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_normal_time_left = 0;
740 player->shield_deadly_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 DrawLevelField(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 element = Feld[x][y];
1329 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1330 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1332 MovDir[x][y] = direction;
1333 MovDir[newx][newy] = direction;
1335 if (Feld[newx][newy] == EL_EMPTY)
1336 Feld[newx][newy] = EL_BLOCKED;
1338 if (direction == MV_DOWN && CAN_FALL(element))
1339 GfxAction[x][y] = GFX_ACTION_FALLING;
1341 GfxAction[x][y] = GFX_ACTION_MOVING;
1344 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1346 int direction = MovDir[x][y];
1347 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1348 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1354 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1356 int oldx = x, oldy = y;
1357 int direction = MovDir[x][y];
1359 if (direction == MV_LEFT)
1361 else if (direction == MV_RIGHT)
1363 else if (direction == MV_UP)
1365 else if (direction == MV_DOWN)
1368 *comes_from_x = oldx;
1369 *comes_from_y = oldy;
1372 int MovingOrBlocked2Element(int x, int y)
1374 int element = Feld[x][y];
1376 if (element == EL_BLOCKED)
1380 Blocked2Moving(x, y, &oldx, &oldy);
1381 return Feld[oldx][oldy];
1387 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1389 /* like MovingOrBlocked2Element(), but if element is moving
1390 and (x,y) is the field the moving element is just leaving,
1391 return EL_BLOCKED instead of the element value */
1392 int element = Feld[x][y];
1394 if (IS_MOVING(x, y))
1396 if (element == EL_BLOCKED)
1400 Blocked2Moving(x, y, &oldx, &oldy);
1401 return Feld[oldx][oldy];
1410 static void RemoveField(int x, int y)
1412 Feld[x][y] = EL_EMPTY;
1418 void RemoveMovingField(int x, int y)
1420 int oldx = x, oldy = y, newx = x, newy = y;
1422 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1425 if (IS_MOVING(x, y))
1427 Moving2Blocked(x, y, &newx, &newy);
1428 if (Feld[newx][newy] != EL_BLOCKED)
1431 else if (Feld[x][y] == EL_BLOCKED)
1433 Blocked2Moving(x, y, &oldx, &oldy);
1434 if (!IS_MOVING(oldx, oldy))
1438 if (Feld[x][y] == EL_BLOCKED &&
1439 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1440 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1441 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1442 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1443 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1445 Feld[oldx][oldy] = EL_EMPTY;
1447 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1449 Feld[newx][newy] = EL_EMPTY;
1450 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1451 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1452 GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
1454 DrawLevelField(oldx, oldy);
1455 DrawLevelField(newx, newy);
1458 void DrawDynamite(int x, int y)
1460 int sx = SCREENX(x), sy = SCREENY(y);
1461 int graphic = el2img(Feld[x][y]);
1464 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1468 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1470 frame = getGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
1473 printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
1476 if (game.emulation == EMU_SUPAPLEX)
1477 DrawGraphic(sx, sy, IMG_SP_DISK_RED, 0);
1478 else if (Store[x][y])
1479 DrawGraphicThruMask(sx, sy, graphic, frame);
1481 DrawGraphic(sx, sy, graphic, frame);
1484 void CheckDynamite(int x, int y)
1486 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1491 if (!(MovDelay[x][y] % 6))
1492 PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
1494 if (IS_ACTIVE_BOMB(Feld[x][y]))
1496 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1498 if (!(MovDelay[x][y] % delay))
1506 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1507 StopSound(SND_DYNAMITE_ACTIVE);
1509 StopSound(SND_DYNABOMB_ACTIVE);
1514 void Explode(int ex, int ey, int phase, int mode)
1518 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1519 int last_phase = num_phase * delay;
1520 int half_phase = (num_phase / 2) * delay;
1521 int first_phase_after_start = EX_PHASE_START + 1;
1523 if (game.explosions_delayed)
1525 ExplodeField[ex][ey] = mode;
1529 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1531 int center_element = Feld[ex][ey];
1533 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1535 /* put moving element to center field (and let it explode there) */
1536 center_element = MovingOrBlocked2Element(ex, ey);
1537 RemoveMovingField(ex, ey);
1538 Feld[ex][ey] = center_element;
1541 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1545 if (!IN_LEV_FIELD(x, y) ||
1546 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1547 (x != ex || y != ey)))
1550 element = Feld[x][y];
1552 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1554 element = MovingOrBlocked2Element(x, y);
1555 RemoveMovingField(x, y);
1558 if (IS_MASSIVE(element) || element == EL_FLAMES)
1561 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1563 if (IS_ACTIVE_BOMB(element))
1565 /* re-activate things under the bomb like gate or penguin */
1566 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1573 if (element == EL_EXPLOSION)
1574 element = Store2[x][y];
1576 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1578 switch(StorePlayer[ex][ey])
1581 Store[x][y] = EL_EMERALD_RED;
1584 Store[x][y] = EL_EMERALD;
1587 Store[x][y] = EL_EMERALD_PURPLE;
1591 Store[x][y] = EL_EMERALD_YELLOW;
1595 if (game.emulation == EMU_SUPAPLEX)
1596 Store[x][y] = EL_EMPTY;
1598 else if (center_element == EL_MOLE)
1599 Store[x][y] = EL_EMERALD_RED;
1600 else if (center_element == EL_PENGUIN)
1601 Store[x][y] = EL_EMERALD_PURPLE;
1602 else if (center_element == EL_BUG)
1603 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1604 else if (center_element == EL_BD_BUTTERFLY)
1605 Store[x][y] = EL_BD_DIAMOND;
1606 else if (center_element == EL_SP_ELECTRON)
1607 Store[x][y] = EL_SP_INFOTRON;
1608 else if (center_element == EL_YAMYAM)
1609 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1610 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1611 Store[x][y] = level.amoeba_content;
1612 else if (element == EL_WALL_EMERALD)
1613 Store[x][y] = EL_EMERALD;
1614 else if (element == EL_WALL_DIAMOND)
1615 Store[x][y] = EL_DIAMOND;
1616 else if (element == EL_WALL_BD_DIAMOND)
1617 Store[x][y] = EL_BD_DIAMOND;
1618 else if (element == EL_WALL_EMERALD_YELLOW)
1619 Store[x][y] = EL_EMERALD_YELLOW;
1620 else if (element == EL_WALL_EMERALD_RED)
1621 Store[x][y] = EL_EMERALD_RED;
1622 else if (element == EL_WALL_EMERALD_PURPLE)
1623 Store[x][y] = EL_EMERALD_PURPLE;
1624 else if (element == EL_WALL_PEARL)
1625 Store[x][y] = EL_PEARL;
1626 else if (element == EL_WALL_CRYSTAL)
1627 Store[x][y] = EL_CRYSTAL;
1628 else if (!IS_PFORTE(Store[x][y]))
1629 Store[x][y] = EL_EMPTY;
1631 if (x != ex || y != ey ||
1632 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1633 Store2[x][y] = element;
1635 if (AmoebaNr[x][y] &&
1636 (element == EL_AMOEBA_FULL ||
1637 element == EL_BD_AMOEBA ||
1638 element == EL_AMOEBA_CREATING))
1640 AmoebaCnt[AmoebaNr[x][y]]--;
1641 AmoebaCnt2[AmoebaNr[x][y]]--;
1644 Feld[x][y] = EL_EXPLOSION;
1645 MovDir[x][y] = MovPos[x][y] = 0;
1651 if (center_element == EL_YAMYAM)
1652 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1663 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1665 if (phase == first_phase_after_start)
1667 int element = Store2[x][y];
1669 if (element == EL_BLACK_ORB)
1671 Feld[x][y] = Store2[x][y];
1676 else if (phase == half_phase)
1678 int element = Store2[x][y];
1680 if (IS_PLAYER(x, y))
1681 KillHeroUnlessProtected(x, y);
1682 else if (IS_EXPLOSIVE(element))
1684 Feld[x][y] = Store2[x][y];
1688 else if (element == EL_AMOEBA_TO_DIAMOND)
1689 AmoebeUmwandeln(x, y);
1692 if (phase == last_phase)
1696 element = Feld[x][y] = Store[x][y];
1697 Store[x][y] = Store2[x][y] = 0;
1698 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1699 InitField(x, y, FALSE);
1700 if (CAN_MOVE(element) || COULD_MOVE(element))
1702 DrawLevelField(x, y);
1704 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1705 StorePlayer[x][y] = 0;
1707 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1709 int graphic = IMG_EXPLOSION;
1710 int frame = (phase / delay - 1);
1712 if (game.emulation == EMU_SUPAPLEX)
1713 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1714 IMG_SP_EXPLOSION_INFOTRON :
1718 DrawCrumbledSand(SCREENX(x), SCREENY(y));
1720 if (IS_PFORTE(Store[x][y]))
1722 DrawLevelElement(x, y, Store[x][y]);
1723 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1726 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1730 void DynaExplode(int ex, int ey)
1733 int dynabomb_size = 1;
1734 boolean dynabomb_xl = FALSE;
1735 struct PlayerInfo *player;
1736 static int xy[4][2] =
1744 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1746 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
1747 dynabomb_size = player->dynabomb_size;
1748 dynabomb_xl = player->dynabomb_xl;
1749 player->dynabombs_left++;
1752 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1756 for (j=1; j<=dynabomb_size; j++)
1758 int x = ex + j * xy[i % 4][0];
1759 int y = ey + j * xy[i % 4][1];
1762 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1765 element = Feld[x][y];
1767 /* do not restart explosions of fields with active bombs */
1768 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
1771 Explode(x, y, EX_PHASE_START, EX_BORDER);
1773 if (element != EL_EMPTY &&
1774 element != EL_SAND &&
1775 element != EL_EXPLOSION &&
1782 void Bang(int x, int y)
1784 int element = Feld[x][y];
1786 if (game.emulation == EMU_SUPAPLEX)
1787 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1789 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1792 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1800 case EL_BD_BUTTERFLY:
1803 case EL_DARK_YAMYAM:
1807 RaiseScoreElement(element);
1808 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1810 case EL_DYNABOMB_PLAYER1_ACTIVE:
1811 case EL_DYNABOMB_PLAYER2_ACTIVE:
1812 case EL_DYNABOMB_PLAYER3_ACTIVE:
1813 case EL_DYNABOMB_PLAYER4_ACTIVE:
1814 case EL_DYNABOMB_NR:
1815 case EL_DYNABOMB_SZ:
1816 case EL_DYNABOMB_XL:
1821 case EL_LAMP_ACTIVE:
1822 if (IS_PLAYER(x, y))
1823 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1825 Explode(x, y, EX_PHASE_START, EX_CENTER);
1828 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1833 void Blurb(int x, int y)
1835 int element = Feld[x][y];
1837 if (element != EL_ACID_SPLASH_LEFT &&
1838 element != EL_ACID_SPLASH_RIGHT) /* start */
1840 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1841 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1842 (!IN_LEV_FIELD(x-1, y-1) ||
1843 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1845 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
1847 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1848 (!IN_LEV_FIELD(x+1, y-1) ||
1849 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1851 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
1856 int graphic = (element == EL_ACID_SPLASH_LEFT ?
1857 IMG_ACID_SPLASH_LEFT :
1858 IMG_ACID_SPLASH_RIGHT);
1860 if (!MovDelay[x][y]) /* initialize animation counter */
1863 if (MovDelay[x][y]) /* continue animation */
1866 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1868 int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
1870 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1873 if (!MovDelay[x][y])
1875 Feld[x][y] = EL_EMPTY;
1876 DrawLevelField(x, y);
1882 static void ToggleBeltSwitch(int x, int y)
1884 static int belt_base_element[4] =
1886 EL_CONVEYOR_BELT1_LEFT,
1887 EL_CONVEYOR_BELT2_LEFT,
1888 EL_CONVEYOR_BELT3_LEFT,
1889 EL_CONVEYOR_BELT4_LEFT
1891 static int belt_base_active_element[4] =
1893 EL_CONVEYOR_BELT1_LEFT_ACTIVE,
1894 EL_CONVEYOR_BELT2_LEFT_ACTIVE,
1895 EL_CONVEYOR_BELT3_LEFT_ACTIVE,
1896 EL_CONVEYOR_BELT4_LEFT_ACTIVE
1898 static int belt_base_switch_element[4] =
1900 EL_CONVEYOR_BELT1_SWITCH_LEFT,
1901 EL_CONVEYOR_BELT2_SWITCH_LEFT,
1902 EL_CONVEYOR_BELT3_SWITCH_LEFT,
1903 EL_CONVEYOR_BELT4_SWITCH_LEFT
1905 static int belt_move_dir[4] =
1913 int element = Feld[x][y];
1914 int belt_nr = getBeltNrFromBeltSwitchElement(element);
1915 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1916 int belt_dir = belt_move_dir[belt_dir_nr];
1919 if (!IS_BELT_SWITCH(element))
1922 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1923 game.belt_dir[belt_nr] = belt_dir;
1925 if (belt_dir_nr == 3)
1928 /* set frame order for belt animation graphic according to belt direction */
1931 int element = belt_base_active_element[belt_nr] + i;
1932 int graphic = el2img(element);
1934 if (belt_dir == MV_LEFT)
1935 new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
1937 new_graphic_info[graphic].anim_mode |= ANIM_REVERSE;
1940 for (yy=0; yy<lev_fieldy; yy++)
1942 for (xx=0; xx<lev_fieldx; xx++)
1944 int element = Feld[xx][yy];
1946 if (IS_BELT_SWITCH(element))
1948 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
1950 if (e_belt_nr == belt_nr)
1952 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
1953 DrawLevelField(xx, yy);
1956 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
1958 int e_belt_nr = getBeltNrFromBeltElement(element);
1960 if (e_belt_nr == belt_nr)
1962 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
1964 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
1965 DrawLevelField(xx, yy);
1968 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
1970 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
1972 if (e_belt_nr == belt_nr)
1974 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
1976 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
1977 DrawLevelField(xx, yy);
1984 static void ToggleSwitchgateSwitch(int x, int y)
1988 game.switchgate_pos = !game.switchgate_pos;
1990 for (yy=0; yy<lev_fieldy; yy++)
1992 for (xx=0; xx<lev_fieldx; xx++)
1994 int element = Feld[xx][yy];
1996 if (element == EL_SWITCHGATE_SWITCH_UP ||
1997 element == EL_SWITCHGATE_SWITCH_DOWN)
1999 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2000 DrawLevelField(xx, yy);
2002 else if (element == EL_SWITCHGATE_OPEN ||
2003 element == EL_SWITCHGATE_OPENING)
2005 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2006 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2008 else if (element == EL_SWITCHGATE_CLOSED ||
2009 element == EL_SWITCHGATE_CLOSING)
2011 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2012 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2018 static int getInvisibleActiveFromInvisibleElement(int element)
2020 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2021 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2022 EL_INVISIBLE_SAND_ACTIVE);
2025 static int getInvisibleFromInvisibleActiveElement(int element)
2027 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2028 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2032 static void RedrawAllLightSwitchesAndInvisibleElements()
2036 for (y=0; y<lev_fieldy; y++)
2038 for (x=0; x<lev_fieldx; x++)
2040 int element = Feld[x][y];
2042 if (element == EL_LIGHT_SWITCH &&
2043 game.light_time_left > 0)
2045 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2046 DrawLevelField(x, y);
2048 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2049 game.light_time_left == 0)
2051 Feld[x][y] = EL_LIGHT_SWITCH;
2052 DrawLevelField(x, y);
2054 else if (element == EL_INVISIBLE_STEELWALL ||
2055 element == EL_INVISIBLE_WALL ||
2056 element == EL_INVISIBLE_SAND)
2058 if (game.light_time_left > 0)
2059 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2061 DrawLevelField(x, y);
2063 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2064 element == EL_INVISIBLE_WALL_ACTIVE ||
2065 element == EL_INVISIBLE_SAND_ACTIVE)
2067 if (game.light_time_left == 0)
2068 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2070 DrawLevelField(x, y);
2076 static void ToggleLightSwitch(int x, int y)
2078 int element = Feld[x][y];
2080 game.light_time_left =
2081 (element == EL_LIGHT_SWITCH ?
