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 getBeltNrFromElement(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 getBeltNrFromSwitchElement(int element)
241 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
242 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
243 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
246 static int getBeltDirNrFromSwitchElement(int element)
248 static int belt_base_element[4] =
250 EL_CONVEYOR_BELT1_SWITCH_LEFT,
251 EL_CONVEYOR_BELT2_SWITCH_LEFT,
252 EL_CONVEYOR_BELT3_SWITCH_LEFT,
253 EL_CONVEYOR_BELT4_SWITCH_LEFT
256 int belt_nr = getBeltNrFromSwitchElement(element);
257 int belt_dir_nr = element - belt_base_element[belt_nr];
259 return (belt_dir_nr % 3);
262 static int getBeltDirFromSwitchElement(int element)
264 static int belt_move_dir[3] =
271 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
273 return belt_move_dir[belt_dir_nr];
276 static void InitField(int x, int y, boolean init_game)
283 if (stored_player[0].present)
285 Feld[x][y] = EL_SP_MURPHY_CLONE;
292 Feld[x][y] = EL_PLAYER1;
300 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
301 int jx = player->jx, jy = player->jy;
303 player->present = TRUE;
305 if (!options.network || player->connected)
307 player->active = TRUE;
309 /* remove potentially duplicate players */
310 if (StorePlayer[jx][jy] == Feld[x][y])
311 StorePlayer[jx][jy] = 0;
313 StorePlayer[x][y] = Feld[x][y];
317 printf("Player %d activated.\n", player->element_nr);
318 printf("[Local player is %d and currently %s.]\n",
319 local_player->element_nr,
320 local_player->active ? "active" : "not active");
324 Feld[x][y] = EL_EMPTY;
325 player->jx = player->last_jx = x;
326 player->jy = player->last_jy = y;
331 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
332 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
333 else if (x > 0 && Feld[x-1][y] == EL_ACID)
334 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
335 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
336 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
337 else if (y > 0 && Feld[x][y-1] == EL_ACID)
338 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
339 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
340 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
348 case EL_SPACESHIP_RIGHT:
349 case EL_SPACESHIP_UP:
350 case EL_SPACESHIP_LEFT:
351 case EL_SPACESHIP_DOWN:
353 case EL_BD_BUTTERFLY_RIGHT:
354 case EL_BD_BUTTERFLY_UP:
355 case EL_BD_BUTTERFLY_LEFT:
356 case EL_BD_BUTTERFLY_DOWN:
357 case EL_BD_BUTTERFLY:
358 case EL_BD_FIREFLY_RIGHT:
359 case EL_BD_FIREFLY_UP:
360 case EL_BD_FIREFLY_LEFT:
361 case EL_BD_FIREFLY_DOWN:
363 case EL_PACMAN_RIGHT:
387 if (y == lev_fieldy - 1)
389 Feld[x][y] = EL_AMOEBA_CREATING;
390 Store[x][y] = EL_AMOEBA_WET;
394 case EL_DYNAMITE_ACTIVE:
399 local_player->lights_still_needed++;
402 case EL_SOKOBAN_FIELD_EMPTY:
403 local_player->sokobanfields_still_needed++;
407 local_player->friends_still_needed++;
412 MovDir[x][y] = 1 << RND(4);
416 Feld[x][y] = EL_EMPTY;
419 case EL_EM_KEY1_FILE:
420 Feld[x][y] = EL_EM_KEY1;
422 case EL_EM_KEY2_FILE:
423 Feld[x][y] = EL_EM_KEY2;
425 case EL_EM_KEY3_FILE:
426 Feld[x][y] = EL_EM_KEY3;
428 case EL_EM_KEY4_FILE:
429 Feld[x][y] = EL_EM_KEY4;
432 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
433 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
434 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
435 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
436 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
437 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
438 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
439 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
440 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
441 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
442 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
443 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
446 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
447 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
448 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
450 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
452 game.belt_dir[belt_nr] = belt_dir;
453 game.belt_dir_nr[belt_nr] = belt_dir_nr;
455 else /* more than one switch -- set it like the first switch */
457 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
462 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
464 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
467 case EL_LIGHT_SWITCH_ACTIVE:
469 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
477 void DrawGameDoorValues()
481 for (i=0; i<MAX_PLAYERS; i++)
483 if (stored_player[i].key[j])
484 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
485 GFX_SCHLUESSEL1 + j);
487 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
488 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
489 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
490 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
491 DrawText(DX + XX_SCORE, DY + YY_SCORE,
492 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
493 DrawText(DX + XX_TIME, DY + YY_TIME,
494 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
499 =============================================================================
501 -----------------------------------------------------------------------------
502 initialize sound effect lookup table for element actions
503 =============================================================================
508 int sound_effect_properties[NUM_SOUND_FILES];
512 debug_print_timestamp(0, NULL);
515 for (i=0; i<MAX_NUM_ELEMENTS; i++)
516 for (j=0; j<NUM_SND_ACTIONS; j++)
517 element_action_sound[i][j] = -1;
519 for (i=0; i<NUM_SOUND_FILES; i++)
521 int len_effect_text = strlen(sound_files[i].token);
523 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
524 is_loop_sound[i] = FALSE;
526 /* determine all loop sounds and identify certain sound classes */
528 for (j=0; sound_action_properties[j].text; j++)
530 int len_action_text = strlen(sound_action_properties[j].text);
532 if (len_action_text < len_effect_text &&
533 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
534 sound_action_properties[j].text) == 0)
536 sound_effect_properties[i] = sound_action_properties[j].value;
538 if (sound_action_properties[j].is_loop)
539 is_loop_sound[i] = TRUE;
543 /* associate elements and some selected sound actions */
545 for (j=0; j<MAX_NUM_ELEMENTS; j++)
547 if (element_info[j].sound_class_name)
549 int len_class_text = strlen(element_info[j].sound_class_name);
551 if (len_class_text + 1 < len_effect_text &&
552 strncmp(sound_files[i].token,
553 element_info[j].sound_class_name, len_class_text) == 0 &&
554 sound_files[i].token[len_class_text] == '.')
556 int sound_action_value = sound_effect_properties[i];
558 element_action_sound[j][sound_action_value] = i;
565 debug_print_timestamp(0, "InitGameEngine");
571 int element = EL_SAND;
572 int sound_action = SND_ACTION_DIGGING;
575 while (sound_action_properties[j].text)
577 if (sound_action_properties[j].value == sound_action)
578 printf("element %d, sound action '%s' == %d\n",
579 element, sound_action_properties[j].text,
580 element_action_sound[element][sound_action]);
589 =============================================================================
591 -----------------------------------------------------------------------------
592 initialize game engine due to level / tape version number
593 =============================================================================
596 static void InitGameEngine()
600 game.engine_version = (tape.playing ? tape.engine_version :
604 printf("level %d: level version == %06d\n", level_nr, level.game_version);
605 printf(" tape version == %06d [%s] [file: %06d]\n",
606 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
608 printf(" => game.engine_version == %06d\n", game.engine_version);
611 /* dynamically adjust player properties according to game engine version */
612 game.initial_move_delay =
613 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
614 INITIAL_MOVE_DELAY_OFF);
616 /* dynamically adjust player properties according to level information */
617 game.initial_move_delay_value =
618 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
620 /* dynamically adjust element properties according to game engine version */
622 static int ep_em_slippery_wall[] =
631 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
633 for (i=0; i<ep_em_slippery_wall_num; i++)
635 if (level.em_slippery_gems) /* special EM style gems behaviour */
636 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
637 EP_BIT_EM_SLIPPERY_WALL;
639 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
640 ~EP_BIT_EM_SLIPPERY_WALL;
643 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
644 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
645 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
647 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
653 =============================================================================
655 -----------------------------------------------------------------------------
656 initialize and start new game
657 =============================================================================
662 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
663 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
664 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
670 #if USE_NEW_AMOEBA_CODE
671 printf("Using new amoeba code.\n");
673 printf("Using old amoeba code.\n");
677 /* don't play tapes over network */
678 network_playing = (options.network && !tape.playing);
680 for (i=0; i<MAX_PLAYERS; i++)
682 struct PlayerInfo *player = &stored_player[i];
684 player->index_nr = i;
685 player->element_nr = EL_PLAYER1 + i;
687 player->present = FALSE;
688 player->active = FALSE;
691 player->effective_action = 0;
692 player->programmed_action = 0;
695 player->gems_still_needed = level.gems_needed;
696 player->sokobanfields_still_needed = 0;
697 player->lights_still_needed = 0;
698 player->friends_still_needed = 0;
701 player->key[j] = FALSE;
703 player->dynamite = 0;
704 player->dynabomb_count = 0;
705 player->dynabomb_size = 1;
706 player->dynabombs_left = 0;
707 player->dynabomb_xl = FALSE;
709 player->MovDir = MV_NO_MOVING;
711 player->Pushing = FALSE;
712 player->Switching = FALSE;
716 player->actual_frame_counter = 0;
718 player->frame_reset_delay = 0;
720 player->last_move_dir = MV_NO_MOVING;
721 player->is_moving = FALSE;
723 player->move_delay = game.initial_move_delay;
724 player->move_delay_value = game.initial_move_delay_value;
726 player->push_delay = 0;
727 player->push_delay_value = 5;
729 player->snapped = FALSE;
731 player->last_jx = player->last_jy = 0;
732 player->jx = player->jy = 0;
734 player->shield_passive_time_left = 0;
735 player->shield_active_time_left = 0;
737 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
738 SnapField(player, 0, 0);
740 player->LevelSolved = FALSE;
741 player->GameOver = FALSE;
744 network_player_action_received = FALSE;
746 #if defined(PLATFORM_UNIX)
747 /* initial null action */
749 SendToServer_MovePlayer(MV_NO_MOVING);
757 TimeLeft = level.time;
759 ScreenMovDir = MV_NO_MOVING;
763 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
765 AllPlayersGone = FALSE;
767 game.yam_content_nr = 0;
768 game.magic_wall_active = FALSE;
769 game.magic_wall_time_left = 0;
770 game.light_time_left = 0;
771 game.timegate_time_left = 0;
772 game.switchgate_pos = 0;
773 game.balloon_dir = MV_NO_MOVING;
774 game.explosions_delayed = TRUE;
778 game.belt_dir[i] = MV_NO_MOVING;
779 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
782 for (i=0; i<MAX_NUM_AMOEBA; i++)
783 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
785 for (x=0; x<lev_fieldx; x++)
787 for (y=0; y<lev_fieldy; y++)
789 Feld[x][y] = Ur[x][y];
790 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
791 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
794 JustStopped[x][y] = 0;
796 ExplodeField[x][y] = EX_NO_EXPLOSION;
800 for(y=0; y<lev_fieldy; y++)
802 for(x=0; x<lev_fieldx; x++)
804 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
806 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
808 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
811 InitField(x, y, TRUE);
815 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
816 emulate_sb ? EMU_SOKOBAN :
817 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
819 /* correct non-moving belts to start moving left */
821 if (game.belt_dir[i] == MV_NO_MOVING)
822 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
824 /* check if any connected player was not found in playfield */
825 for (i=0; i<MAX_PLAYERS; i++)
827 struct PlayerInfo *player = &stored_player[i];
829 if (player->connected && !player->present)
831 for (j=0; j<MAX_PLAYERS; j++)
833 struct PlayerInfo *some_player = &stored_player[j];
834 int jx = some_player->jx, jy = some_player->jy;
836 /* assign first free player found that is present in the playfield */
837 if (some_player->present && !some_player->connected)
839 player->present = TRUE;
840 player->active = TRUE;
841 some_player->present = FALSE;
843 StorePlayer[jx][jy] = player->element_nr;
844 player->jx = player->last_jx = jx;
845 player->jy = player->last_jy = jy;
855 /* when playing a tape, eliminate all players who do not participate */
857 for (i=0; i<MAX_PLAYERS; i++)
859 if (stored_player[i].active && !tape.player_participates[i])
861 struct PlayerInfo *player = &stored_player[i];
862 int jx = player->jx, jy = player->jy;
864 player->active = FALSE;
865 StorePlayer[jx][jy] = 0;
866 Feld[jx][jy] = EL_EMPTY;
870 else if (!options.network && !setup.team_mode) /* && !tape.playing */
872 /* when in single player mode, eliminate all but the first active player */
874 for (i=0; i<MAX_PLAYERS; i++)
876 if (stored_player[i].active)
878 for (j=i+1; j<MAX_PLAYERS; j++)
880 if (stored_player[j].active)
882 struct PlayerInfo *player = &stored_player[j];
883 int jx = player->jx, jy = player->jy;
885 player->active = FALSE;
886 StorePlayer[jx][jy] = 0;
887 Feld[jx][jy] = EL_EMPTY;
894 /* when recording the game, store which players take part in the game */
897 for (i=0; i<MAX_PLAYERS; i++)
898 if (stored_player[i].active)
899 tape.player_participates[i] = TRUE;
904 for (i=0; i<MAX_PLAYERS; i++)
906 struct PlayerInfo *player = &stored_player[i];
908 printf("Player %d: present == %d, connected == %d, active == %d.\n",
913 if (local_player == player)
914 printf("Player %d is local player.\n", i+1);
918 if (BorderElement == EL_EMPTY)
921 SBX_Right = lev_fieldx - SCR_FIELDX;
923 SBY_Lower = lev_fieldy - SCR_FIELDY;
928 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
930 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
933 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
934 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
936 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
937 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
940 scroll_y = SBY_Upper;
941 if (local_player->jx >= SBX_Left + MIDPOSX)
942 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
943 local_player->jx - MIDPOSX :
945 if (local_player->jy >= SBY_Upper + MIDPOSY)
946 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
947 local_player->jy - MIDPOSY :
950 CloseDoor(DOOR_CLOSE_1);
956 /* after drawing the level, correct some elements */
957 if (game.timegate_time_left == 0)
958 CloseAllOpenTimegates();
960 if (setup.soft_scrolling)
961 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
963 redraw_mask |= REDRAW_FROM_BACKBUFFER;
965 /* copy default game door content to main double buffer */
966 BlitBitmap(pix[PIX_DOOR], drawto,
967 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
970 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
971 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
974 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
975 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
976 BlitBitmap(drawto, drawto,
977 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
978 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
979 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
982 DrawGameDoorValues();
986 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
987 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
988 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
992 /* copy actual game door content to door double buffer for OpenDoor() */
993 BlitBitmap(drawto, pix[PIX_DB_DOOR],
994 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
996 OpenDoor(DOOR_OPEN_ALL);
998 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
999 if (setup.sound_music)
1000 PlayMusic(level_nr);
1002 KeyboardAutoRepeatOff();
1007 printf("Player %d %sactive.\n",
1008 i + 1, (stored_player[i].active ? "" : "not "));
1012 void InitMovDir(int x, int y)
1014 int i, element = Feld[x][y];
1015 static int xy[4][2] =
1022 static int direction[3][4] =
1024 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1025 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1026 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1035 Feld[x][y] = EL_BUG;
1036 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1039 case EL_SPACESHIP_RIGHT:
1040 case EL_SPACESHIP_UP:
1041 case EL_SPACESHIP_LEFT:
1042 case EL_SPACESHIP_DOWN:
1043 Feld[x][y] = EL_SPACESHIP;
1044 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1047 case EL_BD_BUTTERFLY_RIGHT:
1048 case EL_BD_BUTTERFLY_UP:
1049 case EL_BD_BUTTERFLY_LEFT:
1050 case EL_BD_BUTTERFLY_DOWN:
1051 Feld[x][y] = EL_BD_BUTTERFLY;
1052 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1055 case EL_BD_FIREFLY_RIGHT:
1056 case EL_BD_FIREFLY_UP:
1057 case EL_BD_FIREFLY_LEFT:
1058 case EL_BD_FIREFLY_DOWN:
1059 Feld[x][y] = EL_BD_FIREFLY;
1060 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1063 case EL_PACMAN_RIGHT:
