1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void InitBeltMovement(void);
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 static void PlaySoundLevel(int, int, int);
109 static void PlaySoundLevelNearest(int, int, int);
110 static void PlaySoundLevelAction(int, int, int);
111 static void PlaySoundLevelElementAction(int, int, int, int);
113 static void MapGameButtons();
114 static void HandleGameButtons(struct GadgetInfo *);
116 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
118 #define IS_ANIMATED(g) (graphic_info[g].anim_frames > 1)
119 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
122 /* -------------------------------------------------------------------------
123 definition of elements that automatically change to other elements after
124 a specified time, eventually calling a function when changing
125 ------------------------------------------------------------------------- */
127 /* forward declaration for changer functions */
128 static void InitBuggyBase(int x, int y);
129 static void WarnBuggyBase(int x, int y);
131 static void InitTrap(int x, int y);
132 static void ActivateTrap(int x, int y);
133 static void ChangeActiveTrap(int x, int y);
135 static void InitRobotWheel(int x, int y);
136 static void RunRobotWheel(int x, int y);
137 static void StopRobotWheel(int x, int y);
139 static void InitTimegateWheel(int x, int y);
140 static void RunTimegateWheel(int x, int y);
142 struct ChangingElementInfo
147 void (*pre_change_function)(int x, int y);
148 void (*change_function)(int x, int y);
149 void (*post_change_function)(int x, int y);
152 static struct ChangingElementInfo changing_element_list[] =
154 { EL_NUT_CRACKING, EL_EMERALD, 6, NULL, NULL, NULL },
155 { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL },
156 { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL },
158 { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL },
159 { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL },
161 { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL },
162 { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL },
164 { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0,
165 InitBuggyBase, NULL, NULL },
166 { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
167 InitBuggyBase, NULL, NULL },
168 { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0,
169 InitBuggyBase, WarnBuggyBase, NULL },
171 { EL_TRAP, EL_TRAP_ACTIVE, 0,
172 InitTrap, NULL, ActivateTrap },
173 { EL_TRAP_ACTIVE, EL_TRAP, 31,
174 NULL, ChangeActiveTrap, NULL },
176 { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0,
177 InitRobotWheel, RunRobotWheel, StopRobotWheel },
179 { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0,
180 InitTimegateWheel, RunTimegateWheel, NULL },
182 { EL_UNDEFINED, EL_UNDEFINED, -1, NULL }
185 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
187 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
193 static unsigned int getStateCheckSum(int counter)
196 unsigned int mult = 1;
197 unsigned int checksum = 0;
199 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
201 static boolean first_game = TRUE;
203 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
209 lastFeld[x][y] = Feld[x][y];
210 else if (lastFeld[x][y] != Feld[x][y])
211 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
212 x, y, lastFeld[x][y], Feld[x][y]);
216 checksum += mult++ * Ur[x][y];
217 checksum += mult++ * Feld[x][y];
220 checksum += mult++ * MovPos[x][y];
221 checksum += mult++ * MovDir[x][y];
222 checksum += mult++ * MovDelay[x][y];
223 checksum += mult++ * Store[x][y];
224 checksum += mult++ * Store2[x][y];
225 checksum += mult++ * StorePlayer[x][y];
226 checksum += mult++ * ExplodePhase[x][y];
227 checksum += mult++ * AmoebaNr[x][y];
228 checksum += mult++ * JustStopped[x][y];
229 checksum += mult++ * Stop[x][y];
233 if (counter == 3 && first_game)
244 void GetPlayerConfig()
246 if (!audio.sound_available)
249 if (!audio.loops_available)
250 setup.sound_loops = FALSE;
252 if (!audio.music_available)
253 setup.sound_music = FALSE;
255 if (!video.fullscreen_available)
256 setup.fullscreen = FALSE;
258 setup.sound_simple = setup.sound;
260 SetAudioMode(setup.sound);
264 static int getBeltNrFromBeltElement(int element)
266 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
267 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
268 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
271 static int getBeltNrFromBeltActiveElement(int element)
273 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
274 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
275 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
278 static int getBeltNrFromBeltSwitchElement(int element)
280 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
281 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
282 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
285 static int getBeltDirNrFromBeltSwitchElement(int element)
287 static int belt_base_element[4] =
289 EL_CONVEYOR_BELT1_SWITCH_LEFT,
290 EL_CONVEYOR_BELT2_SWITCH_LEFT,
291 EL_CONVEYOR_BELT3_SWITCH_LEFT,
292 EL_CONVEYOR_BELT4_SWITCH_LEFT
295 int belt_nr = getBeltNrFromBeltSwitchElement(element);
296 int belt_dir_nr = element - belt_base_element[belt_nr];
298 return (belt_dir_nr % 3);
301 static int getBeltDirFromBeltSwitchElement(int element)
303 static int belt_move_dir[3] =
310 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
312 return belt_move_dir[belt_dir_nr];
315 static void InitField(int x, int y, boolean init_game)
322 if (stored_player[0].present)
324 Feld[x][y] = EL_SP_MURPHY_CLONE;
328 Feld[x][y] = EL_PLAYER1;
337 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
338 int jx = player->jx, jy = player->jy;
340 player->present = TRUE;
342 if (!options.network || player->connected)
344 player->active = TRUE;
346 /* remove potentially duplicate players */
347 if (StorePlayer[jx][jy] == Feld[x][y])
348 StorePlayer[jx][jy] = 0;
350 StorePlayer[x][y] = Feld[x][y];
354 printf("Player %d activated.\n", player->element_nr);
355 printf("[Local player is %d and currently %s.]\n",
356 local_player->element_nr,
357 local_player->active ? "active" : "not active");
361 Feld[x][y] = EL_EMPTY;
362 player->jx = player->last_jx = x;
363 player->jy = player->last_jy = y;
368 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
369 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
370 else if (x > 0 && Feld[x-1][y] == EL_ACID)
371 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
372 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
373 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
374 else if (y > 0 && Feld[x][y-1] == EL_ACID)
375 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
376 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
377 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
385 case EL_SPACESHIP_RIGHT:
386 case EL_SPACESHIP_UP:
387 case EL_SPACESHIP_LEFT:
388 case EL_SPACESHIP_DOWN:
390 case EL_BD_BUTTERFLY_RIGHT:
391 case EL_BD_BUTTERFLY_UP:
392 case EL_BD_BUTTERFLY_LEFT:
393 case EL_BD_BUTTERFLY_DOWN:
394 case EL_BD_BUTTERFLY:
395 case EL_BD_FIREFLY_RIGHT:
396 case EL_BD_FIREFLY_UP:
397 case EL_BD_FIREFLY_LEFT:
398 case EL_BD_FIREFLY_DOWN:
400 case EL_PACMAN_RIGHT:
424 if (y == lev_fieldy - 1)
426 Feld[x][y] = EL_AMOEBA_CREATING;
427 Store[x][y] = EL_AMOEBA_WET;
431 case EL_DYNAMITE_ACTIVE:
436 local_player->lights_still_needed++;
439 case EL_SOKOBAN_FIELD_EMPTY:
440 local_player->sokobanfields_still_needed++;
444 local_player->friends_still_needed++;
449 MovDir[x][y] = 1 << RND(4);
453 Feld[x][y] = EL_EMPTY;
456 case EL_EM_KEY1_FILE:
457 Feld[x][y] = EL_EM_KEY1;
459 case EL_EM_KEY2_FILE:
460 Feld[x][y] = EL_EM_KEY2;
462 case EL_EM_KEY3_FILE:
463 Feld[x][y] = EL_EM_KEY3;
465 case EL_EM_KEY4_FILE:
466 Feld[x][y] = EL_EM_KEY4;
469 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
470 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
471 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
472 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
473 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
474 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
475 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
476 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
477 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
478 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
479 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
480 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
483 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
484 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
485 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
487 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
489 game.belt_dir[belt_nr] = belt_dir;
490 game.belt_dir_nr[belt_nr] = belt_dir_nr;
492 else /* more than one switch -- set it like the first switch */
494 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
499 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
501 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
504 case EL_LIGHT_SWITCH_ACTIVE:
506 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
514 void DrawGameDoorValues()
518 for (i=0; i<MAX_PLAYERS; i++)
520 if (stored_player[i].key[j])
521 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
524 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
525 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
526 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
527 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
528 DrawText(DX + XX_SCORE, DY + YY_SCORE,
529 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
530 DrawText(DX + XX_TIME, DY + YY_TIME,
531 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
536 =============================================================================
538 -----------------------------------------------------------------------------
539 initialize game engine due to level / tape version number
540 =============================================================================
543 static void InitGameEngine()
547 game.engine_version = (tape.playing ? tape.engine_version :
551 printf("level %d: level version == %06d\n", level_nr, level.game_version);
552 printf(" tape version == %06d [%s] [file: %06d]\n",
553 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
555 printf(" => game.engine_version == %06d\n", game.engine_version);
558 /* dynamically adjust player properties according to game engine version */
559 game.initial_move_delay =
560 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
561 INITIAL_MOVE_DELAY_OFF);
563 /* dynamically adjust player properties according to level information */
564 game.initial_move_delay_value =
565 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
567 /* dynamically adjust element properties according to game engine version */
569 static int ep_em_slippery_wall[] =
578 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
580 for (i=0; i<ep_em_slippery_wall_num; i++)
582 if (level.em_slippery_gems) /* special EM style gems behaviour */
583 Properties2[ep_em_slippery_wall[i]] |=
584 EP_BIT_EM_SLIPPERY_WALL;
586 Properties2[ep_em_slippery_wall[i]] &=
587 ~EP_BIT_EM_SLIPPERY_WALL;
590 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
591 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
592 Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
594 Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
597 /* initialize changing elements information */
598 for (i=0; i<MAX_NUM_ELEMENTS; i++)
600 changing_element[i].base_element = EL_UNDEFINED;
601 changing_element[i].next_element = EL_UNDEFINED;
602 changing_element[i].change_delay = -1;
603 changing_element[i].pre_change_function = NULL;
604 changing_element[i].change_function = NULL;
605 changing_element[i].post_change_function = NULL;
609 while (changing_element_list[i].base_element != EL_UNDEFINED)
611 struct ChangingElementInfo *ce = &changing_element_list[i];
612 int element = ce->base_element;
614 changing_element[element].base_element = ce->base_element;
615 changing_element[element].next_element = ce->next_element;
616 changing_element[element].change_delay = ce->change_delay;
617 changing_element[element].pre_change_function = ce->pre_change_function;
618 changing_element[element].change_function = ce->change_function;
619 changing_element[element].post_change_function = ce->post_change_function;
627 =============================================================================
629 -----------------------------------------------------------------------------
630 initialize and start new game
631 =============================================================================
636 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
637 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
638 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
645 #if USE_NEW_AMOEBA_CODE
646 printf("Using new amoeba code.\n");
648 printf("Using old amoeba code.\n");
653 /* don't play tapes over network */
654 network_playing = (options.network && !tape.playing);
656 for (i=0; i<MAX_PLAYERS; i++)
658 struct PlayerInfo *player = &stored_player[i];
660 player->index_nr = i;
661 player->element_nr = EL_PLAYER1 + i;
663 player->present = FALSE;
664 player->active = FALSE;
667 player->effective_action = 0;
668 player->programmed_action = 0;
671 player->gems_still_needed = level.gems_needed;
672 player->sokobanfields_still_needed = 0;
673 player->lights_still_needed = 0;
674 player->friends_still_needed = 0;
677 player->key[j] = FALSE;
679 player->dynamite = 0;
680 player->dynabomb_count = 0;
681 player->dynabomb_size = 1;
682 player->dynabombs_left = 0;
683 player->dynabomb_xl = FALSE;
685 player->MovDir = MV_NO_MOVING;
687 player->Pushing = FALSE;
688 player->Switching = FALSE;
692 player->actual_frame_counter = 0;
694 player->frame_reset_delay = 0;
696 player->last_move_dir = MV_NO_MOVING;
697 player->is_moving = FALSE;
699 player->move_delay = game.initial_move_delay;
700 player->move_delay_value = game.initial_move_delay_value;
702 player->push_delay = 0;
703 player->push_delay_value = 5;
705 player->snapped = FALSE;
707 player->last_jx = player->last_jy = 0;
708 player->jx = player->jy = 0;
710 player->shield_normal_time_left = 0;
711 player->shield_deadly_time_left = 0;
713 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
714 SnapField(player, 0, 0);
716 player->LevelSolved = FALSE;
717 player->GameOver = FALSE;
720 network_player_action_received = FALSE;
722 #if defined(PLATFORM_UNIX)
723 /* initial null action */
725 SendToServer_MovePlayer(MV_NO_MOVING);
733 TimeLeft = level.time;
735 ScreenMovDir = MV_NO_MOVING;
739 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
741 AllPlayersGone = FALSE;
743 game.yam_content_nr = 0;
744 game.magic_wall_active = FALSE;
745 game.magic_wall_time_left = 0;
746 game.light_time_left = 0;
747 game.timegate_time_left = 0;
748 game.switchgate_pos = 0;
749 game.balloon_dir = MV_NO_MOVING;
750 game.explosions_delayed = TRUE;
754 game.belt_dir[i] = MV_NO_MOVING;
755 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
758 for (i=0; i<MAX_NUM_AMOEBA; i++)
759 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
761 for (x=0; x<lev_fieldx; x++)
763 for (y=0; y<lev_fieldy; y++)
765 Feld[x][y] = Ur[x][y];
766 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
767 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
769 JustStopped[x][y] = 0;
771 ExplodePhase[x][y] = 0;
772 ExplodeField[x][y] = EX_NO_EXPLOSION;
775 GfxAction[x][y] = ACTION_DEFAULT;
779 for(y=0; y<lev_fieldy; y++)
781 for(x=0; x<lev_fieldx; x++)
783 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
785 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
787 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
790 InitField(x, y, TRUE);
796 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
797 emulate_sb ? EMU_SOKOBAN :
798 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
800 /* correct non-moving belts to start moving left */
802 if (game.belt_dir[i] == MV_NO_MOVING)
803 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
805 /* check if any connected player was not found in playfield */
806 for (i=0; i<MAX_PLAYERS; i++)
808 struct PlayerInfo *player = &stored_player[i];
810 if (player->connected && !player->present)
812 for (j=0; j<MAX_PLAYERS; j++)
814 struct PlayerInfo *some_player = &stored_player[j];
815 int jx = some_player->jx, jy = some_player->jy;
817 /* assign first free player found that is present in the playfield */
818 if (some_player->present && !some_player->connected)
820 player->present = TRUE;
821 player->active = TRUE;
822 some_player->present = FALSE;
824 StorePlayer[jx][jy] = player->element_nr;
825 player->jx = player->last_jx = jx;
826 player->jy = player->last_jy = jy;
836 /* when playing a tape, eliminate all players who do not participate */
838 for (i=0; i<MAX_PLAYERS; i++)
840 if (stored_player[i].active && !tape.player_participates[i])
842 struct PlayerInfo *player = &stored_player[i];
843 int jx = player->jx, jy = player->jy;
845 player->active = FALSE;
846 StorePlayer[jx][jy] = 0;
847 Feld[jx][jy] = EL_EMPTY;
851 else if (!options.network && !setup.team_mode) /* && !tape.playing */
853 /* when in single player mode, eliminate all but the first active player */
855 for (i=0; i<MAX_PLAYERS; i++)
857 if (stored_player[i].active)
859 for (j=i+1; j<MAX_PLAYERS; j++)
861 if (stored_player[j].active)
863 struct PlayerInfo *player = &stored_player[j];
864 int jx = player->jx, jy = player->jy;
866 player->active = FALSE;
867 StorePlayer[jx][jy] = 0;
868 Feld[jx][jy] = EL_EMPTY;
875 /* when recording the game, store which players take part in the game */
878 for (i=0; i<MAX_PLAYERS; i++)
879 if (stored_player[i].active)
880 tape.player_participates[i] = TRUE;
885 for (i=0; i<MAX_PLAYERS; i++)
887 struct PlayerInfo *player = &stored_player[i];
889 printf("Player %d: present == %d, connected == %d, active == %d.\n",
894 if (local_player == player)
895 printf("Player %d is local player.\n", i+1);
899 if (BorderElement == EL_EMPTY)
902 SBX_Right = lev_fieldx - SCR_FIELDX;
904 SBY_Lower = lev_fieldy - SCR_FIELDY;
909 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
911 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
914 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
915 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
917 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
918 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
921 scroll_y = SBY_Upper;
922 if (local_player->jx >= SBX_Left + MIDPOSX)
923 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
924 local_player->jx - MIDPOSX :
926 if (local_player->jy >= SBY_Upper + MIDPOSY)
927 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
928 local_player->jy - MIDPOSY :
931 CloseDoor(DOOR_CLOSE_1);
936 /* after drawing the level, correct some elements */
937 if (game.timegate_time_left == 0)
938 CloseAllOpenTimegates();
940 if (setup.soft_scrolling)
941 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
943 redraw_mask |= REDRAW_FROM_BACKBUFFER;
946 /* copy default game door content to main double buffer */
947 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
948 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
951 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
952 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
955 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
956 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
957 BlitBitmap(drawto, drawto,
958 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
959 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
960 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
963 DrawGameDoorValues();
967 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
968 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
969 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
973 /* copy actual game door content to door double buffer for OpenDoor() */
974 BlitBitmap(drawto, bitmap_db_door,
975 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
977 OpenDoor(DOOR_OPEN_ALL);
979 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
980 if (setup.sound_music)
983 KeyboardAutoRepeatOff();
988 printf("Player %d %sactive.\n",
989 i + 1, (stored_player[i].active ? "" : "not "));
993 void InitMovDir(int x, int y)
995 int i, element = Feld[x][y];
996 static int xy[4][2] =
1003 static int direction[3][4] =
1005 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1006 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1007 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1016 Feld[x][y] = EL_BUG;
1017 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1020 case EL_SPACESHIP_RIGHT:
1021 case EL_SPACESHIP_UP:
1022 case EL_SPACESHIP_LEFT:
1023 case EL_SPACESHIP_DOWN:
1024 Feld[x][y] = EL_SPACESHIP;
1025 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1028 case EL_BD_BUTTERFLY_RIGHT:
1029 case EL_BD_BUTTERFLY_UP:
1030 case EL_BD_BUTTERFLY_LEFT:
1031 case EL_BD_BUTTERFLY_DOWN:
1032 Feld[x][y] = EL_BD_BUTTERFLY;
1033 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1036 case EL_BD_FIREFLY_RIGHT:
1037 case EL_BD_FIREFLY_UP:
1038 case EL_BD_FIREFLY_LEFT:
1039 case EL_BD_FIREFLY_DOWN:
1040 Feld[x][y] = EL_BD_FIREFLY;
1041 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1044 case EL_PACMAN_RIGHT:
1046 case EL_PACMAN_LEFT:
1047 case EL_PACMAN_DOWN:
1048 Feld[x][y] = EL_PACMAN;
1049 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1052 case EL_SP_SNIKSNAK:
1053 MovDir[x][y] = MV_UP;
1056 case EL_SP_ELECTRON:
1057 MovDir[x][y] = MV_LEFT;
1064 Feld[x][y] = EL_MOLE;
1065 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1069 MovDir[x][y] = 1 << RND(4);
1070 if (element != EL_BUG &&
1071 element != EL_SPACESHIP &&
1072 element != EL_BD_BUTTERFLY &&
1073 element != EL_BD_FIREFLY)
1078 int x1 = x + xy[i][0];
1079 int y1 = y + xy[i][1];
1081 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1083 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1085 MovDir[x][y] = direction[0][i];
1088 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1089 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1091 MovDir[x][y] = direction[1][i];
1100 void InitAmoebaNr(int x, int y)
1103 int group_nr = AmoebeNachbarNr(x, y);
1107 for (i=1; i<MAX_NUM_AMOEBA; i++)
1109 if (AmoebaCnt[i] == 0)
1117 AmoebaNr[x][y] = group_nr;
1118 AmoebaCnt[group_nr]++;
1119 AmoebaCnt2[group_nr]++;
1125 boolean raise_level = FALSE;
1127 if (local_player->MovPos)
1130 if (tape.playing && tape.auto_play)
1131 tape.auto_play_level_solved = TRUE;
1133 local_player->LevelSolved = FALSE;
1135 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1139 if (!tape.playing && setup.sound_loops)
1140 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1141 SND_CTRL_PLAY_LOOP);
1143 while (TimeLeft > 0)
1145 if (!tape.playing && !setup.sound_loops)
1146 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1147 if (TimeLeft > 0 && !(TimeLeft % 10))
1148 RaiseScore(level.score[SC_ZEITBONUS]);
1149 if (TimeLeft > 100 && !(TimeLeft % 10))
1153 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1160 if (!tape.playing && setup.sound_loops)
1161 StopSound(SND_GAME_LEVELTIME_BONUS);
1163 else if (level.time == 0) /* level without time limit */
1165 if (!tape.playing && setup.sound_loops)
1166 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1167 SND_CTRL_PLAY_LOOP);
1169 while (TimePlayed < 999)
1171 if (!tape.playing && !setup.sound_loops)
1172 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1173 if (TimePlayed < 999 && !(TimePlayed % 10))
1174 RaiseScore(level.score[SC_ZEITBONUS]);
1175 if (TimePlayed < 900 && !(TimePlayed % 10))
1179 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1186 if (!tape.playing && setup.sound_loops)
1187 StopSound(SND_GAME_LEVELTIME_BONUS);
1194 /* Hero disappears */
1195 DrawLevelField(ExitX, ExitY);
1201 CloseDoor(DOOR_CLOSE_1);
1206 SaveTape(tape.level_nr); /* Ask to save tape */
1209 if (level_nr == leveldir_current->handicap_level)
1211 leveldir_current->handicap_level++;
1212 SaveLevelSetup_SeriesInfo();
1215 if (level_editor_test_game)
1216 local_player->score = -1; /* no highscore when playing from editor */
1217 else if (level_nr < leveldir_current->last_level)
1218 raise_level = TRUE; /* advance to next level */
1220 if ((hi_pos = NewHiScore()) >= 0)
1222 game_status = HALLOFFAME;
1223 DrawHallOfFame(hi_pos);
1232 game_status = MAINMENU;
1249 LoadScore(level_nr);
1251 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1252 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1255 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1257 if (local_player->score > highscore[k].Score)
1259 /* player has made it to the hall of fame */
1261 if (k < MAX_SCORE_ENTRIES - 1)
1263 int m = MAX_SCORE_ENTRIES - 1;
1266 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1267 if (!strcmp(setup.player_name, highscore[l].Name))
1269 if (m == k) /* player's new highscore overwrites his old one */
1275 strcpy(highscore[l].Name, highscore[l - 1].Name);
1276 highscore[l].Score = highscore[l - 1].Score;
1283 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1284 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1285 highscore[k].Score = local_player->score;
1291 else if (!strncmp(setup.player_name, highscore[k].Name,
1292 MAX_PLAYER_NAME_LEN))
1293 break; /* player already there with a higher score */
1299 SaveScore(level_nr);
1304 void InitMovingField(int x, int y, int direction)
1306 int element = Feld[x][y];
1307 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1308 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1310 if (!JustStopped[x][y] || direction != MovDir[x][y])
1313 MovDir[x][y] = direction;
1314 MovDir[newx][newy] = direction;
1316 if (Feld[newx][newy] == EL_EMPTY)
1317 Feld[newx][newy] = EL_BLOCKED;
1319 if (direction == MV_DOWN && CAN_FALL(element))
1320 GfxAction[x][y] = ACTION_FALLING;
1322 GfxAction[x][y] = ACTION_MOVING;
1325 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1327 int direction = MovDir[x][y];
1328 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1329 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1335 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1337 int oldx = x, oldy = y;
1338 int direction = MovDir[x][y];
1340 if (direction == MV_LEFT)
1342 else if (direction == MV_RIGHT)
1344 else if (direction == MV_UP)
1346 else if (direction == MV_DOWN)
1349 *comes_from_x = oldx;
1350 *comes_from_y = oldy;
1353 int MovingOrBlocked2Element(int x, int y)
1355 int element = Feld[x][y];
1357 if (element == EL_BLOCKED)
1361 Blocked2Moving(x, y, &oldx, &oldy);
1362 return Feld[oldx][oldy];
1368 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1370 /* like MovingOrBlocked2Element(), but if element is moving
1371 and (x,y) is the field the moving element is just leaving,
1372 return EL_BLOCKED instead of the element value */
1373 int element = Feld[x][y];
1375 if (IS_MOVING(x, y))
1377 if (element == EL_BLOCKED)
1381 Blocked2Moving(x, y, &oldx, &oldy);
1382 return Feld[oldx][oldy];
1391 static void RemoveField(int x, int y)
1393 Feld[x][y] = EL_EMPTY;
1399 void RemoveMovingField(int x, int y)
1401 int oldx = x, oldy = y, newx = x, newy = y;
1403 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1406 if (IS_MOVING(x, y))
1408 Moving2Blocked(x, y, &newx, &newy);
1409 if (Feld[newx][newy] != EL_BLOCKED)
1412 else if (Feld[x][y] == EL_BLOCKED)
1414 Blocked2Moving(x, y, &oldx, &oldy);
1415 if (!IS_MOVING(oldx, oldy))
1419 if (Feld[x][y] == EL_BLOCKED &&
1420 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1421 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1422 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1423 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1424 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1426 Feld[oldx][oldy] = EL_EMPTY;
1428 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1430 Feld[newx][newy] = EL_EMPTY;
1431 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1432 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1433 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1435 DrawLevelField(oldx, oldy);
1436 DrawLevelField(newx, newy);
1439 void DrawDynamite(int x, int y)
1441 int sx = SCREENX(x), sy = SCREENY(y);
1442 int graphic = el2img(Feld[x][y]);
1445 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1449 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1451 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1453 if (game.emulation == EMU_SUPAPLEX)
1454 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1455 else if (Store[x][y])
1456 DrawGraphicThruMask(sx, sy, graphic, frame);
1458 DrawGraphic(sx, sy, graphic, frame);
1461 void CheckDynamite(int x, int y)
1463 int element = Feld[x][y];
1465 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1469 if (MovDelay[x][y] != 0)
1471 if (checkDrawLevelGraphicAnimation(x, y, el2img(element)))
1474 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
1480 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1481 StopSound(SND_DYNAMITE_ACTIVE);
1483 StopSound(SND_DYNABOMB_ACTIVE);
1488 void Explode(int ex, int ey, int phase, int mode)
1492 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1493 int last_phase = num_phase * delay;
1494 int half_phase = (num_phase / 2) * delay;
1495 int first_phase_after_start = EX_PHASE_START + 1;
1497 if (game.explosions_delayed)
1499 ExplodeField[ex][ey] = mode;
1503 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1505 int center_element = Feld[ex][ey];
1507 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1509 /* put moving element to center field (and let it explode there) */
1510 center_element = MovingOrBlocked2Element(ex, ey);
1511 RemoveMovingField(ex, ey);
1512 Feld[ex][ey] = center_element;
1515 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1519 if (!IN_LEV_FIELD(x, y) ||
1520 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1521 (x != ex || y != ey)))
1524 element = Feld[x][y];
1526 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1528 element = MovingOrBlocked2Element(x, y);
1529 RemoveMovingField(x, y);
1532 if (IS_MASSIVE(element) || element == EL_FLAMES)
1535 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1537 if (IS_ACTIVE_BOMB(element))
1539 /* re-activate things under the bomb like gate or penguin */
1540 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1547 if (element == EL_EXPLOSION)
1548 element = Store2[x][y];
1550 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1552 switch(StorePlayer[ex][ey])
1555 Store[x][y] = EL_EMERALD_RED;
1558 Store[x][y] = EL_EMERALD;
1561 Store[x][y] = EL_EMERALD_PURPLE;
1565 Store[x][y] = EL_EMERALD_YELLOW;
1569 if (game.emulation == EMU_SUPAPLEX)
1570 Store[x][y] = EL_EMPTY;
1572 else if (center_element == EL_MOLE)
1573 Store[x][y] = EL_EMERALD_RED;
1574 else if (center_element == EL_PENGUIN)
1575 Store[x][y] = EL_EMERALD_PURPLE;
1576 else if (center_element == EL_BUG)
1577 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1578 else if (center_element == EL_BD_BUTTERFLY)
1579 Store[x][y] = EL_BD_DIAMOND;
1580 else if (center_element == EL_SP_ELECTRON)
1581 Store[x][y] = EL_SP_INFOTRON;
1582 else if (center_element == EL_YAMYAM)
1583 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1584 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1585 Store[x][y] = level.amoeba_content;
1586 else if (element == EL_WALL_EMERALD)
1587 Store[x][y] = EL_EMERALD;
1588 else if (element == EL_WALL_DIAMOND)
1589 Store[x][y] = EL_DIAMOND;
1590 else if (element == EL_WALL_BD_DIAMOND)
1591 Store[x][y] = EL_BD_DIAMOND;
1592 else if (element == EL_WALL_EMERALD_YELLOW)
1593 Store[x][y] = EL_EMERALD_YELLOW;
1594 else if (element == EL_WALL_EMERALD_RED)
1595 Store[x][y] = EL_EMERALD_RED;
1596 else if (element == EL_WALL_EMERALD_PURPLE)
1597 Store[x][y] = EL_EMERALD_PURPLE;
1598 else if (element == EL_WALL_PEARL)
1599 Store[x][y] = EL_PEARL;
1600 else if (element == EL_WALL_CRYSTAL)
1601 Store[x][y] = EL_CRYSTAL;
1602 else if (!IS_PFORTE(Store[x][y]))
1603 Store[x][y] = EL_EMPTY;
1605 if (x != ex || y != ey ||
1606 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1607 Store2[x][y] = element;
1609 if (AmoebaNr[x][y] &&
1610 (element == EL_AMOEBA_FULL ||
1611 element == EL_BD_AMOEBA ||
1612 element == EL_AMOEBA_CREATING))
1614 AmoebaCnt[AmoebaNr[x][y]]--;
1615 AmoebaCnt2[AmoebaNr[x][y]]--;
1618 Feld[x][y] = EL_EXPLOSION;
1619 MovDir[x][y] = MovPos[x][y] = 0;
1621 ExplodePhase[x][y] = 1;
1625 if (center_element == EL_YAMYAM)
1626 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1637 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1639 if (phase == first_phase_after_start)
1641 int element = Store2[x][y];
1643 if (element == EL_BLACK_ORB)
1645 Feld[x][y] = Store2[x][y];
1650 else if (phase == half_phase)
1652 int element = Store2[x][y];
1654 if (IS_PLAYER(x, y))
1655 KillHeroUnlessProtected(x, y);
1656 else if (IS_EXPLOSIVE(element))
1658 Feld[x][y] = Store2[x][y];
1662 else if (element == EL_AMOEBA_TO_DIAMOND)
1663 AmoebeUmwandeln(x, y);
1666 if (phase == last_phase)
1670 element = Feld[x][y] = Store[x][y];
1671 Store[x][y] = Store2[x][y] = 0;
1672 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1673 InitField(x, y, FALSE);
1674 if (CAN_MOVE(element) || COULD_MOVE(element))
1676 DrawLevelField(x, y);
1678 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1679 StorePlayer[x][y] = 0;
1681 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1683 int stored = Store[x][y];
1684 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1685 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1687 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1690 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1692 if (IS_PFORTE(Store[x][y]))
1694 DrawLevelElement(x, y, Store[x][y]);
1695 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1698 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1702 void DynaExplode(int ex, int ey)
1705 int dynabomb_size = 1;
1706 boolean dynabomb_xl = FALSE;
1707 struct PlayerInfo *player;
1708 static int xy[4][2] =
1716 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1718 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1719 dynabomb_size = player->dynabomb_size;
1720 dynabomb_xl = player->dynabomb_xl;
1721 player->dynabombs_left++;
1724 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1728 for (j=1; j<=dynabomb_size; j++)
1730 int x = ex + j * xy[i % 4][0];
1731 int y = ey + j * xy[i % 4][1];
1734 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1737 element = Feld[x][y];
1739 /* do not restart explosions of fields with active bombs */
1740 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1743 Explode(x, y, EX_PHASE_START, EX_BORDER);
1745 if (element != EL_EMPTY &&
1746 element != EL_SAND &&
1747 element != EL_EXPLOSION &&
1754 void Bang(int x, int y)
1756 int element = Feld[x][y];
1758 if (game.emulation == EMU_SUPAPLEX)
1759 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1761 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1764 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1772 case EL_BD_BUTTERFLY:
1775 case EL_DARK_YAMYAM:
1779 RaiseScoreElement(element);
1780 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1782 case EL_DYNABOMB_PLAYER1_ACTIVE:
1783 case EL_DYNABOMB_PLAYER2_ACTIVE:
1784 case EL_DYNABOMB_PLAYER3_ACTIVE:
1785 case EL_DYNABOMB_PLAYER4_ACTIVE:
1786 case EL_DYNABOMB_NR:
1787 case EL_DYNABOMB_SZ:
1788 case EL_DYNABOMB_XL:
1793 case EL_LAMP_ACTIVE:
1794 if (IS_PLAYER(x, y))
1795 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1797 Explode(x, y, EX_PHASE_START, EX_CENTER);
1800 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1805 void Blurb(int x, int y)
1807 int element = Feld[x][y];
1809 if (element != EL_ACID_SPLASH_LEFT &&
1810 element != EL_ACID_SPLASH_RIGHT) /* start */
1812 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1813 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1814 (!IN_LEV_FIELD(x-1, y-1) ||
1815 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1817 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1819 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1820 (!IN_LEV_FIELD(x+1, y-1) ||
1821 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1823 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1828 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1829 IMG_ACID_SPLASH_LEFT :
1830 IMG_ACID_SPLASH_RIGHT);
1832 if (!MovDelay[x][y]) /* initialize animation counter */
1835 if (MovDelay[x][y]) /* continue animation */
1838 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1840 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1842 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1845 if (!MovDelay[x][y])
1847 Feld[x][y] = EL_EMPTY;
1848 DrawLevelField(x, y);
1854 static void InitBeltMovement()
1856 static int belt_base_element[4] =
1858 EL_CONVEYOR_BELT1_LEFT,
1859 EL_CONVEYOR_BELT2_LEFT,
1860 EL_CONVEYOR_BELT3_LEFT,
1861 EL_CONVEYOR_BELT4_LEFT
1863 static int belt_base_active_element[4] =
1865 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1866 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1867 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1868 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1873 /* set frame order for belt animation graphic according to belt direction */
1880 int element = belt_base_active_element[belt_nr] + j;
1881 int graphic = el2img(element);
1883 if (game.belt_dir[i] == MV_LEFT)
1884 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1886 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1890 for(y=0; y<lev_fieldy; y++)
1892 for(x=0; x<lev_fieldx; x++)
1894 int element = Feld[x][y];
1898 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
1900 int e_belt_nr = getBeltNrFromBeltElement(element);
1903 if (e_belt_nr == belt_nr)
1905 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
1907 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
1915 static void ToggleBeltSwitch(int x, int y)
1917 static int belt_base_element[4] =
1919 EL_CONVEYOR_BELT1_LEFT,
1920 EL_CONVEYOR_BELT2_LEFT,
1921 EL_CONVEYOR_BELT3_LEFT,
1922 EL_CONVEYOR_BELT4_LEFT
1924 static int belt_base_active_element[4] =
1926 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1927 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1928 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1929 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1931 static int belt_base_switch_element[4] =
1933 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1934 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1935 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1936 EL_CONVEYOR_BELT4_SWITCH_LEFT
1938 static int belt_move_dir[4] =
1946 int element = Feld[x][y];
1947 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1948 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1949 int belt_dir = belt_move_dir[belt_dir_nr];
1952 if (!IS_BELT_SWITCH(element))
1955 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1956 game.belt_dir[belt_nr] = belt_dir;
1958 if (belt_dir_nr == 3)
1961 /* set frame order for belt animation graphic according to belt direction */
1964 int element = belt_base_active_element[belt_nr] + i;
1965 int graphic = el2img(element);
1967 if (belt_dir == MV_LEFT)
1968 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1970 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1973 for (yy=0; yy<lev_fieldy; yy++)
1975 for (xx=0; xx<lev_fieldx; xx++)
1977 int element = Feld[xx][yy];
1979 if (IS_BELT_SWITCH(element))
1981 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1983 if (e_belt_nr == belt_nr)
1985 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1986 DrawLevelField(xx, yy);
1989 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1991 int e_belt_nr = getBeltNrFromBeltElement(element);
1993 if (e_belt_nr == belt_nr)
1995 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1997 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1998 DrawLevelField(xx, yy);
2001 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2003 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2005 if (e_belt_nr == belt_nr)
2007 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2009 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2010 DrawLevelField(xx, yy);
2017 static void ToggleSwitchgateSwitch(int x, int y)
2021 game.switchgate_pos = !game.switchgate_pos;
2023 for (yy=0; yy<lev_fieldy; yy++)
2025 for (xx=0; xx<lev_fieldx; xx++)
2027 int element = Feld[xx][yy];
2029 if (element == EL_SWITCHGATE_SWITCH_UP ||
2030 element == EL_SWITCHGATE_SWITCH_DOWN)
2032 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2033 DrawLevelField(xx, yy);
2035 else if (element == EL_SWITCHGATE_OPEN ||
2036 element == EL_SWITCHGATE_OPENING)
2038 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2039 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2041 else if (element == EL_SWITCHGATE_CLOSED ||
2042 element == EL_SWITCHGATE_CLOSING)
2044 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2045 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2051 static int getInvisibleActiveFromInvisibleElement(int element)
2053 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2054 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2055 EL_INVISIBLE_SAND_ACTIVE);
2058 static int getInvisibleFromInvisibleActiveElement(int element)
2060 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2061 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2065 static void RedrawAllLightSwitchesAndInvisibleElements()
2069 for (y=0; y<lev_fieldy; y++)
2071 for (x=0; x<lev_fieldx; x++)
2073 int element = Feld[x][y];
2075 if (element == EL_LIGHT_SWITCH &&
2076 game.light_time_left > 0)
2078 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2079 DrawLevelField(x, y);
2081 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2082 game.light_time_left == 0)
2084 Feld[x][y] = EL_LIGHT_SWITCH;
2085 DrawLevelField(x, y);
2087 else if (element == EL_INVISIBLE_STEELWALL ||
2088 element == EL_INVISIBLE_WALL ||
2089 element == EL_INVISIBLE_SAND)
2091 if (game.light_time_left > 0)
2092 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2094 DrawLevelField(x, y);
2096 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2097 element == EL_INVISIBLE_WALL_ACTIVE ||
2098 element == EL_INVISIBLE_SAND_ACTIVE)
2100 if (game.light_time_left == 0)
2101 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2103 DrawLevelField(x, y);
2109 static void ToggleLightSwitch(int x, int y)
2111 int element = Feld[x][y];
2113 game.light_time_left =
2114 (element == EL_LIGHT_SWITCH ?