2082 level.time_light * FRAMES_PER_SECOND : 0);
2084 RedrawAllLightSwitchesAndInvisibleElements();
2087 static void ActivateTimegateSwitch(int x, int y)
2091 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2093 for (yy=0; yy<lev_fieldy; yy++)
2095 for (xx=0; xx<lev_fieldx; xx++)
2097 int element = Feld[xx][yy];
2099 if (element == EL_TIMEGATE_CLOSED ||
2100 element == EL_TIMEGATE_CLOSING)
2102 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2103 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2107 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2109 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2110 DrawLevelField(xx, yy);
2117 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2120 void Impact(int x, int y)
2122 boolean lastline = (y == lev_fieldy-1);
2123 boolean object_hit = FALSE;
2124 int element = Feld[x][y];
2127 if (!lastline) /* check if element below was hit */
2129 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2132 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2133 MovDir[x][y+1]!=MV_DOWN ||
2134 MovPos[x][y+1]<=TILEY/2));
2136 smashed = MovingOrBlocked2Element(x, y+1);
2139 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2145 if ((element == EL_BOMB ||
2146 element == EL_SP_DISK_ORANGE ||
2147 element == EL_DX_SUPABOMB) &&
2148 (lastline || object_hit)) /* element is bomb */
2153 else if (element == EL_PEARL)
2155 Feld[x][y] = EL_PEARL_BREAKING;
2156 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2160 if (element == EL_AMOEBA_DROP && (lastline || object_hit))
2162 if (object_hit && IS_PLAYER(x, y+1))
2163 KillHeroUnlessProtected(x, y+1);
2164 else if (object_hit && smashed == EL_PENGUIN)
2168 Feld[x][y] = EL_AMOEBA_CREATING;
2169 Store[x][y] = EL_AMOEBA_WET;
2174 if (!lastline && object_hit) /* check which object was hit */
2176 if (CAN_CHANGE(element) &&
2177 (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
2180 int activated_magic_wall =
2181 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2182 EL_BD_MAGIC_WALL_ACTIVE);
2184 /* activate magic wall / mill */
2185 for (yy=0; yy<lev_fieldy; yy++)
2186 for (xx=0; xx<lev_fieldx; xx++)
2187 if (Feld[xx][yy] == smashed)
2188 Feld[xx][yy] = activated_magic_wall;
2190 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2191 game.magic_wall_active = TRUE;
2193 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2194 SND_MAGIC_WALL_ACTIVATING :
2195 SND_BD_MAGIC_WALL_ACTIVATING));
2198 if (IS_PLAYER(x, y+1))
2200 KillHeroUnlessProtected(x, y+1);
2203 else if (smashed == EL_PENGUIN)
2208 else if (element == EL_BD_DIAMOND)
2210 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2216 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2217 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2218 smashed == EL_SP_DISK_ORANGE))
2223 else if (element == EL_ROCK ||
2224 element == EL_SP_ZONK ||
2225 element == EL_BD_ROCK)
2227 if (IS_ENEMY(smashed) ||
2228 smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
2229 smashed == EL_DX_SUPABOMB ||
2230 smashed == EL_SATELLITE || smashed == EL_PIG ||
2231 smashed == EL_DRAGON || smashed == EL_MOLE)
2236 else if (!IS_MOVING(x, y+1))
2238 if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
2243 else if (smashed == EL_NUT)
2245 Feld[x][y+1] = EL_NUT_CRACKING;
2246 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2247 RaiseScoreElement(EL_NUT);
2250 else if (smashed == EL_PEARL)
2252 Feld[x][y+1] = EL_PEARL_BREAKING;
2253 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2256 else if (smashed == EL_DIAMOND)
2258 Feld[x][y+1] = EL_EMPTY;
2259 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2262 else if (IS_BELT_SWITCH(smashed))
2264 ToggleBeltSwitch(x, y+1);
2266 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2267 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2269 ToggleSwitchgateSwitch(x, y+1);
2271 else if (smashed == EL_LIGHT_SWITCH ||
2272 smashed == EL_LIGHT_SWITCH_ACTIVE)
2274 ToggleLightSwitch(x, y+1);
2280 /* play sound of magic wall / mill */
2282 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2283 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2285 if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2286 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2287 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2288 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2293 /* play sound of object that hits the ground */
2294 if (lastline || object_hit)
2295 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2298 void TurnRound(int x, int y)
2310 { 0, 0 }, { 0, 0 }, { 0, 0 },
2315 int left, right, back;
2319 { MV_DOWN, MV_UP, MV_RIGHT },
2320 { MV_UP, MV_DOWN, MV_LEFT },
2322 { MV_LEFT, MV_RIGHT, MV_DOWN },
2323 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2324 { MV_RIGHT, MV_LEFT, MV_UP }
2327 int element = Feld[x][y];
2328 int old_move_dir = MovDir[x][y];
2329 int left_dir = turn[old_move_dir].left;
2330 int right_dir = turn[old_move_dir].right;
2331 int back_dir = turn[old_move_dir].back;
2333 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2334 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2335 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2336 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2338 int left_x = x+left_dx, left_y = y+left_dy;
2339 int right_x = x+right_dx, right_y = y+right_dy;
2340 int move_x = x+move_dx, move_y = y+move_dy;
2342 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2344 TestIfBadThingTouchesOtherBadThing(x, y);
2346 if (IN_LEV_FIELD(right_x, right_y) &&
2347 IS_FREE(right_x, right_y))
2348 MovDir[x][y] = right_dir;
2349 else if (!IN_LEV_FIELD(move_x, move_y) ||
2350 !IS_FREE(move_x, move_y))
2351 MovDir[x][y] = left_dir;
2353 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2355 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2358 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2359 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2361 TestIfBadThingTouchesOtherBadThing(x, y);
2363 if (IN_LEV_FIELD(left_x, left_y) &&
2364 IS_FREE(left_x, left_y))
2365 MovDir[x][y] = left_dir;
2366 else if (!IN_LEV_FIELD(move_x, move_y) ||
2367 !IS_FREE(move_x, move_y))
2368 MovDir[x][y] = right_dir;
2370 if ((element == EL_SPACESHIP ||
2371 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2372 && MovDir[x][y] != old_move_dir)
2374 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2377 else if (element == EL_YAMYAM)
2379 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2381 if (IN_LEV_FIELD(left_x, left_y) &&
2382 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2383 Feld[left_x][left_y] == EL_DIAMOND))
2384 can_turn_left = TRUE;
2385 if (IN_LEV_FIELD(right_x, right_y) &&
2386 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2387 Feld[right_x][right_y] == EL_DIAMOND))
2388 can_turn_right = TRUE;
2390 if (can_turn_left && can_turn_right)
2391 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2392 else if (can_turn_left)
2393 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2394 else if (can_turn_right)
2395 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2397 MovDir[x][y] = back_dir;
2399 MovDelay[x][y] = 16+16*RND(3);
2401 else if (element == EL_DARK_YAMYAM)
2403 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2405 if (IN_LEV_FIELD(left_x, left_y) &&
2406 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2407 IS_MAMPF2(Feld[left_x][left_y])))
2408 can_turn_left = TRUE;
2409 if (IN_LEV_FIELD(right_x, right_y) &&
2410 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2411 IS_MAMPF2(Feld[right_x][right_y])))
2412 can_turn_right = TRUE;
2414 if (can_turn_left && can_turn_right)
2415 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2416 else if (can_turn_left)
2417 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2418 else if (can_turn_right)
2419 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2421 MovDir[x][y] = back_dir;
2423 MovDelay[x][y] = 16+16*RND(3);
2425 else if (element == EL_PACMAN)
2427 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2429 if (IN_LEV_FIELD(left_x, left_y) &&
2430 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2431 IS_AMOEBOID(Feld[left_x][left_y])))
2432 can_turn_left = TRUE;
2433 if (IN_LEV_FIELD(right_x, right_y) &&
2434 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2435 IS_AMOEBOID(Feld[right_x][right_y])))
2436 can_turn_right = TRUE;
2438 if (can_turn_left && can_turn_right)
2439 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2440 else if (can_turn_left)
2441 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2442 else if (can_turn_right)
2443 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2445 MovDir[x][y] = back_dir;
2447 MovDelay[x][y] = 6+RND(40);
2449 else if (element == EL_PIG)
2451 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2452 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2453 boolean should_move_on = FALSE;
2455 int rnd = RND(rnd_value);
2457 if (IN_LEV_FIELD(left_x, left_y) &&
2458 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2459 can_turn_left = TRUE;
2460 if (IN_LEV_FIELD(right_x, right_y) &&
2461 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2462 can_turn_right = TRUE;
2463 if (IN_LEV_FIELD(move_x, move_y) &&
2464 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2467 if (can_turn_left &&
2469 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2470 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2471 should_turn_left = TRUE;
2472 if (can_turn_right &&
2474 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2475 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2476 should_turn_right = TRUE;
2478 (!can_turn_left || !can_turn_right ||
2479 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2480 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2481 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2482 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2483 should_move_on = TRUE;
2485 if (should_turn_left || should_turn_right || should_move_on)
2487 if (should_turn_left && should_turn_right && should_move_on)
2488 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2489 rnd < 2*rnd_value/3 ? right_dir :
2491 else if (should_turn_left && should_turn_right)
2492 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2493 else if (should_turn_left && should_move_on)
2494 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2495 else if (should_turn_right && should_move_on)
2496 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2497 else if (should_turn_left)
2498 MovDir[x][y] = left_dir;
2499 else if (should_turn_right)
2500 MovDir[x][y] = right_dir;
2501 else if (should_move_on)
2502 MovDir[x][y] = old_move_dir;
2504 else if (can_move_on && rnd > rnd_value/8)
2505 MovDir[x][y] = old_move_dir;
2506 else if (can_turn_left && can_turn_right)
2507 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2508 else if (can_turn_left && rnd > rnd_value/8)
2509 MovDir[x][y] = left_dir;
2510 else if (can_turn_right && rnd > rnd_value/8)
2511 MovDir[x][y] = right_dir;
2513 MovDir[x][y] = back_dir;
2515 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2516 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2517 MovDir[x][y] = old_move_dir;
2521 else if (element == EL_DRAGON)
2523 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2525 int rnd = RND(rnd_value);
2527 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2528 can_turn_left = TRUE;
2529 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2530 can_turn_right = TRUE;
2531 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2534 if (can_move_on && rnd > rnd_value/8)
2535 MovDir[x][y] = old_move_dir;
2536 else if (can_turn_left && can_turn_right)
2537 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2538 else if (can_turn_left && rnd > rnd_value/8)
2539 MovDir[x][y] = left_dir;
2540 else if (can_turn_right && rnd > rnd_value/8)
2541 MovDir[x][y] = right_dir;
2543 MovDir[x][y] = back_dir;
2545 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2546 MovDir[x][y] = old_move_dir;
2550 else if (element == EL_MOLE)
2552 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2554 if (IN_LEV_FIELD(move_x, move_y) &&
2555 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2556 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
2561 if (IN_LEV_FIELD(left_x, left_y) &&
2562 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2563 can_turn_left = TRUE;
2564 if (IN_LEV_FIELD(right_x, right_y) &&
2565 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2566 can_turn_right = TRUE;
2568 if (can_turn_left && can_turn_right)
2569 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2570 else if (can_turn_left)
2571 MovDir[x][y] = left_dir;
2573 MovDir[x][y] = right_dir;
2576 if (MovDir[x][y] != old_move_dir)
2579 else if (element == EL_BALLOON)
2581 MovDir[x][y] = game.balloon_dir;
2584 else if (element == EL_SPRING_MOVING)
2586 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2587 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2589 Feld[x][y] = EL_SPRING;
2590 MovDir[x][y] = MV_NO_MOVING;
2594 else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
2596 int attr_x = -1, attr_y = -1;
2607 for (i=0; i<MAX_PLAYERS; i++)
2609 struct PlayerInfo *player = &stored_player[i];
2610 int jx = player->jx, jy = player->jy;
2612 if (!player->active)
2615 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2623 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2629 if (element == EL_PENGUIN)
2632 static int xy[4][2] =
2642 int ex = x + xy[i%4][0];
2643 int ey = y + xy[i%4][1];
2645 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2654 MovDir[x][y] = MV_NO_MOVING;