1065 case EL_PACMAN_LEFT:
1066 case EL_PACMAN_DOWN:
1067 Feld[x][y] = EL_PACMAN;
1068 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1071 case EL_SP_SNIKSNAK:
1072 MovDir[x][y] = MV_UP;
1075 case EL_SP_ELECTRON:
1076 MovDir[x][y] = MV_LEFT;
1083 Feld[x][y] = EL_MOLE;
1084 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1088 MovDir[x][y] = 1 << RND(4);
1089 if (element != EL_BUG &&
1090 element != EL_SPACESHIP &&
1091 element != EL_BD_BUTTERFLY &&
1092 element != EL_BD_FIREFLY)
1097 int x1 = x + xy[i][0];
1098 int y1 = y + xy[i][1];
1100 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1102 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1104 MovDir[x][y] = direction[0][i];
1107 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1108 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1110 MovDir[x][y] = direction[1][i];
1119 void InitAmoebaNr(int x, int y)
1122 int group_nr = AmoebeNachbarNr(x, y);
1126 for (i=1; i<MAX_NUM_AMOEBA; i++)
1128 if (AmoebaCnt[i] == 0)
1136 AmoebaNr[x][y] = group_nr;
1137 AmoebaCnt[group_nr]++;
1138 AmoebaCnt2[group_nr]++;
1144 boolean raise_level = FALSE;
1146 if (local_player->MovPos)
1149 local_player->LevelSolved = FALSE;
1151 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1155 if (!tape.playing && setup.sound_loops)
1156 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1157 SND_CTRL_PLAY_LOOP);
1159 while (TimeLeft > 0)
1161 if (!tape.playing && !setup.sound_loops)
1162 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1163 if (TimeLeft > 0 && !(TimeLeft % 10))
1164 RaiseScore(level.score[SC_ZEITBONUS]);
1165 if (TimeLeft > 100 && !(TimeLeft % 10))
1169 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1176 if (!tape.playing && setup.sound_loops)
1177 StopSound(SND_GAME_LEVELTIME_BONUS);
1179 else if (level.time == 0) /* level without time limit */
1181 if (!tape.playing && setup.sound_loops)
1182 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1183 SND_CTRL_PLAY_LOOP);
1185 while (TimePlayed < 999)
1187 if (!tape.playing && !setup.sound_loops)
1188 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1189 if (TimePlayed < 999 && !(TimePlayed % 10))
1190 RaiseScore(level.score[SC_ZEITBONUS]);
1191 if (TimePlayed < 900 && !(TimePlayed % 10))
1195 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1202 if (!tape.playing && setup.sound_loops)
1203 StopSound(SND_GAME_LEVELTIME_BONUS);
1210 /* Hero disappears */
1211 DrawLevelField(ExitX, ExitY);
1217 CloseDoor(DOOR_CLOSE_1);
1222 SaveTape(tape.level_nr); /* Ask to save tape */
1225 if (level_nr == leveldir_current->handicap_level)
1227 leveldir_current->handicap_level++;
1228 SaveLevelSetup_SeriesInfo();
1231 if (level_editor_test_game)
1232 local_player->score = -1; /* no highscore when playing from editor */
1233 else if (level_nr < leveldir_current->last_level)
1234 raise_level = TRUE; /* advance to next level */
1236 if ((hi_pos = NewHiScore()) >= 0)
1238 game_status = HALLOFFAME;
1239 DrawHallOfFame(hi_pos);
1248 game_status = MAINMENU;
1265 LoadScore(level_nr);
1267 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1268 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1271 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1273 if (local_player->score > highscore[k].Score)
1275 /* player has made it to the hall of fame */
1277 if (k < MAX_SCORE_ENTRIES - 1)
1279 int m = MAX_SCORE_ENTRIES - 1;
1282 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1283 if (!strcmp(setup.player_name, highscore[l].Name))
1285 if (m == k) /* player's new highscore overwrites his old one */
1291 strcpy(highscore[l].Name, highscore[l - 1].Name);
1292 highscore[l].Score = highscore[l - 1].Score;
1299 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1300 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1301 highscore[k].Score = local_player->score;
1307 else if (!strncmp(setup.player_name, highscore[k].Name,
1308 MAX_PLAYER_NAME_LEN))
1309 break; /* player already there with a higher score */
1315 SaveScore(level_nr);
1320 void InitMovingField(int x, int y, int direction)
1322 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1323 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1325 MovDir[x][y] = direction;
1326 MovDir[newx][newy] = direction;
1327 if (Feld[newx][newy] == EL_EMPTY)
1328 Feld[newx][newy] = EL_BLOCKED;
1331 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1333 int direction = MovDir[x][y];
1334 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1335 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1341 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1343 int oldx = x, oldy = y;
1344 int direction = MovDir[x][y];
1346 if (direction == MV_LEFT)
1348 else if (direction == MV_RIGHT)
1350 else if (direction == MV_UP)
1352 else if (direction == MV_DOWN)
1355 *comes_from_x = oldx;
1356 *comes_from_y = oldy;
1359 int MovingOrBlocked2Element(int x, int y)
1361 int element = Feld[x][y];
1363 if (element == EL_BLOCKED)
1367 Blocked2Moving(x, y, &oldx, &oldy);
1368 return Feld[oldx][oldy];
1374 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1376 /* like MovingOrBlocked2Element(), but if element is moving
1377 and (x,y) is the field the moving element is just leaving,
1378 return EL_BLOCKED instead of the element value */
1379 int element = Feld[x][y];
1381 if (IS_MOVING(x, y))
1383 if (element == EL_BLOCKED)
1387 Blocked2Moving(x, y, &oldx, &oldy);
1388 return Feld[oldx][oldy];
1397 static void RemoveField(int x, int y)
1399 Feld[x][y] = EL_EMPTY;
1405 void RemoveMovingField(int x, int y)
1407 int oldx = x, oldy = y, newx = x, newy = y;
1409 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1412 if (IS_MOVING(x, y))
1414 Moving2Blocked(x, y, &newx, &newy);
1415 if (Feld[newx][newy] != EL_BLOCKED)
1418 else if (Feld[x][y] == EL_BLOCKED)
1420 Blocked2Moving(x, y, &oldx, &oldy);
1421 if (!IS_MOVING(oldx, oldy))
1425 if (Feld[x][y] == EL_BLOCKED &&
1426 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1427 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1428 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1429 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1430 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1432 Feld[oldx][oldy] = EL_EMPTY;
1434 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1436 Feld[newx][newy] = EL_EMPTY;
1437 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1438 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1440 DrawLevelField(oldx, oldy);
1441 DrawLevelField(newx, newy);
1444 void DrawDynamite(int x, int y)
1446 int sx = SCREENX(x), sy = SCREENY(y);
1447 int graphic = el2gfx(Feld[x][y]);
1450 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1454 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1456 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1458 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1463 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1467 if (game.emulation == EMU_SUPAPLEX)
1468 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1469 else if (Store[x][y])
1470 DrawGraphicThruMask(sx, sy, graphic + phase);
1472 DrawGraphic(sx, sy, graphic + phase);
1475 void CheckDynamite(int x, int y)
1477 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1482 if (!(MovDelay[x][y] % 6))
1483 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1485 if (IS_ACTIVE_BOMB(Feld[x][y]))
1487 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1489 if (!(MovDelay[x][y] % delay))
1497 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1498 StopSound(SND_DYNAMITE_ACTIVE);
1500 StopSound(SND_DYNABOMB_ACTIVE);
1505 void Explode(int ex, int ey, int phase, int mode)
1508 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1509 int last_phase = num_phase * delay;
1510 int half_phase = (num_phase / 2) * delay;
1511 int first_phase_after_start = EX_PHASE_START + 1;
1513 if (game.explosions_delayed)
1515 ExplodeField[ex][ey] = mode;
1519 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1521 int center_element = Feld[ex][ey];
1523 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1525 /* put moving element to center field (and let it explode there) */
1526 center_element = MovingOrBlocked2Element(ex, ey);
1527 RemoveMovingField(ex, ey);
1528 Feld[ex][ey] = center_element;
1531 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1535 if (!IN_LEV_FIELD(x, y) ||
1536 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1537 (x != ex || y != ey)))
1540 element = Feld[x][y];
1542 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1544 element = MovingOrBlocked2Element(x, y);
1545 RemoveMovingField(x, y);
1548 if (IS_MASSIVE(element) || element == EL_DRAGON_FIRE)
1551 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1553 if (IS_ACTIVE_BOMB(element))
1555 /* re-activate things under the bomb like gate or penguin */
1556 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1563 if (element == EL_EXPLOSION)
1564 element = Store2[x][y];
1566 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1568 switch(StorePlayer[ex][ey])
1571 Store[x][y] = EL_EMERALD_RED;
1574 Store[x][y] = EL_EMERALD;
1577 Store[x][y] = EL_EMERALD_PURPLE;
1581 Store[x][y] = EL_EMERALD_YELLOW;
1585 if (game.emulation == EMU_SUPAPLEX)
1586 Store[x][y] = EL_EMPTY;
1588 else if (center_element == EL_MOLE)
1589 Store[x][y] = EL_EMERALD_RED;
1590 else if (center_element == EL_PENGUIN)
1591 Store[x][y] = EL_EMERALD_PURPLE;
1592 else if (center_element == EL_BUG)
1593 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1594 else if (center_element == EL_BD_BUTTERFLY)
1595 Store[x][y] = EL_BD_DIAMOND;
1596 else if (center_element == EL_SP_ELECTRON)
1597 Store[x][y] = EL_SP_INFOTRON;
1598 else if (center_element == EL_YAMYAM)
1599 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1600 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1601 Store[x][y] = level.amoeba_content;
1602 else if (element == EL_WALL_EMERALD)
1603 Store[x][y] = EL_EMERALD;
1604 else if (element == EL_WALL_DIAMOND)
1605 Store[x][y] = EL_DIAMOND;
1606 else if (element == EL_WALL_BD_DIAMOND)
1607 Store[x][y] = EL_BD_DIAMOND;
1608 else if (element == EL_WALL_EMERALD_YELLOW)
1609 Store[x][y] = EL_EMERALD_YELLOW;
1610 else if (element == EL_WALL_EMERALD_RED)
1611 Store[x][y] = EL_EMERALD_RED;
1612 else if (element == EL_WALL_EMERALD_PURPLE)
1613 Store[x][y] = EL_EMERALD_PURPLE;
1614 else if (element == EL_WALL_PEARL)
1615 Store[x][y] = EL_PEARL;
1616 else if (element == EL_WALL_CRYSTAL)
1617 Store[x][y] = EL_CRYSTAL;
1618 else if (!IS_PFORTE(Store[x][y]))
1619 Store[x][y] = EL_EMPTY;
1621 if (x != ex || y != ey ||
1622 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1623 Store2[x][y] = element;
1625 if (AmoebaNr[x][y] &&
1626 (element == EL_AMOEBA_FULL ||
1627 element == EL_BD_AMOEBA ||
1628 element == EL_AMOEBA_CREATING))
1630 AmoebaCnt[AmoebaNr[x][y]]--;
1631 AmoebaCnt2[AmoebaNr[x][y]]--;
1634 Feld[x][y] = EL_EXPLOSION;
1635 MovDir[x][y] = MovPos[x][y] = 0;
1641 if (center_element == EL_YAMYAM)
1642 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1653 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1655 if (phase == first_phase_after_start)
1657 int element = Store2[x][y];
1659 if (element == EL_BLACK_ORB)
1661 Feld[x][y] = Store2[x][y];
1666 else if (phase == half_phase)
1668 int element = Store2[x][y];
1670 if (IS_PLAYER(x, y))
1671 KillHeroUnlessProtected(x, y);
1672 else if (IS_EXPLOSIVE(element))
1674 Feld[x][y] = Store2[x][y];
1678 else if (element == EL_AMOEBA_TO_DIAMOND)
1679 AmoebeUmwandeln(x, y);
1682 if (phase == last_phase)
1686 element = Feld[x][y] = Store[x][y];
1687 Store[x][y] = Store2[x][y] = 0;
1688 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1689 InitField(x, y, FALSE);
1690 if (CAN_MOVE(element) || COULD_MOVE(element))
1692 DrawLevelField(x, y);
1694 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1695 StorePlayer[x][y] = 0;
1697 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1699 int graphic = GFX_EXPLOSION;
1701 if (game.emulation == EMU_SUPAPLEX)
1702 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1703 GFX_SP_EXPLODE_INFOTRON :
1704 GFX_SP_EXPLODE_EMPTY);
1707 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1709 graphic += (phase / delay - 1);
1711 if (IS_PFORTE(Store[x][y]))
1713 DrawLevelElement(x, y, Store[x][y]);
1714 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1717 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1721 void DynaExplode(int ex, int ey)
1724 int dynabomb_size = 1;
1725 boolean dynabomb_xl = FALSE;
1726 struct PlayerInfo *player;
1727 static int xy[4][2] =
1735 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1737 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1738 dynabomb_size = player->dynabomb_size;
1739 dynabomb_xl = player->dynabomb_xl;
1740 player->dynabombs_left++;
1743 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1747 for (j=1; j<=dynabomb_size; j++)
1749 int x = ex + j * xy[i % 4][0];
1750 int y = ey + j * xy[i % 4][1];
1753 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1756 element = Feld[x][y];
1758 /* do not restart explosions of fields with active bombs */
1759 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1762 Explode(x, y, EX_PHASE_START, EX_BORDER);
1764 if (element != EL_EMPTY &&
1765 element != EL_SAND &&
1766 element != EL_EXPLOSION &&
1773 void Bang(int x, int y)
1775 int element = Feld[x][y];
1777 if (game.emulation == EMU_SUPAPLEX)
1778 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1780 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1783 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1791 case EL_BD_BUTTERFLY:
1794 case EL_DARK_YAMYAM:
1798 RaiseScoreElement(element);
1799 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1801 case EL_DYNABOMB_ACTIVE_1:
1802 case EL_DYNABOMB_ACTIVE_2:
1803 case EL_DYNABOMB_ACTIVE_3:
1804 case EL_DYNABOMB_ACTIVE_4:
1805 case EL_DYNABOMB_NR:
1806 case EL_DYNABOMB_SZ:
1807 case EL_DYNABOMB_XL:
1812 case EL_LAMP_ACTIVE:
1813 if (IS_PLAYER(x, y))
1814 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1816 Explode(x, y, EX_PHASE_START, EX_CENTER);
1819 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1824 void Blurb(int x, int y)
1826 int element = Feld[x][y];
1828 if (element != EL_ACID_SPLASHING_LEFT &&
1829 element != EL_ACID_SPLASHING_RIGHT) /* start */
1831 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1832 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1833 (!IN_LEV_FIELD(x-1, y-1) ||
1834 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1836 Feld[x-1][y] = EL_ACID_SPLASHING_LEFT;
1838 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1839 (!IN_LEV_FIELD(x+1, y-1) ||
1840 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1842 Feld[x+1][y] = EL_ACID_SPLASHING_RIGHT;
1848 (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1850 if (!MovDelay[x][y]) /* initialize animation counter */
1853 if (MovDelay[x][y]) /* continue animation */
1856 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1857 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1859 if (!MovDelay[x][y])
1861 Feld[x][y] = EL_EMPTY;
1862 DrawLevelField(x, y);
1868 static void ToggleBeltSwitch(int x, int y)
1870 static int belt_base_element[4] =
1872 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1873 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1874 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1875 EL_CONVEYOR_BELT4_SWITCH_LEFT
1877 static int belt_move_dir[4] =
1885 int element = Feld[x][y];
1886 int belt_nr = getBeltNrFromSwitchElement(element);
1887 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1888 int belt_dir = belt_move_dir[belt_dir_nr];
1891 if (!IS_BELT_SWITCH(element))
1894 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1895 game.belt_dir[belt_nr] = belt_dir;
1897 if (belt_dir_nr == 3)
1900 for (yy=0; yy<lev_fieldy; yy++)
1902 for (xx=0; xx<lev_fieldx; xx++)
1904 int element = Feld[xx][yy];
1906 if (IS_BELT_SWITCH(element))
1908 int e_belt_nr = getBeltNrFromSwitchElement(element);
1910 if (e_belt_nr == belt_nr)
1912 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1913 DrawLevelField(xx, yy);
1916 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1918 int e_belt_nr = getBeltNrFromElement(element);
1920 if (e_belt_nr == belt_nr)
1921 DrawLevelField(xx, yy); /* set belt to parking position */
1927 static void ToggleSwitchgateSwitch(int x, int y)
1931 game.switchgate_pos = !game.switchgate_pos;
1933 for (yy=0; yy<lev_fieldy; yy++)
1935 for (xx=0; xx<lev_fieldx; xx++)
1937 int element = Feld[xx][yy];
1939 if (element == EL_SWITCHGATE_SWITCH_UP ||
1940 element == EL_SWITCHGATE_SWITCH_DOWN)
1942 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
1943 DrawLevelField(xx, yy);
1945 else if (element == EL_SWITCHGATE_OPEN ||
1946 element == EL_SWITCHGATE_OPENING)
1948 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1949 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1951 else if (element == EL_SWITCHGATE_CLOSED ||
1952 element == EL_SWITCHGATE_CLOSING)
1954 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1955 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1961 static void RedrawAllLightSwitchesAndInvisibleElements()
1965 for (y=0; y<lev_fieldy; y++)
1967 for (x=0; x<lev_fieldx; x++)
1969 int element = Feld[x][y];
1971 if (element == EL_LIGHT_SWITCH &&
1972 game.light_time_left > 0)
1974 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
1975 DrawLevelField(x, y);
1977 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
1978 game.light_time_left == 0)
1980 Feld[x][y] = EL_LIGHT_SWITCH;
1981 DrawLevelField(x, y);
1984 if (element == EL_INVISIBLE_STEELWALL ||
1985 element == EL_INVISIBLE_WALL ||
1986 element == EL_INVISIBLE_SAND)
1987 DrawLevelField(x, y);
1992 static void ToggleLightSwitch(int x, int y)
1994 int element = Feld[x][y];
1996 game.light_time_left =
1997 (element == EL_LIGHT_SWITCH ?
