);
6305 case EL_EM_GATE1_GRAY:
6306 case EL_EM_GATE2_GRAY:
6307 case EL_EM_GATE3_GRAY:
6308 case EL_EM_GATE4_GRAY:
6309 if (!player->key[element - EL_EM_GATE1_GRAY])
6310 return MF_NO_ACTION;
6311 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6312 return MF_NO_ACTION;
6314 /* automatically move to the next field with double speed */
6315 player->programmed_action = move_direction;
6316 DOUBLE_PLAYER_SPEED(player);
6318 PlaySoundLevel(x, y, SND_GATE_PASSING);
6321 case EL_SWITCHGATE_OPEN:
6322 case EL_TIMEGATE_OPEN:
6323 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6324 return MF_NO_ACTION;
6326 /* automatically move to the next field with double speed */
6327 player->programmed_action = move_direction;
6328 DOUBLE_PLAYER_SPEED(player);
6330 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6333 case EL_SP_PORT1_LEFT:
6334 case EL_SP_PORT2_LEFT:
6335 case EL_SP_PORT1_RIGHT:
6336 case EL_SP_PORT2_RIGHT:
6337 case EL_SP_PORT1_UP:
6338 case EL_SP_PORT2_UP:
6339 case EL_SP_PORT1_DOWN:
6340 case EL_SP_PORT2_DOWN:
6345 element != EL_SP_PORT1_LEFT &&
6346 element != EL_SP_PORT2_LEFT &&
6347 element != EL_SP_PORT_X &&
6348 element != EL_SP_PORT_XY) ||
6350 element != EL_SP_PORT1_RIGHT &&
6351 element != EL_SP_PORT2_RIGHT &&
6352 element != EL_SP_PORT_X &&
6353 element != EL_SP_PORT_XY) ||
6355 element != EL_SP_PORT1_UP &&
6356 element != EL_SP_PORT2_UP &&
6357 element != EL_SP_PORT_Y &&
6358 element != EL_SP_PORT_XY) ||
6360 element != EL_SP_PORT1_DOWN &&
6361 element != EL_SP_PORT2_DOWN &&
6362 element != EL_SP_PORT_Y &&
6363 element != EL_SP_PORT_XY) ||
6364 !IN_LEV_FIELD(x + dx, y + dy) ||
6365 !IS_FREE(x + dx, y + dy))
6366 return MF_NO_ACTION;
6368 /* automatically move to the next field with double speed */
6369 player->programmed_action = move_direction;
6370 DOUBLE_PLAYER_SPEED(player);
6372 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6376 case EL_TUBE_VERTICAL:
6377 case EL_TUBE_HORIZONTAL:
6378 case EL_TUBE_VERTICAL_LEFT:
6379 case EL_TUBE_VERTICAL_RIGHT:
6380 case EL_TUBE_HORIZONTAL_UP:
6381 case EL_TUBE_HORIZONTAL_DOWN:
6382 case EL_TUBE_LEFT_UP:
6383 case EL_TUBE_LEFT_DOWN:
6384 case EL_TUBE_RIGHT_UP:
6385 case EL_TUBE_RIGHT_DOWN:
6388 int tube_enter_directions[][2] =
6390 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6391 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6392 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6393 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6394 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6395 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6396 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6397 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6398 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6399 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6400 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6401 { -1, MV_NO_MOVING }
6404 while (tube_enter_directions[i][0] != element)
6407 if (tube_enter_directions[i][0] == -1) /* should not happen */
6411 if (!(tube_enter_directions[i][1] & move_direction))
6412 return MF_NO_ACTION; /* tube has no opening in this direction */
6414 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6418 case EL_EXIT_CLOSED:
6419 case EL_SP_EXIT_CLOSED:
6420 case EL_EXIT_OPENING:
6421 return MF_NO_ACTION;
6425 case EL_SP_EXIT_OPEN:
6426 if (mode == DF_SNAP)
6427 return MF_NO_ACTION;
6429 if (element == EL_EXIT_OPEN)
6430 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6432 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6437 Feld[x][y] = EL_LAMP_ACTIVE;
6438 local_player->lights_still_needed--;
6439 DrawLevelField(x, y);
6440 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6444 case EL_TIME_ORB_FULL:
6445 Feld[x][y] = EL_TIME_ORB_EMPTY;
6447 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6448 DrawLevelField(x, y);
6449 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6453 case EL_SOKOBAN_FIELD_EMPTY:
6456 case EL_SOKOBAN_OBJECT:
6457 case EL_SOKOBAN_FIELD_FULL:
6459 case EL_SP_DISK_YELLOW:
6461 if (mode == DF_SNAP)
6462 return MF_NO_ACTION;
6464 player->Pushing = TRUE;
6466 if (!IN_LEV_FIELD(x+dx, y+dy)
6467 || (!IS_FREE(x+dx, y+dy)
6468 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6469 || !IS_SB_ELEMENT(element))))
6470 return MF_NO_ACTION;
6474 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6475 return MF_NO_ACTION;
6477 else if (dy && real_dx)
6479 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6480 return MF_NO_ACTION;
6483 if (player->push_delay == 0)
6484 player->push_delay = FrameCounter;
6486 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6487 !tape.playing && element != EL_BALLOON)
6488 return MF_NO_ACTION;
6490 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6491 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6492 element != EL_BALLOON)
6493 return MF_NO_ACTION;
6496 if (IS_SB_ELEMENT(element))
6498 if (element == EL_SOKOBAN_FIELD_FULL)