2656 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2658 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2660 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2662 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2664 if (element == EL_ROBOT)
2668 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2669 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2670 Moving2Blocked(x, y, &newx, &newy);
2672 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2673 MovDelay[x][y] = 8+8*!RND(3);
2675 MovDelay[x][y] = 16;
2683 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2685 boolean first_horiz = RND(2);
2686 int new_move_dir = MovDir[x][y];
2689 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2690 Moving2Blocked(x, y, &newx, &newy);
2692 if (IN_LEV_FIELD(newx, newy) &&
2693 (IS_FREE(newx, newy) ||
2694 Feld[newx][newy] == EL_ACID ||
2695 (element == EL_PENGUIN &&
2696 (Feld[newx][newy] == EL_EXIT_OPEN ||
2697 IS_MAMPF3(Feld[newx][newy])))))
2701 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2702 Moving2Blocked(x, y, &newx, &newy);
2704 if (IN_LEV_FIELD(newx, newy) &&
2705 (IS_FREE(newx, newy) ||
2706 Feld[newx][newy] == EL_ACID ||
2707 (element == EL_PENGUIN &&
2708 (Feld[newx][newy] == EL_EXIT_OPEN ||
2709 IS_MAMPF3(Feld[newx][newy])))))
2712 MovDir[x][y] = old_move_dir;
2719 static boolean JustBeingPushed(int x, int y)
2723 for (i=0; i<MAX_PLAYERS; i++)
2725 struct PlayerInfo *player = &stored_player[i];
2727 if (player->active && player->Pushing && player->MovPos)
2729 int next_jx = player->jx + (player->jx - player->last_jx);
2730 int next_jy = player->jy + (player->jy - player->last_jy);
2732 if (x == next_jx && y == next_jy)
2740 void StartMoving(int x, int y)
2742 int element = Feld[x][y];
2747 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2749 if (CAN_FALL(element) && y<lev_fieldy-1)
2751 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2752 if (JustBeingPushed(x, y))
2755 if (element == EL_QUICKSAND_FULL)
2757 if (IS_FREE(x, y+1))
2759 InitMovingField(x, y, MV_DOWN);
2760 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2761 Store[x][y] = EL_ROCK;
2762 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2764 else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2766 if (!MovDelay[x][y])
2767 MovDelay[x][y] = TILEY + 1;
2776 Feld[x][y] = EL_QUICKSAND_EMPTY;
2777 Feld[x][y+1] = EL_QUICKSAND_FULL;
2778 Store[x][y+1] = Store[x][y];
2780 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
2783 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
2784 Feld[x][y+1] == EL_QUICKSAND_EMPTY)
2786 InitMovingField(x, y, MV_DOWN);
2787 Feld[x][y] = EL_QUICKSAND_FILLING;
2788 Store[x][y] = element;
2789 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2791 else if (element == EL_MAGIC_WALL_FULL)
2793 if (IS_FREE(x, y+1))
2795 InitMovingField(x, y, MV_DOWN);
2796 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2797 Store[x][y] = EL_CHANGED(Store[x][y]);
2799 else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
2801 if (!MovDelay[x][y])
2802 MovDelay[x][y] = TILEY/4 + 1;
2811 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
2812 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2813 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2817 else if (element == EL_BD_MAGIC_WALL_FULL)
2819 if (IS_FREE(x, y+1))
2821 InitMovingField(x, y, MV_DOWN);
2822 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
2823 Store[x][y] = EL_CHANGED2(Store[x][y]);
2825 else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
2827 if (!MovDelay[x][y])
2828 MovDelay[x][y] = TILEY/4 + 1;
2837 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
2838 Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
2839 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2843 else if (CAN_CHANGE(element) &&
2844 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
2845 Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
2847 InitMovingField(x, y, MV_DOWN);
2849 (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
2850 EL_BD_MAGIC_WALL_FILLING);
2851 Store[x][y] = element;
2853 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
2856 InitMovingField(x, y, MV_DOWN);
2857 Store[x][y] = EL_ACID;
2859 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2864 else if (IS_FREE(x, y+1))
2866 InitMovingField(x, y, MV_DOWN);
2868 else if (element == EL_AMOEBA_DROP)
2870 Feld[x][y] = EL_AMOEBA_CREATING;
2871 Store[x][y] = EL_AMOEBA_WET;
2873 /* Store[x][y+1] must be zero, because:
2874 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
2877 #if OLD_GAME_BEHAVIOUR
2878 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2880 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2881 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2882 element != EL_DX_SUPABOMB)
2885 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2886 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2887 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2888 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2891 boolean left = (x>0 && IS_FREE(x-1, y) &&
2892 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
2893 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2894 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
2898 if (left && right &&
2899 (game.emulation != EMU_BOULDERDASH &&
2900 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
2901 left = !(right = RND(2));
2903 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2906 else if (IS_BELT_ACTIVE(Feld[x][y+1]))
2908 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2909 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2910 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
2911 int belt_dir = game.belt_dir[belt_nr];
2913 if ((belt_dir == MV_LEFT && left_is_free) ||
2914 (belt_dir == MV_RIGHT && right_is_free))
2916 InitMovingField(x, y, belt_dir);
2917 GfxAction[x][y] = GFX_ACTION_DEFAULT;
2921 else if (CAN_MOVE(element))
2925 if ((element == EL_SATELLITE || element == EL_BALLOON ||
2926 element == EL_SPRING_MOVING)
2927 && JustBeingPushed(x, y))
2930 if (!MovDelay[x][y]) /* start new movement phase */
2932 /* all objects that can change their move direction after each step */
2933 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2935 if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
2939 if (MovDelay[x][y] && (element == EL_BUG ||
2940 element == EL_SPACESHIP ||
2941 element == EL_SP_SNIKSNAK ||
2942 element == EL_SP_ELECTRON ||
2943 element == EL_MOLE))
2944 DrawLevelField(x, y);
2948 if (MovDelay[x][y]) /* wait some time before next movement */
2952 if (element == EL_ROBOT ||
2953 element == EL_YAMYAM || element == EL_DARK_YAMYAM)
2955 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2957 int graphic = el2img(element);
2958 int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
2960 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2963 if (MovDelay[x][y] % 4 == 3)
2965 if (element == EL_YAMYAM)
2966 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2967 else if (element == EL_DARK_YAMYAM)
2968 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2971 else if (element == EL_SP_ELECTRON)
2972 DrawGraphicAnimation(x, y, IMG_SP_ELECTRON);
2973 else if (element == EL_DRAGON)
2976 int dir = MovDir[x][y];
2977 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2978 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2979 int graphic = (dir == MV_LEFT ? IMG_FLAMES_LEFT1 :
2980 dir == MV_RIGHT ? IMG_FLAMES_RIGHT1 :
2981 dir == MV_UP ? IMG_FLAMES_UP1 :
2982 dir == MV_DOWN ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
2983 int frame = getGraphicAnimationFrame(graphic, -1);
2985 for (i=1; i<=3; i++)
2987 int xx = x + i*dx, yy = y + i*dy;
2988 int sx = SCREENX(xx), sy = SCREENY(yy);
2989 int flame_graphic = graphic + (i - 1);
2991 if (!IN_LEV_FIELD(xx, yy) ||
2992 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
2997 int flamed = MovingOrBlocked2Element(xx, yy);
2999 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
3002 RemoveMovingField(xx, yy);
3004 Feld[xx][yy] = EL_FLAMES;
3005 if (IN_SCR_FIELD(sx, sy))
3006 DrawGraphic(sx, sy, flame_graphic, frame);
3010 if (Feld[xx][yy] == EL_FLAMES)
3011 Feld[xx][yy] = EL_EMPTY;
3012 DrawLevelField(xx, yy);
3017 if (MovDelay[x][y]) /* element still has to wait some time */
3019 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3025 /* now make next step */
3027 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3029 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
3030 !PLAYER_PROTECTED(newx, newy))
3034 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3037 /* enemy got the player */
3039 KillHero(PLAYERINFO(newx, newy));
3044 else if ((element == EL_PENGUIN || element == EL_ROBOT ||
3045 element == EL_SATELLITE || element == EL_BALLOON) &&
3046 IN_LEV_FIELD(newx, newy) &&
3047 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3050 Store[x][y] = EL_ACID;
3052 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3054 if (Feld[newx][newy] == EL_EXIT_OPEN)
3056 Feld[x][y] = EL_EMPTY;
3057 DrawLevelField(x, y);
3059 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
3060 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3061 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3063 local_player->friends_still_needed--;
3064 if (!local_player->friends_still_needed &&
3065 !local_player->GameOver && AllPlayersGone)
3066 local_player->LevelSolved = local_player->GameOver = TRUE;
3070 else if (IS_MAMPF3(Feld[newx][newy]))
3072 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3073 DrawLevelField(newx, newy);
3075 MovDir[x][y] = MV_NO_MOVING;
3077 else if (!IS_FREE(newx, newy))
3079 if (IS_PLAYER(x, y))
3080 DrawPlayerField(x, y);
3082 DrawLevelField(x, y);
3086 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3088 if (IS_GEM(Feld[newx][newy]))
3090 if (IS_MOVING(newx, newy))
3091 RemoveMovingField(newx, newy);
3094 Feld[newx][newy] = EL_EMPTY;
3095 DrawLevelField(newx, newy);
3098 PlaySoundLevel(x, y, SND_PIG_EATING);
3100 else if (!IS_FREE(newx, newy))
3102 if (IS_PLAYER(x, y))
3103 DrawPlayerField(x, y);
3105 DrawLevelField(x, y);
3109 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3111 if (!IS_FREE(newx, newy))
3113 if (IS_PLAYER(x, y))
3114 DrawPlayerField(x, y);
3116 DrawLevelField(x, y);
3121 boolean wanna_flame = !RND(10);
3122 int dx = newx - x, dy = newy - y;
3123 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3124 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3125 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3126 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3127 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3128 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3130 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3131 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3132 element1 != EL_FLAMES && element2 != EL_FLAMES)
3134 if (IS_PLAYER(x, y))
3135 DrawPlayerField(x, y);
3137 DrawLevelField(x, y);
3139 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3141 MovDelay[x][y] = 50;
3142 Feld[newx][newy] = EL_FLAMES;
3143 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3144 Feld[newx1][newy1] = EL_FLAMES;
3145 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3146 Feld[newx2][newy2] = EL_FLAMES;
3151 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3152 Feld[newx][newy] == EL_DIAMOND)
3154 if (IS_MOVING(newx, newy))
3155 RemoveMovingField(newx, newy);
3158 Feld[newx][newy] = EL_EMPTY;
3159 DrawLevelField(newx, newy);
3162 PlaySoundLevel(x, y, SND_YAMYAM_EATING);
3164 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3165 IS_MAMPF2(Feld[newx][newy]))
3167 if (AmoebaNr[newx][newy])
3169 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3170 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3171 Feld[newx][newy] == EL_BD_AMOEBA)
3172 AmoebaCnt[AmoebaNr[newx][newy]]--;
3175 if (IS_MOVING(newx, newy))
3176 RemoveMovingField(newx, newy);
3179 Feld[newx][newy] = EL_EMPTY;
3180 DrawLevelField(newx, newy);
3183 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
3185 else if ((element == EL_PACMAN || element == EL_MOLE)
3186 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3188 if (AmoebaNr[newx][newy])
3190 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3191 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3192 Feld[newx][newy] == EL_BD_AMOEBA)
3193 AmoebaCnt[AmoebaNr[newx][newy]]--;
3196 if (element == EL_MOLE)
3198 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3199 PlaySoundLevel(x, y, SND_MOLE_EATING);
3200 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3201 return; /* wait for shrinking amoeba */
3203 else /* element == EL_PACMAN */
3205 Feld[newx][newy] = EL_EMPTY;
3206 DrawLevelField(newx, newy);
3207 PlaySoundLevel(x, y, SND_PACMAN_EATING);
3210 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3211 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3212 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3214 /* wait for shrinking amoeba to completely disappear */
3217 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3219 /* object was running against a wall */
3223 if (element == EL_BUG || element == EL_SPACESHIP ||
3224 element == EL_SP_SNIKSNAK)
3225 DrawLevelField(x, y);
3226 else if (element == EL_BUG || element == EL_SPACESHIP ||
3227 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3228 DrawLevelField(x, y);
3229 else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
3230 DrawGraphicAnimation(x, y, el2img(element));
3231 else if (element == EL_SATELLITE)
