1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_ACTIVE 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".active", SND_ACTION_ACTIVE, TRUE },
140 { ".growing", SND_ACTION_UNKNOWN, TRUE },
141 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
143 /* other (non-loop) sound actions are optional */
144 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
145 { ".digging", SND_ACTION_DIGGING, FALSE },
146 { ".collecting", SND_ACTION_COLLECTING, FALSE },
147 { ".passing", SND_ACTION_PASSING, FALSE },
148 { ".impact", SND_ACTION_IMPACT, FALSE },
149 { ".pushing", SND_ACTION_PUSHING, FALSE },
150 { ".activating", SND_ACTION_ACTIVATING, FALSE },
153 static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
154 static boolean is_loop_sound[NUM_SOUND_FILES];
156 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
161 static unsigned int getStateCheckSum(int counter)
164 unsigned int mult = 1;
165 unsigned int checksum = 0;
167 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
169 static boolean first_game = TRUE;
171 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
177 lastFeld[x][y] = Feld[x][y];
178 else if (lastFeld[x][y] != Feld[x][y])
179 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
180 x, y, lastFeld[x][y], Feld[x][y]);
184 checksum += mult++ * Ur[x][y];
185 checksum += mult++ * Feld[x][y];
188 checksum += mult++ * MovPos[x][y];
189 checksum += mult++ * MovDir[x][y];
190 checksum += mult++ * MovDelay[x][y];
191 checksum += mult++ * Store[x][y];
192 checksum += mult++ * Store2[x][y];
193 checksum += mult++ * StorePlayer[x][y];
194 checksum += mult++ * Frame[x][y];
195 checksum += mult++ * AmoebaNr[x][y];
196 checksum += mult++ * JustStopped[x][y];
197 checksum += mult++ * Stop[x][y];
201 if (counter == 3 && first_game)
212 void GetPlayerConfig()
214 if (!audio.sound_available)
217 if (!audio.loops_available)
218 setup.sound_loops = FALSE;
220 if (!audio.music_available)
221 setup.sound_music = FALSE;
223 if (!video.fullscreen_available)
224 setup.fullscreen = FALSE;
226 setup.sound_simple = setup.sound;
228 SetAudioMode(setup.sound);
232 static int getBeltNrFromBeltElement(int element)
234 return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
235 element < EL_CONVEYOR_BELT3_LEFT ? 1 :
236 element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
239 static int getBeltNrFromBeltActiveElement(int element)
241 return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
242 element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
243 element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
246 static int getBeltNrFromBeltSwitchElement(int element)
248 return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
249 element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
250 element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
253 static int getBeltDirNrFromBeltSwitchElement(int element)
255 static int belt_base_element[4] =
257 EL_CONVEYOR_BELT1_SWITCH_LEFT,
258 EL_CONVEYOR_BELT2_SWITCH_LEFT,
259 EL_CONVEYOR_BELT3_SWITCH_LEFT,
260 EL_CONVEYOR_BELT4_SWITCH_LEFT
263 int belt_nr = getBeltNrFromBeltSwitchElement(element);
264 int belt_dir_nr = element - belt_base_element[belt_nr];
266 return (belt_dir_nr % 3);
269 static int getBeltDirFromBeltSwitchElement(int element)
271 static int belt_move_dir[3] =
278 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
280 return belt_move_dir[belt_dir_nr];
283 static void InitField(int x, int y, boolean init_game)
290 if (stored_player[0].present)
292 Feld[x][y] = EL_SP_MURPHY_CLONE;
303 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
304 int jx = player->jx, jy = player->jy;
306 player->present = TRUE;
308 if (!options.network || player->connected)
310 player->active = TRUE;
312 /* remove potentially duplicate players */
313 if (StorePlayer[jx][jy] == Feld[x][y])
314 StorePlayer[jx][jy] = 0;
316 StorePlayer[x][y] = Feld[x][y];
320 printf("Player %d activated.\n", player->element_nr);
321 printf("[Local player is %d and currently %s.]\n",
322 local_player->element_nr,
323 local_player->active ? "active" : "not active");
327 Feld[x][y] = EL_EMPTY;
328 player->jx = player->last_jx = x;
329 player->jy = player->last_jy = y;
334 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
335 Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
336 else if (x > 0 && Feld[x-1][y] == EL_ACID)
337 Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
338 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
339 Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
340 else if (y > 0 && Feld[x][y-1] == EL_ACID)
341 Feld[x][y] = EL_ACIDPOOL_BOTTOM;
342 else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
343 Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
351 case EL_SPACESHIP_RIGHT:
352 case EL_SPACESHIP_UP:
353 case EL_SPACESHIP_LEFT:
354 case EL_SPACESHIP_DOWN:
356 case EL_BD_BUTTERFLY_RIGHT:
357 case EL_BD_BUTTERFLY_UP:
358 case EL_BD_BUTTERFLY_LEFT:
359 case EL_BD_BUTTERFLY_DOWN:
360 case EL_BD_BUTTERFLY:
361 case EL_BD_FIREFLY_RIGHT:
362 case EL_BD_FIREFLY_UP:
363 case EL_BD_FIREFLY_LEFT:
364 case EL_BD_FIREFLY_DOWN:
366 case EL_PACMAN_RIGHT:
390 if (y == lev_fieldy - 1)
392 Feld[x][y] = EL_AMOEBA_CREATING;
393 Store[x][y] = EL_AMOEBA_WET;
397 case EL_DYNAMITE_ACTIVE:
402 local_player->lights_still_needed++;
405 case EL_SOKOBAN_FIELD_EMPTY:
406 local_player->sokobanfields_still_needed++;
410 local_player->friends_still_needed++;
415 MovDir[x][y] = 1 << RND(4);
419 Feld[x][y] = EL_EMPTY;
422 case EL_EM_KEY1_FILE:
423 Feld[x][y] = EL_EM_KEY1;
425 case EL_EM_KEY2_FILE:
426 Feld[x][y] = EL_EM_KEY2;
428 case EL_EM_KEY3_FILE:
429 Feld[x][y] = EL_EM_KEY3;
431 case EL_EM_KEY4_FILE:
432 Feld[x][y] = EL_EM_KEY4;
435 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
436 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
437 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
438 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
439 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
440 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
441 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
442 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
443 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
444 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
445 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
446 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
449 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
450 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
451 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
453 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
455 game.belt_dir[belt_nr] = belt_dir;
456 game.belt_dir_nr[belt_nr] = belt_dir_nr;
458 else /* more than one switch -- set it like the first switch */
460 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
465 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
467 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
470 case EL_LIGHT_SWITCH_ACTIVE:
472 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
480 void DrawGameDoorValues()
484 for (i=0; i<MAX_PLAYERS; i++)
486 if (stored_player[i].key[j])
487 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
488 GFX_SCHLUESSEL1 + j);
490 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
491 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
492 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
493 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
494 DrawText(DX + XX_SCORE, DY + YY_SCORE,
495 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
496 DrawText(DX + XX_TIME, DY + YY_TIME,
497 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
502 =============================================================================
504 -----------------------------------------------------------------------------
505 initialize sound effect lookup table for element actions
506 =============================================================================
511 int sound_effect_properties[NUM_SOUND_FILES];
515 debug_print_timestamp(0, NULL);
518 for (i=0; i<MAX_NUM_ELEMENTS; i++)
519 for (j=0; j<NUM_SND_ACTIONS; j++)
520 element_action_sound[i][j] = -1;
522 for (i=0; i<NUM_SOUND_FILES; i++)
524 int len_effect_text = strlen(sound_files[i].token);
526 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
527 is_loop_sound[i] = FALSE;
529 /* determine all loop sounds and identify certain sound classes */
531 for (j=0; sound_action_properties[j].text; j++)
533 int len_action_text = strlen(sound_action_properties[j].text);
535 if (len_action_text < len_effect_text &&
536 strcmp(&sound_files[i].token[len_effect_text - len_action_text],
537 sound_action_properties[j].text) == 0)
539 sound_effect_properties[i] = sound_action_properties[j].value;
541 if (sound_action_properties[j].is_loop)
542 is_loop_sound[i] = TRUE;
546 /* associate elements and some selected sound actions */
548 for (j=0; j<MAX_NUM_ELEMENTS; j++)
550 if (element_info[j].sound_class_name)
552 int len_class_text = strlen(element_info[j].sound_class_name);
554 if (len_class_text + 1 < len_effect_text &&
555 strncmp(sound_files[i].token,
556 element_info[j].sound_class_name, len_class_text) == 0 &&
557 sound_files[i].token[len_class_text] == '.')
559 int sound_action_value = sound_effect_properties[i];
561 element_action_sound[j][sound_action_value] = i;
568 debug_print_timestamp(0, "InitGameEngine");
574 int element = EL_SAND;
575 int sound_action = SND_ACTION_DIGGING;
578 while (sound_action_properties[j].text)
580 if (sound_action_properties[j].value == sound_action)
581 printf("element %d, sound action '%s' == %d\n",
582 element, sound_action_properties[j].text,
583 element_action_sound[element][sound_action]);
592 =============================================================================
594 -----------------------------------------------------------------------------
595 initialize game engine due to level / tape version number
596 =============================================================================
599 static void InitGameEngine()
603 game.engine_version = (tape.playing ? tape.engine_version :
607 printf("level %d: level version == %06d\n", level_nr, level.game_version);
608 printf(" tape version == %06d [%s] [file: %06d]\n",
609 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
611 printf(" => game.engine_version == %06d\n", game.engine_version);
614 /* dynamically adjust player properties according to game engine version */
615 game.initial_move_delay =
616 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
617 INITIAL_MOVE_DELAY_OFF);
619 /* dynamically adjust player properties according to level information */
620 game.initial_move_delay_value =
621 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
623 /* dynamically adjust element properties according to game engine version */
625 static int ep_em_slippery_wall[] =
634 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
636 for (i=0; i<ep_em_slippery_wall_num; i++)
638 if (level.em_slippery_gems) /* special EM style gems behaviour */
639 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
640 EP_BIT_EM_SLIPPERY_WALL;
642 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
643 ~EP_BIT_EM_SLIPPERY_WALL;
646 /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
647 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
648 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
650 Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
656 =============================================================================
658 -----------------------------------------------------------------------------
659 initialize and start new game
660 =============================================================================
665 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
666 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
667 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
674 #if USE_NEW_AMOEBA_CODE
675 printf("Using new amoeba code.\n");
677 printf("Using old amoeba code.\n");
682 /* don't play tapes over network */
683 network_playing = (options.network && !tape.playing);
685 for (i=0; i<MAX_PLAYERS; i++)
687 struct PlayerInfo *player = &stored_player[i];
689 player->index_nr = i;
690 player->element_nr = EL_PLAYER1 + i;
692 player->present = FALSE;
693 player->active = FALSE;
696 player->effective_action = 0;
697 player->programmed_action = 0;
700 player->gems_still_needed = level.gems_needed;
701 player->sokobanfields_still_needed = 0;
702 player->lights_still_needed = 0;
703 player->friends_still_needed = 0;
706 player->key[j] = FALSE;
708 player->dynamite = 0;
709 player->dynabomb_count = 0;
710 player->dynabomb_size = 1;
711 player->dynabombs_left = 0;
712 player->dynabomb_xl = FALSE;
714 player->MovDir = MV_NO_MOVING;
716 player->Pushing = FALSE;
717 player->Switching = FALSE;
721 player->actual_frame_counter = 0;
723 player->frame_reset_delay = 0;
725 player->last_move_dir = MV_NO_MOVING;
726 player->is_moving = FALSE;
728 player->move_delay = game.initial_move_delay;
729 player->move_delay_value = game.initial_move_delay_value;
731 player->push_delay = 0;
732 player->push_delay_value = 5;
734 player->snapped = FALSE;
736 player->last_jx = player->last_jy = 0;
737 player->jx = player->jy = 0;
739 player->shield_passive_time_left = 0;
740 player->shield_active_time_left = 0;
742 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
743 SnapField(player, 0, 0);
745 player->LevelSolved = FALSE;
746 player->GameOver = FALSE;
749 network_player_action_received = FALSE;
751 #if defined(PLATFORM_UNIX)
752 /* initial null action */
754 SendToServer_MovePlayer(MV_NO_MOVING);
762 TimeLeft = level.time;
764 ScreenMovDir = MV_NO_MOVING;
768 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
770 AllPlayersGone = FALSE;
772 game.yam_content_nr = 0;
773 game.magic_wall_active = FALSE;
774 game.magic_wall_time_left = 0;
775 game.light_time_left = 0;
776 game.timegate_time_left = 0;
777 game.switchgate_pos = 0;
778 game.balloon_dir = MV_NO_MOVING;
779 game.explosions_delayed = TRUE;
783 game.belt_dir[i] = MV_NO_MOVING;
784 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
787 for (i=0; i<MAX_NUM_AMOEBA; i++)
788 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
790 for (x=0; x<lev_fieldx; x++)
792 for (y=0; y<lev_fieldy; y++)
794 Feld[x][y] = Ur[x][y];
795 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
796 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
798 GfxAction[x][y] = GFX_ACTION_DEFAULT;
800 JustStopped[x][y] = 0;
802 ExplodeField[x][y] = EX_NO_EXPLOSION;
806 for(y=0; y<lev_fieldy; y++)
808 for(x=0; x<lev_fieldx; x++)
810 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
812 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
814 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
817 InitField(x, y, TRUE);
821 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
822 emulate_sb ? EMU_SOKOBAN :
823 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
825 /* correct non-moving belts to start moving left */
827 if (game.belt_dir[i] == MV_NO_MOVING)
828 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
830 /* check if any connected player was not found in playfield */
831 for (i=0; i<MAX_PLAYERS; i++)
833 struct PlayerInfo *player = &stored_player[i];
835 if (player->connected && !player->present)
837 for (j=0; j<MAX_PLAYERS; j++)
839 struct PlayerInfo *some_player = &stored_player[j];
840 int jx = some_player->jx, jy = some_player->jy;
842 /* assign first free player found that is present in the playfield */
843 if (some_player->present && !some_player->connected)
845 player->present = TRUE;
846 player->active = TRUE;
847 some_player->present = FALSE;
849 StorePlayer[jx][jy] = player->element_nr;
850 player->jx = player->last_jx = jx;
851 player->jy = player->last_jy = jy;
861 /* when playing a tape, eliminate all players who do not participate */
863 for (i=0; i<MAX_PLAYERS; i++)
865 if (stored_player[i].active && !tape.player_participates[i])
867 struct PlayerInfo *player = &stored_player[i];
868 int jx = player->jx, jy = player->jy;
870 player->active = FALSE;
871 StorePlayer[jx][jy] = 0;
872 Feld[jx][jy] = EL_EMPTY;
876 else if (!options.network && !setup.team_mode) /* && !tape.playing */
878 /* when in single player mode, eliminate all but the first active player */
880 for (i=0; i<MAX_PLAYERS; i++)
882 if (stored_player[i].active)
884 for (j=i+1; j<MAX_PLAYERS; j++)
886 if (stored_player[j].active)
888 struct PlayerInfo *player = &stored_player[j];
889 int jx = player->jx, jy = player->jy;
891 player->active = FALSE;
892 StorePlayer[jx][jy] = 0;
893 Feld[jx][jy] = EL_EMPTY;
900 /* when recording the game, store which players take part in the game */
903 for (i=0; i<MAX_PLAYERS; i++)
904 if (stored_player[i].active)
905 tape.player_participates[i] = TRUE;
910 for (i=0; i<MAX_PLAYERS; i++)
912 struct PlayerInfo *player = &stored_player[i];
914 printf("Player %d: present == %d, connected == %d, active == %d.\n",
919 if (local_player == player)
920 printf("Player %d is local player.\n", i+1);
924 if (BorderElement == EL_EMPTY)
927 SBX_Right = lev_fieldx - SCR_FIELDX;
929 SBY_Lower = lev_fieldy - SCR_FIELDY;
934 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
936 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
939 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
940 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
942 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
943 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
946 scroll_y = SBY_Upper;
947 if (local_player->jx >= SBX_Left + MIDPOSX)
948 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
949 local_player->jx - MIDPOSX :
951 if (local_player->jy >= SBY_Upper + MIDPOSY)
952 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
953 local_player->jy - MIDPOSY :
956 CloseDoor(DOOR_CLOSE_1);
962 /* after drawing the level, correct some elements */
963 if (game.timegate_time_left == 0)
964 CloseAllOpenTimegates();
966 if (setup.soft_scrolling)
967 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
969 redraw_mask |= REDRAW_FROM_BACKBUFFER;
971 /* copy default game door content to main double buffer */
972 BlitBitmap(pix[PIX_DOOR], drawto,
973 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
976 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
977 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
980 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
981 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
982 BlitBitmap(drawto, drawto,
983 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
984 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
985 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
988 DrawGameDoorValues();
992 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
993 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