6500 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6501 local_player->sokobanfields_still_needed++;
6506 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6508 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6509 local_player->sokobanfields_still_needed--;
6510 if (element == EL_SOKOBAN_OBJECT)
6511 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6513 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6517 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6518 if (element == EL_SOKOBAN_FIELD_FULL)
6519 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6521 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6527 Feld[x+dx][y+dy] = element;
6528 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6531 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6533 DrawLevelField(x, y);
6534 DrawLevelField(x + dx, y + dy);
6536 if (IS_SB_ELEMENT(element) &&
6537 local_player->sokobanfields_still_needed == 0 &&
6538 game.emulation == EMU_SOKOBAN)
6540 player->LevelSolved = player->GameOver = TRUE;
6541 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6552 return MF_NO_ACTION;
6555 player->push_delay = 0;
6560 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6562 int jx = player->jx, jy = player->jy;
6563 int x = jx + dx, y = jy + dy;
6565 if (!player->active || !IN_LEV_FIELD(x, y))
6573 if (player->MovPos == 0)
6574 player->Pushing = FALSE;
6576 player->snapped = FALSE;
6580 if (player->snapped)
6583 player->MovDir = (dx < 0 ? MV_LEFT :
6586 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6588 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6591 player->snapped = TRUE;
6592 DrawLevelField(x, y);
6598 boolean PlaceBomb(struct PlayerInfo *player)
6600 int jx = player->jx, jy = player->jy;
6603 if (!player->active || player->MovPos)
6606 element = Feld[jx][jy];
6608 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6609 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6612 if (element != EL_EMPTY)
6613 Store[jx][jy] = element;
6615 if (player->dynamite)
6617 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6618 MovDelay[jx][jy] = 96;
6620 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6621 FS_SMALL, FC_YELLOW);
6622 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6624 if (game.emulation == EMU_SUPAPLEX)
6625 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6627 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6630 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6635 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6636 MovDelay[jx][jy] = 96;
6637 player->dynabombs_left--;
6638 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6639 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6641 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6647 void PlaySoundLevel(int x, int y, int nr)
6649 static int loop_sound_frame[NUM_SOUND_FILES];
6650 static int loop_sound_volume[NUM_SOUND_FILES];
6651 int sx = SCREENX(x), sy = SCREENY(y);
6652 int volume, stereo_position;
6653 int max_distance = 8;
6654 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6656 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6657 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6660 if (!IN_LEV_FIELD(x, y) ||
6661 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6662 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6665 volume = SOUND_MAX_VOLUME;
6667 if (!IN_SCR_FIELD(sx, sy))
6669 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6670 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6672 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6675 stereo_position = (SOUND_MAX_LEFT +
6676 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6677 (SCR_FIELDX + 2 * max_distance));
6679 if (IS_LOOP_SOUND(nr))
6681 /* This assures that quieter loop sounds do not overwrite louder ones,
6682 while restarting sound volume comparison with each new game frame. */
6684 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6687 loop_sound_volume[nr] = volume;
6688 loop_sound_frame[nr] = FrameCounter;
6691 PlaySoundExt(nr, volume, stereo_position, type);
6694 void PlaySoundLevelAction(int x, int y, int sound_action)
6696 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6699 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6701 int sound_effect = element_action_sound[element][sound_action];
6703 if (sound_effect != -1)
6704 PlaySoundLevel(x, y, sound_effect);
6707 void RaiseScore(int value)
6709 local_player->score += value;
6710 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6711 FS_SMALL, FC_YELLOW);
6714 void RaiseScoreElement(int element)
6720 case EL_EMERALD_YELLOW:
6721 case EL_EMERALD_RED:
6722 case EL_EMERALD_PURPLE:
6723 RaiseScore(level.score[SC_EDELSTEIN]);
6726 RaiseScore(level.score[SC_DIAMANT]);
6729 case EL_BD_BUTTERFLY:
6730 RaiseScore(level.score[SC_KAEFER]);
6734 RaiseScore(level.score[SC_FLIEGER]);
6737 case EL_DARK_YAMYAM:
6738 RaiseScore(level.score[SC_MAMPFER]);
6741 RaiseScore(level.score[SC_ROBOT]);
6744 RaiseScore(level.score[SC_PACMAN]);