3232 DrawGraphicAnimation(x, y, IMG_SATELLITE);
3233 else if (element == EL_SP_ELECTRON)
3234 DrawGraphicAnimation(x, y, IMG_SP_ELECTRON);
3236 if (DONT_TOUCH(element))
3237 TestIfBadThingTouchesHero(x, y);
3239 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3244 InitMovingField(x, y, MovDir[x][y]);
3246 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3250 ContinueMoving(x, y);
3253 void ContinueMoving(int x, int y)
3255 int element = Feld[x][y];
3256 int direction = MovDir[x][y];
3257 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3258 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3259 int horiz_move = (dx!=0);
3260 int newx = x + dx, newy = y + dy;
3261 int step = (horiz_move ? dx : dy) * TILEX / 8;
3263 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
3265 else if (element == EL_QUICKSAND_FILLING ||
3266 element == EL_QUICKSAND_EMPTYING)
3268 else if (element == EL_MAGIC_WALL_FILLING ||
3269 element == EL_BD_MAGIC_WALL_FILLING ||
3270 element == EL_MAGIC_WALL_EMPTYING ||
3271 element == EL_BD_MAGIC_WALL_EMPTYING)
3273 else if (CAN_FALL(element) && horiz_move &&
3274 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3276 else if (element == EL_SPRING_MOVING)
3279 #if OLD_GAME_BEHAVIOUR
3280 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3284 MovPos[x][y] += step;
3286 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3288 Feld[x][y] = EL_EMPTY;
3289 Feld[newx][newy] = element;
3291 if (element == EL_MOLE)
3294 static int xy[4][2] =
3302 Feld[x][y] = EL_SAND;
3303 DrawLevelField(x, y);
3312 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3313 DrawLevelField(xx, yy); /* for "DrawCrumbledSand()" */
3317 if (element == EL_QUICKSAND_FILLING)
3319 element = Feld[newx][newy] = get_next_element(element);
3320 Store[newx][newy] = Store[x][y];
3322 else if (element == EL_QUICKSAND_EMPTYING)
3324 Feld[x][y] = get_next_element(element);
3325 element = Feld[newx][newy] = Store[x][y];
3327 else if (element == EL_MAGIC_WALL_FILLING)
3329 element = Feld[newx][newy] = get_next_element(element);
3330 if (!game.magic_wall_active)
3331 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3332 Store[newx][newy] = Store[x][y];
3334 else if (element == EL_MAGIC_WALL_EMPTYING)
3336 Feld[x][y] = get_next_element(element);
3337 if (!game.magic_wall_active)
3338 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3339 element = Feld[newx][newy] = Store[x][y];
3341 else if (element == EL_BD_MAGIC_WALL_FILLING)
3343 element = Feld[newx][newy] = get_next_element(element);
3344 if (!game.magic_wall_active)
3345 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3346 Store[newx][newy] = Store[x][y];
3348 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3350 Feld[x][y] = get_next_element(element);
3351 if (!game.magic_wall_active)
3352 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3353 element = Feld[newx][newy] = Store[x][y];
3355 else if (element == EL_AMOEBA_DRIPPING)
3357 Feld[x][y] = get_next_element(element);
3358 element = Feld[newx][newy] = Store[x][y];
3360 else if (Store[x][y] == EL_ACID)
3362 element = Feld[newx][newy] = EL_ACID;
3366 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3367 MovDelay[newx][newy] = 0;
3369 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3370 GfxAction[x][y] = GFX_ACTION_DEFAULT;
3372 if (!CAN_MOVE(element))
3373 MovDir[newx][newy] = 0;
3375 DrawLevelField(x, y);
3376 DrawLevelField(newx, newy);
3378 Stop[newx][newy] = TRUE;
3379 JustStopped[newx][newy] = 3;
3381 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3383 TestIfBadThingTouchesHero(newx, newy);
3384 TestIfBadThingTouchesFriend(newx, newy);
3385 TestIfBadThingTouchesOtherBadThing(newx, newy);
3387 else if (element == EL_PENGUIN)
3388 TestIfFriendTouchesBadThing(newx, newy);
3390 if (CAN_SMASH(element) && direction == MV_DOWN &&
3391 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3394 else /* still moving on */
3397 if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
3399 printf("reset GfxAction...\n");
3401 GfxAction[x][y] = GFX_ACTION_MOVING;
3405 DrawLevelField(x, y);
3409 int AmoebeNachbarNr(int ax, int ay)
3412 int element = Feld[ax][ay];
3414 static int xy[4][2] =
3424 int x = ax + xy[i][0];
3425 int y = ay + xy[i][1];
3427 if (!IN_LEV_FIELD(x, y))
3430 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3431 group_nr = AmoebaNr[x][y];
3437 void AmoebenVereinigen(int ax, int ay)
3439 int i, x, y, xx, yy;
3440 int new_group_nr = AmoebaNr[ax][ay];
3441 static int xy[4][2] =
3449 if (new_group_nr == 0)
3457 if (!IN_LEV_FIELD(x, y))
3460 if ((Feld[x][y] == EL_AMOEBA_FULL ||
3461 Feld[x][y] == EL_BD_AMOEBA ||
3462 Feld[x][y] == EL_AMOEBA_DEAD) &&
3463 AmoebaNr[x][y] != new_group_nr)
3465 int old_group_nr = AmoebaNr[x][y];
3467 if (old_group_nr == 0)
3470 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3471 AmoebaCnt[old_group_nr] = 0;
3472 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3473 AmoebaCnt2[old_group_nr] = 0;
3475 for (yy=0; yy<lev_fieldy; yy++)
3477 for (xx=0; xx<lev_fieldx; xx++)
3479 if (AmoebaNr[xx][yy] == old_group_nr)
3480 AmoebaNr[xx][yy] = new_group_nr;
3487 void AmoebeUmwandeln(int ax, int ay)
3491 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
3493 int group_nr = AmoebaNr[ax][ay];
3498 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3499 printf("AmoebeUmwandeln(): This should never happen!\n");
3504 for (y=0; y<lev_fieldy; y++)
3506 for (x=0; x<lev_fieldx; x++)
3508 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
3511 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
3515 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3516 SND_AMOEBA_TURNING_TO_GEM :
3517 SND_AMOEBA_TURNING_TO_ROCK));
3522 static int xy[4][2] =
3535 if (!IN_LEV_FIELD(x, y))
3538 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
3540 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3541 SND_AMOEBA_TURNING_TO_GEM :
3542 SND_AMOEBA_TURNING_TO_ROCK));
3549 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3552 int group_nr = AmoebaNr[ax][ay];
3553 boolean done = FALSE;
3558 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3559 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3564 for (y=0; y<lev_fieldy; y++)
3566 for (x=0; x<lev_fieldx; x++)
3568 if (AmoebaNr[x][y] == group_nr &&
3569 (Feld[x][y] == EL_AMOEBA_DEAD ||
3570 Feld[x][y] == EL_BD_AMOEBA ||
3571 Feld[x][y] == EL_AMOEBA_CREATING))
3574 Feld[x][y] = new_element;
3575 InitField(x, y, FALSE);
3576 DrawLevelField(x, y);
3583 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3584 SND_BD_AMOEBA_TURNING_TO_ROCK :
3585 SND_BD_AMOEBA_TURNING_TO_GEM));
3588 void AmoebeWaechst(int x, int y)
3590 static unsigned long sound_delay = 0;
3591 static unsigned long sound_delay_value = 0;
3593 if (!MovDelay[x][y]) /* start new growing cycle */
3597 if (DelayReached(&sound_delay, sound_delay_value))
3599 if (Store[x][y] == EL_BD_AMOEBA)
3600 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3602 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3603 sound_delay_value = 30;
3607 if (MovDelay[x][y]) /* wait some time before growing bigger */
3610 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3612 int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
3613 6 - MovDelay[x][y]);
3615 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
3618 if (!MovDelay[x][y])
3620 Feld[x][y] = Store[x][y];
3622 DrawLevelField(x, y);
3627 void AmoebaDisappearing(int x, int y)
3629 static unsigned long sound_delay = 0;
3630 static unsigned long sound_delay_value = 0;
3632 if (!MovDelay[x][y]) /* start new shrinking cycle */
3636 if (DelayReached(&sound_delay, sound_delay_value))
3637 sound_delay_value = 30;
3640 if (MovDelay[x][y]) /* wait some time before shrinking */
3643 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3645 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
3646 6 - MovDelay[x][y]);
3648 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
3651 if (!MovDelay[x][y])
3653 Feld[x][y] = EL_EMPTY;
3654 DrawLevelField(x, y);
3656 /* don't let mole enter this field in this cycle;
3657 (give priority to objects falling to this field from above) */
3663 void AmoebeAbleger(int ax, int ay)
3666 int element = Feld[ax][ay];
3667 int newax = ax, neway = ay;
3668 static int xy[4][2] =
3676 if (!level.amoeba_speed)
3678 Feld[ax][ay] = EL_AMOEBA_DEAD;
3679 DrawLevelField(ax, ay);
3683 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3684 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3686 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3689 if (MovDelay[ax][ay])
3693 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
3696 int x = ax + xy[start][0];
3697 int y = ay + xy[start][1];
3699 if (!IN_LEV_FIELD(x, y))
3702 if (IS_FREE(x, y) ||
3703 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3709 if (newax == ax && neway == ay)
3712 else /* normal or "filled" (BD style) amoeba */
3715 boolean waiting_for_player = FALSE;
3719 int j = (start + i) % 4;
3720 int x = ax + xy[j][0];
3721 int y = ay + xy[j][1];
3723 if (!IN_LEV_FIELD(x, y))
3726 if (IS_FREE(x, y) ||
3727 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
3733 else if (IS_PLAYER(x, y))
3734 waiting_for_player = TRUE;
3737 if (newax == ax && neway == ay) /* amoeba cannot grow */
3739 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3741 Feld[ax][ay] = EL_AMOEBA_DEAD;
3742 DrawLevelField(ax, ay);
3743 AmoebaCnt[AmoebaNr[ax][ay]]--;
3745 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3747 if (element == EL_AMOEBA_FULL)
3748 AmoebeUmwandeln(ax, ay);
3749 else if (element == EL_BD_AMOEBA)
3750 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3755 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
3757 /* amoeba gets larger by growing in some direction */
3759 int new_group_nr = AmoebaNr[ax][ay];
3762 if (new_group_nr == 0)
3764 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3765 printf("AmoebeAbleger(): This should never happen!\n");
3770 AmoebaNr[newax][neway] = new_group_nr;
3771 AmoebaCnt[new_group_nr]++;
3772 AmoebaCnt2[new_group_nr]++;
3774 /* if amoeba touches other amoeba(s) after growing, unify them */
3775 AmoebenVereinigen(newax, neway);
3777 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
3779 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3785 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
3786 (neway == lev_fieldy - 1 && newax != ax))
3788 Feld[newax][neway] = EL_AMOEBA_CREATING; /* creation of new amoeba */
3789 Store[newax][neway] = element;
3791 else if (neway == ay)
3793 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
3794 PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
3798 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
3799 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3800 Store[ax][ay] = EL_AMOEBA_DROP;
3801 ContinueMoving(ax, ay);
3805 DrawLevelField(newax, neway);
3808 void Life(int ax, int ay)
3811 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3813 int element = Feld[ax][ay];
3814 boolean changed = FALSE;
3819 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3820 MovDelay[ax][ay] = life_time;
3822 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3825 if (MovDelay[ax][ay])
3829 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3831 int xx = ax+x1, yy = ay+y1;
3834 if (!IN_LEV_FIELD(xx, yy))
3837 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3839 int x = xx+x2, y = yy+y2;
3841 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3844 if (((Feld[x][y] == element ||
3845 (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
3847 (IS_FREE(x, y) && Stop[x][y]))
3851 if (xx == ax && yy == ay) /* field in the middle */
3853 if (nachbarn < life[0] || nachbarn > life[1])
3855 Feld[xx][yy] = EL_EMPTY;
3857 DrawLevelField(xx, yy);
3858 Stop[xx][yy] = TRUE;
3862 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
3863 { /* free border field */
3864 if (nachbarn >= life[2] && nachbarn <= life[3])
3866 Feld[xx][yy] = element;
3867 MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
3869 DrawLevelField(xx, yy);
3870 Stop[xx][yy] = TRUE;
3877 PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
3878 SND_BIOMAZE_CREATING);
3881 void RobotWheel(int x, int y)
3883 if (!MovDelay[x][y]) /* next animation frame */
3884 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3886 if (MovDelay[x][y]) /* wait some time before next frame */
3891 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3893 int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
3895 DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
3898 if (!(MovDelay[x][y]%4))
3899 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
3904 Feld[x][y] = EL_ROBOT_WHEEL;
3905 DrawLevelField(x, y);
3906 if (ZX == x && ZY == y)
3910 void TimegateWheel(int x, int y)
3912 if (!MovDelay[x][y]) /* next animation frame */
3913 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3915 if (MovDelay[x][y]) /* wait some time before next frame */
3920 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3922 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
3924 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
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 DrawGraphicAnimation(x, y, IMG_ACID);
3944 void NussKnacken(int x, int y)
3946 if (!MovDelay[x][y]) /* next animation frame */
3949 if (MovDelay[x][y]) /* wait some time before next frame */
3952 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3954 int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
3955 6 - MovDelay[x][y]);
3957 DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
3960 if (!MovDelay[x][y])