2115 level.time_light * FRAMES_PER_SECOND : 0);
2117 RedrawAllLightSwitchesAndInvisibleElements();
2120 static void ActivateTimegateSwitch(int x, int y)
2124 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2126 for (yy=0; yy<lev_fieldy; yy++)
2128 for (xx=0; xx<lev_fieldx; xx++)
2130 int element = Feld[xx][yy];
2132 if (element == EL_TIMEGATE_CLOSED ||
2133 element == EL_TIMEGATE_CLOSING)
2135 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2136 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2140 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2142 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2143 DrawLevelField(xx, yy);
2150 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2153 void Impact(int x, int y)
2155 boolean lastline = (y == lev_fieldy-1);
2156 boolean object_hit = FALSE;
2157 int element = Feld[x][y];
2160 if (!lastline) /* check if element below was hit */
2162 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2165 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2166 MovDir[x][y+1]!=MV_DOWN ||
2167 MovPos[x][y+1]<=TILEY/2));
2169 smashed = MovingOrBlocked2Element(x, y+1);
2172 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2178 if ((element == EL_BOMB ||
2179 element == EL_SP_DISK_ORANGE ||
2180 element == EL_DX_SUPABOMB) &&
2181 (lastline || object_hit)) /* element is bomb */
2186 else if (element == EL_PEARL)
2188 Feld[x][y] = EL_PEARL_BREAKING;
2189 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2193 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2195 if (object_hit && IS_PLAYER(x, y+1))
2196 KillHeroUnlessProtected(x, y+1);
2197 else if (object_hit && smashed == EL_PENGUIN)
2201 Feld[x][y] = EL_AMOEBA_CREATING;
2202 Store[x][y] = EL_AMOEBA_WET;
2207 if (!lastline && object_hit) /* check which object was hit */
2209 if (CAN_CHANGE(element) &&
2210 (smashed == EL_MAGIC_WALL ||
2211 smashed == EL_BD_MAGIC_WALL))
2214 int activated_magic_wall =
2215 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2216 EL_BD_MAGIC_WALL_ACTIVE);
2218 /* activate magic wall / mill */
2219 for (yy=0; yy<lev_fieldy; yy++)
2220 for (xx=0; xx<lev_fieldx; xx++)
2221 if (Feld[xx][yy] == smashed)
2222 Feld[xx][yy] = activated_magic_wall;
2224 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2225 game.magic_wall_active = TRUE;
2227 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2228 SND_MAGIC_WALL_ACTIVATING :
2229 SND_BD_MAGIC_WALL_ACTIVATING));
2232 if (IS_PLAYER(x, y + 1))
2234 KillHeroUnlessProtected(x, y+1);
2237 else if (smashed == EL_PENGUIN)
2242 else if (element == EL_BD_DIAMOND)
2244 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2250 else if ((element == EL_SP_INFOTRON ||
2251 element == EL_SP_ZONK) &&
2252 (smashed == EL_SP_SNIKSNAK ||
2253 smashed == EL_SP_ELECTRON ||
2254 smashed == EL_SP_DISK_ORANGE))
2259 else if (element == EL_ROCK ||
2260 element == EL_SP_ZONK ||
2261 element == EL_BD_ROCK)
2263 if (IS_ENEMY(smashed) ||
2264 smashed == EL_BOMB ||
2265 smashed == EL_SP_DISK_ORANGE ||
2266 smashed == EL_DX_SUPABOMB ||
2267 smashed == EL_SATELLITE ||
2268 smashed == EL_PIG ||
2269 smashed == EL_DRAGON ||
2275 else if (!IS_MOVING(x, y + 1))
2277 if (smashed == EL_LAMP ||
2278 smashed == EL_LAMP_ACTIVE)
2283 else if (smashed == EL_NUT)
2285 Feld[x][y+1] = EL_NUT_CRACKING;
2286 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2287 RaiseScoreElement(EL_NUT);
2290 else if (smashed == EL_PEARL)
2292 Feld[x][y+1] = EL_PEARL_BREAKING;
2293 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2296 else if (smashed == EL_DIAMOND)
2298 Feld[x][y+1] = EL_EMPTY;
2299 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2302 else if (IS_BELT_SWITCH(smashed))
2304 ToggleBeltSwitch(x, y+1);
2306 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2307 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2309 ToggleSwitchgateSwitch(x, y+1);
2311 else if (smashed == EL_LIGHT_SWITCH ||
2312 smashed == EL_LIGHT_SWITCH_ACTIVE)
2314 ToggleLightSwitch(x, y+1);
2320 /* play sound of magic wall / mill */
2322 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2323 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2325 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2326 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2327 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2328 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2333 /* play sound of object that hits the ground */
2334 if (lastline || object_hit)
2335 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2338 void TurnRound(int x, int y)
2350 { 0, 0 }, { 0, 0 }, { 0, 0 },
2355 int left, right, back;
2359 { MV_DOWN, MV_UP, MV_RIGHT },
2360 { MV_UP, MV_DOWN, MV_LEFT },
2362 { MV_LEFT, MV_RIGHT, MV_DOWN },
2363 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2364 { MV_RIGHT, MV_LEFT, MV_UP }
2367 int element = Feld[x][y];
2368 int old_move_dir = MovDir[x][y];
2369 int left_dir = turn[old_move_dir].left;
2370 int right_dir = turn[old_move_dir].right;
2371 int back_dir = turn[old_move_dir].back;
2373 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2374 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2375 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2376 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2378 int left_x = x + left_dx, left_y = y + left_dy;
2379 int right_x = x + right_dx, right_y = y + right_dy;
2380 int move_x = x + move_dx, move_y = y + move_dy;
2382 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2384 TestIfBadThingTouchesOtherBadThing(x, y);
2386 if (IN_LEV_FIELD(right_x, right_y) &&
2387 IS_FREE(right_x, right_y))
2388 MovDir[x][y] = right_dir;
2389 else if (!IN_LEV_FIELD(move_x, move_y) ||
2390 !IS_FREE(move_x, move_y))
2391 MovDir[x][y] = left_dir;
2393 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2395 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2398 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2399 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2401 TestIfBadThingTouchesOtherBadThing(x, y);
2403 if (IN_LEV_FIELD(left_x, left_y) &&
2404 IS_FREE(left_x, left_y))
2405 MovDir[x][y] = left_dir;
2406 else if (!IN_LEV_FIELD(move_x, move_y) ||
2407 !IS_FREE(move_x, move_y))
2408 MovDir[x][y] = right_dir;
2410 if ((element == EL_SPACESHIP ||
2411 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2412 && MovDir[x][y] != old_move_dir)
2414 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2417 else if (element == EL_YAMYAM)
2419 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2421 if (IN_LEV_FIELD(left_x, left_y) &&
2422 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2423 Feld[left_x][left_y] == EL_DIAMOND))
2424 can_turn_left = TRUE;
2425 if (IN_LEV_FIELD(right_x, right_y) &&
2426 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2427 Feld[right_x][right_y] == EL_DIAMOND))
2428 can_turn_right = TRUE;
2430 if (can_turn_left && can_turn_right)
2431 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2432 else if (can_turn_left)
2433 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2434 else if (can_turn_right)
2435 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2437 MovDir[x][y] = back_dir;
2439 MovDelay[x][y] = 16+16*RND(3);
2441 else if (element == EL_DARK_YAMYAM)
2443 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2445 if (IN_LEV_FIELD(left_x, left_y) &&
2446 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2447 IS_MAMPF2(Feld[left_x][left_y])))
2448 can_turn_left = TRUE;
2449 if (IN_LEV_FIELD(right_x, right_y) &&
2450 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2451 IS_MAMPF2(Feld[right_x][right_y])))
2452 can_turn_right = TRUE;
2454 if (can_turn_left && can_turn_right)
2455 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2456 else if (can_turn_left)
2457 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2458 else if (can_turn_right)
2459 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2461 MovDir[x][y] = back_dir;
2463 MovDelay[x][y] = 16+16*RND(3);
2465 else if (element == EL_PACMAN)
2467 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2469 if (IN_LEV_FIELD(left_x, left_y) &&
2470 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2471 IS_AMOEBOID(Feld[left_x][left_y])))
2472 can_turn_left = TRUE;
2473 if (IN_LEV_FIELD(right_x, right_y) &&
2474 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2475 IS_AMOEBOID(Feld[right_x][right_y])))
2476 can_turn_right = TRUE;
2478 if (can_turn_left && can_turn_right)
2479 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2480 else if (can_turn_left)
2481 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2482 else if (can_turn_right)
2483 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2485 MovDir[x][y] = back_dir;
2487 MovDelay[x][y] = 6+RND(40);
2489 else if (element == EL_PIG)
2491 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2492 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2493 boolean should_move_on = FALSE;
2495 int rnd = RND(rnd_value);
2497 if (IN_LEV_FIELD(left_x, left_y) &&
2498 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2499 can_turn_left = TRUE;
2500 if (IN_LEV_FIELD(right_x, right_y) &&
2501 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2502 can_turn_right = TRUE;
2503 if (IN_LEV_FIELD(move_x, move_y) &&
2504 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2507 if (can_turn_left &&
2509 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2510 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2511 should_turn_left = TRUE;
2512 if (can_turn_right &&
2514 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2515 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2516 should_turn_right = TRUE;
2518 (!can_turn_left || !can_turn_right ||
2519 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2520 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2521 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2522 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2523 should_move_on = TRUE;
2525 if (should_turn_left || should_turn_right || should_move_on)
2527 if (should_turn_left && should_turn_right && should_move_on)
2528 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2529 rnd < 2*rnd_value/3 ? right_dir :
2531 else if (should_turn_left && should_turn_right)
2532 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2533 else if (should_turn_left && should_move_on)
2534 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2535 else if (should_turn_right && should_move_on)
2536 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2537 else if (should_turn_left)
2538 MovDir[x][y] = left_dir;
2539 else if (should_turn_right)
2540 MovDir[x][y] = right_dir;
2541 else if (should_move_on)
2542 MovDir[x][y] = old_move_dir;
2544 else if (can_move_on && rnd > rnd_value/8)
2545 MovDir[x][y] = old_move_dir;
2546 else if (can_turn_left && can_turn_right)
2547 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2548 else if (can_turn_left && rnd > rnd_value/8)
2549 MovDir[x][y] = left_dir;
2550 else if (can_turn_right && rnd > rnd_value/8)
2551 MovDir[x][y] = right_dir;
2553 MovDir[x][y] = back_dir;
2555 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2556 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2557 MovDir[x][y] = old_move_dir;
2561 else if (element == EL_DRAGON)
2563 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2565 int rnd = RND(rnd_value);
2567 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2568 can_turn_left = TRUE;
2569 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2570 can_turn_right = TRUE;
2571 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2574 if (can_move_on && rnd > rnd_value/8)
2575 MovDir[x][y] = old_move_dir;
2576 else if (can_turn_left && can_turn_right)
2577 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2578 else if (can_turn_left && rnd > rnd_value/8)
2579 MovDir[x][y] = left_dir;
2580 else if (can_turn_right && rnd > rnd_value/8)
2581 MovDir[x][y] = right_dir;
2583 MovDir[x][y] = back_dir;
2585 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2586 MovDir[x][y] = old_move_dir;
2590 else if (element == EL_MOLE)
2592 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2594 if (IN_LEV_FIELD(move_x, move_y) &&
2595 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2596 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2601 if (IN_LEV_FIELD(left_x, left_y) &&
2602 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2603 can_turn_left = TRUE;
2604 if (IN_LEV_FIELD(right_x, right_y) &&
2605 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2606 can_turn_right = TRUE;
2608 if (can_turn_left && can_turn_right)
2609 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2610 else if (can_turn_left)
2611 MovDir[x][y] = left_dir;
2613 MovDir[x][y] = right_dir;
2616 if (MovDir[x][y] != old_move_dir)
2619 else if (element == EL_BALLOON)
2621 MovDir[x][y] = game.balloon_dir;
2624 else if (element == EL_SPRING)
2626 if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
2627 (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2628 (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
2629 MovDir[x][y] = MV_NO_MOVING;
2633 else if (element == EL_ROBOT ||
2634 element == EL_SATELLITE ||
2635 element == EL_PENGUIN)
2637 int attr_x = -1, attr_y = -1;
2648 for (i=0; i<MAX_PLAYERS; i++)
2650 struct PlayerInfo *player = &stored_player[i];
2651 int jx = player->jx, jy = player->jy;
2653 if (!player->active)
2656 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2664 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2670 if (element == EL_PENGUIN)
2673 static int xy[4][2] =
2683 int ex = x + xy[i%4][0];
2684 int ey = y + xy[i%4][1];
2686 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2695 MovDir[x][y] = MV_NO_MOVING;
2697 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2699 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2701 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2703 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2705 if (element == EL_ROBOT)
2709 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2710 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2711 Moving2Blocked(x, y, &newx, &newy);
2713 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2714 MovDelay[x][y] = 8+8*!RND(3);
2716 MovDelay[x][y] = 16;
2724 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2726 boolean first_horiz = RND(2);
2727 int new_move_dir = MovDir[x][y];
2730 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2731 Moving2Blocked(x, y, &newx, &newy);
2733 if (IN_LEV_FIELD(newx, newy) &&
2734 (IS_FREE(newx, newy) ||
2735 Feld[newx][newy] == EL_ACID ||
2736 (element == EL_PENGUIN &&
2737 (Feld[newx][newy] == EL_EXIT_OPEN ||
2738 IS_MAMPF3(Feld[newx][newy])))))
2742 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2743 Moving2Blocked(x, y, &newx, &newy);
2745 if (IN_LEV_FIELD(newx, newy) &&
2746 (IS_FREE(newx, newy) ||
2747 Feld[newx][newy] == EL_ACID ||
2748 (element == EL_PENGUIN &&
2749 (Feld[newx][newy] == EL_EXIT_OPEN ||
2750 IS_MAMPF3(Feld[newx][newy])))))
2753 MovDir[x][y] = old_move_dir;
2760 static boolean JustBeingPushed(int x, int y)
2764 for (i=0; i<MAX_PLAYERS; i++)
2766 struct PlayerInfo *player = &stored_player[i];
2768 if (player->active && player->Pushing && player->MovPos)
2770 int next_jx = player->jx + (player->jx - player->last_jx);
2771 int next_jy = player->jy + (player->jy - player->last_jy);
2773 if (x == next_jx && y == next_jy)
2781 void StartMoving(int x, int y)
2783 static boolean use_spring_bug = TRUE;
2784 boolean started_moving = FALSE; /* some elements can fall _and_ move */
2785 int element = Feld[x][y];
2790 GfxAction[x][y] = ACTION_DEFAULT;
2792 if (CAN_FALL(element) && y < lev_fieldy - 1)
2794 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2795 if (JustBeingPushed(x, y))
2798 if (element == EL_QUICKSAND_FULL)
2800 if (IS_FREE(x, y+1))
2802 InitMovingField(x, y, MV_DOWN);
2803 started_moving = TRUE;
2805 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2806 Store[x][y] = EL_ROCK;
2807 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2809 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2811 if (!MovDelay[x][y])
2812 MovDelay[x][y] = TILEY + 1;
2821 Feld[x][y] = EL_QUICKSAND_EMPTY;
2822 Feld[x][y+1] = EL_QUICKSAND_FULL;
2823 Store[x][y+1] = Store[x][y];
2825 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2828 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2829 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2831 InitMovingField(x, y, MV_DOWN);
2832 started_moving = TRUE;
2834 Feld[x][y] = EL_QUICKSAND_FILLING;
2835 Store[x][y] = element;
2836 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2838 else if (element == EL_MAGIC_WALL_FULL)
2840 if (IS_FREE(x, y+1))
2842 InitMovingField(x, y, MV_DOWN);
2843 started_moving = TRUE;
2845 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2846 Store[x][y] = EL_CHANGED(Store[x][y]);
2848 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2850 if (!MovDelay[x][y])
2851 MovDelay[x][y] = TILEY/4 + 1;
2860 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2861 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2862 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2866 else if (element == EL_BD_MAGIC_WALL_FULL)
2868 if (IS_FREE(x, y+1))
2870 InitMovingField(x, y, MV_DOWN);
2871 started_moving = TRUE;