994 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
998 /* copy actual game door content to door double buffer for OpenDoor() */
999 BlitBitmap(drawto, pix[PIX_DB_DOOR],
1000 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1002 OpenDoor(DOOR_OPEN_ALL);
1004 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1005 if (setup.sound_music)
1006 PlayMusic(level_nr);
1008 KeyboardAutoRepeatOff();
1013 printf("Player %d %sactive.\n",
1014 i + 1, (stored_player[i].active ? "" : "not "));
1018 void InitMovDir(int x, int y)
1020 int i, element = Feld[x][y];
1021 static int xy[4][2] =
1028 static int direction[3][4] =
1030 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1031 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1032 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1041 Feld[x][y] = EL_BUG;
1042 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1045 case EL_SPACESHIP_RIGHT:
1046 case EL_SPACESHIP_UP:
1047 case EL_SPACESHIP_LEFT:
1048 case EL_SPACESHIP_DOWN:
1049 Feld[x][y] = EL_SPACESHIP;
1050 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1053 case EL_BD_BUTTERFLY_RIGHT:
1054 case EL_BD_BUTTERFLY_UP:
1055 case EL_BD_BUTTERFLY_LEFT:
1056 case EL_BD_BUTTERFLY_DOWN:
1057 Feld[x][y] = EL_BD_BUTTERFLY;
1058 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1061 case EL_BD_FIREFLY_RIGHT:
1062 case EL_BD_FIREFLY_UP:
1063 case EL_BD_FIREFLY_LEFT:
1064 case EL_BD_FIREFLY_DOWN:
1065 Feld[x][y] = EL_BD_FIREFLY;
1066 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1069 case EL_PACMAN_RIGHT:
1071 case EL_PACMAN_LEFT:
1072 case EL_PACMAN_DOWN:
1073 Feld[x][y] = EL_PACMAN;
1074 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1077 case EL_SP_SNIKSNAK:
1078 MovDir[x][y] = MV_UP;
1081 case EL_SP_ELECTRON:
1082 MovDir[x][y] = MV_LEFT;
1089 Feld[x][y] = EL_MOLE;
1090 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1094 MovDir[x][y] = 1 << RND(4);
1095 if (element != EL_BUG &&
1096 element != EL_SPACESHIP &&
1097 element != EL_BD_BUTTERFLY &&
1098 element != EL_BD_FIREFLY)
1103 int x1 = x + xy[i][0];
1104 int y1 = y + xy[i][1];
1106 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1108 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1110 MovDir[x][y] = direction[0][i];
1113 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1114 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1116 MovDir[x][y] = direction[1][i];
1125 void InitAmoebaNr(int x, int y)
1128 int group_nr = AmoebeNachbarNr(x, y);
1132 for (i=1; i<MAX_NUM_AMOEBA; i++)
1134 if (AmoebaCnt[i] == 0)
1142 AmoebaNr[x][y] = group_nr;
1143 AmoebaCnt[group_nr]++;
1144 AmoebaCnt2[group_nr]++;
1150 boolean raise_level = FALSE;
1152 if (local_player->MovPos)
1155 local_player->LevelSolved = FALSE;
1157 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1161 if (!tape.playing && setup.sound_loops)
1162 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1163 SND_CTRL_PLAY_LOOP);
1165 while (TimeLeft > 0)
1167 if (!tape.playing && !setup.sound_loops)
1168 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1169 if (TimeLeft > 0 && !(TimeLeft % 10))
1170 RaiseScore(level.score[SC_ZEITBONUS]);
1171 if (TimeLeft > 100 && !(TimeLeft % 10))
1175 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1182 if (!tape.playing && setup.sound_loops)
1183 StopSound(SND_GAME_LEVELTIME_BONUS);
1185 else if (level.time == 0) /* level without time limit */
1187 if (!tape.playing && setup.sound_loops)
1188 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1189 SND_CTRL_PLAY_LOOP);
1191 while (TimePlayed < 999)
1193 if (!tape.playing && !setup.sound_loops)
1194 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1195 if (TimePlayed < 999 && !(TimePlayed % 10))
1196 RaiseScore(level.score[SC_ZEITBONUS]);
1197 if (TimePlayed < 900 && !(TimePlayed % 10))
1201 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1208 if (!tape.playing && setup.sound_loops)
1209 StopSound(SND_GAME_LEVELTIME_BONUS);
1216 /* Hero disappears */
1217 DrawNewLevelField(ExitX, ExitY);
1223 CloseDoor(DOOR_CLOSE_1);
1228 SaveTape(tape.level_nr); /* Ask to save tape */
1231 if (level_nr == leveldir_current->handicap_level)
1233 leveldir_current->handicap_level++;
1234 SaveLevelSetup_SeriesInfo();
1237 if (level_editor_test_game)
1238 local_player->score = -1; /* no highscore when playing from editor */
1239 else if (level_nr < leveldir_current->last_level)
1240 raise_level = TRUE; /* advance to next level */
1242 if ((hi_pos = NewHiScore()) >= 0)
1244 game_status = HALLOFFAME;
1245 DrawHallOfFame(hi_pos);
1254 game_status = MAINMENU;
1271 LoadScore(level_nr);
1273 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1274 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1277 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1279 if (local_player->score > highscore[k].Score)
1281 /* player has made it to the hall of fame */
1283 if (k < MAX_SCORE_ENTRIES - 1)
1285 int m = MAX_SCORE_ENTRIES - 1;
1288 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1289 if (!strcmp(setup.player_name, highscore[l].Name))
1291 if (m == k) /* player's new highscore overwrites his old one */
1297 strcpy(highscore[l].Name, highscore[l - 1].Name);
1298 highscore[l].Score = highscore[l - 1].Score;
1305 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1306 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1307 highscore[k].Score = local_player->score;
1313 else if (!strncmp(setup.player_name, highscore[k].Name,
1314 MAX_PLAYER_NAME_LEN))
1315 break; /* player already there with a higher score */
1321 SaveScore(level_nr);
1326 void InitMovingField(int x, int y, int direction)
1328 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1329 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1331 MovDir[x][y] = direction;
1332 MovDir[newx][newy] = direction;
1334 if (Feld[newx][newy] == EL_EMPTY)
1335 Feld[newx][newy] = EL_BLOCKED;
1337 GfxAction[x][y] = GFX_ACTION_MOVING;
1340 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1342 int direction = MovDir[x][y];
1343 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1344 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1350 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1352 int oldx = x, oldy = y;
1353 int direction = MovDir[x][y];
1355 if (direction == MV_LEFT)
1357 else if (direction == MV_RIGHT)
1359 else if (direction == MV_UP)
1361 else if (direction == MV_DOWN)
1364 *comes_from_x = oldx;
1365 *comes_from_y = oldy;
1368 int MovingOrBlocked2Element(int x, int y)
1370 int element = Feld[x][y];
1372 if (element == EL_BLOCKED)
1376 Blocked2Moving(x, y, &oldx, &oldy);
1377 return Feld[oldx][oldy];
1383 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1385 /* like MovingOrBlocked2Element(), but if element is moving
1386 and (x,y) is the field the moving element is just leaving,
1387 return EL_BLOCKED instead of the element value */
1388 int element = Feld[x][y];
1390 if (IS_MOVING(x, y))
1392 if (element == EL_BLOCKED)
1396 Blocked2Moving(x, y, &oldx, &oldy);
1397 return Feld[oldx][oldy];
1406 static void RemoveField(int x, int y)
1408 Feld[x][y] = EL_EMPTY;
1414 void RemoveMovingField(int x, int y)
1416 int oldx = x, oldy = y, newx = x, newy = y;
1418 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1421 if (IS_MOVING(x, y))
1423 Moving2Blocked(x, y, &newx, &newy);
1424 if (Feld[newx][newy] != EL_BLOCKED)
1427 else if (Feld[x][y] == EL_BLOCKED)
1429 Blocked2Moving(x, y, &oldx, &oldy);
1430 if (!IS_MOVING(oldx, oldy))
1434 if (Feld[x][y] == EL_BLOCKED &&
1435 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1436 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1437 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1438 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1439 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1441 Feld[oldx][oldy] = EL_EMPTY;
1443 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1445 Feld[newx][newy] = EL_EMPTY;
1446 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1447 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1448 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1450 DrawNewLevelField(oldx, oldy);
1451 DrawNewLevelField(newx, newy);
1454 void DrawDynamite(int x, int y)
1456 int sx = SCREENX(x), sy = SCREENY(y);
1458 int graphic = el2gfx(Feld[x][y]);
1460 int graphic = el2img(Feld[x][y]);
1464 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1469 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1471 DrawNewGraphic(sx, sy, el2img(Store[x][y]), 0);
1474 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1476 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1481 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1486 phase = getNewGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1490 printf("-> %d: %d [%d]\n", graphic, phase, MovDelay[x][y]);
1494 if (game.emulation == EMU_SUPAPLEX)
1495 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1496 else if (Store[x][y])
1497 DrawGraphicThruMask(sx, sy, graphic + phase);
1499 DrawGraphic(sx, sy, graphic + phase);
1501 if (game.emulation == EMU_SUPAPLEX)
1502 DrawNewGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1503 else if (Store[x][y])
1504 DrawNewGraphicThruMask(sx, sy, graphic, phase);
1506 DrawNewGraphic(sx, sy, graphic, phase);
1510 void CheckDynamite(int x, int y)
1512 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1517 if (!(MovDelay[x][y] % 6))
1518 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1520 if (IS_ACTIVE_BOMB(Feld[x][y]))
1522 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1524 if (!(MovDelay[x][y] % delay))
1532 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1533 StopSound(SND_DYNAMITE_ACTIVE);
1535 StopSound(SND_DYNABOMB_ACTIVE);
1540 void Explode(int ex, int ey, int phase, int mode)
1543 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1544 int last_phase = num_phase * delay;
1545 int half_phase = (num_phase / 2) * delay;
1546 int first_phase_after_start = EX_PHASE_START + 1;
1548 if (game.explosions_delayed)
1550 ExplodeField[ex][ey] = mode;
1554 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1556 int center_element = Feld[ex][ey];
1558 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1560 /* put moving element to center field (and let it explode there) */
1561 center_element = MovingOrBlocked2Element(ex, ey);
1562 RemoveMovingField(ex, ey);
1563 Feld[ex][ey] = center_element;
1566 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1570 if (!IN_LEV_FIELD(x, y) ||
1571 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1572 (x != ex || y != ey)))
1575 element = Feld[x][y];
1577 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1579 element = MovingOrBlocked2Element(x, y);
1580 RemoveMovingField(x, y);
1583 if (IS_MASSIVE(element) || element == EL_FLAMES)
1586 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1588 if (IS_ACTIVE_BOMB(element))
1590 /* re-activate things under the bomb like gate or penguin */
1591 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1598 if (element == EL_EXPLOSION)
1599 element = Store2[x][y];
1601 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1603 switch(StorePlayer[ex][ey])
1606 Store[x][y] = EL_EMERALD_RED;
1609 Store[x][y] = EL_EMERALD;
1612 Store[x][y] = EL_EMERALD_PURPLE;
1616 Store[x][y] = EL_EMERALD_YELLOW;
1620 if (game.emulation == EMU_SUPAPLEX)
1621 Store[x][y] = EL_EMPTY;
1623 else if (center_element == EL_MOLE)
1624 Store[x][y] = EL_EMERALD_RED;
1625 else if (center_element == EL_PENGUIN)
1626 Store[x][y] = EL_EMERALD_PURPLE;
1627 else if (center_element == EL_BUG)
1628 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1629 else if (center_element == EL_BD_BUTTERFLY)
1630 Store[x][y] = EL_BD_DIAMOND;
1631 else if (center_element == EL_SP_ELECTRON)
1632 Store[x][y] = EL_SP_INFOTRON;
1633 else if (center_element == EL_YAMYAM)
1634 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1635 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1636 Store[x][y] = level.amoeba_content;
1637 else if (element == EL_WALL_EMERALD)
1638 Store[x][y] = EL_EMERALD;
1639 else if (element == EL_WALL_DIAMOND)
1640 Store[x][y] = EL_DIAMOND;
1641 else if (element == EL_WALL_BD_DIAMOND)
1642 Store[x][y] = EL_BD_DIAMOND;
1643 else if (element == EL_WALL_EMERALD_YELLOW)
1644 Store[x][y] = EL_EMERALD_YELLOW;
1645 else if (element == EL_WALL_EMERALD_RED)
1646 Store[x][y] = EL_EMERALD_RED;
1647 else if (element == EL_WALL_EMERALD_PURPLE)
1648 Store[x][y] = EL_EMERALD_PURPLE;
1649 else if (element == EL_WALL_PEARL)
1650 Store[x][y] = EL_PEARL;
1651 else if (element == EL_WALL_CRYSTAL)
1652 Store[x][y] = EL_CRYSTAL;
1653 else if (!IS_PFORTE(Store[x][y]))
1654 Store[x][y] = EL_EMPTY;
1656 if (x != ex || y != ey ||
1657 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1658 Store2[x][y] = element;
1660 if (AmoebaNr[x][y] &&
1661 (element == EL_AMOEBA_FULL ||
1662 element == EL_BD_AMOEBA ||
1663 element == EL_AMOEBA_CREATING))
1665 AmoebaCnt[AmoebaNr[x][y]]--;
1666 AmoebaCnt2[AmoebaNr[x][y]]--;
1669 Feld[x][y] = EL_EXPLOSION;
1670 MovDir[x][y] = MovPos[x][y] = 0;
1676 if (center_element == EL_YAMYAM)
1677 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1688 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1690 if (phase == first_phase_after_start)
1692 int element = Store2[x][y];
1694 if (element == EL_BLACK_ORB)
1696 Feld[x][y] = Store2[x][y];
1701 else if (phase == half_phase)
1703 int element = Store2[x][y];
1705 if (IS_PLAYER(x, y))
1706 KillHeroUnlessProtected(x, y);
1707 else if (IS_EXPLOSIVE(element))
1709 Feld[x][y] = Store2[x][y];
1713 else if (element == EL_AMOEBA_TO_DIAMOND)
1714 AmoebeUmwandeln(x, y);
1717 if (phase == last_phase)
1721 element = Feld[x][y] = Store[x][y];
1722 Store[x][y] = Store2[x][y] = 0;
1723 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1724 InitField(x, y, FALSE);
1725 if (CAN_MOVE(element) || COULD_MOVE(element))
1727 DrawLevelField(x, y);
1729 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1730 StorePlayer[x][y] = 0;
1732 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1734 int graphic = GFX_EXPLOSION;
1736 if (game.emulation == EMU_SUPAPLEX)
1737 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1738 GFX_SP_EXPLODE_INFOTRON :
1739 GFX_SP_EXPLODE_EMPTY);
1742 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1744 graphic += (phase / delay - 1);
1746 if (IS_PFORTE(Store[x][y]))
1748 DrawLevelElement(x, y, Store[x][y]);
1749 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1752 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1756 void DynaExplode(int ex, int ey)
1759 int dynabomb_size = 1;
1760 boolean dynabomb_xl = FALSE;
1761 struct PlayerInfo *player;
1762 static int xy[4][2] =
1770 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1772 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1773 dynabomb_size = player->dynabomb_size;
1774 dynabomb_xl = player->dynabomb_xl;
1775 player->dynabombs_left++;
1778 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1782 for (j=1; j<=dynabomb_size; j++)
1784 int x = ex + j * xy[i % 4][0];
1785 int y = ey + j * xy[i % 4][1];
1788 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1791 element = Feld[x][y];
1793 /* do not restart explosions of fields with active bombs */
1794 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1797 Explode(x, y, EX_PHASE_START, EX_BORDER);
1799 if (element != EL_EMPTY &&
1800 element != EL_SAND &&
1801 element != EL_EXPLOSION &&
1808 void Bang(int x, int y)
1810 int element = Feld[x][y];
1812 if (game.emulation == EMU_SUPAPLEX)
1813 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1815 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1818 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1826 case EL_BD_BUTTERFLY:
1829 case EL_DARK_YAMYAM:
1833 RaiseScoreElement(element);
1834 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1836 case EL_DYNABOMB_PLAYER1_ACTIVE:
1837 case EL_DYNABOMB_PLAYER2_ACTIVE:
1838 case EL_DYNABOMB_PLAYER3_ACTIVE:
1839 case EL_DYNABOMB_PLAYER4_ACTIVE:
1840 case EL_DYNABOMB_NR:
1841 case EL_DYNABOMB_SZ:
1842 case EL_DYNABOMB_XL:
1847 case EL_LAMP_ACTIVE:
1848 if (IS_PLAYER(x, y))
1849 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1851 Explode(x, y, EX_PHASE_START, EX_CENTER);
1854 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1859 void Blurb(int x, int y)
1861 int element = Feld[x][y];
1863 if (element != EL_ACID_SPLASHING_LEFT &&
1864 element != EL_ACID_SPLASHING_RIGHT) /* start */
1866 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1867 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1868 (!IN_LEV_FIELD(x-1, y-1) ||
1869 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1871 Feld[x-1][y] = EL_ACID_SPLASHING_LEFT;
1873 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1874 (!IN_LEV_FIELD(x+1, y-1) ||
1875 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1877 Feld[x+1][y] = EL_ACID_SPLASHING_RIGHT;
1883 (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1885 if (!MovDelay[x][y]) /* initialize animation counter */
1888 if (MovDelay[x][y]) /* continue animation */
1891 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1892 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1894 if (!MovDelay[x][y])
1896 Feld[x][y] = EL_EMPTY;
1897 DrawLevelField(x, y);
1903 static void ToggleBeltSwitch(int x, int y)
1905 static int belt_base_element[4] =
1907 EL_CONVEYOR_BELT1_LEFT,
1908 EL_CONVEYOR_BELT2_LEFT,
1909 EL_CONVEYOR_BELT3_LEFT,
1910 EL_CONVEYOR_BELT4_LEFT
1912 static int belt_base_active_element[4] =
1914 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1915 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1916 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1917 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1919 static int belt_base_switch_element[4] =
1921 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1922 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1923 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1924 EL_CONVEYOR_BELT4_SWITCH_LEFT
1926 static int belt_move_dir[4] =
1934 int element = Feld[x][y];
1935 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1936 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1937 int belt_dir = belt_move_dir[belt_dir_nr];
1940 if (!IS_BELT_SWITCH(element))
1943 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1944 game.belt_dir[belt_nr] = belt_dir;
1946 if (belt_dir_nr == 3)
1949 for (yy=0; yy<lev_fieldy; yy++)
1951 for (xx=0; xx<lev_fieldx; xx++)
1953 int element = Feld[xx][yy];
1955 if (IS_BELT_SWITCH(element))
1957 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1959 if (e_belt_nr == belt_nr)
1961 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1962 DrawLevelField(xx, yy);
1965 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1967 int e_belt_nr = getBeltNrFromBeltElement(element);
1969 if (e_belt_nr == belt_nr)