3962 Feld[x][y] = EL_EMERALD;
3963 DrawLevelField(x, y);
3968 void BreakingPearl(int x, int y)
3970 if (!MovDelay[x][y]) /* next animation frame */
3973 if (MovDelay[x][y]) /* wait some time before next frame */
3976 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3978 int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
3979 8 - MovDelay[x][y]);
3981 DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
3984 if (!MovDelay[x][y])
3986 Feld[x][y] = EL_EMPTY;
3987 DrawLevelField(x, y);
3992 void SiebAktivieren(int x, int y, int type)
3994 int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
3996 DrawGraphicAnimation(x, y, graphic);
3999 void AusgangstuerPruefen(int x, int y)
4001 if (local_player->gems_still_needed > 0 ||
4002 local_player->sokobanfields_still_needed > 0 ||
4003 local_player->lights_still_needed > 0)
4006 Feld[x][y] = EL_EXIT_OPENING;
4008 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4009 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4010 y < LEVELY(BY1) ? LEVELY(BY1) :
4011 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4015 void AusgangstuerPruefen_SP(int x, int y)
4017 if (local_player->gems_still_needed > 0)
4020 Feld[x][y] = EL_SP_EXIT_OPEN;
4022 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
4023 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
4024 y < LEVELY(BY1) ? LEVELY(BY1) :
4025 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
4026 SND_SP_EXIT_OPENING);
4029 void AusgangstuerOeffnen(int x, int y)
4033 if (!MovDelay[x][y]) /* next animation frame */
4034 MovDelay[x][y] = 5 * delay;
4036 if (MovDelay[x][y]) /* wait some time before next frame */
4041 tuer = MovDelay[x][y]/delay;
4042 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4044 int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
4045 29 - MovDelay[x][y]);
4047 DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
4050 if (!MovDelay[x][y])
4052 Feld[x][y] = EL_EXIT_OPEN;
4053 DrawLevelField(x, y);
4058 void AusgangstuerBlinken(int x, int y)
4060 DrawGraphicAnimation(x, y, IMG_EXIT_OPEN);
4063 void OpenSwitchgate(int x, int y)
4067 if (!MovDelay[x][y]) /* next animation frame */
4068 MovDelay[x][y] = 5 * delay;
4070 if (MovDelay[x][y]) /* wait some time before next frame */
4074 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4076 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
4077 29 - MovDelay[x][y]);
4079 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
4082 if (!MovDelay[x][y])
4084 Feld[x][y] = EL_SWITCHGATE_OPEN;
4085 DrawLevelField(x, y);
4090 void CloseSwitchgate(int x, int y)
4094 if (!MovDelay[x][y]) /* next animation frame */
4095 MovDelay[x][y] = 5 * delay;
4097 if (MovDelay[x][y]) /* wait some time before next frame */
4101 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4103 int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
4104 29 - MovDelay[x][y]);
4106 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
4109 if (!MovDelay[x][y])
4111 Feld[x][y] = EL_SWITCHGATE_CLOSED;
4112 DrawLevelField(x, y);
4117 void OpenTimegate(int x, int y)
4121 if (!MovDelay[x][y]) /* next animation frame */
4122 MovDelay[x][y] = 5 * delay;
4124 if (MovDelay[x][y]) /* wait some time before next frame */
4128 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4130 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
4131 29 - MovDelay[x][y]);
4133 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
4136 if (!MovDelay[x][y])
4138 Feld[x][y] = EL_TIMEGATE_OPEN;
4139 DrawLevelField(x, y);
4144 void CloseTimegate(int x, int y)
4148 if (!MovDelay[x][y]) /* next animation frame */
4149 MovDelay[x][y] = 5 * delay;
4151 if (MovDelay[x][y]) /* wait some time before next frame */
4155 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4157 int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
4158 29 - MovDelay[x][y]);
4160 DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
4163 if (!MovDelay[x][y])
4165 Feld[x][y] = EL_TIMEGATE_CLOSED;
4166 DrawLevelField(x, y);
4171 static void CloseAllOpenTimegates()
4175 for (y=0; y<lev_fieldy; y++)
4177 for (x=0; x<lev_fieldx; x++)
4179 int element = Feld[x][y];
4181 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4183 Feld[x][y] = EL_TIMEGATE_CLOSING;
4184 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4190 void EdelsteinFunkeln(int x, int y)
4192 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4195 if (Feld[x][y] == EL_BD_DIAMOND)
4196 DrawGraphicAnimation(x, y, IMG_BD_DIAMOND);
4199 if (!MovDelay[x][y]) /* next animation frame */
4200 MovDelay[x][y] = 11 * !SimpleRND(500);
4202 if (MovDelay[x][y]) /* wait some time before next frame */
4206 if (setup.direct_draw && MovDelay[x][y])
4207 SetDrawtoField(DRAW_BUFFERED);
4209 DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
4213 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4214 10 - MovDelay[x][y]);
4216 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4218 if (setup.direct_draw)
4222 dest_x = FX + SCREENX(x) * TILEX;
4223 dest_y = FY + SCREENY(y) * TILEY;
4225 BlitBitmap(drawto_field, window,
4226 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4227 SetDrawtoField(DRAW_DIRECT);
4234 void MauerWaechst(int x, int y)
4238 if (!MovDelay[x][y]) /* next animation frame */
4239 MovDelay[x][y] = 3 * delay;
4241 if (MovDelay[x][y]) /* wait some time before next frame */
4245 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4247 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4248 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4250 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4253 if (!MovDelay[x][y])
4255 if (MovDir[x][y] == MV_LEFT)
4257 if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
4258 DrawLevelField(x - 1, y);
4260 else if (MovDir[x][y] == MV_RIGHT)
4262 if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
4263 DrawLevelField(x + 1, y);
4265 else if (MovDir[x][y] == MV_UP)
4267 if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
4268 DrawLevelField(x, y - 1);
4272 if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
4273 DrawLevelField(x, y + 1);
4276 Feld[x][y] = Store[x][y];
4278 MovDir[x][y] = MV_NO_MOVING;
4279 DrawLevelField(x, y);
4284 void MauerAbleger(int ax, int ay)
4286 int element = Feld[ax][ay];
4287 boolean oben_frei = FALSE, unten_frei = FALSE;
4288 boolean links_frei = FALSE, rechts_frei = FALSE;
4289 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4290 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4291 boolean new_wall = FALSE;
4293 if (!MovDelay[ax][ay]) /* start building new wall */
4294 MovDelay[ax][ay] = 6;
4296 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4299 if (MovDelay[ax][ay])
4303 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4305 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4307 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4309 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4312 if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
4316 Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
4317 Store[ax][ay-1] = element;
4318 MovDir[ax][ay-1] = MV_UP;
4319 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4320 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4321 IMG_WALL_GROWING_ACTIVE_UP, 0);
4326 Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
4327 Store[ax][ay+1] = element;
4328 MovDir[ax][ay+1] = MV_DOWN;
4329 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4330 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4331 IMG_WALL_GROWING_ACTIVE_DOWN, 0);
4336 if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
4337 element == EL_WALL_GROWING)
4341 Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
4342 Store[ax-1][ay] = element;
4343 MovDir[ax-1][ay] = MV_LEFT;
4344 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4345 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4346 IMG_WALL_GROWING_ACTIVE_LEFT, 0);
4352 Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
4353 Store[ax+1][ay] = element;
4354 MovDir[ax+1][ay] = MV_RIGHT;
4355 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4356 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4357 IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
4362 if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
4363 DrawLevelField(ax, ay);
4365 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4367 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4368 unten_massiv = TRUE;
4369 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4370 links_massiv = TRUE;
4371 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4372 rechts_massiv = TRUE;
4374 if (((oben_massiv && unten_massiv) ||
4375 element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
4376 ((links_massiv && rechts_massiv) ||
4377 element == EL_WALL_GROWING_Y))
4378 Feld[ax][ay] = EL_WALL;
4381 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4384 void CheckForDragon(int x, int y)
4387 boolean dragon_found = FALSE;
4388 static int xy[4][2] =
4400 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4402 if (IN_LEV_FIELD(xx, yy) &&
4403 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4405 if (Feld[xx][yy] == EL_DRAGON)
4406 dragon_found = TRUE;
4419 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4421 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4423 Feld[xx][yy] = EL_EMPTY;
4424 DrawLevelField(xx, yy);
4433 static void CheckBuggyBase(int x, int y)
4435 int element = Feld[x][y];
4437 if (element == EL_SP_BUGGY_BASE)
4439 if (!MovDelay[x][y]) /* wait some time before activating base */
4440 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4445 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4446 DrawGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
4450 Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
4453 else if (element == EL_SP_BUGGY_BASE_ACTIVE)
4455 if (!MovDelay[x][y]) /* start activating buggy base */
4456 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4464 static int xy[4][2] =
4472 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4474 int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
4475 int frame = getGraphicAnimationFrame(graphic, SimpleRND(100));
4477 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4482 int xx = x + xy[i][0], yy = y + xy[i][1];
4484 if (IS_PLAYER(xx, yy))
4486 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4494 Feld[x][y] = EL_SP_BUGGY_BASE;
4495 DrawLevelField(x, y);
4500 static void CheckTrap(int x, int y)
4502 int element = Feld[x][y];
4504 if (element == EL_TRAP)
4506 if (!MovDelay[x][y]) /* wait some time before activating trap */
4507 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4515 Feld[x][y] = EL_TRAP_ACTIVE;
4516 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4519 else if (element == EL_TRAP_ACTIVE)
4524 if (!MovDelay[x][y]) /* start activating trap */
4525 MovDelay[x][y] = num_frames * delay;
4533 if (!(MovDelay[x][y] % delay))
4535 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4537 int graphic = IMG_TRAP_ACTIVE;
4538 int frame = getGraphicAnimationFrame(graphic, 31 - MovDelay[x][y]);
4540 DrawGraphic(SCREENX(x),SCREENY(y), graphic, frame);
4541 DrawCrumbledSand(SCREENX(x), SCREENY(y));
4548 Feld[x][y] = EL_TRAP;
4549 DrawLevelField(x, y);
4554 static void DrawBeltAnimation(int x, int y, int element)
4556 int belt_nr = getBeltNrFromBeltActiveElement(element);
4557 int belt_dir = game.belt_dir[belt_nr];
4559 if (belt_dir != MV_NO_MOVING)
4561 int graphic = el2img(element);
4563 DrawGraphicAnimation(x, y, graphic);
4565 if (!(FrameCounter % 2))
4566 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
4570 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4572 static byte stored_player_action[MAX_PLAYERS];
4573 static int num_stored_actions = 0;
4575 static boolean save_tape_entry = FALSE;
4577 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4578 int left = player_action & JOY_LEFT;
4579 int right = player_action & JOY_RIGHT;
4580 int up = player_action & JOY_UP;
4581 int down = player_action & JOY_DOWN;
4582 int button1 = player_action & JOY_BUTTON_1;
4583 int button2 = player_action & JOY_BUTTON_2;
4584 int dx = (left ? -1 : right ? 1 : 0);
4585 int dy = (up ? -1 : down ? 1 : 0);
4587 stored_player_action[player->index_nr] = 0;
4588 num_stored_actions++;
4590 if (!player->active || tape.pausing)
4596 save_tape_entry = TRUE;
4598 player->frame_reset_delay = 0;
4601 snapped = SnapField(player, dx, dy);
4605 bombed = PlaceBomb(player);
4606 moved = MoveFigure(player, dx, dy);
4609 if (tape.single_step && tape.recording && !tape.pausing)
4611 if (button1 || (bombed && !moved))
4613 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4614 SnapField(player, 0, 0); /* stop snapping */
4619 if (tape.recording && (moved || snapped || bombed))
4621 if (bombed && !moved)
4622 player_action &= JOY_BUTTON;
4624 stored_player_action[player->index_nr] = player_action;
4625 save_tape_entry = TRUE;
4627 else if (tape.playing && snapped)
4628 SnapField(player, 0, 0); /* stop snapping */
4630 stored_player_action[player->index_nr] = player_action;
4635 /* no actions for this player (no input at player's configured device) */
4637 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4638 SnapField(player, 0, 0);
4639 CheckGravityMovement(player);
4642 if (player->MovPos == 0) /* needed for tape.playing */
4643 player->is_moving = FALSE;
4646 if (player->MovPos == 0) /* needed for tape.playing */
4647 player->last_move_dir = MV_NO_MOVING;
4649 /* !!! CHECK THIS AGAIN !!!
4650 (Seems to be needed for some EL_ROBOT stuff, but breaks
4651 tapes when walking through pipes!)