2873 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2874 Store[x][y] = EL_CHANGED2(Store[x][y]);
2876 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2878 if (!MovDelay[x][y])
2879 MovDelay[x][y] = TILEY/4 + 1;
2888 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2889 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2890 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2894 else if (CAN_CHANGE(element) &&
2895 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2896 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2898 InitMovingField(x, y, MV_DOWN);
2899 started_moving = TRUE;
2902 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2903 EL_BD_MAGIC_WALL_FILLING);
2904 Store[x][y] = element;
2906 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2910 InitMovingField(x, y, MV_DOWN);
2911 started_moving = TRUE;
2913 Store[x][y] = EL_ACID;
2915 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2920 else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
2922 if (MovDir[x][y] == MV_NO_MOVING)
2924 InitMovingField(x, y, MV_DOWN);
2925 started_moving = TRUE;
2928 else if (IS_FREE(x, y+1))
2930 InitMovingField(x, y, MV_DOWN);
2931 started_moving = TRUE;
2933 else if (element == EL_AMOEBA_DROP)
2935 Feld[x][y] = EL_AMOEBA_CREATING;
2936 Store[x][y] = EL_AMOEBA_WET;
2938 /* Store[x][y+1] must be zero, because:
2939 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2942 #if OLD_GAME_BEHAVIOUR
2943 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2945 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2946 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2947 element != EL_DX_SUPABOMB)
2950 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2951 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2952 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2953 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2956 boolean left = (x>0 && IS_FREE(x-1, y) &&
2957 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2958 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2959 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2963 if (left && right &&
2964 (game.emulation != EMU_BOULDERDASH &&
2965 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2966 left = !(right = RND(2));
2968 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2969 started_moving = TRUE;
2972 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2974 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2975 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2976 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2977 int belt_dir = game.belt_dir[belt_nr];
2979 if ((belt_dir == MV_LEFT && left_is_free) ||
2980 (belt_dir == MV_RIGHT && right_is_free))
2982 InitMovingField(x, y, belt_dir);
2983 started_moving = TRUE;
2985 GfxAction[x][y] = ACTION_DEFAULT;
2990 /* not "else if" because of EL_SPRING */
2991 if (CAN_MOVE(element) && !started_moving)
2995 if ((element == EL_SATELLITE ||
2996 element == EL_BALLOON ||
2997 element == EL_SPRING)
2998 && JustBeingPushed(x, y))
3003 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3004 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3006 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3008 Moving2Blocked(x, y, &newx, &newy);
3009 if (Feld[newx][newy] == EL_BLOCKED)
3010 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3015 if (!MovDelay[x][y]) /* start new movement phase */
3017 /* all objects that can change their move direction after each step */
3018 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
3020 if (element != EL_YAMYAM &&
3021 element != EL_DARK_YAMYAM &&
3022 element != EL_PACMAN)
3025 if (element == EL_SPRING)
3026 printf("1--> %d\n", MovDir[x][y]);
3030 if (element == EL_SPRING)
3031 printf("2--> %d\n", MovDir[x][y]);
3033 if (MovDelay[x][y] && (element == EL_BUG ||
3034 element == EL_SPACESHIP ||
3035 element == EL_SP_SNIKSNAK ||
3036 element == EL_SP_ELECTRON ||
3037 element == EL_MOLE))
3038 DrawLevelField(x, y);
3042 if (MovDelay[x][y]) /* wait some time before next movement */
3046 if (element == EL_ROBOT ||
3047 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
3049 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3051 int graphic = el2img(element);
3052 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
3054 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3057 if (MovDelay[x][y] % 4 == 3)
3059 if (element == EL_YAMYAM)
3060 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
3061 else if (element == EL_DARK_YAMYAM)
3062 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
3065 else if (element == EL_SP_ELECTRON)
3066 DrawLevelElementAnimation(x, y, element);
3067 else if (element == EL_DRAGON)
3070 int dir = MovDir[x][y];
3071 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3072 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3073 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
3074 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
3075 dir == MV_UP ? IMG_FLAMES_UP1 :
3076 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
3077 int frame = getGraphicAnimationFrame(graphic, -1);
3079 for (i=1; i<=3; i++)
3081 int xx = x + i*dx, yy = y + i*dy;
3082 int sx = SCREENX(xx), sy = SCREENY(yy);
3083 int flame_graphic = graphic + (i - 1);
3085 if (!IN_LEV_FIELD(xx, yy) ||
3086 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3091 int flamed = MovingOrBlocked2Element(xx, yy);
3093 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3096 RemoveMovingField(xx, yy);
3098 Feld[xx][yy] = EL_FLAMES;
3099 if (IN_SCR_FIELD(sx, sy))
3100 DrawGraphic(sx, sy, flame_graphic, frame);
3104 if (Feld[xx][yy] == EL_FLAMES)
3105 Feld[xx][yy] = EL_EMPTY;
3106 DrawLevelField(xx, yy);
3111 if (MovDelay[x][y]) /* element still has to wait some time */
3113 PlaySoundLevelAction(x, y, ACTION_WAITING);
3119 /* now make next step */
3121 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3123 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3124 !PLAYER_PROTECTED(newx, newy))
3128 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3131 /* enemy got the player */
3133 KillHero(PLAYERINFO(newx, newy));
3138 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3139 element == EL_SATELLITE || element == EL_BALLOON) &&
3140 IN_LEV_FIELD(newx, newy) &&
3141 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3144 Store[x][y] = EL_ACID;
3146 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3148 if (Feld[newx][newy] == EL_EXIT_OPEN)
3150 Feld[x][y] = EL_EMPTY;
3151 DrawLevelField(x, y);
3153 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3154 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3155 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3157 local_player->friends_still_needed--;
3158 if (!local_player->friends_still_needed &&
3159 !local_player->GameOver && AllPlayersGone)
3160 local_player->LevelSolved = local_player->GameOver = TRUE;
3164 else if (IS_MAMPF3(Feld[newx][newy]))
3166 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3167 DrawLevelField(newx, newy);
3169 MovDir[x][y] = MV_NO_MOVING;
3171 else if (!IS_FREE(newx, newy))
3173 if (IS_PLAYER(x, y))
3174 DrawPlayerField(x, y);
3176 DrawLevelField(x, y);
3180 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3182 if (IS_GEM(Feld[newx][newy]))
3184 if (IS_MOVING(newx, newy))
3185 RemoveMovingField(newx, newy);
3188 Feld[newx][newy] = EL_EMPTY;
3189 DrawLevelField(newx, newy);
3192 PlaySoundLevel(x, y, SND_PIG_EATING);
3194 else if (!IS_FREE(newx, newy))
3196 if (IS_PLAYER(x, y))
3197 DrawPlayerField(x, y);
3199 DrawLevelField(x, y);
3203 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3205 if (!IS_FREE(newx, newy))
3207 if (IS_PLAYER(x, y))
3208 DrawPlayerField(x, y);
3210 DrawLevelField(x, y);
3215 boolean wanna_flame = !RND(10);
3216 int dx = newx - x, dy = newy - y;
3217 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3218 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3219 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3220 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3221 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3222 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3224 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3225 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3226 element1 != EL_FLAMES && element2 != EL_FLAMES)
3228 if (IS_PLAYER(x, y))
3229 DrawPlayerField(x, y);
3231 DrawLevelField(x, y);
3233 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3235 MovDelay[x][y] = 50;
3236 Feld[newx][newy] = EL_FLAMES;
3237 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3238 Feld[newx1][newy1] = EL_FLAMES;
3239 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3240 Feld[newx2][newy2] = EL_FLAMES;
3245 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3246 Feld[newx][newy] == EL_DIAMOND)
3248 if (IS_MOVING(newx, newy))
3249 RemoveMovingField(newx, newy);
3252 Feld[newx][newy] = EL_EMPTY;
3253 DrawLevelField(newx, newy);
3256 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3258 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3259 IS_MAMPF2(Feld[newx][newy]))
3261 if (AmoebaNr[newx][newy])
3263 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3264 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3265 Feld[newx][newy] == EL_BD_AMOEBA)
3266 AmoebaCnt[AmoebaNr[newx][newy]]--;
3269 if (IS_MOVING(newx, newy))
3270 RemoveMovingField(newx, newy);
3273 Feld[newx][newy] = EL_EMPTY;
3274 DrawLevelField(newx, newy);
3277 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3279 else if ((element == EL_PACMAN || element == EL_MOLE)
3280 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3282 if (AmoebaNr[newx][newy])
3284 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3285 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3286 Feld[newx][newy] == EL_BD_AMOEBA)
3287 AmoebaCnt[AmoebaNr[newx][newy]]--;
3290 if (element == EL_MOLE)
3292 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3293 PlaySoundLevel(x, y, SND_MOLE_EATING);
3294 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3295 return; /* wait for shrinking amoeba */
3297 else /* element == EL_PACMAN */
3299 Feld[newx][newy] = EL_EMPTY;
3300 DrawLevelField(newx, newy);
3301 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3304 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3305 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3306 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3308 /* wait for shrinking amoeba to completely disappear */
3311 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3313 /* object was running against a wall */
3317 if (element == EL_BUG || element == EL_SPACESHIP ||
3318 element == EL_SP_SNIKSNAK)
3319 DrawLevelField(x, y);
3320 else if (element == EL_BUG || element == EL_SPACESHIP ||
3321 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3322 DrawLevelField(x, y);
3323 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3324 DrawLevelElementAnimation(x, y, element);
3325 else if (element == EL_SATELLITE)
3326 DrawLevelElementAnimation(x, y, element);
3327 else if (element == EL_SP_ELECTRON)
3328 DrawLevelElementAnimation(x, y, element);
3330 if (DONT_TOUCH(element))
3331 TestIfBadThingTouchesHero(x, y);
3333 PlaySoundLevelAction(x, y, ACTION_WAITING);
3338 InitMovingField(x, y, MovDir[x][y]);
3340 PlaySoundLevelAction(x, y, ACTION_MOVING);
3344 ContinueMoving(x, y);
3347 void ContinueMoving(int x, int y)
3349 int element = Feld[x][y];
3350 int direction = MovDir[x][y];
3351 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3352 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3353 int horiz_move = (dx != 0);
3354 int newx = x + dx, newy = y + dy;
3355 int step = (horiz_move ? dx : dy) * TILEX / 8;
3357 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3359 else if (element == EL_QUICKSAND_FILLING ||
3360 element == EL_QUICKSAND_EMPTYING)
3362 else if (element == EL_MAGIC_WALL_FILLING ||
3363 element == EL_BD_MAGIC_WALL_FILLING ||
3364 element == EL_MAGIC_WALL_EMPTYING ||
3365 element == EL_BD_MAGIC_WALL_EMPTYING)
3367 else if (CAN_FALL(element) && horiz_move &&
3368 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3370 else if (element == EL_SPRING && horiz_move)
3373 #if OLD_GAME_BEHAVIOUR
3374 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3378 MovPos[x][y] += step;
3380 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3382 Feld[x][y] = EL_EMPTY;
3383 Feld[newx][newy] = element;
3385 if (element == EL_MOLE)
3388 static int xy[4][2] =
3396 Feld[x][y] = EL_SAND;
3397 DrawLevelField(x, y);
3406 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3407 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3411 if (element == EL_QUICKSAND_FILLING)
3413 element = Feld[newx][newy] = get_next_element(element);
3414 Store[newx][newy] = Store[x][y];
3416 else if (element == EL_QUICKSAND_EMPTYING)
3418 Feld[x][y] = get_next_element(element);
3419 element = Feld[newx][newy] = Store[x][y];
3421 else if (element == EL_MAGIC_WALL_FILLING)
3423 element = Feld[newx][newy] = get_next_element(element);
3424 if (!game.magic_wall_active)
3425 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3426 Store[newx][newy] = Store[x][y];
3428 else if (element == EL_MAGIC_WALL_EMPTYING)
3430 Feld[x][y] = get_next_element(element);
3431 if (!game.magic_wall_active)
3432 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3433 element = Feld[newx][newy] = Store[x][y];
3435 else if (element == EL_BD_MAGIC_WALL_FILLING)
3437 element = Feld[newx][newy] = get_next_element(element);
3438 if (!game.magic_wall_active)
3439 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3440 Store[newx][newy] = Store[x][y];
3442 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3444 Feld[x][y] = get_next_element(element);
3445 if (!game.magic_wall_active)
3446 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3447 element = Feld[newx][newy] = Store[x][y];
3449 else if (element == EL_AMOEBA_DRIPPING)
3451 Feld[x][y] = get_next_element(element);
3452 element = Feld[newx][newy] = Store[x][y];
3454 else if (Store[x][y] == EL_ACID)
3456 element = Feld[newx][newy] = EL_ACID;
3460 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3461 MovDelay[newx][newy] = 0;
3463 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3464 GfxAction[x][y] = ACTION_DEFAULT;
3467 if (!CAN_MOVE(element))
3468 MovDir[newx][newy] = 0;
3471 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3472 MovDir[newx][newy] = 0;
3475 if (!CAN_MOVE(element) ||
3476 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3477 MovDir[newx][newy] = 0;
3480 DrawLevelField(x, y);
3481 DrawLevelField(newx, newy);
3483 Stop[newx][newy] = TRUE;
3484 JustStopped[newx][newy] = 3;
3486 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3488 TestIfBadThingTouchesHero(newx, newy);
3489 TestIfBadThingTouchesFriend(newx, newy);
3490 TestIfBadThingTouchesOtherBadThing(newx, newy);
3492 else if (element == EL_PENGUIN)
3493 TestIfFriendTouchesBadThing(newx, newy);
3495 if (CAN_SMASH(element) && direction == MV_DOWN &&
3496 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3499 else /* still moving on */
3502 if (GfxAction[x][y] == ACTION_DEFAULT)
3504 printf("reset GfxAction...\n");
3506 GfxAction[x][y] = ACTION_MOVING;
3510 DrawLevelField(x, y);
3514 int AmoebeNachbarNr(int ax, int ay)
3517 int element = Feld[ax][ay];
3519 static int xy[4][2] =
3529 int x = ax + xy[i][0];
3530 int y = ay + xy[i][1];
3532 if (!IN_LEV_FIELD(x, y))
3535 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3536 group_nr = AmoebaNr[x][y];
3542 void AmoebenVereinigen(int ax, int ay)
3544 int i, x, y, xx, yy;
3545 int new_group_nr = AmoebaNr[ax][ay];
3546 static int xy[4][2] =
3554 if (new_group_nr == 0)
3562 if (!IN_LEV_FIELD(x, y))
3565 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3566 Feld[x][y] == EL_BD_AMOEBA ||
3567 Feld[x][y] == EL_AMOEBA_DEAD) &&
3568 AmoebaNr[x][y] != new_group_nr)
3570 int old_group_nr = AmoebaNr[x][y];
3572 if (old_group_nr == 0)
3575 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3576 AmoebaCnt[old_group_nr] = 0;
3577 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3578 AmoebaCnt2[old_group_nr] = 0;
3580 for (yy=0; yy<lev_fieldy; yy++)
3582 for (xx=0; xx<lev_fieldx; xx++)
3584 if (AmoebaNr[xx][yy] == old_group_nr)
3585 AmoebaNr[xx][yy] = new_group_nr;
3592 void AmoebeUmwandeln(int ax, int ay)
3596 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3598 int group_nr = AmoebaNr[ax][ay];
3603 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3604 printf("AmoebeUmwandeln(): This should never happen!\n");
3609 for (y=0; y<lev_fieldy; y++)
3611 for (x=0; x<lev_fieldx; x++)
3613 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3616 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3620 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3621 SND_AMOEBA_TURNING_TO_GEM :
3622 SND_AMOEBA_TURNING_TO_ROCK));
3627 static int xy[4][2] =
3640 if (!IN_LEV_FIELD(x, y))
3643 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3645 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3646 SND_AMOEBA_TURNING_TO_GEM :
3647 SND_AMOEBA_TURNING_TO_ROCK));
3654 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3657 int group_nr = AmoebaNr[ax][ay];
3658 boolean done = FALSE;
3663 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3664 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3669 for (y=0; y<lev_fieldy; y++)