1998 level.time_light * FRAMES_PER_SECOND : 0);
2000 RedrawAllLightSwitchesAndInvisibleElements();
2003 static void ActivateTimegateSwitch(int x, int y)
2007 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2009 for (yy=0; yy<lev_fieldy; yy++)
2011 for (xx=0; xx<lev_fieldx; xx++)
2013 int element = Feld[xx][yy];
2015 if (element == EL_TIMEGATE_CLOSED ||
2016 element == EL_TIMEGATE_CLOSING)
2018 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2019 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2023 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2025 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2026 DrawLevelField(xx, yy);
2033 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2036 void Impact(int x, int y)
2038 boolean lastline = (y == lev_fieldy-1);
2039 boolean object_hit = FALSE;
2040 int element = Feld[x][y];
2043 if (!lastline) /* check if element below was hit */
2045 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2048 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2049 MovDir[x][y+1]!=MV_DOWN ||
2050 MovPos[x][y+1]<=TILEY/2));
2052 smashed = MovingOrBlocked2Element(x, y+1);
2055 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2061 if ((element == EL_BOMB ||
2062 element == EL_SP_DISK_ORANGE ||
2063 element == EL_DX_SUPABOMB) &&
2064 (lastline || object_hit)) /* element is bomb */
2069 else if (element == EL_PEARL)
2071 Feld[x][y] = EL_PEARL_BREAKING;
2072 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2076 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2078 if (object_hit && IS_PLAYER(x, y+1))
2079 KillHeroUnlessProtected(x, y+1);
2080 else if (object_hit && smashed == EL_PENGUIN)
2084 Feld[x][y] = EL_AMOEBA_CREATING;
2085 Store[x][y] = EL_AMOEBA_WET;
2090 if (!lastline && object_hit) /* check which object was hit */
2092 if (CAN_CHANGE(element) &&
2093 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2096 int activated_magic_wall =
2097 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_EMPTY :
2098 EL_BD_MAGIC_WALL_EMPTY);
2100 /* activate magic wall / mill */
2101 for (yy=0; yy<lev_fieldy; yy++)
2102 for (xx=0; xx<lev_fieldx; xx++)
2103 if (Feld[xx][yy] == smashed)
2104 Feld[xx][yy] = activated_magic_wall;
2106 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2107 game.magic_wall_active = TRUE;
2109 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2110 SND_MAGIC_WALL_ACTIVATING :
2111 SND_BD_MAGIC_WALL_ACTIVATING));
2114 if (IS_PLAYER(x, y+1))
2116 KillHeroUnlessProtected(x, y+1);
2119 else if (smashed == EL_PENGUIN)
2124 else if (element == EL_BD_DIAMOND)
2126 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2132 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2133 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2134 smashed == EL_SP_DISK_ORANGE))
2139 else if (element == EL_ROCK ||
2140 element == EL_SP_ZONK ||
2141 element == EL_BD_ROCK)
2143 if (IS_ENEMY(smashed) ||
2144 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2145 smashed == EL_DX_SUPABOMB ||
2146 smashed == EL_SATELLITE || smashed == EL_PIG ||
2147 smashed == EL_DRAGON || smashed == EL_MOLE)
2152 else if (!IS_MOVING(x, y+1))
2154 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2159 else if (smashed == EL_NUT)
2161 Feld[x][y+1] = EL_CRACKINGNUT;
2162 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2163 RaiseScoreElement(EL_NUT);
2166 else if (smashed == EL_PEARL)
2168 Feld[x][y+1] = EL_PEARL_BREAKING;
2169 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2172 else if (smashed == EL_DIAMOND)
2174 Feld[x][y+1] = EL_EMPTY;
2175 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2178 else if (IS_BELT_SWITCH(smashed))
2180 ToggleBeltSwitch(x, y+1);
2182 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2183 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2185 ToggleSwitchgateSwitch(x, y+1);
2187 else if (smashed == EL_LIGHT_SWITCH ||
2188 smashed == EL_LIGHT_SWITCH_ACTIVE)
2190 ToggleLightSwitch(x, y+1);
2196 /* play sound of magic wall / mill */
2198 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2199 Feld[x][y+1] == EL_BD_MAGIC_WALL_EMPTY))
2201 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2202 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2203 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_EMPTY)
2204 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2209 /* play sound of object that hits the ground */
2210 if (lastline || object_hit)
2211 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2214 void TurnRound(int x, int y)
2226 { 0, 0 }, { 0, 0 }, { 0, 0 },
2231 int left, right, back;
2235 { MV_DOWN, MV_UP, MV_RIGHT },
2236 { MV_UP, MV_DOWN, MV_LEFT },
2238 { MV_LEFT, MV_RIGHT, MV_DOWN },
2239 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2240 { MV_RIGHT, MV_LEFT, MV_UP }
2243 int element = Feld[x][y];
2244 int old_move_dir = MovDir[x][y];
2245 int left_dir = turn[old_move_dir].left;
2246 int right_dir = turn[old_move_dir].right;
2247 int back_dir = turn[old_move_dir].back;
2249 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2250 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2251 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2252 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2254 int left_x = x+left_dx, left_y = y+left_dy;
2255 int right_x = x+right_dx, right_y = y+right_dy;
2256 int move_x = x+move_dx, move_y = y+move_dy;
2258 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2260 TestIfBadThingTouchesOtherBadThing(x, y);
2262 if (IN_LEV_FIELD(right_x, right_y) &&
2263 IS_FREE(right_x, right_y))
2264 MovDir[x][y] = right_dir;
2265 else if (!IN_LEV_FIELD(move_x, move_y) ||
2266 !IS_FREE(move_x, move_y))
2267 MovDir[x][y] = left_dir;
2269 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2271 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2274 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2275 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2277 TestIfBadThingTouchesOtherBadThing(x, y);
2279 if (IN_LEV_FIELD(left_x, left_y) &&
2280 IS_FREE(left_x, left_y))
2281 MovDir[x][y] = left_dir;
2282 else if (!IN_LEV_FIELD(move_x, move_y) ||
2283 !IS_FREE(move_x, move_y))
2284 MovDir[x][y] = right_dir;
2286 if ((element == EL_SPACESHIP ||
2287 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2288 && MovDir[x][y] != old_move_dir)
2290 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2293 else if (element == EL_YAMYAM)
2295 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2297 if (IN_LEV_FIELD(left_x, left_y) &&
2298 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2299 Feld[left_x][left_y] == EL_DIAMOND))
2300 can_turn_left = TRUE;
2301 if (IN_LEV_FIELD(right_x, right_y) &&
2302 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2303 Feld[right_x][right_y] == EL_DIAMOND))
2304 can_turn_right = TRUE;
2306 if (can_turn_left && can_turn_right)
2307 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2308 else if (can_turn_left)
2309 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2310 else if (can_turn_right)
2311 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2313 MovDir[x][y] = back_dir;
2315 MovDelay[x][y] = 16+16*RND(3);
2317 else if (element == EL_DARK_YAMYAM)
2319 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2321 if (IN_LEV_FIELD(left_x, left_y) &&
2322 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2323 IS_MAMPF2(Feld[left_x][left_y])))
2324 can_turn_left = TRUE;
2325 if (IN_LEV_FIELD(right_x, right_y) &&
2326 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2327 IS_MAMPF2(Feld[right_x][right_y])))
2328 can_turn_right = TRUE;
2330 if (can_turn_left && can_turn_right)
2331 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2332 else if (can_turn_left)
2333 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2334 else if (can_turn_right)
2335 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2337 MovDir[x][y] = back_dir;
2339 MovDelay[x][y] = 16+16*RND(3);
2341 else if (element == EL_PACMAN)
2343 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2345 if (IN_LEV_FIELD(left_x, left_y) &&
2346 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2347 IS_AMOEBOID(Feld[left_x][left_y])))
2348 can_turn_left = TRUE;
2349 if (IN_LEV_FIELD(right_x, right_y) &&
2350 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2351 IS_AMOEBOID(Feld[right_x][right_y])))
2352 can_turn_right = TRUE;
2354 if (can_turn_left && can_turn_right)
2355 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2356 else if (can_turn_left)
2357 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2358 else if (can_turn_right)
2359 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2361 MovDir[x][y] = back_dir;
2363 MovDelay[x][y] = 6+RND(40);
2365 else if (element == EL_PIG)
2367 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2368 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2369 boolean should_move_on = FALSE;
2371 int rnd = RND(rnd_value);
2373 if (IN_LEV_FIELD(left_x, left_y) &&
2374 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2375 can_turn_left = TRUE;
2376 if (IN_LEV_FIELD(right_x, right_y) &&
2377 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2378 can_turn_right = TRUE;
2379 if (IN_LEV_FIELD(move_x, move_y) &&
2380 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2383 if (can_turn_left &&
2385 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2386 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2387 should_turn_left = TRUE;
2388 if (can_turn_right &&
2390 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2391 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2392 should_turn_right = TRUE;
2394 (!can_turn_left || !can_turn_right ||
2395 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2396 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2397 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2398 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2399 should_move_on = TRUE;
2401 if (should_turn_left || should_turn_right || should_move_on)
2403 if (should_turn_left && should_turn_right && should_move_on)
2404 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2405 rnd < 2*rnd_value/3 ? right_dir :
2407 else if (should_turn_left && should_turn_right)
2408 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2409 else if (should_turn_left && should_move_on)
2410 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2411 else if (should_turn_right && should_move_on)
2412 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2413 else if (should_turn_left)
2414 MovDir[x][y] = left_dir;
2415 else if (should_turn_right)
2416 MovDir[x][y] = right_dir;
2417 else if (should_move_on)
2418 MovDir[x][y] = old_move_dir;
2420 else if (can_move_on && rnd > rnd_value/8)
2421 MovDir[x][y] = old_move_dir;
2422 else if (can_turn_left && can_turn_right)
2423 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2424 else if (can_turn_left && rnd > rnd_value/8)
2425 MovDir[x][y] = left_dir;
2426 else if (can_turn_right && rnd > rnd_value/8)
2427 MovDir[x][y] = right_dir;
2429 MovDir[x][y] = back_dir;
2431 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2432 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2433 MovDir[x][y] = old_move_dir;
2437 else if (element == EL_DRAGON)
2439 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2441 int rnd = RND(rnd_value);
2443 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2444 can_turn_left = TRUE;
2445 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2446 can_turn_right = TRUE;
2447 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2450 if (can_move_on && rnd > rnd_value/8)
2451 MovDir[x][y] = old_move_dir;
2452 else if (can_turn_left && can_turn_right)
2453 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2454 else if (can_turn_left && rnd > rnd_value/8)
2455 MovDir[x][y] = left_dir;
2456 else if (can_turn_right && rnd > rnd_value/8)
2457 MovDir[x][y] = right_dir;
2459 MovDir[x][y] = back_dir;
2461 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2462 MovDir[x][y] = old_move_dir;
2466 else if (element == EL_MOLE)
2468 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2470 if (IN_LEV_FIELD(move_x, move_y) &&
2471 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2472 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2477 if (IN_LEV_FIELD(left_x, left_y) &&
2478 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2479 can_turn_left = TRUE;
2480 if (IN_LEV_FIELD(right_x, right_y) &&
2481 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2482 can_turn_right = TRUE;
2484 if (can_turn_left && can_turn_right)
2485 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2486 else if (can_turn_left)
2487 MovDir[x][y] = left_dir;
2489 MovDir[x][y] = right_dir;
2492 if (MovDir[x][y] != old_move_dir)
2495 else if (element == EL_BALLOON)
2497 MovDir[x][y] = game.balloon_dir;
2500 else if (element == EL_SPRING_MOVING)
2502 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2503 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2505 Feld[x][y] = EL_SPRING;
2506 MovDir[x][y] = MV_NO_MOVING;
2510 else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
2512 int attr_x = -1, attr_y = -1;
2523 for (i=0; i<MAX_PLAYERS; i++)
2525 struct PlayerInfo *player = &stored_player[i];
2526 int jx = player->jx, jy = player->jy;
2528 if (!player->active)
2531 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2539 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2545 if (element == EL_PENGUIN)
2548 static int xy[4][2] =
2558 int ex = x + xy[i%4][0];
2559 int ey = y + xy[i%4][1];
2561 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2570 MovDir[x][y] = MV_NO_MOVING;
2572 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2574 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2576 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2578 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2580 if (element == EL_ROBOT)
2584 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2585 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2586 Moving2Blocked(x, y, &newx, &newy);
2588 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2589 MovDelay[x][y] = 8+8*!RND(3);
2591 MovDelay[x][y] = 16;
2599 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2601 boolean first_horiz = RND(2);
2602 int new_move_dir = MovDir[x][y];
2605 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2606 Moving2Blocked(x, y, &newx, &newy);
2608 if (IN_LEV_FIELD(newx, newy) &&
2609 (IS_FREE(newx, newy) ||
2610 Feld[newx][newy] == EL_ACID ||
2611 (element == EL_PENGUIN &&
2612 (Feld[newx][newy] == EL_EXIT_OPEN ||
2613 IS_MAMPF3(Feld[newx][newy])))))
2617 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2618 Moving2Blocked(x, y, &newx, &newy);
2620 if (IN_LEV_FIELD(newx, newy) &&
2621 (IS_FREE(newx, newy) ||
2622 Feld[newx][newy] == EL_ACID ||
2623 (element == EL_PENGUIN &&
2624 (Feld[newx][newy] == EL_EXIT_OPEN ||
2625 IS_MAMPF3(Feld[newx][newy])))))
2628 MovDir[x][y] = old_move_dir;
2635 static boolean JustBeingPushed(int x, int y)
2639 for (i=0; i<MAX_PLAYERS; i++)
2641 struct PlayerInfo *player = &stored_player[i];
2643 if (player->active && player->Pushing && player->MovPos)
2645 int next_jx = player->jx + (player->jx - player->last_jx);
2646 int next_jy = player->jy + (player->jy - player->last_jy);
2648 if (x == next_jx && y == next_jy)
2656 void StartMoving(int x, int y)
2658 int element = Feld[x][y];
2663 if (CAN_FALL(element) && y<lev_fieldy-1)
2665 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2666 if (JustBeingPushed(x, y))
2669 if (element == EL_QUICKSAND_FULL)
2671 if (IS_FREE(x, y+1))
2673 InitMovingField(x, y, MV_DOWN);
2674 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2675 Store[x][y] = EL_ROCK;
2676 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2678 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2680 if (!MovDelay[x][y])
2681 MovDelay[x][y] = TILEY + 1;
2690 Feld[x][y] = EL_QUICKSAND_EMPTY;
2691 Feld[x][y+1] = EL_QUICKSAND_FULL;
2692 Store[x][y+1] = Store[x][y];
2694 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2697 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2698 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2700 InitMovingField(x, y, MV_DOWN);
2701 Feld[x][y] = EL_QUICKSAND_FILLING;
2702 Store[x][y] = element;
2703 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2705 else if (element == EL_MAGIC_WALL_FULL)
2707 if (IS_FREE(x, y+1))
2709 InitMovingField(x, y, MV_DOWN);
2710 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2711 Store[x][y] = EL_CHANGED(Store[x][y]);
2713 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2715 if (!MovDelay[x][y])
2716 MovDelay[x][y] = TILEY/4 + 1;
2725 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2726 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2727 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2731 else if (element == EL_BD_MAGIC_WALL_FULL)
2733 if (IS_FREE(x, y+1))
2735 InitMovingField(x, y, MV_DOWN);
2736 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2737 Store[x][y] = EL_CHANGED2(Store[x][y]);
2739 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_EMPTY)
2741 if (!MovDelay[x][y])
2742 MovDelay[x][y] = TILEY/4 + 1;
2751 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTY;
2752 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2753 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2757 else if (CAN_CHANGE(element) &&
2758 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2759 Feld[x][y+1] == EL_BD_MAGIC_WALL_EMPTY))
2761 InitMovingField(x, y, MV_DOWN);
2763 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2764 EL_BD_MAGIC_WALL_FILLING);
2765 Store[x][y] = element;
2767 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2770 InitMovingField(x, y, MV_DOWN);
2771 Store[x][y] = EL_ACID;
2773 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2778 else if (IS_FREE(x, y+1))
2780 InitMovingField(x, y, MV_DOWN);
2782 else if (element == EL_AMOEBA_DROP)
2784 Feld[x][y] = EL_AMOEBA_CREATING;
2785 Store[x][y] = EL_AMOEBA_WET;
2787 /* Store[x][y+1] must be zero, because:
2788 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2791 #if OLD_GAME_BEHAVIOUR
2792 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2794 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2795 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2796 element != EL_DX_SUPABOMB)
2799 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2800 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2801 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2802 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2805 boolean left = (x>0 && IS_FREE(x-1, y) &&
2806 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2807 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2808 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2812 if (left && right &&
2813 (game.emulation != EMU_BOULDERDASH &&
2814 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2815 left = !(right = RND(2));
2817 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2820 else if (IS_BELT(Feld[x][y+1]))
2822 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2823 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2824 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2825 int belt_dir = game.belt_dir[belt_nr];
2827 if ((belt_dir == MV_LEFT && left_is_free) ||
2828 (belt_dir == MV_RIGHT && right_is_free))
2829 InitMovingField(x, y, belt_dir);
2832 else if (CAN_MOVE(element))
2836 if ((element == EL_SATELLITE || element == EL_BALLOON ||
2837 element == EL_SPRING_MOVING)
2838 && JustBeingPushed(x, y))
2841 if (!MovDelay[x][y]) /* start new movement phase */
2843 /* all objects that can change their move direction after each step */
2844 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2846 if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
2850 if (MovDelay[x][y] && (element == EL_BUG ||
2851 element == EL_SPACESHIP ||
2852 element == EL_SP_SNIKSNAK ||
2853 element == EL_SP_ELECTRON))
2854 DrawNewLevelField(x, y);
2855 else if (MovDelay[x][y] && (element == EL_BUG ||
2856 element == EL_SPACESHIP ||
2857 element == EL_SP_SNIKSNAK ||
2858 element == EL_SP_ELECTRON ||
2859 element == EL_MOLE))
2860 DrawLevelField(x, y);
2864 if (MovDelay[x][y]) /* wait some time before next movement */
2868 if (element == EL_ROBOT ||
2869 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2871 int phase = MovDelay[x][y] % 8;
2876 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2877 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2879 if (MovDelay[x][y] % 4 == 3)
2881 if (element == EL_YAMYAM)
2882 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2883 else if (element == EL_DARK_YAMYAM)
2884 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2887 else if (element == EL_SP_ELECTRON)
2888 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2889 else if (element == EL_DRAGON)
2892 int dir = MovDir[x][y];
2893 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2894 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2895 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2896 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2897 dir == MV_UP ? GFX_FLAMMEN_UP :
2898 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2899 int phase = FrameCounter % 2;
2901 for (i=1; i<=3; i++)
2903 int xx = x + i*dx, yy = y + i*dy;
2904 int sx = SCREENX(xx), sy = SCREENY(yy);
2906 if (!IN_LEV_FIELD(xx, yy) ||
2907 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
2912 int flamed = MovingOrBlocked2Element(xx, yy);
2914 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2917 RemoveMovingField(xx, yy);
2919 Feld[xx][yy] = EL_DRAGON_FIRE;
2920 if (IN_SCR_FIELD(sx, sy))
2921 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2925 if (Feld[xx][yy] == EL_DRAGON_FIRE)
2926 Feld[xx][yy] = EL_EMPTY;
2927 DrawLevelField(xx, yy);
2932 if (MovDelay[x][y]) /* element still has to wait some time */
2934 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2940 /* now make next step */
2942 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2944 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2945 !PLAYER_PROTECTED(newx, newy))
2949 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2952 /* enemy got the player */
2954 KillHero(PLAYERINFO(newx, newy));
2959 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
2960 element == EL_SATELLITE || element == EL_BALLOON) &&
2961 IN_LEV_FIELD(newx, newy) &&
2962 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
2965 Store[x][y] = EL_ACID;
2967 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
2969 if (Feld[newx][newy] == EL_EXIT_OPEN)
2971 Feld[x][y] = EL_EMPTY;
2972 DrawLevelField(x, y);
2974 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
2975 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2976 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2978 local_player->friends_still_needed--;
2979 if (!local_player->friends_still_needed &&
2980 !local_player->GameOver && AllPlayersGone)
2981 local_player->LevelSolved = local_player->GameOver = TRUE;
2985 else if (IS_MAMPF3(Feld[newx][newy]))
2987 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2988 DrawLevelField(newx, newy);
2990 MovDir[x][y] = MV_NO_MOVING;
2992 else if (!IS_FREE(newx, newy))
2994 if (IS_PLAYER(x, y))
2995 DrawPlayerField(x, y);
2997 DrawLevelField(x, y);
3001 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3003 if (IS_GEM(Feld[newx][newy]))
3005 if (IS_MOVING(newx, newy))
3006 RemoveMovingField(newx, newy);
3009 Feld[newx][newy] = EL_EMPTY;
3010 DrawLevelField(newx, newy);
3013 PlaySoundLevel(x, y, SND_PIG_EATING);
3015 else if (!IS_FREE(newx, newy))
3017 if (IS_PLAYER(x, y))
3018 DrawPlayerField(x, y);
3020 DrawLevelField(x, y);
3024 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3026 if (!IS_FREE(newx, newy))
3028 if (IS_PLAYER(x, y))
3029 DrawPlayerField(x, y);
3031 DrawLevelField(x, y);
3036 boolean wanna_flame = !RND(10);
3037 int dx = newx - x, dy = newy - y;
3038 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3039 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3040 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3041 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3042 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3043 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3045 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3046 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3047 element1 != EL_DRAGON_FIRE && element2 != EL_DRAGON_FIRE)
3049 if (IS_PLAYER(x, y))
3050 DrawPlayerField(x, y);
3052 DrawLevelField(x, y);
3054 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3056 MovDelay[x][y] = 50;
3057 Feld[newx][newy] = EL_DRAGON_FIRE;
3058 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3059 Feld[newx1][newy1] = EL_DRAGON_FIRE;
3060 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3061 Feld[newx2][newy2] = EL_DRAGON_FIRE;
3066 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3067 Feld[newx][newy] == EL_DIAMOND)
3069 if (IS_MOVING(newx, newy))
3070 RemoveMovingField(newx, newy);
3073 Feld[newx][newy] = EL_EMPTY;
3074 DrawLevelField(newx, newy);
3077 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3079 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3080 IS_MAMPF2(Feld[newx][newy]))
3082 if (AmoebaNr[newx][newy])
3084 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3085 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3086 Feld[newx][newy] == EL_BD_AMOEBA)
3087 AmoebaCnt[AmoebaNr[newx][newy]]--;
3090 if (IS_MOVING(newx, newy))
3091 RemoveMovingField(newx, newy);
3094 Feld[newx][newy] = EL_EMPTY;
3095 DrawLevelField(newx, newy);
3098 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3100 else if ((element == EL_PACMAN || element == EL_MOLE)
3101 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3103 if (AmoebaNr[newx][newy])
3105 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3106 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3107 Feld[newx][newy] == EL_BD_AMOEBA)
3108 AmoebaCnt[AmoebaNr[newx][newy]]--;
3111 if (element == EL_MOLE)
3113 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3114 PlaySoundLevel(x, y, SND_MOLE_EATING);
3115 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3116 return; /* wait for shrinking amoeba */
3118 else /* element == EL_PACMAN */
3120 Feld[newx][newy] = EL_EMPTY;
3121 DrawNewLevelField(newx, newy);
3122 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3125 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3126 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3127 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3129 /* wait for shrinking amoeba to completely disappear */
3132 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3134 /* object was running against a wall */
3138 if (element == EL_BUG || element == EL_SPACESHIP ||
3139 element == EL_SP_SNIKSNAK)
3141 DrawLevelField(x, y);
3143 DrawNewLevelField(x, y);
3145 else if (element == EL_BUG || element == EL_SPACESHIP ||
3146 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3148 DrawLevelField(x, y);
3150 DrawNewLevelField(x, y);
3152 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3154 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3156 DrawNewGraphicAnimation(x, y, el2img(element));
3158 else if (element == EL_SATELLITE)
3160 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3162 DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
3164 else if (element == EL_SP_ELECTRON)
3166 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3168 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3171 if (DONT_TOUCH(element))
3172 TestIfBadThingTouchesHero(x, y);
3174 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3179 InitMovingField(x, y, MovDir[x][y]);
3181 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3185 ContinueMoving(x, y);
3188 void ContinueMoving(int x, int y)
3190 int element = Feld[x][y];
3191 int direction = MovDir[x][y];
3192 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3193 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3194 int horiz_move = (dx!=0);
3195 int newx = x + dx, newy = y + dy;
3196 int step = (horiz_move ? dx : dy) * TILEX / 8;
3198 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3200 else if (element == EL_QUICKSAND_FILLING ||
3201 element == EL_QUICKSAND_EMPTYING)
3203 else if (element == EL_MAGIC_WALL_FILLING ||
3204 element == EL_BD_MAGIC_WALL_FILLING ||
3205 element == EL_MAGIC_WALL_EMPTYING ||
3206 element == EL_BD_MAGIC_WALL_EMPTYING)
3208 else if (CAN_FALL(element) && horiz_move &&
3209 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3211 else if (element == EL_SPRING_MOVING)
3214 #if OLD_GAME_BEHAVIOUR
3215 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3219 MovPos[x][y] += step;
3221 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3223 Feld[x][y] = EL_EMPTY;
3224 Feld[newx][newy] = element;
3226 if (element == EL_MOLE)
3229 static int xy[4][2] =
3237 Feld[x][y] = EL_SAND;
3238 DrawLevelField(x, y);
3247 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3248 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3252 if (element == EL_QUICKSAND_FILLING)
3254 element = Feld[newx][newy] = get_next_element(element);
3255 Store[newx][newy] = Store[x][y];
3257 else if (element == EL_QUICKSAND_EMPTYING)
3259 Feld[x][y] = get_next_element(element);
3260 element = Feld[newx][newy] = Store[x][y];
3262 else if (element == EL_MAGIC_WALL_FILLING)
3264 element = Feld[newx][newy] = get_next_element(element);
3265 if (!game.magic_wall_active)
3266 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3267 Store[newx][newy] = Store[x][y];
3269 else if (element == EL_MAGIC_WALL_EMPTYING)
3271 Feld[x][y] = get_next_element(element);
3272 if (!game.magic_wall_active)
3273 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3274 element = Feld[newx][newy] = Store[x][y];
3276 else if (element == EL_BD_MAGIC_WALL_FILLING)
3278 element = Feld[newx][newy] = get_next_element(element);
3279 if (!game.magic_wall_active)
3280 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3281 Store[newx][newy] = Store[x][y];
3283 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3285 Feld[x][y] = get_next_element(element);
3286 if (!game.magic_wall_active)
3287 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3288 element = Feld[newx][newy] = Store[x][y];
3290 else if (element == EL_AMOEBA_DRIPPING)
3292 Feld[x][y] = get_next_element(element);
3293 element = Feld[newx][newy] = Store[x][y];
3295 else if (Store[x][y] == EL_ACID)
3297 element = Feld[newx][newy] = EL_ACID;
3301 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3302 MovDelay[newx][newy] = 0;
3304 if (!CAN_MOVE(element))
3305 MovDir[newx][newy] = 0;
3307 if (element == EL_BUG || element == EL_SPACESHIP ||
3308 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3309 element == EL_SP_ELECTRON)
3311 DrawNewLevelField(x, y);
3312 DrawNewLevelField(newx, newy);
3316 DrawLevelField(x, y);
3317 DrawLevelField(newx, newy);
3320 Stop[newx][newy] = TRUE;
3321 JustStopped[newx][newy] = 3;
3323 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3325 TestIfBadThingTouchesHero(newx, newy);
3326 TestIfBadThingTouchesFriend(newx, newy);
3327 TestIfBadThingTouchesOtherBadThing(newx, newy);
3329 else if (element == EL_PENGUIN)
3330 TestIfFriendTouchesBadThing(newx, newy);
3332 if (CAN_SMASH(element) && direction == MV_DOWN &&
3333 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3336 else /* still moving on */
3338 if (element == EL_BUG || element == EL_SPACESHIP ||
3339 element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
3340 element == EL_SP_ELECTRON)
3341 DrawNewLevelField(x, y);
3343 DrawLevelField(x, y);
3347 int AmoebeNachbarNr(int ax, int ay)
3350 int element = Feld[ax][ay];
3352 static int xy[4][2] =
3362 int x = ax + xy[i][0];
3363 int y = ay + xy[i][1];
3365 if (!IN_LEV_FIELD(x, y))
3368 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3369 group_nr = AmoebaNr[x][y];
3375 void AmoebenVereinigen(int ax, int ay)
3377 int i, x, y, xx, yy;
3378 int new_group_nr = AmoebaNr[ax][ay];
3379 static int xy[4][2] =
3387 if (new_group_nr == 0)
3395 if (!IN_LEV_FIELD(x, y))
3398 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3399 Feld[x][y] == EL_BD_AMOEBA ||
3400 Feld[x][y] == EL_AMOEBA_DEAD) &&
3401 AmoebaNr[x][y] != new_group_nr)
3403 int old_group_nr = AmoebaNr[x][y];
3405 if (old_group_nr == 0)
3408 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3409 AmoebaCnt[old_group_nr] = 0;
3410 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3411 AmoebaCnt2[old_group_nr] = 0;
3413 for (yy=0; yy<lev_fieldy; yy++)
3415 for (xx=0; xx<lev_fieldx; xx++)
3417 if (AmoebaNr[xx][yy] == old_group_nr)
3418 AmoebaNr[xx][yy] = new_group_nr;
3425 void AmoebeUmwandeln(int ax, int ay)
3429 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3431 int group_nr = AmoebaNr[ax][ay];
3436 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3437 printf("AmoebeUmwandeln(): This should never happen!\n");
3442 for (y=0; y<lev_fieldy; y++)
3444 for (x=0; x<lev_fieldx; x++)
3446 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3449 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3453 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3454 SND_AMOEBA_TURNING_TO_GEM :
3455 SND_AMOEBA_TURNING_TO_ROCK));
3460 static int xy[4][2] =
3473 if (!IN_LEV_FIELD(x, y))
3476 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3478 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3479 SND_AMOEBA_TURNING_TO_GEM :
3480 SND_AMOEBA_TURNING_TO_ROCK));
3487 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3490 int group_nr = AmoebaNr[ax][ay];
3491 boolean done = FALSE;
3496 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3497 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3502 for (y=0; y<lev_fieldy; y++)
3504 for (x=0; x<lev_fieldx; x++)
3506 if (AmoebaNr[x][y] == group_nr &&
3507 (Feld[x][y] == EL_AMOEBA_DEAD ||
3508 Feld[x][y] == EL_BD_AMOEBA ||
3509 Feld[x][y] == EL_AMOEBA_CREATING))
3512 Feld[x][y] = new_element;
3513 InitField(x, y, FALSE);
3514 DrawLevelField(x, y);
3521 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3522 SND_BD_AMOEBA_TURNING_TO_ROCK :
3523 SND_BD_AMOEBA_TURNING_TO_GEM));
3526 void AmoebeWaechst(int x, int y)
3528 static unsigned long sound_delay = 0;
3529 static unsigned long sound_delay_value = 0;
3531 if (!MovDelay[x][y]) /* start new growing cycle */
3535 if (DelayReached(&sound_delay, sound_delay_value))
3537 if (Store[x][y] == EL_BD_AMOEBA)
3538 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3540 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3541 sound_delay_value = 30;
3545 if (MovDelay[x][y]) /* wait some time before growing bigger */
3548 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3549 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3551 if (!MovDelay[x][y])
3553 Feld[x][y] = Store[x][y];
3555 DrawLevelField(x, y);
3560 void AmoebaDisappearing(int x, int y)
3562 static unsigned long sound_delay = 0;
3563 static unsigned long sound_delay_value = 0;
3565 if (!MovDelay[x][y]) /* start new shrinking cycle */
3569 if (DelayReached(&sound_delay, sound_delay_value))
3570 sound_delay_value = 30;
3573 if (MovDelay[x][y]) /* wait some time before shrinking */
3576 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3577 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3579 if (!MovDelay[x][y])
3581 Feld[x][y] = EL_EMPTY;
3582 DrawLevelField(x, y);
3584 /* don't let mole enter this field in this cycle;
3585 (give priority to objects falling to this field from above) */
3591 void AmoebeAbleger(int ax, int ay)
3594 int element = Feld[ax][ay];
3595 int newax = ax, neway = ay;
3596 static int xy[4][2] =
3604 if (!level.amoeba_speed)
3606 Feld[ax][ay] = EL_AMOEBA_DEAD;
3607 DrawLevelField(ax, ay);
3611 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3612 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3614 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3617 if (MovDelay[ax][ay])
3621 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3624 int x = ax + xy[start][0];
3625 int y = ay + xy[start][1];