1971 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1973 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1974 DrawLevelField(xx, yy);
1977 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1979 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1981 if (e_belt_nr == belt_nr)
1983 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1985 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1986 DrawLevelField(xx, yy);
1993 static void ToggleSwitchgateSwitch(int x, int y)
1997 game.switchgate_pos = !game.switchgate_pos;
1999 for (yy=0; yy<lev_fieldy; yy++)
2001 for (xx=0; xx<lev_fieldx; xx++)
2003 int element = Feld[xx][yy];
2005 if (element == EL_SWITCHGATE_SWITCH_UP ||
2006 element == EL_SWITCHGATE_SWITCH_DOWN)
2008 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2009 DrawLevelField(xx, yy);
2011 else if (element == EL_SWITCHGATE_OPEN ||
2012 element == EL_SWITCHGATE_OPENING)
2014 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2015 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2017 else if (element == EL_SWITCHGATE_CLOSED ||
2018 element == EL_SWITCHGATE_CLOSING)
2020 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2021 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2027 static int getInvisibleActiveFromInvisibleElement(int element)
2029 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2030 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2031 EL_INVISIBLE_SAND_ACTIVE);
2034 static int getInvisibleFromInvisibleActiveElement(int element)
2036 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2037 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2041 static void RedrawAllLightSwitchesAndInvisibleElements()
2045 for (y=0; y<lev_fieldy; y++)
2047 for (x=0; x<lev_fieldx; x++)
2049 int element = Feld[x][y];
2051 if (element == EL_LIGHT_SWITCH &&
2052 game.light_time_left > 0)
2054 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2055 DrawLevelField(x, y);
2057 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2058 game.light_time_left == 0)
2060 Feld[x][y] = EL_LIGHT_SWITCH;
2061 DrawLevelField(x, y);
2063 else if (element == EL_INVISIBLE_STEELWALL ||
2064 element == EL_INVISIBLE_WALL ||
2065 element == EL_INVISIBLE_SAND)
2067 if (game.light_time_left > 0)
2068 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2070 DrawLevelField(x, y);
2072 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2073 element == EL_INVISIBLE_WALL_ACTIVE ||
2074 element == EL_INVISIBLE_SAND_ACTIVE)
2076 if (game.light_time_left == 0)
2077 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2079 DrawLevelField(x, y);
2085 static void ToggleLightSwitch(int x, int y)
2087 int element = Feld[x][y];
2089 game.light_time_left =
2090 (element == EL_LIGHT_SWITCH ?
2091 level.time_light * FRAMES_PER_SECOND : 0);
2093 RedrawAllLightSwitchesAndInvisibleElements();
2096 static void ActivateTimegateSwitch(int x, int y)
2100 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2102 for (yy=0; yy<lev_fieldy; yy++)
2104 for (xx=0; xx<lev_fieldx; xx++)
2106 int element = Feld[xx][yy];
2108 if (element == EL_TIMEGATE_CLOSED ||
2109 element == EL_TIMEGATE_CLOSING)
2111 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2112 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2116 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2118 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2119 DrawLevelField(xx, yy);
2126 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2129 void Impact(int x, int y)
2131 boolean lastline = (y == lev_fieldy-1);
2132 boolean object_hit = FALSE;
2133 int element = Feld[x][y];
2136 if (!lastline) /* check if element below was hit */
2138 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2141 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2142 MovDir[x][y+1]!=MV_DOWN ||
2143 MovPos[x][y+1]<=TILEY/2));
2145 smashed = MovingOrBlocked2Element(x, y+1);
2148 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2154 if ((element == EL_BOMB ||
2155 element == EL_SP_DISK_ORANGE ||
2156 element == EL_DX_SUPABOMB) &&
2157 (lastline || object_hit)) /* element is bomb */
2162 else if (element == EL_PEARL)
2164 Feld[x][y] = EL_PEARL_BREAKING;
2165 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2169 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2171 if (object_hit && IS_PLAYER(x, y+1))
2172 KillHeroUnlessProtected(x, y+1);
2173 else if (object_hit && smashed == EL_PENGUIN)
2177 Feld[x][y] = EL_AMOEBA_CREATING;
2178 Store[x][y] = EL_AMOEBA_WET;
2183 if (!lastline && object_hit) /* check which object was hit */
2185 if (CAN_CHANGE(element) &&
2186 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2189 int activated_magic_wall =
2190 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2191 EL_BD_MAGIC_WALL_ACTIVE);
2193 /* activate magic wall / mill */
2194 for (yy=0; yy<lev_fieldy; yy++)
2195 for (xx=0; xx<lev_fieldx; xx++)
2196 if (Feld[xx][yy] == smashed)
2197 Feld[xx][yy] = activated_magic_wall;
2199 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2200 game.magic_wall_active = TRUE;
2202 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2203 SND_MAGIC_WALL_ACTIVATING :
2204 SND_BD_MAGIC_WALL_ACTIVATING));
2207 if (IS_PLAYER(x, y+1))
2209 KillHeroUnlessProtected(x, y+1);
2212 else if (smashed == EL_PENGUIN)
2217 else if (element == EL_BD_DIAMOND)
2219 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2225 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2226 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2227 smashed == EL_SP_DISK_ORANGE))
2232 else if (element == EL_ROCK ||
2233 element == EL_SP_ZONK ||
2234 element == EL_BD_ROCK)
2236 if (IS_ENEMY(smashed) ||
2237 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2238 smashed == EL_DX_SUPABOMB ||
2239 smashed == EL_SATELLITE || smashed == EL_PIG ||
2240 smashed == EL_DRAGON || smashed == EL_MOLE)
2245 else if (!IS_MOVING(x, y+1))
2247 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2252 else if (smashed == EL_NUT)
2254 Feld[x][y+1] = EL_CRACKINGNUT;
2255 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2256 RaiseScoreElement(EL_NUT);
2259 else if (smashed == EL_PEARL)
2261 Feld[x][y+1] = EL_PEARL_BREAKING;
2262 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2265 else if (smashed == EL_DIAMOND)
2267 Feld[x][y+1] = EL_EMPTY;
2268 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2271 else if (IS_BELT_SWITCH(smashed))
2273 ToggleBeltSwitch(x, y+1);
2275 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2276 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2278 ToggleSwitchgateSwitch(x, y+1);
2280 else if (smashed == EL_LIGHT_SWITCH ||
2281 smashed == EL_LIGHT_SWITCH_ACTIVE)
2283 ToggleLightSwitch(x, y+1);
2289 /* play sound of magic wall / mill */
2291 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2292 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2294 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2295 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2296 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2297 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2302 /* play sound of object that hits the ground */
2303 if (lastline || object_hit)
2304 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2307 void TurnRound(int x, int y)
2319 { 0, 0 }, { 0, 0 }, { 0, 0 },
2324 int left, right, back;
2328 { MV_DOWN, MV_UP, MV_RIGHT },
2329 { MV_UP, MV_DOWN, MV_LEFT },
2331 { MV_LEFT, MV_RIGHT, MV_DOWN },
2332 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2333 { MV_RIGHT, MV_LEFT, MV_UP }
2336 int element = Feld[x][y];
2337 int old_move_dir = MovDir[x][y];
2338 int left_dir = turn[old_move_dir].left;
2339 int right_dir = turn[old_move_dir].right;
2340 int back_dir = turn[old_move_dir].back;
2342 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2343 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2344 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2345 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2347 int left_x = x+left_dx, left_y = y+left_dy;
2348 int right_x = x+right_dx, right_y = y+right_dy;
2349 int move_x = x+move_dx, move_y = y+move_dy;
2351 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2353 TestIfBadThingTouchesOtherBadThing(x, y);
2355 if (IN_LEV_FIELD(right_x, right_y) &&
2356 IS_FREE(right_x, right_y))
2357 MovDir[x][y] = right_dir;
2358 else if (!IN_LEV_FIELD(move_x, move_y) ||
2359 !IS_FREE(move_x, move_y))
2360 MovDir[x][y] = left_dir;
2362 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2364 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2367 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2368 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2370 TestIfBadThingTouchesOtherBadThing(x, y);
2372 if (IN_LEV_FIELD(left_x, left_y) &&
2373 IS_FREE(left_x, left_y))
2374 MovDir[x][y] = left_dir;
2375 else if (!IN_LEV_FIELD(move_x, move_y) ||
2376 !IS_FREE(move_x, move_y))
2377 MovDir[x][y] = right_dir;
2379 if ((element == EL_SPACESHIP ||
2380 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2381 && MovDir[x][y] != old_move_dir)
2383 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2386 else if (element == EL_YAMYAM)
2388 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2390 if (IN_LEV_FIELD(left_x, left_y) &&
2391 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2392 Feld[left_x][left_y] == EL_DIAMOND))
2393 can_turn_left = TRUE;
2394 if (IN_LEV_FIELD(right_x, right_y) &&
2395 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2396 Feld[right_x][right_y] == EL_DIAMOND))
2397 can_turn_right = TRUE;
2399 if (can_turn_left && can_turn_right)
2400 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2401 else if (can_turn_left)
2402 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2403 else if (can_turn_right)
2404 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2406 MovDir[x][y] = back_dir;
2408 MovDelay[x][y] = 16+16*RND(3);
2410 else if (element == EL_DARK_YAMYAM)
2412 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2414 if (IN_LEV_FIELD(left_x, left_y) &&
2415 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2416 IS_MAMPF2(Feld[left_x][left_y])))
2417 can_turn_left = TRUE;
2418 if (IN_LEV_FIELD(right_x, right_y) &&
2419 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2420 IS_MAMPF2(Feld[right_x][right_y])))
2421 can_turn_right = TRUE;
2423 if (can_turn_left && can_turn_right)
2424 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2425 else if (can_turn_left)
2426 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2427 else if (can_turn_right)
2428 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2430 MovDir[x][y] = back_dir;
2432 MovDelay[x][y] = 16+16*RND(3);
2434 else if (element == EL_PACMAN)
2436 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2438 if (IN_LEV_FIELD(left_x, left_y) &&
2439 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2440 IS_AMOEBOID(Feld[left_x][left_y])))
2441 can_turn_left = TRUE;
2442 if (IN_LEV_FIELD(right_x, right_y) &&
2443 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2444 IS_AMOEBOID(Feld[right_x][right_y])))
2445 can_turn_right = TRUE;
2447 if (can_turn_left && can_turn_right)
2448 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2449 else if (can_turn_left)
2450 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2451 else if (can_turn_right)
2452 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2454 MovDir[x][y] = back_dir;
2456 MovDelay[x][y] = 6+RND(40);
2458 else if (element == EL_PIG)
2460 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2461 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2462 boolean should_move_on = FALSE;
2464 int rnd = RND(rnd_value);
2466 if (IN_LEV_FIELD(left_x, left_y) &&
2467 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2468 can_turn_left = TRUE;
2469 if (IN_LEV_FIELD(right_x, right_y) &&
2470 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2471 can_turn_right = TRUE;
2472 if (IN_LEV_FIELD(move_x, move_y) &&
2473 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2476 if (can_turn_left &&
2478 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2479 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2480 should_turn_left = TRUE;
2481 if (can_turn_right &&
2483 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2484 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2485 should_turn_right = TRUE;
2487 (!can_turn_left || !can_turn_right ||
2488 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2489 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2490 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2491 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2492 should_move_on = TRUE;
2494 if (should_turn_left || should_turn_right || should_move_on)
2496 if (should_turn_left && should_turn_right && should_move_on)
2497 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2498 rnd < 2*rnd_value/3 ? right_dir :
2500 else if (should_turn_left && should_turn_right)
2501 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2502 else if (should_turn_left && should_move_on)
2503 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2504 else if (should_turn_right && should_move_on)
2505 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2506 else if (should_turn_left)
2507 MovDir[x][y] = left_dir;
2508 else if (should_turn_right)
2509 MovDir[x][y] = right_dir;
2510 else if (should_move_on)
2511 MovDir[x][y] = old_move_dir;
2513 else if (can_move_on && rnd > rnd_value/8)
2514 MovDir[x][y] = old_move_dir;
2515 else if (can_turn_left && can_turn_right)
2516 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2517 else if (can_turn_left && rnd > rnd_value/8)
2518 MovDir[x][y] = left_dir;
2519 else if (can_turn_right && rnd > rnd_value/8)
2520 MovDir[x][y] = right_dir;
2522 MovDir[x][y] = back_dir;
2524 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2525 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2526 MovDir[x][y] = old_move_dir;
2530 else if (element == EL_DRAGON)
2532 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2534 int rnd = RND(rnd_value);
2536 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2537 can_turn_left = TRUE;
2538 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2539 can_turn_right = TRUE;
2540 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2543 if (can_move_on && rnd > rnd_value/8)
2544 MovDir[x][y] = old_move_dir;
2545 else if (can_turn_left && can_turn_right)
2546 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2547 else if (can_turn_left && rnd > rnd_value/8)
2548 MovDir[x][y] = left_dir;
2549 else if (can_turn_right && rnd > rnd_value/8)
2550 MovDir[x][y] = right_dir;
2552 MovDir[x][y] = back_dir;
2554 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2555 MovDir[x][y] = old_move_dir;
2559 else if (element == EL_MOLE)
2561 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2563 if (IN_LEV_FIELD(move_x, move_y) &&
2564 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2565 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2570 if (IN_LEV_FIELD(left_x, left_y) &&
2571 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2572 can_turn_left = TRUE;
2573 if (IN_LEV_FIELD(right_x, right_y) &&
2574 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2575 can_turn_right = TRUE;
2577 if (can_turn_left && can_turn_right)
2578 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2579 else if (can_turn_left)
2580 MovDir[x][y] = left_dir;
2582 MovDir[x][y] = right_dir;
2585 if (MovDir[x][y] != old_move_dir)
2588 else if (element == EL_BALLOON)
2590 MovDir[x][y] = game.balloon_dir;
2593 else if (element == EL_SPRING_MOVING)
2595 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2596 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2598 Feld[x][y] = EL_SPRING;
2599 MovDir[x][y] = MV_NO_MOVING;
2603 else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
2605 int attr_x = -1, attr_y = -1;
2616 for (i=0; i<MAX_PLAYERS; i++)
2618 struct PlayerInfo *player = &stored_player[i];
2619 int jx = player->jx, jy = player->jy;
2621 if (!player->active)
2624 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2632 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2638 if (element == EL_PENGUIN)
2641 static int xy[4][2] =
2651 int ex = x + xy[i%4][0];
2652 int ey = y + xy[i%4][1];
2654 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2663 MovDir[x][y] = MV_NO_MOVING;
2665 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2667 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2669 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2671 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2673 if (element == EL_ROBOT)
2677 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2678 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2679 Moving2Blocked(x, y, &newx, &newy);
2681 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2682 MovDelay[x][y] = 8+8*!RND(3);
2684 MovDelay[x][y] = 16;
2692 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2694 boolean first_horiz = RND(2);
2695 int new_move_dir = MovDir[x][y];
2698 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2699 Moving2Blocked(x, y, &newx, &newy);
2701 if (IN_LEV_FIELD(newx, newy) &&
2702 (IS_FREE(newx, newy) ||
2703 Feld[newx][newy] == EL_ACID ||
2704 (element == EL_PENGUIN &&
2705 (Feld[newx][newy] == EL_EXIT_OPEN ||
2706 IS_MAMPF3(Feld[newx][newy])))))
2710 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2711 Moving2Blocked(x, y, &newx, &newy);
2713 if (IN_LEV_FIELD(newx, newy) &&
2714 (IS_FREE(newx, newy) ||
2715 Feld[newx][newy] == EL_ACID ||
2716 (element == EL_PENGUIN &&
2717 (Feld[newx][newy] == EL_EXIT_OPEN ||
2718 IS_MAMPF3(Feld[newx][newy])))))
2721 MovDir[x][y] = old_move_dir;
2728 static boolean JustBeingPushed(int x, int y)
2732 for (i=0; i<MAX_PLAYERS; i++)
2734 struct PlayerInfo *player = &stored_player[i];
2736 if (player->active && player->Pushing && player->MovPos)
2738 int next_jx = player->jx + (player->jx - player->last_jx);
2739 int next_jy = player->jy + (player->jy - player->last_jy);
2741 if (x == next_jx && y == next_jy)
2749 void StartMoving(int x, int y)
2751 int element = Feld[x][y];
2756 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2758 if (CAN_FALL(element) && y<lev_fieldy-1)
2760 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2761 if (JustBeingPushed(x, y))
2764 if (element == EL_QUICKSAND_FULL)
2766 if (IS_FREE(x, y+1))
2768 InitMovingField(x, y, MV_DOWN);
2769 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2770 Store[x][y] = EL_ROCK;
2771 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2773 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2775 if (!MovDelay[x][y])
2776 MovDelay[x][y] = TILEY + 1;
2785 Feld[x][y] = EL_QUICKSAND_EMPTY;
2786 Feld[x][y+1] = EL_QUICKSAND_FULL;
2787 Store[x][y+1] = Store[x][y];
2789 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2792 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2793 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2795 InitMovingField(x, y, MV_DOWN);