6747 RaiseScore(level.score[SC_KOKOSNUSS]);
6750 RaiseScore(level.score[SC_DYNAMIT]);
6756 RaiseScore(level.score[SC_SCHLUESSEL]);
6763 void RequestQuitGame(boolean ask_if_really_quit)
6765 if (AllPlayersGone ||
6766 !ask_if_really_quit ||
6767 level_editor_test_game ||
6768 Request("Do you really want to quit the game ?",
6769 REQ_ASK | REQ_STAY_CLOSED))
6771 #if defined(PLATFORM_UNIX)
6772 if (options.network)
6773 SendToServer_StopPlaying();
6777 game_status = MAINMENU;
6783 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6788 /* ---------- new game button stuff ---------------------------------------- */
6790 /* graphic position values for game buttons */
6791 #define GAME_BUTTON_XSIZE 30
6792 #define GAME_BUTTON_YSIZE 30
6793 #define GAME_BUTTON_XPOS 5
6794 #define GAME_BUTTON_YPOS 215
6795 #define SOUND_BUTTON_XPOS 5
6796 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6798 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6799 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6800 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6801 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6802 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6803 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6810 } gamebutton_info[NUM_GAME_BUTTONS] =
6813 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6818 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6823 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6828 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6829 SOUND_CTRL_ID_MUSIC,
6830 "background music on/off"
6833 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6834 SOUND_CTRL_ID_LOOPS,
6835 "sound loops on/off"
6838 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6839 SOUND_CTRL_ID_SIMPLE,
6840 "normal sounds on/off"
6844 void CreateGameButtons()
6848 for (i=0; i<NUM_GAME_BUTTONS; i++)
6850 Bitmap *gd_bitmap = new_graphic_info[IMG_MENU_DOOR].bitmap;
6851 struct GadgetInfo *gi;
6854 unsigned long event_mask;
6855 int gd_xoffset, gd_yoffset;
6856 int gd_x1, gd_x2, gd_y1, gd_y2;
6859 gd_xoffset = gamebutton_info[i].x;
6860 gd_yoffset = gamebutton_info[i].y;
6861 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6862 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6864 if (id == GAME_CTRL_ID_STOP ||
6865 id == GAME_CTRL_ID_PAUSE ||
6866 id == GAME_CTRL_ID_PLAY)
6868 button_type = GD_TYPE_NORMAL_BUTTON;
6870 event_mask = GD_EVENT_RELEASED;
6871 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6872 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6876 button_type = GD_TYPE_CHECK_BUTTON;
6878 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6879 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6880 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6881 event_mask = GD_EVENT_PRESSED;
6882 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6883 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6886 gi = CreateGadget(GDI_CUSTOM_ID, id,
6887 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6888 GDI_X, DX + gd_xoffset,
6889 GDI_Y, DY + gd_yoffset,
6890 GDI_WIDTH, GAME_BUTTON_XSIZE,
6891 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6892 GDI_TYPE, button_type,
6893 GDI_STATE, GD_BUTTON_UNPRESSED,
6894 GDI_CHECKED, checked,
6895 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6896 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6897 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6898 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6899 GDI_EVENT_MASK, event_mask,
6900 GDI_CALLBACK_ACTION, HandleGameButtons,
6904 Error(ERR_EXIT, "cannot create gadget");
6906 game_gadget[id] = gi;
6910 static void MapGameButtons()
6914 for (i=0; i<NUM_GAME_BUTTONS; i++)
6915 MapGadget(game_gadget[i]);
6918 void UnmapGameButtons()
6922 for (i=0; i<NUM_GAME_BUTTONS; i++)
6923 UnmapGadget(game_gadget[i]);
6926 static void HandleGameButtons(struct GadgetInfo *gi)
6928 int id = gi->custom_id;
6930 if (game_status != PLAYING)
6935 case GAME_CTRL_ID_STOP:
6936 RequestQuitGame(TRUE);
6939 case GAME_CTRL_ID_PAUSE:
6940 if (options.network)
6942 #if defined(PLATFORM_UNIX)
6944 SendToServer_ContinuePlaying();
6946 SendToServer_PausePlaying();
6950 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6953 case GAME_CTRL_ID_PLAY:
6956 #if defined(PLATFORM_UNIX)
6957 if (options.network)
6958 SendToServer_ContinuePlaying();
6962 tape.pausing = FALSE;
6963 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6968 case SOUND_CTRL_ID_MUSIC:
6969 if (setup.sound_music)
6971 setup.sound_music = FALSE;
6974 else if (audio.music_available)
6976 setup.sound = setup.sound_music = TRUE;
6977 PlayMusic(level_nr);
6981 case SOUND_CTRL_ID_LOOPS:
6982 if (setup.sound_loops)
6983 setup.sound_loops = FALSE;
6984 else if (audio.loops_available)
6985 setup.sound = setup.sound_loops = TRUE;
6988 case SOUND_CTRL_ID_SIMPLE:
6989 if (setup.sound_simple)
6990 setup.sound_simple = FALSE;
6991 else if (audio.sound_available)
6992 setup.sound = setup.sound_simple = TRUE;