3671 for (x=0; x<lev_fieldx; x++)
3673 if (AmoebaNr[x][y] == group_nr &&
3674 (Feld[x][y] == EL_AMOEBA_DEAD ||
3675 Feld[x][y] == EL_BD_AMOEBA ||
3676 Feld[x][y] == EL_AMOEBA_CREATING))
3679 Feld[x][y] = new_element;
3680 InitField(x, y, FALSE);
3681 DrawLevelField(x, y);
3688 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3689 SND_BD_AMOEBA_TURNING_TO_ROCK :
3690 SND_BD_AMOEBA_TURNING_TO_GEM));
3693 void AmoebeWaechst(int x, int y)
3695 static unsigned long sound_delay = 0;
3696 static unsigned long sound_delay_value = 0;
3698 if (!MovDelay[x][y]) /* start new growing cycle */
3702 if (DelayReached(&sound_delay, sound_delay_value))
3704 if (Store[x][y] == EL_BD_AMOEBA)
3705 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3707 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3708 sound_delay_value = 30;
3712 if (MovDelay[x][y]) /* wait some time before growing bigger */
3715 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3717 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3718 6 - MovDelay[x][y]);
3720 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3723 if (!MovDelay[x][y])
3725 Feld[x][y] = Store[x][y];
3727 DrawLevelField(x, y);
3732 void AmoebaDisappearing(int x, int y)
3734 static unsigned long sound_delay = 0;
3735 static unsigned long sound_delay_value = 0;
3737 if (!MovDelay[x][y]) /* start new shrinking cycle */
3741 if (DelayReached(&sound_delay, sound_delay_value))
3742 sound_delay_value = 30;
3745 if (MovDelay[x][y]) /* wait some time before shrinking */
3748 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3750 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3751 6 - MovDelay[x][y]);
3753 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3756 if (!MovDelay[x][y])
3758 Feld[x][y] = EL_EMPTY;
3759 DrawLevelField(x, y);
3761 /* don't let mole enter this field in this cycle;
3762 (give priority to objects falling to this field from above) */
3768 void AmoebeAbleger(int ax, int ay)
3771 int element = Feld[ax][ay];
3772 int newax = ax, neway = ay;
3773 static int xy[4][2] =
3781 if (!level.amoeba_speed)
3783 Feld[ax][ay] = EL_AMOEBA_DEAD;
3784 DrawLevelField(ax, ay);
3788 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3789 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3791 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3794 if (MovDelay[ax][ay])
3798 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3801 int x = ax + xy[start][0];
3802 int y = ay + xy[start][1];
3804 if (!IN_LEV_FIELD(x, y))
3807 if (IS_FREE(x, y) ||
3808 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3814 if (newax == ax && neway == ay)
3817 else /* normal or "filled" (BD style) amoeba */
3820 boolean waiting_for_player = FALSE;
3824 int j = (start + i) % 4;
3825 int x = ax + xy[j][0];
3826 int y = ay + xy[j][1];
3828 if (!IN_LEV_FIELD(x, y))
3831 if (IS_FREE(x, y) ||
3832 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3838 else if (IS_PLAYER(x, y))
3839 waiting_for_player = TRUE;
3842 if (newax == ax && neway == ay) /* amoeba cannot grow */
3844 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3846 Feld[ax][ay] = EL_AMOEBA_DEAD;
3847 DrawLevelField(ax, ay);
3848 AmoebaCnt[AmoebaNr[ax][ay]]--;
3850 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3852 if (element == EL_AMOEBA_FULL)
3853 AmoebeUmwandeln(ax, ay);
3854 else if (element == EL_BD_AMOEBA)
3855 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3860 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3862 /* amoeba gets larger by growing in some direction */
3864 int new_group_nr = AmoebaNr[ax][ay];
3867 if (new_group_nr == 0)
3869 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3870 printf("AmoebeAbleger(): This should never happen!\n");
3875 AmoebaNr[newax][neway] = new_group_nr;
3876 AmoebaCnt[new_group_nr]++;
3877 AmoebaCnt2[new_group_nr]++;
3879 /* if amoeba touches other amoeba(s) after growing, unify them */
3880 AmoebenVereinigen(newax, neway);
3882 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3884 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3890 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3891 (neway == lev_fieldy - 1 && newax != ax))
3893 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3894 Store[newax][neway] = element;
3896 else if (neway == ay)
3898 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3899 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3903 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3904 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3905 Store[ax][ay] = EL_AMOEBA_DROP;
3906 ContinueMoving(ax, ay);
3910 DrawLevelField(newax, neway);
3913 void Life(int ax, int ay)
3916 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3918 int element = Feld[ax][ay];
3919 boolean changed = FALSE;
3924 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3925 MovDelay[ax][ay] = life_time;
3927 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3930 if (MovDelay[ax][ay])
3934 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3936 int xx = ax+x1, yy = ay+y1;
3939 if (!IN_LEV_FIELD(xx, yy))
3942 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3944 int x = xx+x2, y = yy+y2;
3946 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3949 if (((Feld[x][y] == element ||
3950 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3952 (IS_FREE(x, y) && Stop[x][y]))
3956 if (xx == ax && yy == ay) /* field in the middle */
3958 if (nachbarn < life[0] || nachbarn > life[1])
3960 Feld[xx][yy] = EL_EMPTY;
3962 DrawLevelField(xx, yy);
3963 Stop[xx][yy] = TRUE;
3967 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3968 { /* free border field */
3969 if (nachbarn >= life[2] && nachbarn <= life[3])
3971 Feld[xx][yy] = element;
3972 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3974 DrawLevelField(xx, yy);
3975 Stop[xx][yy] = TRUE;
3982 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3983 SND_BIOMAZE_CREATING);
3986 static void InitRobotWheel(int x, int y)
3988 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3991 static void RunRobotWheel(int x, int y)
3993 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3996 static void StopRobotWheel(int x, int y)
3998 if (ZX == x && ZY == y)
4003 void RobotWheel(int x, int y)
4005 if (!MovDelay[x][y]) /* next animation frame */
4006 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4008 if (MovDelay[x][y]) /* wait some time before next frame */
4013 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4015 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
4017 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
4020 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4026 Feld[x][y] = EL_ROBOT_WHEEL;
4027 DrawLevelField(x, y);
4029 if (ZX == x && ZY == y)
4034 static void InitTimegateWheel(int x, int y)
4036 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4039 static void RunTimegateWheel(int x, int y)
4041 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4045 void TimegateWheel(int x, int y)
4047 if (!MovDelay[x][y]) /* next animation frame */
4048 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4050 if (MovDelay[x][y]) /* wait some time before next frame */
4055 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4057 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
4059 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
4062 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4068 Feld[x][y] = EL_TIMEGATE_SWITCH;
4069 DrawLevelField(x, y);
4071 /* THIS HAS NO EFFECT AT ALL! */
4073 /* !!! THIS LOOKS WRONG !!! */
4074 if (ZX == x && ZY == y)
4082 void NussKnacken(int x, int y)
4084 if (!MovDelay[x][y]) /* next animation frame */
4087 if (MovDelay[x][y]) /* wait some time before next frame */
4092 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4094 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
4095 6 - MovDelay[x][y]);
4097 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
4104 Feld[x][y] = EL_EMERALD;
4105 DrawLevelField(x, y);
4110 void BreakingPearl(int x, int y)
4112 if (!MovDelay[x][y]) /* next animation frame */
4115 if (MovDelay[x][y]) /* wait some time before next frame */
4120 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4122 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
4123 8 - MovDelay[x][y]);
4125 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
4132 Feld[x][y] = EL_EMPTY;
4133 DrawLevelField(x, y);
4137 void SiebAktivieren(int x, int y, int type)
4139 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
4141 DrawLevelGraphicAnimation(x, y, graphic);
4144 void CheckExit(int x, int y)
4146 if (local_player->gems_still_needed > 0 ||
4147 local_player->sokobanfields_still_needed > 0 ||
4148 local_player->lights_still_needed > 0)
4151 Feld[x][y] = EL_EXIT_OPENING;
4153 PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
4156 void CheckExitSP(int x, int y)
4158 if (local_player->gems_still_needed > 0)
4161 Feld[x][y] = EL_SP_EXIT_OPEN;
4163 PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
4167 void AusgangstuerOeffnen(int x, int y)
4171 if (!MovDelay[x][y]) /* next animation frame */
4172 MovDelay[x][y] = 5 * delay;
4174 if (MovDelay[x][y]) /* wait some time before next frame */
4179 tuer = MovDelay[x][y] / delay;
4181 if (!(MovDelay[x][y] % delay))
4183 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4185 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4186 29 - MovDelay[x][y]);
4188 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4196 Feld[x][y] = EL_EXIT_OPEN;
4197 DrawLevelField(x, y);
4202 void OpenSwitchgate(int x, int y)
4206 if (!MovDelay[x][y]) /* next animation frame */
4207 MovDelay[x][y] = 5 * delay;
4209 if (MovDelay[x][y]) /* wait some time before next frame */
4213 if (!(MovDelay[x][y] % delay))
4215 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4217 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4218 29 - MovDelay[x][y]);
4220 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4228 Feld[x][y] = EL_SWITCHGATE_OPEN;
4229 DrawLevelField(x, y);
4234 void CloseSwitchgate(int x, int y)
4238 if (!MovDelay[x][y]) /* next animation frame */
4239 MovDelay[x][y] = 5 * delay;
4241 if (MovDelay[x][y]) /* wait some time before next frame */
4245 if (!(MovDelay[x][y] % delay))
4247 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4249 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4250 29 - MovDelay[x][y]);
4252 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4260 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4261 DrawLevelField(x, y);
4266 void OpenTimegate(int x, int y)
4270 if (!MovDelay[x][y]) /* next animation frame */
4271 MovDelay[x][y] = 5 * delay;
4273 if (MovDelay[x][y]) /* wait some time before next frame */
4277 if (!(MovDelay[x][y] % delay))
4279 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4281 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4282 29 - MovDelay[x][y]);
4284 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4292 Feld[x][y] = EL_TIMEGATE_OPEN;
4293 DrawLevelField(x, y);
4298 void CloseTimegate(int x, int y)
4302 if (!MovDelay[x][y]) /* next animation frame */
4303 MovDelay[x][y] = 5 * delay;
4305 if (MovDelay[x][y]) /* wait some time before next frame */
4309 if (!(MovDelay[x][y] % delay))
4311 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4313 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4314 29 - MovDelay[x][y]);
4316 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4324 Feld[x][y] = EL_TIMEGATE_CLOSED;
4325 DrawLevelField(x, y);
4329 static void CloseAllOpenTimegates()
4333 for (y=0; y<lev_fieldy; y++)
4335 for (x=0; x<lev_fieldx; x++)
4337 int element = Feld[x][y];
4339 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4341 Feld[x][y] = EL_TIMEGATE_CLOSING;
4342 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4348 void EdelsteinFunkeln(int x, int y)
4350 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4353 if (Feld[x][y] == EL_BD_DIAMOND)
4355 DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
4361 if (MovDelay[x][y] == 0) /* next animation frame */
4362 MovDelay[x][y] = 11 * !SimpleRND(500);
4364 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4368 if (setup.direct_draw && MovDelay[x][y])
4369 SetDrawtoField(DRAW_BUFFERED);
4372 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4374 DrawLevelElementAnimation(x, y, Feld[x][y]);
4377 if (MovDelay[x][y] != 0)
4379 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4380 10 - MovDelay[x][y]);
4382 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4384 if (setup.direct_draw)
4388 dest_x = FX + SCREENX(x) * TILEX;
4389 dest_y = FY + SCREENY(y) * TILEY;
4391 BlitBitmap(drawto_field, window,
4392 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4393 SetDrawtoField(DRAW_DIRECT);
4400 void MauerWaechst(int x, int y)
4404 if (!MovDelay[x][y]) /* next animation frame */
4405 MovDelay[x][y] = 3 * delay;
4407 if (MovDelay[x][y]) /* wait some time before next frame */
4411 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4413 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4414 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4416 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4419 if (!MovDelay[x][y])
4421 if (MovDir[x][y] == MV_LEFT)
4423 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4424 DrawLevelField(x - 1, y);
4426 else if (MovDir[x][y] == MV_RIGHT)
4428 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4429 DrawLevelField(x + 1, y);
4431 else if (MovDir[x][y] == MV_UP)
4433 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4434 DrawLevelField(x, y - 1);
4438 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4439 DrawLevelField(x, y + 1);
4442 Feld[x][y] = Store[x][y];
4444 MovDir[x][y] = MV_NO_MOVING;
4445 DrawLevelField(x, y);
4450 void MauerAbleger(int ax, int ay)
4452 int element = Feld[ax][ay];
4453 boolean oben_frei = FALSE, unten_frei = FALSE;
4454 boolean links_frei = FALSE, rechts_frei = FALSE;
4455 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4456 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4457 boolean new_wall = FALSE;
4459 if (!MovDelay[ax][ay]) /* start building new wall */
4460 MovDelay[ax][ay] = 6;
4462 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4465 if (MovDelay[ax][ay])
4469 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4471 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4473 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4475 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4478 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4482 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4483 Store[ax][ay-1] = element;
4484 MovDir[ax][ay-1] = MV_UP;
4485 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4486 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4487 IMG_WALL_GROWING_ACTIVE_UP, 0);
4492 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4493 Store[ax][ay+1] = element;
4494 MovDir[ax][ay+1] = MV_DOWN;
4495 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4496 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4497 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4502 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4503 element == EL_WALL_GROWING)
4507 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4508 Store[ax-1][ay] = element;
4509 MovDir[ax-1][ay] = MV_LEFT;
4510 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4511 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4512 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4518 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4519 Store[ax+1][ay] = element;
4520 MovDir[ax+1][ay] = MV_RIGHT;
4521 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4522 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4523 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4528 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4529 DrawLevelField(ax, ay);
4531 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4533 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4534 unten_massiv = TRUE;
4535 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4536 links_massiv = TRUE;
4537 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4538 rechts_massiv = TRUE;
4540 if (((oben_massiv && unten_massiv) ||
4541 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4542 ((links_massiv && rechts_massiv) ||
4543 element == EL_WALL_GROWING_Y))
4544 Feld[ax][ay] = EL_WALL;
4547 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4550 void CheckForDragon(int x, int y)
4553 boolean dragon_found = FALSE;
4554 static int xy[4][2] =
4566 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4568 if (IN_LEV_FIELD(xx, yy) &&
4569 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4571 if (Feld[xx][yy] == EL_DRAGON)
4572 dragon_found = TRUE;
4585 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4587 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4589 Feld[xx][yy] = EL_EMPTY;
4590 DrawLevelField(xx, yy);
4599 static void InitBuggyBase(int x, int y)
4601 int element = Feld[x][y];
4602 int activating_delay = FRAMES_PER_SECOND / 4;
4605 (element == EL_SP_BUGGY_BASE ?
4606 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4607 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4609 element == EL_SP_BUGGY_BASE_ACTIVE ?