2796 Feld[x][y] = EL_QUICKSAND_FILLING;
2797 Store[x][y] = element;
2798 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2800 else if (element == EL_MAGIC_WALL_FULL)
2802 if (IS_FREE(x, y+1))
2804 InitMovingField(x, y, MV_DOWN);
2805 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2806 Store[x][y] = EL_CHANGED(Store[x][y]);
2808 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2810 if (!MovDelay[x][y])
2811 MovDelay[x][y] = TILEY/4 + 1;
2820 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2821 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2822 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2826 else if (element == EL_BD_MAGIC_WALL_FULL)
2828 if (IS_FREE(x, y+1))
2830 InitMovingField(x, y, MV_DOWN);
2831 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2832 Store[x][y] = EL_CHANGED2(Store[x][y]);
2834 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2836 if (!MovDelay[x][y])
2837 MovDelay[x][y] = TILEY/4 + 1;
2846 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2847 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2848 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2852 else if (CAN_CHANGE(element) &&
2853 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2854 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2856 InitMovingField(x, y, MV_DOWN);
2858 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2859 EL_BD_MAGIC_WALL_FILLING);
2860 Store[x][y] = element;
2862 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2865 InitMovingField(x, y, MV_DOWN);
2866 Store[x][y] = EL_ACID;
2868 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2873 else if (IS_FREE(x, y+1))
2875 InitMovingField(x, y, MV_DOWN);
2877 else if (element == EL_AMOEBA_DROP)
2879 Feld[x][y] = EL_AMOEBA_CREATING;
2880 Store[x][y] = EL_AMOEBA_WET;
2882 /* Store[x][y+1] must be zero, because:
2883 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2886 #if OLD_GAME_BEHAVIOUR
2887 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2889 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2890 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2891 element != EL_DX_SUPABOMB)
2894 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2895 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2896 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2897 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2900 boolean left = (x>0 && IS_FREE(x-1, y) &&
2901 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2902 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2903 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2907 if (left && right &&
2908 (game.emulation != EMU_BOULDERDASH &&
2909 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2910 left = !(right = RND(2));
2912 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2915 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2917 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2918 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2919 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2920 int belt_dir = game.belt_dir[belt_nr];
2922 if ((belt_dir == MV_LEFT && left_is_free) ||
2923 (belt_dir == MV_RIGHT && right_is_free))
2924 InitMovingField(x, y, belt_dir);
2927 else if (CAN_MOVE(element))
2931 if ((element == EL_SATELLITE || element == EL_BALLOON ||
2932 element == EL_SPRING_MOVING)
2933 && JustBeingPushed(x, y))
2936 if (!MovDelay[x][y]) /* start new movement phase */
2938 /* all objects that can change their move direction after each step */
2939 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2941 if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
2945 if (MovDelay[x][y] && (element == EL_BUG ||
2946 element == EL_SPACESHIP ||
2947 element == EL_SP_SNIKSNAK ||
2948 element == EL_SP_ELECTRON ||
2949 element == EL_MOLE))
2950 DrawNewLevelField(x, y);
2954 if (MovDelay[x][y]) /* wait some time before next movement */
2958 if (element == EL_ROBOT ||
2959 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2961 int phase = MovDelay[x][y] % 8;
2966 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2967 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2969 if (MovDelay[x][y] % 4 == 3)
2971 if (element == EL_YAMYAM)
2972 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2973 else if (element == EL_DARK_YAMYAM)
2974 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2977 else if (element == EL_SP_ELECTRON)
2978 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_LOOP);
2979 else if (element == EL_DRAGON)
2982 int dir = MovDir[x][y];
2983 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2984 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2985 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2986 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2987 dir == MV_UP ? GFX_FLAMMEN_UP :
2988 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2989 int phase = FrameCounter % 2;
2991 for (i=1; i<=3; i++)
2993 int xx = x + i*dx, yy = y + i*dy;
2994 int sx = SCREENX(xx), sy = SCREENY(yy);
2996 if (!IN_LEV_FIELD(xx, yy) ||
2997 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
3002 int flamed = MovingOrBlocked2Element(xx, yy);
3004 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3007 RemoveMovingField(xx, yy);
3009 Feld[xx][yy] = EL_FLAMES;
3010 if (IN_SCR_FIELD(sx, sy))
3011 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
3015 if (Feld[xx][yy] == EL_FLAMES)
3016 Feld[xx][yy] = EL_EMPTY;
3017 DrawLevelField(xx, yy);
3022 if (MovDelay[x][y]) /* element still has to wait some time */
3024 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3030 /* now make next step */
3032 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3034 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3035 !PLAYER_PROTECTED(newx, newy))
3039 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3042 /* enemy got the player */
3044 KillHero(PLAYERINFO(newx, newy));
3049 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3050 element == EL_SATELLITE || element == EL_BALLOON) &&
3051 IN_LEV_FIELD(newx, newy) &&
3052 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3055 Store[x][y] = EL_ACID;
3057 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3059 if (Feld[newx][newy] == EL_EXIT_OPEN)
3061 Feld[x][y] = EL_EMPTY;
3062 DrawNewLevelField(x, y);
3064 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3065 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3066 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
3068 local_player->friends_still_needed--;
3069 if (!local_player->friends_still_needed &&
3070 !local_player->GameOver && AllPlayersGone)
3071 local_player->LevelSolved = local_player->GameOver = TRUE;
3075 else if (IS_MAMPF3(Feld[newx][newy]))
3077 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3078 DrawNewLevelField(newx, newy);
3080 MovDir[x][y] = MV_NO_MOVING;
3082 else if (!IS_FREE(newx, newy))
3084 if (IS_PLAYER(x, y))
3085 DrawPlayerField(x, y);
3087 DrawNewLevelField(x, y);
3091 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3093 if (IS_GEM(Feld[newx][newy]))
3095 if (IS_MOVING(newx, newy))
3096 RemoveMovingField(newx, newy);
3099 Feld[newx][newy] = EL_EMPTY;
3100 DrawNewLevelField(newx, newy);
3103 PlaySoundLevel(x, y, SND_PIG_EATING);
3105 else if (!IS_FREE(newx, newy))
3107 if (IS_PLAYER(x, y))
3108 DrawPlayerField(x, y);
3110 DrawNewLevelField(x, y);
3114 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3116 if (!IS_FREE(newx, newy))
3118 if (IS_PLAYER(x, y))
3119 DrawPlayerField(x, y);
3121 DrawNewLevelField(x, y);
3126 boolean wanna_flame = !RND(10);
3127 int dx = newx - x, dy = newy - y;
3128 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3129 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3130 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3131 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3132 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3133 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3135 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3136 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3137 element1 != EL_FLAMES && element2 != EL_FLAMES)
3139 if (IS_PLAYER(x, y))
3140 DrawPlayerField(x, y);
3142 DrawNewLevelField(x, y);
3144 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3146 MovDelay[x][y] = 50;
3147 Feld[newx][newy] = EL_FLAMES;
3148 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3149 Feld[newx1][newy1] = EL_FLAMES;
3150 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3151 Feld[newx2][newy2] = EL_FLAMES;
3156 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3157 Feld[newx][newy] == EL_DIAMOND)
3159 if (IS_MOVING(newx, newy))
3160 RemoveMovingField(newx, newy);
3163 Feld[newx][newy] = EL_EMPTY;
3164 DrawNewLevelField(newx, newy);
3167 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3169 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3170 IS_MAMPF2(Feld[newx][newy]))
3172 if (AmoebaNr[newx][newy])
3174 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3175 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3176 Feld[newx][newy] == EL_BD_AMOEBA)
3177 AmoebaCnt[AmoebaNr[newx][newy]]--;
3180 if (IS_MOVING(newx, newy))
3181 RemoveMovingField(newx, newy);
3184 Feld[newx][newy] = EL_EMPTY;
3185 DrawNewLevelField(newx, newy);
3188 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3190 else if ((element == EL_PACMAN || element == EL_MOLE)
3191 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3193 if (AmoebaNr[newx][newy])
3195 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3196 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3197 Feld[newx][newy] == EL_BD_AMOEBA)
3198 AmoebaCnt[AmoebaNr[newx][newy]]--;
3201 if (element == EL_MOLE)
3203 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3204 PlaySoundLevel(x, y, SND_MOLE_EATING);
3205 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3206 return; /* wait for shrinking amoeba */
3208 else /* element == EL_PACMAN */
3210 Feld[newx][newy] = EL_EMPTY;
3211 DrawNewLevelField(newx, newy);
3212 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3215 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3216 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3217 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3219 /* wait for shrinking amoeba to completely disappear */
3222 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3224 /* object was running against a wall */
3228 if (element == EL_BUG || element == EL_SPACESHIP ||
3229 element == EL_SP_SNIKSNAK)
3231 DrawLevelField(x, y);
3233 DrawNewLevelField(x, y);
3235 else if (element == EL_BUG || element == EL_SPACESHIP ||
3236 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3238 DrawLevelField(x, y);
3240 DrawNewLevelField(x, y);
3242 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3244 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_LOOP);
3246 DrawNewGraphicAnimation(x, y, el2img(element));
3248 else if (element == EL_SATELLITE)
3250 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_LOOP);
3252 DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
3254 else if (element == EL_SP_ELECTRON)
3256 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_LOOP);
3258 DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
3261 if (DONT_TOUCH(element))
3262 TestIfBadThingTouchesHero(x, y);
3264 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3269 InitMovingField(x, y, MovDir[x][y]);
3271 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3275 ContinueMoving(x, y);
3278 void ContinueMoving(int x, int y)
3280 int element = Feld[x][y];
3281 int direction = MovDir[x][y];
3282 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3283 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3284 int horiz_move = (dx!=0);
3285 int newx = x + dx, newy = y + dy;
3286 int step = (horiz_move ? dx : dy) * TILEX / 8;
3288 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3290 else if (element == EL_QUICKSAND_FILLING ||
3291 element == EL_QUICKSAND_EMPTYING)
3293 else if (element == EL_MAGIC_WALL_FILLING ||
3294 element == EL_BD_MAGIC_WALL_FILLING ||
3295 element == EL_MAGIC_WALL_EMPTYING ||
3296 element == EL_BD_MAGIC_WALL_EMPTYING)
3298 else if (CAN_FALL(element) && horiz_move &&
3299 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3301 else if (element == EL_SPRING_MOVING)
3304 #if OLD_GAME_BEHAVIOUR
3305 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3309 MovPos[x][y] += step;
3311 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3313 Feld[x][y] = EL_EMPTY;
3314 Feld[newx][newy] = element;
3316 if (element == EL_MOLE)
3319 static int xy[4][2] =
3327 Feld[x][y] = EL_SAND;
3328 DrawNewLevelField(x, y);
3337 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3338 DrawNewLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3342 if (element == EL_QUICKSAND_FILLING)
3344 element = Feld[newx][newy] = get_next_element(element);
3345 Store[newx][newy] = Store[x][y];
3347 else if (element == EL_QUICKSAND_EMPTYING)
3349 Feld[x][y] = get_next_element(element);
3350 element = Feld[newx][newy] = Store[x][y];
3352 else if (element == EL_MAGIC_WALL_FILLING)
3354 element = Feld[newx][newy] = get_next_element(element);
3355 if (!game.magic_wall_active)
3356 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3357 Store[newx][newy] = Store[x][y];
3359 else if (element == EL_MAGIC_WALL_EMPTYING)
3361 Feld[x][y] = get_next_element(element);
3362 if (!game.magic_wall_active)
3363 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3364 element = Feld[newx][newy] = Store[x][y];
3366 else if (element == EL_BD_MAGIC_WALL_FILLING)
3368 element = Feld[newx][newy] = get_next_element(element);
3369 if (!game.magic_wall_active)
3370 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3371 Store[newx][newy] = Store[x][y];
3373 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3375 Feld[x][y] = get_next_element(element);
3376 if (!game.magic_wall_active)
3377 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3378 element = Feld[newx][newy] = Store[x][y];
3380 else if (element == EL_AMOEBA_DRIPPING)
3382 Feld[x][y] = get_next_element(element);
3383 element = Feld[newx][newy] = Store[x][y];
3385 else if (Store[x][y] == EL_ACID)
3387 element = Feld[newx][newy] = EL_ACID;
3391 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3392 MovDelay[newx][newy] = 0;
3394 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3395 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3397 if (!CAN_MOVE(element))
3398 MovDir[newx][newy] = 0;
3400 DrawNewLevelField(x, y);
3401 DrawNewLevelField(newx, newy);
3403 Stop[newx][newy] = TRUE;
3404 JustStopped[newx][newy] = 3;
3406 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3408 TestIfBadThingTouchesHero(newx, newy);
3409 TestIfBadThingTouchesFriend(newx, newy);
3410 TestIfBadThingTouchesOtherBadThing(newx, newy);
3412 else if (element == EL_PENGUIN)
3413 TestIfFriendTouchesBadThing(newx, newy);
3415 if (CAN_SMASH(element) && direction == MV_DOWN &&
3416 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3419 else /* still moving on */
3421 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3422 GfxAction[x][y] = GFX_ACTION_MOVING;
3424 DrawNewLevelField(x, y);
3428 int AmoebeNachbarNr(int ax, int ay)
3431 int element = Feld[ax][ay];
3433 static int xy[4][2] =
3443 int x = ax + xy[i][0];
3444 int y = ay + xy[i][1];
3446 if (!IN_LEV_FIELD(x, y))
3449 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3450 group_nr = AmoebaNr[x][y];
3456 void AmoebenVereinigen(int ax, int ay)
3458 int i, x, y, xx, yy;
3459 int new_group_nr = AmoebaNr[ax][ay];
3460 static int xy[4][2] =
3468 if (new_group_nr == 0)
3476 if (!IN_LEV_FIELD(x, y))
3479 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3480 Feld[x][y] == EL_BD_AMOEBA ||
3481 Feld[x][y] == EL_AMOEBA_DEAD) &&
3482 AmoebaNr[x][y] != new_group_nr)
3484 int old_group_nr = AmoebaNr[x][y];
3486 if (old_group_nr == 0)
3489 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3490 AmoebaCnt[old_group_nr] = 0;
3491 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3492 AmoebaCnt2[old_group_nr] = 0;
3494 for (yy=0; yy<lev_fieldy; yy++)
3496 for (xx=0; xx<lev_fieldx; xx++)
3498 if (AmoebaNr[xx][yy] == old_group_nr)
3499 AmoebaNr[xx][yy] = new_group_nr;
3506 void AmoebeUmwandeln(int ax, int ay)
3510 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3512 int group_nr = AmoebaNr[ax][ay];
3517 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3518 printf("AmoebeUmwandeln(): This should never happen!\n");
3523 for (y=0; y<lev_fieldy; y++)
3525 for (x=0; x<lev_fieldx; x++)
3527 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3530 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3534 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3535 SND_AMOEBA_TURNING_TO_GEM :
3536 SND_AMOEBA_TURNING_TO_ROCK));
3541 static int xy[4][2] =
3554 if (!IN_LEV_FIELD(x, y))
3557 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3559 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3560 SND_AMOEBA_TURNING_TO_GEM :
3561 SND_AMOEBA_TURNING_TO_ROCK));
3568 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3571 int group_nr = AmoebaNr[ax][ay];
3572 boolean done = FALSE;
3577 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3578 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3583 for (y=0; y<lev_fieldy; y++)
3585 for (x=0; x<lev_fieldx; x++)
3587 if (AmoebaNr[x][y] == group_nr &&
3588 (Feld[x][y] == EL_AMOEBA_DEAD ||
3589 Feld[x][y] == EL_BD_AMOEBA ||
3590 Feld[x][y] == EL_AMOEBA_CREATING))
3593 Feld[x][y] = new_element;
3594 InitField(x, y, FALSE);
3595 DrawLevelField(x, y);
3602 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3603 SND_BD_AMOEBA_TURNING_TO_ROCK :
3604 SND_BD_AMOEBA_TURNING_TO_GEM));
3607 void AmoebeWaechst(int x, int y)
3609 static unsigned long sound_delay = 0;
3610 static unsigned long sound_delay_value = 0;
3612 if (!MovDelay[x][y]) /* start new growing cycle */
3616 if (DelayReached(&sound_delay, sound_delay_value))
3618 if (Store[x][y] == EL_BD_AMOEBA)
3619 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3621 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3622 sound_delay_value = 30;
3626 if (MovDelay[x][y]) /* wait some time before growing bigger */
3629 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3630 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3632 if (!MovDelay[x][y])
3634 Feld[x][y] = Store[x][y];
3636 DrawLevelField(x, y);
3641 void AmoebaDisappearing(int x, int y)
3643 static unsigned long sound_delay = 0;
3644 static unsigned long sound_delay_value = 0;
3646 if (!MovDelay[x][y]) /* start new shrinking cycle */
3650 if (DelayReached(&sound_delay, sound_delay_value))
3651 sound_delay_value = 30;
3654 if (MovDelay[x][y]) /* wait some time before shrinking */