4654 /* it seems that "player->last_move_dir" is misused as some sort of
4655 "player->is_just_moving_in_this_moment", which is needed for the
4656 robot stuff (robots don't kill players when they are moving)
4660 /* if the player does not move for some time, reset animation to start */
4661 if (++player->frame_reset_delay > player->move_delay_value)
4666 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4668 TapeRecordAction(stored_player_action);
4669 num_stored_actions = 0;
4670 save_tape_entry = FALSE;
4673 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4675 TapeRecordAction(stored_player_action);
4676 num_stored_actions = 0;
4681 if (tape.playing && !tape.pausing && !player_action &&
4682 tape.counter < tape.length)
4684 int jx = player->jx, jy = player->jy;
4686 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4688 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4689 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4691 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4693 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4695 int el = Feld[jx+dx][jy];
4696 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
4697 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4699 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4701 player->MovDir = next_joy;
4702 player->Frame = FrameCounter % 4;
4703 player->Pushing = TRUE;
4713 static unsigned long action_delay = 0;
4714 unsigned long action_delay_value;
4715 int sieb_x = 0, sieb_y = 0;
4716 int i, x, y, element;
4717 byte *recorded_player_action;
4718 byte summarized_player_action = 0;
4720 if (game_status != PLAYING)
4723 action_delay_value =
4724 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4726 if (tape.playing && tape.index_search && !tape.pausing)
4727 action_delay_value = 0;
4729 /* ---------- main game synchronization point ---------- */
4731 WaitUntilDelayReached(&action_delay, action_delay_value);
4733 if (network_playing && !network_player_action_received)
4737 printf("DEBUG: try to get network player actions in time\n");
4741 #if defined(PLATFORM_UNIX)
4742 /* last chance to get network player actions without main loop delay */
4746 if (game_status != PLAYING)
4749 if (!network_player_action_received)
4753 printf("DEBUG: failed to get network player actions in time\n");
4763 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4765 for (i=0; i<MAX_PLAYERS; i++)
4767 summarized_player_action |= stored_player[i].action;
4769 if (!network_playing)
4770 stored_player[i].effective_action = stored_player[i].action;
4773 #if defined(PLATFORM_UNIX)
4774 if (network_playing)
4775 SendToServer_MovePlayer(summarized_player_action);
4778 if (!options.network && !setup.team_mode)
4779 local_player->effective_action = summarized_player_action;
4781 for (i=0; i<MAX_PLAYERS; i++)
4783 int actual_player_action = stored_player[i].effective_action;
4785 if (stored_player[i].programmed_action)
4786 actual_player_action = stored_player[i].programmed_action;
4788 if (recorded_player_action)
4789 actual_player_action = recorded_player_action[i];
4791 PlayerActions(&stored_player[i], actual_player_action);
4792 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4795 network_player_action_received = FALSE;
4797 ScrollScreen(NULL, SCROLL_GO_ON);
4803 if (TimeFrames == 0 && local_player->active)
4805 extern unsigned int last_RND();
4807 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4808 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4815 if (GameFrameDelay >= 500)
4816 printf("FrameCounter == %d\n", FrameCounter);
4825 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4828 if (JustStopped[x][y] > 0)
4829 JustStopped[x][y]--;
4832 if (IS_BLOCKED(x, y))
4836 Blocked2Moving(x, y, &oldx, &oldy);
4837 if (!IS_MOVING(oldx, oldy))
4839 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4840 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4841 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4842 printf("GameActions(): This should never happen!\n");
4848 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4850 element = Feld[x][y];
4852 if (IS_INACTIVE(element))
4855 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4859 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4860 EdelsteinFunkeln(x, y);
4862 else if (IS_MOVING(x, y))
4863 ContinueMoving(x, y);
4864 else if (IS_ACTIVE_BOMB(element))
4865 CheckDynamite(x, y);
4867 else if (element == EL_EXPLOSION && !game.explosions_delayed)
4868 Explode(x, y, Frame[x][y], EX_NORMAL);
4870 else if (element == EL_AMOEBA_CREATING)
4871 AmoebeWaechst(x, y);
4872 else if (element == EL_AMOEBA_SHRINKING)
4873 AmoebaDisappearing(x, y);
4875 #if !USE_NEW_AMOEBA_CODE
4876 else if (IS_AMOEBALIVE(element))
4877 AmoebeAbleger(x, y);
4880 else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
4882 else if (element == EL_ROBOT_WHEEL_ACTIVE)
4884 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4885 TimegateWheel(x, y);
4886 else if (element == EL_ACID)
4888 else if (element == EL_ACID_SPLASH_LEFT ||
4889 element == EL_ACID_SPLASH_RIGHT)
4891 else if (element == EL_NUT_CRACKING)
4893 else if (element == EL_PEARL_BREAKING)
4894 BreakingPearl(x, y);
4895 else if (element == EL_EXIT_CLOSED)
4896 AusgangstuerPruefen(x, y);
4897 else if (element == EL_SP_EXIT_CLOSED)
4898 AusgangstuerPruefen_SP(x, y);
4899 else if (element == EL_EXIT_OPENING)
4900 AusgangstuerOeffnen(x, y);
4901 else if (element == EL_EXIT_OPEN)
4902 AusgangstuerBlinken(x, y);
4903 else if (element == EL_SP_EXIT_OPEN)
4904 ; /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
4905 else if (element == EL_WALL_GROWING_ACTIVE)
4907 else if (element == EL_WALL_GROWING ||
4908 element == EL_WALL_GROWING_X ||
4909 element == EL_WALL_GROWING_Y ||
4910 element == EL_WALL_GROWING_XY)
4912 else if (element == EL_FLAMES)
4913 CheckForDragon(x, y);
4914 else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
4915 CheckBuggyBase(x, y);
4916 else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
4918 else if (element == EL_SP_TERMINAL)
4919 DrawGraphicAnimation(x, y, IMG_SP_TERMINAL);
4920 else if (element == EL_SP_TERMINAL_ACTIVE)
4922 DrawGraphicAnimation(x, y, IMG_SP_TERMINAL_ACTIVE);
4925 if (!(FrameCounter % 4))
4926 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
4929 else if (IS_BELT_ACTIVE(element))
4930 DrawBeltAnimation(x, y, element);
4931 else if (element == EL_SWITCHGATE_OPENING)
4932 OpenSwitchgate(x, y);
4933 else if (element == EL_SWITCHGATE_CLOSING)
4934 CloseSwitchgate(x, y);
4935 else if (element == EL_TIMEGATE_OPENING)
4937 else if (element == EL_TIMEGATE_CLOSING)
4938 CloseTimegate(x, y);
4939 else if (element == EL_EXTRA_TIME)
4940 DrawGraphicAnimation(x, y, IMG_EXTRA_TIME);
4941 else if (element == EL_SHIELD_NORMAL)
4943 DrawGraphicAnimation(x, y, IMG_SHIELD_NORMAL);
4946 if (!(FrameCounter % 4))
4947 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4950 else if (element == EL_SHIELD_DEADLY)
4952 DrawGraphicAnimation(x, y, IMG_SHIELD_DEADLY);
4955 if (!(FrameCounter % 4))
4956 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
4960 if (game.magic_wall_active)
4962 boolean sieb = FALSE;
4963 int jx = local_player->jx, jy = local_player->jy;
4965 if (element == EL_MAGIC_WALL_FULL ||
4966 element == EL_MAGIC_WALL_ACTIVE ||
4967 element == EL_MAGIC_WALL_EMPTYING)
4969 SiebAktivieren(x, y, 1);
4972 else if (element == EL_BD_MAGIC_WALL_FULL ||
4973 element == EL_BD_MAGIC_WALL_ACTIVE ||
4974 element == EL_BD_MAGIC_WALL_EMPTYING)
4976 SiebAktivieren(x, y, 2);
4980 /* play the element sound at the position nearest to the player */
4981 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4989 #if USE_NEW_AMOEBA_CODE
4990 /* new experimental amoeba growth stuff */
4992 if (!(FrameCounter % 8))
4995 static unsigned long random = 1684108901;
4997 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5000 x = (random >> 10) % lev_fieldx;
5001 y = (random >> 20) % lev_fieldy;
5003 x = RND(lev_fieldx);
5004 y = RND(lev_fieldy);
5006 element = Feld[x][y];
5008 if (!IS_PLAYER(x,y) &&
5009 (element == EL_EMPTY ||
5010 element == EL_SAND ||
5011 element == EL_QUICKSAND_EMPTY ||
5012 element == EL_ACID_SPLASH_LEFT ||
5013 element == EL_ACID_SPLASH_RIGHT))
5015 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5016 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5017 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5018 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5019 Feld[x][y] = EL_AMOEBA_DROP;
5022 random = random * 129 + 1;
5028 if (game.explosions_delayed)
5031 game.explosions_delayed = FALSE;
5033 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5035 element = Feld[x][y];
5037 if (ExplodeField[x][y])
5038 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5039 else if (element == EL_EXPLOSION)
5040 Explode(x, y, Frame[x][y], EX_NORMAL);
5042 ExplodeField[x][y] = EX_NO_EXPLOSION;
5045 game.explosions_delayed = TRUE;
5048 if (game.magic_wall_active)
5050 if (!(game.magic_wall_time_left % 4))
5052 int element = Feld[sieb_x][sieb_y];
5054 if (element == EL_BD_MAGIC_WALL_FULL ||
5055 element == EL_BD_MAGIC_WALL_ACTIVE ||
5056 element == EL_BD_MAGIC_WALL_EMPTYING)
5057 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
5059 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
5062 if (game.magic_wall_time_left > 0)
5064 game.magic_wall_time_left--;
5065 if (!game.magic_wall_time_left)
5067 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5069 element = Feld[x][y];
5071 if (element == EL_MAGIC_WALL_ACTIVE ||
5072 element == EL_MAGIC_WALL_FULL)
5074 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5075 DrawLevelField(x, y);
5077 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5078 element == EL_BD_MAGIC_WALL_FULL)
5080 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5081 DrawLevelField(x, y);
5085 game.magic_wall_active = FALSE;
5090 if (game.light_time_left > 0)
5092 game.light_time_left--;
5094 if (game.light_time_left == 0)
5095 RedrawAllLightSwitchesAndInvisibleElements();
5098 if (game.timegate_time_left > 0)
5100 game.timegate_time_left--;
5102 if (game.timegate_time_left == 0)
5103 CloseAllOpenTimegates();
5106 for (i=0; i<MAX_PLAYERS; i++)
5108 struct PlayerInfo *player = &stored_player[i];
5110 if (SHIELD_ON(player))
5112 if (player->shield_deadly_time_left)
5113 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5114 else if (player->shield_normal_time_left)
5115 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5119 if (TimeFrames >= (1000 / GameFrameDelay))
5124 for (i=0; i<MAX_PLAYERS; i++)
5126 struct PlayerInfo *player = &stored_player[i];
5128 if (SHIELD_ON(player))
5130 player->shield_normal_time_left--;
5132 if (player->shield_deadly_time_left > 0)
5133 player->shield_deadly_time_left--;
5137 if (tape.recording || tape.playing)
5138 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5144 if (TimeLeft <= 10 && setup.time_limit)
5145 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
5147 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5149 if (!TimeLeft && setup.time_limit)
5150 for (i=0; i<MAX_PLAYERS; i++)
5151 KillHero(&stored_player[i]);
5153 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5154 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5159 if (options.debug) /* calculate frames per second */
5161 static unsigned long fps_counter = 0;
5162 static int fps_frames = 0;
5163 unsigned long fps_delay_ms = Counter() - fps_counter;
5167 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5169 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5172 fps_counter = Counter();
5175 redraw_mask |= REDRAW_FPS;
5179 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5181 int min_x = x, min_y = y, max_x = x, max_y = y;
5184 for (i=0; i<MAX_PLAYERS; i++)
5186 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5188 if (!stored_player[i].active || &stored_player[i] == player)
5191 min_x = MIN(min_x, jx);
5192 min_y = MIN(min_y, jy);
5193 max_x = MAX(max_x, jx);
5194 max_y = MAX(max_y, jy);
5197 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5200 static boolean AllPlayersInVisibleScreen()
5204 for (i=0; i<MAX_PLAYERS; i++)
5206 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5208 if (!stored_player[i].active)
5211 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5218 void ScrollLevel(int dx, int dy)
5220 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5223 BlitBitmap(drawto_field, drawto_field,
5224 FX + TILEX*(dx == -1) - softscroll_offset,
5225 FY + TILEY*(dy == -1) - softscroll_offset,
5226 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5227 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5228 FX + TILEX*(dx == 1) - softscroll_offset,
5229 FY + TILEY*(dy == 1) - softscroll_offset);
5233 x = (dx == 1 ? BX1 : BX2);
5234 for (y=BY1; y<=BY2; y++)
5235 DrawScreenField(x, y);
5240 y = (dy == 1 ? BY1 : BY2);
5241 for (x=BX1; x<=BX2; x++)
5242 DrawScreenField(x, y);
5245 redraw_mask |= REDRAW_FIELD;
5248 static void CheckGravityMovement(struct PlayerInfo *player)
5250 if (level.gravity && !player->programmed_action)
5252 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5253 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5255 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5256 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5257 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5258 int jx = player->jx, jy = player->jy;
5259 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5260 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5261 int new_jx = jx + dx, new_jy = jy + dy;
5262 boolean field_under_player_is_free =
5263 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5264 boolean player_is_moving_to_valid_field =
5265 (IN_LEV_FIELD(new_jx, new_jy) &&
5266 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5267 Feld[new_jx][new_jy] == EL_SAND));
5269 if (field_under_player_is_free &&
5270 !player_is_moving_to_valid_field &&
5271 !IS_TUBE(Feld[jx][jy]))
5272 player->programmed_action = MV_DOWN;
5276 boolean MoveFigureOneStep(struct PlayerInfo *player,
5277 int dx, int dy, int real_dx, int real_dy)
5279 int jx = player->jx, jy = player->jy;
5280 int new_jx = jx+dx, new_jy = jy+dy;
5284 if (!player->active || (!dx && !dy))
5285 return MF_NO_ACTION;
5287 player->MovDir = (dx < 0 ? MV_LEFT :
5290 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5292 if (!IN_LEV_FIELD(new_jx, new_jy))
5293 return MF_NO_ACTION;
5295 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5296 return MF_NO_ACTION;
5299 element = MovingOrBlocked2Element(new_jx, new_jy);
5301 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5304 if (DONT_GO_TO(element))
5306 if (element == EL_ACID && dx == 0 && dy == 1)
5309 Feld[jx][jy] = EL_PLAYER1;
5310 InitMovingField(jx, jy, MV_DOWN);
5311 Store[jx][jy] = EL_ACID;
5312 ContinueMoving(jx, jy);
5316 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5321 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5322 if (can_move != MF_MOVING)
5325 StorePlayer[jx][jy] = 0;
5326 player->last_jx = jx;
5327 player->last_jy = jy;
5328 jx = player->jx = new_jx;
5329 jy = player->jy = new_jy;
5330 StorePlayer[jx][jy] = player->element_nr;
5333 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5335 ScrollFigure(player, SCROLL_INIT);
5340 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5342 int jx = player->jx, jy = player->jy;
5343 int old_jx = jx, old_jy = jy;
5344 int moved = MF_NO_ACTION;
5346 if (!player->active || (!dx && !dy))
5350 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5354 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5355 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5359 /* remove the last programmed player action */
5360 player->programmed_action = 0;
5364 /* should only happen if pre-1.2 tape recordings are played */
5365 /* this is only for backward compatibility */
5367 int original_move_delay_value = player->move_delay_value;
5370 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5373 /* scroll remaining steps with finest movement resolution */
5374 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5376 while (player->MovPos)
5378 ScrollFigure(player, SCROLL_GO_ON);
5379 ScrollScreen(NULL, SCROLL_GO_ON);
5385 player->move_delay_value = original_move_delay_value;
5388 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5390 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5391 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5395 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5396 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5402 if (moved & MF_MOVING && !ScreenMovPos &&
5403 (player == local_player || !options.network))
5405 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5406 int offset = (setup.scroll_delay ? 3 : 0);