4610 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4613 static void WarnBuggyBase(int x, int y)
4616 static int xy[4][2] =
4626 int xx = x + xy[i][0], yy = y + xy[i][1];
4628 if (IS_PLAYER(xx, yy))
4630 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4638 void CheckBuggyBase(int x, int y)
4640 int element = Feld[x][y];
4642 if (element == EL_SP_BUGGY_BASE)
4644 if (MovDelay[x][y] == 0) /* wait some time before activating base */
4648 InitBuggyBase(x, y);
4653 if (MovDelay[x][y] != 0)
4655 DrawLevelElementAnimation(x, y, element);
4659 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVATING;
4660 DrawLevelField(x, y);
4663 else if (element == EL_SP_BUGGY_BASE_ACTIVATING)
4665 if (MovDelay[x][y] == 0) /* display activation warning of buggy base */
4669 InitBuggyBase(x, y);
4674 if (MovDelay[x][y] != 0)
4676 DrawLevelElementAnimation(x, y, element);
4680 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4681 DrawLevelField(x, y);
4684 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4686 if (MovDelay[x][y] == 0) /* start activating buggy base */
4690 InitBuggyBase(x, y);
4695 if (MovDelay[x][y] != 0)
4697 DrawLevelElementAnimation(x, y, element);
4699 WarnBuggyBase(x, y);
4703 Feld[x][y] = EL_SP_BUGGY_BASE;
4704 DrawLevelField(x, y);
4710 static void InitTrap(int x, int y)
4712 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4715 static void ActivateTrap(int x, int y)
4717 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4720 static void ChangeActiveTrap(int x, int y)
4722 int graphic = IMG_TRAP_ACTIVE;
4724 /* if animation frame already drawn, correct crumbled sand border */
4725 if (IS_ANIMATED(graphic))
4726 if (checkDrawLevelGraphicAnimation(x, y, graphic))
4727 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4731 void CheckTrap(int x, int y)
4733 int element = Feld[x][y];
4735 if (element == EL_TRAP)
4737 if (MovDelay[x][y] == 0) /* wait some time before activating trap */
4738 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4742 if (MovDelay[x][y] != 0)
4744 /* do nothing while waiting */
4748 Feld[x][y] = EL_TRAP_ACTIVE;
4749 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4752 else if (element == EL_TRAP_ACTIVE)
4757 if (MovDelay[x][y] == 0) /* start activating trap */
4759 MovDelay[x][y] = num_frames * delay;
4765 if (MovDelay[x][y] != 0)
4767 if (DrawLevelElementAnimation(x, y, element))
4768 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4772 Feld[x][y] = EL_TRAP;
4773 DrawLevelField(x, y);
4780 static void DrawBeltAnimation(int x, int y, int element)
4782 int belt_nr = getBeltNrFromBeltActiveElement(element);
4783 int belt_dir = game.belt_dir[belt_nr];
4785 if (belt_dir != MV_NO_MOVING)
4787 DrawLevelElementAnimation(x, y, element);
4789 if (!(FrameCounter % 2))
4790 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
4795 static void ChangeElement(int x, int y)
4797 int element = Feld[x][y];
4799 if (MovDelay[x][y] == 0) /* initialize element change */
4801 MovDelay[x][y] = changing_element[element].change_delay + 1;
4804 if (changing_element[element].pre_change_function)
4805 changing_element[element].pre_change_function(x, y);
4810 if (MovDelay[x][y] != 0) /* continue element change */
4812 if (IS_ANIMATED(el2img(element)))
4813 DrawLevelElementAnimation(x, y, element);
4815 if (changing_element[element].change_function)
4816 changing_element[element].change_function(x, y);
4818 else /* finish element change */
4820 Feld[x][y] = changing_element[element].next_element;
4823 DrawLevelField(x, y);
4825 if (changing_element[element].post_change_function)
4826 changing_element[element].post_change_function(x, y);
4830 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4832 static byte stored_player_action[MAX_PLAYERS];
4833 static int num_stored_actions = 0;
4835 static boolean save_tape_entry = FALSE;
4837 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4838 int left = player_action & JOY_LEFT;
4839 int right = player_action & JOY_RIGHT;
4840 int up = player_action & JOY_UP;
4841 int down = player_action & JOY_DOWN;
4842 int button1 = player_action & JOY_BUTTON_1;
4843 int button2 = player_action & JOY_BUTTON_2;
4844 int dx = (left ? -1 : right ? 1 : 0);
4845 int dy = (up ? -1 : down ? 1 : 0);
4847 stored_player_action[player->index_nr] = 0;
4848 num_stored_actions++;
4850 if (!player->active || tape.pausing)
4856 save_tape_entry = TRUE;
4858 player->frame_reset_delay = 0;
4861 snapped = SnapField(player, dx, dy);
4865 bombed = PlaceBomb(player);
4866 moved = MoveFigure(player, dx, dy);
4869 if (tape.single_step && tape.recording && !tape.pausing)
4871 if (button1 || (bombed && !moved))
4873 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4874 SnapField(player, 0, 0); /* stop snapping */
4879 if (tape.recording && (moved || snapped || bombed))
4881 if (bombed && !moved)
4882 player_action &= JOY_BUTTON;
4884 stored_player_action[player->index_nr] = player_action;
4885 save_tape_entry = TRUE;
4887 else if (tape.playing && snapped)
4888 SnapField(player, 0, 0); /* stop snapping */
4890 stored_player_action[player->index_nr] = player_action;
4895 /* no actions for this player (no input at player's configured device) */
4897 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4898 SnapField(player, 0, 0);
4899 CheckGravityMovement(player);
4902 if (player->MovPos == 0) /* needed for tape.playing */
4903 player->is_moving = FALSE;
4906 if (player->MovPos == 0) /* needed for tape.playing */
4907 player->last_move_dir = MV_NO_MOVING;
4909 /* !!! CHECK THIS AGAIN !!!
4910 (Seems to be needed for some EL_ROBOT stuff, but breaks
4911 tapes when walking through pipes!)
4914 /* it seems that "player->last_move_dir" is misused as some sort of
4915 "player->is_just_moving_in_this_moment", which is needed for the
4916 robot stuff (robots don't kill players when they are moving)
4920 /* if the player does not move for some time, reset animation to start */
4921 if (++player->frame_reset_delay > player->move_delay_value)
4926 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4928 TapeRecordAction(stored_player_action);
4929 num_stored_actions = 0;
4930 save_tape_entry = FALSE;
4933 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4935 TapeRecordAction(stored_player_action);
4936 num_stored_actions = 0;
4941 if (tape.playing && !tape.pausing && !player_action &&
4942 tape.counter < tape.length)
4944 int jx = player->jx, jy = player->jy;
4946 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4948 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4949 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4951 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4953 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4955 int el = Feld[jx+dx][jy];
4956 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4957 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4959 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4961 player->MovDir = next_joy;
4962 player->Frame = FrameCounter % 4;
4963 player->Pushing = TRUE;
4973 static unsigned long action_delay = 0;
4974 unsigned long action_delay_value;
4975 int sieb_x = 0, sieb_y = 0;
4976 int i, x, y, element, graphic;
4977 byte *recorded_player_action;
4978 byte summarized_player_action = 0;
4980 if (game_status != PLAYING)
4983 action_delay_value =
4984 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4986 if (tape.playing && tape.index_search && !tape.pausing)
4987 action_delay_value = 0;
4989 /* ---------- main game synchronization point ---------- */
4991 WaitUntilDelayReached(&action_delay, action_delay_value);
4993 if (network_playing && !network_player_action_received)
4997 printf("DEBUG: try to get network player actions in time\n");
5001 #if defined(PLATFORM_UNIX)
5002 /* last chance to get network player actions without main loop delay */
5006 if (game_status != PLAYING)
5009 if (!network_player_action_received)
5013 printf("DEBUG: failed to get network player actions in time\n");
5023 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5025 for (i=0; i<MAX_PLAYERS; i++)
5027 summarized_player_action |= stored_player[i].action;
5029 if (!network_playing)
5030 stored_player[i].effective_action = stored_player[i].action;
5033 #if defined(PLATFORM_UNIX)
5034 if (network_playing)
5035 SendToServer_MovePlayer(summarized_player_action);
5038 if (!options.network && !setup.team_mode)
5039 local_player->effective_action = summarized_player_action;
5041 for (i=0; i<MAX_PLAYERS; i++)
5043 int actual_player_action = stored_player[i].effective_action;
5045 if (stored_player[i].programmed_action)
5046 actual_player_action = stored_player[i].programmed_action;
5048 if (recorded_player_action)
5049 actual_player_action = recorded_player_action[i];
5051 PlayerActions(&stored_player[i], actual_player_action);
5052 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5055 network_player_action_received = FALSE;
5057 ScrollScreen(NULL, SCROLL_GO_ON);
5063 if (TimeFrames == 0 && local_player->active)
5065 extern unsigned int last_RND();
5067 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
5068 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
5075 if (GameFrameDelay >= 500)
5076 printf("FrameCounter == %d\n", FrameCounter);
5083 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5086 if (JustStopped[x][y] > 0)
5087 JustStopped[x][y]--;
5092 if (IS_BLOCKED(x, y))
5096 Blocked2Moving(x, y, &oldx, &oldy);
5097 if (!IS_MOVING(oldx, oldy))
5099 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5100 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5101 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5102 printf("GameActions(): This should never happen!\n");
5108 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5110 element = Feld[x][y];
5111 graphic = el2img(element);
5113 if (IS_INACTIVE(element))
5117 if (IS_ANIMATED(graphic))
5118 DrawLevelGraphicAnimation(x, y, graphic);
5124 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5130 if (Feld[x][y] == EL_EMERALD &&
5131 IS_ANIMATED(graphic) &&
5133 DrawLevelGraphicAnimation(x, y, graphic);
5135 if (IS_ANIMATED(graphic) &&
5137 DrawLevelGraphicAnimation(x, y, graphic);
5141 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5142 EdelsteinFunkeln(x, y);
5146 else if ((element == EL_ACID ||
5147 element == EL_EXIT_OPEN ||
5148 element == EL_SP_EXIT_OPEN ||
5149 element == EL_SP_TERMINAL ||
5150 element == EL_SP_TERMINAL_ACTIVE ||
5151 element == EL_EXTRA_TIME ||
5152 element == EL_SHIELD_NORMAL ||
5153 element == EL_SHIELD_DEADLY) &&
5154 IS_ANIMATED(graphic))
5155 DrawLevelGraphicAnimation(x, y, graphic);
5158 else if (IS_MOVING(x, y))
5159 ContinueMoving(x, y);
5160 else if (IS_ACTIVE_BOMB(element))
5161 CheckDynamite(x, y);
5163 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5164 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5166 else if (element == EL_AMOEBA_CREATING)
5167 AmoebeWaechst(x, y);
5168 else if (element == EL_AMOEBA_SHRINKING)
5169 AmoebaDisappearing(x, y);
5171 #if !USE_NEW_AMOEBA_CODE
5172 else if (IS_AMOEBALIVE(element))
5173 AmoebeAbleger(x, y);
5176 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
5179 else if (element == EL_ROBOT_WHEEL_ACTIVE)
5181 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5182 TimegateWheel(x, y);
5184 else if (element == EL_ACID_SPLASH_LEFT ||
5185 element == EL_ACID_SPLASH_RIGHT)
5188 else if (element == EL_NUT_CRACKING)
5190 else if (element == EL_PEARL_BREAKING)
5191 BreakingPearl(x, y);
5193 else if (element == EL_EXIT_CLOSED)
5195 else if (element == EL_SP_EXIT_CLOSED)
5198 else if (element == EL_EXIT_OPENING)
5199 AusgangstuerOeffnen(x, y);
5201 else if (element == EL_WALL_GROWING_ACTIVE)
5203 else if (element == EL_WALL_GROWING ||
5204 element == EL_WALL_GROWING_X ||
5205 element == EL_WALL_GROWING_Y ||
5206 element == EL_WALL_GROWING_XY)
5208 else if (element == EL_FLAMES)
5209 CheckForDragon(x, y);
5211 else if (element == EL_SP_BUGGY_BASE ||
5212 element == EL_SP_BUGGY_BASE_ACTIVATING ||
5213 element == EL_SP_BUGGY_BASE_ACTIVE)
5214 CheckBuggyBase(x, y);
5215 else if (element == EL_TRAP ||
5216 element == EL_TRAP_ACTIVE)
5218 else if (IS_BELT_ACTIVE(element))
5219 DrawBeltAnimation(x, y, element);
5220 else if (element == EL_SWITCHGATE_OPENING)
5221 OpenSwitchgate(x, y);
5222 else if (element == EL_SWITCHGATE_CLOSING)
5223 CloseSwitchgate(x, y);
5224 else if (element == EL_TIMEGATE_OPENING)
5226 else if (element == EL_TIMEGATE_CLOSING)
5227 CloseTimegate(x, y);
5230 else if (IS_AUTO_CHANGING(element))
5231 ChangeElement(x, y);
5234 else if (element == EL_EXPLOSION)
5235 ; /* drawing of correct explosion animation is handled separately */
5236 else if (IS_ANIMATED(graphic))
5237 DrawLevelGraphicAnimation(x, y, graphic);
5240 if (IS_BELT_ACTIVE(element))
5241 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5243 if (game.magic_wall_active)
5245 boolean sieb = FALSE;
5246 int jx = local_player->jx, jy = local_player->jy;
5248 if (element == EL_MAGIC_WALL_FULL ||
5249 element == EL_MAGIC_WALL_ACTIVE ||
5250 element == EL_MAGIC_WALL_EMPTYING)
5252 SiebAktivieren(x, y, 1);
5255 else if (element == EL_BD_MAGIC_WALL_FULL ||
5256 element == EL_BD_MAGIC_WALL_ACTIVE ||
5257 element == EL_BD_MAGIC_WALL_EMPTYING)
5259 SiebAktivieren(x, y, 2);
5263 /* play the element sound at the position nearest to the player */
5264 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
5272 #if USE_NEW_AMOEBA_CODE
5273 /* new experimental amoeba growth stuff */
5275 if (!(FrameCounter % 8))
5278 static unsigned long random = 1684108901;
5280 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5283 x = (random >> 10) % lev_fieldx;
5284 y = (random >> 20) % lev_fieldy;
5286 x = RND(lev_fieldx);
5287 y = RND(lev_fieldy);
5289 element = Feld[x][y];
5291 if (!IS_PLAYER(x,y) &&
5292 (element == EL_EMPTY ||
5293 element == EL_SAND ||
5294 element == EL_QUICKSAND_EMPTY ||
5295 element == EL_ACID_SPLASH_LEFT ||
5296 element == EL_ACID_SPLASH_RIGHT))
5298 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5299 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5300 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5301 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5302 Feld[x][y] = EL_AMOEBA_DROP;
5305 random = random * 129 + 1;
5311 if (game.explosions_delayed)
5314 game.explosions_delayed = FALSE;
5316 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5318 element = Feld[x][y];
5320 if (ExplodeField[x][y])
5321 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5322 else if (element == EL_EXPLOSION)
5323 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5325 ExplodeField[x][y] = EX_NO_EXPLOSION;
5328 game.explosions_delayed = TRUE;
5331 if (game.magic_wall_active)
5333 if (!(game.magic_wall_time_left % 4))
5335 int element = Feld[sieb_x][sieb_y];
5337 if (element == EL_BD_MAGIC_WALL_FULL ||
5338 element == EL_BD_MAGIC_WALL_ACTIVE ||
5339 element == EL_BD_MAGIC_WALL_EMPTYING)
5340 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5342 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5345 if (game.magic_wall_time_left > 0)
5347 game.magic_wall_time_left--;
5348 if (!game.magic_wall_time_left)
5350 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5352 element = Feld[x][y];
5354 if (element == EL_MAGIC_WALL_ACTIVE ||
5355 element == EL_MAGIC_WALL_FULL)
5357 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5358 DrawLevelField(x, y);
5360 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5361 element == EL_BD_MAGIC_WALL_FULL)
5363 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5364 DrawLevelField(x, y);
5368 game.magic_wall_active = FALSE;
5373 if (game.light_time_left > 0)
5375 game.light_time_left--;
5377 if (game.light_time_left == 0)
5378 RedrawAllLightSwitchesAndInvisibleElements();
5381 if (game.timegate_time_left > 0)
5383 game.timegate_time_left--;
5385 if (game.timegate_time_left == 0)
5386 CloseAllOpenTimegates();
5389 for (i=0; i<MAX_PLAYERS; i++)
5391 struct PlayerInfo *player = &stored_player[i];
5393 if (SHIELD_ON(player))
5395 if (player->shield_deadly_time_left)
5396 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5397 else if (player->shield_normal_time_left)
5398 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5402 if (TimeFrames >= (1000 / GameFrameDelay))
5407 for (i=0; i<MAX_PLAYERS; i++)
5409 struct PlayerInfo *player = &stored_player[i];
5411 if (SHIELD_ON(player))
5413 player->shield_normal_time_left--;
5415 if (player->shield_deadly_time_left > 0)
5416 player->shield_deadly_time_left--;
5420 if (tape.recording || tape.playing)
5421 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5427 if (TimeLeft <= 10 && setup.time_limit)
5428 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5430 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5432 if (!TimeLeft && setup.time_limit)
5433 for (i=0; i<MAX_PLAYERS; i++)
5434 KillHero(&stored_player[i]);
5436 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5437 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5442 if (options.debug) /* calculate frames per second */
5444 static unsigned long fps_counter = 0;
5445 static int fps_frames = 0;
5446 unsigned long fps_delay_ms = Counter() - fps_counter;
5450 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5452 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5455 fps_counter = Counter();
5458 redraw_mask |= REDRAW_FPS;
5462 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5464 int min_x = x, min_y = y, max_x = x, max_y = y;
5467 for (i=0; i<MAX_PLAYERS; i++)
5469 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5471 if (!stored_player[i].active || &stored_player[i] == player)
5474 min_x = MIN(min_x, jx);
5475 min_y = MIN(min_y, jy);
5476 max_x = MAX(max_x, jx);
5477 max_y = MAX(max_y, jy);
5480 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5483 static boolean AllPlayersInVisibleScreen()
5487 for (i=0; i<MAX_PLAYERS; i++)
5489 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5491 if (!stored_player[i].active)
5494 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5501 void ScrollLevel(int dx, int dy)
5503 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5506 BlitBitmap(drawto_field, drawto_field,
5507 FX + TILEX*(dx == -1) - softscroll_offset,
5508 FY + TILEY*(dy == -1) - softscroll_offset,
5509 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5510 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5511 FX + TILEX*(dx == 1) - softscroll_offset,
5512 FY + TILEY*(dy == 1) - softscroll_offset);
5516 x = (dx == 1 ? BX1 : BX2);
5517 for (y=BY1; y<=BY2; y++)
5518 DrawScreenField(x, y);
5523 y = (dy == 1 ? BY1 : BY2);
5524 for (x=BX1; x<=BX2; x++)
5525 DrawScreenField(x, y);
5528 redraw_mask |= REDRAW_FIELD;
5531 static void CheckGravityMovement(struct PlayerInfo *player)
5533 if (level.gravity && !player->programmed_action)