3657 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3658 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3660 if (!MovDelay[x][y])
3662 Feld[x][y] = EL_EMPTY;
3663 DrawLevelField(x, y);
3665 /* don't let mole enter this field in this cycle;
3666 (give priority to objects falling to this field from above) */
3672 void AmoebeAbleger(int ax, int ay)
3675 int element = Feld[ax][ay];
3676 int newax = ax, neway = ay;
3677 static int xy[4][2] =
3685 if (!level.amoeba_speed)
3687 Feld[ax][ay] = EL_AMOEBA_DEAD;
3688 DrawLevelField(ax, ay);
3692 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3693 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3695 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3698 if (MovDelay[ax][ay])
3702 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3705 int x = ax + xy[start][0];
3706 int y = ay + xy[start][1];
3708 if (!IN_LEV_FIELD(x, y))
3711 if (IS_FREE(x, y) ||
3712 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3718 if (newax == ax && neway == ay)
3721 else /* normal or "filled" (BD style) amoeba */
3724 boolean waiting_for_player = FALSE;
3728 int j = (start + i) % 4;
3729 int x = ax + xy[j][0];
3730 int y = ay + xy[j][1];
3732 if (!IN_LEV_FIELD(x, y))
3735 if (IS_FREE(x, y) ||
3736 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3742 else if (IS_PLAYER(x, y))
3743 waiting_for_player = TRUE;
3746 if (newax == ax && neway == ay) /* amoeba cannot grow */
3748 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3750 Feld[ax][ay] = EL_AMOEBA_DEAD;
3751 DrawLevelField(ax, ay);
3752 AmoebaCnt[AmoebaNr[ax][ay]]--;
3754 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3756 if (element == EL_AMOEBA_FULL)
3757 AmoebeUmwandeln(ax, ay);
3758 else if (element == EL_BD_AMOEBA)
3759 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3764 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3766 /* amoeba gets larger by growing in some direction */
3768 int new_group_nr = AmoebaNr[ax][ay];
3771 if (new_group_nr == 0)
3773 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3774 printf("AmoebeAbleger(): This should never happen!\n");
3779 AmoebaNr[newax][neway] = new_group_nr;
3780 AmoebaCnt[new_group_nr]++;
3781 AmoebaCnt2[new_group_nr]++;
3783 /* if amoeba touches other amoeba(s) after growing, unify them */
3784 AmoebenVereinigen(newax, neway);
3786 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3788 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3794 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3795 (neway == lev_fieldy - 1 && newax != ax))
3797 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3798 Store[newax][neway] = element;
3800 else if (neway == ay)
3802 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3803 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3807 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3808 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3809 Store[ax][ay] = EL_AMOEBA_DROP;
3810 ContinueMoving(ax, ay);
3814 DrawLevelField(newax, neway);
3817 void Life(int ax, int ay)
3820 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3822 int element = Feld[ax][ay];
3823 boolean changed = FALSE;
3828 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3829 MovDelay[ax][ay] = life_time;
3831 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3834 if (MovDelay[ax][ay])
3838 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3840 int xx = ax+x1, yy = ay+y1;
3843 if (!IN_LEV_FIELD(xx, yy))
3846 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3848 int x = xx+x2, y = yy+y2;
3850 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3853 if (((Feld[x][y] == element ||
3854 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3856 (IS_FREE(x, y) && Stop[x][y]))
3860 if (xx == ax && yy == ay) /* field in the middle */
3862 if (nachbarn < life[0] || nachbarn > life[1])
3864 Feld[xx][yy] = EL_EMPTY;
3866 DrawLevelField(xx, yy);
3867 Stop[xx][yy] = TRUE;
3871 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3872 { /* free border field */
3873 if (nachbarn >= life[2] && nachbarn <= life[3])
3875 Feld[xx][yy] = element;
3876 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3878 DrawLevelField(xx, yy);
3879 Stop[xx][yy] = TRUE;
3886 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3887 SND_BIOMAZE_CREATING);
3890 void RobotWheel(int x, int y)
3892 if (!MovDelay[x][y]) /* next animation frame */
3893 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3895 if (MovDelay[x][y]) /* wait some time before next frame */
3900 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3901 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3902 if (!(MovDelay[x][y]%4))
3903 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3908 Feld[x][y] = EL_ROBOT_WHEEL;
3909 DrawLevelField(x, y);
3910 if (ZX == x && ZY == y)
3914 void TimegateWheel(int x, int y)
3916 if (!MovDelay[x][y]) /* next animation frame */
3917 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3919 if (MovDelay[x][y]) /* wait some time before next frame */
3924 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3925 DrawGraphic(SCREENX(x), SCREENY(y),
3926 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3927 if (!(MovDelay[x][y]%4))
3928 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
3933 Feld[x][y] = EL_TIMEGATE_SWITCH;
3934 DrawLevelField(x, y);
3935 if (ZX == x && ZY == y)
3939 void Blubber(int x, int y)
3941 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3942 DrawLevelField(x, y-1);
3944 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_LOOP);
3947 void NussKnacken(int x, int y)
3949 if (!MovDelay[x][y]) /* next animation frame */
3952 if (MovDelay[x][y]) /* wait some time before next frame */
3955 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3956 DrawGraphic(SCREENX(x), SCREENY(y),
3957 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3959 if (!MovDelay[x][y])
3961 Feld[x][y] = EL_EMERALD;
3962 DrawLevelField(x, y);
3967 void BreakingPearl(int x, int y)
3969 if (!MovDelay[x][y]) /* next animation frame */
3972 if (MovDelay[x][y]) /* wait some time before next frame */
3975 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3976 DrawGraphic(SCREENX(x), SCREENY(y),
3977 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3979 if (!MovDelay[x][y])
3981 Feld[x][y] = EL_EMPTY;
3982 DrawLevelField(x, y);
3987 void SiebAktivieren(int x, int y, int typ)
3989 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3991 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3994 void AusgangstuerPruefen(int x, int y)
3996 if (local_player->gems_still_needed > 0 ||
3997 local_player->sokobanfields_still_needed > 0 ||
3998 local_player->lights_still_needed > 0)
4001 Feld[x][y] = EL_EXIT_OPENING;
4003 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4004 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4005 y < LEVELY(BY1) ? LEVELY(BY1) :
4006 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4010 void AusgangstuerPruefen_SP(int x, int y)
4012 if (local_player->gems_still_needed > 0)
4015 Feld[x][y] = EL_SP_EXIT_OPEN;
4017 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4018 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4019 y < LEVELY(BY1) ? LEVELY(BY1) :
4020 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4021 SND_SP_EXIT_OPENING);
4024 void AusgangstuerOeffnen(int x, int y)
4028 if (!MovDelay[x][y]) /* next animation frame */
4029 MovDelay[x][y] = 5*delay;
4031 if (MovDelay[x][y]) /* wait some time before next frame */
4036 tuer = MovDelay[x][y]/delay;
4037 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4038 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
4040 if (!MovDelay[x][y])
4042 Feld[x][y] = EL_EXIT_OPEN;
4043 DrawLevelField(x, y);
4048 void AusgangstuerBlinken(int x, int y)
4050 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
4053 void OpenSwitchgate(int x, int y)
4057 if (!MovDelay[x][y]) /* next animation frame */
4058 MovDelay[x][y] = 5 * delay;
4060 if (MovDelay[x][y]) /* wait some time before next frame */
4065 phase = MovDelay[x][y] / delay;
4066 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4067 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
4069 if (!MovDelay[x][y])
4071 Feld[x][y] = EL_SWITCHGATE_OPEN;
4072 DrawLevelField(x, y);
4077 void CloseSwitchgate(int x, int y)
4081 if (!MovDelay[x][y]) /* next animation frame */
4082 MovDelay[x][y] = 5 * delay;
4084 if (MovDelay[x][y]) /* wait some time before next frame */
4089 phase = MovDelay[x][y] / delay;
4090 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4091 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
4093 if (!MovDelay[x][y])
4095 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4096 DrawLevelField(x, y);
4101 void OpenTimegate(int x, int y)
4105 if (!MovDelay[x][y]) /* next animation frame */
4106 MovDelay[x][y] = 5 * delay;
4108 if (MovDelay[x][y]) /* wait some time before next frame */
4113 phase = MovDelay[x][y] / delay;
4114 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4115 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4117 if (!MovDelay[x][y])
4119 Feld[x][y] = EL_TIMEGATE_OPEN;
4120 DrawLevelField(x, y);
4125 void CloseTimegate(int x, int y)
4129 if (!MovDelay[x][y]) /* next animation frame */
4130 MovDelay[x][y] = 5 * delay;
4132 if (MovDelay[x][y]) /* wait some time before next frame */
4137 phase = MovDelay[x][y] / delay;
4138 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4139 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4141 if (!MovDelay[x][y])
4143 Feld[x][y] = EL_TIMEGATE_CLOSED;
4144 DrawLevelField(x, y);
4149 static void CloseAllOpenTimegates()
4153 for (y=0; y<lev_fieldy; y++)
4155 for (x=0; x<lev_fieldx; x++)
4157 int element = Feld[x][y];
4159 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4161 Feld[x][y] = EL_TIMEGATE_CLOSING;
4162 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4168 void EdelsteinFunkeln(int x, int y)
4170 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4173 if (Feld[x][y] == EL_BD_DIAMOND)
4174 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4177 if (!MovDelay[x][y]) /* next animation frame */
4178 MovDelay[x][y] = 11 * !SimpleRND(500);
4180 if (MovDelay[x][y]) /* wait some time before next frame */
4184 if (setup.direct_draw && MovDelay[x][y])
4185 SetDrawtoField(DRAW_BUFFERED);
4187 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4191 int phase = (MovDelay[x][y]-1)/2;
4196 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4198 if (setup.direct_draw)
4202 dest_x = FX + SCREENX(x)*TILEX;
4203 dest_y = FY + SCREENY(y)*TILEY;
4205 BlitBitmap(drawto_field, window,
4206 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4207 SetDrawtoField(DRAW_DIRECT);
4214 void MauerWaechst(int x, int y)
4218 if (!MovDelay[x][y]) /* next animation frame */
4219 MovDelay[x][y] = 3*delay;
4221 if (MovDelay[x][y]) /* wait some time before next frame */
4226 phase = 2-MovDelay[x][y]/delay;
4227 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4228 DrawGraphic(SCREENX(x), SCREENY(y),
4229 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4230 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4231 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4232 GFX_MAUER_DOWN ) + phase);
4234 if (!MovDelay[x][y])
4236 if (MovDir[x][y] == MV_LEFT)
4238 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4239 DrawLevelField(x-1, y);
4241 else if (MovDir[x][y] == MV_RIGHT)
4243 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4244 DrawLevelField(x+1, y);
4246 else if (MovDir[x][y] == MV_UP)
4248 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4249 DrawLevelField(x, y-1);
4253 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4254 DrawLevelField(x, y+1);
4257 Feld[x][y] = Store[x][y];
4259 MovDir[x][y] = MV_NO_MOVING;
4260 DrawLevelField(x, y);
4265 void MauerAbleger(int ax, int ay)
4267 int element = Feld[ax][ay];
4268 boolean oben_frei = FALSE, unten_frei = FALSE;
4269 boolean links_frei = FALSE, rechts_frei = FALSE;
4270 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4271 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4272 boolean new_wall = FALSE;
4274 if (!MovDelay[ax][ay]) /* start building new wall */
4275 MovDelay[ax][ay] = 6;
4277 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4280 if (MovDelay[ax][ay])
4284 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4286 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4288 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4290 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4293 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4297 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4298 Store[ax][ay-1] = element;
4299 MovDir[ax][ay-1] = MV_UP;
4300 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4301 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4306 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4307 Store[ax][ay+1] = element;
4308 MovDir[ax][ay+1] = MV_DOWN;
4309 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4310 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4315 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4316 element == EL_WALL_GROWING)
4320 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4321 Store[ax-1][ay] = element;
4322 MovDir[ax-1][ay] = MV_LEFT;
4323 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4324 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4330 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4331 Store[ax+1][ay] = element;
4332 MovDir[ax+1][ay] = MV_RIGHT;
4333 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4334 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4339 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4340 DrawLevelField(ax, ay);
4342 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4344 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4345 unten_massiv = TRUE;
4346 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4347 links_massiv = TRUE;
4348 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4349 rechts_massiv = TRUE;
4351 if (((oben_massiv && unten_massiv) ||
4352 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4353 ((links_massiv && rechts_massiv) ||
4354 element == EL_WALL_GROWING_Y))
4355 Feld[ax][ay] = EL_WALL;
4358 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4361 void CheckForDragon(int x, int y)
4364 boolean dragon_found = FALSE;
4365 static int xy[4][2] =
4377 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4379 if (IN_LEV_FIELD(xx, yy) &&
4380 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4382 if (Feld[xx][yy] == EL_DRAGON)
4383 dragon_found = TRUE;
4396 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4398 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4400 Feld[xx][yy] = EL_EMPTY;
4401 DrawLevelField(xx, yy);
4410 static void CheckBuggyBase(int x, int y)
4412 int element = Feld[x][y];
4414 if (element == EL_SP_BUGGY_BASE)
4416 if (!MovDelay[x][y]) /* wait some time before activating base */
4417 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4422 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4423 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4427 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4430 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4432 if (!MovDelay[x][y]) /* start activating buggy base */
4433 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4441 static int xy[4][2] =
4449 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4450 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4454 int xx = x + xy[i][0], yy = y + xy[i][1];
4456 if (IS_PLAYER(xx, yy))
4458 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4466 Feld[x][y] = EL_SP_BUGGY_BASE;
4467 DrawLevelField(x, y);
4472 static void CheckTrap(int x, int y)
4474 int element = Feld[x][y];
4476 if (element == EL_TRAP)
4478 if (!MovDelay[x][y]) /* wait some time before activating trap */
4479 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4487 Feld[x][y] = EL_TRAP_ACTIVE;
4488 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4491 else if (element == EL_TRAP_ACTIVE)
4496 if (!MovDelay[x][y]) /* start activating trap */
4497 MovDelay[x][y] = num_frames * delay;
4505 if (!(MovDelay[x][y] % delay))
4507 int phase = MovDelay[x][y]/delay;
4509 if (phase >= num_frames/2)
4510 phase = num_frames - phase;
4512 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4514 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4515 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4522 Feld[x][y] = EL_TRAP;
4523 DrawLevelField(x, y);
4528 static void DrawBeltAnimation(int x, int y, int element)
4530 int belt_nr = getBeltNrFromBeltActiveElement(element);
4531 int belt_dir = game.belt_dir[belt_nr];
4533 if (belt_dir != MV_NO_MOVING)
4536 int mode = ANIM_LOOP | (belt_dir == MV_LEFT ? 0 : ANIM_REVERSE);
4537 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4539 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4541 if (!(FrameCounter % 2))
4542 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4546 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4548 static byte stored_player_action[MAX_PLAYERS];
4549 static int num_stored_actions = 0;
4551 static boolean save_tape_entry = FALSE;
4553 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4554 int left = player_action & JOY_LEFT;
4555 int right = player_action & JOY_RIGHT;
4556 int up = player_action & JOY_UP;
4557 int down = player_action & JOY_DOWN;
4558 int button1 = player_action & JOY_BUTTON_1;
4559 int button2 = player_action & JOY_BUTTON_2;
4560 int dx = (left ? -1 : right ? 1 : 0);
4561 int dy = (up ? -1 : down ? 1 : 0);
4563 stored_player_action[player->index_nr] = 0;
4564 num_stored_actions++;
4566 if (!player->active || tape.pausing)
4572 save_tape_entry = TRUE;
4574 player->frame_reset_delay = 0;
4577 snapped = SnapField(player, dx, dy);
4581 bombed = PlaceBomb(player);
4582 moved = MoveFigure(player, dx, dy);
4585 if (tape.single_step && tape.recording && !tape.pausing)
4587 if (button1 || (bombed && !moved))
4589 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4590 SnapField(player, 0, 0); /* stop snapping */
4595 if (tape.recording && (moved || snapped || bombed))
4597 if (bombed && !moved)
4598 player_action &= JOY_BUTTON;
4600 stored_player_action[player->index_nr] = player_action;
4601 save_tape_entry = TRUE;
4603 else if (tape.playing && snapped)
4604 SnapField(player, 0, 0); /* stop snapping */
4606 stored_player_action[player->index_nr] = player_action;
4611 /* no actions for this player (no input at player's configured device) */
4613 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4614 SnapField(player, 0, 0);
4615 CheckGravityMovement(player);
4618 if (player->MovPos == 0) /* needed for tape.playing */
4619 player->is_moving = FALSE;
4622 if (player->MovPos == 0) /* needed for tape.playing */
4623 player->last_move_dir = MV_NO_MOVING;
4625 /* !!! CHECK THIS AGAIN !!!