5408 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5410 /* actual player has left the screen -- scroll in that direction */
5411 if (jx != old_jx) /* player has moved horizontally */
5412 scroll_x += (jx - old_jx);
5413 else /* player has moved vertically */
5414 scroll_y += (jy - old_jy);
5418 if (jx != old_jx) /* player has moved horizontally */
5420 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5421 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5422 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5424 /* don't scroll over playfield boundaries */
5425 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5426 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5428 /* don't scroll more than one field at a time */
5429 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5431 /* don't scroll against the player's moving direction */
5432 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5433 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5434 scroll_x = old_scroll_x;
5436 else /* player has moved vertically */
5438 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5439 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5440 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5442 /* don't scroll over playfield boundaries */
5443 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5444 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5446 /* don't scroll more than one field at a time */
5447 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5449 /* don't scroll against the player's moving direction */
5450 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5451 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5452 scroll_y = old_scroll_y;
5456 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5458 if (!options.network && !AllPlayersInVisibleScreen())
5460 scroll_x = old_scroll_x;
5461 scroll_y = old_scroll_y;
5465 ScrollScreen(player, SCROLL_INIT);
5466 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5471 if (!(moved & MF_MOVING) && !player->Pushing)
5475 player->Frame = (player->Frame + 1) % 4;
5477 player->Frame += 1 * 0;
5480 if (moved & MF_MOVING)
5482 if (old_jx != jx && old_jy == jy)
5483 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5484 else if (old_jx == jx && old_jy != jy)
5485 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5487 DrawLevelField(jx, jy); /* for "DrawCrumbledSand()" */
5489 player->last_move_dir = player->MovDir;
5490 player->is_moving = TRUE;
5494 CheckGravityMovement(player);
5497 player->last_move_dir = MV_NO_MOVING;
5499 player->is_moving = FALSE;
5502 TestIfHeroTouchesBadThing(jx, jy);
5504 if (!player->active)
5510 void ScrollFigure(struct PlayerInfo *player, int mode)
5512 int jx = player->jx, jy = player->jy;
5513 int last_jx = player->last_jx, last_jy = player->last_jy;
5514 int move_stepsize = TILEX / player->move_delay_value;
5516 if (!player->active || !player->MovPos)
5519 if (mode == SCROLL_INIT)
5521 player->actual_frame_counter = FrameCounter;
5522 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5526 if (Feld[last_jx][last_jy] == EL_EMPTY)
5527 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5532 else if (!FrameReached(&player->actual_frame_counter, 1))
5535 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5536 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5539 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5540 Feld[last_jx][last_jy] = EL_EMPTY;
5542 /* before DrawPlayer() to draw correct player graphic for this case */
5543 if (player->MovPos == 0)
5544 CheckGravityMovement(player);
5548 if (player->MovPos == 0)
5550 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5552 /* continue with normal speed after quickly moving through gate */
5553 HALVE_PLAYER_SPEED(player);
5555 /* be able to make the next move without delay */
5556 player->move_delay = 0;
5559 player->last_jx = jx;
5560 player->last_jy = jy;
5562 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5563 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5567 if (local_player->friends_still_needed == 0 ||
5568 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5569 player->LevelSolved = player->GameOver = TRUE;
5572 if (tape.single_step && tape.recording && !tape.pausing &&
5573 !player->programmed_action)
5574 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5578 void ScrollScreen(struct PlayerInfo *player, int mode)
5580 static unsigned long screen_frame_counter = 0;
5582 if (mode == SCROLL_INIT)
5584 /* set scrolling step size according to actual player's moving speed */
5585 ScrollStepSize = TILEX / player->move_delay_value;
5587 screen_frame_counter = FrameCounter;
5588 ScreenMovDir = player->MovDir;
5589 ScreenMovPos = player->MovPos;
5590 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5593 else if (!FrameReached(&screen_frame_counter, 1))
5598 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5599 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5600 redraw_mask |= REDRAW_FIELD;
5603 ScreenMovDir = MV_NO_MOVING;
5606 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5608 int i, kill_x = -1, kill_y = -1;
5609 static int test_xy[4][2] =
5616 static int test_dir[4] =
5626 int test_x, test_y, test_move_dir, test_element;
5628 test_x = good_x + test_xy[i][0];
5629 test_y = good_y + test_xy[i][1];
5630 if (!IN_LEV_FIELD(test_x, test_y))
5634 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5637 test_element = Feld[test_x][test_y];
5639 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5642 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5643 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5645 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5646 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5654 if (kill_x != -1 || kill_y != -1)
5656 if (IS_PLAYER(good_x, good_y))
5658 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5660 if (player->shield_deadly_time_left > 0)
5661 Bang(kill_x, kill_y);
5662 else if (!PLAYER_PROTECTED(good_x, good_y))
5666 Bang(good_x, good_y);
5670 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5672 int i, kill_x = -1, kill_y = -1;
5673 int bad_element = Feld[bad_x][bad_y];
5674 static int test_xy[4][2] =
5681 static int test_dir[4] =
5689 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
5694 int test_x, test_y, test_move_dir, test_element;
5696 test_x = bad_x + test_xy[i][0];
5697 test_y = bad_y + test_xy[i][1];
5698 if (!IN_LEV_FIELD(test_x, test_y))
5702 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5704 test_element = Feld[test_x][test_y];
5706 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5707 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5709 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5710 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5712 /* good thing is player or penguin that does not move away */
5713 if (IS_PLAYER(test_x, test_y))
5715 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5717 if (bad_element == EL_ROBOT && player->is_moving)
5718 continue; /* robot does not kill player if he is moving */
5724 else if (test_element == EL_PENGUIN)
5733 if (kill_x != -1 || kill_y != -1)
5735 if (IS_PLAYER(kill_x, kill_y))
5737 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5740 int dir = player->MovDir;
5741 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5742 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5744 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5745 newx != bad_x && newy != bad_y)
5746 ; /* robot does not kill player if he is moving */
5748 printf("-> %d\n", player->MovDir);
5750 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5751 newx != bad_x && newy != bad_y)
5752 ; /* robot does not kill player if he is moving */
5757 if (player->shield_deadly_time_left > 0)
5759 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5763 Bang(kill_x, kill_y);
5767 void TestIfHeroTouchesBadThing(int x, int y)
5769 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5772 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5774 TestIfGoodThingHitsBadThing(x, y, move_dir);
5777 void TestIfBadThingTouchesHero(int x, int y)
5779 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5782 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5784 TestIfBadThingHitsGoodThing(x, y, move_dir);
5787 void TestIfFriendTouchesBadThing(int x, int y)
5789 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5792 void TestIfBadThingTouchesFriend(int x, int y)
5794 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5797 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5799 int i, kill_x = bad_x, kill_y = bad_y;
5800 static int xy[4][2] =
5812 x = bad_x + xy[i][0];
5813 y = bad_y + xy[i][1];
5814 if (!IN_LEV_FIELD(x, y))
5817 element = Feld[x][y];
5818 if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
5819 element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
5827 if (kill_x != bad_x || kill_y != bad_y)
5831 void KillHero(struct PlayerInfo *player)
5833 int jx = player->jx, jy = player->jy;
5835 if (!player->active)
5838 if (IS_PFORTE(Feld[jx][jy]))
5839 Feld[jx][jy] = EL_EMPTY;
5841 /* deactivate shield (else Bang()/Explode() would not work right) */
5842 player->shield_normal_time_left = 0;
5843 player->shield_deadly_time_left = 0;
5849 static void KillHeroUnlessProtected(int x, int y)
5851 if (!PLAYER_PROTECTED(x, y))
5852 KillHero(PLAYERINFO(x, y));
5855 void BuryHero(struct PlayerInfo *player)
5857 int jx = player->jx, jy = player->jy;
5859 if (!player->active)
5862 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5863 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5865 player->GameOver = TRUE;
5869 void RemoveHero(struct PlayerInfo *player)
5871 int jx = player->jx, jy = player->jy;
5872 int i, found = FALSE;
5874 player->present = FALSE;
5875 player->active = FALSE;
5877 if (!ExplodeField[jx][jy])
5878 StorePlayer[jx][jy] = 0;
5880 for (i=0; i<MAX_PLAYERS; i++)
5881 if (stored_player[i].active)
5885 AllPlayersGone = TRUE;
5891 int DigField(struct PlayerInfo *player,
5892 int x, int y, int real_dx, int real_dy, int mode)
5894 int jx = player->jx, jy = player->jy;
5895 int dx = x - jx, dy = y - jy;
5896 int move_direction = (dx == -1 ? MV_LEFT :
5897 dx == +1 ? MV_RIGHT :
5899 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5902 if (player->MovPos == 0)
5903 player->Pushing = FALSE;
5905 if (mode == DF_NO_PUSH)
5907 player->Switching = FALSE;
5908 player->push_delay = 0;
5909 return MF_NO_ACTION;
5912 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5913 return MF_NO_ACTION;
5915 if (IS_TUBE(Feld[jx][jy]))
5918 int tube_leave_directions[][2] =
5920 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5921 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5922 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5923 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5924 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5925 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
5926 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5927 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5928 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5929 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5930 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5931 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5934 while (tube_leave_directions[i][0] != Feld[jx][jy])
5937 if (tube_leave_directions[i][0] == -1) /* should not happen */
5941 if (!(tube_leave_directions[i][1] & move_direction))
5942 return MF_NO_ACTION; /* tube has no opening in this direction */
5945 element = Feld[x][y];
5951 case EL_INVISIBLE_SAND:
5952 case EL_INVISIBLE_SAND_ACTIVE:
5955 case EL_SP_BUGGY_BASE:
5957 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5962 case EL_EMERALD_YELLOW:
5963 case EL_EMERALD_RED:
5964 case EL_EMERALD_PURPLE:
5966 case EL_SP_INFOTRON:
5970 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
5971 element == EL_PEARL ? 5 :
5972 element == EL_CRYSTAL ? 8 : 1);
5973 if (local_player->gems_still_needed < 0)
5974 local_player->gems_still_needed = 0;
5975 RaiseScoreElement(element);
5976 DrawText(DX_EMERALDS, DY_EMERALDS,
5977 int2str(local_player->gems_still_needed, 3),
5978 FS_SMALL, FC_YELLOW);
5979 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5984 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5985 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5989 Feld[x][y] = EL_EMPTY;
5990 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5998 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6000 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
6003 case EL_SHIELD_NORMAL:
6005 player->shield_normal_time_left += 10;
6006 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6009 case EL_SHIELD_DEADLY:
6011 player->shield_normal_time_left += 10;
6012 player->shield_deadly_time_left += 10;
6013 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6017 case EL_SP_DISK_RED:
6020 RaiseScoreElement(EL_DYNAMITE);
6021 DrawText(DX_DYNAMITE, DY_DYNAMITE,
6022 int2str(local_player->dynamite, 3),
6023 FS_SMALL, FC_YELLOW);
6024 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
6027 case EL_DYNABOMB_NR:
6029 player->dynabomb_count++;
6030 player->dynabombs_left++;
6031 RaiseScoreElement(EL_DYNAMITE);
6032 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
6035 case EL_DYNABOMB_SZ:
6037 player->dynabomb_size++;
6038 RaiseScoreElement(EL_DYNAMITE);
6039 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
6042 case EL_DYNABOMB_XL:
6044 player->dynabomb_xl = TRUE;
6045 RaiseScoreElement(EL_DYNAMITE);
6046 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
6054 int key_nr = element - EL_KEY1;
6057 player->key[key_nr] = TRUE;
6058 RaiseScoreElement(element);
6059 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6060 GFX_SCHLUESSEL1 + key_nr);
6061 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6062 GFX_SCHLUESSEL1 + key_nr);
6063 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6072 int key_nr = element - EL_EM_KEY1;
6075 player->key[key_nr] = TRUE;
6076 RaiseScoreElement(element);
6077 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6078 GFX_SCHLUESSEL1 + key_nr);
6079 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6080 GFX_SCHLUESSEL1 + key_nr);
6081 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
6085 case EL_ROBOT_WHEEL:
6086 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6089 DrawLevelField(x, y);
6090 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6094 case EL_SP_TERMINAL:
6098 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6100 for (yy=0; yy<lev_fieldy; yy++)
6102 for (xx=0; xx<lev_fieldx; xx++)
6104 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6106 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6107 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6115 case EL_CONVEYOR_BELT1_SWITCH_LEFT:
6116 case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
6117 case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
6118 case EL_CONVEYOR_BELT2_SWITCH_LEFT:
6119 case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
6120 case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
6121 case EL_CONVEYOR_BELT3_SWITCH_LEFT:
6122 case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
6123 case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
6124 case EL_CONVEYOR_BELT4_SWITCH_LEFT:
6125 case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
6126 case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
6127 if (!player->Switching)
6129 player->Switching = TRUE;
6130 ToggleBeltSwitch(x, y);
6131 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
6136 case EL_SWITCHGATE_SWITCH_UP:
6137 case EL_SWITCHGATE_SWITCH_DOWN:
6138 if (!player->Switching)
6140 player->Switching = TRUE;
6141 ToggleSwitchgateSwitch(x, y);
6142 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
6147 case EL_LIGHT_SWITCH:
6148 case EL_LIGHT_SWITCH_ACTIVE:
6149 if (!player->Switching)
6151 player->Switching = TRUE;
6152 ToggleLightSwitch(x, y);
6153 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6154 SND_LIGHT_SWITCH_ACTIVATING :
6155 SND_LIGHT_SWITCH_DEACTIVATING);
6160 case EL_TIMEGATE_SWITCH:
6161 ActivateTimegateSwitch(x, y);
6162 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6167 case EL_BALLOON_SEND_LEFT:
6168 case EL_BALLOON_SEND_RIGHT:
6169 case EL_BALLOON_SEND_UP:
6170 case EL_BALLOON_SEND_DOWN:
6171 case EL_BALLOON_SEND_ANY_DIRECTION:
6172 if (element == EL_BALLOON_SEND_ANY_DIRECTION)
6173 game.balloon_dir = move_direction;
6175 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6176 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6177 element == EL_BALLOON_SEND_UP ? MV_UP :
6178 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6180 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6185 /* the following elements cannot be pushed by "snapping" */