5535 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5536 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5538 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5539 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5540 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5541 int jx = player->jx, jy = player->jy;
5542 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5543 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5544 int new_jx = jx + dx, new_jy = jy + dy;
5545 boolean field_under_player_is_free =
5546 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5547 boolean player_is_moving_to_valid_field =
5548 (IN_LEV_FIELD(new_jx, new_jy) &&
5549 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5550 Feld[new_jx][new_jy] == EL_SAND));
5552 if (field_under_player_is_free &&
5553 !player_is_moving_to_valid_field &&
5554 !IS_TUBE(Feld[jx][jy]))
5555 player->programmed_action = MV_DOWN;
5559 boolean MoveFigureOneStep(struct PlayerInfo *player,
5560 int dx, int dy, int real_dx, int real_dy)
5562 int jx = player->jx, jy = player->jy;
5563 int new_jx = jx+dx, new_jy = jy+dy;
5567 if (!player->active || (!dx && !dy))
5568 return MF_NO_ACTION;
5570 player->MovDir = (dx < 0 ? MV_LEFT :
5573 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5575 if (!IN_LEV_FIELD(new_jx, new_jy))
5576 return MF_NO_ACTION;
5578 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5579 return MF_NO_ACTION;
5582 element = MovingOrBlocked2Element(new_jx, new_jy);
5584 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5587 if (DONT_GO_TO(element))
5589 if (element == EL_ACID && dx == 0 && dy == 1)
5592 Feld[jx][jy] = EL_PLAYER1;
5593 InitMovingField(jx, jy, MV_DOWN);
5594 Store[jx][jy] = EL_ACID;
5595 ContinueMoving(jx, jy);
5599 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5604 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5605 if (can_move != MF_MOVING)
5608 StorePlayer[jx][jy] = 0;
5609 player->last_jx = jx;
5610 player->last_jy = jy;
5611 jx = player->jx = new_jx;
5612 jy = player->jy = new_jy;
5613 StorePlayer[jx][jy] = player->element_nr;
5616 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5618 ScrollFigure(player, SCROLL_INIT);
5623 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5625 int jx = player->jx, jy = player->jy;
5626 int old_jx = jx, old_jy = jy;
5627 int moved = MF_NO_ACTION;
5629 if (!player->active || (!dx && !dy))
5633 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5637 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5638 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5642 /* remove the last programmed player action */
5643 player->programmed_action = 0;
5647 /* should only happen if pre-1.2 tape recordings are played */
5648 /* this is only for backward compatibility */
5650 int original_move_delay_value = player->move_delay_value;
5653 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5657 /* scroll remaining steps with finest movement resolution */
5658 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5660 while (player->MovPos)
5662 ScrollFigure(player, SCROLL_GO_ON);
5663 ScrollScreen(NULL, SCROLL_GO_ON);
5669 player->move_delay_value = original_move_delay_value;
5672 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5674 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5675 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5679 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5680 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5686 if (moved & MF_MOVING && !ScreenMovPos &&
5687 (player == local_player || !options.network))
5689 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5690 int offset = (setup.scroll_delay ? 3 : 0);
5692 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5694 /* actual player has left the screen -- scroll in that direction */
5695 if (jx != old_jx) /* player has moved horizontally */
5696 scroll_x += (jx - old_jx);
5697 else /* player has moved vertically */
5698 scroll_y += (jy - old_jy);
5702 if (jx != old_jx) /* player has moved horizontally */
5704 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5705 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5706 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5708 /* don't scroll over playfield boundaries */
5709 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5710 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5712 /* don't scroll more than one field at a time */
5713 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5715 /* don't scroll against the player's moving direction */
5716 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5717 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5718 scroll_x = old_scroll_x;
5720 else /* player has moved vertically */
5722 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5723 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5724 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5726 /* don't scroll over playfield boundaries */
5727 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5728 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5730 /* don't scroll more than one field at a time */
5731 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5733 /* don't scroll against the player's moving direction */
5734 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5735 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5736 scroll_y = old_scroll_y;
5740 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5742 if (!options.network && !AllPlayersInVisibleScreen())
5744 scroll_x = old_scroll_x;
5745 scroll_y = old_scroll_y;
5749 ScrollScreen(player, SCROLL_INIT);
5750 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5755 if (!(moved & MF_MOVING) && !player->Pushing)
5759 player->Frame = (player->Frame + 1) % 4;
5761 player->Frame += 1 * 0;
5764 if (moved & MF_MOVING)
5766 if (old_jx != jx && old_jy == jy)
5767 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5768 else if (old_jx == jx && old_jy != jy)
5769 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5771 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5773 player->last_move_dir = player->MovDir;
5774 player->is_moving = TRUE;
5778 CheckGravityMovement(player);
5781 player->last_move_dir = MV_NO_MOVING;
5783 player->is_moving = FALSE;
5786 TestIfHeroTouchesBadThing(jx, jy);
5788 if (!player->active)
5794 void ScrollFigure(struct PlayerInfo *player, int mode)
5796 int jx = player->jx, jy = player->jy;
5797 int last_jx = player->last_jx, last_jy = player->last_jy;
5798 int move_stepsize = TILEX / player->move_delay_value;
5800 if (!player->active || !player->MovPos)
5803 if (mode == SCROLL_INIT)
5805 player->actual_frame_counter = FrameCounter;
5806 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5810 if (Feld[last_jx][last_jy] == EL_EMPTY)
5811 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5816 else if (!FrameReached(&player->actual_frame_counter, 1))
5819 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5820 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5823 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5824 Feld[last_jx][last_jy] = EL_EMPTY;
5826 /* before DrawPlayer() to draw correct player graphic for this case */
5827 if (player->MovPos == 0)
5828 CheckGravityMovement(player);
5832 if (player->MovPos == 0)
5834 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5836 /* continue with normal speed after quickly moving through gate */
5837 HALVE_PLAYER_SPEED(player);
5839 /* be able to make the next move without delay */
5840 player->move_delay = 0;
5843 player->last_jx = jx;
5844 player->last_jy = jy;
5846 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5847 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5851 if (local_player->friends_still_needed == 0 ||
5852 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5853 player->LevelSolved = player->GameOver = TRUE;
5856 if (tape.single_step && tape.recording && !tape.pausing &&
5857 !player->programmed_action)
5858 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5862 void ScrollScreen(struct PlayerInfo *player, int mode)
5864 static unsigned long screen_frame_counter = 0;
5866 if (mode == SCROLL_INIT)
5868 /* set scrolling step size according to actual player's moving speed */
5869 ScrollStepSize = TILEX / player->move_delay_value;
5871 screen_frame_counter = FrameCounter;
5872 ScreenMovDir = player->MovDir;
5873 ScreenMovPos = player->MovPos;
5874 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5877 else if (!FrameReached(&screen_frame_counter, 1))
5882 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5883 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5884 redraw_mask |= REDRAW_FIELD;
5887 ScreenMovDir = MV_NO_MOVING;
5890 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5892 int i, kill_x = -1, kill_y = -1;
5893 static int test_xy[4][2] =
5900 static int test_dir[4] =
5910 int test_x, test_y, test_move_dir, test_element;
5912 test_x = good_x + test_xy[i][0];
5913 test_y = good_y + test_xy[i][1];
5914 if (!IN_LEV_FIELD(test_x, test_y))
5918 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5921 test_element = Feld[test_x][test_y];
5923 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5926 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5927 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5929 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5930 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5938 if (kill_x != -1 || kill_y != -1)
5940 if (IS_PLAYER(good_x, good_y))
5942 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5944 if (player->shield_deadly_time_left > 0)
5945 Bang(kill_x, kill_y);
5946 else if (!PLAYER_PROTECTED(good_x, good_y))
5950 Bang(good_x, good_y);
5954 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5956 int i, kill_x = -1, kill_y = -1;
5957 int bad_element = Feld[bad_x][bad_y];
5958 static int test_xy[4][2] =
5965 static int test_dir[4] =
5973 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5978 int test_x, test_y, test_move_dir, test_element;
5980 test_x = bad_x + test_xy[i][0];
5981 test_y = bad_y + test_xy[i][1];
5982 if (!IN_LEV_FIELD(test_x, test_y))
5986 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5988 test_element = Feld[test_x][test_y];
5990 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5991 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5993 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5994 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5996 /* good thing is player or penguin that does not move away */
5997 if (IS_PLAYER(test_x, test_y))
5999 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6001 if (bad_element == EL_ROBOT && player->is_moving)
6002 continue; /* robot does not kill player if he is moving */
6008 else if (test_element == EL_PENGUIN)
6017 if (kill_x != -1 || kill_y != -1)
6019 if (IS_PLAYER(kill_x, kill_y))
6021 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6024 int dir = player->MovDir;
6025 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6026 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6028 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6029 newx != bad_x && newy != bad_y)
6030 ; /* robot does not kill player if he is moving */
6032 printf("-> %d\n", player->MovDir);
6034 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6035 newx != bad_x && newy != bad_y)
6036 ; /* robot does not kill player if he is moving */
6041 if (player->shield_deadly_time_left > 0)
6043 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6047 Bang(kill_x, kill_y);
6051 void TestIfHeroTouchesBadThing(int x, int y)
6053 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6056 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6058 TestIfGoodThingHitsBadThing(x, y, move_dir);
6061 void TestIfBadThingTouchesHero(int x, int y)
6063 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6066 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6068 TestIfBadThingHitsGoodThing(x, y, move_dir);
6071 void TestIfFriendTouchesBadThing(int x, int y)
6073 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6076 void TestIfBadThingTouchesFriend(int x, int y)
6078 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6081 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6083 int i, kill_x = bad_x, kill_y = bad_y;
6084 static int xy[4][2] =
6096 x = bad_x + xy[i][0];
6097 y = bad_y + xy[i][1];
6098 if (!IN_LEV_FIELD(x, y))
6101 element = Feld[x][y];
6102 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
6103 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
6111 if (kill_x != bad_x || kill_y != bad_y)
6115 void KillHero(struct PlayerInfo *player)
6117 int jx = player->jx, jy = player->jy;
6119 if (!player->active)
6122 if (IS_PFORTE(Feld[jx][jy]))
6123 Feld[jx][jy] = EL_EMPTY;
6125 /* deactivate shield (else Bang()/Explode() would not work right) */
6126 player->shield_normal_time_left = 0;
6127 player->shield_deadly_time_left = 0;
6133 static void KillHeroUnlessProtected(int x, int y)
6135 if (!PLAYER_PROTECTED(x, y))
6136 KillHero(PLAYERINFO(x, y));
6139 void BuryHero(struct PlayerInfo *player)
6141 int jx = player->jx, jy = player->jy;
6143 if (!player->active)
6146 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
6147 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6149 player->GameOver = TRUE;
6153 void RemoveHero(struct PlayerInfo *player)
6155 int jx = player->jx, jy = player->jy;
6156 int i, found = FALSE;
6158 player->present = FALSE;
6159 player->active = FALSE;
6161 if (!ExplodeField[jx][jy])
6162 StorePlayer[jx][jy] = 0;
6164 for (i=0; i<MAX_PLAYERS; i++)
6165 if (stored_player[i].active)
6169 AllPlayersGone = TRUE;
6175 int DigField(struct PlayerInfo *player,
6176 int x, int y, int real_dx, int real_dy, int mode)
6178 int jx = player->jx, jy = player->jy;
6179 int dx = x - jx, dy = y - jy;
6180 int move_direction = (dx == -1 ? MV_LEFT :
6181 dx == +1 ? MV_RIGHT :
6183 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6186 if (player->MovPos == 0)
6187 player->Pushing = FALSE;
6189 if (mode == DF_NO_PUSH)
6191 player->Switching = FALSE;
6192 player->push_delay = 0;
6193 return MF_NO_ACTION;
6196 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6197 return MF_NO_ACTION;
6199 if (IS_TUBE(Feld[jx][jy]))
6202 int tube_leave_directions[][2] =
6204 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6205 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6206 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6207 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6208 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6209 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6210 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6211 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6212 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6213 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6214 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6215 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6218 while (tube_leave_directions[i][0] != Feld[jx][jy])
6221 if (tube_leave_directions[i][0] == -1) /* should not happen */
6225 if (!(tube_leave_directions[i][1] & move_direction))
6226 return MF_NO_ACTION; /* tube has no opening in this direction */
6229 element = Feld[x][y];
6235 case EL_INVISIBLE_SAND:
6236 case EL_INVISIBLE_SAND_ACTIVE:
6239 case EL_SP_BUGGY_BASE:
6240 case EL_SP_BUGGY_BASE_ACTIVATING:
6242 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6247 case EL_EMERALD_YELLOW:
6248 case EL_EMERALD_RED:
6249 case EL_EMERALD_PURPLE:
6251 case EL_SP_INFOTRON:
6255 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6256 element == EL_PEARL ? 5 :
6257 element == EL_CRYSTAL ? 8 : 1);
6258 if (local_player->gems_still_needed < 0)
6259 local_player->gems_still_needed = 0;
6260 RaiseScoreElement(element);
6261 DrawText(DX_EMERALDS, DY_EMERALDS,
6262 int2str(local_player->gems_still_needed, 3),
6263 FS_SMALL, FC_YELLOW);
6264 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6269 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6270 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6274 Feld[x][y] = EL_EMPTY;
6275 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6283 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6285 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6288 case EL_SHIELD_NORMAL:
6290 player->shield_normal_time_left += 10;
6291 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6294 case EL_SHIELD_DEADLY:
6296 player->shield_normal_time_left += 10;
6297 player->shield_deadly_time_left += 10;
6298 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6302 case EL_SP_DISK_RED:
6305 RaiseScoreElement(EL_DYNAMITE);
6306 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6307 int2str(local_player->dynamite, 3),
6308 FS_SMALL, FC_YELLOW);
6309 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6312 case EL_DYNABOMB_NR:
6314 player->dynabomb_count++;
6315 player->dynabombs_left++;
6316 RaiseScoreElement(EL_DYNAMITE);
6317 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6320 case EL_DYNABOMB_SZ:
6322 player->dynabomb_size++;
6323 RaiseScoreElement(EL_DYNAMITE);
6324 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6327 case EL_DYNABOMB_XL:
6329 player->dynabomb_xl = TRUE;
6330 RaiseScoreElement(EL_DYNAMITE);
6331 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6339 int key_nr = element - EL_KEY1;
6342 player->key[key_nr] = TRUE;
6343 RaiseScoreElement(element);
6344 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6346 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6348 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6357 int key_nr = element - EL_EM_KEY1;
6360 player->key[key_nr] = TRUE;
6361 RaiseScoreElement(element);
6362 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6364 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6366 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6370 case EL_ROBOT_WHEEL:
6371 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6374 DrawLevelField(x, y);
6375 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6379 case EL_SP_TERMINAL:
6383 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6385 for (yy=0; yy<lev_fieldy; yy++)
6387 for (xx=0; xx<lev_fieldx; xx++)
6389 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6391 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6392 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6400 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6401 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6402 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6403 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6404 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6405 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6406 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6407 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6408 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6409 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6410 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6411 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6412 if (!player->Switching)