4626 (Seems to be needed for some EL_ROBOT stuff, but breaks
4627 tapes when walking through pipes!)
4630 /* it seems that "player->last_move_dir" is misused as some sort of
4631 "player->is_just_moving_in_this_moment", which is needed for the
4632 robot stuff (robots don't kill players when they are moving)
4636 if (++player->frame_reset_delay > player->move_delay_value)
4641 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4643 TapeRecordAction(stored_player_action);
4644 num_stored_actions = 0;
4645 save_tape_entry = FALSE;
4648 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4650 TapeRecordAction(stored_player_action);
4651 num_stored_actions = 0;
4656 if (tape.playing && !tape.pausing && !player_action &&
4657 tape.counter < tape.length)
4659 int jx = player->jx, jy = player->jy;
4661 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4663 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4664 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4666 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4668 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4670 int el = Feld[jx+dx][jy];
4671 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4672 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4674 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4676 player->MovDir = next_joy;
4677 player->Frame = FrameCounter % 4;
4678 player->Pushing = TRUE;
4688 static unsigned long action_delay = 0;
4689 unsigned long action_delay_value;
4690 int sieb_x = 0, sieb_y = 0;
4691 int i, x, y, element;
4692 byte *recorded_player_action;
4693 byte summarized_player_action = 0;
4695 if (game_status != PLAYING)
4698 action_delay_value =
4699 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4701 if (tape.playing && tape.index_search && !tape.pausing)
4702 action_delay_value = 0;
4704 /* ---------- main game synchronization point ---------- */
4706 WaitUntilDelayReached(&action_delay, action_delay_value);
4708 if (network_playing && !network_player_action_received)
4712 printf("DEBUG: try to get network player actions in time\n");
4716 #if defined(PLATFORM_UNIX)
4717 /* last chance to get network player actions without main loop delay */
4721 if (game_status != PLAYING)
4724 if (!network_player_action_received)
4728 printf("DEBUG: failed to get network player actions in time\n");
4738 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4740 for (i=0; i<MAX_PLAYERS; i++)
4742 summarized_player_action |= stored_player[i].action;
4744 if (!network_playing)
4745 stored_player[i].effective_action = stored_player[i].action;
4748 #if defined(PLATFORM_UNIX)
4749 if (network_playing)
4750 SendToServer_MovePlayer(summarized_player_action);
4753 if (!options.network && !setup.team_mode)
4754 local_player->effective_action = summarized_player_action;
4756 for (i=0; i<MAX_PLAYERS; i++)
4758 int actual_player_action = stored_player[i].effective_action;
4760 if (stored_player[i].programmed_action)
4761 actual_player_action = stored_player[i].programmed_action;
4763 if (recorded_player_action)
4764 actual_player_action = recorded_player_action[i];
4766 PlayerActions(&stored_player[i], actual_player_action);
4767 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4770 network_player_action_received = FALSE;
4772 ScrollScreen(NULL, SCROLL_GO_ON);
4778 if (TimeFrames == 0 && local_player->active)
4780 extern unsigned int last_RND();
4782 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4783 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4790 if (GameFrameDelay >= 500)
4791 printf("FrameCounter == %d\n", FrameCounter);
4800 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4803 if (JustStopped[x][y] > 0)
4804 JustStopped[x][y]--;
4807 if (IS_BLOCKED(x, y))
4811 Blocked2Moving(x, y, &oldx, &oldy);
4812 if (!IS_MOVING(oldx, oldy))
4814 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4815 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4816 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4817 printf("GameActions(): This should never happen!\n");
4823 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4825 element = Feld[x][y];
4827 if (IS_INACTIVE(element))
4830 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4834 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4835 EdelsteinFunkeln(x, y);
4837 else if (IS_MOVING(x, y))
4838 ContinueMoving(x, y);
4839 else if (IS_ACTIVE_BOMB(element))
4840 CheckDynamite(x, y);
4842 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4843 Explode(x, y, Frame[x][y], EX_NORMAL);
4845 else if (element == EL_AMOEBA_CREATING)
4846 AmoebeWaechst(x, y);
4847 else if (element == EL_AMOEBA_SHRINKING)
4848 AmoebaDisappearing(x, y);
4850 #if !USE_NEW_AMOEBA_CODE
4851 else if (IS_AMOEBALIVE(element))
4852 AmoebeAbleger(x, y);
4855 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4857 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4859 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4860 TimegateWheel(x, y);
4861 else if (element == EL_ACID)
4863 else if (element == EL_ACID_SPLASHING_LEFT ||
4864 element == EL_ACID_SPLASHING_RIGHT)
4866 else if (element == EL_CRACKINGNUT)
4868 else if (element == EL_PEARL_BREAKING)
4869 BreakingPearl(x, y);
4870 else if (element == EL_EXIT_CLOSED)
4871 AusgangstuerPruefen(x, y);
4872 else if (element == EL_SP_EXIT_CLOSED)
4873 AusgangstuerPruefen_SP(x, y);
4874 else if (element == EL_EXIT_OPENING)
4875 AusgangstuerOeffnen(x, y);
4876 else if (element == EL_EXIT_OPEN)
4877 AusgangstuerBlinken(x, y);
4878 else if (element == EL_SP_EXIT_OPEN)
4879 ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
4880 else if (element == EL_WALL_GROWING_ACTIVE)
4882 else if (element == EL_WALL_GROWING ||
4883 element == EL_WALL_GROWING_X ||
4884 element == EL_WALL_GROWING_Y ||
4885 element == EL_WALL_GROWING_XY)
4887 else if (element == EL_FLAMES)
4888 CheckForDragon(x, y);
4889 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
4890 CheckBuggyBase(x, y);
4891 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
4893 else if (element == EL_SP_TERMINAL)
4894 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_LOOP);
4895 else if (element == EL_SP_TERMINAL_ACTIVE)
4897 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_LOOP);
4899 if (!(FrameCounter % 4))
4900 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
4903 else if (IS_BELT_ACTIVE(element))
4904 DrawBeltAnimation(x, y, element);
4905 else if (element == EL_SWITCHGATE_OPENING)
4906 OpenSwitchgate(x, y);
4907 else if (element == EL_SWITCHGATE_CLOSING)
4908 CloseSwitchgate(x, y);
4909 else if (element == EL_TIMEGATE_OPENING)
4911 else if (element == EL_TIMEGATE_CLOSING)
4912 CloseTimegate(x, y);
4913 else if (element == EL_EXTRA_TIME)
4914 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_LOOP);
4915 else if (element == EL_SHIELD_NORMAL)
4917 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_LOOP);
4919 if (!(FrameCounter % 4))
4920 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4923 else if (element == EL_SHIELD_DEADLY)
4925 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_LOOP);
4927 if (!(FrameCounter % 4))
4928 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
4932 if (game.magic_wall_active)
4934 boolean sieb = FALSE;
4935 int jx = local_player->jx, jy = local_player->jy;
4937 if (element == EL_MAGIC_WALL_FULL ||
4938 element == EL_MAGIC_WALL_ACTIVE ||
4939 element == EL_MAGIC_WALL_EMPTYING)
4941 SiebAktivieren(x, y, 1);
4944 else if (element == EL_BD_MAGIC_WALL_FULL ||
4945 element == EL_BD_MAGIC_WALL_ACTIVE ||
4946 element == EL_BD_MAGIC_WALL_EMPTYING)
4948 SiebAktivieren(x, y, 2);
4952 /* play the element sound at the position nearest to the player */
4953 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4961 #if USE_NEW_AMOEBA_CODE
4962 /* new experimental amoeba growth stuff */
4964 if (!(FrameCounter % 8))
4967 static unsigned long random = 1684108901;
4969 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4972 x = (random >> 10) % lev_fieldx;
4973 y = (random >> 20) % lev_fieldy;
4975 x = RND(lev_fieldx);
4976 y = RND(lev_fieldy);
4978 element = Feld[x][y];
4980 if (!IS_PLAYER(x,y) &&
4981 (element == EL_EMPTY ||
4982 element == EL_SAND ||
4983 element == EL_QUICKSAND_EMPTY ||
4984 element == EL_ACID_SPLASHING_LEFT ||
4985 element == EL_ACID_SPLASHING_RIGHT))
4987 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
4988 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
4989 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
4990 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
4991 Feld[x][y] = EL_AMOEBA_DROP;
4994 random = random * 129 + 1;
5000 if (game.explosions_delayed)
5003 game.explosions_delayed = FALSE;
5005 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5007 element = Feld[x][y];
5009 if (ExplodeField[x][y])
5010 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5011 else if (element == EL_EXPLOSION)
5012 Explode(x, y, Frame[x][y], EX_NORMAL);
5014 ExplodeField[x][y] = EX_NO_EXPLOSION;
5017 game.explosions_delayed = TRUE;
5020 if (game.magic_wall_active)
5022 if (!(game.magic_wall_time_left % 4))
5024 int element = Feld[sieb_x][sieb_y];
5026 if (element == EL_BD_MAGIC_WALL_FULL ||
5027 element == EL_BD_MAGIC_WALL_ACTIVE ||
5028 element == EL_BD_MAGIC_WALL_EMPTYING)
5029 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5031 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5034 if (game.magic_wall_time_left > 0)
5036 game.magic_wall_time_left--;
5037 if (!game.magic_wall_time_left)
5039 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5041 element = Feld[x][y];
5043 if (element == EL_MAGIC_WALL_ACTIVE ||
5044 element == EL_MAGIC_WALL_FULL)
5046 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5047 DrawLevelField(x, y);
5049 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5050 element == EL_BD_MAGIC_WALL_FULL)
5052 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5053 DrawLevelField(x, y);
5057 game.magic_wall_active = FALSE;
5062 if (game.light_time_left > 0)
5064 game.light_time_left--;
5066 if (game.light_time_left == 0)
5067 RedrawAllLightSwitchesAndInvisibleElements();
5070 if (game.timegate_time_left > 0)
5072 game.timegate_time_left--;
5074 if (game.timegate_time_left == 0)
5075 CloseAllOpenTimegates();
5078 for (i=0; i<MAX_PLAYERS; i++)
5080 struct PlayerInfo *player = &stored_player[i];
5082 if (SHIELD_ON(player))
5084 if (player->shield_active_time_left)
5085 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5086 else if (player->shield_passive_time_left)
5087 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5091 if (TimeFrames >= (1000 / GameFrameDelay))
5096 for (i=0; i<MAX_PLAYERS; i++)
5098 struct PlayerInfo *player = &stored_player[i];
5100 if (SHIELD_ON(player))
5102 player->shield_passive_time_left--;
5104 if (player->shield_active_time_left > 0)
5105 player->shield_active_time_left--;
5109 if (tape.recording || tape.playing)
5110 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5116 if (TimeLeft <= 10 && setup.time_limit)
5117 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5119 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5121 if (!TimeLeft && setup.time_limit)
5122 for (i=0; i<MAX_PLAYERS; i++)
5123 KillHero(&stored_player[i]);
5125 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5126 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5131 if (options.debug) /* calculate frames per second */
5133 static unsigned long fps_counter = 0;
5134 static int fps_frames = 0;
5135 unsigned long fps_delay_ms = Counter() - fps_counter;
5139 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5141 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5144 fps_counter = Counter();
5147 redraw_mask |= REDRAW_FPS;
5151 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5153 int min_x = x, min_y = y, max_x = x, max_y = y;
5156 for (i=0; i<MAX_PLAYERS; i++)
5158 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5160 if (!stored_player[i].active || &stored_player[i] == player)
5163 min_x = MIN(min_x, jx);
5164 min_y = MIN(min_y, jy);
5165 max_x = MAX(max_x, jx);
5166 max_y = MAX(max_y, jy);
5169 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5172 static boolean AllPlayersInVisibleScreen()
5176 for (i=0; i<MAX_PLAYERS; i++)
5178 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5180 if (!stored_player[i].active)
5183 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5190 void ScrollLevel(int dx, int dy)
5192 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5195 BlitBitmap(drawto_field, drawto_field,
5196 FX + TILEX*(dx == -1) - softscroll_offset,
5197 FY + TILEY*(dy == -1) - softscroll_offset,
5198 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5199 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5200 FX + TILEX*(dx == 1) - softscroll_offset,
5201 FY + TILEY*(dy == 1) - softscroll_offset);
5205 x = (dx == 1 ? BX1 : BX2);
5206 for (y=BY1; y<=BY2; y++)
5207 DrawScreenField(x, y);
5211 y = (dy == 1 ? BY1 : BY2);
5212 for (x=BX1; x<=BX2; x++)
5213 DrawScreenField(x, y);
5216 redraw_mask |= REDRAW_FIELD;
5219 static void CheckGravityMovement(struct PlayerInfo *player)
5221 if (level.gravity && !player->programmed_action)
5223 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5224 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5226 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5227 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5228 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5229 int jx = player->jx, jy = player->jy;
5230 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5231 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5232 int new_jx = jx + dx, new_jy = jy + dy;
5233 boolean field_under_player_is_free =
5234 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5235 boolean player_is_moving_to_valid_field =
5236 (IN_LEV_FIELD(new_jx, new_jy) &&
5237 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5238 Feld[new_jx][new_jy] == EL_SAND));
5240 if (field_under_player_is_free &&
5241 !player_is_moving_to_valid_field &&
5242 !IS_TUBE(Feld[jx][jy]))
5243 player->programmed_action = MV_DOWN;
5247 boolean MoveFigureOneStep(struct PlayerInfo *player,
5248 int dx, int dy, int real_dx, int real_dy)
5250 int jx = player->jx, jy = player->jy;
5251 int new_jx = jx+dx, new_jy = jy+dy;
5255 if (!player->active || (!dx && !dy))
5256 return MF_NO_ACTION;
5258 player->MovDir = (dx < 0 ? MV_LEFT :
5261 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5263 if (!IN_LEV_FIELD(new_jx, new_jy))
5264 return MF_NO_ACTION;
5266 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5267 return MF_NO_ACTION;
5270 element = MovingOrBlocked2Element(new_jx, new_jy);
5272 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5275 if (DONT_GO_TO(element))
5277 if (element == EL_ACID && dx == 0 && dy == 1)
5280 Feld[jx][jy] = EL_PLAYER1;
5281 InitMovingField(jx, jy, MV_DOWN);
5282 Store[jx][jy] = EL_ACID;
5283 ContinueMoving(jx, jy);
5287 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5292 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5293 if (can_move != MF_MOVING)
5296 StorePlayer[jx][jy] = 0;
5297 player->last_jx = jx;
5298 player->last_jy = jy;
5299 jx = player->jx = new_jx;
5300 jy = player->jy = new_jy;
5301 StorePlayer[jx][jy] = player->element_nr;
5304 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5306 ScrollFigure(player, SCROLL_INIT);
5311 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5313 int jx = player->jx, jy = player->jy;
5314 int old_jx = jx, old_jy = jy;
5315 int moved = MF_NO_ACTION;
5317 if (!player->active || (!dx && !dy))
5321 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5325 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5326 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5330 /* remove the last programmed player action */
5331 player->programmed_action = 0;
5335 /* should only happen if pre-1.2 tape recordings are played */
5336 /* this is only for backward compatibility */
5338 int original_move_delay_value = player->move_delay_value;
5341 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5344 /* scroll remaining steps with finest movement resolution */
5345 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5347 while (player->MovPos)
5349 ScrollFigure(player, SCROLL_GO_ON);
5350 ScrollScreen(NULL, SCROLL_GO_ON);
5356 player->move_delay_value = original_move_delay_value;
5359 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5361 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5362 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5366 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5367 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5373 if (moved & MF_MOVING && !ScreenMovPos &&
5374 (player == local_player || !options.network))