6188 case EL_DX_SUPABOMB:
6190 case EL_TIME_ORB_EMPTY:
6192 case EL_SP_DISK_ORANGE:
6194 if (mode == DF_SNAP)
6195 return MF_NO_ACTION;
6196 /* no "break" -- fall through to next case */
6197 /* the following elements can be pushed by "snapping" */
6200 return MF_NO_ACTION;
6202 player->Pushing = TRUE;
6204 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6205 return MF_NO_ACTION;
6209 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6210 return MF_NO_ACTION;
6213 if (player->push_delay == 0)
6214 player->push_delay = FrameCounter;
6216 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6217 !tape.playing && element != EL_SPRING)
6218 return MF_NO_ACTION;
6220 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6221 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6222 element != EL_SPRING)
6223 return MF_NO_ACTION;
6226 if (mode == DF_SNAP)
6228 InitMovingField(x, y, move_direction);
6229 ContinueMoving(x, y);
6234 Feld[x+dx][y+dy] = element;
6237 if (element == EL_SPRING)
6239 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6240 MovDir[x+dx][y+dy] = move_direction;
6243 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6245 DrawLevelField(x + dx, y + dy);
6246 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6253 if (!player->key[element - EL_GATE1])
6254 return MF_NO_ACTION;
6261 if (!player->key[element - EL_GATE1_GRAY])
6262 return MF_NO_ACTION;
6269 if (!player->key[element - EL_EM_GATE1])
6270 return MF_NO_ACTION;
6271 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6272 return MF_NO_ACTION;
6274 /* automatically move to the next field with double speed */
6275 player->programmed_action = move_direction;
6276 DOUBLE_PLAYER_SPEED(player);
6278 PlaySoundLevel(x, y, SND_GATE_PASSING);
6281 case EL_EM_GATE1_GRAY:
6282 case EL_EM_GATE2_GRAY:
6283 case EL_EM_GATE3_GRAY:
6284 case EL_EM_GATE4_GRAY:
6285 if (!player->key[element - EL_EM_GATE1_GRAY])
6286 return MF_NO_ACTION;
6287 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6288 return MF_NO_ACTION;
6290 /* automatically move to the next field with double speed */
6291 player->programmed_action = move_direction;
6292 DOUBLE_PLAYER_SPEED(player);
6294 PlaySoundLevel(x, y, SND_GATE_PASSING);
6297 case EL_SWITCHGATE_OPEN:
6298 case EL_TIMEGATE_OPEN:
6299 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6300 return MF_NO_ACTION;
6302 /* automatically move to the next field with double speed */
6303 player->programmed_action = move_direction;
6304 DOUBLE_PLAYER_SPEED(player);
6306 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6309 case EL_SP_PORT1_LEFT:
6310 case EL_SP_PORT2_LEFT:
6311 case EL_SP_PORT1_RIGHT:
6312 case EL_SP_PORT2_RIGHT:
6313 case EL_SP_PORT1_UP:
6314 case EL_SP_PORT2_UP:
6315 case EL_SP_PORT1_DOWN:
6316 case EL_SP_PORT2_DOWN:
6321 element != EL_SP_PORT1_LEFT &&
6322 element != EL_SP_PORT2_LEFT &&
6323 element != EL_SP_PORT_X &&
6324 element != EL_SP_PORT_XY) ||
6326 element != EL_SP_PORT1_RIGHT &&
6327 element != EL_SP_PORT2_RIGHT &&
6328 element != EL_SP_PORT_X &&
6329 element != EL_SP_PORT_XY) ||
6331 element != EL_SP_PORT1_UP &&
6332 element != EL_SP_PORT2_UP &&
6333 element != EL_SP_PORT_Y &&
6334 element != EL_SP_PORT_XY) ||
6336 element != EL_SP_PORT1_DOWN &&
6337 element != EL_SP_PORT2_DOWN &&
6338 element != EL_SP_PORT_Y &&
6339 element != EL_SP_PORT_XY) ||
6340 !IN_LEV_FIELD(x + dx, y + dy) ||
6341 !IS_FREE(x + dx, y + dy))
6342 return MF_NO_ACTION;
6344 /* automatically move to the next field with double speed */
6345 player->programmed_action = move_direction;
6346 DOUBLE_PLAYER_SPEED(player);
6348 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6352 case EL_TUBE_VERTICAL:
6353 case EL_TUBE_HORIZONTAL:
6354 case EL_TUBE_VERTICAL_LEFT:
6355 case EL_TUBE_VERTICAL_RIGHT:
6356 case EL_TUBE_HORIZONTAL_UP:
6357 case EL_TUBE_HORIZONTAL_DOWN:
6358 case EL_TUBE_LEFT_UP:
6359 case EL_TUBE_LEFT_DOWN:
6360 case EL_TUBE_RIGHT_UP:
6361 case EL_TUBE_RIGHT_DOWN:
6364 int tube_enter_directions[][2] =
6366 { EL_TUBE_ALL, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6367 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6368 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6369 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6370 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6371 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6372 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6373 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6374 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6375 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6376 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6377 { -1, MV_NO_MOVING }
6380 while (tube_enter_directions[i][0] != element)
6383 if (tube_enter_directions[i][0] == -1) /* should not happen */
6387 if (!(tube_enter_directions[i][1] & move_direction))
6388 return MF_NO_ACTION; /* tube has no opening in this direction */
6390 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6394 case EL_EXIT_CLOSED:
6395 case EL_SP_EXIT_CLOSED:
6396 case EL_EXIT_OPENING:
6397 return MF_NO_ACTION;
6401 case EL_SP_EXIT_OPEN:
6402 if (mode == DF_SNAP)
6403 return MF_NO_ACTION;
6405 if (element == EL_EXIT_OPEN)
6406 PlaySoundLevel(x, y, SND_EXIT_PASSING);
6408 PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
6413 Feld[x][y] = EL_LAMP_ACTIVE;
6414 local_player->lights_still_needed--;
6415 DrawLevelField(x, y);
6416 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6420 case EL_TIME_ORB_FULL:
6421 Feld[x][y] = EL_TIME_ORB_EMPTY;
6423 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6424 DrawLevelField(x, y);
6425 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6429 case EL_SOKOBAN_FIELD_EMPTY:
6432 case EL_SOKOBAN_OBJECT:
6433 case EL_SOKOBAN_FIELD_FULL:
6435 case EL_SP_DISK_YELLOW:
6437 if (mode == DF_SNAP)
6438 return MF_NO_ACTION;
6440 player->Pushing = TRUE;
6442 if (!IN_LEV_FIELD(x+dx, y+dy)
6443 || (!IS_FREE(x+dx, y+dy)
6444 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6445 || !IS_SB_ELEMENT(element))))
6446 return MF_NO_ACTION;
6450 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6451 return MF_NO_ACTION;
6453 else if (dy && real_dx)
6455 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6456 return MF_NO_ACTION;
6459 if (player->push_delay == 0)
6460 player->push_delay = FrameCounter;
6462 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6463 !tape.playing && element != EL_BALLOON)
6464 return MF_NO_ACTION;
6466 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6467 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6468 element != EL_BALLOON)
6469 return MF_NO_ACTION;
6472 if (IS_SB_ELEMENT(element))
6474 if (element == EL_SOKOBAN_FIELD_FULL)
6476 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6477 local_player->sokobanfields_still_needed++;
6482 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6484 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6485 local_player->sokobanfields_still_needed--;
6486 if (element == EL_SOKOBAN_OBJECT)
6487 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6489 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6493 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
6494 if (element == EL_SOKOBAN_FIELD_FULL)
6495 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
6497 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6503 Feld[x+dx][y+dy] = element;
6504 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6507 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6509 DrawLevelField(x, y);
6510 DrawLevelField(x + dx, y + dy);
6512 if (IS_SB_ELEMENT(element) &&
6513 local_player->sokobanfields_still_needed == 0 &&
6514 game.emulation == EMU_SOKOBAN)
6516 player->LevelSolved = player->GameOver = TRUE;
6517 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6528 return MF_NO_ACTION;
6531 player->push_delay = 0;
6536 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6538 int jx = player->jx, jy = player->jy;
6539 int x = jx + dx, y = jy + dy;
6541 if (!player->active || !IN_LEV_FIELD(x, y))
6549 if (player->MovPos == 0)
6550 player->Pushing = FALSE;
6552 player->snapped = FALSE;
6556 if (player->snapped)
6559 player->MovDir = (dx < 0 ? MV_LEFT :
6562 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6564 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6567 player->snapped = TRUE;
6568 DrawLevelField(x, y);
6574 boolean PlaceBomb(struct PlayerInfo *player)
6576 int jx = player->jx, jy = player->jy;
6579 if (!player->active || player->MovPos)
6582 element = Feld[jx][jy];
6584 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6585 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
6588 if (element != EL_EMPTY)
6589 Store[jx][jy] = element;
6591 if (player->dynamite)
6593 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6594 MovDelay[jx][jy] = 96;
6596 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6597 FS_SMALL, FC_YELLOW);
6598 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6600 if (game.emulation == EMU_SUPAPLEX)
6601 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
6603 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
6606 PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
6611 EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
6612 MovDelay[jx][jy] = 96;
6613 player->dynabombs_left--;
6614 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6615 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
6617 PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
6623 void PlaySoundLevel(int x, int y, int nr)
6625 static int loop_sound_frame[NUM_SOUND_FILES];
6626 static int loop_sound_volume[NUM_SOUND_FILES];
6627 int sx = SCREENX(x), sy = SCREENY(y);
6628 int volume, stereo_position;
6629 int max_distance = 8;
6630 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6632 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6633 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6636 if (!IN_LEV_FIELD(x, y) ||
6637 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6638 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6641 volume = SOUND_MAX_VOLUME;
6643 if (!IN_SCR_FIELD(sx, sy))
6645 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6646 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6648 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6651 stereo_position = (SOUND_MAX_LEFT +
6652 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6653 (SCR_FIELDX + 2 * max_distance));
6655 if (IS_LOOP_SOUND(nr))
6657 /* This assures that quieter loop sounds do not overwrite louder ones,
6658 while restarting sound volume comparison with each new game frame. */
6660 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6663 loop_sound_volume[nr] = volume;
6664 loop_sound_frame[nr] = FrameCounter;
6667 PlaySoundExt(nr, volume, stereo_position, type);
6670 void PlaySoundLevelAction(int x, int y, int sound_action)
6672 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6675 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6677 int sound_effect = element_action_sound[element][sound_action];
6679 if (sound_effect != -1)
6680 PlaySoundLevel(x, y, sound_effect);
6683 void RaiseScore(int value)
6685 local_player->score += value;
6686 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6687 FS_SMALL, FC_YELLOW);
6690 void RaiseScoreElement(int element)
6696 case EL_EMERALD_YELLOW:
6697 case EL_EMERALD_RED:
6698 case EL_EMERALD_PURPLE:
6699 RaiseScore(level.score[SC_EDELSTEIN]);
6702 RaiseScore(level.score[SC_DIAMANT]);
6705 case EL_BD_BUTTERFLY:
6706 RaiseScore(level.score[SC_KAEFER]);
6710 RaiseScore(level.score[SC_FLIEGER]);
6713 case EL_DARK_YAMYAM:
6714 RaiseScore(level.score[SC_MAMPFER]);
6717 RaiseScore(level.score[SC_ROBOT]);
6720 RaiseScore(level.score[SC_PACMAN]);
6723 RaiseScore(level.score[SC_KOKOSNUSS]);
6726 RaiseScore(level.score[SC_DYNAMIT]);
6732 RaiseScore(level.score[SC_SCHLUESSEL]);
6739 void RequestQuitGame(boolean ask_if_really_quit)
6741 if (AllPlayersGone ||
6742 !ask_if_really_quit ||
6743 level_editor_test_game ||
6744 Request("Do you really want to quit the game ?",
6745 REQ_ASK | REQ_STAY_CLOSED))
6747 #if defined(PLATFORM_UNIX)
6748 if (options.network)
6749 SendToServer_StopPlaying();
6753 game_status = MAINMENU;
6759 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6764 /* ---------- new game button stuff ---------------------------------------- */
6766 /* graphic position values for game buttons */
6767 #define GAME_BUTTON_XSIZE 30
6768 #define GAME_BUTTON_YSIZE 30
6769 #define GAME_BUTTON_XPOS 5
6770 #define GAME_BUTTON_YPOS 215
6771 #define SOUND_BUTTON_XPOS 5
6772 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6774 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6775 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6776 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6777 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6778 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6779 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6786 } gamebutton_info[NUM_GAME_BUTTONS] =
6789 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6794 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6799 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6804 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6805 SOUND_CTRL_ID_MUSIC,
6806 "background music on/off"
6809 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6810 SOUND_CTRL_ID_LOOPS,
6811 "sound loops on/off"
6814 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6815 SOUND_CTRL_ID_SIMPLE,
6816 "normal sounds on/off"
6820 void CreateGameButtons()
6824 for (i=0; i<NUM_GAME_BUTTONS; i++)
6826 Bitmap *gd_bitmap = pix[PIX_DOOR];
6827 struct GadgetInfo *gi;
6830 unsigned long event_mask;
6831 int gd_xoffset, gd_yoffset;
6832 int gd_x1, gd_x2, gd_y1, gd_y2;
6835 gd_xoffset = gamebutton_info[i].x;
6836 gd_yoffset = gamebutton_info[i].y;
6837 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6838 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6840 if (id == GAME_CTRL_ID_STOP ||
6841 id == GAME_CTRL_ID_PAUSE ||
6842 id == GAME_CTRL_ID_PLAY)
6844 button_type = GD_TYPE_NORMAL_BUTTON;
6846 event_mask = GD_EVENT_RELEASED;
6847 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6848 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6852 button_type = GD_TYPE_CHECK_BUTTON;
6854 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6855 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6856 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6857 event_mask = GD_EVENT_PRESSED;
6858 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6859 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6862 gi = CreateGadget(GDI_CUSTOM_ID, id,
6863 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6864 GDI_X, DX + gd_xoffset,
6865 GDI_Y, DY + gd_yoffset,
6866 GDI_WIDTH, GAME_BUTTON_XSIZE,
6867 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6868 GDI_TYPE, button_type,
6869 GDI_STATE, GD_BUTTON_UNPRESSED,
6870 GDI_CHECKED, checked,
6871 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6872 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6873 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6874 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6875 GDI_EVENT_MASK, event_mask,
6876 GDI_CALLBACK_ACTION, HandleGameButtons,
6880 Error(ERR_EXIT, "cannot create gadget");
6882 game_gadget[id] = gi;
6886 static void MapGameButtons()
6890 for (i=0; i<NUM_GAME_BUTTONS; i++)
6891 MapGadget(game_gadget[i]);
6894 void UnmapGameButtons()
6898 for (i=0; i<NUM_GAME_BUTTONS; i++)
6899 UnmapGadget(game_gadget[i]);
6902 static void HandleGameButtons(struct GadgetInfo *gi)
6904 int id = gi->custom_id;
6906 if (game_status != PLAYING)
6911 case GAME_CTRL_ID_STOP:
6912 RequestQuitGame(TRUE);
6915 case GAME_CTRL_ID_PAUSE:
6916 if (options.network)
6918 #if defined(PLATFORM_UNIX)
6920 SendToServer_ContinuePlaying();
6922 SendToServer_PausePlaying();
6926 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6929 case GAME_CTRL_ID_PLAY:
6932 #if defined(PLATFORM_UNIX)
6933 if (options.network)
6934 SendToServer_ContinuePlaying();
6938 tape.pausing = FALSE;
6939 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6944 case SOUND_CTRL_ID_MUSIC:
6945 if (setup.sound_music)
6947 setup.sound_music = FALSE;
6950 else if (audio.music_available)
6952 setup.sound = setup.sound_music = TRUE;
6953 PlayMusic(level_nr);
6957 case SOUND_CTRL_ID_LOOPS:
6958 if (setup.sound_loops)
6959 setup.sound_loops = FALSE;
6960 else if (audio.loops_available)
6961 setup.sound = setup.sound_loops = TRUE;
6964 case SOUND_CTRL_ID_SIMPLE:
6965 if (setup.sound_simple)
6966 setup.sound_simple = FALSE;
6967 else if (audio.sound_available)
6968 setup.sound = setup.sound_simple = TRUE;