6414 player->Switching = TRUE;
6415 ToggleBeltSwitch(x, y);
6416 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6421 case EL_SWITCHGATE_SWITCH_UP:
6422 case EL_SWITCHGATE_SWITCH_DOWN:
6423 if (!player->Switching)
6425 player->Switching = TRUE;
6426 ToggleSwitchgateSwitch(x, y);
6427 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6432 case EL_LIGHT_SWITCH:
6433 case EL_LIGHT_SWITCH_ACTIVE:
6434 if (!player->Switching)
6436 player->Switching = TRUE;
6437 ToggleLightSwitch(x, y);
6438 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6439 SND_LIGHT_SWITCH_ACTIVATING :
6440 SND_LIGHT_SWITCH_DEACTIVATING);
6445 case EL_TIMEGATE_SWITCH:
6446 ActivateTimegateSwitch(x, y);
6447 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6452 case EL_BALLOON_SEND_LEFT:
6453 case EL_BALLOON_SEND_RIGHT:
6454 case EL_BALLOON_SEND_UP:
6455 case EL_BALLOON_SEND_DOWN:
6456 case EL_BALLOON_SEND_ANY_DIRECTION:
6457 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6458 game.balloon_dir = move_direction;
6460 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6461 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6462 element == EL_BALLOON_SEND_UP ? MV_UP :
6463 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6465 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6470 /* the following elements cannot be pushed by "snapping" */
6473 case EL_DX_SUPABOMB:
6475 case EL_TIME_ORB_EMPTY:
6477 case EL_SP_DISK_ORANGE:
6479 if (mode == DF_SNAP)
6480 return MF_NO_ACTION;
6481 /* no "break" -- fall through to next case */
6482 /* the following elements can be pushed by "snapping" */
6485 return MF_NO_ACTION;
6487 player->Pushing = TRUE;
6489 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6490 return MF_NO_ACTION;
6494 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6495 return MF_NO_ACTION;
6498 if (player->push_delay == 0)
6499 player->push_delay = FrameCounter;
6501 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6502 !tape.playing && element != EL_SPRING)
6503 return MF_NO_ACTION;
6505 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6506 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6507 element != EL_SPRING)
6508 return MF_NO_ACTION;
6511 if (mode == DF_SNAP)
6513 InitMovingField(x, y, move_direction);
6514 ContinueMoving(x, y);
6519 Feld[x + dx][y + dy] = element;
6522 if (element == EL_SPRING)
6524 Feld[x + dx][y + dy] = EL_SPRING;
6525 MovDir[x + dx][y + dy] = move_direction;
6528 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6530 DrawLevelField(x + dx, y + dy);
6531 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6538 if (!player->key[element - EL_GATE1])
6539 return MF_NO_ACTION;
6546 if (!player->key[element - EL_GATE1_GRAY])
6547 return MF_NO_ACTION;
6554 if (!player->key[element - EL_EM_GATE1])
6555 return MF_NO_ACTION;
6556 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6557 return MF_NO_ACTION;
6559 /* automatically move to the next field with double speed */
6560 player->programmed_action = move_direction;
6561 DOUBLE_PLAYER_SPEED(player);
6563 PlaySoundLevel(x, y, SND_GATE_PASSING);
6566 case EL_EM_GATE1_GRAY:
6567 case EL_EM_GATE2_GRAY:
6568 case EL_EM_GATE3_GRAY:
6569 case EL_EM_GATE4_GRAY:
6570 if (!player->key[element - EL_EM_GATE1_GRAY])
6571 return MF_NO_ACTION;
6572 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6573 return MF_NO_ACTION;
6575 /* automatically move to the next field with double speed */
6576 player->programmed_action = move_direction;
6577 DOUBLE_PLAYER_SPEED(player);
6579 PlaySoundLevel(x, y, SND_GATE_PASSING);
6582 case EL_SWITCHGATE_OPEN:
6583 case EL_TIMEGATE_OPEN:
6584 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6585 return MF_NO_ACTION;
6587 /* automatically move to the next field with double speed */
6588 player->programmed_action = move_direction;
6589 DOUBLE_PLAYER_SPEED(player);
6591 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6594 case EL_SP_PORT1_LEFT:
6595 case EL_SP_PORT2_LEFT:
6596 case EL_SP_PORT1_RIGHT:
6597 case EL_SP_PORT2_RIGHT:
6598 case EL_SP_PORT1_UP:
6599 case EL_SP_PORT2_UP:
6600 case EL_SP_PORT1_DOWN:
6601 case EL_SP_PORT2_DOWN:
6606 element != EL_SP_PORT1_LEFT &&
6607 element != EL_SP_PORT2_LEFT &&
6608 element != EL_SP_PORT_X &&
6609 element != EL_SP_PORT_XY) ||
6611 element != EL_SP_PORT1_RIGHT &&
6612 element != EL_SP_PORT2_RIGHT &&
6613 element != EL_SP_PORT_X &&
6614 element != EL_SP_PORT_XY) ||
6616 element != EL_SP_PORT1_UP &&
6617 element != EL_SP_PORT2_UP &&
6618 element != EL_SP_PORT_Y &&
6619 element != EL_SP_PORT_XY) ||
6621 element != EL_SP_PORT1_DOWN &&
6622 element != EL_SP_PORT2_DOWN &&
6623 element != EL_SP_PORT_Y &&
6624 element != EL_SP_PORT_XY) ||
6625 !IN_LEV_FIELD(x + dx, y + dy) ||
6626 !IS_FREE(x + dx, y + dy))
6627 return MF_NO_ACTION;
6629 /* automatically move to the next field with double speed */
6630 player->programmed_action = move_direction;
6631 DOUBLE_PLAYER_SPEED(player);
6633 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6637 case EL_TUBE_VERTICAL:
6638 case EL_TUBE_HORIZONTAL:
6639 case EL_TUBE_VERTICAL_LEFT:
6640 case EL_TUBE_VERTICAL_RIGHT:
6641 case EL_TUBE_HORIZONTAL_UP:
6642 case EL_TUBE_HORIZONTAL_DOWN:
6643 case EL_TUBE_LEFT_UP:
6644 case EL_TUBE_LEFT_DOWN:
6645 case EL_TUBE_RIGHT_UP:
6646 case EL_TUBE_RIGHT_DOWN:
6649 int tube_enter_directions[][2] =
6651 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6652 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6653 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6654 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6655 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6656 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6657 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6658 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6659 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6660 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6661 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6662 { -1, MV_NO_MOVING }
6665 while (tube_enter_directions[i][0] != element)
6668 if (tube_enter_directions[i][0] == -1) /* should not happen */
6672 if (!(tube_enter_directions[i][1] & move_direction))
6673 return MF_NO_ACTION; /* tube has no opening in this direction */
6675 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6679 case EL_EXIT_CLOSED:
6680 case EL_SP_EXIT_CLOSED:
6681 case EL_EXIT_OPENING:
6682 return MF_NO_ACTION;
6686 case EL_SP_EXIT_OPEN:
6687 if (mode == DF_SNAP)
6688 return MF_NO_ACTION;
6690 if (element == EL_EXIT_OPEN)
6691 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6693 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6698 Feld[x][y] = EL_LAMP_ACTIVE;
6699 local_player->lights_still_needed--;
6700 DrawLevelField(x, y);
6701 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6705 case EL_TIME_ORB_FULL:
6706 Feld[x][y] = EL_TIME_ORB_EMPTY;
6708 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6709 DrawLevelField(x, y);
6710 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6714 case EL_SOKOBAN_FIELD_EMPTY:
6717 case EL_SOKOBAN_OBJECT:
6718 case EL_SOKOBAN_FIELD_FULL:
6720 case EL_SP_DISK_YELLOW:
6722 if (mode == DF_SNAP)
6723 return MF_NO_ACTION;
6725 player->Pushing = TRUE;
6727 if (!IN_LEV_FIELD(x+dx, y+dy)
6728 || (!IS_FREE(x+dx, y+dy)
6729 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6730 || !IS_SB_ELEMENT(element))))
6731 return MF_NO_ACTION;
6735 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6736 return MF_NO_ACTION;
6738 else if (dy && real_dx)
6740 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6741 return MF_NO_ACTION;
6744 if (player->push_delay == 0)
6745 player->push_delay = FrameCounter;
6747 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6748 !tape.playing && element != EL_BALLOON)
6749 return MF_NO_ACTION;
6751 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6752 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6753 element != EL_BALLOON)
6754 return MF_NO_ACTION;
6757 if (IS_SB_ELEMENT(element))
6759 if (element == EL_SOKOBAN_FIELD_FULL)
6761 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6762 local_player->sokobanfields_still_needed++;
6767 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6769 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6770 local_player->sokobanfields_still_needed--;
6771 if (element == EL_SOKOBAN_OBJECT)
6772 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6774 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6778 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6779 if (element == EL_SOKOBAN_FIELD_FULL)
6780 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6782 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6788 Feld[x+dx][y+dy] = element;
6789 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6792 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6794 DrawLevelField(x, y);
6795 DrawLevelField(x + dx, y + dy);
6797 if (IS_SB_ELEMENT(element) &&
6798 local_player->sokobanfields_still_needed == 0 &&
6799 game.emulation == EMU_SOKOBAN)
6801 player->LevelSolved = player->GameOver = TRUE;
6802 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6813 return MF_NO_ACTION;
6816 player->push_delay = 0;
6821 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6823 int jx = player->jx, jy = player->jy;
6824 int x = jx + dx, y = jy + dy;
6826 if (!player->active || !IN_LEV_FIELD(x, y))
6834 if (player->MovPos == 0)
6835 player->Pushing = FALSE;
6837 player->snapped = FALSE;
6841 if (player->snapped)
6844 player->MovDir = (dx < 0 ? MV_LEFT :
6847 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6849 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6852 player->snapped = TRUE;
6853 DrawLevelField(x, y);
6859 boolean PlaceBomb(struct PlayerInfo *player)
6861 int jx = player->jx, jy = player->jy;
6864 if (!player->active || player->MovPos)
6867 element = Feld[jx][jy];
6869 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6870 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6873 if (element != EL_EMPTY)
6874 Store[jx][jy] = element;
6876 MovDelay[jx][jy] = 96;
6877 GfxFrame[jx][jy] = 0;
6879 if (player->dynamite)
6881 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6884 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6885 FS_SMALL, FC_YELLOW);
6886 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6888 if (game.emulation == EMU_SUPAPLEX)
6889 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6891 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6894 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6899 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6900 player->dynabombs_left--;
6902 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6903 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6905 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6911 static void PlaySoundLevel(int x, int y, int nr)
6913 static int loop_sound_frame[NUM_SOUND_FILES];
6914 static int loop_sound_volume[NUM_SOUND_FILES];
6915 int sx = SCREENX(x), sy = SCREENY(y);
6916 int volume, stereo_position;
6917 int max_distance = 8;
6918 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6920 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6921 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6924 if (!IN_LEV_FIELD(x, y) ||
6925 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6926 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6929 volume = SOUND_MAX_VOLUME;
6931 if (!IN_SCR_FIELD(sx, sy))
6933 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6934 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6936 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6939 stereo_position = (SOUND_MAX_LEFT +
6940 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6941 (SCR_FIELDX + 2 * max_distance));
6943 if (IS_LOOP_SOUND(nr))
6945 /* This assures that quieter loop sounds do not overwrite louder ones,
6946 while restarting sound volume comparison with each new game frame. */
6948 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6951 loop_sound_volume[nr] = volume;
6952 loop_sound_frame[nr] = FrameCounter;
6955 PlaySoundExt(nr, volume, stereo_position, type);
6958 static void PlaySoundLevelNearest(int x, int y, int sound_action)
6960 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
6961 x > LEVELX(BX2) ? LEVELX(BX2) : x,
6962 y < LEVELY(BY1) ? LEVELY(BY1) :
6963 y > LEVELY(BY2) ? LEVELY(BY2) : y,
6967 static void PlaySoundLevelAction(int x, int y, int sound_action)
6969 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6972 static void PlaySoundLevelElementAction(int x, int y, int element,
6975 int sound_effect = element_info[element].sound[sound_action];
6977 if (sound_effect != SND_UNDEFINED)
6978 PlaySoundLevel(x, y, sound_effect);
6981 void RaiseScore(int value)
6983 local_player->score += value;
6984 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6985 FS_SMALL, FC_YELLOW);
6988 void RaiseScoreElement(int element)
6994 case EL_EMERALD_YELLOW:
6995 case EL_EMERALD_RED:
6996 case EL_EMERALD_PURPLE:
6997 RaiseScore(level.score[SC_EDELSTEIN]);
7000 RaiseScore(level.score[SC_DIAMANT]);
7003 case EL_BD_BUTTERFLY:
7004 RaiseScore(level.score[SC_KAEFER]);
7008 RaiseScore(level.score[SC_FLIEGER]);
7011 case EL_DARK_YAMYAM:
7012 RaiseScore(level.score[SC_MAMPFER]);
7015 RaiseScore(level.score[SC_ROBOT]);
7018 RaiseScore(level.score[SC_PACMAN]);
7021 RaiseScore(level.score[SC_KOKOSNUSS]);
7024 RaiseScore(level.score[SC_DYNAMIT]);
7030 RaiseScore(level.score[SC_SCHLUESSEL]);
7037 void RequestQuitGame(boolean ask_if_really_quit)
7039 if (AllPlayersGone ||
7040 !ask_if_really_quit ||
7041 level_editor_test_game ||
7042 Request("Do you really want to quit the game ?",
7043 REQ_ASK | REQ_STAY_CLOSED))
7045 #if defined(PLATFORM_UNIX)
7046 if (options.network)
7047 SendToServer_StopPlaying();
7051 game_status = MAINMENU;
7057 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7062 /* ---------- new game button stuff ---------------------------------------- */
7064 /* graphic position values for game buttons */
7065 #define GAME_BUTTON_XSIZE 30
7066 #define GAME_BUTTON_YSIZE 30
7067 #define GAME_BUTTON_XPOS 5
7068 #define GAME_BUTTON_YPOS 215
7069 #define SOUND_BUTTON_XPOS 5
7070 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7072 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7073 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7074 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7075 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7076 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7077 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7084 } gamebutton_info[NUM_GAME_BUTTONS] =
7087 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7092 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7097 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7102 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7103 SOUND_CTRL_ID_MUSIC,
7104 "background music on/off"
7107 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7108 SOUND_CTRL_ID_LOOPS,
7109 "sound loops on/off"
7112 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7113 SOUND_CTRL_ID_SIMPLE,
7114 "normal sounds on/off"
7118 void CreateGameButtons()
7122 for (i=0; i<NUM_GAME_BUTTONS; i++)
7124 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7125 struct GadgetInfo *gi;
7128 unsigned long event_mask;
7129 int gd_xoffset, gd_yoffset;
7130 int gd_x1, gd_x2, gd_y1, gd_y2;
7133 gd_xoffset = gamebutton_info[i].x;
7134 gd_yoffset = gamebutton_info[i].y;
7135 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7136 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7138 if (id == GAME_CTRL_ID_STOP ||
7139 id == GAME_CTRL_ID_PAUSE ||
7140 id == GAME_CTRL_ID_PLAY)
7142 button_type = GD_TYPE_NORMAL_BUTTON;
7144 event_mask = GD_EVENT_RELEASED;
7145 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7146 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7150 button_type = GD_TYPE_CHECK_BUTTON;
7152 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7153 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7154 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7155 event_mask = GD_EVENT_PRESSED;
7156 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7157 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7160 gi = CreateGadget(GDI_CUSTOM_ID, id,
7161 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7162 GDI_X, DX + gd_xoffset,
7163 GDI_Y, DY + gd_yoffset,
7164 GDI_WIDTH, GAME_BUTTON_XSIZE,
7165 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7166 GDI_TYPE, button_type,
7167 GDI_STATE, GD_BUTTON_UNPRESSED,
7168 GDI_CHECKED, checked,
7169 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7170 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7171 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7172 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7173 GDI_EVENT_MASK, event_mask,
7174 GDI_CALLBACK_ACTION, HandleGameButtons,
7178 Error(ERR_EXIT, "cannot create gadget");
7180 game_gadget[id] = gi;
7184 void FreeGameButtons()
7188 for (i=0; i<NUM_GAME_BUTTONS; i++)
7189 FreeGadget(game_gadget[i]);
7192 static void MapGameButtons()
7196 for (i=0; i<NUM_GAME_BUTTONS; i++)
7197 MapGadget(game_gadget[i]);
7200 void UnmapGameButtons()
7204 for (i=0; i<NUM_GAME_BUTTONS; i++)
7205 UnmapGadget(game_gadget[i]);
7208 static void HandleGameButtons(struct GadgetInfo *gi)
7210 int id = gi->custom_id;
7212 if (game_status != PLAYING)
7217 case GAME_CTRL_ID_STOP:
7218 RequestQuitGame(TRUE);
7221 case GAME_CTRL_ID_PAUSE:
7222 if (options.network)
7224 #if defined(PLATFORM_UNIX)
7226 SendToServer_ContinuePlaying();
7228 SendToServer_PausePlaying();
7232 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7235 case GAME_CTRL_ID_PLAY:
7238 #if defined(PLATFORM_UNIX)
7239 if (options.network)
7240 SendToServer_ContinuePlaying();
7244 tape.pausing = FALSE;
7245 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7250 case SOUND_CTRL_ID_MUSIC:
7251 if (setup.sound_music)
7253 setup.sound_music = FALSE;
7256 else if (audio.music_available)
7258 setup.sound = setup.sound_music = TRUE;
7259 PlayMusic(level_nr);
7263 case SOUND_CTRL_ID_LOOPS:
7264 if (setup.sound_loops)
7265 setup.sound_loops = FALSE;
7266 else if (audio.loops_available)
7267 setup.sound = setup.sound_loops = TRUE;
7270 case SOUND_CTRL_ID_SIMPLE:
7271 if (setup.sound_simple)
7272 setup.sound_simple = FALSE;
7273 else if (audio.sound_available)
7274 setup.sound = setup.sound_simple = TRUE;