5376 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5377 int offset = (setup.scroll_delay ? 3 : 0);
5379 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5381 /* actual player has left the screen -- scroll in that direction */
5382 if (jx != old_jx) /* player has moved horizontally */
5383 scroll_x += (jx - old_jx);
5384 else /* player has moved vertically */
5385 scroll_y += (jy - old_jy);
5389 if (jx != old_jx) /* player has moved horizontally */
5391 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5392 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5393 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5395 /* don't scroll over playfield boundaries */
5396 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5397 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5399 /* don't scroll more than one field at a time */
5400 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5402 /* don't scroll against the player's moving direction */
5403 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5404 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5405 scroll_x = old_scroll_x;
5407 else /* player has moved vertically */
5409 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5410 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5411 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5413 /* don't scroll over playfield boundaries */
5414 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5415 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5417 /* don't scroll more than one field at a time */
5418 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5420 /* don't scroll against the player's moving direction */
5421 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5422 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5423 scroll_y = old_scroll_y;
5427 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5429 if (!options.network && !AllPlayersInVisibleScreen())
5431 scroll_x = old_scroll_x;
5432 scroll_y = old_scroll_y;
5436 ScrollScreen(player, SCROLL_INIT);
5437 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5442 if (!(moved & MF_MOVING) && !player->Pushing)
5445 player->Frame = (player->Frame + 1) % 4;
5447 if (moved & MF_MOVING)
5449 if (old_jx != jx && old_jy == jy)
5450 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5451 else if (old_jx == jx && old_jy != jy)
5452 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5454 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5456 player->last_move_dir = player->MovDir;
5457 player->is_moving = TRUE;
5461 CheckGravityMovement(player);
5464 player->last_move_dir = MV_NO_MOVING;
5466 player->is_moving = FALSE;
5469 TestIfHeroTouchesBadThing(jx, jy);
5471 if (!player->active)
5477 void ScrollFigure(struct PlayerInfo *player, int mode)
5479 int jx = player->jx, jy = player->jy;
5480 int last_jx = player->last_jx, last_jy = player->last_jy;
5481 int move_stepsize = TILEX / player->move_delay_value;
5483 if (!player->active || !player->MovPos)
5486 if (mode == SCROLL_INIT)
5488 player->actual_frame_counter = FrameCounter;
5489 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5491 if (Feld[last_jx][last_jy] == EL_EMPTY)
5492 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5497 else if (!FrameReached(&player->actual_frame_counter, 1))
5500 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5501 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5503 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5504 Feld[last_jx][last_jy] = EL_EMPTY;
5506 /* before DrawPlayer() to draw correct player graphic for this case */
5507 if (player->MovPos == 0)
5508 CheckGravityMovement(player);
5512 if (player->MovPos == 0)
5514 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5516 /* continue with normal speed after quickly moving through gate */
5517 HALVE_PLAYER_SPEED(player);
5519 /* be able to make the next move without delay */
5520 player->move_delay = 0;
5523 player->last_jx = jx;
5524 player->last_jy = jy;
5526 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5527 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5531 if (local_player->friends_still_needed == 0 ||
5532 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5533 player->LevelSolved = player->GameOver = TRUE;
5536 if (tape.single_step && tape.recording && !tape.pausing &&
5537 !player->programmed_action)
5538 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5542 void ScrollScreen(struct PlayerInfo *player, int mode)
5544 static unsigned long screen_frame_counter = 0;
5546 if (mode == SCROLL_INIT)
5548 /* set scrolling step size according to actual player's moving speed */
5549 ScrollStepSize = TILEX / player->move_delay_value;
5551 screen_frame_counter = FrameCounter;
5552 ScreenMovDir = player->MovDir;
5553 ScreenMovPos = player->MovPos;
5554 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5557 else if (!FrameReached(&screen_frame_counter, 1))
5562 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5563 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5564 redraw_mask |= REDRAW_FIELD;
5567 ScreenMovDir = MV_NO_MOVING;
5570 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5572 int i, kill_x = -1, kill_y = -1;
5573 static int test_xy[4][2] =
5580 static int test_dir[4] =
5590 int test_x, test_y, test_move_dir, test_element;
5592 test_x = good_x + test_xy[i][0];
5593 test_y = good_y + test_xy[i][1];
5594 if (!IN_LEV_FIELD(test_x, test_y))
5598 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5601 test_element = Feld[test_x][test_y];
5603 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5606 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5607 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5609 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5610 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5618 if (kill_x != -1 || kill_y != -1)
5620 if (IS_PLAYER(good_x, good_y))
5622 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5624 if (player->shield_active_time_left > 0)
5625 Bang(kill_x, kill_y);
5626 else if (!PLAYER_PROTECTED(good_x, good_y))
5630 Bang(good_x, good_y);
5634 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5636 int i, kill_x = -1, kill_y = -1;
5637 int bad_element = Feld[bad_x][bad_y];
5638 static int test_xy[4][2] =
5645 static int test_dir[4] =
5653 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5658 int test_x, test_y, test_move_dir, test_element;
5660 test_x = bad_x + test_xy[i][0];
5661 test_y = bad_y + test_xy[i][1];
5662 if (!IN_LEV_FIELD(test_x, test_y))
5666 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5668 test_element = Feld[test_x][test_y];
5670 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5671 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5673 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5674 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5676 /* good thing is player or penguin that does not move away */
5677 if (IS_PLAYER(test_x, test_y))
5679 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5681 if (bad_element == EL_ROBOT && player->is_moving)
5682 continue; /* robot does not kill player if he is moving */
5688 else if (test_element == EL_PENGUIN)
5697 if (kill_x != -1 || kill_y != -1)
5699 if (IS_PLAYER(kill_x, kill_y))
5701 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5704 int dir = player->MovDir;
5705 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5706 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5708 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5709 newx != bad_x && newy != bad_y)
5710 ; /* robot does not kill player if he is moving */
5712 printf("-> %d\n", player->MovDir);
5714 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5715 newx != bad_x && newy != bad_y)
5716 ; /* robot does not kill player if he is moving */
5721 if (player->shield_active_time_left > 0)
5723 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5727 Bang(kill_x, kill_y);
5731 void TestIfHeroTouchesBadThing(int x, int y)
5733 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5736 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5738 TestIfGoodThingHitsBadThing(x, y, move_dir);
5741 void TestIfBadThingTouchesHero(int x, int y)
5743 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5746 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5748 TestIfBadThingHitsGoodThing(x, y, move_dir);
5751 void TestIfFriendTouchesBadThing(int x, int y)
5753 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5756 void TestIfBadThingTouchesFriend(int x, int y)
5758 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5761 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5763 int i, kill_x = bad_x, kill_y = bad_y;
5764 static int xy[4][2] =
5776 x = bad_x + xy[i][0];
5777 y = bad_y + xy[i][1];
5778 if (!IN_LEV_FIELD(x, y))
5781 element = Feld[x][y];
5782 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5783 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5791 if (kill_x != bad_x || kill_y != bad_y)
5795 void KillHero(struct PlayerInfo *player)
5797 int jx = player->jx, jy = player->jy;
5799 if (!player->active)
5802 if (IS_PFORTE(Feld[jx][jy]))
5803 Feld[jx][jy] = EL_EMPTY;
5805 /* deactivate shield (else Bang()/Explode() would not work right) */
5806 player->shield_passive_time_left = 0;
5807 player->shield_active_time_left = 0;
5813 static void KillHeroUnlessProtected(int x, int y)
5815 if (!PLAYER_PROTECTED(x, y))
5816 KillHero(PLAYERINFO(x, y));
5819 void BuryHero(struct PlayerInfo *player)
5821 int jx = player->jx, jy = player->jy;
5823 if (!player->active)
5826 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5827 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5829 player->GameOver = TRUE;
5833 void RemoveHero(struct PlayerInfo *player)
5835 int jx = player->jx, jy = player->jy;
5836 int i, found = FALSE;
5838 player->present = FALSE;
5839 player->active = FALSE;
5841 if (!ExplodeField[jx][jy])
5842 StorePlayer[jx][jy] = 0;
5844 for (i=0; i<MAX_PLAYERS; i++)
5845 if (stored_player[i].active)
5849 AllPlayersGone = TRUE;
5855 int DigField(struct PlayerInfo *player,
5856 int x, int y, int real_dx, int real_dy, int mode)
5858 int jx = player->jx, jy = player->jy;
5859 int dx = x - jx, dy = y - jy;
5860 int move_direction = (dx == -1 ? MV_LEFT :
5861 dx == +1 ? MV_RIGHT :
5863 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5866 if (player->MovPos == 0)
5867 player->Pushing = FALSE;
5869 if (mode == DF_NO_PUSH)
5871 player->Switching = FALSE;
5872 player->push_delay = 0;
5873 return MF_NO_ACTION;
5876 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5877 return MF_NO_ACTION;
5879 if (IS_TUBE(Feld[jx][jy]))
5882 int tube_leave_directions[][2] =
5884 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5885 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5886 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5887 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5888 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5889 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5890 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5891 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5892 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5893 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5894 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5895 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5898 while (tube_leave_directions[i][0] != Feld[jx][jy])
5901 if (tube_leave_directions[i][0] == -1) /* should not happen */
5905 if (!(tube_leave_directions[i][1] & move_direction))
5906 return MF_NO_ACTION; /* tube has no opening in this direction */
5909 element = Feld[x][y];
5915 case EL_INVISIBLE_SAND:
5916 case EL_INVISIBLE_SAND_ACTIVE:
5919 case EL_SP_BUGGY_BASE:
5921 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5926 case EL_EMERALD_YELLOW:
5927 case EL_EMERALD_RED:
5928 case EL_EMERALD_PURPLE:
5930 case EL_SP_INFOTRON:
5934 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5935 element == EL_PEARL ? 5 :
5936 element == EL_CRYSTAL ? 8 : 1);
5937 if (local_player->gems_still_needed < 0)
5938 local_player->gems_still_needed = 0;
5939 RaiseScoreElement(element);
5940 DrawText(DX_EMERALDS, DY_EMERALDS,
5941 int2str(local_player->gems_still_needed, 3),
5942 FS_SMALL, FC_YELLOW);
5943 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5948 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5949 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5953 Feld[x][y] = EL_EMPTY;
5954 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5962 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5964 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5967 case EL_SHIELD_NORMAL:
5969 player->shield_passive_time_left += 10;
5970 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
5973 case EL_SHIELD_DEADLY:
5975 player->shield_passive_time_left += 10;
5976 player->shield_active_time_left += 10;
5977 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
5981 case EL_SP_DISK_RED:
5984 RaiseScoreElement(EL_DYNAMITE);
5985 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5986 int2str(local_player->dynamite, 3),
5987 FS_SMALL, FC_YELLOW);
5988 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5991 case EL_DYNABOMB_NR:
5993 player->dynabomb_count++;
5994 player->dynabombs_left++;
5995 RaiseScoreElement(EL_DYNAMITE);
5996 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5999 case EL_DYNABOMB_SZ:
6001 player->dynabomb_size++;
6002 RaiseScoreElement(EL_DYNAMITE);
6003 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6006 case EL_DYNABOMB_XL:
6008 player->dynabomb_xl = TRUE;
6009 RaiseScoreElement(EL_DYNAMITE);
6010 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6018 int key_nr = element - EL_KEY1;
6021 player->key[key_nr] = TRUE;
6022 RaiseScoreElement(element);
6023 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6024 GFX_SCHLUESSEL1 + key_nr);
6025 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6026 GFX_SCHLUESSEL1 + key_nr);
6027 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6036 int key_nr = element - EL_EM_KEY1;
6039 player->key[key_nr] = TRUE;
6040 RaiseScoreElement(element);
6041 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6042 GFX_SCHLUESSEL1 + key_nr);
6043 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6044 GFX_SCHLUESSEL1 + key_nr);
6045 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6049 case EL_ROBOT_WHEEL:
6050 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6053 DrawLevelField(x, y);
6054 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6058 case EL_SP_TERMINAL:
6062 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6064 for (yy=0; yy<lev_fieldy; yy++)
6066 for (xx=0; xx<lev_fieldx; xx++)
6068 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6070 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6071 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6079 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6080 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6081 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6082 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6083 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6084 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6085 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6086 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6087 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6088 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6089 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6090 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6091 if (!player->Switching)
6093 player->Switching = TRUE;
6094 ToggleBeltSwitch(x, y);
6095 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6100 case EL_SWITCHGATE_SWITCH_UP:
6101 case EL_SWITCHGATE_SWITCH_DOWN:
6102 if (!player->Switching)
6104 player->Switching = TRUE;
6105 ToggleSwitchgateSwitch(x, y);
6106 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6111 case EL_LIGHT_SWITCH:
6112 case EL_LIGHT_SWITCH_ACTIVE:
6113 if (!player->Switching)
6115 player->Switching = TRUE;
6116 ToggleLightSwitch(x, y);
6117 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6118 SND_LIGHT_SWITCH_ACTIVATING :
6119 SND_LIGHT_SWITCH_DEACTIVATING);
6124 case EL_TIMEGATE_SWITCH:
6125 ActivateTimegateSwitch(x, y);
6126 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6131 case EL_BALLOON_SEND_LEFT:
6132 case EL_BALLOON_SEND_RIGHT:
6133 case EL_BALLOON_SEND_UP:
6134 case EL_BALLOON_SEND_DOWN:
6135 case EL_BALLOON_SEND_ANY_DIRECTION:
6136 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6137 game.balloon_dir = move_direction;
6139 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6140 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6141 element == EL_BALLOON_SEND_UP ? MV_UP :