3627 if (!IN_LEV_FIELD(x, y))
3630 if (IS_FREE(x, y) ||
3631 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3637 if (newax == ax && neway == ay)
3640 else /* normal or "filled" (BD style) amoeba */
3643 boolean waiting_for_player = FALSE;
3647 int j = (start + i) % 4;
3648 int x = ax + xy[j][0];
3649 int y = ay + xy[j][1];
3651 if (!IN_LEV_FIELD(x, y))
3654 if (IS_FREE(x, y) ||
3655 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3661 else if (IS_PLAYER(x, y))
3662 waiting_for_player = TRUE;
3665 if (newax == ax && neway == ay) /* amoeba cannot grow */
3667 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3669 Feld[ax][ay] = EL_AMOEBA_DEAD;
3670 DrawLevelField(ax, ay);
3671 AmoebaCnt[AmoebaNr[ax][ay]]--;
3673 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3675 if (element == EL_AMOEBA_FULL)
3676 AmoebeUmwandeln(ax, ay);
3677 else if (element == EL_BD_AMOEBA)
3678 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3683 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3685 /* amoeba gets larger by growing in some direction */
3687 int new_group_nr = AmoebaNr[ax][ay];
3690 if (new_group_nr == 0)
3692 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3693 printf("AmoebeAbleger(): This should never happen!\n");
3698 AmoebaNr[newax][neway] = new_group_nr;
3699 AmoebaCnt[new_group_nr]++;
3700 AmoebaCnt2[new_group_nr]++;
3702 /* if amoeba touches other amoeba(s) after growing, unify them */
3703 AmoebenVereinigen(newax, neway);
3705 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3707 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3713 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3714 (neway == lev_fieldy - 1 && newax != ax))
3716 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3717 Store[newax][neway] = element;
3719 else if (neway == ay)
3721 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3722 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3726 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3727 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3728 Store[ax][ay] = EL_AMOEBA_DROP;
3729 ContinueMoving(ax, ay);
3733 DrawLevelField(newax, neway);
3736 void Life(int ax, int ay)
3739 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3741 int element = Feld[ax][ay];
3742 boolean changed = FALSE;
3747 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3748 MovDelay[ax][ay] = life_time;
3750 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3753 if (MovDelay[ax][ay])
3757 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3759 int xx = ax+x1, yy = ay+y1;
3762 if (!IN_LEV_FIELD(xx, yy))
3765 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3767 int x = xx+x2, y = yy+y2;
3769 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3772 if (((Feld[x][y] == element ||
3773 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3775 (IS_FREE(x, y) && Stop[x][y]))
3779 if (xx == ax && yy == ay) /* field in the middle */
3781 if (nachbarn < life[0] || nachbarn > life[1])
3783 Feld[xx][yy] = EL_EMPTY;
3785 DrawLevelField(xx, yy);
3786 Stop[xx][yy] = TRUE;
3790 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3791 { /* free border field */
3792 if (nachbarn >= life[2] && nachbarn <= life[3])
3794 Feld[xx][yy] = element;
3795 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3797 DrawLevelField(xx, yy);
3798 Stop[xx][yy] = TRUE;
3805 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3806 SND_BIOMAZE_CREATING);
3809 void RobotWheel(int x, int y)
3811 if (!MovDelay[x][y]) /* next animation frame */
3812 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3814 if (MovDelay[x][y]) /* wait some time before next frame */
3819 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3820 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3821 if (!(MovDelay[x][y]%4))
3822 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3827 Feld[x][y] = EL_ROBOT_WHEEL;
3828 DrawLevelField(x, y);
3829 if (ZX == x && ZY == y)
3833 void TimegateWheel(int x, int y)
3835 if (!MovDelay[x][y]) /* next animation frame */
3836 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3838 if (MovDelay[x][y]) /* wait some time before next frame */
3843 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3844 DrawGraphic(SCREENX(x), SCREENY(y),
3845 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3846 if (!(MovDelay[x][y]%4))
3847 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3852 Feld[x][y] = EL_TIMEGATE_SWITCH;
3853 DrawLevelField(x, y);
3854 if (ZX == x && ZY == y)
3858 void Blubber(int x, int y)
3860 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3861 DrawLevelField(x, y-1);
3863 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3866 void NussKnacken(int x, int y)
3868 if (!MovDelay[x][y]) /* next animation frame */
3871 if (MovDelay[x][y]) /* wait some time before next frame */
3874 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3875 DrawGraphic(SCREENX(x), SCREENY(y),
3876 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3878 if (!MovDelay[x][y])
3880 Feld[x][y] = EL_EMERALD;
3881 DrawLevelField(x, y);
3886 void BreakingPearl(int x, int y)
3888 if (!MovDelay[x][y]) /* next animation frame */
3891 if (MovDelay[x][y]) /* wait some time before next frame */
3894 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3895 DrawGraphic(SCREENX(x), SCREENY(y),
3896 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3898 if (!MovDelay[x][y])
3900 Feld[x][y] = EL_EMPTY;
3901 DrawLevelField(x, y);
3906 void SiebAktivieren(int x, int y, int typ)
3908 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3910 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3913 void AusgangstuerPruefen(int x, int y)
3915 if (local_player->gems_still_needed > 0 ||
3916 local_player->sokobanfields_still_needed > 0 ||
3917 local_player->lights_still_needed > 0)
3920 Feld[x][y] = EL_EXIT_OPENING;
3922 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3923 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3924 y < LEVELY(BY1) ? LEVELY(BY1) :
3925 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3929 void AusgangstuerPruefen_SP(int x, int y)
3931 if (local_player->gems_still_needed > 0)
3934 Feld[x][y] = EL_SP_EXIT_OPEN;
3936 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3937 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3938 y < LEVELY(BY1) ? LEVELY(BY1) :
3939 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3940 SND_SP_EXIT_OPENING);
3943 void AusgangstuerOeffnen(int x, int y)
3947 if (!MovDelay[x][y]) /* next animation frame */
3948 MovDelay[x][y] = 5*delay;
3950 if (MovDelay[x][y]) /* wait some time before next frame */
3955 tuer = MovDelay[x][y]/delay;
3956 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3957 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3959 if (!MovDelay[x][y])
3961 Feld[x][y] = EL_EXIT_OPEN;
3962 DrawLevelField(x, y);
3967 void AusgangstuerBlinken(int x, int y)
3969 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
3972 void OpenSwitchgate(int x, int y)
3976 if (!MovDelay[x][y]) /* next animation frame */
3977 MovDelay[x][y] = 5 * delay;
3979 if (MovDelay[x][y]) /* wait some time before next frame */
3984 phase = MovDelay[x][y] / delay;
3985 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3986 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3988 if (!MovDelay[x][y])
3990 Feld[x][y] = EL_SWITCHGATE_OPEN;
3991 DrawLevelField(x, y);
3996 void CloseSwitchgate(int x, int y)
4000 if (!MovDelay[x][y]) /* next animation frame */
4001 MovDelay[x][y] = 5 * delay;
4003 if (MovDelay[x][y]) /* wait some time before next frame */
4008 phase = MovDelay[x][y] / delay;
4009 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4010 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
4012 if (!MovDelay[x][y])
4014 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4015 DrawLevelField(x, y);
4020 void OpenTimegate(int x, int y)
4024 if (!MovDelay[x][y]) /* next animation frame */
4025 MovDelay[x][y] = 5 * delay;
4027 if (MovDelay[x][y]) /* wait some time before next frame */
4032 phase = MovDelay[x][y] / delay;
4033 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4034 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4036 if (!MovDelay[x][y])
4038 Feld[x][y] = EL_TIMEGATE_OPEN;
4039 DrawLevelField(x, y);
4044 void CloseTimegate(int x, int y)
4048 if (!MovDelay[x][y]) /* next animation frame */
4049 MovDelay[x][y] = 5 * delay;
4051 if (MovDelay[x][y]) /* wait some time before next frame */
4056 phase = MovDelay[x][y] / delay;
4057 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4058 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4060 if (!MovDelay[x][y])
4062 Feld[x][y] = EL_TIMEGATE_CLOSED;
4063 DrawLevelField(x, y);
4068 static void CloseAllOpenTimegates()
4072 for (y=0; y<lev_fieldy; y++)
4074 for (x=0; x<lev_fieldx; x++)
4076 int element = Feld[x][y];
4078 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4080 Feld[x][y] = EL_TIMEGATE_CLOSING;
4081 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4087 void EdelsteinFunkeln(int x, int y)
4089 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4092 if (Feld[x][y] == EL_BD_DIAMOND)
4093 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4096 if (!MovDelay[x][y]) /* next animation frame */
4097 MovDelay[x][y] = 11 * !SimpleRND(500);
4099 if (MovDelay[x][y]) /* wait some time before next frame */
4103 if (setup.direct_draw && MovDelay[x][y])
4104 SetDrawtoField(DRAW_BUFFERED);
4106 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4110 int phase = (MovDelay[x][y]-1)/2;
4115 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4117 if (setup.direct_draw)
4121 dest_x = FX + SCREENX(x)*TILEX;
4122 dest_y = FY + SCREENY(y)*TILEY;
4124 BlitBitmap(drawto_field, window,
4125 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4126 SetDrawtoField(DRAW_DIRECT);
4133 void MauerWaechst(int x, int y)
4137 if (!MovDelay[x][y]) /* next animation frame */
4138 MovDelay[x][y] = 3*delay;
4140 if (MovDelay[x][y]) /* wait some time before next frame */
4145 phase = 2-MovDelay[x][y]/delay;
4146 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4147 DrawGraphic(SCREENX(x), SCREENY(y),
4148 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4149 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4150 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4151 GFX_MAUER_DOWN ) + phase);
4153 if (!MovDelay[x][y])
4155 if (MovDir[x][y] == MV_LEFT)
4157 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4158 DrawLevelField(x-1, y);
4160 else if (MovDir[x][y] == MV_RIGHT)
4162 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4163 DrawLevelField(x+1, y);
4165 else if (MovDir[x][y] == MV_UP)
4167 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4168 DrawLevelField(x, y-1);
4172 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4173 DrawLevelField(x, y+1);
4176 Feld[x][y] = Store[x][y];
4178 MovDir[x][y] = MV_NO_MOVING;
4179 DrawLevelField(x, y);
4184 void MauerAbleger(int ax, int ay)
4186 int element = Feld[ax][ay];
4187 boolean oben_frei = FALSE, unten_frei = FALSE;
4188 boolean links_frei = FALSE, rechts_frei = FALSE;
4189 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4190 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4191 boolean new_wall = FALSE;
4193 if (!MovDelay[ax][ay]) /* start building new wall */
4194 MovDelay[ax][ay] = 6;
4196 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4199 if (MovDelay[ax][ay])
4203 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4205 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4207 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4209 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4212 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4216 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4217 Store[ax][ay-1] = element;
4218 MovDir[ax][ay-1] = MV_UP;
4219 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4220 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4225 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4226 Store[ax][ay+1] = element;
4227 MovDir[ax][ay+1] = MV_DOWN;
4228 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4229 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4234 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4235 element == EL_WALL_GROWING)
4239 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4240 Store[ax-1][ay] = element;
4241 MovDir[ax-1][ay] = MV_LEFT;
4242 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4243 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4249 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4250 Store[ax+1][ay] = element;
4251 MovDir[ax+1][ay] = MV_RIGHT;
4252 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4253 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4258 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4259 DrawLevelField(ax, ay);
4261 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4263 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4264 unten_massiv = TRUE;
4265 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4266 links_massiv = TRUE;
4267 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4268 rechts_massiv = TRUE;
4270 if (((oben_massiv && unten_massiv) ||
4271 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4272 ((links_massiv && rechts_massiv) ||
4273 element == EL_WALL_GROWING_Y))
4274 Feld[ax][ay] = EL_WALL;
4277 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4280 void CheckForDragon(int x, int y)
4283 boolean dragon_found = FALSE;
4284 static int xy[4][2] =
4296 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4298 if (IN_LEV_FIELD(xx, yy) &&
4299 (Feld[xx][yy] == EL_DRAGON_FIRE || Feld[xx][yy] == EL_DRAGON))
4301 if (Feld[xx][yy] == EL_DRAGON)
4302 dragon_found = TRUE;
4315 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4317 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_DRAGON_FIRE)
4319 Feld[xx][yy] = EL_EMPTY;
4320 DrawLevelField(xx, yy);
4329 static void CheckBuggyBase(int x, int y)
4331 int element = Feld[x][y];
4333 if (element == EL_SP_BUGGY_BASE)
4335 if (!MovDelay[x][y]) /* wait some time before activating base */
4336 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4341 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4342 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4346 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4349 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4351 if (!MovDelay[x][y]) /* start activating buggy base */
4352 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4360 static int xy[4][2] =
4368 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4369 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4373 int xx = x + xy[i][0], yy = y + xy[i][1];
4375 if (IS_PLAYER(xx, yy))
4377 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4385 Feld[x][y] = EL_SP_BUGGY_BASE;
4386 DrawLevelField(x, y);
4391 static void CheckTrap(int x, int y)
4393 int element = Feld[x][y];
4395 if (element == EL_TRAP)
4397 if (!MovDelay[x][y]) /* wait some time before activating trap */
4398 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4406 Feld[x][y] = EL_TRAP_ACTIVE;
4407 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4410 else if (element == EL_TRAP_ACTIVE)
4415 if (!MovDelay[x][y]) /* start activating trap */
4416 MovDelay[x][y] = num_frames * delay;
4424 if (!(MovDelay[x][y] % delay))
4426 int phase = MovDelay[x][y]/delay;
4428 if (phase >= num_frames/2)
4429 phase = num_frames - phase;
4431 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4433 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4434 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4441 Feld[x][y] = EL_TRAP;
4442 DrawLevelField(x, y);
4447 static void DrawBeltAnimation(int x, int y, int element)
4449 int belt_nr = getBeltNrFromElement(element);
4450 int belt_dir = game.belt_dir[belt_nr];
4452 if (belt_dir != MV_NO_MOVING)
4455 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4456 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4458 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4460 if (!(FrameCounter % 2))
4461 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4465 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4467 static byte stored_player_action[MAX_PLAYERS];
4468 static int num_stored_actions = 0;
4470 static boolean save_tape_entry = FALSE;
4472 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4473 int left = player_action & JOY_LEFT;
4474 int right = player_action & JOY_RIGHT;
4475 int up = player_action & JOY_UP;
4476 int down = player_action & JOY_DOWN;
4477 int button1 = player_action & JOY_BUTTON_1;
4478 int button2 = player_action & JOY_BUTTON_2;
4479 int dx = (left ? -1 : right ? 1 : 0);
4480 int dy = (up ? -1 : down ? 1 : 0);
4482 stored_player_action[player->index_nr] = 0;
4483 num_stored_actions++;
4485 if (!player->active || tape.pausing)
4491 save_tape_entry = TRUE;
4493 player->frame_reset_delay = 0;
4496 snapped = SnapField(player, dx, dy);
4500 bombed = PlaceBomb(player);
4501 moved = MoveFigure(player, dx, dy);
4504 if (tape.single_step && tape.recording && !tape.pausing)
4506 if (button1 || (bombed && !moved))
4508 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4509 SnapField(player, 0, 0); /* stop snapping */
4514 if (tape.recording && (moved || snapped || bombed))
4516 if (bombed && !moved)
4517 player_action &= JOY_BUTTON;
4519 stored_player_action[player->index_nr] = player_action;
4520 save_tape_entry = TRUE;
4522 else if (tape.playing && snapped)
4523 SnapField(player, 0, 0); /* stop snapping */
4525 stored_player_action[player->index_nr] = player_action;
4530 /* no actions for this player (no input at player's configured device) */
4532 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4533 SnapField(player, 0, 0);
4534 CheckGravityMovement(player);
4537 if (player->MovPos == 0) /* needed for tape.playing */
4538 player->is_moving = FALSE;
4541 if (player->MovPos == 0) /* needed for tape.playing */
4542 player->last_move_dir = MV_NO_MOVING;
4544 /* !!! CHECK THIS AGAIN !!!