6142 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6144 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6149 /* the following elements cannot be pushed by "snapping" */
6152 case EL_DX_SUPABOMB:
6154 case EL_TIME_ORB_EMPTY:
6156 case EL_SP_DISK_ORANGE:
6158 if (mode == DF_SNAP)
6159 return MF_NO_ACTION;
6160 /* no "break" -- fall through to next case */
6161 /* the following elements can be pushed by "snapping" */
6164 return MF_NO_ACTION;
6166 player->Pushing = TRUE;
6168 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6169 return MF_NO_ACTION;
6173 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6174 return MF_NO_ACTION;
6177 if (player->push_delay == 0)
6178 player->push_delay = FrameCounter;
6180 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6181 !tape.playing && element != EL_SPRING)
6182 return MF_NO_ACTION;
6184 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6185 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6186 element != EL_SPRING)
6187 return MF_NO_ACTION;
6190 if (mode == DF_SNAP)
6192 InitMovingField(x, y, move_direction);
6193 ContinueMoving(x, y);
6198 Feld[x+dx][y+dy] = element;
6201 if (element == EL_SPRING)
6203 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6204 MovDir[x+dx][y+dy] = move_direction;
6207 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6209 DrawLevelField(x+dx, y+dy);
6210 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6217 if (!player->key[element - EL_GATE1])
6218 return MF_NO_ACTION;
6225 if (!player->key[element - EL_GATE1_GRAY])
6226 return MF_NO_ACTION;
6233 if (!player->key[element - EL_EM_GATE1])
6234 return MF_NO_ACTION;
6235 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6236 return MF_NO_ACTION;
6238 /* automatically move to the next field with double speed */
6239 player->programmed_action = move_direction;
6240 DOUBLE_PLAYER_SPEED(player);
6242 PlaySoundLevel(x, y, SND_GATE_PASSING);
6245 case EL_EM_GATE1_GRAY:
6246 case EL_EM_GATE2_GRAY:
6247 case EL_EM_GATE3_GRAY:
6248 case EL_EM_GATE4_GRAY:
6249 if (!player->key[element - EL_EM_GATE1_GRAY])
6250 return MF_NO_ACTION;
6251 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6252 return MF_NO_ACTION;
6254 /* automatically move to the next field with double speed */
6255 player->programmed_action = move_direction;
6256 DOUBLE_PLAYER_SPEED(player);
6258 PlaySoundLevel(x, y, SND_GATE_PASSING);
6261 case EL_SWITCHGATE_OPEN:
6262 case EL_TIMEGATE_OPEN:
6263 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6264 return MF_NO_ACTION;
6266 /* automatically move to the next field with double speed */
6267 player->programmed_action = move_direction;
6268 DOUBLE_PLAYER_SPEED(player);
6270 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6273 case EL_SP_PORT1_LEFT:
6274 case EL_SP_PORT2_LEFT:
6275 case EL_SP_PORT1_RIGHT:
6276 case EL_SP_PORT2_RIGHT:
6277 case EL_SP_PORT1_UP:
6278 case EL_SP_PORT2_UP:
6279 case EL_SP_PORT1_DOWN:
6280 case EL_SP_PORT2_DOWN:
6285 element != EL_SP_PORT1_LEFT &&
6286 element != EL_SP_PORT2_LEFT &&
6287 element != EL_SP_PORT_X &&
6288 element != EL_SP_PORT_XY) ||
6290 element != EL_SP_PORT1_RIGHT &&
6291 element != EL_SP_PORT2_RIGHT &&
6292 element != EL_SP_PORT_X &&
6293 element != EL_SP_PORT_XY) ||
6295 element != EL_SP_PORT1_UP &&
6296 element != EL_SP_PORT2_UP &&
6297 element != EL_SP_PORT_Y &&
6298 element != EL_SP_PORT_XY) ||
6300 element != EL_SP_PORT1_DOWN &&
6301 element != EL_SP_PORT2_DOWN &&
6302 element != EL_SP_PORT_Y &&
6303 element != EL_SP_PORT_XY) ||
6304 !IN_LEV_FIELD(x + dx, y + dy) ||
6305 !IS_FREE(x + dx, y + dy))
6306 return MF_NO_ACTION;
6308 /* automatically move to the next field with double speed */
6309 player->programmed_action = move_direction;
6310 DOUBLE_PLAYER_SPEED(player);
6312 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6316 case EL_TUBE_VERTICAL:
6317 case EL_TUBE_HORIZONTAL:
6318 case EL_TUBE_VERTICAL_LEFT:
6319 case EL_TUBE_VERTICAL_RIGHT:
6320 case EL_TUBE_HORIZONTAL_UP:
6321 case EL_TUBE_HORIZONTAL_DOWN:
6322 case EL_TUBE_LEFT_UP:
6323 case EL_TUBE_LEFT_DOWN:
6324 case EL_TUBE_RIGHT_UP:
6325 case EL_TUBE_RIGHT_DOWN:
6328 int tube_enter_directions[][2] =
6330 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6331 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6332 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6333 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6334 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6335 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6336 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6337 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6338 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6339 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6340 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6341 { -1, MV_NO_MOVING }
6344 while (tube_enter_directions[i][0] != element)
6347 if (tube_enter_directions[i][0] == -1) /* should not happen */
6351 if (!(tube_enter_directions[i][1] & move_direction))
6352 return MF_NO_ACTION; /* tube has no opening in this direction */
6354 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6358 case EL_EXIT_CLOSED:
6359 case EL_SP_EXIT_CLOSED:
6360 case EL_EXIT_OPENING:
6361 return MF_NO_ACTION;
6365 case EL_SP_EXIT_OPEN:
6366 if (mode == DF_SNAP)
6367 return MF_NO_ACTION;
6369 if (element == EL_EXIT_OPEN)
6370 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6372 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6377 Feld[x][y] = EL_LAMP_ACTIVE;
6378 local_player->lights_still_needed--;
6379 DrawLevelField(x, y);
6380 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6384 case EL_TIME_ORB_FULL:
6385 Feld[x][y] = EL_TIME_ORB_EMPTY;
6387 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6388 DrawLevelField(x, y);
6389 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6393 case EL_SOKOBAN_FIELD_EMPTY:
6396 case EL_SOKOBAN_OBJECT:
6397 case EL_SOKOBAN_FIELD_FULL:
6399 case EL_SP_DISK_YELLOW:
6401 if (mode == DF_SNAP)
6402 return MF_NO_ACTION;
6404 player->Pushing = TRUE;
6406 if (!IN_LEV_FIELD(x+dx, y+dy)
6407 || (!IS_FREE(x+dx, y+dy)
6408 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6409 || !IS_SB_ELEMENT(element))))
6410 return MF_NO_ACTION;
6414 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6415 return MF_NO_ACTION;
6417 else if (dy && real_dx)
6419 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6420 return MF_NO_ACTION;
6423 if (player->push_delay == 0)
6424 player->push_delay = FrameCounter;
6426 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6427 !tape.playing && element != EL_BALLOON)
6428 return MF_NO_ACTION;
6430 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6431 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6432 element != EL_BALLOON)
6433 return MF_NO_ACTION;
6436 if (IS_SB_ELEMENT(element))
6438 if (element == EL_SOKOBAN_FIELD_FULL)
6440 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6441 local_player->sokobanfields_still_needed++;
6446 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6448 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6449 local_player->sokobanfields_still_needed--;
6450 if (element == EL_SOKOBAN_OBJECT)
6451 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6453 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6457 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6458 if (element == EL_SOKOBAN_FIELD_FULL)
6459 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6461 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6467 Feld[x+dx][y+dy] = element;
6468 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6471 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6473 DrawLevelField(x, y);
6474 DrawLevelField(x+dx, y+dy);
6476 if (IS_SB_ELEMENT(element) &&
6477 local_player->sokobanfields_still_needed == 0 &&
6478 game.emulation == EMU_SOKOBAN)
6480 player->LevelSolved = player->GameOver = TRUE;
6481 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6492 return MF_NO_ACTION;
6495 player->push_delay = 0;
6500 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6502 int jx = player->jx, jy = player->jy;
6503 int x = jx + dx, y = jy + dy;
6505 if (!player->active || !IN_LEV_FIELD(x, y))
6513 if (player->MovPos == 0)
6514 player->Pushing = FALSE;
6516 player->snapped = FALSE;
6520 if (player->snapped)
6523 player->MovDir = (dx < 0 ? MV_LEFT :
6526 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6528 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6531 player->snapped = TRUE;
6532 DrawLevelField(x, y);
6538 boolean PlaceBomb(struct PlayerInfo *player)
6540 int jx = player->jx, jy = player->jy;
6543 if (!player->active || player->MovPos)
6546 element = Feld[jx][jy];
6548 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6549 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6552 if (element != EL_EMPTY)
6553 Store[jx][jy] = element;
6555 if (player->dynamite)
6557 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6558 MovDelay[jx][jy] = 96;
6560 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6561 FS_SMALL, FC_YELLOW);
6562 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6564 if (game.emulation == EMU_SUPAPLEX)
6565 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6567 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6570 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6575 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6576 MovDelay[jx][jy] = 96;
6577 player->dynabombs_left--;
6578 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6579 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6581 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6587 void PlaySoundLevel(int x, int y, int nr)
6589 static int loop_sound_frame[NUM_SOUND_FILES];
6590 static int loop_sound_volume[NUM_SOUND_FILES];
6591 int sx = SCREENX(x), sy = SCREENY(y);
6592 int volume, stereo_position;
6593 int max_distance = 8;
6594 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6596 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6597 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6600 if (!IN_LEV_FIELD(x, y) ||
6601 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6602 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6605 volume = SOUND_MAX_VOLUME;
6607 if (!IN_SCR_FIELD(sx, sy))
6609 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6610 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6612 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6615 stereo_position = (SOUND_MAX_LEFT +
6616 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6617 (SCR_FIELDX + 2 * max_distance));
6619 if (IS_LOOP_SOUND(nr))
6621 /* This assures that quieter loop sounds do not overwrite louder ones,
6622 while restarting sound volume comparison with each new game frame. */
6624 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6627 loop_sound_volume[nr] = volume;
6628 loop_sound_frame[nr] = FrameCounter;
6631 PlaySoundExt(nr, volume, stereo_position, type);
6634 void PlaySoundLevelAction(int x, int y, int sound_action)
6636 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6639 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6641 int sound_effect = element_action_sound[element][sound_action];
6643 if (sound_effect != -1)
6644 PlaySoundLevel(x, y, sound_effect);
6647 void RaiseScore(int value)
6649 local_player->score += value;
6650 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6651 FS_SMALL, FC_YELLOW);
6654 void RaiseScoreElement(int element)
6660 case EL_EMERALD_YELLOW:
6661 case EL_EMERALD_RED:
6662 case EL_EMERALD_PURPLE:
6663 RaiseScore(level.score[SC_EDELSTEIN]);
6666 RaiseScore(level.score[SC_DIAMANT]);
6669 case EL_BD_BUTTERFLY:
6670 RaiseScore(level.score[SC_KAEFER]);
6674 RaiseScore(level.score[SC_FLIEGER]);
6677 case EL_DARK_YAMYAM:
6678 RaiseScore(level.score[SC_MAMPFER]);
6681 RaiseScore(level.score[SC_ROBOT]);
6684 RaiseScore(level.score[SC_PACMAN]);
6687 RaiseScore(level.score[SC_KOKOSNUSS]);
6690 RaiseScore(level.score[SC_DYNAMIT]);
6696 RaiseScore(level.score[SC_SCHLUESSEL]);
6703 void RequestQuitGame(boolean ask_if_really_quit)
6705 if (AllPlayersGone ||
6706 !ask_if_really_quit ||
6707 level_editor_test_game ||
6708 Request("Do you really want to quit the game ?",
6709 REQ_ASK | REQ_STAY_CLOSED))
6711 #if defined(PLATFORM_UNIX)
6712 if (options.network)
6713 SendToServer_StopPlaying();
6717 game_status = MAINMENU;
6723 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6728 /* ---------- new game button stuff ---------------------------------------- */
6730 /* graphic position values for game buttons */
6731 #define GAME_BUTTON_XSIZE 30
6732 #define GAME_BUTTON_YSIZE 30
6733 #define GAME_BUTTON_XPOS 5
6734 #define GAME_BUTTON_YPOS 215
6735 #define SOUND_BUTTON_XPOS 5
6736 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6738 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6739 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6740 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6741 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6742 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6743 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6750 } gamebutton_info[NUM_GAME_BUTTONS] =
6753 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6758 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6763 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6768 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6769 SOUND_CTRL_ID_MUSIC,
6770 "background music on/off"
6773 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6774 SOUND_CTRL_ID_LOOPS,
6775 "sound loops on/off"
6778 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6779 SOUND_CTRL_ID_SIMPLE,
6780 "normal sounds on/off"
6784 void CreateGameButtons()
6788 for (i=0; i<NUM_GAME_BUTTONS; i++)
6790 Bitmap *gd_bitmap = pix[PIX_DOOR];
6791 struct GadgetInfo *gi;
6794 unsigned long event_mask;
6795 int gd_xoffset, gd_yoffset;
6796 int gd_x1, gd_x2, gd_y1, gd_y2;
6799 gd_xoffset = gamebutton_info[i].x;
6800 gd_yoffset = gamebutton_info[i].y;
6801 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6802 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6804 if (id == GAME_CTRL_ID_STOP ||
6805 id == GAME_CTRL_ID_PAUSE ||
6806 id == GAME_CTRL_ID_PLAY)
6808 button_type = GD_TYPE_NORMAL_BUTTON;
6810 event_mask = GD_EVENT_RELEASED;
6811 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6812 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6816 button_type = GD_TYPE_CHECK_BUTTON;
6818 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6819 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6820 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6821 event_mask = GD_EVENT_PRESSED;
6822 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6823 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6826 gi = CreateGadget(GDI_CUSTOM_ID, id,
6827 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6828 GDI_X, DX + gd_xoffset,
6829 GDI_Y, DY + gd_yoffset,
6830 GDI_WIDTH, GAME_BUTTON_XSIZE,
6831 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6832 GDI_TYPE, button_type,
6833 GDI_STATE, GD_BUTTON_UNPRESSED,
6834 GDI_CHECKED, checked,
6835 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6836 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6837 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6838 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6839 GDI_EVENT_MASK, event_mask,
6840 GDI_CALLBACK_ACTION, HandleGameButtons,
6844 Error(ERR_EXIT, "cannot create gadget");
6846 game_gadget[id] = gi;
6850 static void MapGameButtons()
6854 for (i=0; i<NUM_GAME_BUTTONS; i++)
6855 MapGadget(game_gadget[i]);
6858 void UnmapGameButtons()
6862 for (i=0; i<NUM_GAME_BUTTONS; i++)
6863 UnmapGadget(game_gadget[i]);
6866 static void HandleGameButtons(struct GadgetInfo *gi)
6868 int id = gi->custom_id;
6870 if (game_status != PLAYING)
6875 case GAME_CTRL_ID_STOP:
6876 RequestQuitGame(TRUE);
6879 case GAME_CTRL_ID_PAUSE:
6880 if (options.network)
6882 #if defined(PLATFORM_UNIX)
6884 SendToServer_ContinuePlaying();
6886 SendToServer_PausePlaying();
6890 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6893 case GAME_CTRL_ID_PLAY:
6896 #if defined(PLATFORM_UNIX)
6897 if (options.network)
6898 SendToServer_ContinuePlaying();
6902 tape.pausing = FALSE;
6903 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6908 case SOUND_CTRL_ID_MUSIC:
6909 if (setup.sound_music)
6911 setup.sound_music = FALSE;
6914 else if (audio.music_available)
6916 setup.sound = setup.sound_music = TRUE;
6917 PlayMusic(level_nr);
6921 case SOUND_CTRL_ID_LOOPS:
6922 if (setup.sound_loops)
6923 setup.sound_loops = FALSE;
6924 else if (audio.loops_available)
6925 setup.sound = setup.sound_loops = TRUE;
6928 case SOUND_CTRL_ID_SIMPLE:
6929 if (setup.sound_simple)
6930 setup.sound_simple = FALSE;
6931 else if (audio.sound_available)
6932 setup.sound = setup.sound_simple = TRUE;