4545 (Seems to be needed for some EL_ROBOT stuff, but breaks
4546 tapes when walking through pipes!)
4549 /* it seems that "player->last_move_dir" is misused as some sort of
4550 "player->is_just_moving_in_this_moment", which is needed for the
4551 robot stuff (robots don't kill players when they are moving)
4555 if (++player->frame_reset_delay > player->move_delay_value)
4560 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4562 TapeRecordAction(stored_player_action);
4563 num_stored_actions = 0;
4564 save_tape_entry = FALSE;
4567 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4569 TapeRecordAction(stored_player_action);
4570 num_stored_actions = 0;
4575 if (tape.playing && !tape.pausing && !player_action &&
4576 tape.counter < tape.length)
4578 int jx = player->jx, jy = player->jy;
4580 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4582 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4583 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4585 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4587 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4589 int el = Feld[jx+dx][jy];
4590 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4591 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4593 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4595 player->MovDir = next_joy;
4596 player->Frame = FrameCounter % 4;
4597 player->Pushing = TRUE;
4607 static unsigned long action_delay = 0;
4608 unsigned long action_delay_value;
4609 int sieb_x = 0, sieb_y = 0;
4610 int i, x, y, element;
4611 byte *recorded_player_action;
4612 byte summarized_player_action = 0;
4614 if (game_status != PLAYING)
4617 action_delay_value =
4618 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4620 if (tape.playing && tape.index_search && !tape.pausing)
4621 action_delay_value = 0;
4623 /* ---------- main game synchronization point ---------- */
4625 WaitUntilDelayReached(&action_delay, action_delay_value);
4627 if (network_playing && !network_player_action_received)
4631 printf("DEBUG: try to get network player actions in time\n");
4635 #if defined(PLATFORM_UNIX)
4636 /* last chance to get network player actions without main loop delay */
4640 if (game_status != PLAYING)
4643 if (!network_player_action_received)
4647 printf("DEBUG: failed to get network player actions in time\n");
4657 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4659 for (i=0; i<MAX_PLAYERS; i++)
4661 summarized_player_action |= stored_player[i].action;
4663 if (!network_playing)
4664 stored_player[i].effective_action = stored_player[i].action;
4667 #if defined(PLATFORM_UNIX)
4668 if (network_playing)
4669 SendToServer_MovePlayer(summarized_player_action);
4672 if (!options.network && !setup.team_mode)
4673 local_player->effective_action = summarized_player_action;
4675 for (i=0; i<MAX_PLAYERS; i++)
4677 int actual_player_action = stored_player[i].effective_action;
4679 if (stored_player[i].programmed_action)
4680 actual_player_action = stored_player[i].programmed_action;
4682 if (recorded_player_action)
4683 actual_player_action = recorded_player_action[i];
4685 PlayerActions(&stored_player[i], actual_player_action);
4686 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4689 network_player_action_received = FALSE;
4691 ScrollScreen(NULL, SCROLL_GO_ON);
4697 if (TimeFrames == 0 && local_player->active)
4699 extern unsigned int last_RND();
4701 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4702 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4709 if (GameFrameDelay >= 500)
4710 printf("FrameCounter == %d\n", FrameCounter);
4719 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4722 if (JustStopped[x][y] > 0)
4723 JustStopped[x][y]--;
4726 if (IS_BLOCKED(x, y))
4730 Blocked2Moving(x, y, &oldx, &oldy);
4731 if (!IS_MOVING(oldx, oldy))
4733 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4734 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4735 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4736 printf("GameActions(): This should never happen!\n");
4742 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4744 element = Feld[x][y];
4746 if (IS_INACTIVE(element))
4749 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4753 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4754 EdelsteinFunkeln(x, y);
4756 else if (IS_MOVING(x, y))
4757 ContinueMoving(x, y);
4758 else if (IS_ACTIVE_BOMB(element))
4759 CheckDynamite(x, y);
4761 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4762 Explode(x, y, Frame[x][y], EX_NORMAL);
4764 else if (element == EL_AMOEBA_CREATING)
4765 AmoebeWaechst(x, y);
4766 else if (element == EL_AMOEBA_SHRINKING)
4767 AmoebaDisappearing(x, y);
4769 #if !USE_NEW_AMOEBA_CODE
4770 else if (IS_AMOEBALIVE(element))
4771 AmoebeAbleger(x, y);
4774 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4776 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4778 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4779 TimegateWheel(x, y);
4780 else if (element == EL_ACID)
4782 else if (element == EL_ACID_SPLASHING_LEFT ||
4783 element == EL_ACID_SPLASHING_RIGHT)
4785 else if (element == EL_CRACKINGNUT)
4787 else if (element == EL_PEARL_BREAKING)
4788 BreakingPearl(x, y);
4789 else if (element == EL_EXIT_CLOSED)
4790 AusgangstuerPruefen(x, y);
4791 else if (element == EL_SP_EXIT_CLOSED)
4792 AusgangstuerPruefen_SP(x, y);
4793 else if (element == EL_EXIT_OPENING)
4794 AusgangstuerOeffnen(x, y);
4795 else if (element == EL_EXIT_OPEN)
4796 AusgangstuerBlinken(x, y);
4797 else if (element == EL_SP_EXIT_OPEN)
4798 ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
4799 else if (element == EL_WALL_GROWING_ACTIVE)
4801 else if (element == EL_WALL_GROWING ||
4802 element == EL_WALL_GROWING_X ||
4803 element == EL_WALL_GROWING_Y ||
4804 element == EL_WALL_GROWING_XY)
4806 else if (element == EL_DRAGON_FIRE)
4807 CheckForDragon(x, y);
4808 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
4809 CheckBuggyBase(x, y);
4810 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
4812 else if (element == EL_SP_TERMINAL)
4813 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4814 else if (element == EL_SP_TERMINAL_ACTIVE)
4816 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4818 if (!(FrameCounter % 4))
4819 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
4822 else if (IS_BELT(element))
4823 DrawBeltAnimation(x, y, element);
4824 else if (element == EL_SWITCHGATE_OPENING)
4825 OpenSwitchgate(x, y);
4826 else if (element == EL_SWITCHGATE_CLOSING)
4827 CloseSwitchgate(x, y);
4828 else if (element == EL_TIMEGATE_OPENING)
4830 else if (element == EL_TIMEGATE_CLOSING)
4831 CloseTimegate(x, y);
4832 else if (element == EL_EXTRA_TIME)
4833 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4834 else if (element == EL_SHIELD_NORMAL)
4836 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4838 if (!(FrameCounter % 4))
4839 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4842 else if (element == EL_SHIELD_DEADLY)
4844 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4846 if (!(FrameCounter % 4))
4847 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
4851 if (game.magic_wall_active)
4853 boolean sieb = FALSE;
4854 int jx = local_player->jx, jy = local_player->jy;
4856 if (element == EL_MAGIC_WALL_FULL ||
4857 element == EL_MAGIC_WALL_EMPTY ||
4858 element == EL_MAGIC_WALL_EMPTYING)
4860 SiebAktivieren(x, y, 1);
4863 else if (element == EL_BD_MAGIC_WALL_FULL ||
4864 element == EL_BD_MAGIC_WALL_EMPTY ||
4865 element == EL_BD_MAGIC_WALL_EMPTYING)
4867 SiebAktivieren(x, y, 2);
4871 /* play the element sound at the position nearest to the player */
4872 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4880 #if USE_NEW_AMOEBA_CODE
4881 /* new experimental amoeba growth stuff */
4883 if (!(FrameCounter % 8))
4886 static unsigned long random = 1684108901;
4888 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4891 x = (random >> 10) % lev_fieldx;
4892 y = (random >> 20) % lev_fieldy;
4894 x = RND(lev_fieldx);
4895 y = RND(lev_fieldy);
4897 element = Feld[x][y];
4899 if (!IS_PLAYER(x,y) &&
4900 (element == EL_EMPTY ||
4901 element == EL_SAND ||
4902 element == EL_QUICKSAND_EMPTY ||
4903 element == EL_ACID_SPLASHING_LEFT ||
4904 element == EL_ACID_SPLASHING_RIGHT))
4906 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4907 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4908 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4909 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4910 Feld[x][y] = EL_AMOEBA_DROP;
4913 random = random * 129 + 1;
4919 if (game.explosions_delayed)
4922 game.explosions_delayed = FALSE;
4924 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4926 element = Feld[x][y];
4928 if (ExplodeField[x][y])
4929 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4930 else if (element == EL_EXPLOSION)
4931 Explode(x, y, Frame[x][y], EX_NORMAL);
4933 ExplodeField[x][y] = EX_NO_EXPLOSION;
4936 game.explosions_delayed = TRUE;
4939 if (game.magic_wall_active)
4941 if (!(game.magic_wall_time_left % 4))
4943 int element = Feld[sieb_x][sieb_y];
4945 if (element == EL_BD_MAGIC_WALL_FULL ||
4946 element == EL_BD_MAGIC_WALL_EMPTY ||
4947 element == EL_BD_MAGIC_WALL_EMPTYING)
4948 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
4950 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
4953 if (game.magic_wall_time_left > 0)
4955 game.magic_wall_time_left--;
4956 if (!game.magic_wall_time_left)
4958 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4960 element = Feld[x][y];
4962 if (element == EL_MAGIC_WALL_EMPTY ||
4963 element == EL_MAGIC_WALL_FULL)
4965 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4966 DrawLevelField(x, y);
4968 else if (element == EL_BD_MAGIC_WALL_EMPTY ||
4969 element == EL_BD_MAGIC_WALL_FULL)
4971 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4972 DrawLevelField(x, y);
4976 game.magic_wall_active = FALSE;
4981 if (game.light_time_left > 0)
4983 game.light_time_left--;
4985 if (game.light_time_left == 0)
4987 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4989 element = Feld[x][y];
4991 if (element == EL_LIGHT_SWITCH_ACTIVE)
4993 Feld[x][y] = EL_LIGHT_SWITCH;
4994 DrawLevelField(x, y);
4996 else if (element == EL_INVISIBLE_STEELWALL ||
4997 element == EL_INVISIBLE_WALL ||
4998 element == EL_INVISIBLE_SAND)
4999 DrawLevelField(x, y);
5004 if (game.timegate_time_left > 0)
5006 game.timegate_time_left--;
5008 if (game.timegate_time_left == 0)
5009 CloseAllOpenTimegates();
5012 for (i=0; i<MAX_PLAYERS; i++)
5014 struct PlayerInfo *player = &stored_player[i];
5016 if (SHIELD_ON(player))
5018 if (player->shield_active_time_left)
5019 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5020 else if (player->shield_passive_time_left)
5021 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5025 if (TimeFrames >= (1000 / GameFrameDelay))
5030 for (i=0; i<MAX_PLAYERS; i++)
5032 struct PlayerInfo *player = &stored_player[i];
5034 if (SHIELD_ON(player))
5036 player->shield_passive_time_left--;
5038 if (player->shield_active_time_left > 0)
5039 player->shield_active_time_left--;
5043 if (tape.recording || tape.playing)
5044 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5050 if (TimeLeft <= 10 && setup.time_limit)
5051 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5053 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5055 if (!TimeLeft && setup.time_limit)
5056 for (i=0; i<MAX_PLAYERS; i++)
5057 KillHero(&stored_player[i]);
5059 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5060 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5065 if (options.debug) /* calculate frames per second */
5067 static unsigned long fps_counter = 0;
5068 static int fps_frames = 0;
5069 unsigned long fps_delay_ms = Counter() - fps_counter;
5073 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5075 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5078 fps_counter = Counter();
5081 redraw_mask |= REDRAW_FPS;
5085 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5087 int min_x = x, min_y = y, max_x = x, max_y = y;
5090 for (i=0; i<MAX_PLAYERS; i++)
5092 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5094 if (!stored_player[i].active || &stored_player[i] == player)
5097 min_x = MIN(min_x, jx);
5098 min_y = MIN(min_y, jy);
5099 max_x = MAX(max_x, jx);
5100 max_y = MAX(max_y, jy);
5103 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5106 static boolean AllPlayersInVisibleScreen()
5110 for (i=0; i<MAX_PLAYERS; i++)
5112 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5114 if (!stored_player[i].active)
5117 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5124 void ScrollLevel(int dx, int dy)
5126 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5129 BlitBitmap(drawto_field, drawto_field,
5130 FX + TILEX*(dx == -1) - softscroll_offset,
5131 FY + TILEY*(dy == -1) - softscroll_offset,
5132 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5133 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5134 FX + TILEX*(dx == 1) - softscroll_offset,
5135 FY + TILEY*(dy == 1) - softscroll_offset);
5139 x = (dx == 1 ? BX1 : BX2);
5140 for (y=BY1; y<=BY2; y++)
5141 DrawScreenField(x, y);
5145 y = (dy == 1 ? BY1 : BY2);
5146 for (x=BX1; x<=BX2; x++)
5147 DrawScreenField(x, y);
5150 redraw_mask |= REDRAW_FIELD;
5153 static void CheckGravityMovement(struct PlayerInfo *player)
5155 if (level.gravity && !player->programmed_action)
5157 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5158 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5160 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5161 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5162 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5163 int jx = player->jx, jy = player->jy;
5164 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5165 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5166 int new_jx = jx + dx, new_jy = jy + dy;
5167 boolean field_under_player_is_free =
5168 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5169 boolean player_is_moving_to_valid_field =
5170 (IN_LEV_FIELD(new_jx, new_jy) &&
5171 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5172 Feld[new_jx][new_jy] == EL_SAND));
5174 if (field_under_player_is_free &&
5175 !player_is_moving_to_valid_field &&
5176 !IS_TUBE(Feld[jx][jy]))
5177 player->programmed_action = MV_DOWN;
5181 boolean MoveFigureOneStep(struct PlayerInfo *player,
5182 int dx, int dy, int real_dx, int real_dy)
5184 int jx = player->jx, jy = player->jy;
5185 int new_jx = jx+dx, new_jy = jy+dy;
5189 if (!player->active || (!dx && !dy))
5190 return MF_NO_ACTION;
5192 player->MovDir = (dx < 0 ? MV_LEFT :
5195 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5197 if (!IN_LEV_FIELD(new_jx, new_jy))
5198 return MF_NO_ACTION;
5200 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5201 return MF_NO_ACTION;
5204 element = MovingOrBlocked2Element(new_jx, new_jy);
5206 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5209 if (DONT_GO_TO(element))
5211 if (element == EL_ACID && dx == 0 && dy == 1)
5214 Feld[jx][jy] = EL_PLAYER;
5215 InitMovingField(jx, jy, MV_DOWN);
5216 Store[jx][jy] = EL_ACID;
5217 ContinueMoving(jx, jy);
5221 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5226 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5227 if (can_move != MF_MOVING)
5230 StorePlayer[jx][jy] = 0;
5231 player->last_jx = jx;
5232 player->last_jy = jy;
5233 jx = player->jx = new_jx;
5234 jy = player->jy = new_jy;
5235 StorePlayer[jx][jy] = player->element_nr;
5238 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5240 ScrollFigure(player, SCROLL_INIT);
5245 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5247 int jx = player->jx, jy = player->jy;
5248 int old_jx = jx, old_jy = jy;
5249 int moved = MF_NO_ACTION;
5251 if (!player->active || (!dx && !dy))
5255 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5259 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5260 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5264 /* remove the last programmed player action */
5265 player->programmed_action = 0;
5269 /* should only happen if pre-1.2 tape recordings are played */
5270 /* this is only for backward compatibility */
5272 int original_move_delay_value = player->move_delay_value;
5275 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5278 /* scroll remaining steps with finest movement resolution */
5279 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5281 while (player->MovPos)
5283 ScrollFigure(player, SCROLL_GO_ON);
5284 ScrollScreen(NULL, SCROLL_GO_ON);
5290 player->move_delay_value = original_move_delay_value;
5293 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5295 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5296 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5300 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5301 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5307 if (moved & MF_MOVING && !ScreenMovPos &&
5308 (player == local_player || !options.network))
5310 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5311 int offset = (setup.scroll_delay ? 3 : 0);
5313 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5315 /* actual player has left the screen -- scroll in that direction */
5316 if (jx != old_jx) /* player has moved horizontally */
5317 scroll_x += (jx - old_jx);
5318 else /* player has moved vertically */
5319 scroll_y += (jy - old_jy);
5323 if (jx != old_jx) /* player has moved horizontally */
5325 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5326 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5327 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5329 /* don't scroll over playfield boundaries */
5330 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5331 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5333 /* don't scroll more than one field at a time */
5334 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5336 /* don't scroll against the player's moving direction */
5337 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5338 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5339 scroll_x = old_scroll_x;
5341 else /* player has moved vertically */
5343 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5344 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5345 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5347 /* don't scroll over playfield boundaries */
5348 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5349 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5351 /* don't scroll more than one field at a time */
5352 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5354 /* don't scroll against the player's moving direction */
5355 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5356 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5357 scroll_y = old_scroll_y;
5361 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5363 if (!options.network && !AllPlayersInVisibleScreen())
5365 scroll_x = old_scroll_x;
5366 scroll_y = old_scroll_y;
5370 ScrollScreen(player, SCROLL_INIT);
5371 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5376 if (!(moved & MF_MOVING) && !player->Pushing)
5379 player->Frame = (player->Frame + 1) % 4;
5381 if (moved & MF_MOVING)
5383 if (old_jx != jx && old_jy == jy)
5384 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5385 else if (old_jx == jx && old_jy != jy)
5386 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5388 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5390 player->last_move_dir = player->MovDir;
5391 player->is_moving = TRUE;
5395 CheckGravityMovement(player);
5398 player->last_move_dir = MV_NO_MOVING;
5400 player->is_moving = FALSE;
5403 TestIfHeroTouchesBadThing(jx, jy);
5405 if (!player->active)
5411 void ScrollFigure(struct PlayerInfo *player, int mode)
5413 int jx = player->jx, jy = player->jy;
5414 int last_jx = player->last_jx, last_jy = player->last_jy;
5415 int move_stepsize = TILEX / player->move_delay_value;
5417 if (!player->active || !player->MovPos)
5420 if (mode == SCROLL_INIT)
5422 player->actual_frame_counter = FrameCounter;
5423 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5425 if (Feld[last_jx][last_jy] == EL_EMPTY)
5426 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5431 else if (!FrameReached(&player->actual_frame_counter, 1))
5434 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5435 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5437 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5438 Feld[last_jx][last_jy] = EL_EMPTY;
5440 /* before DrawPlayer() to draw correct player graphic for this case */
5441 if (player->MovPos == 0)
5442 CheckGravityMovement(player);
5446 if (player->MovPos == 0)
5448 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5450 /* continue with normal speed after quickly moving through gate */
5451 HALVE_PLAYER_SPEED(player);
5453 /* be able to make the next move without delay */
5454 player->move_delay = 0;
5457 player->last_jx = jx;
5458 player->last_jy = jy;
5460 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5461 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5465 if (local_player->friends_still_needed == 0 ||
5466 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5467 player->LevelSolved = player->GameOver = TRUE;
5470 if (tape.single_step && tape.recording && !tape.pausing &&
5471 !player->programmed_action)
5472 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5476 void ScrollScreen(struct PlayerInfo *player, int mode)
5478 static unsigned long screen_frame_counter = 0;
5480 if (mode == SCROLL_INIT)
5482 /* set scrolling step size according to actual player's moving speed */
5483 ScrollStepSize = TILEX / player->move_delay_value;
5485 screen_frame_counter = FrameCounter;
5486 ScreenMovDir = player->MovDir;
5487 ScreenMovPos = player->MovPos;
5488 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5491 else if (!FrameReached(&screen_frame_counter, 1))
5496 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5497 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5498 redraw_mask |= REDRAW_FIELD;
5501 ScreenMovDir = MV_NO_MOVING;
5504 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5506 int i, kill_x = -1, kill_y = -1;
5507 static int test_xy[4][2] =
5514 static int test_dir[4] =
5524 int test_x, test_y, test_move_dir, test_element;
5526 test_x = good_x + test_xy[i][0];
5527 test_y = good_y + test_xy[i][1];
5528 if (!IN_LEV_FIELD(test_x, test_y))
5532 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5535 test_element = Feld[test_x][test_y];
5537 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5540 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5541 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5543 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5544 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5552 if (kill_x != -1 || kill_y != -1)
5554 if (IS_PLAYER(good_x, good_y))
5556 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5558 if (player->shield_active_time_left > 0)
5559 Bang(kill_x, kill_y);
5560 else if (!PLAYER_PROTECTED(good_x, good_y))
5564 Bang(good_x, good_y);
5568 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5570 int i, kill_x = -1, kill_y = -1;
5571 int bad_element = Feld[bad_x][bad_y];
5572 static int test_xy[4][2] =
5579 static int test_dir[4] =
5587 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5592 int test_x, test_y, test_move_dir, test_element;
5594 test_x = bad_x + test_xy[i][0];
5595 test_y = bad_y + test_xy[i][1];
5596 if (!IN_LEV_FIELD(test_x, test_y))
5600 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5602 test_element = Feld[test_x][test_y];
5604 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5605 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5607 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5608 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5610 /* good thing is player or penguin that does not move away */
5611 if (IS_PLAYER(test_x, test_y))
5613 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5615 if (bad_element == EL_ROBOT && player->is_moving)
5616 continue; /* robot does not kill player if he is moving */
5622 else if (test_element == EL_PENGUIN)
5631 if (kill_x != -1 || kill_y != -1)
5633 if (IS_PLAYER(kill_x, kill_y))
5635 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5638 int dir = player->MovDir;
5639 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5640 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5642 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5643 newx != bad_x && newy != bad_y)
5644 ; /* robot does not kill player if he is moving */
5646 printf("-> %d\n", player->MovDir);
5648 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5649 newx != bad_x && newy != bad_y)
5650 ; /* robot does not kill player if he is moving */
5655 if (player->shield_active_time_left > 0)
5657 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5661 Bang(kill_x, kill_y);
5665 void TestIfHeroTouchesBadThing(int x, int y)
5667 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5670 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5672 TestIfGoodThingHitsBadThing(x, y, move_dir);
5675 void TestIfBadThingTouchesHero(int x, int y)
5677 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5680 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5682 TestIfBadThingHitsGoodThing(x, y, move_dir);
5685 void TestIfFriendTouchesBadThing(int x, int y)
5687 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5690 void TestIfBadThingTouchesFriend(int x, int y)
5692 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5695 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5697 int i, kill_x = bad_x, kill_y = bad_y;
5698 static int xy[4][2] =
5710 x = bad_x + xy[i][0];
5711 y = bad_y + xy[i][1];
5712 if (!IN_LEV_FIELD(x, y))
5715 element = Feld[x][y];
5716 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5717 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5725 if (kill_x != bad_x || kill_y != bad_y)
5729 void KillHero(struct PlayerInfo *player)
5731 int jx = player->jx, jy = player->jy;
5733 if (!player->active)
5736 if (IS_PFORTE(Feld[jx][jy]))
5737 Feld[jx][jy] = EL_EMPTY;
5739 /* deactivate shield (else Bang()/Explode() would not work right) */
5740 player->shield_passive_time_left = 0;
5741 player->shield_active_time_left = 0;
5747 static void KillHeroUnlessProtected(int x, int y)
5749 if (!PLAYER_PROTECTED(x, y))
5750 KillHero(PLAYERINFO(x, y));
5753 void BuryHero(struct PlayerInfo *player)
5755 int jx = player->jx, jy = player->jy;
5757 if (!player->active)
5760 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5761 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5763 player->GameOver = TRUE;
5767 void RemoveHero(struct PlayerInfo *player)
5769 int jx = player->jx, jy = player->jy;
5770 int i, found = FALSE;
5772 player->present = FALSE;
5773 player->active = FALSE;
5775 if (!ExplodeField[jx][jy])
5776 StorePlayer[jx][jy] = 0;
5778 for (i=0; i<MAX_PLAYERS; i++)
5779 if (stored_player[i].active)
5783 AllPlayersGone = TRUE;
5789 int DigField(struct PlayerInfo *player,
5790 int x, int y, int real_dx, int real_dy, int mode)
5792 int jx = player->jx, jy = player->jy;
5793 int dx = x - jx, dy = y - jy;
5794 int move_direction = (dx == -1 ? MV_LEFT :
5795 dx == +1 ? MV_RIGHT :
5797 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5800 if (player->MovPos == 0)
5801 player->Pushing = FALSE;
5803 if (mode == DF_NO_PUSH)
5805 player->Switching = FALSE;
5806 player->push_delay = 0;
5807 return MF_NO_ACTION;
5810 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5811 return MF_NO_ACTION;
5813 if (IS_TUBE(Feld[jx][jy]))
5816 int tube_leave_directions[][2] =
5818 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5819 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5820 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5821 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5822 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5823 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5824 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5825 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5826 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5827 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5828 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5829 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5832 while (tube_leave_directions[i][0] != Feld[jx][jy])
5835 if (tube_leave_directions[i][0] == -1) /* should not happen */
5839 if (!(tube_leave_directions[i][1] & move_direction))
5840 return MF_NO_ACTION; /* tube has no opening in this direction */
5843 element = Feld[x][y];
5849 case EL_INVISIBLE_SAND:
5852 case EL_SP_BUGGY_BASE:
5854 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5859 case EL_EMERALD_YELLOW:
5860 case EL_EMERALD_RED:
5861 case EL_EMERALD_PURPLE:
5863 case EL_SP_INFOTRON:
5867 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5868 element == EL_PEARL ? 5 :
5869 element == EL_CRYSTAL ? 8 : 1);
5870 if (local_player->gems_still_needed < 0)
5871 local_player->gems_still_needed = 0;
5872 RaiseScoreElement(element);
5873 DrawText(DX_EMERALDS, DY_EMERALDS,
5874 int2str(local_player->gems_still_needed, 3),
5875 FS_SMALL, FC_YELLOW);
5876 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5881 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5882 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5886 Feld[x][y] = EL_EMPTY;
5887 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5895 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5897 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5900 case EL_SHIELD_NORMAL:
5902 player->shield_passive_time_left += 10;
5903 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5906 case EL_SHIELD_DEADLY:
5908 player->shield_passive_time_left += 10;
5909 player->shield_active_time_left += 10;
5910 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5914 case EL_SP_DISK_RED:
5917 RaiseScoreElement(EL_DYNAMITE);
5918 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5919 int2str(local_player->dynamite, 3),
5920 FS_SMALL, FC_YELLOW);
5921 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5924 case EL_DYNABOMB_NR:
5926 player->dynabomb_count++;
5927 player->dynabombs_left++;
5928 RaiseScoreElement(EL_DYNAMITE);
5929 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5932 case EL_DYNABOMB_SZ:
5934 player->dynabomb_size++;
5935 RaiseScoreElement(EL_DYNAMITE);
5936 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5939 case EL_DYNABOMB_XL:
5941 player->dynabomb_xl = TRUE;
5942 RaiseScoreElement(EL_DYNAMITE);
5943 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5951 int key_nr = element - EL_KEY1;
5954 player->key[key_nr] = TRUE;
5955 RaiseScoreElement(element);
5956 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5957 GFX_SCHLUESSEL1 + key_nr);
5958 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5959 GFX_SCHLUESSEL1 + key_nr);
5960 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5969 int key_nr = element - EL_EM_KEY1;
5972 player->key[key_nr] = TRUE;
5973 RaiseScoreElement(element);
5974 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5975 GFX_SCHLUESSEL1 + key_nr);
5976 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5977 GFX_SCHLUESSEL1 + key_nr);
5978 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5982 case EL_ROBOT_WHEEL:
5983 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
5986 DrawLevelField(x, y);
5987 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5991 case EL_SP_TERMINAL:
5995 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5997 for (yy=0; yy<lev_fieldy; yy++)
5999 for (xx=0; xx<lev_fieldx; xx++)
6001 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6003 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6004 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6012 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6013 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6014 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6015 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6016 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6017 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6018 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6019 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6020 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6021 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6022 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6023 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6024 if (!player->Switching)
6026 player->Switching = TRUE;
6027 ToggleBeltSwitch(x, y);
6028 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6033 case EL_SWITCHGATE_SWITCH_UP:
6034 case EL_SWITCHGATE_SWITCH_DOWN:
6035 if (!player->Switching)
6037 player->Switching = TRUE;
6038 ToggleSwitchgateSwitch(x, y);
6039 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6044 case EL_LIGHT_SWITCH:
6045 case EL_LIGHT_SWITCH_ACTIVE:
6046 if (!player->Switching)
6048 player->Switching = TRUE;
6049 ToggleLightSwitch(x, y);
6050 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6051 SND_LIGHT_SWITCH_ACTIVATING :
6052 SND_LIGHT_SWITCH_DEACTIVATING);
6057 case EL_TIMEGATE_SWITCH:
6058 ActivateTimegateSwitch(x, y);
6059 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6064 case EL_BALLOON_SEND_LEFT:
6065 case EL_BALLOON_SEND_RIGHT:
6066 case EL_BALLOON_SEND_UP:
6067 case EL_BALLOON_SEND_DOWN:
6068 case EL_BALLOON_SEND_ANY_DIRECTION:
6069 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6070 game.balloon_dir = move_direction;
6072 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6073 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6074 element == EL_BALLOON_SEND_UP ? MV_UP :
6075 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6077 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6082 /* the following elements cannot be pushed by "snapping" */
6085 case EL_DX_SUPABOMB:
6087 case EL_TIME_ORB_EMPTY:
6089 case EL_SP_DISK_ORANGE:
6091 if (mode == DF_SNAP)
6092 return MF_NO_ACTION;
6093 /* no "break" -- fall through to next case */
6094 /* the following elements can be pushed by "snapping" */
6097 return MF_NO_ACTION;
6099 player->Pushing = TRUE;
6101 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6102 return MF_NO_ACTION;
6106 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6107 return MF_NO_ACTION;
6110 if (player->push_delay == 0)
6111 player->push_delay = FrameCounter;
6113 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6114 !tape.playing && element != EL_SPRING)
6115 return MF_NO_ACTION;
6117 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6118 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6119 element != EL_SPRING)
6120 return MF_NO_ACTION;
6123 if (mode == DF_SNAP)
6125 InitMovingField(x, y, move_direction);
6126 ContinueMoving(x, y);
6131 Feld[x+dx][y+dy] = element;
6134 if (element == EL_SPRING)
6136 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6137 MovDir[x+dx][y+dy] = move_direction;
6140 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6142 DrawLevelField(x+dx, y+dy);
6143 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6150 if (!player->key[element - EL_GATE1])
6151 return MF_NO_ACTION;
6158 if (!player->key[element - EL_GATE1_GRAY])
6159 return MF_NO_ACTION;
6166 if (!player->key[element - EL_EM_GATE1])
6167 return MF_NO_ACTION;
6168 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6169 return MF_NO_ACTION;
6171 /* automatically move to the next field with double speed */
6172 player->programmed_action = move_direction;
6173 DOUBLE_PLAYER_SPEED(player);
6175 PlaySoundLevel(x, y, SND_GATE_PASSING);
6178 case EL_EM_GATE1_GRAY:
6179 case EL_EM_GATE2_GRAY:
6180 case EL_EM_GATE3_GRAY:
6181 case EL_EM_GATE4_GRAY:
6182 if (!player->key[element - EL_EM_GATE1_GRAY])
6183 return MF_NO_ACTION;
6184 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6185 return MF_NO_ACTION;
6187 /* automatically move to the next field with double speed */
6188 player->programmed_action = move_direction;
6189 DOUBLE_PLAYER_SPEED(player);
6191 PlaySoundLevel(x, y, SND_GATE_PASSING);
6194 case EL_SWITCHGATE_OPEN:
6195 case EL_TIMEGATE_OPEN:
6196 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6197 return MF_NO_ACTION;
6199 /* automatically move to the next field with double speed */
6200 player->programmed_action = move_direction;
6201 DOUBLE_PLAYER_SPEED(player);
6203 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6206 case EL_SP_PORT1_LEFT:
6207 case EL_SP_PORT2_LEFT:
6208 case EL_SP_PORT1_RIGHT:
6209 case EL_SP_PORT2_RIGHT:
6210 case EL_SP_PORT1_UP:
6211 case EL_SP_PORT2_UP:
6212 case EL_SP_PORT1_DOWN:
6213 case EL_SP_PORT2_DOWN:
6218 element != EL_SP_PORT1_LEFT &&
6219 element != EL_SP_PORT2_LEFT &&
6220 element != EL_SP_PORT_X &&
6221 element != EL_SP_PORT_XY) ||
6223 element != EL_SP_PORT1_RIGHT &&
6224 element != EL_SP_PORT2_RIGHT &&
6225 element != EL_SP_PORT_X &&
6226 element != EL_SP_PORT_XY) ||
6228 element != EL_SP_PORT1_UP &&
6229 element != EL_SP_PORT2_UP &&
6230 element != EL_SP_PORT_Y &&
6231 element != EL_SP_PORT_XY) ||
6233 element != EL_SP_PORT1_DOWN &&
6234 element != EL_SP_PORT2_DOWN &&
6235 element != EL_SP_PORT_Y &&
6236 element != EL_SP_PORT_XY) ||
6237 !IN_LEV_FIELD(x + dx, y + dy) ||
6238 !IS_FREE(x + dx, y + dy))
6239 return MF_NO_ACTION;
6241 /* automatically move to the next field with double speed */
6242 player->programmed_action = move_direction;
6243 DOUBLE_PLAYER_SPEED(player);
6245 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6249 case EL_TUBE_VERTICAL:
6250 case EL_TUBE_HORIZONTAL:
6251 case EL_TUBE_VERTICAL_LEFT:
6252 case EL_TUBE_VERTICAL_RIGHT:
6253 case EL_TUBE_HORIZONTAL_UP:
6254 case EL_TUBE_HORIZONTAL_DOWN:
6255 case EL_TUBE_LEFT_UP:
6256 case EL_TUBE_LEFT_DOWN:
6257 case EL_TUBE_RIGHT_UP:
6258 case EL_TUBE_RIGHT_DOWN:
6261 int tube_enter_directions[][2] =
6263 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6264 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6265 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6266 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6267 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6268 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6269 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6270 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6271 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6272 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6273 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6274 { -1, MV_NO_MOVING }
6277 while (tube_enter_directions[i][0] != element)
6280 if (tube_enter_directions[i][0] == -1) /* should not happen */
6284 if (!(tube_enter_directions[i][1] & move_direction))
6285 return MF_NO_ACTION; /* tube has no opening in this direction */
6287 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6291 case EL_EXIT_CLOSED:
6292 case EL_SP_EXIT_CLOSED:
6293 case EL_EXIT_OPENING:
6294 return MF_NO_ACTION;
6298 case EL_SP_EXIT_OPEN:
6299 if (mode == DF_SNAP)
6300 return MF_NO_ACTION;
6302 if (element == EL_EXIT_OPEN)
6303 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6305 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6310 Feld[x][y] = EL_LAMP_ACTIVE;
6311 local_player->lights_still_needed--;
6312 DrawLevelField(x, y);
6313 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6317 case EL_TIME_ORB_FULL:
6318 Feld[x][y] = EL_TIME_ORB_EMPTY;
6320 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6321 DrawLevelField(x, y);
6322 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6326 case EL_SOKOBAN_FIELD_EMPTY:
6329 case EL_SOKOBAN_OBJECT:
6330 case EL_SOKOBAN_FIELD_FULL:
6332 case EL_SP_DISK_YELLOW:
6334 if (mode == DF_SNAP)
6335 return MF_NO_ACTION;
6337 player->Pushing = TRUE;
6339 if (!IN_LEV_FIELD(x+dx, y+dy)
6340 || (!IS_FREE(x+dx, y+dy)
6341 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6342 || !IS_SB_ELEMENT(element))))
6343 return MF_NO_ACTION;
6347 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6348 return MF_NO_ACTION;
6350 else if (dy && real_dx)
6352 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6353 return MF_NO_ACTION;
6356 if (player->push_delay == 0)
6357 player->push_delay = FrameCounter;
6359 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6360 !tape.playing && element != EL_BALLOON)
6361 return MF_NO_ACTION;
6363 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6364 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6365 element != EL_BALLOON)
6366 return MF_NO_ACTION;
6369 if (IS_SB_ELEMENT(element))
6371 if (element == EL_SOKOBAN_FIELD_FULL)
6373 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6374 local_player->sokobanfields_still_needed++;
6379 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6381 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6382 local_player->sokobanfields_still_needed--;
6383 if (element == EL_SOKOBAN_OBJECT)
6384 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6386 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6390 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6391 if (element == EL_SOKOBAN_FIELD_FULL)
6392 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6394 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6400 Feld[x+dx][y+dy] = element;
6401 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6404 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6406 DrawLevelField(x, y);
6407 DrawLevelField(x+dx, y+dy);
6409 if (IS_SB_ELEMENT(element) &&
6410 local_player->sokobanfields_still_needed == 0 &&
6411 game.emulation == EMU_SOKOBAN)
6413 player->LevelSolved = player->GameOver = TRUE;
6414 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6425 return MF_NO_ACTION;
6428 player->push_delay = 0;
6433 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6435 int jx = player->jx, jy = player->jy;
6436 int x = jx + dx, y = jy + dy;
6438 if (!player->active || !IN_LEV_FIELD(x, y))
6446 if (player->MovPos == 0)
6447 player->Pushing = FALSE;
6449 player->snapped = FALSE;
6453 if (player->snapped)
6456 player->MovDir = (dx < 0 ? MV_LEFT :
6459 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6461 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6464 player->snapped = TRUE;
6465 DrawLevelField(x, y);
6471 boolean PlaceBomb(struct PlayerInfo *player)
6473 int jx = player->jx, jy = player->jy;
6476 if (!player->active || player->MovPos)
6479 element = Feld[jx][jy];
6481 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6482 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6485 if (element != EL_EMPTY)
6486 Store[jx][jy] = element;
6488 if (player->dynamite)
6490 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6491 MovDelay[jx][jy] = 96;
6493 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6494 FS_SMALL, FC_YELLOW);
6495 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6497 if (game.emulation == EMU_SUPAPLEX)
6498 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6500 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6503 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6507 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_PLAYER1);
6508 MovDelay[jx][jy] = 96;
6509 player->dynabombs_left--;
6510 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6511 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6513 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6519 void PlaySoundLevel(int x, int y, int nr)
6521 static int loop_sound_frame[NUM_SOUND_FILES];
6522 static int loop_sound_volume[NUM_SOUND_FILES];
6523 int sx = SCREENX(x), sy = SCREENY(y);
6524 int volume, stereo_position;
6525 int max_distance = 8;
6526 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6528 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6529 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6532 if (!IN_LEV_FIELD(x, y) ||
6533 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6534 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6537 volume = SOUND_MAX_VOLUME;
6539 if (!IN_SCR_FIELD(sx, sy))
6541 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6542 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6544 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6547 stereo_position = (SOUND_MAX_LEFT +
6548 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6549 (SCR_FIELDX + 2 * max_distance));
6551 if (IS_LOOP_SOUND(nr))
6553 /* This assures that quieter loop sounds do not overwrite louder ones,
6554 while restarting sound volume comparison with each new game frame. */
6556 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6559 loop_sound_volume[nr] = volume;
6560 loop_sound_frame[nr] = FrameCounter;
6563 PlaySoundExt(nr, volume, stereo_position, type);
6566 void PlaySoundLevelAction(int x, int y, int sound_action)
6568 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6571 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6573 int sound_effect = element_action_sound[element][sound_action];
6575 if (sound_effect != -1)
6576 PlaySoundLevel(x, y, sound_effect);
6579 void RaiseScore(int value)
6581 local_player->score += value;
6582 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6583 FS_SMALL, FC_YELLOW);
6586 void RaiseScoreElement(int element)
6592 case EL_EMERALD_YELLOW:
6593 case EL_EMERALD_RED:
6594 case EL_EMERALD_PURPLE:
6595 RaiseScore(level.score[SC_EDELSTEIN]);
6598 RaiseScore(level.score[SC_DIAMANT]);
6601 case EL_BD_BUTTERFLY:
6602 RaiseScore(level.score[SC_KAEFER]);
6606 RaiseScore(level.score[SC_FLIEGER]);
6609 case EL_DARK_YAMYAM:
6610 RaiseScore(level.score[SC_MAMPFER]);
6613 RaiseScore(level.score[SC_ROBOT]);
6616 RaiseScore(level.score[SC_PACMAN]);
6619 RaiseScore(level.score[SC_KOKOSNUSS]);
6622 RaiseScore(level.score[SC_DYNAMIT]);
6628 RaiseScore(level.score[SC_SCHLUESSEL]);
6635 void RequestQuitGame(boolean ask_if_really_quit)
6637 if (AllPlayersGone ||
6638 !ask_if_really_quit ||
6639 level_editor_test_game ||
6640 Request("Do you really want to quit the game ?",
6641 REQ_ASK | REQ_STAY_CLOSED))
6643 #if defined(PLATFORM_UNIX)
6644 if (options.network)
6645 SendToServer_StopPlaying();
6649 game_status = MAINMENU;
6655 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6660 /* ---------- new game button stuff ---------------------------------------- */
6662 /* graphic position values for game buttons */
6663 #define GAME_BUTTON_XSIZE 30
6664 #define GAME_BUTTON_YSIZE 30
6665 #define GAME_BUTTON_XPOS 5
6666 #define GAME_BUTTON_YPOS 215
6667 #define SOUND_BUTTON_XPOS 5
6668 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6670 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6671 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6672 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6673 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6674 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6675 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6682 } gamebutton_info[NUM_GAME_BUTTONS] =
6685 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6690 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6695 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6700 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6701 SOUND_CTRL_ID_MUSIC,
6702 "background music on/off"
6705 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6706 SOUND_CTRL_ID_LOOPS,
6707 "sound loops on/off"
6710 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6711 SOUND_CTRL_ID_SIMPLE,
6712 "normal sounds on/off"
6716 void CreateGameButtons()
6720 for (i=0; i<NUM_GAME_BUTTONS; i++)
6722 Bitmap *gd_bitmap = pix[PIX_DOOR];
6723 struct GadgetInfo *gi;
6726 unsigned long event_mask;
6727 int gd_xoffset, gd_yoffset;
6728 int gd_x1, gd_x2, gd_y1, gd_y2;
6731 gd_xoffset = gamebutton_info[i].x;
6732 gd_yoffset = gamebutton_info[i].y;
6733 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6734 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6736 if (id == GAME_CTRL_ID_STOP ||
6737 id == GAME_CTRL_ID_PAUSE ||
6738 id == GAME_CTRL_ID_PLAY)
6740 button_type = GD_TYPE_NORMAL_BUTTON;
6742 event_mask = GD_EVENT_RELEASED;
6743 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6744 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6748 button_type = GD_TYPE_CHECK_BUTTON;
6750 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6751 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6752 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6753 event_mask = GD_EVENT_PRESSED;
6754 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6755 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6758 gi = CreateGadget(GDI_CUSTOM_ID, id,
6759 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6760 GDI_X, DX + gd_xoffset,
6761 GDI_Y, DY + gd_yoffset,
6762 GDI_WIDTH, GAME_BUTTON_XSIZE,
6763 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6764 GDI_TYPE, button_type,
6765 GDI_STATE, GD_BUTTON_UNPRESSED,
6766 GDI_CHECKED, checked,
6767 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6768 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6769 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6770 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6771 GDI_EVENT_MASK, event_mask,
6772 GDI_CALLBACK_ACTION, HandleGameButtons,
6776 Error(ERR_EXIT, "cannot create gadget");
6778 game_gadget[id] = gi;
6782 static void MapGameButtons()
6786 for (i=0; i<NUM_GAME_BUTTONS; i++)
6787 MapGadget(game_gadget[i]);
6790 void UnmapGameButtons()
6794 for (i=0; i<NUM_GAME_BUTTONS; i++)
6795 UnmapGadget(game_gadget[i]);
6798 static void HandleGameButtons(struct GadgetInfo *gi)
6800 int id = gi->custom_id;
6802 if (game_status != PLAYING)
6807 case GAME_CTRL_ID_STOP:
6808 RequestQuitGame(TRUE);
6811 case GAME_CTRL_ID_PAUSE:
6812 if (options.network)
6814 #if defined(PLATFORM_UNIX)
6816 SendToServer_ContinuePlaying();
6818 SendToServer_PausePlaying();
6822 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6825 case GAME_CTRL_ID_PLAY:
6828 #if defined(PLATFORM_UNIX)
6829 if (options.network)
6830 SendToServer_ContinuePlaying();
6834 tape.pausing = FALSE;
6835 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6840 case SOUND_CTRL_ID_MUSIC:
6841 if (setup.sound_music)
6843 setup.sound_music = FALSE;
6846 else if (audio.music_available)
6848 setup.sound = setup.sound_music = TRUE;
6849 PlayMusic(level_nr);
6853 case SOUND_CTRL_ID_LOOPS:
6854 if (setup.sound_loops)
6855 setup.sound_loops = FALSE;
6856 else if (audio.loops_available)
6857 setup.sound = setup.sound_loops = TRUE;
6860 case SOUND_CTRL_ID_SIMPLE:
6861 if (setup.sound_simple)
6862 setup.sound_simple = FALSE;
6863 else if (audio.sound_available)
6864 setup.sound = setup.sound_simple = TRUE;